/*
===========================================================================
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"
#include "simplex.h" // line font definition
idCVar r_showCenterOfProjection( "r_showCenterOfProjection", "0", CVAR_RENDERER | CVAR_BOOL, "Draw a cross to show the center of projection" );
idCVar r_showLines( "r_showLines", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = draw alternate horizontal lines, 2 = draw alternate vertical lines" );
#define MAX_DEBUG_LINES 16384
typedef struct debugLine_s {
idVec4 rgb;
idVec3 start;
idVec3 end;
bool depthTest;
int lifeTime;
} debugLine_t;
debugLine_t rb_debugLines[ MAX_DEBUG_LINES ];
int rb_numDebugLines = 0;
int rb_debugLineTime = 0;
#define MAX_DEBUG_TEXT 512
typedef struct debugText_s {
idStr text;
idVec3 origin;
float scale;
idVec4 color;
idMat3 viewAxis;
int align;
int lifeTime;
bool depthTest;
} debugText_t;
debugText_t rb_debugText[ MAX_DEBUG_TEXT ];
int rb_numDebugText = 0;
int rb_debugTextTime = 0;
#define MAX_DEBUG_POLYGONS 8192
typedef struct debugPolygon_s {
idVec4 rgb;
idWinding winding;
bool depthTest;
int lifeTime;
} debugPolygon_t;
debugPolygon_t rb_debugPolygons[ MAX_DEBUG_POLYGONS ];
int rb_numDebugPolygons = 0;
int rb_debugPolygonTime = 0;
static void RB_DrawText( const char *text, const idVec3 &origin, float scale, const idVec4 &color, const idMat3 &viewAxis, const int align );
void RB_SetMVP( const idRenderMatrix & mvp );
/*
================
RB_DrawBounds
================
*/
void RB_DrawBounds( const idBounds &bounds ) {
if ( bounds.IsCleared() ) {
return;
}
qglBegin( GL_LINE_LOOP );
qglVertex3f( bounds[0][0], bounds[0][1], bounds[0][2] );
qglVertex3f( bounds[0][0], bounds[1][1], bounds[0][2] );
qglVertex3f( bounds[1][0], bounds[1][1], bounds[0][2] );
qglVertex3f( bounds[1][0], bounds[0][1], bounds[0][2] );
qglEnd();
qglBegin( GL_LINE_LOOP );
qglVertex3f( bounds[0][0], bounds[0][1], bounds[1][2] );
qglVertex3f( bounds[0][0], bounds[1][1], bounds[1][2] );
qglVertex3f( bounds[1][0], bounds[1][1], bounds[1][2] );
qglVertex3f( bounds[1][0], bounds[0][1], bounds[1][2] );
qglEnd();
qglBegin( GL_LINES );
qglVertex3f( bounds[0][0], bounds[0][1], bounds[0][2] );
qglVertex3f( bounds[0][0], bounds[0][1], bounds[1][2] );
qglVertex3f( bounds[0][0], bounds[1][1], bounds[0][2] );
qglVertex3f( bounds[0][0], bounds[1][1], bounds[1][2] );
qglVertex3f( bounds[1][0], bounds[0][1], bounds[0][2] );
qglVertex3f( bounds[1][0], bounds[0][1], bounds[1][2] );
qglVertex3f( bounds[1][0], bounds[1][1], bounds[0][2] );
qglVertex3f( bounds[1][0], bounds[1][1], bounds[1][2] );
qglEnd();
}
/*
================
RB_SimpleSurfaceSetup
================
*/
static void RB_SimpleSurfaceSetup( const drawSurf_t *drawSurf ) {
// change the matrix if needed
if ( drawSurf->space != backEnd.currentSpace ) {
qglLoadMatrixf( drawSurf->space->modelViewMatrix );
backEnd.currentSpace = drawSurf->space;
}
// change the scissor if needed
if ( !backEnd.currentScissor.Equals( drawSurf->scissorRect ) && r_useScissor.GetBool() ) {
GL_Scissor( backEnd.viewDef->viewport.x1 + drawSurf->scissorRect.x1,
backEnd.viewDef->viewport.y1 + drawSurf->scissorRect.y1,
drawSurf->scissorRect.x2 + 1 - drawSurf->scissorRect.x1,
drawSurf->scissorRect.y2 + 1 - drawSurf->scissorRect.y1 );
backEnd.currentScissor = drawSurf->scissorRect;
}
}
/*
================
RB_SimpleWorldSetup
================
*/
static void RB_SimpleWorldSetup() {
backEnd.currentSpace = &backEnd.viewDef->worldSpace;
qglLoadMatrixf( backEnd.viewDef->worldSpace.modelViewMatrix );
GL_Scissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
backEnd.viewDef->scissor.x2 + 1 - backEnd.viewDef->scissor.x1,
backEnd.viewDef->scissor.y2 + 1 - backEnd.viewDef->scissor.y1 );
backEnd.currentScissor = backEnd.viewDef->scissor;
}
/*
=================
RB_PolygonClear
This will cover the entire screen with normal rasterization.
Texturing is disabled, but the existing glColor, glDepthMask,
glColorMask, and the enabled state of depth buffering and
stenciling will matter.
=================
*/
void RB_PolygonClear() {
qglPushMatrix();
qglPushAttrib( GL_ALL_ATTRIB_BITS );
qglLoadIdentity();
qglDisable( GL_TEXTURE_2D );
qglDisable( GL_DEPTH_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_SCISSOR_TEST );
qglBegin( GL_POLYGON );
qglVertex3f( -20, -20, -10 );
qglVertex3f( 20, -20, -10 );
qglVertex3f( 20, 20, -10 );
qglVertex3f( -20, 20, -10 );
qglEnd();
qglPopAttrib();
qglPopMatrix();
}
/*
====================
RB_ShowDestinationAlpha
====================
*/
void RB_ShowDestinationAlpha() {
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS );
GL_Color( 1, 1, 1 );
RB_PolygonClear();
}
/*
===================
RB_ScanStencilBuffer
Debugging tool to see what values are in the stencil buffer
===================
*/
void RB_ScanStencilBuffer() {
int counts[256];
int i;
byte *stencilReadback;
memset( counts, 0, sizeof( counts ) );
stencilReadback = (byte *)R_StaticAlloc( renderSystem->GetWidth() * renderSystem->GetHeight(), TAG_RENDER_TOOLS );
qglReadPixels( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight(), GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );
for ( i = 0; i < renderSystem->GetWidth() * renderSystem->GetHeight(); i++ ) {
counts[ stencilReadback[i] ]++;
}
R_StaticFree( stencilReadback );
// print some stats (not supposed to do from back end in SMP...)
common->Printf( "stencil values:\n" );
for ( i = 0; i < 255; i++ ) {
if ( counts[i] ) {
common->Printf( "%i: %i\n", i, counts[i] );
}
}
}
/*
===================
RB_CountStencilBuffer
Print an overdraw count based on stencil index values
===================
*/
static void RB_CountStencilBuffer() {
int count;
int i;
byte *stencilReadback;
stencilReadback = (byte *)R_StaticAlloc( renderSystem->GetWidth() * renderSystem->GetHeight(), TAG_RENDER_TOOLS );
qglReadPixels( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight(), GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );
count = 0;
for ( i = 0; i < renderSystem->GetWidth() * renderSystem->GetHeight(); i++ ) {
count += stencilReadback[i];
}
R_StaticFree( stencilReadback );
// print some stats (not supposed to do from back end in SMP...)
common->Printf( "overdraw: %5.1f\n", (float)count/(renderSystem->GetWidth() * renderSystem->GetHeight()) );
}
/*
===================
R_ColorByStencilBuffer
Sets the screen colors based on the contents of the
stencil buffer. Stencil of 0 = black, 1 = red, 2 = green,
3 = blue, ..., 7+ = white
===================
*/
static void R_ColorByStencilBuffer() {
int i;
static float colors[8][3] = {
{0,0,0},
{1,0,0},
{0,1,0},
{0,0,1},
{0,1,1},
{1,0,1},
{1,1,0},
{1,1,1},
};
// clear color buffer to white (>6 passes)
GL_Clear( true, false, false, 0, 1.0f, 1.0f, 1.0f, 1.0f );
// now draw color for each stencil value
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
for ( i = 0; i < 6; i++ ) {
GL_Color( colors[i] );
renderProgManager.BindShader_Color();
qglStencilFunc( GL_EQUAL, i, 255 );
RB_PolygonClear();
}
qglStencilFunc( GL_ALWAYS, 0, 255 );
}
//======================================================================
/*
==================
RB_ShowOverdraw
==================
*/
void RB_ShowOverdraw() {
const idMaterial * material;
int i;
drawSurf_t * * drawSurfs;
const drawSurf_t * surf;
int numDrawSurfs;
viewLight_t * vLight;
if ( r_showOverDraw.GetInteger() == 0 ) {
return;
}
material = declManager->FindMaterial( "textures/common/overdrawtest", false );
if ( material == NULL ) {
return;
}
drawSurfs = backEnd.viewDef->drawSurfs;
numDrawSurfs = backEnd.viewDef->numDrawSurfs;
int interactions = 0;
for ( vLight = backEnd.viewDef->viewLights; vLight; vLight = vLight->next ) {
for ( surf = vLight->localInteractions; surf; surf = surf->nextOnLight ) {
interactions++;
}
for ( surf = vLight->globalInteractions; surf; surf = surf->nextOnLight ) {
interactions++;
}
}
// FIXME: can't frame alloc from the renderer back-end
drawSurf_t **newDrawSurfs = (drawSurf_t **)R_FrameAlloc( numDrawSurfs + interactions * sizeof( newDrawSurfs[0] ), FRAME_ALLOC_DRAW_SURFACE_POINTER );
for ( i = 0; i < numDrawSurfs; i++ ) {
surf = drawSurfs[i];
if ( surf->material ) {
const_cast(surf)->material = material;
}
newDrawSurfs[i] = const_cast(surf);
}
for ( vLight = backEnd.viewDef->viewLights; vLight; vLight = vLight->next ) {
for ( surf = vLight->localInteractions; surf; surf = surf->nextOnLight ) {
const_cast(surf)->material = material;
newDrawSurfs[i++] = const_cast(surf);
}
for ( surf = vLight->globalInteractions; surf; surf = surf->nextOnLight ) {
const_cast(surf)->material = material;
newDrawSurfs[i++] = const_cast(surf);
}
vLight->localInteractions = NULL;
vLight->globalInteractions = NULL;
}
switch( r_showOverDraw.GetInteger() ) {
case 1: // geometry overdraw
const_cast(backEnd.viewDef)->drawSurfs = newDrawSurfs;
const_cast(backEnd.viewDef)->numDrawSurfs = numDrawSurfs;
break;
case 2: // light interaction overdraw
const_cast(backEnd.viewDef)->drawSurfs = &newDrawSurfs[numDrawSurfs];
const_cast(backEnd.viewDef)->numDrawSurfs = interactions;
break;
case 3: // geometry + light interaction overdraw
const_cast(backEnd.viewDef)->drawSurfs = newDrawSurfs;
const_cast(backEnd.viewDef)->numDrawSurfs += interactions;
break;
}
}
/*
===================
RB_ShowIntensity
Debugging tool to see how much dynamic range a scene is using.
The greatest of the rgb values at each pixel will be used, with
the resulting color shading from red at 0 to green at 128 to blue at 255
===================
*/
static void RB_ShowIntensity() {
byte *colorReadback;
int i, j, c;
if ( !r_showIntensity.GetBool() ) {
return;
}
colorReadback = (byte *)R_StaticAlloc( renderSystem->GetWidth() * renderSystem->GetHeight() * 4, TAG_RENDER_TOOLS );
qglReadPixels( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, colorReadback );
c = renderSystem->GetWidth() * renderSystem->GetHeight() * 4;
for ( i = 0; i < c; i+=4 ) {
j = colorReadback[i];
if ( colorReadback[i+1] > j ) {
j = colorReadback[i+1];
}
if ( colorReadback[i+2] > j ) {
j = colorReadback[i+2];
}
if ( j < 128 ) {
colorReadback[i+0] = 2*(128-j);
colorReadback[i+1] = 2*j;
colorReadback[i+2] = 0;
} else {
colorReadback[i+0] = 0;
colorReadback[i+1] = 2*(255-j);
colorReadback[i+2] = 2*(j-128);
}
}
// draw it back to the screen
qglLoadIdentity();
qglMatrixMode( GL_PROJECTION );
GL_State( GLS_DEPTHFUNC_ALWAYS );
qglPushMatrix();
qglLoadIdentity();
qglOrtho( 0, 1, 0, 1, -1, 1 );
qglRasterPos2f( 0, 0 );
qglPopMatrix();
GL_Color( 1, 1, 1 );
globalImages->BindNull();
qglMatrixMode( GL_MODELVIEW );
qglDrawPixels( renderSystem->GetWidth(), renderSystem->GetHeight(), GL_RGBA , GL_UNSIGNED_BYTE, colorReadback );
R_StaticFree( colorReadback );
}
/*
===================
RB_ShowDepthBuffer
Draw the depth buffer as colors
===================
*/
static void RB_ShowDepthBuffer() {
void *depthReadback;
if ( !r_showDepth.GetBool() ) {
return;
}
qglPushMatrix();
qglLoadIdentity();
qglMatrixMode( GL_PROJECTION );
qglPushMatrix();
qglLoadIdentity();
qglOrtho( 0, 1, 0, 1, -1, 1 );
qglRasterPos2f( 0, 0 );
qglPopMatrix();
qglMatrixMode( GL_MODELVIEW );
qglPopMatrix();
GL_State( GLS_DEPTHFUNC_ALWAYS );
GL_Color( 1, 1, 1 );
globalImages->BindNull();
depthReadback = R_StaticAlloc( renderSystem->GetWidth() * renderSystem->GetHeight()*4, TAG_RENDER_TOOLS );
memset( depthReadback, 0, renderSystem->GetWidth() * renderSystem->GetHeight()*4 );
qglReadPixels( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight(), GL_DEPTH_COMPONENT , GL_FLOAT, depthReadback );
#if 0
for ( i = 0; i < renderSystem->GetWidth() * renderSystem->GetHeight(); i++ ) {
((byte *)depthReadback)[i*4] =
((byte *)depthReadback)[i*4+1] =
((byte *)depthReadback)[i*4+2] = 255 * ((float *)depthReadback)[i];
((byte *)depthReadback)[i*4+3] = 1;
}
#endif
qglDrawPixels( renderSystem->GetWidth(), renderSystem->GetHeight(), GL_RGBA , GL_UNSIGNED_BYTE, depthReadback );
R_StaticFree( depthReadback );
}
/*
=================
RB_ShowLightCount
This is a debugging tool that will draw each surface with a color
based on how many lights are effecting it
=================
*/
static void RB_ShowLightCount() {
int i;
const drawSurf_t *surf;
const viewLight_t *vLight;
if ( !r_showLightCount.GetBool() ) {
return;
}
RB_SimpleWorldSetup();
GL_Clear( false, false, true, 0, 0.0f, 0.0f, 0.0f, 0.0f );
// optionally count everything through walls
if ( r_showLightCount.GetInteger() >= 2 ) {
GL_State( GLS_DEPTHFUNC_EQUAL | GLS_STENCIL_OP_FAIL_KEEP | GLS_STENCIL_OP_ZFAIL_INCR | GLS_STENCIL_OP_PASS_INCR );
} else {
GL_State( GLS_DEPTHFUNC_EQUAL | GLS_STENCIL_OP_FAIL_KEEP | GLS_STENCIL_OP_ZFAIL_KEEP | GLS_STENCIL_OP_PASS_INCR );
}
globalImages->defaultImage->Bind();
for ( vLight = backEnd.viewDef->viewLights; vLight; vLight = vLight->next ) {
for ( i = 0; i < 2; i++ ) {
for ( surf = i ? vLight->localInteractions: vLight->globalInteractions; surf; surf = (drawSurf_t *)surf->nextOnLight ) {
RB_SimpleSurfaceSetup( surf );
RB_DrawElementsWithCounters( surf );
}
}
}
// display the results
R_ColorByStencilBuffer();
if ( r_showLightCount.GetInteger() > 2 ) {
RB_CountStencilBuffer();
}
}
/*
===============
RB_SetWeaponDepthHack
===============
*/
static void RB_SetWeaponDepthHack() {
}
/*
===============
RB_SetModelDepthHack
===============
*/
static void RB_SetModelDepthHack( float depth ) {
}
/*
===============
RB_EnterWeaponDepthHack
===============
*/
static void RB_EnterWeaponDepthHack() {
float matrix[16];
memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );
const float modelDepthHack = 0.25f;
matrix[2] *= modelDepthHack;
matrix[6] *= modelDepthHack;
matrix[10] *= modelDepthHack;
matrix[14] *= modelDepthHack;
qglMatrixMode( GL_PROJECTION );
qglLoadMatrixf( matrix );
qglMatrixMode( GL_MODELVIEW );
}
/*
===============
RB_EnterModelDepthHack
===============
*/
static void RB_EnterModelDepthHack( float depth ) {
float matrix[16];
memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );
matrix[14] -= depth;
qglMatrixMode( GL_PROJECTION );
qglLoadMatrixf( matrix );
qglMatrixMode( GL_MODELVIEW );
}
/*
===============
RB_LeaveDepthHack
===============
*/
static void RB_LeaveDepthHack() {
qglMatrixMode( GL_PROJECTION );
qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
qglMatrixMode( GL_MODELVIEW );
}
/*
=============
RB_LoadMatrixWithBypass
does a glLoadMatrixf after optionally applying the low-latency bypass matrix
=============
*/
static void RB_LoadMatrixWithBypass( const float m[16] ) {
glLoadMatrixf( m );
}
/*
====================
RB_RenderDrawSurfListWithFunction
The triangle functions can check backEnd.currentSpace != surf->space
to see if they need to perform any new matrix setup. The modelview
matrix will already have been loaded, and backEnd.currentSpace will
be updated after the triangle function completes.
====================
*/
static void RB_RenderDrawSurfListWithFunction( drawSurf_t **drawSurfs, int numDrawSurfs, void (*triFunc_)( const drawSurf_t *) ) {
backEnd.currentSpace = NULL;
for ( int i = 0 ; i < numDrawSurfs ; i++ ) {
const drawSurf_t * drawSurf = drawSurfs[i];
if ( drawSurf == NULL ) {
continue;
}
assert( drawSurf->space != NULL );
if ( drawSurf->space != NULL ) { // is it ever NULL? Do we need to check?
// Set these values ahead of time so we don't have to reconstruct the matrices on the consoles
if ( drawSurf->space->weaponDepthHack ) {
RB_SetWeaponDepthHack();
}
if ( drawSurf->space->modelDepthHack != 0.0f ) {
RB_SetModelDepthHack( drawSurf->space->modelDepthHack );
}
// change the matrix if needed
if ( drawSurf->space != backEnd.currentSpace ) {
RB_LoadMatrixWithBypass( drawSurf->space->modelViewMatrix );
}
if ( drawSurf->space->weaponDepthHack ) {
RB_EnterWeaponDepthHack();
}
if ( drawSurf->space->modelDepthHack != 0.0f ) {
RB_EnterModelDepthHack( drawSurf->space->modelDepthHack );
}
}
// change the scissor if needed
if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( drawSurf->scissorRect ) ) {
backEnd.currentScissor = drawSurf->scissorRect;
GL_Scissor( 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 );
}
// render it
triFunc_( drawSurf );
if ( drawSurf->space != NULL && ( drawSurf->space->weaponDepthHack || drawSurf->space->modelDepthHack != 0.0f ) ) {
RB_LeaveDepthHack();
}
backEnd.currentSpace = drawSurf->space;
}
}
/*
=================
RB_ShowSilhouette
Blacks out all edges, then adds color for each edge that a shadow
plane extends from, allowing you to see doubled edges
FIXME: not thread safe!
=================
*/
static void RB_ShowSilhouette() {
int i;
const drawSurf_t *surf;
const viewLight_t *vLight;
if ( !r_showSilhouette.GetBool() ) {
return;
}
//
// clear all triangle edges to black
//
globalImages->BindNull();
qglDisable( GL_TEXTURE_2D );
GL_Color( 0, 0, 0 );
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_POLYMODE_LINE );
GL_Cull( CT_TWO_SIDED );
RB_RenderDrawSurfListWithFunction( backEnd.viewDef->drawSurfs, backEnd.viewDef->numDrawSurfs,
RB_DrawElementsWithCounters );
//
// now blend in edges that cast silhouettes
//
RB_SimpleWorldSetup();
GL_Color( 0.5, 0, 0 );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
for ( vLight = backEnd.viewDef->viewLights; vLight; vLight = vLight->next ) {
for ( i = 0; i < 2; i++ ) {
for ( surf = i ? vLight->localShadows : vLight->globalShadows
; surf; surf = (drawSurf_t *)surf->nextOnLight ) {
RB_SimpleSurfaceSetup( surf );
const srfTriangles_t * tri = surf->frontEndGeo;
idVertexBuffer vertexBuffer;
if ( !vertexCache.GetVertexBuffer( tri->shadowCache, &vertexBuffer ) ) {
continue;
}
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, (GLuint)vertexBuffer.GetAPIObject() );
int vertOffset = vertexBuffer.GetOffset();
qglVertexPointer( 3, GL_FLOAT, sizeof( idShadowVert ), (void *)vertOffset );
qglBegin( GL_LINES );
for ( int j = 0; j < tri->numIndexes; j+=3 ) {
int i1 = tri->indexes[j+0];
int i2 = tri->indexes[j+1];
int i3 = tri->indexes[j+2];
if ( (i1 & 1) + (i2 & 1) + (i3 & 1) == 1 ) {
if ( (i1 & 1) + (i2 & 1) == 0 ) {
qglArrayElement( i1 );
qglArrayElement( i2 );
} else if ( (i1 & 1 ) + (i3 & 1) == 0 ) {
qglArrayElement( i1 );
qglArrayElement( i3 );
}
}
}
qglEnd();
}
}
}
GL_State( GLS_DEFAULT );
GL_Color( 1,1,1 );
GL_Cull( CT_FRONT_SIDED );
}
/*
=====================
RB_ShowTris
Debugging tool
=====================
*/
static void RB_ShowTris( drawSurf_t **drawSurfs, int numDrawSurfs ) {
modelTrace_t mt;
idVec3 end;
if ( r_showTris.GetInteger() == 0 ) {
return;
}
float color[4] = { 1, 1, 1, 1 };
GL_PolygonOffset( -1.0f, -2.0f );
switch ( r_showTris.GetInteger() ) {
case 1: // only draw visible ones
GL_State( GLS_DEPTHMASK | GLS_ALPHAMASK | GLS_POLYMODE_LINE | GLS_POLYGON_OFFSET );
break;
case 2: // draw all front facing
case 3: // draw all
GL_State( GLS_DEPTHMASK | GLS_ALPHAMASK | GLS_POLYMODE_LINE | GLS_POLYGON_OFFSET | GLS_DEPTHFUNC_ALWAYS );
break;
case 4: // only draw visible ones with blended lines
GL_State( GLS_DEPTHMASK | GLS_ALPHAMASK | GLS_POLYMODE_LINE | GLS_POLYGON_OFFSET | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
color[3] = 0.4f;
break;
}
if ( r_showTris.GetInteger() == 3 ) {
GL_Cull( CT_TWO_SIDED );
}
GL_Color( color );
renderProgManager.BindShader_Color();
RB_RenderDrawSurfListWithFunction( drawSurfs, numDrawSurfs, RB_DrawElementsWithCounters );
if ( r_showTris.GetInteger() == 3 ) {
GL_Cull( CT_FRONT_SIDED );
}
}
/*
=====================
RB_ShowSurfaceInfo
Debugging tool
=====================
*/
static void RB_ShowSurfaceInfo( drawSurf_t **drawSurfs, int numDrawSurfs ) {
modelTrace_t mt;
idVec3 start, end;
if ( !r_showSurfaceInfo.GetBool() ) {
return;
}
// start far enough away that we don't hit the player model
start = tr.primaryView->renderView.vieworg + tr.primaryView->renderView.viewaxis[0] * 16;
end = start + tr.primaryView->renderView.viewaxis[0] * 1000.0f;
if ( !tr.primaryWorld->Trace( mt, start, end, 0.0f, false ) ) {
return;
}
globalImages->BindNull();
qglDisable( GL_TEXTURE_2D );
GL_Color( 1, 1, 1 );
static float scale = -1;
static float bias = -2;
GL_PolygonOffset( scale, bias );
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_POLYMODE_LINE | GLS_POLYGON_OFFSET );
idVec3 trans[3];
float matrix[16];
// transform the object verts into global space
R_AxisToModelMatrix( mt.entity->axis, mt.entity->origin, matrix );
tr.primaryWorld->DrawText( mt.entity->hModel->Name(), mt.point + tr.primaryView->renderView.viewaxis[2] * 12,
0.35f, colorRed, tr.primaryView->renderView.viewaxis );
tr.primaryWorld->DrawText( mt.material->GetName(), mt.point,
0.35f, colorBlue, tr.primaryView->renderView.viewaxis );
}
/*
=====================
RB_ShowViewEntitys
Debugging tool
=====================
*/
static void RB_ShowViewEntitys( viewEntity_t *vModels ) {
if ( !r_showViewEntitys.GetBool() ) {
return;
}
if ( r_showViewEntitys.GetInteger() >= 2 ) {
common->Printf( "view entities: " );
for ( const viewEntity_t * vModel = vModels; vModel; vModel = vModel->next ) {
if ( vModel->entityDef->IsDirectlyVisible() ) {
common->Printf( "<%i> ", vModel->entityDef->index );
} else {
common->Printf( "%i ", vModel->entityDef->index );
}
}
common->Printf( "\n" );
}
globalImages->BindNull();
renderProgManager.BindShader_Color();
GL_Color( 1, 1, 1 );
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_POLYMODE_LINE );
GL_Cull( CT_TWO_SIDED );
for ( const viewEntity_t * vModel = vModels; vModel; vModel = vModel->next ) {
idBounds b;
qglLoadMatrixf( vModel->modelViewMatrix );
const idRenderEntityLocal * edef = vModel->entityDef;
if ( !edef ) {
continue;
}
// draw the model bounds in white if directly visible,
// or, blue if it is only-for-sahdow
idVec4 color;
if ( edef->IsDirectlyVisible() ) {
color.Set( 1, 1, 1, 1 );
} else {
color.Set( 0, 0, 1, 1 );
}
GL_Color( color[0], color[1], color[2] );
RB_DrawBounds( edef->localReferenceBounds );
// transform the upper bounds corner into global space
if ( r_showViewEntitys.GetInteger() >= 2 ) {
idVec3 corner;
R_LocalPointToGlobal( vModel->modelMatrix, edef->localReferenceBounds[1], corner );
tr.primaryWorld->DrawText(
va( "%i:%s", edef->index, edef->parms.hModel->Name() ),
corner,
0.25f, color,
tr.primaryView->renderView.viewaxis );
}
// draw the actual bounds in yellow if different
if ( r_showViewEntitys.GetInteger() >= 3 ) {
GL_Color( 1, 1, 0 );
// FIXME: cannot instantiate a dynamic model from the renderer back-end
idRenderModel *model = R_EntityDefDynamicModel( vModel->entityDef );
if ( !model ) {
continue; // particles won't instantiate without a current view
}
b = model->Bounds( &vModel->entityDef->parms );
if ( b != vModel->entityDef->localReferenceBounds ) {
RB_DrawBounds( b );
}
}
}
}
/*
=====================
RB_ShowTexturePolarity
Shade triangle red if they have a positive texture area
green if they have a negative texture area, or blue if degenerate area
=====================
*/
static void RB_ShowTexturePolarity( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i, j;
drawSurf_t *drawSurf;
const srfTriangles_t *tri;
if ( !r_showTexturePolarity.GetBool() ) {
return;
}
globalImages->BindNull();
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Color( 1, 1, 1 );
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
tri = drawSurf->frontEndGeo;
if ( !tri->verts ) {
continue;
}
RB_SimpleSurfaceSetup( drawSurf );
qglBegin( GL_TRIANGLES );
for ( j = 0; j < tri->numIndexes; j+=3 ) {
idDrawVert *a, *b, *c;
float d0[5], d1[5];
float area;
a = tri->verts + tri->indexes[j];
b = tri->verts + tri->indexes[j+1];
c = tri->verts + tri->indexes[j+2];
const idVec2 aST = a->GetTexCoord();
const idVec2 bST = b->GetTexCoord();
const idVec2 cST = c->GetTexCoord();
d0[3] = bST[0] - aST[0];
d0[4] = bST[1] - aST[1];
d1[3] = cST[0] - aST[0];
d1[4] = cST[1] - aST[1];
area = d0[3] * d1[4] - d0[4] * d1[3];
if ( idMath::Fabs( area ) < 0.0001 ) {
GL_Color( 0, 0, 1, 0.5 );
} else if ( area < 0 ) {
GL_Color( 1, 0, 0, 0.5 );
} else {
GL_Color( 0, 1, 0, 0.5 );
}
qglVertex3fv( a->xyz.ToFloatPtr() );
qglVertex3fv( b->xyz.ToFloatPtr() );
qglVertex3fv( c->xyz.ToFloatPtr() );
}
qglEnd();
}
GL_State( GLS_DEFAULT );
}
/*
=====================
RB_ShowUnsmoothedTangents
Shade materials that are using unsmoothed tangents
=====================
*/
static void RB_ShowUnsmoothedTangents( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i, j;
drawSurf_t *drawSurf;
const srfTriangles_t *tri;
if ( !r_showUnsmoothedTangents.GetBool() ) {
return;
}
globalImages->BindNull();
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Color( 0, 1, 0, 0.5 );
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
if ( !drawSurf->material->UseUnsmoothedTangents() ) {
continue;
}
RB_SimpleSurfaceSetup( drawSurf );
tri = drawSurf->frontEndGeo;
qglBegin( GL_TRIANGLES );
for ( j = 0; j < tri->numIndexes; j+=3 ) {
idDrawVert *a, *b, *c;
a = tri->verts + tri->indexes[j];
b = tri->verts + tri->indexes[j+1];
c = tri->verts + tri->indexes[j+2];
qglVertex3fv( a->xyz.ToFloatPtr() );
qglVertex3fv( b->xyz.ToFloatPtr() );
qglVertex3fv( c->xyz.ToFloatPtr() );
}
qglEnd();
}
GL_State( GLS_DEFAULT );
}
/*
=====================
RB_ShowTangentSpace
Shade a triangle by the RGB colors of its tangent space
1 = tangents[0]
2 = tangents[1]
3 = normal
=====================
*/
static void RB_ShowTangentSpace( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i, j;
drawSurf_t *drawSurf;
const srfTriangles_t *tri;
if ( !r_showTangentSpace.GetInteger() ) {
return;
}
globalImages->BindNull();
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
RB_SimpleSurfaceSetup( drawSurf );
tri = drawSurf->frontEndGeo;
if ( !tri->verts ) {
continue;
}
qglBegin( GL_TRIANGLES );
for ( j = 0; j < tri->numIndexes; j++ ) {
const idDrawVert *v;
v = &tri->verts[tri->indexes[j]];
if ( r_showTangentSpace.GetInteger() == 1 ) {
const idVec3 vertexTangent = v->GetTangent();
GL_Color( 0.5 + 0.5 * vertexTangent[0], 0.5 + 0.5 * vertexTangent[1],
0.5 + 0.5 * vertexTangent[2], 0.5 );
} else if ( r_showTangentSpace.GetInteger() == 2 ) {
const idVec3 vertexBiTangent = v->GetBiTangent();
GL_Color( 0.5 + 0.5 *vertexBiTangent[0], 0.5 + 0.5 * vertexBiTangent[1],
0.5 + 0.5 * vertexBiTangent[2], 0.5 );
} else {
const idVec3 vertexNormal = v->GetNormal();
GL_Color( 0.5 + 0.5 * vertexNormal[0], 0.5 + 0.5 * vertexNormal[1],
0.5 + 0.5 * vertexNormal[2], 0.5 );
}
qglVertex3fv( v->xyz.ToFloatPtr() );
}
qglEnd();
}
GL_State( GLS_DEFAULT );
}
/*
=====================
RB_ShowVertexColor
Draw each triangle with the solid vertex colors
=====================
*/
static void RB_ShowVertexColor( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i, j;
drawSurf_t *drawSurf;
const srfTriangles_t *tri;
if ( !r_showVertexColor.GetBool() ) {
return;
}
globalImages->BindNull();
GL_State( GLS_DEPTHFUNC_LESS );
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
RB_SimpleSurfaceSetup( drawSurf );
tri = drawSurf->frontEndGeo;
if ( !tri->verts ) {
continue;
}
qglBegin( GL_TRIANGLES );
for ( j = 0; j < tri->numIndexes; j++ ) {
const idDrawVert *v;
v = &tri->verts[tri->indexes[j]];
qglColor4ubv( v->color );
qglVertex3fv( v->xyz.ToFloatPtr() );
}
qglEnd();
}
GL_State( GLS_DEFAULT );
}
/*
=====================
RB_ShowNormals
Debugging tool
=====================
*/
static void RB_ShowNormals( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i, j;
drawSurf_t *drawSurf;
idVec3 end;
const srfTriangles_t *tri;
float size;
bool showNumbers;
idVec3 pos;
if ( r_showNormals.GetFloat() == 0.0f ) {
return;
}
globalImages->BindNull();
if ( !r_debugLineDepthTest.GetBool() ) {
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS );
} else {
GL_State( GLS_POLYMODE_LINE );
}
size = r_showNormals.GetFloat();
if ( size < 0.0f ) {
size = -size;
showNumbers = true;
} else {
showNumbers = false;
}
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
RB_SimpleSurfaceSetup( drawSurf );
tri = drawSurf->frontEndGeo;
if ( !tri->verts ) {
continue;
}
qglBegin( GL_LINES );
for ( j = 0; j < tri->numVerts; j++ ) {
const idVec3 normal = tri->verts[j].GetNormal();
const idVec3 tangent = tri->verts[j].GetTangent();
const idVec3 bitangent = tri->verts[j].GetBiTangent();
GL_Color( 0, 0, 1 );
qglVertex3fv( tri->verts[j].xyz.ToFloatPtr() );
VectorMA( tri->verts[j].xyz, size, normal, end );
qglVertex3fv( end.ToFloatPtr() );
GL_Color( 1, 0, 0 );
qglVertex3fv( tri->verts[j].xyz.ToFloatPtr() );
VectorMA( tri->verts[j].xyz, size, tangent, end );
qglVertex3fv( end.ToFloatPtr() );
GL_Color( 0, 1, 0 );
qglVertex3fv( tri->verts[j].xyz.ToFloatPtr() );
VectorMA( tri->verts[j].xyz, size, bitangent, end );
qglVertex3fv( end.ToFloatPtr() );
}
qglEnd();
}
if ( showNumbers ) {
RB_SimpleWorldSetup();
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
tri = drawSurf->frontEndGeo;
if ( !tri->verts ) {
continue;
}
for ( j = 0; j < tri->numVerts; j++ ) {
const idVec3 normal = tri->verts[j].GetNormal();
const idVec3 tangent = tri->verts[j].GetTangent();
R_LocalPointToGlobal( drawSurf->space->modelMatrix, tri->verts[j].xyz + tangent + normal * 0.2f, pos );
RB_DrawText( va( "%d", j ), pos, 0.01f, colorWhite, backEnd.viewDef->renderView.viewaxis, 1 );
}
for ( j = 0; j < tri->numIndexes; j += 3 ) {
const idVec3 normal = tri->verts[ tri->indexes[ j + 0 ] ].GetNormal();
R_LocalPointToGlobal( drawSurf->space->modelMatrix, ( tri->verts[ tri->indexes[ j + 0 ] ].xyz + tri->verts[ tri->indexes[ j + 1 ] ].xyz + tri->verts[ tri->indexes[ j + 2 ] ].xyz ) * ( 1.0f / 3.0f ) + normal * 0.2f, pos );
RB_DrawText( va( "%d", j / 3 ), pos, 0.01f, colorCyan, backEnd.viewDef->renderView.viewaxis, 1 );
}
}
}
}
#if 0 // compiler warning
/*
=====================
RB_ShowNormals
Debugging tool
=====================
*/
static void RB_AltShowNormals( drawSurf_t **drawSurfs, int numDrawSurfs ) {
if ( r_showNormals.GetFloat() == 0.0f ) {
return;
}
globalImages->BindNull();
GL_State( GLS_DEPTHFUNC_ALWAYS );
for ( int i = 0; i < numDrawSurfs; i++ ) {
drawSurf_t * drawSurf = drawSurfs[i];
RB_SimpleSurfaceSetup( drawSurf );
const srfTriangles_t * tri = drawSurf->geo;
qglBegin( GL_LINES );
for ( int j = 0; j < tri->numIndexes; j += 3 ) {
const idDrawVert *v[3] = {
&tri->verts[tri->indexes[j+0]],
&tri->verts[tri->indexes[j+1]],
&tri->verts[tri->indexes[j+2]]
}
const idPlane plane( v[0]->xyz, v[1]->xyz, v[2]->xyz );
// make the midpoint slightly above the triangle
const idVec3 mid = ( v[0]->xyz + v[1]->xyz + v[2]->xyz ) * ( 1.0f / 3.0f ) + 0.1f * plane.Normal();
for ( int k = 0; k < 3; k++ ) {
const idVec3 pos = ( mid + v[k]->xyz * 3.0f ) * 0.25f;
idVec3 end;
GL_Color( 0, 0, 1 );
qglVertex3fv( pos.ToFloatPtr() );
VectorMA( pos, r_showNormals.GetFloat(), v[k]->normal, end );
qglVertex3fv( end.ToFloatPtr() );
GL_Color( 1, 0, 0 );
qglVertex3fv( pos.ToFloatPtr() );
VectorMA( pos, r_showNormals.GetFloat(), v[k]->tangents[0], end );
qglVertex3fv( end.ToFloatPtr() );
GL_Color( 0, 1, 0 );
qglVertex3fv( pos.ToFloatPtr() );
VectorMA( pos, r_showNormals.GetFloat(), v[k]->tangents[1], end );
qglVertex3fv( end.ToFloatPtr() );
GL_Color( 1, 1, 1 );
qglVertex3fv( pos.ToFloatPtr() );
qglVertex3fv( v[k]->xyz.ToFloatPtr() );
}
}
qglEnd();
}
}
#endif
/*
=====================
RB_ShowTextureVectors
Draw texture vectors in the center of each triangle
=====================
*/
static void RB_ShowTextureVectors( drawSurf_t **drawSurfs, int numDrawSurfs ) {
if ( r_showTextureVectors.GetFloat() == 0.0f ) {
return;
}
GL_State( GLS_DEPTHFUNC_LESS );
globalImages->BindNull();
for ( int i = 0; i < numDrawSurfs; i++ ) {
drawSurf_t * drawSurf = drawSurfs[i];
const srfTriangles_t * tri = drawSurf->frontEndGeo;
if ( tri->verts == NULL ) {
continue;
}
RB_SimpleSurfaceSetup( drawSurf );
// draw non-shared edges in yellow
qglBegin( GL_LINES );
for ( int j = 0; j < tri->numIndexes; j+= 3 ) {
float d0[5], d1[5];
idVec3 temp;
idVec3 tangents[2];
const idDrawVert *a = &tri->verts[tri->indexes[j+0]];
const idDrawVert *b = &tri->verts[tri->indexes[j+1]];
const idDrawVert *c = &tri->verts[tri->indexes[j+2]];
const idPlane plane( a->xyz, b->xyz, c->xyz );
// make the midpoint slightly above the triangle
const idVec3 mid = ( a->xyz + b->xyz + c->xyz ) * ( 1.0f / 3.0f ) + 0.1f * plane.Normal();
// calculate the texture vectors
const idVec2 aST = a->GetTexCoord();
const idVec2 bST = b->GetTexCoord();
const idVec2 cST = c->GetTexCoord();
d0[0] = b->xyz[0] - a->xyz[0];
d0[1] = b->xyz[1] - a->xyz[1];
d0[2] = b->xyz[2] - a->xyz[2];
d0[3] = bST[0] - aST[0];
d0[4] = bST[1] - aST[1];
d1[0] = c->xyz[0] - a->xyz[0];
d1[1] = c->xyz[1] - a->xyz[1];
d1[2] = c->xyz[2] - a->xyz[2];
d1[3] = cST[0] - aST[0];
d1[4] = cST[1] - aST[1];
const float area = d0[3] * d1[4] - d0[4] * d1[3];
if ( area == 0 ) {
continue;
}
const float inva = 1.0f / area;
temp[0] = (d0[0] * d1[4] - d0[4] * d1[0]) * inva;
temp[1] = (d0[1] * d1[4] - d0[4] * d1[1]) * inva;
temp[2] = (d0[2] * d1[4] - d0[4] * d1[2]) * inva;
temp.Normalize();
tangents[0] = temp;
temp[0] = (d0[3] * d1[0] - d0[0] * d1[3]) * inva;
temp[1] = (d0[3] * d1[1] - d0[1] * d1[3]) * inva;
temp[2] = (d0[3] * d1[2] - d0[2] * d1[3]) * inva;
temp.Normalize();
tangents[1] = temp;
// draw the tangents
tangents[0] = mid + tangents[0] * r_showTextureVectors.GetFloat();
tangents[1] = mid + tangents[1] * r_showTextureVectors.GetFloat();
GL_Color( 1, 0, 0 );
qglVertex3fv( mid.ToFloatPtr() );
qglVertex3fv( tangents[0].ToFloatPtr() );
GL_Color( 0, 1, 0 );
qglVertex3fv( mid.ToFloatPtr() );
qglVertex3fv( tangents[1].ToFloatPtr() );
}
qglEnd();
}
}
/*
=====================
RB_ShowDominantTris
Draw lines from each vertex to the dominant triangle center
=====================
*/
static void RB_ShowDominantTris( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i, j;
drawSurf_t *drawSurf;
const srfTriangles_t *tri;
if ( !r_showDominantTri.GetBool() ) {
return;
}
GL_State( GLS_DEPTHFUNC_LESS );
GL_PolygonOffset( -1, -2 );
qglEnable( GL_POLYGON_OFFSET_LINE );
globalImages->BindNull();
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
tri = drawSurf->frontEndGeo;
if ( !tri->verts ) {
continue;
}
if ( !tri->dominantTris ) {
continue;
}
RB_SimpleSurfaceSetup( drawSurf );
GL_Color( 1, 1, 0 );
qglBegin( GL_LINES );
for ( j = 0; j < tri->numVerts; j++ ) {
const idDrawVert *a, *b, *c;
idVec3 mid;
// find the midpoint of the dominant tri
a = &tri->verts[j];
b = &tri->verts[tri->dominantTris[j].v2];
c = &tri->verts[tri->dominantTris[j].v3];
mid = ( a->xyz + b->xyz + c->xyz ) * ( 1.0f / 3.0f );
qglVertex3fv( mid.ToFloatPtr() );
qglVertex3fv( a->xyz.ToFloatPtr() );
}
qglEnd();
}
qglDisable( GL_POLYGON_OFFSET_LINE );
}
/*
=====================
RB_ShowEdges
Debugging tool
=====================
*/
static void RB_ShowEdges( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i, j, k, m, n, o;
drawSurf_t *drawSurf;
const srfTriangles_t *tri;
const silEdge_t *edge;
int danglePlane;
if ( !r_showEdges.GetBool() ) {
return;
}
globalImages->BindNull();
GL_State( GLS_DEPTHFUNC_ALWAYS );
for ( i = 0; i < numDrawSurfs; i++ ) {
drawSurf = drawSurfs[i];
tri = drawSurf->frontEndGeo;
idDrawVert *ac = (idDrawVert *)tri->verts;
if ( !ac ) {
continue;
}
RB_SimpleSurfaceSetup( drawSurf );
// draw non-shared edges in yellow
GL_Color( 1, 1, 0 );
qglBegin( GL_LINES );
for ( j = 0; j < tri->numIndexes; j+= 3 ) {
for ( k = 0; k < 3; k++ ) {
int l, i1, i2;
l = ( k == 2 ) ? 0 : k + 1;
i1 = tri->indexes[j+k];
i2 = tri->indexes[j+l];
// if these are used backwards, the edge is shared
for ( m = 0; m < tri->numIndexes; m += 3 ) {
for ( n = 0; n < 3; n++ ) {
o = ( n == 2 ) ? 0 : n + 1;
if ( tri->indexes[m+n] == i2 && tri->indexes[m+o] == i1 ) {
break;
}
}
if ( n != 3 ) {
break;
}
}
// if we didn't find a backwards listing, draw it in yellow
if ( m == tri->numIndexes ) {
qglVertex3fv( ac[ i1 ].xyz.ToFloatPtr() );
qglVertex3fv( ac[ i2 ].xyz.ToFloatPtr() );
}
}
}
qglEnd();
// draw dangling sil edges in red
if ( !tri->silEdges ) {
continue;
}
// the plane number after all real planes
// is the dangling edge
danglePlane = tri->numIndexes / 3;
GL_Color( 1, 0, 0 );
qglBegin( GL_LINES );
for ( j = 0; j < tri->numSilEdges; j++ ) {
edge = tri->silEdges + j;
if ( edge->p1 != danglePlane && edge->p2 != danglePlane ) {
continue;
}
qglVertex3fv( ac[ edge->v1 ].xyz.ToFloatPtr() );
qglVertex3fv( ac[ edge->v2 ].xyz.ToFloatPtr() );
}
qglEnd();
}
}
/*
==============
RB_ShowLights
Visualize all light volumes used in the current scene
r_showLights 1 : just print volumes numbers, highlighting ones covering the view
r_showLights 2 : also draw planes of each volume
r_showLights 3 : also draw edges of each volume
==============
*/
static void RB_ShowLights() {
if ( !r_showLights.GetInteger() ) {
return;
}
GL_State( GLS_DEFAULT );
// we use the 'vLight->invProjectMVPMatrix'
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity();
globalImages->BindNull();
renderProgManager.BindShader_Color();
GL_Cull( CT_TWO_SIDED );
common->Printf( "volumes: " ); // FIXME: not in back end!
int count = 0;
for ( viewLight_t * vLight = backEnd.viewDef->viewLights; vLight != NULL; vLight = vLight->next ) {
count++;
// depth buffered planes
if ( r_showLights.GetInteger() >= 2 ) {
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHMASK );
GL_Color( 0.0f, 0.0f, 1.0f, 0.25f );
idRenderMatrix invProjectMVPMatrix;
idRenderMatrix::Multiply( backEnd.viewDef->worldSpace.mvp, vLight->inverseBaseLightProject, invProjectMVPMatrix );
RB_SetMVP( invProjectMVPMatrix );
RB_DrawElementsWithCounters( &backEnd.zeroOneCubeSurface );
}
// non-hidden lines
if ( r_showLights.GetInteger() >= 3 ) {
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_POLYMODE_LINE | GLS_DEPTHMASK );
GL_Color( 1.0f, 1.0f, 1.0f );
idRenderMatrix invProjectMVPMatrix;
idRenderMatrix::Multiply( backEnd.viewDef->worldSpace.mvp, vLight->inverseBaseLightProject, invProjectMVPMatrix );
RB_SetMVP( invProjectMVPMatrix );
RB_DrawElementsWithCounters( &backEnd.zeroOneCubeSurface );
}
common->Printf( "%i ", vLight->lightDef->index );
}
common->Printf( " = %i total\n", count );
// set back the default projection matrix
qglMatrixMode( GL_PROJECTION );
qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
}
/*
=====================
RB_ShowPortals
Debugging tool, won't work correctly with SMP or when mirrors are present
=====================
*/
static void RB_ShowPortals() {
if ( !r_showPortals.GetBool() ) {
return;
}
// all portals are expressed in world coordinates
RB_SimpleWorldSetup();
globalImages->BindNull();
renderProgManager.BindShader_Color();
GL_State( GLS_DEPTHFUNC_ALWAYS );
((idRenderWorldLocal *)backEnd.viewDef->renderWorld)->ShowPortals();
}
/*
================
RB_ClearDebugText
================
*/
void RB_ClearDebugText( int time ) {
int i;
int num;
debugText_t *text;
rb_debugTextTime = time;
if ( !time ) {
// free up our strings
text = rb_debugText;
for ( i = 0; i < MAX_DEBUG_TEXT; i++, text++ ) {
text->text.Clear();
}
rb_numDebugText = 0;
return;
}
// copy any text that still needs to be drawn
num = 0;
text = rb_debugText;
for ( i = 0; i < rb_numDebugText; i++, text++ ) {
if ( text->lifeTime > time ) {
if ( num != i ) {
rb_debugText[ num ] = *text;
}
num++;
}
}
rb_numDebugText = num;
}
/*
================
RB_AddDebugText
================
*/
void RB_AddDebugText( const char *text, const idVec3 &origin, float scale, const idVec4 &color, const idMat3 &viewAxis, const int align, const int lifetime, const bool depthTest ) {
debugText_t *debugText;
if ( rb_numDebugText < MAX_DEBUG_TEXT ) {
debugText = &rb_debugText[ rb_numDebugText++ ];
debugText->text = text;
debugText->origin = origin;
debugText->scale = scale;
debugText->color = color;
debugText->viewAxis = viewAxis;
debugText->align = align;
debugText->lifeTime = rb_debugTextTime + lifetime;
debugText->depthTest = depthTest;
}
}
/*
================
RB_DrawTextLength
returns the length of the given text
================
*/
float RB_DrawTextLength( const char *text, float scale, int len ) {
int i, num, index, charIndex;
float spacing, textLen = 0.0f;
if ( text && *text ) {
if ( !len ) {
len = strlen(text);
}
for ( i = 0; i < len; i++ ) {
charIndex = text[i] - 32;
if ( charIndex < 0 || charIndex > NUM_SIMPLEX_CHARS ) {
continue;
}
num = simplex[charIndex][0] * 2;
spacing = simplex[charIndex][1];
index = 2;
while( index - 2 < num ) {
if ( simplex[charIndex][index] < 0) {
index++;
continue;
}
index += 2;
if ( simplex[charIndex][index] < 0) {
index++;
continue;
}
}
textLen += spacing * scale;
}
}
return textLen;
}
/*
================
RB_DrawText
oriented on the viewaxis
align can be 0-left, 1-center (default), 2-right
================
*/
static void RB_DrawText( const char *text, const idVec3 &origin, float scale, const idVec4 &color, const idMat3 &viewAxis, const int align ) {
renderProgManager.BindShader_Color();
int i, j, len, num, index, charIndex, line;
float textLen = 1.0f, spacing = 1.0f;
idVec3 org, p1, p2;
if ( text && *text ) {
qglBegin( GL_LINES );
qglColor3fv( color.ToFloatPtr() );
if ( text[0] == '\n' ) {
line = 1;
} else {
line = 0;
}
len = strlen( text );
for ( i = 0; i < len; i++ ) {
if ( i == 0 || text[i] == '\n' ) {
org = origin - viewAxis[2] * ( line * 36.0f * scale );
if ( align != 0 ) {
for ( j = 1; i+j <= len; j++ ) {
if ( i+j == len || text[i+j] == '\n' ) {
textLen = RB_DrawTextLength( text+i, scale, j );
break;
}
}
if ( align == 2 ) {
// right
org += viewAxis[1] * textLen;
} else {
// center
org += viewAxis[1] * ( textLen * 0.5f );
}
}
line++;
}
charIndex = text[i] - 32;
if ( charIndex < 0 || charIndex > NUM_SIMPLEX_CHARS ) {
continue;
}
num = simplex[charIndex][0] * 2;
spacing = simplex[charIndex][1];
index = 2;
while( index - 2 < num ) {
if ( simplex[charIndex][index] < 0) {
index++;
continue;
}
p1 = org + scale * simplex[charIndex][index] * -viewAxis[1] + scale * simplex[charIndex][index+1] * viewAxis[2];
index += 2;
if ( simplex[charIndex][index] < 0) {
index++;
continue;
}
p2 = org + scale * simplex[charIndex][index] * -viewAxis[1] + scale * simplex[charIndex][index+1] * viewAxis[2];
qglVertex3fv( p1.ToFloatPtr() );
qglVertex3fv( p2.ToFloatPtr() );
}
org -= viewAxis[1] * ( spacing * scale );
}
qglEnd();
}
}
/*
================
RB_ShowDebugText
================
*/
void RB_ShowDebugText() {
int i;
int width;
debugText_t *text;
if ( !rb_numDebugText ) {
return;
}
// all lines are expressed in world coordinates
RB_SimpleWorldSetup();
globalImages->BindNull();
width = r_debugLineWidth.GetInteger();
if ( width < 1 ) {
width = 1;
} else if ( width > 10 ) {
width = 10;
}
// draw lines
qglLineWidth( width );
if ( !r_debugLineDepthTest.GetBool() ) {
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS );
} else {
GL_State( GLS_POLYMODE_LINE );
}
text = rb_debugText;
for ( i = 0; i < rb_numDebugText; i++, text++ ) {
if ( !text->depthTest ) {
RB_DrawText( text->text, text->origin, text->scale, text->color, text->viewAxis, text->align );
}
}
if ( !r_debugLineDepthTest.GetBool() ) {
GL_State( GLS_POLYMODE_LINE );
}
text = rb_debugText;
for ( i = 0; i < rb_numDebugText; i++, text++ ) {
if ( text->depthTest ) {
RB_DrawText( text->text, text->origin, text->scale, text->color, text->viewAxis, text->align );
}
}
qglLineWidth( 1 );
}
/*
================
RB_ClearDebugLines
================
*/
void RB_ClearDebugLines( int time ) {
int i;
int num;
debugLine_t *line;
rb_debugLineTime = time;
if ( !time ) {
rb_numDebugLines = 0;
return;
}
// copy any lines that still need to be drawn
num = 0;
line = rb_debugLines;
for ( i = 0; i < rb_numDebugLines; i++, line++ ) {
if ( line->lifeTime > time ) {
if ( num != i ) {
rb_debugLines[ num ] = *line;
}
num++;
}
}
rb_numDebugLines = num;
}
/*
================
RB_AddDebugLine
================
*/
void RB_AddDebugLine( const idVec4 &color, const idVec3 &start, const idVec3 &end, const int lifeTime, const bool depthTest ) {
debugLine_t *line;
if ( rb_numDebugLines < MAX_DEBUG_LINES ) {
line = &rb_debugLines[ rb_numDebugLines++ ];
line->rgb = color;
line->start = start;
line->end = end;
line->depthTest = depthTest;
line->lifeTime = rb_debugLineTime + lifeTime;
}
}
/*
================
RB_ShowDebugLines
================
*/
void RB_ShowDebugLines() {
int i;
int width;
debugLine_t *line;
if ( !rb_numDebugLines ) {
return;
}
// all lines are expressed in world coordinates
RB_SimpleWorldSetup();
globalImages->BindNull();
width = r_debugLineWidth.GetInteger();
if ( width < 1 ) {
width = 1;
} else if ( width > 10 ) {
width = 10;
}
// draw lines
qglLineWidth( width );
if ( !r_debugLineDepthTest.GetBool() ) {
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS );
} else {
GL_State( GLS_POLYMODE_LINE );
}
qglBegin( GL_LINES );
line = rb_debugLines;
for ( i = 0; i < rb_numDebugLines; i++, line++ ) {
if ( !line->depthTest ) {
qglColor3fv( line->rgb.ToFloatPtr() );
qglVertex3fv( line->start.ToFloatPtr() );
qglVertex3fv( line->end.ToFloatPtr() );
}
}
qglEnd();
if ( !r_debugLineDepthTest.GetBool() ) {
GL_State( GLS_POLYMODE_LINE );
}
qglBegin( GL_LINES );
line = rb_debugLines;
for ( i = 0; i < rb_numDebugLines; i++, line++ ) {
if ( line->depthTest ) {
qglColor4fv( line->rgb.ToFloatPtr() );
qglVertex3fv( line->start.ToFloatPtr() );
qglVertex3fv( line->end.ToFloatPtr() );
}
}
qglEnd();
qglLineWidth( 1 );
GL_State( GLS_DEFAULT );
}
/*
================
RB_ClearDebugPolygons
================
*/
void RB_ClearDebugPolygons( int time ) {
int i;
int num;
debugPolygon_t *poly;
rb_debugPolygonTime = time;
if ( !time ) {
rb_numDebugPolygons = 0;
return;
}
// copy any polygons that still need to be drawn
num = 0;
poly = rb_debugPolygons;
for ( i = 0; i < rb_numDebugPolygons; i++, poly++ ) {
if ( poly->lifeTime > time ) {
if ( num != i ) {
rb_debugPolygons[ num ] = *poly;
}
num++;
}
}
rb_numDebugPolygons = num;
}
/*
================
RB_AddDebugPolygon
================
*/
void RB_AddDebugPolygon( const idVec4 &color, const idWinding &winding, const int lifeTime, const bool depthTest ) {
debugPolygon_t *poly;
if ( rb_numDebugPolygons < MAX_DEBUG_POLYGONS ) {
poly = &rb_debugPolygons[ rb_numDebugPolygons++ ];
poly->rgb = color;
poly->winding = winding;
poly->depthTest = depthTest;
poly->lifeTime = rb_debugPolygonTime + lifeTime;
}
}
/*
================
RB_ShowDebugPolygons
================
*/
void RB_ShowDebugPolygons() {
int i, j;
debugPolygon_t *poly;
if ( !rb_numDebugPolygons ) {
return;
}
// all lines are expressed in world coordinates
RB_SimpleWorldSetup();
globalImages->BindNull();
qglDisable( GL_TEXTURE_2D );
if ( r_debugPolygonFilled.GetBool() ) {
GL_State( GLS_POLYGON_OFFSET | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHMASK );
GL_PolygonOffset( -1, -2 );
} else {
GL_State( GLS_POLYGON_OFFSET | GLS_POLYMODE_LINE );
GL_PolygonOffset( -1, -2 );
}
poly = rb_debugPolygons;
for ( i = 0; i < rb_numDebugPolygons; i++, poly++ ) {
// if ( !poly->depthTest ) {
qglColor4fv( poly->rgb.ToFloatPtr() );
qglBegin( GL_POLYGON );
for ( j = 0; j < poly->winding.GetNumPoints(); j++) {
qglVertex3fv( poly->winding[j].ToFloatPtr() );
}
qglEnd();
// }
}
GL_State( GLS_DEFAULT );
if ( r_debugPolygonFilled.GetBool() ) {
qglDisable( GL_POLYGON_OFFSET_FILL );
} else {
qglDisable( GL_POLYGON_OFFSET_LINE );
}
GL_State( GLS_DEFAULT );
}
/*
================
RB_ShowCenterOfProjection
================
*/
void RB_ShowCenterOfProjection() {
if ( !r_showCenterOfProjection.GetBool() ) {
return;
}
const int w = backEnd.viewDef->scissor.GetWidth();
const int h = backEnd.viewDef->scissor.GetHeight();
qglClearColor( 1, 0, 0, 1 );
for ( float f = 0.0f ; f <= 1.0f ; f += 0.125f ) {
qglScissor( w * f - 1 , 0, 3, h );
qglClear( GL_COLOR_BUFFER_BIT );
qglScissor( 0, h * f - 1 , w, 3 );
qglClear( GL_COLOR_BUFFER_BIT );
}
qglClearColor( 0, 1, 0, 1 );
float f = 0.5f;
qglScissor( w * f - 1 , 0, 3, h );
qglClear( GL_COLOR_BUFFER_BIT );
qglScissor( 0, h * f - 1 , w, 3 );
qglClear( GL_COLOR_BUFFER_BIT );
qglScissor( 0, 0, w, h );
}
/*
================
RB_ShowLines
Draw exact pixel lines to check pixel center sampling
================
*/
void RB_ShowLines() {
if ( !r_showLines.GetBool() ) {
return;
}
glEnable( GL_SCISSOR_TEST );
if ( backEnd.viewDef->renderView.viewEyeBuffer == 0 ) {
glClearColor( 1, 0, 0, 1 );
} else if ( backEnd.viewDef->renderView.viewEyeBuffer == 1 ) {
glClearColor( 0, 1, 0, 1 );
} else {
glClearColor( 0, 0, 1, 1 );
}
const int start = ( r_showLines.GetInteger() > 2 ); // 1,3 = horizontal, 2,4 = vertical
if ( r_showLines.GetInteger() == 1 || r_showLines.GetInteger() == 3 ) {
for ( int i = start ; i < tr.GetHeight() ; i+=2 ) {
glScissor( 0, i, tr.GetWidth(), 1 );
glClear( GL_COLOR_BUFFER_BIT );
}
} else {
for ( int i = start ; i < tr.GetWidth() ; i+=2 ) {
glScissor( i, 0, 1, tr.GetHeight() );
glClear( GL_COLOR_BUFFER_BIT );
}
}
}
/*
================
RB_TestGamma
================
*/
#define G_WIDTH 512
#define G_HEIGHT 512
#define BAR_HEIGHT 64
void RB_TestGamma() {
byte image[G_HEIGHT][G_WIDTH][4];
int i, j;
int c, comp;
int v, dither;
int mask, y;
if ( r_testGamma.GetInteger() <= 0 ) {
return;
}
v = r_testGamma.GetInteger();
if ( v <= 1 || v >= 196 ) {
v = 128;
}
memset( image, 0, sizeof( image ) );
for ( mask = 0; mask < 8; mask++ ) {
y = mask * BAR_HEIGHT;
for ( c = 0; c < 4; c++ ) {
v = c * 64 + 32;
// solid color
for ( i = 0; i < BAR_HEIGHT/2; i++ ) {
for ( j = 0; j < G_WIDTH/4; j++ ) {
for ( comp = 0; comp < 3; comp++ ) {
if ( mask & ( 1 << comp ) ) {
image[y+i][c*G_WIDTH/4+j][comp] = v;
}
}
}
// dithered color
for ( j = 0; j < G_WIDTH/4; j++ ) {
if ( ( i ^ j ) & 1 ) {
dither = c * 64;
} else {
dither = c * 64 + 63;
}
for ( comp = 0; comp < 3; comp++ ) {
if ( mask & ( 1 << comp ) ) {
image[y+BAR_HEIGHT/2+i][c*G_WIDTH/4+j][comp] = dither;
}
}
}
}
}
}
// draw geometrically increasing steps in the bottom row
y = 0 * BAR_HEIGHT;
float scale = 1;
for ( c = 0; c < 4; c++ ) {
v = (int)(64 * scale);
if ( v < 0 ) {
v = 0;
} else if ( v > 255 ) {
v = 255;
}
scale = scale * 1.5;
for ( i = 0; i < BAR_HEIGHT; i++ ) {
for ( j = 0; j < G_WIDTH/4; j++ ) {
image[y+i][c*G_WIDTH/4+j][0] = v;
image[y+i][c*G_WIDTH/4+j][1] = v;
image[y+i][c*G_WIDTH/4+j][2] = v;
}
}
}
qglLoadIdentity();
qglMatrixMode( GL_PROJECTION );
GL_State( GLS_DEPTHFUNC_ALWAYS );
GL_Color( 1, 1, 1 );
qglPushMatrix();
qglLoadIdentity();
qglDisable( GL_TEXTURE_2D );
qglOrtho( 0, 1, 0, 1, -1, 1 );
qglRasterPos2f( 0.01f, 0.01f );
qglDrawPixels( G_WIDTH, G_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, image );
qglPopMatrix();
qglEnable( GL_TEXTURE_2D );
qglMatrixMode( GL_MODELVIEW );
}
/*
==================
RB_TestGammaBias
==================
*/
static void RB_TestGammaBias() {
byte image[G_HEIGHT][G_WIDTH][4];
if ( r_testGammaBias.GetInteger() <= 0 ) {
return;
}
int y = 0;
for ( int bias = -40; bias < 40; bias+=10, y += BAR_HEIGHT ) {
float scale = 1;
for ( int c = 0; c < 4; c++ ) {
int v = (int)(64 * scale + bias);
scale = scale * 1.5;
if ( v < 0 ) {
v = 0;
} else if ( v > 255 ) {
v = 255;
}
for ( int i = 0; i < BAR_HEIGHT; i++ ) {
for ( int j = 0; j < G_WIDTH/4; j++ ) {
image[y+i][c*G_WIDTH/4+j][0] = v;
image[y+i][c*G_WIDTH/4+j][1] = v;
image[y+i][c*G_WIDTH/4+j][2] = v;
}
}
}
}
qglLoadIdentity();
qglMatrixMode( GL_PROJECTION );
GL_State( GLS_DEPTHFUNC_ALWAYS );
GL_Color( 1, 1, 1 );
qglPushMatrix();
qglLoadIdentity();
qglDisable( GL_TEXTURE_2D );
qglOrtho( 0, 1, 0, 1, -1, 1 );
qglRasterPos2f( 0.01f, 0.01f );
qglDrawPixels( G_WIDTH, G_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, image );
qglPopMatrix();
qglEnable( GL_TEXTURE_2D );
qglMatrixMode( GL_MODELVIEW );
}
/*
================
RB_TestImage
Display a single image over most of the screen
================
*/
void RB_TestImage() {
idImage *image = NULL;
idImage *imageCr = NULL;
idImage *imageCb = NULL;
int max;
float w, h;
image = tr.testImage;
if ( !image ) {
return;
}
if ( tr.testVideo ) {
cinData_t cin;
cin = tr.testVideo->ImageForTime( backEnd.viewDef->renderView.time[1] - tr.testVideoStartTime );
if ( cin.imageY != NULL ) {
image = cin.imageY;
imageCr = cin.imageCr;
imageCb = cin.imageCb;
} else {
tr.testImage = NULL;
return;
}
w = 0.25;
h = 0.25;
} else {
max = image->GetUploadWidth() > image->GetUploadHeight() ? image->GetUploadWidth() : image->GetUploadHeight();
w = 0.25 * image->GetUploadWidth() / max;
h = 0.25 * image->GetUploadHeight() / max;
w *= (float)renderSystem->GetHeight() / renderSystem->GetWidth();
}
// Set State
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
// 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 );
float texGenEnabled[4] = { 0, 0, 0, 0 };
renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled );
// not really necessary but just for clarity
const float screenWidth = 1.0f;
const float screenHeight = 1.0f;
const float halfScreenWidth = screenWidth * 0.5f;
const float halfScreenHeight = screenHeight * 0.5f;
float scale[16] = { 0 };
scale[0] = w; // scale
scale[5] = h; // scale
scale[12] = halfScreenWidth - ( halfScreenWidth * w ); // translate
scale[13] = halfScreenHeight - ( halfScreenHeight * h ); // translate
scale[10] = 1.0f;
scale[15] = 1.0f;
float ortho[16] = { 0 };
ortho[0] = 2.0f / screenWidth;
ortho[5] = -2.0f / screenHeight;
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 );
qglMatrixMode( GL_PROJECTION );
qglLoadMatrixf( finalOrtho );
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
// Set Color
GL_Color( 1, 1, 1, 1 );
// Bind the Texture
if ( ( imageCr != NULL ) && ( imageCb != NULL ) ) {
GL_SelectTexture( 0 );
image->Bind();
GL_SelectTexture( 1 );
imageCr->Bind();
GL_SelectTexture( 2 );
imageCb->Bind();
renderProgManager.BindShader_Bink();
} else {
GL_SelectTexture( 0 );
image->Bind();
// Set Shader
renderProgManager.BindShader_Texture();
}
// Draw!
RB_DrawElementsWithCounters( &backEnd.testImageSurface );
}
/*
=================
RB_DrawExpandedTriangles
=================
*/
void RB_DrawExpandedTriangles( const srfTriangles_t *tri, const float radius, const idVec3 &vieworg ) {
int i, j, k;
idVec3 dir[6], normal, point;
for ( i = 0; i < tri->numIndexes; i += 3 ) {
idVec3 p[3] = { tri->verts[ tri->indexes[ i + 0 ] ].xyz, tri->verts[ tri->indexes[ i + 1 ] ].xyz, tri->verts[ tri->indexes[ i + 2 ] ].xyz };
dir[0] = p[0] - p[1];
dir[1] = p[1] - p[2];
dir[2] = p[2] - p[0];
normal = dir[0].Cross( dir[1] );
if ( normal * p[0] < normal * vieworg ) {
continue;
}
dir[0] = normal.Cross( dir[0] );
dir[1] = normal.Cross( dir[1] );
dir[2] = normal.Cross( dir[2] );
dir[0].Normalize();
dir[1].Normalize();
dir[2].Normalize();
qglBegin( GL_LINE_LOOP );
for ( j = 0; j < 3; j++ ) {
k = ( j + 1 ) % 3;
dir[4] = ( dir[j] + dir[k] ) * 0.5f;
dir[4].Normalize();
dir[3] = ( dir[j] + dir[4] ) * 0.5f;
dir[3].Normalize();
dir[5] = ( dir[4] + dir[k] ) * 0.5f;
dir[5].Normalize();
point = p[k] + dir[j] * radius;
qglVertex3f( point[0], point[1], point[2] );
point = p[k] + dir[3] * radius;
qglVertex3f( point[0], point[1], point[2] );
point = p[k] + dir[4] * radius;
qglVertex3f( point[0], point[1], point[2] );
point = p[k] + dir[5] * radius;
qglVertex3f( point[0], point[1], point[2] );
point = p[k] + dir[k] * radius;
qglVertex3f( point[0], point[1], point[2] );
}
qglEnd();
}
}
/*
================
RB_ShowTrace
Debug visualization
FIXME: not thread safe!
================
*/
void RB_ShowTrace( drawSurf_t **drawSurfs, int numDrawSurfs ) {
int i;
const srfTriangles_t *tri;
const drawSurf_t *surf;
idVec3 start, end;
idVec3 localStart, localEnd;
localTrace_t hit;
float radius;
if ( r_showTrace.GetInteger() == 0 ) {
return;
}
if ( r_showTrace.GetInteger() == 2 ) {
radius = 5.0f;
} else {
radius = 0.0f;
}
// determine the points of the trace
start = backEnd.viewDef->renderView.vieworg;
end = start + 4000 * backEnd.viewDef->renderView.viewaxis[0];
// check and draw the surfaces
globalImages->whiteImage->Bind();
// find how many are ambient
for ( i = 0; i < numDrawSurfs; i++ ) {
surf = drawSurfs[i];
tri = surf->frontEndGeo;
if ( tri == NULL || tri->verts == NULL ) {
continue;
}
// transform the points into local space
R_GlobalPointToLocal( surf->space->modelMatrix, start, localStart );
R_GlobalPointToLocal( surf->space->modelMatrix, end, localEnd );
// check the bounding box
if ( !tri->bounds.Expand( radius ).LineIntersection( localStart, localEnd ) ) {
continue;
}
qglLoadMatrixf( surf->space->modelViewMatrix );
// highlight the surface
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Color( 1, 0, 0, 0.25 );
RB_DrawElementsWithCounters( surf );
// draw the bounding box
GL_State( GLS_DEPTHFUNC_ALWAYS );
GL_Color( 1, 1, 1, 1 );
RB_DrawBounds( tri->bounds );
if ( radius != 0.0f ) {
// draw the expanded triangles
GL_Color( 0.5f, 0.5f, 1.0f, 1.0f );
RB_DrawExpandedTriangles( tri, radius, localStart );
}
// check the exact surfaces
hit = R_LocalTrace( localStart, localEnd, radius, tri );
if ( hit.fraction < 1.0 ) {
GL_Color( 1, 1, 1, 1 );
RB_DrawBounds( idBounds( hit.point ).Expand( 1 ) );
}
}
}
/*
=================
RB_RenderDebugTools
=================
*/
void RB_RenderDebugTools( drawSurf_t **drawSurfs, int numDrawSurfs ) {
// don't do much if this was a 2D rendering
if ( !backEnd.viewDef->viewEntitys ) {
RB_TestImage();
RB_ShowLines();
return;
}
renderLog.OpenMainBlock( MRB_DRAW_DEBUG_TOOLS );
RENDERLOG_PRINTF( "---------- RB_RenderDebugTools ----------\n" );
GL_State( GLS_DEFAULT );
GL_Scissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
backEnd.viewDef->scissor.x2 + 1 - backEnd.viewDef->scissor.x1,
backEnd.viewDef->scissor.y2 + 1 - backEnd.viewDef->scissor.y1 );
backEnd.currentScissor = backEnd.viewDef->scissor;
RB_ShowLightCount();
RB_ShowTexturePolarity( drawSurfs, numDrawSurfs );
RB_ShowTangentSpace( drawSurfs, numDrawSurfs );
RB_ShowVertexColor( drawSurfs, numDrawSurfs );
RB_ShowTris( drawSurfs, numDrawSurfs );
RB_ShowUnsmoothedTangents( drawSurfs, numDrawSurfs );
RB_ShowSurfaceInfo( drawSurfs, numDrawSurfs );
RB_ShowEdges( drawSurfs, numDrawSurfs );
RB_ShowNormals( drawSurfs, numDrawSurfs );
RB_ShowViewEntitys( backEnd.viewDef->viewEntitys );
RB_ShowLights();
RB_ShowTextureVectors( drawSurfs, numDrawSurfs );
RB_ShowDominantTris( drawSurfs, numDrawSurfs );
if ( r_testGamma.GetInteger() > 0 ) { // test here so stack check isn't so damn slow on debug builds
RB_TestGamma();
}
if ( r_testGammaBias.GetInteger() > 0 ) {
RB_TestGammaBias();
}
RB_TestImage();
RB_ShowPortals();
RB_ShowSilhouette();
RB_ShowDepthBuffer();
RB_ShowIntensity();
RB_ShowCenterOfProjection();
RB_ShowLines();
RB_ShowDebugLines();
RB_ShowDebugText();
RB_ShowDebugPolygons();
RB_ShowTrace( drawSurfs, numDrawSurfs );
renderLog.CloseMainBlock();
}
/*
=================
RB_ShutdownDebugTools
=================
*/
void RB_ShutdownDebugTools() {
for ( int i = 0; i < MAX_DEBUG_POLYGONS; i++ ) {
rb_debugPolygons[i].winding.Clear();
}
}