quadrilateralcowboy/renderer/tr_render.cpp

891 lines
27 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"
/*
back end scene + lights rendering functions
*/
/*
=================
RB_DrawElementsImmediate
Draws with immediate mode commands, which is going to be very slow.
This should never happen if the vertex cache is operating properly.
=================
*/
void RB_DrawElementsImmediate( const srfTriangles_t *tri ) {
backEnd.pc.c_drawElements++;
backEnd.pc.c_drawIndexes += tri->numIndexes;
backEnd.pc.c_drawVertexes += tri->numVerts;
if ( tri->ambientSurface != NULL ) {
if ( tri->indexes == tri->ambientSurface->indexes ) {
backEnd.pc.c_drawRefIndexes += tri->numIndexes;
}
if ( tri->verts == tri->ambientSurface->verts ) {
backEnd.pc.c_drawRefVertexes += tri->numVerts;
}
}
qglBegin( GL_TRIANGLES );
for ( int i = 0 ; i < tri->numIndexes ; i++ ) {
qglTexCoord2fv( tri->verts[ tri->indexes[i] ].st.ToFloatPtr() );
qglVertex3fv( tri->verts[ tri->indexes[i] ].xyz.ToFloatPtr() );
}
qglEnd();
}
/*
================
RB_DrawElementsWithCounters
================
*/
void RB_DrawElementsWithCounters( const srfTriangles_t *tri ) {
backEnd.pc.c_drawElements++;
backEnd.pc.c_drawIndexes += tri->numIndexes;
backEnd.pc.c_drawVertexes += tri->numVerts;
if ( tri->ambientSurface != NULL ) {
if ( tri->indexes == tri->ambientSurface->indexes ) {
backEnd.pc.c_drawRefIndexes += tri->numIndexes;
}
if ( tri->verts == tri->ambientSurface->verts ) {
backEnd.pc.c_drawRefVertexes += tri->numVerts;
}
}
if ( tri->indexCache && r_useIndexBuffers.GetBool() ) {
qglDrawElements( GL_TRIANGLES,
r_singleTriangle.GetBool() ? 3 : tri->numIndexes,
GL_INDEX_TYPE,
(int *)vertexCache.Position( tri->indexCache ) );
backEnd.pc.c_vboIndexes += tri->numIndexes;
} else {
if ( r_useIndexBuffers.GetBool() ) {
vertexCache.UnbindIndex();
}
qglDrawElements( GL_TRIANGLES,
r_singleTriangle.GetBool() ? 3 : tri->numIndexes,
GL_INDEX_TYPE,
tri->indexes );
}
}
/*
================
RB_DrawShadowElementsWithCounters
May not use all the indexes in the surface if caps are skipped
================
*/
void RB_DrawShadowElementsWithCounters( const srfTriangles_t *tri, int numIndexes ) {
backEnd.pc.c_shadowElements++;
backEnd.pc.c_shadowIndexes += numIndexes;
backEnd.pc.c_shadowVertexes += tri->numVerts;
if ( tri->indexCache && r_useIndexBuffers.GetBool() ) {
qglDrawElements( GL_TRIANGLES,
r_singleTriangle.GetBool() ? 3 : numIndexes,
GL_INDEX_TYPE,
(int *)vertexCache.Position( tri->indexCache ) );
backEnd.pc.c_vboIndexes += numIndexes;
} else {
if ( r_useIndexBuffers.GetBool() ) {
vertexCache.UnbindIndex();
}
qglDrawElements( GL_TRIANGLES,
r_singleTriangle.GetBool() ? 3 : numIndexes,
GL_INDEX_TYPE,
tri->indexes );
}
}
/*
===============
RB_RenderTriangleSurface
Sets texcoord and vertex pointers
===============
*/
void RB_RenderTriangleSurface( const srfTriangles_t *tri ) {
if ( !tri->ambientCache ) {
RB_DrawElementsImmediate( tri );
return;
}
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
RB_DrawElementsWithCounters( tri );
}
/*
===============
RB_T_RenderTriangleSurface
===============
*/
void RB_T_RenderTriangleSurface( const drawSurf_t *surf ) {
RB_RenderTriangleSurface( surf->geo );
}
/*
===============
RB_EnterWeaponDepthHack
===============
*/
void RB_EnterWeaponDepthHack() {
qglDepthRange( 0, 0.5 );
float matrix[16];
memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );
matrix[14] *= 0.25;
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf( matrix );
qglMatrixMode(GL_MODELVIEW);
}
/*
===============
RB_EnterModelDepthHack
===============
*/
void RB_EnterModelDepthHack( float depth ) {
qglDepthRange( 0.0f, 1.0f );
float matrix[16];
memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );
matrix[14] -= depth;
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf( matrix );
qglMatrixMode(GL_MODELVIEW);
}
/*
===============
RB_LeaveDepthHack
===============
*/
void RB_LeaveDepthHack() {
qglDepthRange( 0, 1 );
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
qglMatrixMode(GL_MODELVIEW);
}
/*
====================
RB_RenderDrawSurfListWithFunction
The triangle functions can check backEnd.currentSpace != surf->space
to see if they need to perform any new matrix setup. The modelview
matrix will already have been loaded, and backEnd.currentSpace will
be updated after the triangle function completes.
====================
*/
void RB_RenderDrawSurfListWithFunction( drawSurf_t **drawSurfs, int numDrawSurfs,
void (*triFunc_)( const drawSurf_t *) ) {
int i;
const drawSurf_t *drawSurf;
backEnd.currentSpace = NULL;
for (i = 0 ; i < numDrawSurfs ; i++ ) {
drawSurf = drawSurfs[i];
// change the matrix if needed
if ( drawSurf->space != backEnd.currentSpace ) {
qglLoadMatrixf( drawSurf->space->modelViewMatrix );
}
if ( drawSurf->space->weaponDepthHack ) {
RB_EnterWeaponDepthHack();
}
if ( drawSurf->space->modelDepthHack != 0.0f ) {
RB_EnterModelDepthHack( drawSurf->space->modelDepthHack );
}
// change the scissor if needed
if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( drawSurf->scissorRect ) ) {
backEnd.currentScissor = drawSurf->scissorRect;
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
}
// render it
triFunc_( drawSurf );
if ( drawSurf->space->weaponDepthHack || drawSurf->space->modelDepthHack != 0.0f ) {
RB_LeaveDepthHack();
}
backEnd.currentSpace = drawSurf->space;
}
}
/*
======================
RB_RenderDrawSurfChainWithFunction
======================
*/
void RB_RenderDrawSurfChainWithFunction( const drawSurf_t *drawSurfs,
void (*triFunc_)( const drawSurf_t *) ) {
const drawSurf_t *drawSurf;
backEnd.currentSpace = NULL;
for ( drawSurf = drawSurfs ; drawSurf ; drawSurf = drawSurf->nextOnLight ) {
// change the matrix if needed
if ( drawSurf->space != backEnd.currentSpace ) {
qglLoadMatrixf( drawSurf->space->modelViewMatrix );
}
if ( drawSurf->space->weaponDepthHack ) {
RB_EnterWeaponDepthHack();
}
if ( drawSurf->space->modelDepthHack ) {
RB_EnterModelDepthHack( drawSurf->space->modelDepthHack );
}
// change the scissor if needed
if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( drawSurf->scissorRect ) ) {
backEnd.currentScissor = drawSurf->scissorRect;
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
}
// render it
triFunc_( drawSurf );
if ( drawSurf->space->weaponDepthHack || drawSurf->space->modelDepthHack != 0.0f ) {
RB_LeaveDepthHack();
}
backEnd.currentSpace = drawSurf->space;
}
}
/*
======================
RB_GetShaderTextureMatrix
======================
*/
void RB_GetShaderTextureMatrix( const float *shaderRegisters,
const textureStage_t *texture, float matrix[16] ) {
matrix[0] = shaderRegisters[ texture->matrix[0][0] ];
matrix[4] = shaderRegisters[ texture->matrix[0][1] ];
matrix[8] = 0;
matrix[12] = shaderRegisters[ texture->matrix[0][2] ];
// we attempt to keep scrolls from generating incredibly large texture values, but
// center rotations and center scales can still generate offsets that need to be > 1
if ( matrix[12] < -40 || matrix[12] > 40 ) {
matrix[12] -= (int)matrix[12];
}
matrix[1] = shaderRegisters[ texture->matrix[1][0] ];
matrix[5] = shaderRegisters[ texture->matrix[1][1] ];
matrix[9] = 0;
matrix[13] = shaderRegisters[ texture->matrix[1][2] ];
if ( matrix[13] < -40 || matrix[13] > 40 ) {
matrix[13] -= (int)matrix[13];
}
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = 1;
matrix[14] = 0;
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = 0;
matrix[15] = 1;
}
/*
======================
RB_LoadShaderTextureMatrix
======================
*/
void RB_LoadShaderTextureMatrix( const float *shaderRegisters, const textureStage_t *texture ) {
float matrix[16];
RB_GetShaderTextureMatrix( shaderRegisters, texture, matrix );
qglMatrixMode( GL_TEXTURE );
qglLoadMatrixf( matrix );
qglMatrixMode( GL_MODELVIEW );
}
/*
======================
RB_BindVariableStageImage
Handles generating a cinematic frame if needed
======================
*/
void RB_BindVariableStageImage( const textureStage_t *texture, const float *shaderRegisters ) {
if ( texture->cinematic ) {
cinData_t cin;
if ( r_skipDynamicTextures.GetBool() ) {
globalImages->defaultImage->Bind();
return;
}
// offset time by shaderParm[7] (FIXME: make the time offset a parameter of the shader?)
// We make no attempt to optimize for multiple identical cinematics being in view, or
// for cinematics going at a lower framerate than the renderer.
cin = texture->cinematic->ImageForTime( (int)(1000 * ( backEnd.viewDef->floatTime + backEnd.viewDef->renderView.shaderParms[11] ) ) );
if ( cin.image ) {
globalImages->cinematicImage->UploadScratch( cin.image, cin.imageWidth, cin.imageHeight );
} else {
globalImages->blackImage->Bind();
}
} else {
//FIXME: see why image is invalid
if (texture->image) {
texture->image->Bind();
}
}
}
/*
======================
RB_BindStageTexture
======================
*/
void RB_BindStageTexture( const float *shaderRegisters, const textureStage_t *texture, const drawSurf_t *surf ) {
// image
RB_BindVariableStageImage( texture, shaderRegisters );
// texgens
if ( texture->texgen == TG_DIFFUSE_CUBE ) {
qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );
}
if ( texture->texgen == TG_SKYBOX_CUBE || texture->texgen == TG_WOBBLESKY_CUBE ) {
qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
}
if ( texture->texgen == TG_REFLECT_CUBE ) {
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_R );
qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
qglEnableClientState( GL_NORMAL_ARRAY );
qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );
qglMatrixMode( GL_TEXTURE );
float mat[16];
R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );
qglLoadMatrixf( mat );
qglMatrixMode( GL_MODELVIEW );
}
// matrix
if ( texture->hasMatrix ) {
RB_LoadShaderTextureMatrix( shaderRegisters, texture );
}
}
/*
======================
RB_FinishStageTexture
======================
*/
void RB_FinishStageTexture( const textureStage_t *texture, const drawSurf_t *surf ) {
if ( texture->texgen == TG_DIFFUSE_CUBE || texture->texgen == TG_SKYBOX_CUBE
|| texture->texgen == TG_WOBBLESKY_CUBE ) {
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ),
(void *)&(((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->st) );
}
if ( texture->texgen == TG_REFLECT_CUBE ) {
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_R );
qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglDisableClientState( GL_NORMAL_ARRAY );
qglMatrixMode( GL_TEXTURE );
qglLoadIdentity();
qglMatrixMode( GL_MODELVIEW );
}
if ( texture->hasMatrix ) {
qglMatrixMode( GL_TEXTURE );
qglLoadIdentity();
qglMatrixMode( GL_MODELVIEW );
}
}
//=============================================================================================
/*
=================
RB_DetermineLightScale
Sets:
backEnd.lightScale
backEnd.overBright
Find out how much we are going to need to overscale the lighting, so we
can down modulate the pre-lighting passes.
We only look at light calculations, but an argument could be made that
we should also look at surface evaluations, which would let surfaces
overbright past 1.0
=================
*/
void RB_DetermineLightScale( void ) {
viewLight_t *vLight;
const idMaterial *shader;
float max;
int i, j, numStages;
const shaderStage_t *stage;
// the light scale will be based on the largest color component of any surface
// that will be drawn.
// should we consider separating rgb scales?
// if there are no lights, this will remain at 1.0, so GUI-only
// rendering will not lose any bits of precision
max = 1.0;
for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
// lights with no surfaces or shaderparms may still be present
// for debug display
if ( !vLight->localInteractions && !vLight->globalInteractions
&& !vLight->translucentInteractions ) {
continue;
}
shader = vLight->lightShader;
numStages = shader->GetNumStages();
for ( i = 0 ; i < numStages ; i++ ) {
stage = shader->GetStage( i );
for ( j = 0 ; j < 3 ; j++ ) {
float v = r_lightScale.GetFloat() * vLight->shaderRegisters[ stage->color.registers[j] ];
if ( v > max ) {
max = v;
}
}
}
}
backEnd.pc.maxLightValue = max;
if ( max <= tr.backEndRendererMaxLight ) {
backEnd.lightScale = r_lightScale.GetFloat();
backEnd.overBright = 1.0;
} else {
backEnd.lightScale = r_lightScale.GetFloat() * tr.backEndRendererMaxLight / max;
backEnd.overBright = max / tr.backEndRendererMaxLight;
}
}
/*
=================
RB_BeginDrawingView
Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView (void) {
// set the modelview matrix for the viewer
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
qglMatrixMode(GL_MODELVIEW);
// set the window clipping
qglViewport( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1,
tr.viewportOffset[1] + backEnd.viewDef->viewport.y1,
backEnd.viewDef->viewport.x2 + 1 - backEnd.viewDef->viewport.x1,
backEnd.viewDef->viewport.y2 + 1 - backEnd.viewDef->viewport.y1 );
// the scissor may be smaller than the viewport for subviews
qglScissor( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
tr.viewportOffset[1] + backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
backEnd.viewDef->scissor.x2 + 1 - backEnd.viewDef->scissor.x1,
backEnd.viewDef->scissor.y2 + 1 - backEnd.viewDef->scissor.y1 );
backEnd.currentScissor = backEnd.viewDef->scissor;
// ensures that depth writes are enabled for the depth clear
GL_State( GLS_DEFAULT );
// we don't have to clear the depth / stencil buffer for 2D rendering
if ( backEnd.viewDef->viewEntitys ) {
qglStencilMask( 0xff );
// some cards may have 7 bit stencil buffers, so don't assume this
// should be 128
qglClearStencil( 1<<(glConfig.stencilBits-1) );
qglClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
qglEnable( GL_DEPTH_TEST );
} else {
qglDisable( GL_DEPTH_TEST );
qglDisable( GL_STENCIL_TEST );
}
backEnd.glState.faceCulling = -1; // force face culling to set next time
GL_Cull( CT_FRONT_SIDED );
}
/*
==================
R_SetDrawInteractions
==================
*/
void R_SetDrawInteraction( const shaderStage_t *surfaceStage, const float *surfaceRegs,
idImage **image, idVec4 matrix[2], float color[4] ) {
*image = surfaceStage->texture.image;
if ( surfaceStage->texture.hasMatrix ) {
matrix[0][0] = surfaceRegs[surfaceStage->texture.matrix[0][0]];
matrix[0][1] = surfaceRegs[surfaceStage->texture.matrix[0][1]];
matrix[0][2] = 0;
matrix[0][3] = surfaceRegs[surfaceStage->texture.matrix[0][2]];
matrix[1][0] = surfaceRegs[surfaceStage->texture.matrix[1][0]];
matrix[1][1] = surfaceRegs[surfaceStage->texture.matrix[1][1]];
matrix[1][2] = 0;
matrix[1][3] = surfaceRegs[surfaceStage->texture.matrix[1][2]];
// we attempt to keep scrolls from generating incredibly large texture values, but
// center rotations and center scales can still generate offsets that need to be > 1
if ( matrix[0][3] < -40 || matrix[0][3] > 40 ) {
matrix[0][3] -= (int)matrix[0][3];
}
if ( matrix[1][3] < -40 || matrix[1][3] > 40 ) {
matrix[1][3] -= (int)matrix[1][3];
}
} else {
matrix[0][0] = 1;
matrix[0][1] = 0;
matrix[0][2] = 0;
matrix[0][3] = 0;
matrix[1][0] = 0;
matrix[1][1] = 1;
matrix[1][2] = 0;
matrix[1][3] = 0;
}
if ( color ) {
for ( int i = 0 ; i < 4 ; i++ ) {
color[i] = surfaceRegs[surfaceStage->color.registers[i]];
// clamp here, so card with greater range don't look different.
// we could perform overbrighting like we do for lights, but
// it doesn't currently look worth it.
if ( color[i] < 0 ) {
color[i] = 0;
} else if ( color[i] > 1.0 ) {
color[i] = 1.0;
}
}
}
}
/*
=================
RB_SubmittInteraction
=================
*/
static void RB_SubmittInteraction( drawInteraction_t *din, void (*DrawInteraction)(const drawInteraction_t *) ) {
if ( !din->bumpImage ) {
return;
}
if ( !din->diffuseImage || r_skipDiffuse.GetBool() ) {
din->diffuseImage = globalImages->blackImage;
}
if ( !din->specularImage || r_skipSpecular.GetBool() || din->ambientLight ) {
din->specularImage = globalImages->blackImage;
}
if ( !din->bumpImage || r_skipBump.GetBool() ) {
din->bumpImage = globalImages->flatNormalMap;
}
// if we wouldn't draw anything, don't call the Draw function
if (
( ( din->diffuseColor[0] > 0 ||
din->diffuseColor[1] > 0 ||
din->diffuseColor[2] > 0 ) && din->diffuseImage != globalImages->blackImage )
|| ( ( din->specularColor[0] > 0 ||
din->specularColor[1] > 0 ||
din->specularColor[2] > 0 ) && din->specularImage != globalImages->blackImage ) ) {
DrawInteraction( din );
}
}
/*
=============
RB_CreateSingleDrawInteractions
This can be used by different draw_* backends to decompose a complex light / surface
interaction into primitive interactions
=============
*/
void RB_CreateSingleDrawInteractions( const drawSurf_t *surf, void (*DrawInteraction)(const drawInteraction_t *) ) {
const idMaterial *surfaceShader = surf->material;
const float *surfaceRegs = surf->shaderRegisters;
const viewLight_t *vLight = backEnd.vLight;
const idMaterial *lightShader = vLight->lightShader;
const float *lightRegs = vLight->shaderRegisters;
drawInteraction_t inter;
if ( r_skipInteractions.GetBool() || !surf->geo || !surf->geo->ambientCache ) {
return;
}
if ( tr.logFile ) {
RB_LogComment( "---------- RB_CreateSingleDrawInteractions %s on %s ----------\n", lightShader->GetName(), surfaceShader->GetName() );
}
// change the matrix and light projection vectors if needed
if ( surf->space != backEnd.currentSpace ) {
backEnd.currentSpace = surf->space;
qglLoadMatrixf( surf->space->modelViewMatrix );
}
// change the scissor if needed
if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
backEnd.currentScissor = surf->scissorRect;
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
}
// hack depth range if needed
if ( surf->space->weaponDepthHack ) {
RB_EnterWeaponDepthHack();
}
if ( surf->space->modelDepthHack ) {
RB_EnterModelDepthHack( surf->space->modelDepthHack );
}
inter.surf = surf;
inter.lightFalloffImage = vLight->falloffImage;
R_GlobalPointToLocal( surf->space->modelMatrix, vLight->globalLightOrigin, inter.localLightOrigin.ToVec3() );
R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, inter.localViewOrigin.ToVec3() );
inter.localLightOrigin[3] = 0;
inter.localViewOrigin[3] = 1;
inter.ambientLight = lightShader->IsAmbientLight();
// the base projections may be modified by texture matrix on light stages
idPlane lightProject[4];
for ( int i = 0 ; i < 4 ; i++ ) {
R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
}
for ( int lightStageNum = 0 ; lightStageNum < lightShader->GetNumStages() ; lightStageNum++ ) {
const shaderStage_t *lightStage = lightShader->GetStage( lightStageNum );
// ignore stages that fail the condition
if ( !lightRegs[ lightStage->conditionRegister ] ) {
continue;
}
inter.lightImage = lightStage->texture.image;
memcpy( inter.lightProjection, lightProject, sizeof( inter.lightProjection ) );
// now multiply the texgen by the light texture matrix
if ( lightStage->texture.hasMatrix ) {
RB_GetShaderTextureMatrix( lightRegs, &lightStage->texture, backEnd.lightTextureMatrix );
RB_BakeTextureMatrixIntoTexgen( reinterpret_cast<class idPlane *>(inter.lightProjection), backEnd.lightTextureMatrix );
}
inter.bumpImage = NULL;
inter.specularImage = NULL;
inter.diffuseImage = NULL;
inter.diffuseColor[0] = inter.diffuseColor[1] = inter.diffuseColor[2] = inter.diffuseColor[3] = 0;
inter.specularColor[0] = inter.specularColor[1] = inter.specularColor[2] = inter.specularColor[3] = 0;
float lightColor[4];
// backEnd.lightScale is calculated so that lightColor[] will never exceed
// tr.backEndRendererMaxLight
lightColor[0] = backEnd.lightScale * lightRegs[ lightStage->color.registers[0] ];
lightColor[1] = backEnd.lightScale * lightRegs[ lightStage->color.registers[1] ];
lightColor[2] = backEnd.lightScale * lightRegs[ lightStage->color.registers[2] ];
lightColor[3] = lightRegs[ lightStage->color.registers[3] ];
// go through the individual stages
for ( int surfaceStageNum = 0 ; surfaceStageNum < surfaceShader->GetNumStages() ; surfaceStageNum++ ) {
const shaderStage_t *surfaceStage = surfaceShader->GetStage( surfaceStageNum );
switch( surfaceStage->lighting ) {
case SL_AMBIENT: {
// ignore ambient stages while drawing interactions
break;
}
case SL_BUMP: {
// ignore stage that fails the condition
if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
break;
}
// draw any previous interaction
RB_SubmittInteraction( &inter, DrawInteraction );
inter.diffuseImage = NULL;
inter.specularImage = NULL;
R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.bumpImage, inter.bumpMatrix, NULL );
break;
}
case SL_DIFFUSE: {
// ignore stage that fails the condition
if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
break;
}
if ( inter.diffuseImage ) {
RB_SubmittInteraction( &inter, DrawInteraction );
}
R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.diffuseImage,
inter.diffuseMatrix, inter.diffuseColor.ToFloatPtr() );
inter.diffuseColor[0] *= lightColor[0];
inter.diffuseColor[1] *= lightColor[1];
inter.diffuseColor[2] *= lightColor[2];
inter.diffuseColor[3] *= lightColor[3];
inter.vertexColor = surfaceStage->vertexColor;
break;
}
case SL_SPECULAR: {
// ignore stage that fails the condition
if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
break;
}
if ( inter.specularImage ) {
RB_SubmittInteraction( &inter, DrawInteraction );
}
R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.specularImage,
inter.specularMatrix, inter.specularColor.ToFloatPtr() );
inter.specularColor[0] *= lightColor[0];
inter.specularColor[1] *= lightColor[1];
inter.specularColor[2] *= lightColor[2];
inter.specularColor[3] *= lightColor[3];
inter.vertexColor = surfaceStage->vertexColor;
break;
}
}
}
// draw the final interaction
RB_SubmittInteraction( &inter, DrawInteraction );
}
// unhack depth range if needed
if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
RB_LeaveDepthHack();
}
}
/*
=============
RB_DrawView
=============
*/
void RB_DrawView( const void *data ) {
const drawSurfsCommand_t *cmd;
cmd = (const drawSurfsCommand_t *)data;
backEnd.viewDef = cmd->viewDef;
// we will need to do a new copyTexSubImage of the screen
// when a SS_POST_PROCESS material is used
backEnd.currentRenderCopied = false;
// if there aren't any drawsurfs, do nothing
if ( !backEnd.viewDef->numDrawSurfs ) {
return;
}
// skip render bypasses everything that has models, assuming
// them to be 3D views, but leaves 2D rendering visible
if ( r_skipRender.GetBool() && backEnd.viewDef->viewEntitys ) {
return;
}
// skip render context sets the wgl context to NULL,
// which should factor out the API cost, under the assumption
// that all gl calls just return if the context isn't valid
if ( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys ) {
GLimp_DeactivateContext();
}
backEnd.pc.c_surfaces += backEnd.viewDef->numDrawSurfs;
RB_ShowOverdraw();
// render the scene, jumping to the hardware specific interaction renderers
RB_STD_DrawView();
// restore the context for 2D drawing if we were stubbing it out
if ( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys ) {
GLimp_ActivateContext();
RB_SetDefaultGLState();
}
}