mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-12-14 23:01:26 +00:00
919 lines
28 KiB
C++
919 lines
28 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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#include "sys/platform.h"
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#include "renderer/VertexCache.h"
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#include "renderer/Cinematic.h"
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#include "renderer/tr_local.h"
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/*
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back end scene + lights rendering functions
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*/
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/*
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=================
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RB_DrawElementsImmediate
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Draws with immediate mode commands, which is going to be very slow.
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This should never happen if the vertex cache is operating properly.
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=================
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*/
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void RB_DrawElementsImmediate( const srfTriangles_t *tri ) {
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backEnd.pc.c_drawElements++;
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backEnd.pc.c_drawIndexes += tri->numIndexes;
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backEnd.pc.c_drawVertexes += tri->numVerts;
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if ( tri->ambientSurface != NULL ) {
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if ( tri->indexes == tri->ambientSurface->indexes ) {
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backEnd.pc.c_drawRefIndexes += tri->numIndexes;
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}
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if ( tri->verts == tri->ambientSurface->verts ) {
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backEnd.pc.c_drawRefVertexes += tri->numVerts;
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}
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}
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qglBegin( GL_TRIANGLES );
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for ( int i = 0 ; i < tri->numIndexes ; i++ ) {
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qglTexCoord2fv( tri->verts[ tri->indexes[i] ].st.ToFloatPtr() );
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qglVertex3fv( tri->verts[ tri->indexes[i] ].xyz.ToFloatPtr() );
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}
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qglEnd();
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}
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/*
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================
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RB_DrawElementsWithCounters
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================
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*/
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void RB_DrawElementsWithCounters( const srfTriangles_t *tri ) {
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backEnd.pc.c_drawElements++;
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backEnd.pc.c_drawIndexes += tri->numIndexes;
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backEnd.pc.c_drawVertexes += tri->numVerts;
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if ( tri->ambientSurface != NULL ) {
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if ( tri->indexes == tri->ambientSurface->indexes ) {
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backEnd.pc.c_drawRefIndexes += tri->numIndexes;
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}
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if ( tri->verts == tri->ambientSurface->verts ) {
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backEnd.pc.c_drawRefVertexes += tri->numVerts;
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}
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}
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if ( tri->indexCache && r_useIndexBuffers.GetBool() ) {
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qglDrawElements( GL_TRIANGLES,
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r_singleTriangle.GetBool() ? 3 : tri->numIndexes,
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GL_INDEX_TYPE,
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(int *)vertexCache.Position( tri->indexCache ) );
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backEnd.pc.c_vboIndexes += tri->numIndexes;
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} else {
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if ( r_useIndexBuffers.GetBool() ) {
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vertexCache.UnbindIndex();
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}
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qglDrawElements( GL_TRIANGLES,
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r_singleTriangle.GetBool() ? 3 : tri->numIndexes,
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GL_INDEX_TYPE,
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tri->indexes );
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}
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}
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/*
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================
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RB_DrawShadowElementsWithCounters
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May not use all the indexes in the surface if caps are skipped
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================
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*/
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void RB_DrawShadowElementsWithCounters( const srfTriangles_t *tri, int numIndexes ) {
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backEnd.pc.c_shadowElements++;
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backEnd.pc.c_shadowIndexes += numIndexes;
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backEnd.pc.c_shadowVertexes += tri->numVerts;
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if ( tri->indexCache && r_useIndexBuffers.GetBool() ) {
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qglDrawElements( GL_TRIANGLES,
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r_singleTriangle.GetBool() ? 3 : numIndexes,
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GL_INDEX_TYPE,
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(int *)vertexCache.Position( tri->indexCache ) );
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backEnd.pc.c_vboIndexes += numIndexes;
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} else {
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if ( r_useIndexBuffers.GetBool() ) {
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vertexCache.UnbindIndex();
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}
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qglDrawElements( GL_TRIANGLES,
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r_singleTriangle.GetBool() ? 3 : numIndexes,
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GL_INDEX_TYPE,
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tri->indexes );
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}
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}
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/*
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===============
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RB_RenderTriangleSurface
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Sets texcoord and vertex pointers
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===============
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*/
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void RB_RenderTriangleSurface( const srfTriangles_t *tri ) {
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if ( !tri->ambientCache ) {
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RB_DrawElementsImmediate( tri );
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return;
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}
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idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
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RB_DrawElementsWithCounters( tri );
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}
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/*
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===============
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RB_T_RenderTriangleSurface
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===============
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*/
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void RB_T_RenderTriangleSurface( const drawSurf_t *surf ) {
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RB_RenderTriangleSurface( surf->geo );
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}
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/*
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===============
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RB_EnterWeaponDepthHack
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===============
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*/
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void RB_EnterWeaponDepthHack() {
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qglDepthRange( 0, 0.5 );
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float matrix[16];
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memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );
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matrix[14] *= 0.25;
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf( matrix );
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qglMatrixMode(GL_MODELVIEW);
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}
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/*
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===============
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RB_EnterModelDepthHack
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===============
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*/
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void RB_EnterModelDepthHack( float depth ) {
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qglDepthRange( 0.0f, 1.0f );
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float matrix[16];
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memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );
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matrix[14] -= depth;
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf( matrix );
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qglMatrixMode(GL_MODELVIEW);
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}
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/*
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===============
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RB_LeaveDepthHack
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===============
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*/
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void RB_LeaveDepthHack() {
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qglDepthRange( 0, 1 );
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
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qglMatrixMode(GL_MODELVIEW);
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}
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/*
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====================
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RB_RenderDrawSurfListWithFunction
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The triangle functions can check backEnd.currentSpace != surf->space
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to see if they need to perform any new matrix setup. The modelview
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matrix will already have been loaded, and backEnd.currentSpace will
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be updated after the triangle function completes.
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====================
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*/
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void RB_RenderDrawSurfListWithFunction( drawSurf_t **drawSurfs, int numDrawSurfs,
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void (*triFunc_)( const drawSurf_t *) ) {
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int i;
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const drawSurf_t *drawSurf;
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backEnd.currentSpace = NULL;
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for (i = 0 ; i < numDrawSurfs ; i++ ) {
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drawSurf = drawSurfs[i];
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// change the matrix if needed
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if ( drawSurf->space != backEnd.currentSpace ) {
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qglLoadMatrixf( drawSurf->space->modelViewMatrix );
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}
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if ( drawSurf->space->weaponDepthHack ) {
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RB_EnterWeaponDepthHack();
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}
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if ( drawSurf->space->modelDepthHack != 0.0f ) {
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RB_EnterModelDepthHack( drawSurf->space->modelDepthHack );
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}
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// change the scissor if needed
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if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( drawSurf->scissorRect ) ) {
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backEnd.currentScissor = drawSurf->scissorRect;
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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
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backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
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backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
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backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
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}
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// render it
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triFunc_( drawSurf );
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if ( drawSurf->space->weaponDepthHack || drawSurf->space->modelDepthHack != 0.0f ) {
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RB_LeaveDepthHack();
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}
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backEnd.currentSpace = drawSurf->space;
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}
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}
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/*
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======================
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RB_RenderDrawSurfChainWithFunction
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======================
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*/
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void RB_RenderDrawSurfChainWithFunction( const drawSurf_t *drawSurfs,
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void (*triFunc_)( const drawSurf_t *) ) {
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const drawSurf_t *drawSurf;
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backEnd.currentSpace = NULL;
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for ( drawSurf = drawSurfs ; drawSurf ; drawSurf = drawSurf->nextOnLight ) {
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// change the matrix if needed
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if ( drawSurf->space != backEnd.currentSpace ) {
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qglLoadMatrixf( drawSurf->space->modelViewMatrix );
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}
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if ( drawSurf->space->weaponDepthHack ) {
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RB_EnterWeaponDepthHack();
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}
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if ( drawSurf->space->modelDepthHack ) {
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RB_EnterModelDepthHack( drawSurf->space->modelDepthHack );
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}
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// change the scissor if needed
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if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( drawSurf->scissorRect ) ) {
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backEnd.currentScissor = drawSurf->scissorRect;
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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
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backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
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backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
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backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
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}
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// render it
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triFunc_( drawSurf );
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if ( drawSurf->space->weaponDepthHack || drawSurf->space->modelDepthHack != 0.0f ) {
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RB_LeaveDepthHack();
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}
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backEnd.currentSpace = drawSurf->space;
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}
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}
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/*
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======================
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RB_GetShaderTextureMatrix
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======================
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*/
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void RB_GetShaderTextureMatrix( const float *shaderRegisters,
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const textureStage_t *texture, float matrix[16] ) {
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matrix[0] = shaderRegisters[ texture->matrix[0][0] ];
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matrix[4] = shaderRegisters[ texture->matrix[0][1] ];
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matrix[8] = 0;
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matrix[12] = shaderRegisters[ texture->matrix[0][2] ];
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// we attempt to keep scrolls from generating incredibly large texture values, but
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// center rotations and center scales can still generate offsets that need to be > 1
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if ( matrix[12] < -40 || matrix[12] > 40 ) {
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matrix[12] -= (int)matrix[12];
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}
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matrix[1] = shaderRegisters[ texture->matrix[1][0] ];
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matrix[5] = shaderRegisters[ texture->matrix[1][1] ];
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matrix[9] = 0;
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matrix[13] = shaderRegisters[ texture->matrix[1][2] ];
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if ( matrix[13] < -40 || matrix[13] > 40 ) {
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matrix[13] -= (int)matrix[13];
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}
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matrix[2] = 0;
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matrix[6] = 0;
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matrix[10] = 1;
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matrix[14] = 0;
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matrix[3] = 0;
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matrix[7] = 0;
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matrix[11] = 0;
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matrix[15] = 1;
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}
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/*
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======================
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RB_LoadShaderTextureMatrix
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======================
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*/
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void RB_LoadShaderTextureMatrix( const float *shaderRegisters, const textureStage_t *texture ) {
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float matrix[16];
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RB_GetShaderTextureMatrix( shaderRegisters, texture, matrix );
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qglMatrixMode( GL_TEXTURE );
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qglLoadMatrixf( matrix );
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qglMatrixMode( GL_MODELVIEW );
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}
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/*
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======================
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RB_BindVariableStageImage
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Handles generating a cinematic frame if needed
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======================
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*/
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void RB_BindVariableStageImage( const textureStage_t *texture, const float *shaderRegisters ) {
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if ( texture->cinematic ) {
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cinData_t cin;
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if ( r_skipDynamicTextures.GetBool() ) {
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globalImages->defaultImage->Bind();
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return;
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}
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// offset time by shaderParm[7] (FIXME: make the time offset a parameter of the shader?)
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// We make no attempt to optimize for multiple identical cinematics being in view, or
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// for cinematics going at a lower framerate than the renderer.
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cin = texture->cinematic->ImageForTime( (int)(1000 * ( backEnd.viewDef->floatTime + backEnd.viewDef->renderView.shaderParms[11] ) ) );
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if ( cin.image ) {
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globalImages->cinematicImage->UploadScratch( cin.image, cin.imageWidth, cin.imageHeight );
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} else {
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globalImages->blackImage->Bind();
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}
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} else {
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//FIXME: see why image is invalid
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if (texture->image) {
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texture->image->Bind();
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}
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}
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}
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/*
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======================
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RB_BindStageTexture
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======================
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*/
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void RB_BindStageTexture( const float *shaderRegisters, const textureStage_t *texture, const drawSurf_t *surf ) {
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// image
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RB_BindVariableStageImage( texture, shaderRegisters );
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// texgens
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if ( texture->texgen == TG_DIFFUSE_CUBE ) {
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );
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}
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if ( texture->texgen == TG_SKYBOX_CUBE || texture->texgen == TG_WOBBLESKY_CUBE ) {
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qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
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}
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if ( texture->texgen == TG_REFLECT_CUBE ) {
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_R );
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qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
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qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
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qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
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qglEnableClientState( GL_NORMAL_ARRAY );
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qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );
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qglMatrixMode( GL_TEXTURE );
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float mat[16];
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R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );
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qglLoadMatrixf( mat );
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qglMatrixMode( GL_MODELVIEW );
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}
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// matrix
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if ( texture->hasMatrix ) {
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RB_LoadShaderTextureMatrix( shaderRegisters, texture );
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}
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}
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/*
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======================
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RB_FinishStageTexture
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======================
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*/
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void RB_FinishStageTexture( const textureStage_t *texture, const drawSurf_t *surf ) {
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if ( texture->texgen == TG_DIFFUSE_CUBE || texture->texgen == TG_SKYBOX_CUBE
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|| texture->texgen == TG_WOBBLESKY_CUBE ) {
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ),
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(void *)&(((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->st) );
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}
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if ( texture->texgen == TG_REFLECT_CUBE ) {
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_R );
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qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglDisableClientState( GL_NORMAL_ARRAY );
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qglMatrixMode( GL_TEXTURE );
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qglLoadIdentity();
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qglMatrixMode( GL_MODELVIEW );
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}
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if ( texture->hasMatrix ) {
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qglMatrixMode( GL_TEXTURE );
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qglLoadIdentity();
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qglMatrixMode( GL_MODELVIEW );
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}
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}
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//=============================================================================================
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/*
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=================
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RB_DetermineLightScale
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Sets:
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backEnd.lightScale
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backEnd.overBright
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Find out how much we are going to need to overscale the lighting, so we
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can down modulate the pre-lighting passes.
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We only look at light calculations, but an argument could be made that
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we should also look at surface evaluations, which would let surfaces
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overbright past 1.0
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=================
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*/
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void RB_DetermineLightScale( void ) {
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viewLight_t *vLight;
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const idMaterial *shader;
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float max;
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int i, j, numStages;
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const shaderStage_t *stage;
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// the light scale will be based on the largest color component of any surface
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// that will be drawn.
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// should we consider separating rgb scales?
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// if there are no lights, this will remain at 1.0, so GUI-only
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// rendering will not lose any bits of precision
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max = 1.0;
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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) {
|
|
|
|
const viewDef_t* viewDef = backEnd.viewDef;
|
|
|
|
// set the modelview matrix for the viewer
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf( viewDef->projectionMatrix );
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
|
|
// set the window clipping
|
|
qglViewport( tr.viewportOffset[0] + viewDef->viewport.x1,
|
|
tr.viewportOffset[1] + viewDef->viewport.y1,
|
|
viewDef->viewport.x2 + 1 - viewDef->viewport.x1,
|
|
viewDef->viewport.y2 + 1 - viewDef->viewport.y1 );
|
|
|
|
// the scissor may be smaller than the viewport for subviews
|
|
qglScissor( tr.viewportOffset[0] + viewDef->viewport.x1 + viewDef->scissor.x1,
|
|
tr.viewportOffset[1] + viewDef->viewport.y1 + viewDef->scissor.y1,
|
|
viewDef->scissor.x2 + 1 - viewDef->scissor.x1,
|
|
viewDef->scissor.y2 + 1 - viewDef->scissor.y1 );
|
|
backEnd.currentScissor = 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;
|
|
inter.diffuseMatrix[0].Zero();
|
|
inter.diffuseMatrix[1].Zero();
|
|
inter.specularMatrix[0].Zero();
|
|
inter.specularMatrix[1].Zero();
|
|
|
|
if ( r_skipInteractions.GetBool() || !surf->geo || !surf->geo->ambientCache ) {
|
|
return;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// with r_lockSurfaces enabled, we set the locked render view
|
|
// for the primary viewDef for all the "what should be drawn" calculations.
|
|
// now it must be reverted to the real render view so the scene gets rendered
|
|
// from the actual current players point of view
|
|
if(r_lockSurfaces.GetBool() && tr.primaryView == cmd->viewDef) {
|
|
viewDef_t* parms = cmd->viewDef;
|
|
const viewDef_t origParms = *parms;
|
|
|
|
*parms = tr.lockSurfacesRealViewDef; // actual current player/camera position
|
|
parms->renderWorld = origParms.renderWorld;
|
|
parms->floatTime = origParms.floatTime;
|
|
parms->drawSurfs = origParms.drawSurfs;
|
|
parms->numDrawSurfs = origParms.numDrawSurfs;
|
|
parms->maxDrawSurfs = origParms.maxDrawSurfs;
|
|
parms->viewLights = origParms.viewLights;
|
|
parms->viewEntitys = origParms.viewEntitys;
|
|
parms->connectedAreas = origParms.connectedAreas;
|
|
|
|
for( viewEntity_t* vModel = parms->viewEntitys ; vModel ; vModel = vModel->next ) {
|
|
myGlMultMatrix( vModel->modelMatrix,
|
|
parms->worldSpace.modelViewMatrix,
|
|
vModel->modelViewMatrix );
|
|
}
|
|
}
|
|
|
|
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 gl 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();
|
|
}
|
|
}
|