/* =========================================================================== 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 int AUTO_RENDER_STACK_SIZE = 256 * 1024; idAutoRender rAutoRender; /* ============================ idAutoRender::idAutoRender ============================ */ idAutoRender::idAutoRender() { nextRotateTime = 0.0f; currentRotation = 0.0f; autoRenderIcon = AUTORENDER_DEFAULTICON; } /* ============================ idAutoRender::Run ============================ */ int idAutoRender::Run() { while( !IsTerminating() ) { RenderFrame(); } return 0; } /* ============================ idAutoRender::StartBackgroundAutoSwaps ============================ */ void idAutoRender::StartBackgroundAutoSwaps( autoRenderIconType_t iconType ) { if( IsRunning() ) { EndBackgroundAutoSwaps(); } autoRenderIcon = iconType; idLib::Printf( "Starting Background AutoSwaps\n" ); const bool captureToImage = true; common->UpdateScreen( captureToImage ); // unbind any shaders prior to entering the background autoswaps so we don't run // into any problems with cached vertex shader indices from the main thread renderProgManager.Unbind(); // unbind all texture units so we don't run into a race condition where the device is owned // by the autorender thread but an image is trying to be unset from the main thread because // it is getting purged before our our first frame has been rendered. globalImages->UnbindAll(); StartThread( "BackgroundAutoSwaps", CORE_0B, THREAD_NORMAL, AUTO_RENDER_STACK_SIZE ); } /* ============================ idAutoRender::EndBackgroundAutoSwaps ============================ */ void idAutoRender::EndBackgroundAutoSwaps() { idLib::Printf( "End Background AutoSwaps\n" ); StopThread(); } /* ============================ idAutoRender::RenderFrame ============================ */ void idAutoRender::RenderFrame() { // values are 0 to 1 float loadingIconPosX = 0.5f; float loadingIconPosY = 0.6f; float loadingIconScale = 0.025f; float loadingIconSpeed = 0.095f; if( autoRenderIcon == AUTORENDER_HELLICON ) { loadingIconPosX = 0.85f; loadingIconPosY = 0.85f; loadingIconScale = 0.1f; loadingIconSpeed = 0.095f; } else if( autoRenderIcon == AUTORENDER_DIALOGICON ) { loadingIconPosY = 0.73f; } GL_SetDefaultState(); GL_Cull( CT_TWO_SIDED ); const bool stereoRender = false; const int width = renderSystem->GetWidth(); const int height = renderSystem->GetHeight(); const int guardBand = height / 24; if( stereoRender ) { for( int viewNum = 0 ; viewNum < 2; viewNum++ ) { GL_ViewportAndScissor( 0, viewNum * ( height + guardBand ), width, height ); RenderBackground(); RenderLoadingIcon( loadingIconPosX, loadingIconPosY, loadingIconScale, loadingIconSpeed ); } } else { GL_ViewportAndScissor( 0, 0, width, height ); RenderBackground(); RenderLoadingIcon( loadingIconPosX, loadingIconPosY, loadingIconScale, loadingIconSpeed ); } } /* ============================ idAutoRender::RenderBackground ============================ */ void idAutoRender::RenderBackground() { GL_SelectTexture( 0 ); globalImages->currentRenderImage->Bind(); GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO ); float mvpMatrix[16] = { 0 }; mvpMatrix[0] = 1; mvpMatrix[5] = 1; mvpMatrix[10] = 1; mvpMatrix[15] = 1; // Set Parms float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f }; float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f }; renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS ); renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT ); // disable texgen float texGenEnabled[4] = { 0, 0, 0, 0 }; renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled ); // set matrix renderProgManager.SetRenderParms( RENDERPARM_MVPMATRIX_X, mvpMatrix, 4 ); renderProgManager.BindShader_TextureVertexColor(); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); } /* ============================ idAutoRender::RenderLoadingIcon ============================ */ void idAutoRender::RenderLoadingIcon( float fracX, float fracY, float size, float speed ) { float s = 0.0f; float c = 1.0f; if( autoRenderIcon != AUTORENDER_HELLICON ) { if( Sys_Milliseconds() >= nextRotateTime ) { nextRotateTime = Sys_Milliseconds() + 100; currentRotation -= 90.0f; } float angle = DEG2RAD( currentRotation ); idMath::SinCos( angle, s, c ); } const float pixelAspect = renderSystem->GetPixelAspect(); const float screenWidth = renderSystem->GetWidth(); const float screenHeight = renderSystem->GetHeight(); const float minSize = Min( screenWidth, screenHeight ); if( minSize <= 0.0f ) { return; } float scaleX = size * minSize / screenWidth; float scaleY = size * minSize / screenHeight; float scale[16] = { 0 }; scale[0] = c * scaleX / pixelAspect; scale[1] = -s * scaleY; scale[4] = s * scaleX / pixelAspect; scale[5] = c * scaleY; scale[10] = 1.0f; scale[15] = 1.0f; scale[12] = fracX; scale[13] = fracY; float ortho[16] = { 0 }; ortho[0] = 2.0f; ortho[5] = -2.0f; ortho[10] = -2.0f; ortho[12] = -1.0f; ortho[13] = 1.0f; ortho[14] = -1.0f; ortho[15] = 1.0f; float finalOrtho[16]; R_MatrixMultiply( scale, ortho, finalOrtho ); float projMatrixTranspose[16]; R_MatrixTranspose( finalOrtho, projMatrixTranspose ); renderProgManager.SetRenderParms( RENDERPARM_MVPMATRIX_X, projMatrixTranspose, 4 ); float a = 1.0f; if( autoRenderIcon == AUTORENDER_HELLICON ) { float alpha = DEG2RAD( Sys_Milliseconds() * speed ); a = idMath::Sin( alpha ); a = 0.35f + ( 0.65f * idMath::Fabs( a ) ); } GL_SelectTexture( 0 ); if( autoRenderIcon == AUTORENDER_HELLICON ) { globalImages->hellLoadingIconImage->Bind(); } else { globalImages->loadingIconImage->Bind(); } GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); // Set Parms float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f }; float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f }; renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS ); renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT ); if( autoRenderIcon == AUTORENDER_HELLICON ) { GL_Color( 1.0f, 1.0f, 1.0f, a ); } // disable texgen float texGenEnabled[4] = { 0, 0, 0, 0 }; renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled ); renderProgManager.BindShader_TextureVertexColor(); RB_DrawElementsWithCounters( &backEnd.unitSquareSurface ); }