mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
afc81437c3
- added the foundation for a GPU particle system - reworked volumetric particle injection
469 lines
12 KiB
C++
469 lines
12 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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#define RC(Enum, Type) (int)sizeof(Type),
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const int renderCommandSizes[RC_COUNT + 1] =
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{
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RENDER_COMMAND_LIST(RC)
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0
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};
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#undef RC
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// we reserve space for frame ending commands as well as transition commands (begin/end 2D/3D rendering)
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static const int CmdListReservedBytes = (int)(sizeof(swapBuffersCommand_t) + sizeof(screenshotCommand_t) + 16 * sizeof(void*));
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static qbool R_IsReadbackRequested( readbackCommands_t* readback )
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{
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Q_assert( readback );
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return
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readback->screenshot.requested != 0 ||
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readback->videoFrame.requested != 0;
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}
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void R_IssueRenderCommands()
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{
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// add an end-of-list command
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renderCommandList_t* cmdList = &backEndData->commands;
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((renderCommandBase_t*)(cmdList->cmds + cmdList->used))->commandId = RC_END_OF_LIST;
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// clear it out, in case this is a sync and not a buffer flip
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cmdList->used = 0;
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// process render commands
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readbackCommands_t* const readback = &backEndData->readbackCommands;
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renderPipeline->ExecuteRenderCommands( cmdList->cmds, R_IsReadbackRequested( readback ) );
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// process readback commands
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if ( readback->screenshot.requested ) {
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RB_TakeScreenshotCmd( &readback->screenshot );
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}
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if ( readback->videoFrame.requested ) {
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RB_TakeVideoFrameCmd( &readback->videoFrame );
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}
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readback->screenshot.requested = qfalse;
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readback->videoFrame.requested = qfalse;
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}
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static qbool CanAllocateRenderCommand( int bytes, qbool endFrame )
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{
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const int endOffset = endFrame ? 0 : CmdListReservedBytes;
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const renderCommandList_t* const cmdList = &backEndData->commands;
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if ( cmdList->used + bytes + endOffset > MAX_RENDER_COMMANDS ) {
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return qfalse;
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}
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return qtrue;
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}
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template<typename T>
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static qbool CanAllocateRenderCommand( qbool endFrame = qfalse )
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{
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return CanAllocateRenderCommand( sizeof(T), endFrame );
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}
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byte* R_AllocateRenderCommand( int bytes, int commandId, qbool endFrame )
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{
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Q_assert( bytes % 8 == 0 );
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const int endOffset = endFrame ? 0 : CmdListReservedBytes;
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renderCommandList_t* const cmdList = &backEndData->commands;
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// always leave room for the end of list command
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if ( cmdList->used + bytes + endOffset > MAX_RENDER_COMMANDS ) {
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if ( bytes > MAX_RENDER_COMMANDS - endOffset ) {
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ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
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}
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if ( endFrame ) {
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// we reserved memory specifically for this case
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// so this really shouldn't ever happen
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ri.Error( ERR_FATAL, "R_GetCommandBuffer: can't allocate %i bytes to end the frame", bytes );
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}
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// if we run out of room, just start dropping commands
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return NULL;
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}
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cmdList->used += bytes;
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byte* const cmd = cmdList->cmds + cmdList->used - bytes;
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((renderCommandBase_t*)cmd)->commandId = commandId;
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return cmd;
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}
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template<typename T>
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static T* AllocateRenderCommand( int commandId, qbool endFrame = qfalse )
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{
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Q_assert( commandId >= 0 );
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Q_assert( commandId < RC_COUNT );
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Q_assert( (int)sizeof(T) == renderCommandSizes[commandId] );
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return (T*)R_AllocateRenderCommand( sizeof(T), commandId, endFrame );
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}
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static void Begin2D()
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{
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if ( tr.renderMode != RM_UI ) {
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tr.renderMode = RM_UI;
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AllocateRenderCommand<beginUICommand_t>( RC_BEGIN_UI );
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}
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}
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static void End2D( qbool endFrame = qfalse )
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{
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if ( tr.renderMode == RM_UI ) {
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tr.renderMode = RM_NONE;
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AllocateRenderCommand<endUICommand_t>( RC_END_UI, endFrame );
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}
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}
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static void Begin3D()
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{
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if ( tr.renderMode != RM_3D ) {
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tr.renderMode = RM_3D;
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AllocateRenderCommand<begin3DCommand_t>( RC_BEGIN_3D );
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}
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}
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static void End3D( qbool endFrame = qfalse )
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{
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if ( tr.renderMode == RM_3D ) {
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tr.renderMode = RM_NONE;
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AllocateRenderCommand<end3DCommand_t>( RC_END_3D, endFrame );
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}
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}
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static void BeginNK()
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{
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if ( tr.renderMode != RM_NK ) {
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tr.renderMode = RM_NK;
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AllocateRenderCommand<beginNuklearCommand_t>( RC_BEGIN_NK );
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}
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}
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static void EndNK( qbool endFrame = qfalse )
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{
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if ( tr.renderMode == RM_NK ) {
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tr.renderMode = RM_NONE;
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AllocateRenderCommand<endNuklearCommand_t>( RC_END_NK, endFrame );
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}
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}
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void R_AddDrawSurfCmd( drawSurf_t* drawSurfs, int numDrawSurfs, int numTranspSurfs )
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{
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if ( !CanAllocateRenderCommand<drawSceneViewCommand_t>() )
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return;
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End2D();
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EndNK();
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Begin3D();
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drawSceneViewCommand_t* const cmd = AllocateRenderCommand<drawSceneViewCommand_t>(RC_DRAW_SCENE_VIEW);
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Q_assert( cmd );
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qbool shouldClearColor = qfalse;
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qbool shouldDrawScene = qtrue;
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vec4_t clearColor = { 0.0f, 0.0f, 0.0f, 1.0f };
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if ( tr.refdef.rdflags & RDF_HYPERSPACE ) {
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const float c = RB_HyperspaceColor();
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clearColor[0] = c;
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clearColor[1] = c;
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clearColor[2] = c;
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shouldClearColor = qtrue;
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shouldDrawScene = qfalse;
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} else if ( r_fastsky->integer && !(tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
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shouldClearColor = qtrue;
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} else if ( r_clear->integer ) {
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clearColor[0] = 1.0f;
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clearColor[1] = 0.0f;
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clearColor[2] = 1.0f;
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shouldClearColor = qtrue;
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}
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cmd->drawSurfs = drawSurfs;
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cmd->numDrawSurfs = numDrawSurfs;
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cmd->numTranspSurfs = numTranspSurfs;
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cmd->refdef = tr.refdef;
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cmd->viewParms = tr.viewParms;
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cmd->shouldClearColor = shouldClearColor;
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cmd->shouldDrawScene = shouldDrawScene;
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Vector4Copy( clearColor, cmd->clearColor );
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// full-screen non-portal view?
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if(!tr.viewParms.isPortal &&
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tr.viewParms.viewportX == 0 &&
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tr.viewParms.viewportY == 0 &&
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tr.viewParms.viewportWidth == glConfig.vidWidth &&
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tr.viewParms.viewportHeight == glConfig.vidHeight)
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{
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// combined view-projection matrices
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memcpy(tr.prevViewProjMatrix, tr.currViewProjMatrix, sizeof(tr.prevViewProjMatrix));
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R_MultMatrix(tr.viewParms.world.modelMatrix, tr.viewParms.projectionMatrix, tr.currViewProjMatrix);
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// separate view and projection matrices
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memcpy(tr.prevViewMatrix, tr.currViewMatrix, sizeof(tr.prevViewMatrix));
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memcpy(tr.prevProjMatrix, tr.currProjMatrix, sizeof(tr.prevProjMatrix));
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memcpy(tr.currViewMatrix, tr.viewParms.world.modelMatrix, sizeof(tr.currViewMatrix));
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memcpy(tr.currProjMatrix, tr.viewParms.projectionMatrix, sizeof(tr.currProjMatrix));
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// camera positions
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VectorCopy(tr.currCameraPosition, tr.prevCameraPosition);
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VectorCopy(tr.viewParms.world.viewOrigin, tr.currCameraPosition);
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// clip plane distances
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tr.prevZNear = tr.currZNear;
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tr.prevZFar = tr.currZFar;
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tr.currZNear = tr.viewParms.zNear;
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tr.currZFar = tr.viewParms.zFar;
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}
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}
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// passing NULL will set the color to white
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void RE_SetColor( const float* rgba )
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{
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if ( !CanAllocateRenderCommand<uiSetColorCommand_t>() )
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return;
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uiSetColorCommand_t* const cmd = AllocateRenderCommand<uiSetColorCommand_t>(RC_UI_SET_COLOR);
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Q_assert( cmd );
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if ( !rgba )
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rgba = colorWhite;
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cmd->color[0] = rgba[0];
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cmd->color[1] = rgba[1];
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cmd->color[2] = rgba[2];
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cmd->color[3] = rgba[3];
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}
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void RE_StretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader )
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{
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if ( !CanAllocateRenderCommand<uiDrawQuadCommand_t>() )
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return;
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End3D();
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EndNK();
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Begin2D();
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uiDrawQuadCommand_t* const cmd = AllocateRenderCommand<uiDrawQuadCommand_t>(RC_UI_DRAW_QUAD);
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Q_assert( cmd );
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cmd->shader = R_GetShaderByHandle( hShader );
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cmd->x = x;
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cmd->y = y;
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cmd->w = w;
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cmd->h = h;
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cmd->s1 = s1;
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cmd->t1 = t1;
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cmd->s2 = s2;
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cmd->t2 = t2;
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}
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void RE_DrawTriangle( float x0, float y0, float x1, float y1, float x2, float y2, float s0, float t0, float s1, float t1, float s2, float t2, qhandle_t hShader )
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{
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if ( !CanAllocateRenderCommand<uiDrawTriangleCommand_t>() )
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return;
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End3D();
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EndNK();
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Begin2D();
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uiDrawTriangleCommand_t* const cmd = AllocateRenderCommand<uiDrawTriangleCommand_t>(RC_UI_DRAW_TRIANGLE);
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Q_assert( cmd );
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cmd->shader = R_GetShaderByHandle( hShader );
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cmd->x0 = x0;
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cmd->y0 = y0;
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cmd->x1 = x1;
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cmd->y1 = y1;
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cmd->x2 = x2;
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cmd->y2 = y2;
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cmd->s0 = s0;
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cmd->t0 = t0;
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cmd->s1 = s1;
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cmd->t1 = t1;
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cmd->s2 = s2;
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cmd->t2 = t2;
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}
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// if running in stereo, RE_BeginFrame will be called twice for each RE_EndFrame
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void RE_BeginFrame( stereoFrame_t stereoFrame )
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{
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if ( !tr.registered )
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return;
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tr.frameCount++;
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tr.frameSceneNum = 0;
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tr.renderMode = RM_NONE;
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tr.sceneCounterRT = 0;
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tr.numRTSurfs = 0;
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tr.hasWorldRender = qfalse;
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// delayed screenshot
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if ( r_delayedScreenshotPending ) {
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r_delayedScreenshotFrame++;
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if ( r_delayedScreenshotFrame >= 1 ) {
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backEndData->readbackCommands.screenshot = r_delayedScreenshot;
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backEndData->readbackCommands.screenshot.requested = qtrue;
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r_delayedScreenshotPending = qfalse;
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r_delayedScreenshotFrame = 0;
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}
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}
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//
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// draw buffer stuff
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//
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AllocateRenderCommand<beginFrameCommand_t>( RC_BEGIN_FRAME );
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}
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void RE_EndFrame( qbool render )
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{
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if ( !tr.registered )
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return;
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if ( !render && r_delayedScreenshotPending )
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render = qtrue;
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if ( !render ) {
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readbackCommands_t* const readback = &backEndData->readbackCommands;
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if ( R_IsReadbackRequested( readback ) )
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render = qtrue;
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}
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backEnd.renderFrame = render;
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End2D( qtrue );
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End3D( qtrue );
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EndNK( qtrue );
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if ( render ) {
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AllocateRenderCommand<swapBuffersCommand_t>( RC_SWAP_BUFFERS, qtrue );
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} else {
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R_ClearFrame();
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}
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R_IssueRenderCommands();
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R_ClearFrame();
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Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
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Com_Memset( &backEnd.pc2D, 0, sizeof( backEnd.pc2D ) );
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Com_Memset( &backEnd.pc3D, 0, sizeof( backEnd.pc3D ) );
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}
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void RE_TakeVideoFrame( int width, int height, byte *captureBuffer, byte *encodeBuffer, qbool motionJpeg )
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{
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if ( !CanAllocateRenderCommand<videoFrameCommand_t>() )
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return;
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End2D();
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End3D();
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EndNK();
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videoFrameCommand_t* const cmd = &backEndData->readbackCommands.videoFrame;
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cmd->requested = qtrue;
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cmd->width = width;
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cmd->height = height;
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cmd->captureBuffer = captureBuffer;
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cmd->encodeBuffer = encodeBuffer;
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cmd->motionJpeg = motionJpeg;
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}
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void R_EndScene( const viewParms_t* viewParms )
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{
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if ( !CanAllocateRenderCommand<endSceneCommand_t>() )
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return;
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Q_assert( tr.renderMode == RM_3D );
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endSceneCommand_t* const cmd = AllocateRenderCommand<endSceneCommand_t>( RC_END_SCENE );
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Q_assert( cmd );
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cmd->viewParms = *viewParms;
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}
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void RE_UploadNuklear( void* vertexes, int numVertexBytes, void* indexes, int numIndexBytes )
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{
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if ( !CanAllocateRenderCommand<nuklearUploadCommand_t>() )
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return;
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End2D();
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End3D();
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BeginNK();
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Q_assert( tr.renderMode == RM_NK );
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nuklearUploadCommand_t* const cmd = AllocateRenderCommand<nuklearUploadCommand_t>( RC_NK_UPLOAD );
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Q_assert( cmd );
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cmd->vertexes = vertexes;
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cmd->numVertexBytes = numVertexBytes;
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cmd->indexes = indexes;
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cmd->numIndexBytes = numIndexBytes;
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}
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void RE_DrawNuklear( int firstIndex, int numIndexes, qhandle_t shader, const int* scissorRect )
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{
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if ( !CanAllocateRenderCommand<nuklearDrawCommand_t>() )
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return;
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Q_assert( tr.renderMode == RM_NK );
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if ( tr.renderMode != RM_NK )
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return;
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nuklearDrawCommand_t* const cmd = AllocateRenderCommand<nuklearDrawCommand_t>( RC_NK_DRAW );
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Q_assert( cmd );
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cmd->firstIndex = firstIndex;
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cmd->numIndexes = numIndexes;
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cmd->shader = shader;
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cmd->scissorRect[0] = scissorRect[0];
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cmd->scissorRect[1] = scissorRect[1];
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cmd->scissorRect[2] = scissorRect[2];
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cmd->scissorRect[3] = scissorRect[3];
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}
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