doom3-bfg/neo/renderer/GuiModel.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
const float idGuiModel::STEREO_DEPTH_NEAR = 0.0f;
const float idGuiModel::STEREO_DEPTH_MID = 0.5f;
const float idGuiModel::STEREO_DEPTH_FAR = 1.0f;
/*
================
idGuiModel::idGuiModel
================
*/
idGuiModel::idGuiModel() {
// identity color for drawsurf register evaluation
for ( int i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
shaderParms[i] = 1.0f;
}
}
/*
================
idGuiModel::Clear
Begins collecting draw commands into surfaces
================
*/
void idGuiModel::Clear() {
surfaces.SetNum( 0 );
AdvanceSurf();
}
/*
================
idGuiModel::WriteToDemo
================
*/
void idGuiModel::WriteToDemo( idDemoFile *demo ) {
}
/*
================
idGuiModel::ReadFromDemo
================
*/
void idGuiModel::ReadFromDemo( idDemoFile *demo ) {
}
/*
================
idGuiModel::BeginFrame
================
*/
void idGuiModel::BeginFrame() {
vertexBlock = vertexCache.AllocVertex( NULL, ALIGN( MAX_VERTS * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) );
indexBlock = vertexCache.AllocIndex( NULL, ALIGN( MAX_INDEXES * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) );
vertexPointer = (idDrawVert *)vertexCache.MappedVertexBuffer( vertexBlock );
indexPointer = (triIndex_t *)vertexCache.MappedIndexBuffer( indexBlock );
numVerts = 0;
numIndexes = 0;
Clear();
}
idCVar stereoRender_defaultGuiDepth( "stereoRender_defaultGuiDepth", "0", CVAR_RENDERER, "Fraction of separation when not specified" );
/*
================
EmitSurfaces
For full screen GUIs, we can add in per-surface stereoscopic depth effects
================
*/
void idGuiModel::EmitSurfaces( float modelMatrix[16], float modelViewMatrix[16],
bool depthHack, bool allowFullScreenStereoDepth, bool linkAsEntity ) {
viewEntity_t * guiSpace = (viewEntity_t *)R_ClearedFrameAlloc( sizeof( *guiSpace ), FRAME_ALLOC_VIEW_ENTITY );
memcpy( guiSpace->modelMatrix, modelMatrix, sizeof( guiSpace->modelMatrix ) );
memcpy( guiSpace->modelViewMatrix, modelViewMatrix, sizeof( guiSpace->modelViewMatrix ) );
guiSpace->weaponDepthHack = depthHack;
guiSpace->isGuiSurface = true;
// If this is an in-game gui, we need to be able to find the matrix again for head mounted
// display bypass matrix fixup.
if ( linkAsEntity ) {
guiSpace->next = tr.viewDef->viewEntitys;
tr.viewDef->viewEntitys = guiSpace;
}
//---------------------------
// make a tech5 renderMatrix
//---------------------------
idRenderMatrix viewMat;
idRenderMatrix::Transpose( *(idRenderMatrix *)modelViewMatrix, viewMat );
idRenderMatrix::Multiply( tr.viewDef->projectionRenderMatrix, viewMat, guiSpace->mvp );
if ( depthHack ) {
idRenderMatrix::ApplyDepthHack( guiSpace->mvp );
}
// to allow 3D-TV effects in the menu system, we define surface flags to set
// depth fractions between 0=screen and 1=infinity, which directly modulate the
// screenSeparation parameter for an X offset.
// The value is stored in the drawSurf sort value, which adjusts the matrix in the
// backend.
float defaultStereoDepth = stereoRender_defaultGuiDepth.GetFloat(); // default to at-screen
// add the surfaces to this view
for ( int i = 0; i < surfaces.Num(); i++ ) {
const guiModelSurface_t & guiSurf = surfaces[i];
if ( guiSurf.numIndexes == 0 ) {
continue;
}
const idMaterial * shader = guiSurf.material;
drawSurf_t * drawSurf = (drawSurf_t *)R_FrameAlloc( sizeof( *drawSurf ), FRAME_ALLOC_DRAW_SURFACE );
drawSurf->numIndexes = guiSurf.numIndexes;
drawSurf->ambientCache = vertexBlock;
// build a vertCacheHandle_t that points inside the allocated block
drawSurf->indexCache = indexBlock + ( (int64)(guiSurf.firstIndex*sizeof(triIndex_t)) << VERTCACHE_OFFSET_SHIFT );
drawSurf->shadowCache = 0;
drawSurf->jointCache = 0;
drawSurf->frontEndGeo = NULL;
drawSurf->space = guiSpace;
drawSurf->material = shader;
drawSurf->extraGLState = guiSurf.glState;
drawSurf->scissorRect = tr.viewDef->scissor;
drawSurf->sort = shader->GetSort();
drawSurf->renderZFail = 0;
// process the shader expressions for conditionals / color / texcoords
const float *constRegs = shader->ConstantRegisters();
if ( constRegs ) {
// shader only uses constant values
drawSurf->shaderRegisters = constRegs;
} else {
float *regs = (float *)R_FrameAlloc( shader->GetNumRegisters() * sizeof( float ), FRAME_ALLOC_SHADER_REGISTER );
drawSurf->shaderRegisters = regs;
shader->EvaluateRegisters( regs, shaderParms, tr.viewDef->renderView.shaderParms, tr.viewDef->renderView.time[1] * 0.001f, NULL );
}
R_LinkDrawSurfToView( drawSurf, tr.viewDef );
if ( allowFullScreenStereoDepth ) {
// override sort with the stereoDepth
//drawSurf->sort = stereoDepth;
switch ( guiSurf.stereoType ) {
case STEREO_DEPTH_TYPE_NEAR: drawSurf->sort = STEREO_DEPTH_NEAR; break;
case STEREO_DEPTH_TYPE_MID: drawSurf->sort = STEREO_DEPTH_MID; break;
case STEREO_DEPTH_TYPE_FAR: drawSurf->sort = STEREO_DEPTH_FAR; break;
case STEREO_DEPTH_TYPE_NONE:
default:
drawSurf->sort = defaultStereoDepth;
break;
}
}
}
}
/*
====================
EmitToCurrentView
====================
*/
void idGuiModel::EmitToCurrentView( float modelMatrix[16], bool depthHack ) {
float modelViewMatrix[16];
R_MatrixMultiply( modelMatrix, tr.viewDef->worldSpace.modelViewMatrix, modelViewMatrix );
EmitSurfaces( modelMatrix, modelViewMatrix, depthHack, false /* stereoDepthSort */, true /* link as entity */ );
}
/*
================
idGuiModel::EmitFullScreen
Creates a view that covers the screen and emit the surfaces
================
*/
void idGuiModel::EmitFullScreen() {
if ( surfaces[0].numIndexes == 0 ) {
return;
}
SCOPED_PROFILE_EVENT( "Gui::EmitFullScreen" );
viewDef_t * viewDef = (viewDef_t *)R_ClearedFrameAlloc( sizeof( *viewDef ), FRAME_ALLOC_VIEW_DEF );
viewDef->is2Dgui = true;
tr.GetCroppedViewport( &viewDef->viewport );
bool stereoEnabled = ( renderSystem->GetStereo3DMode() != STEREO3D_OFF );
if ( stereoEnabled ) {
float GetScreenSeparationForGuis();
const float screenSeparation = GetScreenSeparationForGuis();
// this will be negated on the alternate eyes, both rendered each frame
viewDef->renderView.stereoScreenSeparation = screenSeparation;
extern idCVar stereoRender_swapEyes;
viewDef->renderView.viewEyeBuffer = 0; // render to both buffers
if ( stereoRender_swapEyes.GetBool() ) {
viewDef->renderView.stereoScreenSeparation = -screenSeparation;
}
}
viewDef->scissor.x1 = 0;
viewDef->scissor.y1 = 0;
viewDef->scissor.x2 = viewDef->viewport.x2 - viewDef->viewport.x1;
viewDef->scissor.y2 = viewDef->viewport.y2 - viewDef->viewport.y1;
viewDef->projectionMatrix[0*4+0] = 2.0f / SCREEN_WIDTH;
viewDef->projectionMatrix[0*4+1] = 0.0f;
viewDef->projectionMatrix[0*4+2] = 0.0f;
viewDef->projectionMatrix[0*4+3] = 0.0f;
viewDef->projectionMatrix[1*4+0] = 0.0f;
viewDef->projectionMatrix[1*4+1] = -2.0f / SCREEN_HEIGHT;
viewDef->projectionMatrix[1*4+2] = 0.0f;
viewDef->projectionMatrix[1*4+3] = 0.0f;
viewDef->projectionMatrix[2*4+0] = 0.0f;
viewDef->projectionMatrix[2*4+1] = 0.0f;
viewDef->projectionMatrix[2*4+2] = -2.0f;
viewDef->projectionMatrix[2*4+3] = 0.0f;
viewDef->projectionMatrix[3*4+0] = -1.0f;
viewDef->projectionMatrix[3*4+1] = 1.0f;
viewDef->projectionMatrix[3*4+2] = -1.0f;
viewDef->projectionMatrix[3*4+3] = 1.0f;
// make a tech5 renderMatrix for faster culling
idRenderMatrix::Transpose( *(idRenderMatrix *)viewDef->projectionMatrix, viewDef->projectionRenderMatrix );
viewDef->worldSpace.modelMatrix[0*4+0] = 1.0f;
viewDef->worldSpace.modelMatrix[1*4+1] = 1.0f;
viewDef->worldSpace.modelMatrix[2*4+2] = 1.0f;
viewDef->worldSpace.modelMatrix[3*4+3] = 1.0f;
viewDef->worldSpace.modelViewMatrix[0*4+0] = 1.0f;
viewDef->worldSpace.modelViewMatrix[1*4+1] = 1.0f;
viewDef->worldSpace.modelViewMatrix[2*4+2] = 1.0f;
viewDef->worldSpace.modelViewMatrix[3*4+3] = 1.0f;
viewDef->maxDrawSurfs = surfaces.Num();
viewDef->drawSurfs = (drawSurf_t **)R_FrameAlloc( viewDef->maxDrawSurfs * sizeof( viewDef->drawSurfs[0] ), FRAME_ALLOC_DRAW_SURFACE_POINTER );
viewDef->numDrawSurfs = 0;
viewDef_t * oldViewDef = tr.viewDef;
tr.viewDef = viewDef;
EmitSurfaces( viewDef->worldSpace.modelMatrix, viewDef->worldSpace.modelViewMatrix,
false /* depthHack */ , stereoEnabled /* stereoDepthSort */, false /* link as entity */ );
tr.viewDef = oldViewDef;
// add the command to draw this view
R_AddDrawViewCmd( viewDef, true );
}
/*
=============
AdvanceSurf
=============
*/
void idGuiModel::AdvanceSurf() {
guiModelSurface_t s;
if ( surfaces.Num() ) {
s.material = surf->material;
s.glState = surf->glState;
} else {
s.material = tr.defaultMaterial;
s.glState = 0;
}
// advance indexes so the pointer to each surface will be 16 byte aligned
numIndexes = ALIGN( numIndexes, 8 );
s.numIndexes = 0;
s.firstIndex = numIndexes;
surfaces.Append( s );
surf = &surfaces[ surfaces.Num() - 1 ];
}
/*
=============
AllocTris
=============
*/
idDrawVert * idGuiModel::AllocTris( int vertCount, const triIndex_t * tempIndexes, int indexCount, const idMaterial * material, const uint64 glState, const stereoDepthType_t stereoType ) {
if ( material == NULL ) {
return NULL;
}
if ( numIndexes + indexCount > MAX_INDEXES ) {
static int warningFrame = 0;
if ( warningFrame != tr.frameCount ) {
warningFrame = tr.frameCount;
idLib::Warning( "idGuiModel::AllocTris: MAX_INDEXES exceeded" );
}
return NULL;
}
if ( numVerts + vertCount > MAX_VERTS ) {
static int warningFrame = 0;
if ( warningFrame != tr.frameCount ) {
warningFrame = tr.frameCount;
idLib::Warning( "idGuiModel::AllocTris: MAX_VERTS exceeded" );
}
return NULL;
}
// break the current surface if we are changing to a new material or we can't
// fit the data into our allocated block
if ( material != surf->material || glState != surf->glState || stereoType != surf->stereoType ) {
if ( surf->numIndexes ) {
AdvanceSurf();
}
surf->material = material;
surf->glState = glState;
surf->stereoType = stereoType;
}
int startVert = numVerts;
int startIndex = numIndexes;
numVerts += vertCount;
numIndexes += indexCount;
surf->numIndexes += indexCount;
if ( ( startIndex & 1 ) || ( indexCount & 1 ) ) {
// slow for write combined memory!
// this should be very rare, since quads are always an even index count
for ( int i = 0; i < indexCount; i++ ) {
indexPointer[startIndex + i] = startVert + tempIndexes[i];
}
} else {
for ( int i = 0; i < indexCount; i += 2 ) {
WriteIndexPair( indexPointer + startIndex + i, startVert + tempIndexes[i], startVert + tempIndexes[i+1] );
}
}
return vertexPointer + startVert;
}