mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-25 22:01:09 +00:00
c212148d41
R_LockSurfaceScene() isn't used anymore, surface locking is implemented differently (so it actually works now :-p)
1163 lines
30 KiB
C++
1163 lines
30 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#if defined(__ppc__) && defined(__APPLE__)
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#include <vecLib/vecLib.h>
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#endif
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#if defined(__GNUC__) && defined(__SSE2__)
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#include <xmmintrin.h>
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#endif
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#include "sys/platform.h"
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#include "framework/Session.h"
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#include "renderer/RenderWorld_local.h"
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#include "renderer/tr_local.h"
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//====================================================================
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/*
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======================
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idScreenRect::Clear
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======================
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*/
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void idScreenRect::Clear() {
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x1 = y1 = 32000;
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x2 = y2 = -32000;
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zmin = 0.0f; zmax = 1.0f;
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}
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/*
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======================
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idScreenRect::AddPoint
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======================
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*/
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void idScreenRect::AddPoint( float x, float y ) {
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int ix = idMath::FtoiFast( x );
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int iy = idMath::FtoiFast( y );
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if ( ix < x1 ) {
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x1 = ix;
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}
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if ( ix > x2 ) {
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x2 = ix;
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}
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if ( iy < y1 ) {
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y1 = iy;
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}
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if ( iy > y2 ) {
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y2 = iy;
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}
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}
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/*
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======================
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idScreenRect::Expand
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======================
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*/
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void idScreenRect::Expand() {
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x1--;
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y1--;
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x2++;
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y2++;
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}
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/*
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======================
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idScreenRect::Intersect
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======================
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*/
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void idScreenRect::Intersect( const idScreenRect &rect ) {
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if ( rect.x1 > x1 ) {
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x1 = rect.x1;
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}
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if ( rect.x2 < x2 ) {
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x2 = rect.x2;
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}
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if ( rect.y1 > y1 ) {
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y1 = rect.y1;
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}
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if ( rect.y2 < y2 ) {
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y2 = rect.y2;
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}
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}
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/*
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======================
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idScreenRect::Union
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======================
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*/
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void idScreenRect::Union( const idScreenRect &rect ) {
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if ( rect.x1 < x1 ) {
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x1 = rect.x1;
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}
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if ( rect.x2 > x2 ) {
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x2 = rect.x2;
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}
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if ( rect.y1 < y1 ) {
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y1 = rect.y1;
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}
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if ( rect.y2 > y2 ) {
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y2 = rect.y2;
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}
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}
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/*
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======================
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idScreenRect::Equals
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======================
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*/
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bool idScreenRect::Equals( const idScreenRect &rect ) const {
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return ( x1 == rect.x1 && x2 == rect.x2 && y1 == rect.y1 && y2 == rect.y2 );
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}
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/*
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======================
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idScreenRect::IsEmpty
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======================
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*/
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bool idScreenRect::IsEmpty() const {
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return ( x1 > x2 || y1 > y2 );
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}
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/*
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======================
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R_ScreenRectFromViewFrustumBounds
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======================
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*/
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idScreenRect R_ScreenRectFromViewFrustumBounds( const idBounds &bounds ) {
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idScreenRect screenRect;
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screenRect.x1 = idMath::FtoiFast( 0.5f * ( 1.0f - bounds[1].y ) * ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 ) );
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screenRect.x2 = idMath::FtoiFast( 0.5f * ( 1.0f - bounds[0].y ) * ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 ) );
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screenRect.y1 = idMath::FtoiFast( 0.5f * ( 1.0f + bounds[0].z ) * ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 ) );
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screenRect.y2 = idMath::FtoiFast( 0.5f * ( 1.0f + bounds[1].z ) * ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 ) );
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if ( r_useDepthBoundsTest.GetInteger() ) {
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R_TransformEyeZToWin( -bounds[0].x, tr.viewDef->projectionMatrix, screenRect.zmin );
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R_TransformEyeZToWin( -bounds[1].x, tr.viewDef->projectionMatrix, screenRect.zmax );
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}
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return screenRect;
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}
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/*
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======================
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R_ShowColoredScreenRect
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======================
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*/
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void R_ShowColoredScreenRect( const idScreenRect &rect, int colorIndex ) {
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if ( !rect.IsEmpty() ) {
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static idVec4 colors[] = { colorRed, colorGreen, colorBlue, colorYellow, colorMagenta, colorCyan, colorWhite, colorPurple };
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tr.viewDef->renderWorld->DebugScreenRect( colors[colorIndex & 7], rect, tr.viewDef );
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}
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}
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/*
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====================
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R_ToggleSmpFrame
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====================
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*/
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void R_ToggleSmpFrame( void ) {
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R_FreeDeferredTriSurfs( frameData );
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// clear frame-temporary data
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frameData_t *frame;
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frameMemoryBlock_t *block;
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// update the highwater mark
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R_CountFrameData();
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frame = frameData;
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// reset the memory allocation to the first block
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frame->alloc = frame->memory;
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// clear all the blocks
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for ( block = frame->memory ; block ; block = block->next ) {
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block->used = 0;
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}
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R_ClearCommandChain();
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}
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//=====================================================
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#define MEMORY_BLOCK_SIZE 0x100000
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/*
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=====================
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R_ShutdownFrameData
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=====================
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*/
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void R_ShutdownFrameData( void ) {
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frameData_t *frame;
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frameMemoryBlock_t *block;
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// free any current data
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frame = frameData;
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if ( !frame ) {
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return;
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}
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R_FreeDeferredTriSurfs( frame );
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frameMemoryBlock_t *nextBlock;
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for ( block = frame->memory ; block ; block = nextBlock ) {
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nextBlock = block->next;
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Mem_Free( block );
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}
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Mem_Free( frame );
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frameData = NULL;
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}
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/*
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=====================
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R_InitFrameData
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=====================
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*/
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void R_InitFrameData( void ) {
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int size;
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frameData_t *frame;
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frameMemoryBlock_t *block;
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R_ShutdownFrameData();
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frameData = (frameData_t *)Mem_ClearedAlloc( sizeof( *frameData ));
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frame = frameData;
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size = MEMORY_BLOCK_SIZE;
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block = (frameMemoryBlock_t *)Mem_Alloc( size + sizeof( *block ) );
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if ( !block ) {
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common->FatalError( "R_InitFrameData: Mem_Alloc() failed" );
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}
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block->size = size;
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block->used = 0;
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block->next = NULL;
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frame->memory = block;
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frame->memoryHighwater = 0;
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R_ToggleSmpFrame();
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}
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/*
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================
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R_CountFrameData
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================
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*/
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int R_CountFrameData( void ) {
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frameData_t *frame;
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frameMemoryBlock_t *block;
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int count;
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count = 0;
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frame = frameData;
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for ( block = frame->memory ; block ; block=block->next ) {
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count += block->used;
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if ( block == frame->alloc ) {
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break;
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}
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}
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// note if this is a new highwater mark
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if ( count > frame->memoryHighwater ) {
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frame->memoryHighwater = count;
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}
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return count;
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}
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/*
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=================
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R_StaticAlloc
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=================
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*/
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void *R_StaticAlloc( int bytes ) {
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void *buf;
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tr.pc.c_alloc++;
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tr.staticAllocCount += bytes;
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buf = Mem_Alloc( bytes );
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// don't exit on failure on zero length allocations since the old code didn't
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if ( !buf && ( bytes != 0 ) ) {
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common->FatalError( "R_StaticAlloc failed on %i bytes", bytes );
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}
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return buf;
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}
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/*
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=================
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R_ClearedStaticAlloc
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=================
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*/
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void *R_ClearedStaticAlloc( int bytes ) {
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void *buf;
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buf = R_StaticAlloc( bytes );
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SIMDProcessor->Memset( buf, 0, bytes );
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return buf;
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}
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/*
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=================
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R_StaticFree
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=================
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*/
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void R_StaticFree( void *data ) {
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tr.pc.c_free++;
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Mem_Free( data );
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}
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/*
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================
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R_FrameAlloc
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This data will be automatically freed when the
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current frame's back end completes.
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This should only be called by the front end. The
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back end shouldn't need to allocate memory.
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If we passed smpFrame in, the back end could
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alloc memory, because it will always be a
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different frameData than the front end is using.
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All temporary data, like dynamic tesselations
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and local spaces are allocated here.
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The memory will not move, but it may not be
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contiguous with previous allocations even
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from this frame.
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The memory is NOT zero filled.
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Should part of this be inlined in a macro?
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================
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*/
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void *R_FrameAlloc( int bytes ) {
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frameData_t *frame;
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frameMemoryBlock_t *block;
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void *buf;
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bytes = (bytes+16)&~15;
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// see if it can be satisfied in the current block
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frame = frameData;
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block = frame->alloc;
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if ( block->size - block->used >= bytes ) {
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buf = block->base + block->used;
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block->used += bytes;
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return buf;
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}
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// advance to the next memory block if available
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block = block->next;
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// create a new block if we are at the end of
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// the chain
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if ( !block ) {
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int size;
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size = MEMORY_BLOCK_SIZE;
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block = (frameMemoryBlock_t *)Mem_Alloc( size + sizeof( *block ) );
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if ( !block ) {
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common->FatalError( "R_FrameAlloc: Mem_Alloc() failed" );
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}
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block->size = size;
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block->used = 0;
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block->next = NULL;
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frame->alloc->next = block;
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}
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// we could fix this if we needed to...
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if ( bytes > block->size ) {
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common->FatalError( "R_FrameAlloc of %i exceeded MEMORY_BLOCK_SIZE",
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bytes );
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}
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frame->alloc = block;
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block->used = bytes;
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return block->base;
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}
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/*
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==================
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R_ClearedFrameAlloc
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==================
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*/
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void *R_ClearedFrameAlloc( int bytes ) {
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void *r;
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r = R_FrameAlloc( bytes );
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SIMDProcessor->Memset( r, 0, bytes );
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return r;
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}
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/*
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==================
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R_FrameFree
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This does nothing at all, as the frame data is reused every frame
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and can only be stack allocated.
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The only reason for it's existance is so functions that can
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use either static or frame memory can set function pointers
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to both alloc and free.
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==================
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*/
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void R_FrameFree( void *data ) {
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}
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//==========================================================================
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void R_AxisToModelMatrix( const idMat3 &axis, const idVec3 &origin, float modelMatrix[16] ) {
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modelMatrix[0] = axis[0][0];
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modelMatrix[4] = axis[1][0];
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modelMatrix[8] = axis[2][0];
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modelMatrix[12] = origin[0];
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modelMatrix[1] = axis[0][1];
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modelMatrix[5] = axis[1][1];
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modelMatrix[9] = axis[2][1];
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modelMatrix[13] = origin[1];
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modelMatrix[2] = axis[0][2];
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modelMatrix[6] = axis[1][2];
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modelMatrix[10] = axis[2][2];
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modelMatrix[14] = origin[2];
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modelMatrix[3] = 0;
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modelMatrix[7] = 0;
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modelMatrix[11] = 0;
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modelMatrix[15] = 1;
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}
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// FIXME: these assume no skewing or scaling transforms
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void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out ) {
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#if defined(__GNUC__) && defined(__SSE2__)
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__m128 m0, m1, m2, m3;
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__m128 in0, in1, in2;
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float i0,i1,i2;
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i0 = in[0];
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i1 = in[1];
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i2 = in[2];
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m0 = _mm_loadu_ps(&modelMatrix[0]);
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m1 = _mm_loadu_ps(&modelMatrix[4]);
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m2 = _mm_loadu_ps(&modelMatrix[8]);
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m3 = _mm_loadu_ps(&modelMatrix[12]);
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in0 = _mm_load1_ps(&i0);
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in1 = _mm_load1_ps(&i1);
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in2 = _mm_load1_ps(&i2);
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m0 = _mm_mul_ps(m0, in0);
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m1 = _mm_mul_ps(m1, in1);
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m2 = _mm_mul_ps(m2, in2);
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m0 = _mm_add_ps(m0, m1);
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m0 = _mm_add_ps(m0, m2);
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m0 = _mm_add_ps(m0, m3);
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_mm_store_ss(&out[0], m0);
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m1 = (__m128) _mm_shuffle_epi32((__m128i)m0, 0x55);
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_mm_store_ss(&out[1], m1);
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m2 = _mm_movehl_ps(m2, m0);
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_mm_store_ss(&out[2], m2);
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#else
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out[0] = in[0] * modelMatrix[0] + in[1] * modelMatrix[4]
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+ in[2] * modelMatrix[8] + modelMatrix[12];
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out[1] = in[0] * modelMatrix[1] + in[1] * modelMatrix[5]
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+ in[2] * modelMatrix[9] + modelMatrix[13];
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out[2] = in[0] * modelMatrix[2] + in[1] * modelMatrix[6]
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+ in[2] * modelMatrix[10] + modelMatrix[14];
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#endif
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}
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void R_PointTimesMatrix( const float modelMatrix[16], const idVec4 &in, idVec4 &out ) {
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out[0] = in[0] * modelMatrix[0] + in[1] * modelMatrix[4]
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+ in[2] * modelMatrix[8] + modelMatrix[12];
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out[1] = in[0] * modelMatrix[1] + in[1] * modelMatrix[5]
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+ in[2] * modelMatrix[9] + modelMatrix[13];
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out[2] = in[0] * modelMatrix[2] + in[1] * modelMatrix[6]
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+ in[2] * modelMatrix[10] + modelMatrix[14];
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out[3] = in[0] * modelMatrix[3] + in[1] * modelMatrix[7]
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+ in[2] * modelMatrix[11] + modelMatrix[15];
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}
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void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out ) {
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idVec3 temp;
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VectorSubtract( in, &modelMatrix[12], temp );
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out[0] = DotProduct( temp, &modelMatrix[0] );
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out[1] = DotProduct( temp, &modelMatrix[4] );
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out[2] = DotProduct( temp, &modelMatrix[8] );
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}
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void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out ) {
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out[0] = in[0] * modelMatrix[0] + in[1] * modelMatrix[4]
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+ in[2] * modelMatrix[8];
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out[1] = in[0] * modelMatrix[1] + in[1] * modelMatrix[5]
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+ in[2] * modelMatrix[9];
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out[2] = in[0] * modelMatrix[2] + in[1] * modelMatrix[6]
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+ in[2] * modelMatrix[10];
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}
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void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out ) {
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out[0] = DotProduct( in, &modelMatrix[0] );
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out[1] = DotProduct( in, &modelMatrix[4] );
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out[2] = DotProduct( in, &modelMatrix[8] );
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}
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void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane &in, idPlane &out ) {
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out[0] = DotProduct( in, &modelMatrix[0] );
|
|
out[1] = DotProduct( in, &modelMatrix[4] );
|
|
out[2] = DotProduct( in, &modelMatrix[8] );
|
|
out[3] = in[3] + modelMatrix[12] * in[0] + modelMatrix[13] * in[1] + modelMatrix[14] * in[2];
|
|
}
|
|
|
|
void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane &in, idPlane &out ) {
|
|
float offset;
|
|
|
|
R_LocalVectorToGlobal( modelMatrix, in.Normal(), out.Normal() );
|
|
|
|
offset = modelMatrix[12] * out[0] + modelMatrix[13] * out[1] + modelMatrix[14] * out[2];
|
|
out[3] = in[3] - offset;
|
|
}
|
|
|
|
// transform Z in eye coordinates to window coordinates
|
|
void R_TransformEyeZToWin( float src_z, const float *projectionMatrix, float &dst_z ) {
|
|
float clip_z, clip_w;
|
|
|
|
// projection
|
|
clip_z = src_z * projectionMatrix[ 2 + 2 * 4 ] + projectionMatrix[ 2 + 3 * 4 ];
|
|
clip_w = src_z * projectionMatrix[ 3 + 2 * 4 ] + projectionMatrix[ 3 + 3 * 4 ];
|
|
|
|
if ( clip_w <= 0.0f ) {
|
|
dst_z = 0.0f; // clamp to near plane
|
|
} else {
|
|
dst_z = clip_z / clip_w;
|
|
dst_z = dst_z * 0.5f + 0.5f; // convert to window coords
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_RadiusCullLocalBox
|
|
|
|
A fast, conservative center-to-corner culling test
|
|
Returns true if the box is outside the given global frustum, (positive sides are out)
|
|
=================
|
|
*/
|
|
bool R_RadiusCullLocalBox( const idBounds &bounds, const float modelMatrix[16], int numPlanes, const idPlane *planes ) {
|
|
int i;
|
|
float d;
|
|
idVec3 worldOrigin;
|
|
float worldRadius;
|
|
const idPlane *frust;
|
|
|
|
if ( r_useCulling.GetInteger() == 0 ) {
|
|
return false;
|
|
}
|
|
|
|
// transform the surface bounds into world space
|
|
idVec3 localOrigin = ( bounds[0] + bounds[1] ) * 0.5;
|
|
|
|
R_LocalPointToGlobal( modelMatrix, localOrigin, worldOrigin );
|
|
|
|
worldRadius = (bounds[0] - localOrigin).Length(); // FIXME: won't be correct for scaled objects
|
|
|
|
for ( i = 0 ; i < numPlanes ; i++ ) {
|
|
frust = planes + i;
|
|
d = frust->Distance( worldOrigin );
|
|
if ( d > worldRadius ) {
|
|
return true; // culled
|
|
}
|
|
}
|
|
|
|
return false; // no culled
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_CornerCullLocalBox
|
|
|
|
Tests all corners against the frustum.
|
|
Can still generate a few false positives when the box is outside a corner.
|
|
Returns true if the box is outside the given global frustum, (positive sides are out)
|
|
=================
|
|
*/
|
|
bool R_CornerCullLocalBox( const idBounds &bounds, const float modelMatrix[16], int numPlanes, const idPlane *planes ) {
|
|
int i, j;
|
|
idVec3 transformed[8];
|
|
float dists[8];
|
|
idVec3 v;
|
|
const idPlane *frust;
|
|
|
|
// we can disable box culling for experimental timing purposes
|
|
if ( r_useCulling.GetInteger() < 2 ) {
|
|
return false;
|
|
}
|
|
|
|
// transform into world space
|
|
for ( i = 0 ; i < 8 ; i++ ) {
|
|
v[0] = bounds[i&1][0];
|
|
v[1] = bounds[(i>>1)&1][1];
|
|
v[2] = bounds[(i>>2)&1][2];
|
|
|
|
R_LocalPointToGlobal( modelMatrix, v, transformed[i] );
|
|
}
|
|
|
|
// check against frustum planes
|
|
for ( i = 0 ; i < numPlanes ; i++ ) {
|
|
frust = planes + i;
|
|
for ( j = 0 ; j < 8 ; j++ ) {
|
|
dists[j] = frust->Distance( transformed[j] );
|
|
if ( dists[j] < 0 ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == 8 ) {
|
|
// all points were behind one of the planes
|
|
tr.pc.c_box_cull_out++;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
tr.pc.c_box_cull_in++;
|
|
|
|
return false; // not culled
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_CullLocalBox
|
|
|
|
Performs quick test before expensive test
|
|
Returns true if the box is outside the given global frustum, (positive sides are out)
|
|
=================
|
|
*/
|
|
bool R_CullLocalBox( const idBounds &bounds, const float modelMatrix[16], int numPlanes, const idPlane *planes ) {
|
|
if ( R_RadiusCullLocalBox( bounds, modelMatrix, numPlanes, planes ) ) {
|
|
return true;
|
|
}
|
|
return R_CornerCullLocalBox( bounds, modelMatrix, numPlanes, planes );
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
R_TransformModelToClip
|
|
==========================
|
|
*/
|
|
void R_TransformModelToClip( const idVec3 &src, const float *modelMatrix, const float *projectionMatrix, idPlane &eye, idPlane &dst ) {
|
|
int i;
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
eye[i] =
|
|
src[0] * modelMatrix[ i + 0 * 4 ] +
|
|
src[1] * modelMatrix[ i + 1 * 4 ] +
|
|
src[2] * modelMatrix[ i + 2 * 4 ] +
|
|
1 * modelMatrix[ i + 3 * 4 ];
|
|
}
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
dst[i] =
|
|
eye[0] * projectionMatrix[ i + 0 * 4 ] +
|
|
eye[1] * projectionMatrix[ i + 1 * 4 ] +
|
|
eye[2] * projectionMatrix[ i + 2 * 4 ] +
|
|
eye[3] * projectionMatrix[ i + 3 * 4 ];
|
|
}
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
R_GlobalToNormalizedDeviceCoordinates
|
|
|
|
-1 to 1 range in x, y, and z
|
|
==========================
|
|
*/
|
|
void R_GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc ) {
|
|
int i;
|
|
idPlane view;
|
|
idPlane clip;
|
|
|
|
// _D3XP added work on primaryView when no viewDef
|
|
if ( !tr.viewDef ) {
|
|
|
|
for ( i = 0 ; i < 4 ; i ++ ) {
|
|
view[i] =
|
|
global[0] * tr.primaryView->worldSpace.modelViewMatrix[ i + 0 * 4 ] +
|
|
global[1] * tr.primaryView->worldSpace.modelViewMatrix[ i + 1 * 4 ] +
|
|
global[2] * tr.primaryView->worldSpace.modelViewMatrix[ i + 2 * 4 ] +
|
|
tr.primaryView->worldSpace.modelViewMatrix[ i + 3 * 4 ];
|
|
}
|
|
|
|
for ( i = 0 ; i < 4 ; i ++ ) {
|
|
clip[i] =
|
|
view[0] * tr.primaryView->projectionMatrix[ i + 0 * 4 ] +
|
|
view[1] * tr.primaryView->projectionMatrix[ i + 1 * 4 ] +
|
|
view[2] * tr.primaryView->projectionMatrix[ i + 2 * 4 ] +
|
|
view[3] * tr.primaryView->projectionMatrix[ i + 3 * 4 ];
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( i = 0 ; i < 4 ; i ++ ) {
|
|
view[i] =
|
|
global[0] * tr.viewDef->worldSpace.modelViewMatrix[ i + 0 * 4 ] +
|
|
global[1] * tr.viewDef->worldSpace.modelViewMatrix[ i + 1 * 4 ] +
|
|
global[2] * tr.viewDef->worldSpace.modelViewMatrix[ i + 2 * 4 ] +
|
|
tr.viewDef->worldSpace.modelViewMatrix[ i + 3 * 4 ];
|
|
}
|
|
|
|
|
|
for ( i = 0 ; i < 4 ; i ++ ) {
|
|
clip[i] =
|
|
view[0] * tr.viewDef->projectionMatrix[ i + 0 * 4 ] +
|
|
view[1] * tr.viewDef->projectionMatrix[ i + 1 * 4 ] +
|
|
view[2] * tr.viewDef->projectionMatrix[ i + 2 * 4 ] +
|
|
view[3] * tr.viewDef->projectionMatrix[ i + 3 * 4 ];
|
|
}
|
|
|
|
}
|
|
|
|
ndc[0] = clip[0] / clip[3];
|
|
ndc[1] = clip[1] / clip[3];
|
|
ndc[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
R_TransformClipToDevice
|
|
|
|
Clip to normalized device coordinates
|
|
==========================
|
|
*/
|
|
void R_TransformClipToDevice( const idPlane &clip, const viewDef_t *view, idVec3 &normalized ) {
|
|
normalized[0] = clip[0] / clip[3];
|
|
normalized[1] = clip[1] / clip[3];
|
|
normalized[2] = clip[2] / clip[3];
|
|
}
|
|
|
|
|
|
/*
|
|
==========================
|
|
myGlMultMatrix
|
|
==========================
|
|
*/
|
|
void myGlMultMatrix( const float a[16], const float b[16], float out[16] ) {
|
|
#if 0
|
|
int i, j;
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
for ( j = 0 ; j < 4 ; j++ ) {
|
|
out[ i * 4 + j ] =
|
|
a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
|
|
+ a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
|
|
+ a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
|
|
+ a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
|
|
}
|
|
}
|
|
#else
|
|
out[0*4+0] = a[0*4+0]*b[0*4+0] + a[0*4+1]*b[1*4+0] + a[0*4+2]*b[2*4+0] + a[0*4+3]*b[3*4+0];
|
|
out[0*4+1] = a[0*4+0]*b[0*4+1] + a[0*4+1]*b[1*4+1] + a[0*4+2]*b[2*4+1] + a[0*4+3]*b[3*4+1];
|
|
out[0*4+2] = a[0*4+0]*b[0*4+2] + a[0*4+1]*b[1*4+2] + a[0*4+2]*b[2*4+2] + a[0*4+3]*b[3*4+2];
|
|
out[0*4+3] = a[0*4+0]*b[0*4+3] + a[0*4+1]*b[1*4+3] + a[0*4+2]*b[2*4+3] + a[0*4+3]*b[3*4+3];
|
|
out[1*4+0] = a[1*4+0]*b[0*4+0] + a[1*4+1]*b[1*4+0] + a[1*4+2]*b[2*4+0] + a[1*4+3]*b[3*4+0];
|
|
out[1*4+1] = a[1*4+0]*b[0*4+1] + a[1*4+1]*b[1*4+1] + a[1*4+2]*b[2*4+1] + a[1*4+3]*b[3*4+1];
|
|
out[1*4+2] = a[1*4+0]*b[0*4+2] + a[1*4+1]*b[1*4+2] + a[1*4+2]*b[2*4+2] + a[1*4+3]*b[3*4+2];
|
|
out[1*4+3] = a[1*4+0]*b[0*4+3] + a[1*4+1]*b[1*4+3] + a[1*4+2]*b[2*4+3] + a[1*4+3]*b[3*4+3];
|
|
out[2*4+0] = a[2*4+0]*b[0*4+0] + a[2*4+1]*b[1*4+0] + a[2*4+2]*b[2*4+0] + a[2*4+3]*b[3*4+0];
|
|
out[2*4+1] = a[2*4+0]*b[0*4+1] + a[2*4+1]*b[1*4+1] + a[2*4+2]*b[2*4+1] + a[2*4+3]*b[3*4+1];
|
|
out[2*4+2] = a[2*4+0]*b[0*4+2] + a[2*4+1]*b[1*4+2] + a[2*4+2]*b[2*4+2] + a[2*4+3]*b[3*4+2];
|
|
out[2*4+3] = a[2*4+0]*b[0*4+3] + a[2*4+1]*b[1*4+3] + a[2*4+2]*b[2*4+3] + a[2*4+3]*b[3*4+3];
|
|
out[3*4+0] = a[3*4+0]*b[0*4+0] + a[3*4+1]*b[1*4+0] + a[3*4+2]*b[2*4+0] + a[3*4+3]*b[3*4+0];
|
|
out[3*4+1] = a[3*4+0]*b[0*4+1] + a[3*4+1]*b[1*4+1] + a[3*4+2]*b[2*4+1] + a[3*4+3]*b[3*4+1];
|
|
out[3*4+2] = a[3*4+0]*b[0*4+2] + a[3*4+1]*b[1*4+2] + a[3*4+2]*b[2*4+2] + a[3*4+3]*b[3*4+2];
|
|
out[3*4+3] = a[3*4+0]*b[0*4+3] + a[3*4+1]*b[1*4+3] + a[3*4+2]*b[2*4+3] + a[3*4+3]*b[3*4+3];
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_TransposeGLMatrix
|
|
================
|
|
*/
|
|
void R_TransposeGLMatrix( const float in[16], float out[16] ) {
|
|
int i, j;
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
for ( j = 0 ; j < 4 ; j++ ) {
|
|
out[i*4+j] = in[j*4+i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SetViewMatrix
|
|
|
|
Sets up the world to view matrix for a given viewParm
|
|
=================
|
|
*/
|
|
void R_SetViewMatrix( viewDef_t *viewDef ) {
|
|
idVec3 origin;
|
|
viewEntity_t *world;
|
|
float viewerMatrix[16];
|
|
static float s_flipMatrix[16] = {
|
|
// convert from our coordinate system (looking down X)
|
|
// to OpenGL's coordinate system (looking down -Z)
|
|
0, 0, -1, 0,
|
|
-1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 0, 1
|
|
};
|
|
|
|
world = &viewDef->worldSpace;
|
|
|
|
memset( world, 0, sizeof(*world) );
|
|
|
|
// the model matrix is an identity
|
|
world->modelMatrix[0*4+0] = 1;
|
|
world->modelMatrix[1*4+1] = 1;
|
|
world->modelMatrix[2*4+2] = 1;
|
|
|
|
// transform by the camera placement
|
|
origin = viewDef->renderView.vieworg;
|
|
|
|
viewerMatrix[0] = viewDef->renderView.viewaxis[0][0];
|
|
viewerMatrix[4] = viewDef->renderView.viewaxis[0][1];
|
|
viewerMatrix[8] = viewDef->renderView.viewaxis[0][2];
|
|
viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8];
|
|
|
|
viewerMatrix[1] = viewDef->renderView.viewaxis[1][0];
|
|
viewerMatrix[5] = viewDef->renderView.viewaxis[1][1];
|
|
viewerMatrix[9] = viewDef->renderView.viewaxis[1][2];
|
|
viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9];
|
|
|
|
viewerMatrix[2] = viewDef->renderView.viewaxis[2][0];
|
|
viewerMatrix[6] = viewDef->renderView.viewaxis[2][1];
|
|
viewerMatrix[10] = viewDef->renderView.viewaxis[2][2];
|
|
viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10];
|
|
|
|
viewerMatrix[3] = 0;
|
|
viewerMatrix[7] = 0;
|
|
viewerMatrix[11] = 0;
|
|
viewerMatrix[15] = 1;
|
|
|
|
// convert from our coordinate system (looking down X)
|
|
// to OpenGL's coordinate system (looking down -Z)
|
|
myGlMultMatrix( viewerMatrix, s_flipMatrix, world->modelViewMatrix );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupProjection
|
|
|
|
This uses the "infinite far z" trick
|
|
===============
|
|
*/
|
|
void R_SetupProjection( viewDef_t * viewDef ) {
|
|
float xmin, xmax, ymin, ymax;
|
|
float width, height;
|
|
float zNear;
|
|
float jitterx, jittery;
|
|
static idRandom random;
|
|
|
|
// random jittering is usefull when multiple
|
|
// frames are going to be blended together
|
|
// for motion blurred anti-aliasing
|
|
if ( r_jitter.GetBool() ) {
|
|
jitterx = random.RandomFloat();
|
|
jittery = random.RandomFloat();
|
|
} else {
|
|
jitterx = jittery = 0;
|
|
}
|
|
|
|
//
|
|
// set up projection matrix
|
|
//
|
|
zNear = r_znear.GetFloat();
|
|
if ( viewDef->renderView.cramZNear ) {
|
|
zNear *= 0.25;
|
|
}
|
|
|
|
ymax = zNear * tan( viewDef->renderView.fov_y * idMath::PI / 360.0f );
|
|
ymin = -ymax;
|
|
|
|
xmax = zNear * tan( viewDef->renderView.fov_x * idMath::PI / 360.0f );
|
|
xmin = -xmax;
|
|
|
|
width = xmax - xmin;
|
|
height = ymax - ymin;
|
|
|
|
jitterx = jitterx * width / ( viewDef->viewport.x2 - viewDef->viewport.x1 + 1 );
|
|
xmin += jitterx;
|
|
xmax += jitterx;
|
|
jittery = jittery * height / ( viewDef->viewport.y2 - viewDef->viewport.y1 + 1 );
|
|
ymin += jittery;
|
|
ymax += jittery;
|
|
|
|
viewDef->projectionMatrix[0] = 2 * zNear / width;
|
|
viewDef->projectionMatrix[4] = 0;
|
|
viewDef->projectionMatrix[8] = ( xmax + xmin ) / width; // normally 0
|
|
viewDef->projectionMatrix[12] = 0;
|
|
|
|
viewDef->projectionMatrix[1] = 0;
|
|
viewDef->projectionMatrix[5] = 2 * zNear / height;
|
|
viewDef->projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
|
|
viewDef->projectionMatrix[13] = 0;
|
|
|
|
// this is the far-plane-at-infinity formulation, and
|
|
// crunches the Z range slightly so w=0 vertexes do not
|
|
// rasterize right at the wraparound point
|
|
viewDef->projectionMatrix[2] = 0;
|
|
viewDef->projectionMatrix[6] = 0;
|
|
viewDef->projectionMatrix[10] = -0.999f;
|
|
viewDef->projectionMatrix[14] = -2.0f * zNear;
|
|
|
|
viewDef->projectionMatrix[3] = 0;
|
|
viewDef->projectionMatrix[7] = 0;
|
|
viewDef->projectionMatrix[11] = -1;
|
|
viewDef->projectionMatrix[15] = 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SetupViewFrustum
|
|
|
|
Setup that culling frustum planes for the current view
|
|
FIXME: derive from modelview matrix times projection matrix
|
|
=================
|
|
*/
|
|
//static
|
|
void R_SetupViewFrustum( viewDef_t* viewDef ) {
|
|
int i;
|
|
float xs, xc;
|
|
float ang;
|
|
|
|
ang = DEG2RAD( viewDef->renderView.fov_x ) * 0.5f;
|
|
idMath::SinCos( ang, xs, xc );
|
|
|
|
viewDef->frustum[0] = xs * viewDef->renderView.viewaxis[0] + xc * viewDef->renderView.viewaxis[1];
|
|
viewDef->frustum[1] = xs * viewDef->renderView.viewaxis[0] - xc * viewDef->renderView.viewaxis[1];
|
|
|
|
ang = DEG2RAD( viewDef->renderView.fov_y ) * 0.5f;
|
|
idMath::SinCos( ang, xs, xc );
|
|
|
|
viewDef->frustum[2] = xs * viewDef->renderView.viewaxis[0] + xc * viewDef->renderView.viewaxis[2];
|
|
viewDef->frustum[3] = xs * viewDef->renderView.viewaxis[0] - xc * viewDef->renderView.viewaxis[2];
|
|
|
|
// plane four is the front clipping plane
|
|
viewDef->frustum[4] = /* vec3_origin - */ viewDef->renderView.viewaxis[0];
|
|
|
|
for ( i = 0; i < 5; i++ ) {
|
|
// flip direction so positive side faces out (FIXME: globally unify this)
|
|
viewDef->frustum[i] = -viewDef->frustum[i].Normal();
|
|
viewDef->frustum[i][3] = -( viewDef->renderView.vieworg * viewDef->frustum[i].Normal() );
|
|
}
|
|
|
|
// eventually, plane five will be the rear clipping plane for fog
|
|
|
|
float dNear, dFar, dLeft, dUp;
|
|
|
|
dNear = r_znear.GetFloat();
|
|
if ( viewDef->renderView.cramZNear ) {
|
|
dNear *= 0.25f;
|
|
}
|
|
|
|
dFar = MAX_WORLD_SIZE;
|
|
dLeft = dFar * tan( DEG2RAD( viewDef->renderView.fov_x * 0.5f ) );
|
|
dUp = dFar * tan( DEG2RAD( viewDef->renderView.fov_y * 0.5f ) );
|
|
viewDef->viewFrustum.SetOrigin( viewDef->renderView.vieworg );
|
|
viewDef->viewFrustum.SetAxis( viewDef->renderView.viewaxis );
|
|
viewDef->viewFrustum.SetSize( dNear, dFar, dLeft, dUp );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_ConstrainViewFrustum
|
|
===================
|
|
*/
|
|
static void R_ConstrainViewFrustum( void ) {
|
|
idBounds bounds;
|
|
|
|
// constrain the view frustum to the total bounds of all visible lights and visible entities
|
|
bounds.Clear();
|
|
for ( viewLight_t *vLight = tr.viewDef->viewLights; vLight; vLight = vLight->next ) {
|
|
bounds.AddBounds( vLight->lightDef->frustumTris->bounds );
|
|
}
|
|
for ( viewEntity_t *vEntity = tr.viewDef->viewEntitys; vEntity; vEntity = vEntity->next ) {
|
|
bounds.AddBounds( vEntity->entityDef->referenceBounds );
|
|
}
|
|
tr.viewDef->viewFrustum.ConstrainToBounds( bounds );
|
|
|
|
if ( r_useFrustumFarDistance.GetFloat() > 0.0f ) {
|
|
tr.viewDef->viewFrustum.MoveFarDistance( r_useFrustumFarDistance.GetFloat() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==========================================================================================
|
|
|
|
DRAWSURF SORTING
|
|
|
|
==========================================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
=======================
|
|
R_QsortSurfaces
|
|
|
|
=======================
|
|
*/
|
|
static int R_QsortSurfaces( const void *a, const void *b ) {
|
|
const drawSurf_t *ea, *eb;
|
|
|
|
ea = *(drawSurf_t **)a;
|
|
eb = *(drawSurf_t **)b;
|
|
|
|
if ( ea->sort < eb->sort ) {
|
|
return -1;
|
|
}
|
|
if ( ea->sort > eb->sort ) {
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_SortDrawSurfs
|
|
=================
|
|
*/
|
|
static void R_SortDrawSurfs( void ) {
|
|
// sort the drawsurfs by sort type, then orientation, then shader
|
|
qsort( tr.viewDef->drawSurfs, tr.viewDef->numDrawSurfs, sizeof( tr.viewDef->drawSurfs[0] ),
|
|
R_QsortSurfaces );
|
|
}
|
|
|
|
|
|
|
|
//========================================================================
|
|
|
|
|
|
//==============================================================================
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
A view may be either the actual camera view,
|
|
a mirror / remote location, or a 3D view on a gui surface.
|
|
|
|
Parms will typically be allocated with R_FrameAlloc
|
|
================
|
|
*/
|
|
void R_RenderView( viewDef_t *parms ) {
|
|
viewDef_t *oldView;
|
|
|
|
if ( parms->renderView.width <= 0 || parms->renderView.height <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
tr.viewCount++;
|
|
|
|
// save view in case we are a subview
|
|
oldView = tr.viewDef;
|
|
|
|
tr.viewDef = parms;
|
|
|
|
tr.sortOffset = 0;
|
|
|
|
// set the matrix for world space to eye space
|
|
R_SetViewMatrix( tr.viewDef );
|
|
|
|
// the four sides of the view frustum are needed
|
|
// for culling and portal visibility
|
|
R_SetupViewFrustum( tr.viewDef );
|
|
|
|
// we need to set the projection matrix before doing
|
|
// portal-to-screen scissor box calculations
|
|
R_SetupProjection( tr.viewDef );
|
|
|
|
// identify all the visible portalAreas, and the entityDefs and
|
|
// lightDefs that are in them and pass culling.
|
|
static_cast<idRenderWorldLocal *>(parms->renderWorld)->FindViewLightsAndEntities();
|
|
|
|
// constrain the view frustum to the view lights and entities
|
|
R_ConstrainViewFrustum();
|
|
|
|
// make sure that interactions exist for all light / entity combinations
|
|
// that are visible
|
|
// add any pre-generated light shadows, and calculate the light shader values
|
|
R_AddLightSurfaces();
|
|
|
|
// adds ambient surfaces and create any necessary interaction surfaces to add to the light
|
|
// lists
|
|
R_AddModelSurfaces();
|
|
|
|
// any viewLight that didn't have visible surfaces can have it's shadows removed
|
|
R_RemoveUnecessaryViewLights();
|
|
|
|
// sort all the ambient surfaces for translucency ordering
|
|
R_SortDrawSurfs();
|
|
|
|
// generate any subviews (mirrors, cameras, etc) before adding this view
|
|
if ( R_GenerateSubViews() ) {
|
|
// if we are debugging subviews, allow the skipping of the
|
|
// main view draw
|
|
if ( r_subviewOnly.GetBool() ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// write everything needed to the demo file
|
|
if ( session->writeDemo ) {
|
|
static_cast<idRenderWorldLocal *>(parms->renderWorld)->WriteVisibleDefs( tr.viewDef );
|
|
}
|
|
|
|
// add the rendering commands for this viewDef
|
|
R_AddDrawViewCmd( parms );
|
|
|
|
// restore view in case we are a subview
|
|
tr.viewDef = oldView;
|
|
}
|