mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
584 lines
16 KiB
C++
584 lines
16 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "tr_local.h"
|
|
|
|
|
|
typedef struct {
|
|
idVec3 origin;
|
|
idMat3 axis;
|
|
} orientation_t;
|
|
|
|
|
|
/*
|
|
=================
|
|
R_MirrorPoint
|
|
=================
|
|
*/
|
|
static void R_MirrorPoint( const idVec3 in, orientation_t *surface, orientation_t *camera, idVec3 &out ) {
|
|
int i;
|
|
idVec3 local;
|
|
idVec3 transformed;
|
|
float d;
|
|
|
|
local = in - surface->origin;
|
|
|
|
transformed = vec3_origin;
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
d = local * surface->axis[i];
|
|
transformed += d * camera->axis[i];
|
|
}
|
|
|
|
out = transformed + camera->origin;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_MirrorVector
|
|
=================
|
|
*/
|
|
static void R_MirrorVector( const idVec3 in, orientation_t *surface, orientation_t *camera, idVec3 &out ) {
|
|
int i;
|
|
float d;
|
|
|
|
out = vec3_origin;
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
d = in * surface->axis[i];
|
|
out += d * camera->axis[i];
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_PlaneForSurface
|
|
|
|
Returns the plane for the first triangle in the surface
|
|
FIXME: check for degenerate triangle?
|
|
=============
|
|
*/
|
|
static void R_PlaneForSurface( const srfTriangles_t *tri, idPlane &plane ) {
|
|
idDrawVert *v1, *v2, *v3;
|
|
|
|
v1 = tri->verts + tri->indexes[0];
|
|
v2 = tri->verts + tri->indexes[1];
|
|
v3 = tri->verts + tri->indexes[2];
|
|
plane.FromPoints( v1->xyz, v2->xyz, v3->xyz );
|
|
}
|
|
|
|
/*
|
|
=========================
|
|
R_PreciseCullSurface
|
|
|
|
Check the surface for visibility on a per-triangle basis
|
|
for cases when it is going to be VERY expensive to draw (subviews)
|
|
|
|
If not culled, also returns the bounding box of the surface in
|
|
Normalized Device Coordinates, so it can be used to crop the scissor rect.
|
|
|
|
OPTIMIZE: we could also take exact portal passing into consideration
|
|
=========================
|
|
*/
|
|
bool R_PreciseCullSurface( const drawSurf_t *drawSurf, idBounds &ndcBounds ) {
|
|
const srfTriangles_t *tri;
|
|
int numTriangles;
|
|
idPlane clip, eye;
|
|
int i, j;
|
|
unsigned int pointOr;
|
|
unsigned int pointAnd;
|
|
idVec3 localView;
|
|
idFixedWinding w;
|
|
|
|
tri = drawSurf->geo;
|
|
|
|
pointOr = 0;
|
|
pointAnd = (unsigned int)~0;
|
|
|
|
// get an exact bounds of the triangles for scissor cropping
|
|
ndcBounds.Clear();
|
|
|
|
for ( i = 0; i < tri->numVerts; i++ ) {
|
|
int j;
|
|
unsigned int pointFlags;
|
|
|
|
R_TransformModelToClip( tri->verts[i].xyz, drawSurf->space->modelViewMatrix,
|
|
tr.viewDef->projectionMatrix, eye, clip );
|
|
|
|
pointFlags = 0;
|
|
for ( j = 0; j < 3; j++ ) {
|
|
if ( clip[j] >= clip[3] ) {
|
|
pointFlags |= (1 << (j*2));
|
|
} else if ( clip[j] <= -clip[3] ) {
|
|
pointFlags |= ( 1 << (j*2+1));
|
|
}
|
|
}
|
|
|
|
pointAnd &= pointFlags;
|
|
pointOr |= pointFlags;
|
|
}
|
|
|
|
// trivially reject
|
|
if ( pointAnd ) {
|
|
return true;
|
|
}
|
|
|
|
// backface and frustum cull
|
|
numTriangles = tri->numIndexes / 3;
|
|
|
|
R_GlobalPointToLocal( drawSurf->space->modelMatrix, tr.viewDef->renderView.vieworg, localView );
|
|
|
|
for ( i = 0; i < tri->numIndexes; i += 3 ) {
|
|
idVec3 dir, normal;
|
|
float dot;
|
|
idVec3 d1, d2;
|
|
|
|
const idVec3 &v1 = tri->verts[tri->indexes[i]].xyz;
|
|
const idVec3 &v2 = tri->verts[tri->indexes[i+1]].xyz;
|
|
const idVec3 &v3 = tri->verts[tri->indexes[i+2]].xyz;
|
|
|
|
// this is a hack, because R_GlobalPointToLocal doesn't work with the non-normalized
|
|
// axis that we get from the gui view transform. It doesn't hurt anything, because
|
|
// we know that all gui generated surfaces are front facing
|
|
if ( tr.guiRecursionLevel == 0 ) {
|
|
// we don't care that it isn't normalized,
|
|
// all we want is the sign
|
|
d1 = v2 - v1;
|
|
d2 = v3 - v1;
|
|
normal = d2.Cross( d1 );
|
|
|
|
dir = v1 - localView;
|
|
|
|
dot = normal * dir;
|
|
if ( dot >= 0.0f ) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// now find the exact screen bounds of the clipped triangle
|
|
w.SetNumPoints( 3 );
|
|
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v1, w[0].ToVec3() );
|
|
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v2, w[1].ToVec3() );
|
|
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v3, w[2].ToVec3() );
|
|
w[0].s = w[0].t = w[1].s = w[1].t = w[2].s = w[2].t = 0.0f;
|
|
|
|
for ( j = 0; j < 4; j++ ) {
|
|
if ( !w.ClipInPlace( -tr.viewDef->frustum[j], 0.1f ) ) {
|
|
break;
|
|
}
|
|
}
|
|
for ( j = 0; j < w.GetNumPoints(); j++ ) {
|
|
idVec3 screen;
|
|
|
|
R_GlobalToNormalizedDeviceCoordinates( w[j].ToVec3(), screen );
|
|
ndcBounds.AddPoint( screen );
|
|
}
|
|
}
|
|
|
|
// if we don't enclose any area, return
|
|
if ( ndcBounds.IsCleared() ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
R_MirrorViewBySurface
|
|
========================
|
|
*/
|
|
static viewDef_t *R_MirrorViewBySurface( drawSurf_t *drawSurf ) {
|
|
viewDef_t *parms;
|
|
orientation_t surface, camera;
|
|
idPlane originalPlane, plane;
|
|
|
|
// copy the viewport size from the original
|
|
parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
|
|
*parms = *tr.viewDef;
|
|
parms->renderView.viewID = 0; // clear to allow player bodies to show up, and suppress view weapons
|
|
|
|
parms->isSubview = true;
|
|
parms->isMirror = true;
|
|
|
|
// create plane axis for the portal we are seeing
|
|
R_PlaneForSurface( drawSurf->geo, originalPlane );
|
|
R_LocalPlaneToGlobal( drawSurf->space->modelMatrix, originalPlane, plane );
|
|
|
|
surface.origin = plane.Normal() * -plane[3];
|
|
surface.axis[0] = plane.Normal();
|
|
surface.axis[0].NormalVectors( surface.axis[1], surface.axis[2] );
|
|
surface.axis[2] = -surface.axis[2];
|
|
|
|
camera.origin = surface.origin;
|
|
camera.axis[0] = -surface.axis[0];
|
|
camera.axis[1] = surface.axis[1];
|
|
camera.axis[2] = surface.axis[2];
|
|
|
|
// set the mirrored origin and axis
|
|
R_MirrorPoint( tr.viewDef->renderView.vieworg, &surface, &camera, parms->renderView.vieworg );
|
|
|
|
R_MirrorVector( tr.viewDef->renderView.viewaxis[0], &surface, &camera, parms->renderView.viewaxis[0] );
|
|
R_MirrorVector( tr.viewDef->renderView.viewaxis[1], &surface, &camera, parms->renderView.viewaxis[1] );
|
|
R_MirrorVector( tr.viewDef->renderView.viewaxis[2], &surface, &camera, parms->renderView.viewaxis[2] );
|
|
|
|
// make the view origin 16 units away from the center of the surface
|
|
idVec3 viewOrigin = ( drawSurf->geo->bounds[0] + drawSurf->geo->bounds[1] ) * 0.5;
|
|
viewOrigin += ( originalPlane.Normal() * 16 );
|
|
|
|
R_LocalPointToGlobal( drawSurf->space->modelMatrix, viewOrigin, parms->initialViewAreaOrigin );
|
|
|
|
// set the mirror clip plane
|
|
parms->numClipPlanes = 1;
|
|
parms->clipPlanes[0] = -camera.axis[0];
|
|
|
|
parms->clipPlanes[0][3] = -( camera.origin * parms->clipPlanes[0].Normal() );
|
|
|
|
return parms;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
R_XrayViewBySurface
|
|
========================
|
|
*/
|
|
static viewDef_t *R_XrayViewBySurface( drawSurf_t *drawSurf ) {
|
|
viewDef_t *parms;
|
|
orientation_t surface, camera;
|
|
idPlane originalPlane, plane;
|
|
|
|
// copy the viewport size from the original
|
|
parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
|
|
*parms = *tr.viewDef;
|
|
parms->renderView.viewID = 0; // clear to allow player bodies to show up, and suppress view weapons
|
|
|
|
parms->isSubview = true;
|
|
parms->isXraySubview = true;
|
|
|
|
return parms;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RemoteRender
|
|
===============
|
|
*/
|
|
static void R_RemoteRender( drawSurf_t *surf, textureStage_t *stage ) {
|
|
viewDef_t *parms;
|
|
|
|
// remote views can be reused in a single frame
|
|
if ( stage->dynamicFrameCount == tr.frameCount ) {
|
|
return;
|
|
}
|
|
|
|
// if the entity doesn't have a remoteRenderView, do nothing
|
|
if ( !surf->space->entityDef->parms.remoteRenderView ) {
|
|
return;
|
|
}
|
|
|
|
if (surf->space->entityDef->parms.isFreezeFrame >= 2)
|
|
return;
|
|
|
|
if (surf->space->entityDef->parms.isFreezeFrame == 1)
|
|
surf->space->entityDef->parms.isFreezeFrame = 2;
|
|
|
|
// copy the viewport size from the original
|
|
parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
|
|
*parms = *tr.viewDef;
|
|
|
|
parms->isSubview = true;
|
|
parms->isMirror = false;
|
|
|
|
parms->renderView = *surf->space->entityDef->parms.remoteRenderView;
|
|
parms->renderView.viewID = 0; // clear to allow player bodies to show up, and suppress view weapons
|
|
parms->initialViewAreaOrigin = parms->renderView.vieworg;
|
|
|
|
tr.CropRenderSize( stage->width, stage->height, true );
|
|
|
|
parms->renderView.x = 0;
|
|
parms->renderView.y = 0;
|
|
parms->renderView.width = SCREEN_WIDTH;
|
|
parms->renderView.height = SCREEN_HEIGHT;
|
|
|
|
tr.RenderViewToViewport( &parms->renderView, &parms->viewport );
|
|
|
|
parms->scissor.x1 = 0;
|
|
parms->scissor.y1 = 0;
|
|
parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
|
|
parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
|
|
|
|
parms->superView = tr.viewDef;
|
|
parms->subviewSurface = surf;
|
|
|
|
// generate render commands for it
|
|
R_RenderView(parms);
|
|
|
|
// copy this rendering to the image
|
|
stage->dynamicFrameCount = tr.frameCount;
|
|
if (!stage->image) {
|
|
stage->image = globalImages->scratchImage;
|
|
}
|
|
|
|
tr.CaptureRenderToImage( stage->image->imgName );
|
|
tr.UnCrop();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_MirrorRender
|
|
=================
|
|
*/
|
|
void R_MirrorRender( drawSurf_t *surf, textureStage_t *stage, idScreenRect scissor ) {
|
|
viewDef_t *parms;
|
|
|
|
// remote views can be reused in a single frame
|
|
if ( stage->dynamicFrameCount == tr.frameCount ) {
|
|
return;
|
|
}
|
|
|
|
// issue a new view command
|
|
parms = R_MirrorViewBySurface( surf );
|
|
if ( !parms ) {
|
|
return;
|
|
}
|
|
|
|
tr.CropRenderSize( stage->width, stage->height, true );
|
|
|
|
parms->renderView.x = 0;
|
|
parms->renderView.y = 0;
|
|
parms->renderView.width = SCREEN_WIDTH;
|
|
parms->renderView.height = SCREEN_HEIGHT;
|
|
|
|
tr.RenderViewToViewport( &parms->renderView, &parms->viewport );
|
|
|
|
parms->scissor.x1 = 0;
|
|
parms->scissor.y1 = 0;
|
|
parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
|
|
parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
|
|
|
|
parms->superView = tr.viewDef;
|
|
parms->subviewSurface = surf;
|
|
|
|
// triangle culling order changes with mirroring
|
|
parms->isMirror = ( ( (int)parms->isMirror ^ (int)tr.viewDef->isMirror ) != 0 );
|
|
|
|
// generate render commands for it
|
|
R_RenderView( parms );
|
|
|
|
// copy this rendering to the image
|
|
stage->dynamicFrameCount = tr.frameCount;
|
|
stage->image = globalImages->scratchImage;
|
|
|
|
tr.CaptureRenderToImage( stage->image->imgName );
|
|
tr.UnCrop();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_XrayRender
|
|
=================
|
|
*/
|
|
void R_XrayRender( drawSurf_t *surf, textureStage_t *stage, idScreenRect scissor ) {
|
|
viewDef_t *parms;
|
|
|
|
// remote views can be reused in a single frame
|
|
if ( stage->dynamicFrameCount == tr.frameCount ) {
|
|
return;
|
|
}
|
|
|
|
// issue a new view command
|
|
parms = R_XrayViewBySurface( surf );
|
|
if ( !parms ) {
|
|
return;
|
|
}
|
|
|
|
tr.CropRenderSize( stage->width, stage->height, true );
|
|
|
|
parms->renderView.x = 0;
|
|
parms->renderView.y = 0;
|
|
parms->renderView.width = SCREEN_WIDTH;
|
|
parms->renderView.height = SCREEN_HEIGHT;
|
|
|
|
tr.RenderViewToViewport( &parms->renderView, &parms->viewport );
|
|
|
|
parms->scissor.x1 = 0;
|
|
parms->scissor.y1 = 0;
|
|
parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
|
|
parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
|
|
|
|
parms->superView = tr.viewDef;
|
|
parms->subviewSurface = surf;
|
|
|
|
// triangle culling order changes with mirroring
|
|
parms->isMirror = ( ( (int)parms->isMirror ^ (int)tr.viewDef->isMirror ) != 0 );
|
|
|
|
// generate render commands for it
|
|
R_RenderView( parms );
|
|
|
|
// copy this rendering to the image
|
|
stage->dynamicFrameCount = tr.frameCount;
|
|
stage->image = globalImages->scratchImage2;
|
|
|
|
tr.CaptureRenderToImage( stage->image->imgName );
|
|
tr.UnCrop();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_GenerateSurfaceSubview
|
|
==================
|
|
*/
|
|
bool R_GenerateSurfaceSubview( drawSurf_t *drawSurf ) {
|
|
idBounds ndcBounds;
|
|
viewDef_t *parms;
|
|
const idMaterial *shader;
|
|
|
|
// for testing the performance hit
|
|
if ( r_skipSubviews.GetBool() ) {
|
|
return false;
|
|
}
|
|
|
|
if ( R_PreciseCullSurface( drawSurf, ndcBounds ) ) {
|
|
return false;
|
|
}
|
|
|
|
shader = drawSurf->material;
|
|
|
|
// never recurse through a subview surface that we are
|
|
// already seeing through
|
|
for ( parms = tr.viewDef ; parms ; parms = parms->superView ) {
|
|
if ( parms->subviewSurface
|
|
&& parms->subviewSurface->geo == drawSurf->geo
|
|
&& parms->subviewSurface->space->entityDef == drawSurf->space->entityDef ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( parms ) {
|
|
return false;
|
|
}
|
|
|
|
// crop the scissor bounds based on the precise cull
|
|
idScreenRect scissor;
|
|
|
|
idScreenRect *v = &tr.viewDef->viewport;
|
|
scissor.x1 = v->x1 + (int)( (v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[0][0] + 1.0f ));
|
|
scissor.y1 = v->y1 + (int)( (v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[0][1] + 1.0f ));
|
|
scissor.x2 = v->x1 + (int)( (v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[1][0] + 1.0f ));
|
|
scissor.y2 = v->y1 + (int)( (v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[1][1] + 1.0f ));
|
|
|
|
// nudge a bit for safety
|
|
scissor.Expand();
|
|
|
|
scissor.Intersect( tr.viewDef->scissor );
|
|
|
|
if ( scissor.IsEmpty() ) {
|
|
// cropped out
|
|
return false;
|
|
}
|
|
|
|
// see what kind of subview we are making
|
|
if ( shader->GetSort() != SS_SUBVIEW ) {
|
|
for ( int i = 0 ; i < shader->GetNumStages() ; i++ ) {
|
|
const shaderStage_t *stage = shader->GetStage( i );
|
|
switch ( stage->texture.dynamic ) {
|
|
case DI_REMOTE_RENDER:
|
|
R_RemoteRender( drawSurf, const_cast<textureStage_t *>(&stage->texture) );
|
|
break;
|
|
case DI_MIRROR_RENDER:
|
|
R_MirrorRender( drawSurf, const_cast<textureStage_t *>(&stage->texture), scissor );
|
|
break;
|
|
case DI_XRAY_RENDER:
|
|
R_XrayRender( drawSurf, const_cast<textureStage_t *>(&stage->texture), scissor );
|
|
break;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// issue a new view command
|
|
parms = R_MirrorViewBySurface( drawSurf );
|
|
if ( !parms ) {
|
|
return false;
|
|
}
|
|
|
|
parms->scissor = scissor;
|
|
parms->superView = tr.viewDef;
|
|
parms->subviewSurface = drawSurf;
|
|
|
|
// triangle culling order changes with mirroring
|
|
parms->isMirror = ( ( (int)parms->isMirror ^ (int)tr.viewDef->isMirror ) != 0 );
|
|
|
|
// generate render commands for it
|
|
R_RenderView( parms );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_GenerateSubViews
|
|
|
|
If we need to render another view to complete the current view,
|
|
generate it first.
|
|
|
|
It is important to do this after all drawSurfs for the current
|
|
view have been generated, because it may create a subview which
|
|
would change tr.viewCount.
|
|
================
|
|
*/
|
|
bool R_GenerateSubViews( void ) {
|
|
drawSurf_t *drawSurf;
|
|
int i;
|
|
bool subviews;
|
|
const idMaterial *shader;
|
|
|
|
// for testing the performance hit
|
|
if ( r_skipSubviews.GetBool() ) {
|
|
return false;
|
|
}
|
|
|
|
subviews = false;
|
|
|
|
// scan the surfaces until we either find a subview, or determine
|
|
// there are no more subview surfaces.
|
|
for ( i = 0 ; i < tr.viewDef->numDrawSurfs ; i++ ) {
|
|
drawSurf = tr.viewDef->drawSurfs[i];
|
|
shader = drawSurf->material;
|
|
|
|
if ( !shader || !shader->HasSubview() ) {
|
|
continue;
|
|
}
|
|
|
|
if ( R_GenerateSurfaceSubview( drawSurf ) ) {
|
|
subviews = true;
|
|
}
|
|
}
|
|
|
|
return subviews;
|
|
}
|