/* =========================================================================== 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 . 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; }