dhewm3/neo/renderer/tr_render.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

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 "sys/platform.h"
#include "renderer/VertexCache.h"
#include "renderer/Cinematic.h"
#include "renderer/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();
}
}