/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2014-2024 Robert Beckebans Copyright (C) 2014-2016 Kot in Action Creative Artel Copyright (C) 2022 Stephen Pridham 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. =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "imgui.h" #if defined(USE_INTRINSICS_SSE) #if MOC_MULTITHREADED #include "CullingThreadPool.h" #else #include "../libs/moc/MaskedOcclusionCulling.h" #endif #endif #include "RenderCommon.h" #include "sys/DeviceManager.h" // RB begin #if defined(_WIN32) // Vista OpenGL wrapper check #include "../sys/win32/win_local.h" #endif // RB end // foresthale 2014-03-01: fixed custom screenshot resolution by doing a more direct render path #define BUGFIXEDSCREENSHOTRESOLUTION 1 #ifdef BUGFIXEDSCREENSHOTRESOLUTION #include "../framework/Common_local.h" #endif // DeviceContext bypasses RenderSystem to work directly with this idGuiModel* tr_guiModel; // functions that are not called every frame glconfig_t glConfig; idCVar r_requestStereoPixelFormat( "r_requestStereoPixelFormat", "1", CVAR_RENDERER, "Ask for a stereo GL pixel format on startup" ); idCVar r_debugContext( "r_debugContext", "0", CVAR_RENDERER, "Enable various levels of context debug." ); #if defined( _WIN32 ) idCVar r_graphicsAPI( "r_graphicsAPI", "dx12", CVAR_RENDERER | CVAR_INIT | CVAR_ARCHIVE | CVAR_NEW, "Specifies the graphics api to use (dx12, vulkan)" ); #else idCVar r_graphicsAPI( "r_graphicsAPI", "vulkan", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_NEW, "Specifies the graphics api to use (vulkan)" ); #endif idCVar r_useValidationLayers( "r_useValidationLayers", "1", CVAR_INTEGER | CVAR_INIT | CVAR_NEW, "1 is just the NVRHI and 2 will turn on additional DX12, VK validation layers" ); // RB: disabled 16x MSAA #if ID_MSAA idCVar r_antiAliasing( "r_antiAliasing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, " 0 = None\n 1 = TAA 1x\n 2 = TAA + SMAA 1x\n 3 = MSAA 2x\n 4 = MSAA 4x\n", 0, ANTI_ALIASING_MSAA_4X ); #else idCVar r_antiAliasing( "r_antiAliasing", "2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, " 0 = None\n 1 = SMAA 1x, 2 = TAA", 0, ANTI_ALIASING_TAA ); #endif // RB end idCVar r_vidMode( "r_vidMode", "0", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "fullscreen video mode number" ); idCVar r_displayRefresh( "r_displayRefresh", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "optional display refresh rate option for vid mode", 0.0f, 240.0f ); // SRS - redefined mode -2 to be borderless fullscreen, implemented borderless modes -2 and -1 for Windows and linux/macOS (SDL) // DG: add mode -2 for SDL, also defaulting to windowed mode, as that causes less trouble on linux idCVar r_fullscreen( "r_fullscreen", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "-2 = borderless fullscreen, -1 = borderless window, 0 = windowed, 1 = full screen on monitor 1, 2 = full screen on monitor 2, etc" ); // DG end idCVar r_customWidth( "r_customWidth", "1280", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen width. set r_vidMode to -1 to activate" ); idCVar r_customHeight( "r_customHeight", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen height. set r_vidMode to -1 to activate" ); idCVar r_windowX( "r_windowX", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" ); idCVar r_windowY( "r_windowY", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" ); idCVar r_windowWidth( "r_windowWidth", "1280", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" ); idCVar r_windowHeight( "r_windowHeight", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" ); idCVar r_useViewBypass( "r_useViewBypass", "1", CVAR_RENDERER | CVAR_INTEGER, "bypass a frame of latency to the view" ); idCVar r_useLightPortalFlow( "r_useLightPortalFlow", "1", CVAR_RENDERER | CVAR_BOOL, "use a more precise area reference determination" ); idCVar r_singleTriangle( "r_singleTriangle", "0", CVAR_RENDERER | CVAR_BOOL, "only draw a single triangle per primitive" ); idCVar r_checkBounds( "r_checkBounds", "0", CVAR_RENDERER | CVAR_BOOL, "compare all surface bounds with precalculated ones" ); idCVar r_useNodeCommonChildren( "r_useNodeCommonChildren", "1", CVAR_RENDERER | CVAR_BOOL, "stop pushing reference bounds early when possible" ); idCVar r_useShadowSurfaceScissor( "r_useShadowSurfaceScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor shadows by the scissor rect of the interaction surfaces" ); idCVar r_maxAnisotropicFiltering( "r_maxAnisotropicFiltering", "8", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "limit aniso filtering" ); idCVar r_useTrilinearFiltering( "r_useTrilinearFiltering", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Extra quality filtering" ); // RB: not used anymore idCVar r_lodBias( "r_lodBias", "0.5", CVAR_RENDERER | CVAR_ARCHIVE, "UNUSED: image lod bias" ); // RB end idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "avoid redundant state changes in GL_*() calls" ); idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f ); idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "1", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" ); idCVar r_swapInterval( "r_swapInterval", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = tear, 1 = swap-tear where available, 2 = always v-sync" ); idCVar r_gamma( "r_gamma", "1.0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f ); idCVar r_brightness( "r_brightness", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 2.0f ); idCVar r_skipStaticInteractions( "r_skipStaticInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip interactions created at level load" ); idCVar r_skipDynamicInteractions( "r_skipDynamicInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip interactions created after level load" ); idCVar r_skipSuppress( "r_skipSuppress", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the per-view suppressions" ); idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings except bloom" ); idCVar r_skipBloom( "r_skipBloom", "0", CVAR_RENDERER | CVAR_BOOL, "Skip bloom" ); idCVar r_skipInteractions( "r_skipInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip all light/surface interaction drawing" ); idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR_BOOL, "don't dynamically create textures" ); idCVar r_skipCopyTexture( "r_skipCopyTexture", "0", CVAR_RENDERER | CVAR_BOOL, "do all rendering, but don't actually copyTexSubImage2D" ); idCVar r_skipBackEnd( "r_skipBackEnd", "0", CVAR_RENDERER | CVAR_BOOL, "don't draw anything" ); idCVar r_skipRender( "r_skipRender", "0", CVAR_RENDERER | CVAR_BOOL, "skip 3D rendering, but pass 2D" ); idCVar r_skipTranslucent( "r_skipTranslucent", "0", CVAR_RENDERER | CVAR_BOOL, "skip the translucent interaction rendering" ); idCVar r_skipAmbient( "r_skipAmbient", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all non-interaction drawing" ); idCVar r_skipNewAmbient( "r_skipNewAmbient", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "bypasses all vertex/fragment program ambient drawing" ); idCVar r_skipBlendLights( "r_skipBlendLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all blend lights" ); idCVar r_skipFogLights( "r_skipFogLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all fog lights" ); idCVar r_skipDeforms( "r_skipDeforms", "0", CVAR_RENDERER | CVAR_BOOL, "leave all deform materials in their original state" ); idCVar r_skipFrontEnd( "r_skipFrontEnd", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all front end work, but 2D gui rendering still draws" ); idCVar r_skipUpdates( "r_skipUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't accept any entity or light updates, making everything static" ); idCVar r_skipDecals( "r_skipDecals", "0", CVAR_RENDERER | CVAR_BOOL, "skip decal surfaces" ); idCVar r_skipOverlays( "r_skipOverlays", "0", CVAR_RENDERER | CVAR_BOOL, "skip overlay surfaces" ); idCVar r_skipSpecular( "r_skipSpecular", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_CHEAT | CVAR_ARCHIVE, "use black for specular1" ); idCVar r_skipBump( "r_skipBump", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "uses a flat surface instead of the bump map" ); idCVar r_skipDiffuse( "r_skipDiffuse", "0", CVAR_RENDERER | CVAR_INTEGER, "use black for diffuse" ); idCVar r_skipSubviews( "r_skipSubviews", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = don't render any gui elements on surfaces" ); idCVar r_skipGuiShaders( "r_skipGuiShaders", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> ); idCVar r_skipParticles( "r_skipParticles", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all particle systems", 0, 1, idCmdSystem::ArgCompletion_Integer<0, 1> ); idCVar r_skipShadows( "r_skipShadows", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "disable shadows" ); idCVar r_useLightPortalCulling( "r_useLightPortalCulling", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> ); idCVar r_useLightAreaCulling( "r_useLightAreaCulling", "1", CVAR_RENDERER | CVAR_BOOL, "0 = off, 1 = on" ); idCVar r_useLightScissors( "r_useLightScissors", "3", CVAR_RENDERER | CVAR_INTEGER, "0 = no scissor, 1 = non-clipped scissor, 2 = near-clipped scissor, 3 = fully-clipped scissor", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> ); idCVar r_useEntityPortalCulling( "r_useEntityPortalCulling", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> ); idCVar r_clear( "r_clear", "2", CVAR_RENDERER | CVAR_NOCHEAT, "force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom" ); idCVar r_offsetFactor( "r_offsetfactor", "0", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" ); // RB: offset factor was 0, and units were -600 which caused some very ugly polygon offsets on Android so I reverted the values to the same as in Q3A #if defined(__ANDROID__) idCVar r_offsetUnits( "r_offsetunits", "-2", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" ); #else idCVar r_offsetUnits( "r_offsetunits", "-600", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" ); #endif // RB end idCVar r_shadowPolygonOffset( "r_shadowPolygonOffset", "-1", CVAR_RENDERER | CVAR_FLOAT, "bias value added to depth test for stencil shadow drawing" ); idCVar r_shadowPolygonFactor( "r_shadowPolygonFactor", "0", CVAR_RENDERER | CVAR_FLOAT, "scale value for stencil shadow drawing" ); idCVar r_subviewOnly( "r_subviewOnly", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't render main view, allowing subviews to be debugged" ); idCVar r_testGamma( "r_testGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels", 0, 195 ); idCVar r_testGammaBias( "r_testGammaBias", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" ); idCVar r_lightScale( "r_lightScale", "3", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this", 0, 100 ); idCVar r_flareSize( "r_flareSize", "1", CVAR_RENDERER | CVAR_FLOAT, "scale the flare deforms from the material def" ); idCVar r_useScissor( "r_useScissor", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NOCHEAT, "scissor clip as portals and lights are processed" ); idCVar r_useLightDepthBounds( "r_useLightDepthBounds", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test on lights to reduce both shadow and interaction fill" ); idCVar r_useShadowDepthBounds( "r_useShadowDepthBounds", "1", CVAR_RENDERER | CVAR_BOOL, "use depth bounds test on individual shadow volumes to reduce shadow fill" ); idCVar r_screenFraction( "r_screenFraction", "100", CVAR_RENDERER | CVAR_INTEGER, "for testing fill rate, the resolution of the entire screen can be changed" ); idCVar r_usePortals( "r_usePortals", "1", CVAR_RENDERER | CVAR_BOOL, " 1 = use portals to perform area culling, otherwise draw everything" ); idCVar r_singleLight( "r_singleLight", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one light" ); idCVar r_singleEntity( "r_singleEntity", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one entity" ); idCVar r_singleEnvprobe( "r_singleEnvprobe", "-1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "suppress all but one environment probe" ); idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" ); idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" ); idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" ); idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "1", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" ); // visual debugging info idCVar r_showPortals( "r_showPortals", "0", CVAR_RENDERER | CVAR_BOOL, "draw portal outlines in color based on passed / not passed" ); idCVar r_showUnsmoothedTangents( "r_showUnsmoothedTangents", "0", CVAR_RENDERER | CVAR_BOOL, "if 1, put all nvidia register combiner programming in display lists" ); idCVar r_showSilhouette( "r_showSilhouette", "0", CVAR_RENDERER | CVAR_BOOL, "highlight edges that are casting shadow planes" ); idCVar r_showVertexColor( "r_showVertexColor", "0", CVAR_RENDERER | CVAR_BOOL, "draws all triangles with the solid vertex color" ); idCVar r_showUpdates( "r_showUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "report entity and light updates and ref counts" ); idCVar r_showDynamic( "r_showDynamic", "0", CVAR_RENDERER | CVAR_BOOL, "report stats on dynamic surface generation" ); idCVar r_showTrace( "r_showTrace", "0", CVAR_RENDERER | CVAR_INTEGER, "show the intersection of an eye trace with the world", idCmdSystem::ArgCompletion_Integer<0, 2> ); idCVar r_showIntensity( "r_showIntensity", "0", CVAR_RENDERER | CVAR_BOOL, "draw the screen colors based on intensity, red = 0, green = 128, blue = 255" ); idCVar r_showLights( "r_showLights", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> ); idCVar r_showShadows( "r_showShadows", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = visualize the stencil shadow volumes, 2 = draw filled in", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> ); idCVar r_showLightScissors( "r_showLightScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show light scissor rectangles" ); idCVar r_showLightCount( "r_showLightCount", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> ); idCVar r_showViewEntitys( "r_showViewEntitys", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view models, 2 = print index numbers" ); idCVar r_showTris( "r_showTris", "0", CVAR_RENDERER | CVAR_INTEGER, "enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all, 4 = draw with alpha", 0, 4, idCmdSystem::ArgCompletion_Integer<0, 4> ); idCVar r_showSurfaceInfo( "r_showSurfaceInfo", "0", CVAR_RENDERER | CVAR_BOOL, "show surface material name under crosshair" ); idCVar r_showNormals( "r_showNormals", "0", CVAR_RENDERER | CVAR_FLOAT, "draws wireframe normals" ); idCVar r_showMemory( "r_showMemory", "0", CVAR_RENDERER | CVAR_BOOL, "print frame memory utilization" ); idCVar r_showCull( "r_showCull", "0", CVAR_RENDERER | CVAR_BOOL, "report sphere and box culling stats" ); idCVar r_showAddModel( "r_showAddModel", "0", CVAR_RENDERER | CVAR_BOOL, "report stats from tr_addModel" ); idCVar r_showDepth( "r_showDepth", "0", CVAR_RENDERER | CVAR_BOOL, "display the contents of the depth buffer and the depth range" ); idCVar r_showSurfaces( "r_showSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "report surface/light/shadow counts" ); idCVar r_showPrimitives( "r_showPrimitives", "0", CVAR_RENDERER | CVAR_INTEGER, "report drawsurf/index/vertex counts" ); idCVar r_showEdges( "r_showEdges", "0", CVAR_RENDERER | CVAR_BOOL, "draw the sil edges" ); idCVar r_showTexturePolarity( "r_showTexturePolarity", "0", CVAR_RENDERER | CVAR_BOOL, "shade triangles by texture area polarity" ); idCVar r_showTangentSpace( "r_showTangentSpace", "0", CVAR_RENDERER | CVAR_INTEGER, "shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> ); idCVar r_showDominantTri( "r_showDominantTri", "0", CVAR_RENDERER | CVAR_BOOL, "draw lines from vertexes to center of dominant triangles" ); idCVar r_showTextureVectors( "r_showTextureVectors", "0", CVAR_RENDERER | CVAR_FLOAT, " if > 0 draw each triangles texture (tangent) vectors" ); idCVar r_showOverDraw( "r_showOverDraw", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> ); // RB begin idCVar r_showShadowMaps( "r_showShadowMaps", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" ); idCVar r_showShadowMapLODs( "r_showShadowMapLODs", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" ); // RB end idCVar r_useEntityCallbacks( "r_useEntityCallbacks", "1", CVAR_RENDERER | CVAR_BOOL, "if 0, issue the callback immediately at update time, rather than defering" ); idCVar r_showSkel( "r_showSkel", "0", CVAR_RENDERER | CVAR_INTEGER, "draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> ); idCVar r_jointNameScale( "r_jointNameScale", "0.02", CVAR_RENDERER | CVAR_FLOAT, "size of joint names when r_showskel is set to 1" ); idCVar r_jointNameOffset( "r_jointNameOffset", "0.5", CVAR_RENDERER | CVAR_FLOAT, "offset of joint names when r_showskel is set to 1" ); idCVar r_debugLineDepthTest( "r_debugLineDepthTest", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "perform depth test on debug lines" ); idCVar r_debugLineWidth( "r_debugLineWidth", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "width of debug lines" ); idCVar r_debugArrowStep( "r_debugArrowStep", "120", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "step size of arrow cone line rotation in degrees", 0, 120 ); idCVar r_debugPolygonFilled( "r_debugPolygonFilled", "1", CVAR_RENDERER | CVAR_BOOL, "draw a filled polygon" ); idCVar r_materialOverride( "r_materialOverride", "", CVAR_RENDERER, "overrides all materials", idCmdSystem::ArgCompletion_Decl ); idCVar r_debugRenderToTexture( "r_debugRenderToTexture", "0", CVAR_RENDERER | CVAR_INTEGER, "" ); idCVar stereoRender_enable( "stereoRender_enable", "0", CVAR_INTEGER | CVAR_ARCHIVE, "1 = side-by-side compressed, 2 = top and bottom compressed, 3 = side-by-side, 4 = 720 frame packed, 5 = interlaced, 6 = OpenGL quad buffer" ); idCVar stereoRender_swapEyes( "stereoRender_swapEyes", "0", CVAR_BOOL | CVAR_ARCHIVE, "reverse eye adjustments" ); idCVar stereoRender_deGhost( "stereoRender_deGhost", "0.05", CVAR_FLOAT | CVAR_ARCHIVE, "subtract from opposite eye to reduce ghosting" ); idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE | CVAR_NEW, "do 2D rendering at 640x480 and stretch to the current resolution" ); // RB: shadow mapping parameters idCVar r_useShadowAtlas( "r_useShadowAtlas", "1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" ); idCVar r_shadowMapAtlasSize( "r_shadowMapAtlasSize", "8192", CVAR_RENDERER | CVAR_INTEGER | CVAR_ROM | CVAR_NEW, "size of the shadowmap atlas" ); idCVar r_shadowMapFrustumFOV( "r_shadowMapFrustumFOV", "92", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "oversize FOV for point light side matching" ); idCVar r_shadowMapSingleSide( "r_shadowMapSingleSide", "-1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "only draw a single side (0-5) of point lights" ); idCVar r_shadowMapImageSize( "r_shadowMapImageSize", "1024", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "", 128, 2048 ); idCVar r_shadowMapJitterScale( "r_shadowMapJitterScale", "2.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "scale factor for jitter offset" ); //idCVar r_shadowMapBiasScale( "r_shadowMapBiasScale", "0.0001", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "scale factor for jitter bias" ); idCVar r_shadowMapRandomizeJitter( "r_shadowMapRandomizeJitter", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "randomly offset jitter texture each draw" ); idCVar r_shadowMapSamples( "r_shadowMapSamples", "16", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "1, 4, 12 or 16", 1, 64 ); idCVar r_shadowMapSplits( "r_shadowMapSplits", "3", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "number of splits for cascaded shadow mapping with parallel lights", 0, 4 ); idCVar r_shadowMapSplitWeight( "r_shadowMapSplitWeight", "0.9", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_shadowMapLodScale( "r_shadowMapLodScale", "1.4", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_shadowMapLodBias( "r_shadowMapLodBias", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" ); idCVar r_shadowMapPolygonFactor( "r_shadowMapPolygonFactor", "2", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "polygonOffset factor for drawing shadow buffer" ); idCVar r_shadowMapPolygonOffset( "r_shadowMapPolygonOffset", "3000", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "polygonOffset units for drawing shadow buffer" ); idCVar r_shadowMapOccluderFacing( "r_shadowMapOccluderFacing", "2", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "0 = front faces, 1 = back faces, 2 = twosided" ); idCVar r_shadowMapRegularDepthBiasScale( "r_shadowMapRegularDepthBiasScale", "0.999", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "shadowmap bias to fight shadow acne for point and spot lights" ); idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "shadowmap bias to fight shadow acne for cascaded shadow mapping with parallel lights" ); // RB: HDR parameters idCVar r_hdrAutoExposure( "r_hdrAutoExposure", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "EXPENSIVE: enables adapative HDR tone mapping otherwise the exposure is derived by r_exposure" ); idCVar r_hdrAdaptionRate( "r_hdrAdaptionRate", "1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "The rate of adapting the hdr exposure value`. Defaulted to a second." ); idCVar r_hdrMinLuminance( "r_hdrMinLuminance", "0.02", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_hdrMaxLuminance( "r_hdrMaxLuminance", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_hdrKey( "r_hdrKey", "0.015", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "magic exposure key that works well with Doom 3 maps" ); idCVar r_hdrContrastDynamicThreshold( "r_hdrContrastDynamicThreshold", "2", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "if auto exposure is on, all pixels brighter than this cause HDR bloom glares" ); idCVar r_hdrContrastStaticThreshold( "r_hdrContrastStaticThreshold", "3", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "if auto exposure is off, all pixels brighter than this cause HDR bloom glares" ); idCVar r_hdrContrastOffset( "r_hdrContrastOffset", "100", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_hdrGlarePasses( "r_hdrGlarePasses", "8", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "how many times the bloom blur is rendered offscreen. number should be even" ); idCVar r_hdrDebug( "r_hdrDebug", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "show scene luminance as heat map" ); idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_useFilmicPostFX( "r_useFilmicPostFX", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_NEW, "filmic look with chromatic abberation and film grain" ); idCVar r_forceAmbient( "r_forceAmbient", "0.5", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NEW, "render additional ambient pass to make the game less dark", 0.0f, 1.0f ); idCVar r_useSSAO( "r_useSSAO", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_NEW, "use screen space ambient occlusion to darken corners" ); idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" ); idCVar r_ssaoFiltering( "r_ssaoFiltering", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" ); idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" ); idCVar r_pbrDebug( "r_pbrDebug", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "show which materials have PBR support (green = PBR, red = oldschool D3)" ); idCVar r_showViewEnvprobes( "r_showViewEnvprobes", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "1 = displays the bounding boxes of all view environment probes, 2 = show irradiance" ); idCVar r_showLightGrid( "r_showLightGrid", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "show Quake 3 style light grid points" ); idCVar r_useLightGrid( "r_useLightGrid", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" ); idCVar r_exposure( "r_exposure", "0.5", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "HDR exposure or LDR brightness [-4.0 .. 4.0]", -4.0f, 4.0f ); idCVar r_useSSR( "r_useSSR", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_NEW, "" ); idCVar r_ssrJitter( "r_ssrJitter", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_ssrMaxDistance( "r_ssrMaxDistance", "100", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "In meters" ); idCVar r_ssrMaxSteps( "r_ssrMaxSteps", "100", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_ssrStride( "r_ssrStride", "12", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_ssrZThickness( "r_ssrZThickness", "2", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_useTemporalAA( "r_useTemporalAA", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "only disable for debugging" ); idCVar r_taaJitter( "r_taaJitter", "1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "0: None, 1: MSAA, 2: Halton, 3: R2 Sequence, 4: White Noise" ); idCVar r_taaEnableHistoryClamping( "r_taaEnableHistoryClamping", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" ); idCVar r_taaClampingFactor( "r_taaClampingFactor", "1.0", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_taaNewFrameWeight( "r_taaNewFrameWeight", "0.1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_taaMaxRadiance( "r_taaMaxRadiance", "10000", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_taaMotionVectors( "r_taaMotionVectors", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" ); idCVar r_useCRTPostFX( "r_useCRTPostFX", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, "RetroArch CRT shader: 1 = Matthias CRT, 1 = New Pixie, 2 = Zfast", 0, 3 ); idCVar r_crtCurvature( "r_crtCurvature", "2", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "rounded borders" ); idCVar r_crtVignette( "r_crtVignette", "0.8", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "fading into the borders" ); idCVar r_retroDitherScale( "r_retroDitherScale", "0.3", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_renderMode( "r_renderMode", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, "0 = Doom, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC 6128, 4 = Amstrad CPC 6128 Highres, 5 = Gameboy, 6 = Gameboy Highres, 7 = NES, 8 = NES Highres, 9 = Sega Genesis, 10 = Sega Genesis Highres, 11 = Sony PSX", 0, 11 ); idCVar r_psxVertexJitter( "r_psxVertexJitter", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "", 0.0f, 0.75f ); idCVar r_psxAffineTextures( "r_psxAffineTextures", "1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" ); idCVar r_useMaskedOcclusionCulling( "r_useMaskedOcclusionCulling", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NOCHEAT | CVAR_NEW, "SIMD optimized software culling by Intel" ); // RB end const char* fileExten[4] = { "tga", "png", "jpg", "exr" }; const char* envDirection[6] = { "_px", "_nx", "_py", "_ny", "_pz", "_nz" }; const char* skyDirection[6] = { "_forward", "_back", "_left", "_right", "_up", "_down" }; DeviceManager* deviceManager = NULL; bool R_UsePixelatedLook() { return ( r_renderMode.GetInteger() == RENDERMODE_PSX ) || image_pixelLook.GetBool(); } bool R_UseTemporalAA() { if( !r_useTemporalAA.GetBool() ) { return false; } if( r_renderMode.GetInteger() != RENDERMODE_DOOM ) { return false; } switch( r_antiAliasing.GetInteger() ) { case ANTI_ALIASING_TAA: return true; #if ID_MSAA case ANTI_ALIASING_TAA_SMAA_1X: return true; #endif default: return false; } } uint R_GetMSAASamples() { #if ID_MSAA switch( r_antiAliasing.GetInteger() ) { case ANTI_ALIASING_MSAA_2X: return 2; case ANTI_ALIASING_MSAA_4X: return 4; default: return 1; } #else return 1; #endif } /* ============================= R_SetNewMode r_fullScreen -2 borderless fullscreen on current monitor at desktop resolution r_fullScreen -1 borderless window at exact desktop coordinates r_fullScreen 0 bordered window at exact desktop coordinates r_fullScreen 1 fullscreen on monitor 1 at r_vidMode r_fullScreen 2 fullscreen on monitor 2 at r_vidMode ... r_vidMode -1 use r_customWidth / r_customHeight, even if they don't appear on the mode list r_vidMode 0 use first mode returned by EnumDisplaySettings() r_vidMode 1 use second mode returned by EnumDisplaySettings() ... r_displayRefresh 0 don't specify refresh r_displayRefresh 70 specify 70 hz, etc ============================= */ void R_SetNewMode( const bool fullInit ) { // try up to three different configurations for( int i = 0 ; i < 3; i++ ) { if( i == 0 /*&& vr_enable.GetInteger() != STEREO3D_QUAD_BUFFER*/ ) { continue; // don't even try for a stereo mode } glimpParms_t parms; if( r_fullscreen.GetInteger() <= 0 ) { // use explicit position / size for window parms.x = r_windowX.GetInteger(); parms.y = r_windowY.GetInteger(); parms.width = r_windowWidth.GetInteger(); parms.height = r_windowHeight.GetInteger(); // may still be -1 or -2 to force a borderless window parms.fullScreen = r_fullscreen.GetInteger(); parms.displayHz = 0; // ignored } else { // get the mode list for this monitor idList modeList; if( !R_GetModeListForDisplay( r_fullscreen.GetInteger() - 1, modeList ) ) { idLib::Printf( "r_fullscreen reset from %i to 1 because mode list failed.\n", r_fullscreen.GetInteger() ); r_fullscreen.SetInteger( 1 ); R_GetModeListForDisplay( r_fullscreen.GetInteger() - 1, modeList ); } if( modeList.Num() < 1 ) { idLib::Printf( "Going to safe mode because mode list failed.\n" ); goto safeMode; } parms.x = 0; // ignored parms.y = 0; // ignored parms.fullScreen = r_fullscreen.GetInteger(); // set the parameters we are trying if( r_vidMode.GetInteger() < 0 ) { // try forcing a specific mode, even if it isn't on the list parms.width = r_customWidth.GetInteger(); parms.height = r_customHeight.GetInteger(); parms.displayHz = r_displayRefresh.GetInteger(); } else { if( r_vidMode.GetInteger() >= modeList.Num() ) { idLib::Printf( "r_vidMode reset from %i to 0.\n", r_vidMode.GetInteger() ); r_vidMode.SetInteger( 0 ); } parms.width = modeList[ r_vidMode.GetInteger() ].width; parms.height = modeList[ r_vidMode.GetInteger() ].height; parms.displayHz = modeList[ r_vidMode.GetInteger() ].displayHz; } } switch( r_antiAliasing.GetInteger() ) { #if ID_MSAA case ANTI_ALIASING_MSAA_2X: parms.multiSamples = 2; break; case ANTI_ALIASING_MSAA_4X: parms.multiSamples = 4; break; #elif defined( _MSC_VER ) // SRS: #pragma warning is MSVC specific #pragma warning( push ) #pragma warning( disable : 4065 ) // C4065: switch statement contains 'default' but no 'case' #endif default: parms.multiSamples = 1; break; } #if !ID_MSAA && defined( _MSC_VER ) #pragma warning( pop ) #endif if( fullInit ) { // create the context as well as setting up the window #if defined( VULKAN_USE_PLATFORM_SDL ) if( VKimp_Init( parms ) ) #else if( GLimp_Init( parms ) ) #endif { ImGuiHook::Init( renderSystem->GetWidth(), renderSystem->GetHeight() ); break; } } else { // just rebuild the window #if defined( VULKAN_USE_PLATFORM_SDL ) if( VKimp_SetScreenParms( parms ) ) #else if( GLimp_SetScreenParms( parms ) ) #endif { Framebuffer::ResizeFramebuffers(); ImGuiHook::NotifyDisplaySizeChanged( renderSystem->GetWidth(), renderSystem->GetHeight() ); break; } } if( i == 2 ) { common->FatalError( "Unable to initialize renderer" ); } if( i == 0 ) { // same settings, no stereo continue; } safeMode: // if we failed, set everything back to "safe mode" // and try again r_vidMode.SetInteger( 0 ); r_fullscreen.SetInteger( 1 ); r_displayRefresh.SetInteger( 0 ); r_antiAliasing.SetInteger( 0 ); } } /* ===================== R_ReloadSurface_f Reload the material displayed by r_showSurfaceInfo ===================== */ static void R_ReloadSurface_f( const idCmdArgs& args ) { modelTrace_t mt; idVec3 start, end; if( !tr.primaryView ) { 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; } common->Printf( "Reloading %s\n", mt.material->GetName() ); // reload the decl mt.material->base->Reload(); nvrhi::CommandListHandle commandList = deviceManager->GetDevice()->createCommandList(); commandList->open(); // reload any images used by the decl mt.material->ReloadImages( false, commandList ); commandList->close(); deviceManager->GetDevice()->executeCommandList( commandList ); } /* ============== R_ListModes_f ============== */ static void R_ListModes_f( const idCmdArgs& args ) { for( int displayNum = 0 ; ; displayNum++ ) { idList modeList; if( !R_GetModeListForDisplay( displayNum, modeList ) ) { break; } for( int i = 0; i < modeList.Num() ; i++ ) { common->Printf( "Monitor %i, mode %3i: %4i x %4i @ %ihz\n", displayNum + 1, i, modeList[i].width, modeList[i].height, modeList[i].displayHz ); } } } /* ============= R_TestImage_f Display the given image centered on the screen. testimage testimage ============= */ void R_TestImage_f( const idCmdArgs& args ) { int imageNum; if( tr.testVideo ) { delete tr.testVideo; tr.testVideo = NULL; } tr.testImage = NULL; if( args.Argc() != 2 ) { return; } if( idStr::IsNumeric( args.Argv( 1 ) ) ) { imageNum = atoi( args.Argv( 1 ) ); if( imageNum >= 0 && imageNum < globalImages->images.Num() ) { tr.testImage = globalImages->images[imageNum]; } } else { tr.testImage = globalImages->ImageFromFile( args.Argv( 1 ), TF_DEFAULT, TR_REPEAT, TD_DEFAULT ); } } /* ============= R_TestVideo_f Plays the cinematic file in a testImage ============= */ void R_TestVideo_f( const idCmdArgs& args ) { if( tr.testVideo ) { delete tr.testVideo; tr.testVideo = NULL; } tr.testImage = NULL; if( args.Argc() < 2 ) { return; } tr.testImage = globalImages->ImageFromFile( "_scratch", TF_DEFAULT, TR_REPEAT, TD_DEFAULT ); tr.testVideo = idCinematic::Alloc(); // SRS - make sure we have a valid bink, ffmpeg, or RoQ video file, otherwise delete testVideo and return // SRS - no need to call ImageForTime() here, playback is handled within idRenderBackend::DBG_TestImage() if( !tr.testVideo->InitFromFile( args.Argv( 1 ), true, NULL ) ) { delete tr.testVideo; tr.testVideo = NULL; tr.testImage = NULL; return; } // try to play the matching wav file idStr wavString = args.Argv( ( args.Argc() == 2 ) ? 1 : 2 ); wavString.StripFileExtension(); wavString = wavString + ".wav"; common->SW()->PlayShaderDirectly( wavString.c_str() ); } static int R_QsortSurfaceAreas( const void* a, const void* b ) { const idMaterial* ea, *eb; int ac, bc; ea = *( idMaterial** )a; if( !ea->EverReferenced() ) { ac = 0; } else { ac = ea->GetSurfaceArea(); } eb = *( idMaterial** )b; if( !eb->EverReferenced() ) { bc = 0; } else { bc = eb->GetSurfaceArea(); } if( ac < bc ) { return -1; } if( ac > bc ) { return 1; } return idStr::Icmp( ea->GetName(), eb->GetName() ); } /* =================== R_ReportSurfaceAreas_f Prints a list of the materials sorted by surface area =================== */ #pragma warning( disable: 6385 ) // This is simply to get pass a false defect for /analyze -- if you can figure out a better way, please let Shawn know... void R_ReportSurfaceAreas_f( const idCmdArgs& args ) { unsigned int i; idMaterial** list; const unsigned int count = declManager->GetNumDecls( DECL_MATERIAL ); if( count == 0 ) { return; } list = ( idMaterial** )_alloca( count * sizeof( *list ) ); for( i = 0 ; i < count ; i++ ) { list[i] = ( idMaterial* )declManager->DeclByIndex( DECL_MATERIAL, i, false ); } qsort( list, count, sizeof( list[0] ), R_QsortSurfaceAreas ); // skip over ones with 0 area for( i = 0 ; i < count ; i++ ) { if( list[i]->GetSurfaceArea() > 0 ) { break; } } for( ; i < count ; i++ ) { // report size in "editor blocks" int blocks = list[i]->GetSurfaceArea() / 4096.0; common->Printf( "%7i %s\n", blocks, list[i]->GetName() ); } } #pragma warning( default: 6385 ) /* ============================================================================== SCREEN SHOTS ============================================================================== */ bool R_ReadPixelsRGB8( nvrhi::IDevice* device, CommonRenderPasses* pPasses, nvrhi::ITexture* texture, nvrhi::ResourceStates textureState, const char* fullname ) { nvrhi::TextureDesc desc = texture->getDesc(); nvrhi::TextureHandle tempTexture; nvrhi::FramebufferHandle tempFramebuffer; nvrhi::CommandListHandle commandList = device->createCommandList(); commandList->open(); if( textureState != nvrhi::ResourceStates::Unknown ) { commandList->beginTrackingTextureState( texture, nvrhi::TextureSubresourceSet( 0, 1, 0, 1 ), textureState ); } switch( desc.format ) { case nvrhi::Format::RGBA8_UNORM: case nvrhi::Format::SRGBA8_UNORM: tempTexture = texture; break; default: desc.format = nvrhi::Format::SRGBA8_UNORM; desc.isRenderTarget = true; desc.initialState = nvrhi::ResourceStates::RenderTarget; desc.keepInitialState = true; tempTexture = device->createTexture( desc ); tempFramebuffer = device->createFramebuffer( nvrhi::FramebufferDesc().addColorAttachment( tempTexture ) ); pPasses->BlitTexture( commandList, tempFramebuffer, texture ); } nvrhi::StagingTextureHandle stagingTexture = device->createStagingTexture( desc, nvrhi::CpuAccessMode::Read ); commandList->copyTexture( stagingTexture, nvrhi::TextureSlice(), tempTexture, nvrhi::TextureSlice() ); if( textureState != nvrhi::ResourceStates::Unknown ) { commandList->setTextureState( texture, nvrhi::TextureSubresourceSet( 0, 1, 0, 1 ), textureState ); commandList->commitBarriers(); } commandList->close(); device->executeCommandList( commandList ); size_t rowPitch = 0; void* pData = device->mapStagingTexture( stagingTexture, nvrhi::TextureSlice(), nvrhi::CpuAccessMode::Read, &rowPitch ); if( !pData ) { return false; } uint32_t* newData = nullptr; if( rowPitch != desc.width * 4 ) { newData = new uint32_t[desc.width * desc.height]; for( uint32_t row = 0; row < desc.height; row++ ) { memcpy( newData + row * desc.width, static_cast( pData ) + row * rowPitch, desc.width * sizeof( uint32_t ) ); } pData = newData; } byte* data = static_cast( pData ); #if 0 // fill with red for debugging for( int i = 0; i < ( desc.width * desc.height ); i++ ) { data[ i * 4 + 0 ] = 255; data[ i * 4 + 1 ] = 0; data[ i * 4 + 2 ] = 0; } #endif // fix alpha for( uint32_t i = 0; i < ( desc.width * desc.height ); i++ ) { data[ i * 4 + 3 ] = 0xff; } // SRS - Save screen shots to fs_savepath on macOS (i.e. don't save into an app bundle's basepath) #if defined(__APPLE__) R_WritePNG( fullname, static_cast( pData ), 4, desc.width, desc.height, "fs_savepath" ); #else R_WritePNG( fullname, static_cast( pData ), 4, desc.width, desc.height, "fs_basepath" ); #endif if( newData ) { delete[] newData; newData = nullptr; } device->unmapStagingTexture( stagingTexture ); return true; } bool R_ReadPixelsRGB16F( nvrhi::IDevice* device, CommonRenderPasses* pPasses, nvrhi::ITexture* texture, nvrhi::ResourceStates textureState, byte** pic, int picWidth, int picHeight ) { nvrhi::TextureDesc desc = texture->getDesc(); nvrhi::TextureHandle tempTexture; nvrhi::FramebufferHandle tempFramebuffer; #if 0 if( desc.width != picWidth || desc.height != picHeight ) { return false; } #endif nvrhi::CommandListHandle commandList = device->createCommandList(); commandList->open(); if( textureState != nvrhi::ResourceStates::Unknown ) { commandList->beginTrackingTextureState( texture, nvrhi::TextureSubresourceSet( 0, 1, 0, 1 ), textureState ); } switch( desc.format ) { case nvrhi::Format::RGBA16_FLOAT: tempTexture = texture; break; default: desc.format = nvrhi::Format::RGBA16_FLOAT; desc.isRenderTarget = true; desc.initialState = nvrhi::ResourceStates::RenderTarget; desc.keepInitialState = true; tempTexture = device->createTexture( desc ); tempFramebuffer = device->createFramebuffer( nvrhi::FramebufferDesc().addColorAttachment( tempTexture ) ); pPasses->BlitTexture( commandList, tempFramebuffer, texture ); } nvrhi::StagingTextureHandle stagingTexture = device->createStagingTexture( desc, nvrhi::CpuAccessMode::Read ); commandList->copyTexture( stagingTexture, nvrhi::TextureSlice(), tempTexture, nvrhi::TextureSlice() ); if( textureState != nvrhi::ResourceStates::Unknown ) { commandList->setTextureState( texture, nvrhi::TextureSubresourceSet( 0, 1, 0, 1 ), textureState ); commandList->commitBarriers(); } commandList->close(); device->executeCommandList( commandList ); size_t rowPitch = 0; void* pData = device->mapStagingTexture( stagingTexture, nvrhi::TextureSlice(), nvrhi::CpuAccessMode::Read, &rowPitch ); if( !pData ) { return false; } uint16_t* newData = nullptr; if( rowPitch != desc.width * 8 ) { newData = new uint16_t[desc.width * desc.height * 2]; for( uint32_t row = 0; row < desc.height; row++ ) { memcpy( newData + row * desc.width, static_cast( pData ) + row * rowPitch, desc.width * sizeof( uint16_t ) * 4 ); } pData = newData; } int pix = picWidth * picHeight; const int bufferSize = pix * 3 * 2; void* floatRGB16F = R_StaticAlloc( bufferSize ); *pic = ( byte* ) floatRGB16F; // copy from RGBA16F to RGB16F uint16_t* data = static_cast( pData ); uint16_t* outData = static_cast( floatRGB16F ); #if 0 for( int i = 0; i < ( desc.width * desc.height ); i++ ) { outData[ i * 3 + 0 ] = F32toF16( 1 ); outData[ i * 3 + 1 ] = F32toF16( 0 ); outData[ i * 3 + 2 ] = F32toF16( 0 ); } #endif for( uint32_t i = 0; i < ( desc.width * desc.height ); i++ ) { outData[ i * 3 + 0 ] = data[ i * 4 + 0 ]; outData[ i * 3 + 1 ] = data[ i * 4 + 1 ]; outData[ i * 3 + 2 ] = data[ i * 4 + 2 ]; } // RB: filter out garbage and reset it to black // this is a rare case but with a high visual impact bool isCorrupted = false; const idVec3 LUMINANCE_LINEAR( 0.299f, 0.587f, 0.144f ); idVec3 rgb; for( uint32_t i = 0; i < ( desc.width * desc.height ); i++ ) { rgb.x = F16toF32( outData[ i * 3 + 0 ] ); rgb.y = F16toF32( outData[ i * 3 + 1 ] ); rgb.z = F16toF32( outData[ i * 3 + 2 ] ); if( IsNAN( rgb.x ) || IsNAN( rgb.y ) || IsNAN( rgb.z ) ) { isCorrupted = true; break; } // captures within the Doom 3 main campaign usually have a luminance of ~ 0.5 - 4.0 // the threshold is a bit higher and might need to be adapted for total conversion content float luminance = rgb * LUMINANCE_LINEAR; if( luminance > 30.0f ) { isCorrupted = true; break; } } if( isCorrupted ) { for( uint32_t i = 0; i < ( desc.width * desc.height ); i++ ) { outData[ i * 3 + 0 ] = F32toF16( 0 ); outData[ i * 3 + 1 ] = F32toF16( 0 ); outData[ i * 3 + 2 ] = F32toF16( 0 ); } } if( newData ) { delete[] newData; newData = nullptr; } device->unmapStagingTexture( stagingTexture ); return ( !isCorrupted ); } /* ================== TakeScreenshot Move to tr_imagefiles.c... If ref == NULL, common->UpdateScreen will be used ================== */ void idRenderSystemLocal::TakeScreenshot( int widthIgnored, int heightIgnored, const char* fileName, renderView_t* ref ) { takingScreenshot = true; // make sure the game / draw thread has completed commonLocal.WaitGameThread(); // discard anything currently on the list tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL ); // SRS - Update finishSyncTime so frame-over-frame timers display correctly for screenshots commonLocal.frameTiming.finishSyncTime = Sys_Microseconds(); if( ref ) { // ref is only used by envShot, Event_camShot, etc to grab screenshots of things in the world, // so this omits the hud and other effects tr.primaryWorld->RenderScene( ref ); } else { // build all the draw commands without running a new game tic commonLocal.Draw(); } // this should exit right after vsync, with the GPU idle and ready to draw const emptyCommand_t* cmd = tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL ); // get the GPU busy with new commands tr.RenderCommandBuffers( cmd ); // discard anything currently on the list (this triggers SwapBuffers) tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL ); R_ReadPixelsRGB8( deviceManager->GetDevice(), &tr.backend.GetCommonPasses(), globalImages->ldrImage->GetTextureHandle() , nvrhi::ResourceStates::RenderTarget, fileName ); // discard anything currently on the list tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL ); takingScreenshot = false; } // RB: TODO FINISH or REMOVE byte* idRenderSystemLocal::CaptureRenderToBuffer( int width, int height, renderView_t* ref ) { byte* buffer; takingScreenshot = true; int pix = width * height; //const int bufferSize = pix * 3 * 2; // HDR only for now //if( exten == EXR ) { buffer = ( byte* )R_StaticAlloc( pix * 3 * 2 ); } //else if( exten == PNG ) //{ // buffer = ( byte* )R_StaticAlloc( pix * 3 ); //} //R_ReadTiledPixels( width, height, buffer, ref ); takingScreenshot = false; return buffer; } /* ================== R_ScreenshotFilename Returns a filename with digits appended if we have saved a previous screenshot, don't scan from the beginning, because recording demo avis can involve thousands of shots ================== */ void R_ScreenshotFilename( int& lastNumber, const char* base, idStr& fileName ) { bool restrict = cvarSystem->GetCVarBool( "fs_restrict" ); cvarSystem->SetCVarBool( "fs_restrict", false ); lastNumber++; if( lastNumber > 99999 ) { lastNumber = 99999; } for( ; lastNumber < 99999 ; lastNumber++ ) { // RB: added date to screenshot name #if 0 int frac = lastNumber; int a, b, c, d, e; a = frac / 10000; frac -= a * 10000; b = frac / 1000; frac -= b * 1000; c = frac / 100; frac -= c * 100; d = frac / 10; frac -= d * 10; e = frac; sprintf( fileName, "%s%i%i%i%i%i.png", base, a, b, c, d, e ); #else time_t aclock; time( &aclock ); struct tm* t = localtime( &aclock ); sprintf( fileName, "%s%s-%04d%02d%02d-%02d%02d%02d-%03d.png", base, "rbdoom-3-bfg", 1900 + t->tm_year, 1 + t->tm_mon, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, lastNumber ); #endif // RB end if( lastNumber == 99999 ) { break; } int len = fileSystem->ReadFile( fileName, NULL, NULL ); if( len <= 0 ) { break; } // check again... } cvarSystem->SetCVarBool( "fs_restrict", restrict ); } /* ================== R_BlendedScreenShot screenshot screenshot [filename] screenshot [width] [height] ================== */ void R_ScreenShot_f( const idCmdArgs& args ) { static int lastNumber = 0; idStr checkname; int width = renderSystem->GetWidth(); int height = renderSystem->GetHeight(); int blends = 0; switch( args.Argc() ) { case 1: width = renderSystem->GetWidth(); height = renderSystem->GetHeight(); blends = 1; R_ScreenshotFilename( lastNumber, "screenshots/", checkname ); break; case 2: width = renderSystem->GetWidth(); height = renderSystem->GetHeight(); blends = 1; checkname = args.Argv( 1 ); break; case 3: width = atoi( args.Argv( 1 ) ); height = atoi( args.Argv( 2 ) ); blends = 1; R_ScreenshotFilename( lastNumber, "screenshots/", checkname ); break; default: common->Printf( "usage: screenshot\n screenshot \n screenshot " ); return; } // put the console away console->Close(); tr.TakeScreenshot( width, height, checkname, NULL ); common->Printf( "Wrote %s\n", checkname.c_str() ); } /* ================== R_EnvShot_f envshot Saves out env/_ft.tga, etc RB: This is outdated and probably a relict from Rage. It could be updated to dump panorama images for tools like Blender or Substance Painter ================== */ void R_EnvShot_f( const idCmdArgs& args ) { idStr fullname; const char* baseName; int i; idMat3 axis[6], oldAxis; renderView_t ref; viewDef_t primary; int blends; const char* extension; int size; int res_w, res_h, old_fov_x, old_fov_y; res_w = renderSystem->GetWidth(); res_h = renderSystem->GetHeight(); if( args.Argc() != 2 && args.Argc() != 3 && args.Argc() != 4 ) { common->Printf( "USAGE: envshot [size] [blends]\n" ); return; } baseName = args.Argv( 1 ); blends = 1; if( args.Argc() == 4 ) { size = atoi( args.Argv( 2 ) ); blends = atoi( args.Argv( 3 ) ); } else if( args.Argc() == 3 ) { size = atoi( args.Argv( 2 ) ); blends = 1; } else { size = 256; blends = 1; } if( !tr.primaryView ) { common->Printf( "No primary view.\n" ); return; } primary = *tr.primaryView; memset( &axis, 0, sizeof( axis ) ); // +X axis[0][0][0] = 1; axis[0][1][2] = 1; axis[0][2][1] = 1; // -X axis[1][0][0] = -1; axis[1][1][2] = -1; axis[1][2][1] = 1; // +Y axis[2][0][1] = 1; axis[2][1][0] = -1; axis[2][2][2] = -1; // -Y axis[3][0][1] = -1; axis[3][1][0] = -1; axis[3][2][2] = 1; // +Z axis[4][0][2] = 1; axis[4][1][0] = -1; axis[4][2][1] = 1; // -Z axis[5][0][2] = -1; axis[5][1][0] = 1; axis[5][2][1] = 1; // let's get the game window to a "size" resolution if( ( res_w != size ) || ( res_h != size ) ) { cvarSystem->SetCVarInteger( "r_windowWidth", size ); cvarSystem->SetCVarInteger( "r_windowHeight", size ); R_SetNewMode( false ); // the same as "vid_restart" } // FIXME that's a hack!! // so we return to that axis and fov after the fact. oldAxis = primary.renderView.viewaxis; old_fov_x = primary.renderView.fov_x; old_fov_y = primary.renderView.fov_y; for( i = 0 ; i < 6 ; i++ ) { ref = primary.renderView; extension = envDirection[ i ]; ref.fov_x = ref.fov_y = 90; ref.viewaxis = axis[i]; fullname.Format( "env/%s%s", baseName, extension ); tr.TakeScreenshot( size, size, fullname, &ref ); } // restore the original resolution, axis and fov ref.viewaxis = oldAxis; ref.fov_x = old_fov_x; ref.fov_y = old_fov_y; cvarSystem->SetCVarInteger( "r_windowWidth", res_w ); cvarSystem->SetCVarInteger( "r_windowHeight", res_h ); R_SetNewMode( false ); // the same as "vid_restart" common->Printf( "Wrote a env set with the name %s\n", baseName ); } //============================================================================ void R_TransformCubemap( const char* orgDirection[6], const char* orgDir, const char* destDirection[6], const char* destDir, const char* baseName ) { idStr fullname; int i; bool errorInOriginalImages = false; byte* buffers[6]; int width = 0, height = 0; for( i = 0 ; i < 6 ; i++ ) { // read every image images fullname.Format( "%s/%s%s.tga", orgDir, baseName, orgDirection[i] ); common->Printf( "loading %s\n", fullname.c_str() ); const bool captureToImage = false; common->UpdateScreen( captureToImage ); R_LoadImage( fullname, &buffers[i], &width, &height, NULL, true, NULL ); //check if the buffer is troublesome if( !buffers[i] ) { common->Printf( "failed.\n" ); errorInOriginalImages = true; } else if( width != height ) { common->Printf( "wrong size pal!\n\n\nget your shit together and set the size according to your images!\n\n\ninept programmers are inept!\n" ); errorInOriginalImages = true; // yeah, but don't just choke on a joke! } else { errorInOriginalImages = false; } if( errorInOriginalImages ) { errorInOriginalImages = false; for( i-- ; i >= 0 ; i-- ) { Mem_Free( buffers[i] ); // clean up every buffer from this stage down } return; } // apply rotations and flips R_ApplyCubeMapTransforms( i, buffers[i], width ); //save the images with the appropiate skybox naming convention fullname.Format( "%s/%s/%s%s.tga", destDir, baseName, baseName, destDirection[i] ); common->Printf( "writing %s\n", fullname.c_str() ); common->UpdateScreen( false ); R_WriteTGA( fullname, buffers[i], width, width, false, "fs_basepath" ); } for( i = 0 ; i < 6 ; i++ ) { if( buffers[i] ) { Mem_Free( buffers[i] ); } } } /* ================== R_TransformEnvToSkybox_f R_TransformEnvToSkybox_f transforms env textures (of the type px, py, pz, nx, ny, nz) to skybox textures ( forward, back, left, right, up, down) ================== */ void R_TransformEnvToSkybox_f( const idCmdArgs& args ) { if( args.Argc() != 2 ) { common->Printf( "USAGE: envToSky \n" ); return; } R_TransformCubemap( envDirection, "env", skyDirection, "skybox", args.Argv( 1 ) ); } /* ================== R_TransformSkyboxToEnv_f R_TransformSkyboxToEnv_f transforms skybox textures ( forward, back, left, right, up, down) to env textures (of the type px, py, pz, nx, ny, nz) ================== */ void R_TransformSkyboxToEnv_f( const idCmdArgs& args ) { if( args.Argc() != 2 ) { common->Printf( "USAGE: skyToEnv \n" ); return; } R_TransformCubemap( skyDirection, "skybox", envDirection, "env", args.Argv( 1 ) ); } //============================================================================ /* =============== R_SetColorMappings =============== */ void R_SetColorMappings() { float b = r_brightness.GetFloat(); float invg = 1.0f / r_gamma.GetFloat(); float j = 0.0f; for( int i = 0; i < 256; i++, j += b ) { int inf = idMath::Ftoi( 0xffff * pow( j / 255.0f, invg ) + 0.5f ); tr.gammaTable[i] = idMath::ClampInt( 0, 0xFFFF, inf ); } // SRS - Generalized Vulkan SDL platform #if defined( VULKAN_USE_PLATFORM_SDL ) VKimp_SetGamma( tr.gammaTable, tr.gammaTable, tr.gammaTable ); #else GLimp_SetGamma( tr.gammaTable, tr.gammaTable, tr.gammaTable ); #endif } /* ================ GfxInfo_f ================ */ void GfxInfo_f( const idCmdArgs& args ) { common->Printf( "CPU: %s\n", Sys_GetProcessorString() ); const char* fsstrings[] = { "windowed", "fullscreen" }; common->Printf( "Graphics API: %s\n", deviceManager->GetDevice()->getGraphicsAPI() == nvrhi::GraphicsAPI::D3D12 ? "DirectX 12 " : "Vulkan" ); common->Printf( "Render Device: %s\n", deviceManager->GetRendererString() ); // print all the display adapters, monitors, and video modes //void DumpAllDisplayDevices(); //DumpAllDisplayDevices(); //common->Printf( "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits ); common->Printf( "MODE: %d, %d x %d %s hz:", r_vidMode.GetInteger(), renderSystem->GetWidth(), renderSystem->GetHeight(), fsstrings[r_fullscreen.GetBool()] ); if( glConfig.displayFrequency ) { common->Printf( "%d\n", glConfig.displayFrequency ); } else { common->Printf( "N/A\n" ); } common->Printf( "-------\n" ); if( r_swapInterval.GetInteger() ) { common->Printf( "Forcing swapInterval %i\n", r_swapInterval.GetInteger() ); } else { common->Printf( "swapInterval not forced\n" ); } //idLib::Printf( "%i multisamples\n", glConfig.multisamples ); common->Printf( "%5.1f cm screen width (%4.1f\" diagonal)\n", glConfig.physicalScreenWidthInCentimeters, glConfig.physicalScreenWidthInCentimeters / 2.54f * sqrt( ( float )( 16 * 16 + 9 * 9 ) ) / 16.0f ); extern idCVar r_forceScreenWidthCentimeters; if( r_forceScreenWidthCentimeters.GetFloat() ) { common->Printf( "screen size manually forced to %5.1f cm width (%4.1f\" diagonal)\n", renderSystem->GetPhysicalScreenWidthInCentimeters(), renderSystem->GetPhysicalScreenWidthInCentimeters() / 2.54f * sqrt( ( float )( 16 * 16 + 9 * 9 ) ) / 16.0f ); } } /* ================= R_VidRestart_f ================= */ void R_VidRestart_f( const idCmdArgs& args ) { // if OpenGL isn't started, do nothing if( !tr.IsInitialized() ) { return; } // set the mode without re-initializing the context R_SetNewMode( false ); } /* ================= R_InitMaterials ================= */ void R_InitMaterials() { tr.defaultMaterial = declManager->FindMaterial( "_default", false ); if( !tr.defaultMaterial ) { common->FatalError( "_default material not found" ); } tr.defaultPointLight = declManager->FindMaterial( "lights/defaultPointLight" ); tr.defaultProjectedLight = declManager->FindMaterial( "lights/defaultProjectedLight" ); tr.whiteMaterial = declManager->FindMaterial( "_white", false ); tr.charSetMaterial = declManager->FindMaterial( "textures/bigchars" ); // RB: create implicit material tr.imgGuiMaterial = declManager->FindMaterial( "_imguiFont", true ); ImGuiIO& io = ImGui::GetIO(); io.Fonts->TexID = ( void* )( intptr_t )tr.imgGuiMaterial; } /* ================= R_SizeUp_f Keybinding command ================= */ static void R_SizeUp_f( const idCmdArgs& args ) { if( r_screenFraction.GetInteger() + 10 > 100 ) { r_screenFraction.SetInteger( 100 ); } else { r_screenFraction.SetInteger( r_screenFraction.GetInteger() + 10 ); } } /* ================= R_SizeDown_f Keybinding command ================= */ static void R_SizeDown_f( const idCmdArgs& args ) { if( r_screenFraction.GetInteger() - 10 < 10 ) { r_screenFraction.SetInteger( 10 ); } else { r_screenFraction.SetInteger( r_screenFraction.GetInteger() - 10 ); } } /* =============== TouchGui_f this is called from the main thread =============== */ void R_TouchGui_f( const idCmdArgs& args ) { const char* gui = args.Argv( 1 ); if( !gui[0] ) { common->Printf( "USAGE: touchGui \n" ); return; } common->Printf( "touchGui %s\n", gui ); const bool captureToImage = false; common->UpdateScreen( captureToImage ); uiManager->Touch( gui ); } /* ================= R_InitCommands ================= */ void R_InitCommands() { cmdSystem->AddCommand( "sizeUp", R_SizeUp_f, CMD_FL_RENDERER, "makes the rendered view larger" ); cmdSystem->AddCommand( "sizeDown", R_SizeDown_f, CMD_FL_RENDERER, "makes the rendered view smaller" ); cmdSystem->AddCommand( "reloadGuis", R_ReloadGuis_f, CMD_FL_RENDERER, "reloads guis" ); cmdSystem->AddCommand( "listGuis", R_ListGuis_f, CMD_FL_RENDERER, "lists guis" ); cmdSystem->AddCommand( "touchGui", R_TouchGui_f, CMD_FL_RENDERER, "touches a gui" ); cmdSystem->AddCommand( "screenshot", R_ScreenShot_f, CMD_FL_RENDERER, "takes a screenshot" ); cmdSystem->AddCommand( "envshot", R_EnvShot_f, CMD_FL_RENDERER, "takes an environment shot" ); cmdSystem->AddCommand( "envToSky", R_TransformEnvToSkybox_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "transforms environment textures to sky box textures" ); cmdSystem->AddCommand( "skyToEnv", R_TransformSkyboxToEnv_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "transforms sky box textures to environment textures" ); cmdSystem->AddCommand( "gfxInfo", GfxInfo_f, CMD_FL_RENDERER, "show graphics info" ); cmdSystem->AddCommand( "modulateLights", R_ModulateLights_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "modifies shader parms on all lights" ); cmdSystem->AddCommand( "testImage", R_TestImage_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given image centered on screen", idCmdSystem::ArgCompletion_ImageName ); cmdSystem->AddCommand( "testVideo", R_TestVideo_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given cinematic", idCmdSystem::ArgCompletion_VideoName ); cmdSystem->AddCommand( "reportSurfaceAreas", R_ReportSurfaceAreas_f, CMD_FL_RENDERER, "lists all used materials sorted by surface area" ); cmdSystem->AddCommand( "showInteractionMemory", R_ShowInteractionMemory_f, CMD_FL_RENDERER, "shows memory used by interactions" ); cmdSystem->AddCommand( "vid_restart", R_VidRestart_f, CMD_FL_RENDERER, "restarts renderSystem" ); cmdSystem->AddCommand( "listRenderEntityDefs", R_ListRenderEntityDefs_f, CMD_FL_RENDERER, "lists the entity defs" ); cmdSystem->AddCommand( "listRenderLightDefs", R_ListRenderLightDefs_f, CMD_FL_RENDERER, "lists the light defs" ); cmdSystem->AddCommand( "listModes", R_ListModes_f, CMD_FL_RENDERER, "lists all video modes" ); cmdSystem->AddCommand( "reloadSurface", R_ReloadSurface_f, CMD_FL_RENDERER, "reloads the decl and images for selected surface" ); } /* =============== idRenderSystemLocal::Clear =============== */ void idRenderSystemLocal::Clear() { registered = false; frameCount = 0; viewCount = 0; frameShaderTime = 0.0f; ambientLightVector.Zero(); worlds.Clear(); primaryWorld = NULL; memset( &primaryRenderView, 0, sizeof( primaryRenderView ) ); primaryView = NULL; defaultMaterial = NULL; testImage = NULL; ambientCubeImage = NULL; viewDef = NULL; memset( &pc, 0, sizeof( pc ) ); memset( &identitySpace, 0, sizeof( identitySpace ) ); memset( renderCrops, 0, sizeof( renderCrops ) ); currentRenderCrop = 0; currentColorNativeBytesOrder = 0xFFFFFFFF; currentGLState = 0; guiRecursionLevel = 0; guiModel = NULL; memset( gammaTable, 0, sizeof( gammaTable ) ); memset( &cubeAxis, 0, sizeof( cubeAxis ) ); // RB takingScreenshot = false; takingEnvprobe = false; if( unitSquareTriangles != NULL ) { Mem_Free( unitSquareTriangles->verts ); Mem_Free( unitSquareTriangles->indexes ); Mem_Free( unitSquareTriangles ); unitSquareTriangles = NULL; } if( zeroOneCubeTriangles != NULL ) { Mem_Free( zeroOneCubeTriangles->verts ); Mem_Free( zeroOneCubeTriangles->indexes ); Mem_Free( zeroOneCubeTriangles ); zeroOneCubeTriangles = NULL; } if( zeroOneSphereTriangles != NULL ) { Mem_Free( zeroOneSphereTriangles->verts ); Mem_Free( zeroOneSphereTriangles->indexes ); Mem_Free( zeroOneSphereTriangles ); zeroOneSphereTriangles = NULL; } if( testImageTriangles != NULL ) { Mem_Free( testImageTriangles->verts ); Mem_Free( testImageTriangles->indexes ); Mem_Free( testImageTriangles ); testImageTriangles = NULL; } frontEndJobList = NULL; // RB envprobeJobList = NULL; envprobeJobs.Clear(); lightGridJobs.Clear(); #if defined(USE_INTRINSICS_SSE) // destroy occlusion culling object and free hierarchical z-buffer if( maskedOcclusionCulling != NULL ) { #if MOC_MULTITHREADED delete maskedOcclusionThreaded; maskedOcclusionThreaded = NULL; #endif MaskedOcclusionCulling::Destroy( maskedOcclusionCulling ); maskedOcclusionCulling = NULL; } #endif } /* ============= R_MakeFullScreenTris ============= */ static srfTriangles_t* R_MakeFullScreenTris() { // copy verts and indexes srfTriangles_t* tri = ( srfTriangles_t* )Mem_ClearedAlloc( sizeof( *tri ), TAG_RENDER_TOOLS ); tri->numIndexes = 6; tri->numVerts = 4; int indexSize = tri->numIndexes * sizeof( tri->indexes[0] ); int allocatedIndexBytes = ALIGN( indexSize, 16 ); tri->indexes = ( triIndex_t* )Mem_Alloc( allocatedIndexBytes, TAG_RENDER_TOOLS ); int vertexSize = tri->numVerts * sizeof( tri->verts[0] ); int allocatedVertexBytes = ALIGN( vertexSize, 16 ); tri->verts = ( idDrawVert* )Mem_ClearedAlloc( allocatedVertexBytes, TAG_RENDER_TOOLS ); idDrawVert* verts = tri->verts; triIndex_t tempIndexes[6] = { 3, 0, 2, 2, 0, 1 }; memcpy( tri->indexes, tempIndexes, indexSize ); verts[0].xyz[0] = -1.0f; verts[0].xyz[1] = 1.0f; verts[0].SetTexCoord( 0.0f, 1.0f ); verts[1].xyz[0] = 1.0f; verts[1].xyz[1] = 1.0f; verts[1].SetTexCoord( 1.0f, 1.0f ); verts[2].xyz[0] = 1.0f; verts[2].xyz[1] = -1.0f; verts[2].SetTexCoord( 1.0f, 0.0f ); verts[3].xyz[0] = -1.0f; verts[3].xyz[1] = -1.0f; verts[3].SetTexCoord( 0.0f, 0.0f ); for( int i = 0 ; i < 4 ; i++ ) { verts[i].SetColor( 0xffffffff ); } return tri; } /* ============= R_MakeZeroOneCubeTris ============= */ static srfTriangles_t* R_MakeZeroOneCubeTris() { srfTriangles_t* tri = ( srfTriangles_t* )Mem_ClearedAlloc( sizeof( *tri ), TAG_RENDER_TOOLS ); tri->numVerts = 8; tri->numIndexes = 36; const int indexSize = tri->numIndexes * sizeof( tri->indexes[0] ); const int allocatedIndexBytes = ALIGN( indexSize, 16 ); tri->indexes = ( triIndex_t* )Mem_Alloc( allocatedIndexBytes, TAG_RENDER_TOOLS ); const int vertexSize = tri->numVerts * sizeof( tri->verts[0] ); const int allocatedVertexBytes = ALIGN( vertexSize, 16 ); tri->verts = ( idDrawVert* )Mem_ClearedAlloc( allocatedVertexBytes, TAG_RENDER_TOOLS ); idDrawVert* verts = tri->verts; const float low = 0.0f; const float high = 1.0f; idVec3 center( 0.0f ); idVec3 mx( low, 0.0f, 0.0f ); idVec3 px( high, 0.0f, 0.0f ); idVec3 my( 0.0f, low, 0.0f ); idVec3 py( 0.0f, high, 0.0f ); idVec3 mz( 0.0f, 0.0f, low ); idVec3 pz( 0.0f, 0.0f, high ); verts[0].xyz = center + mx + my + mz; verts[1].xyz = center + px + my + mz; verts[2].xyz = center + px + py + mz; verts[3].xyz = center + mx + py + mz; verts[4].xyz = center + mx + my + pz; verts[5].xyz = center + px + my + pz; verts[6].xyz = center + px + py + pz; verts[7].xyz = center + mx + py + pz; // bottom tri->indexes[ 0 * 3 + 0] = 2; tri->indexes[ 0 * 3 + 1] = 3; tri->indexes[ 0 * 3 + 2] = 0; tri->indexes[ 1 * 3 + 0] = 1; tri->indexes[ 1 * 3 + 1] = 2; tri->indexes[ 1 * 3 + 2] = 0; // back tri->indexes[ 2 * 3 + 0] = 5; tri->indexes[ 2 * 3 + 1] = 1; tri->indexes[ 2 * 3 + 2] = 0; tri->indexes[ 3 * 3 + 0] = 4; tri->indexes[ 3 * 3 + 1] = 5; tri->indexes[ 3 * 3 + 2] = 0; // left tri->indexes[ 4 * 3 + 0] = 7; tri->indexes[ 4 * 3 + 1] = 4; tri->indexes[ 4 * 3 + 2] = 0; tri->indexes[ 5 * 3 + 0] = 3; tri->indexes[ 5 * 3 + 1] = 7; tri->indexes[ 5 * 3 + 2] = 0; // right tri->indexes[ 6 * 3 + 0] = 1; tri->indexes[ 6 * 3 + 1] = 5; tri->indexes[ 6 * 3 + 2] = 6; tri->indexes[ 7 * 3 + 0] = 2; tri->indexes[ 7 * 3 + 1] = 1; tri->indexes[ 7 * 3 + 2] = 6; // front tri->indexes[ 8 * 3 + 0] = 3; tri->indexes[ 8 * 3 + 1] = 2; tri->indexes[ 8 * 3 + 2] = 6; tri->indexes[ 9 * 3 + 0] = 7; tri->indexes[ 9 * 3 + 1] = 3; tri->indexes[ 9 * 3 + 2] = 6; // top tri->indexes[10 * 3 + 0] = 4; tri->indexes[10 * 3 + 1] = 7; tri->indexes[10 * 3 + 2] = 6; tri->indexes[11 * 3 + 0] = 5; tri->indexes[11 * 3 + 1] = 4; tri->indexes[11 * 3 + 2] = 6; for( int i = 0 ; i < 4 ; i++ ) { verts[i].SetColor( 0xffffffff ); } return tri; } // RB begin #if defined(USE_INTRINSICS_SSE) static void R_MakeZeroOneCubeTrisForMaskedOcclusionCulling() { const float low = 0.0f; const float high = 1.0f; idVec3 center( 0.0f ); idVec3 mx( low, 0.0f, 0.0f ); idVec3 px( high, 0.0f, 0.0f ); idVec3 my( 0.0f, low, 0.0f ); idVec3 py( 0.0f, high, 0.0f ); idVec3 mz( 0.0f, 0.0f, low ); idVec3 pz( 0.0f, 0.0f, high ); idVec4* verts = tr.maskedZeroOneCubeVerts; verts[0].ToVec3() = center + mx + my + mz; verts[1].ToVec3() = center + px + my + mz; verts[2].ToVec3() = center + px + py + mz; verts[3].ToVec3() = center + mx + py + mz; verts[4].ToVec3() = center + mx + my + pz; verts[5].ToVec3() = center + px + my + pz; verts[6].ToVec3() = center + px + py + pz; verts[7].ToVec3() = center + mx + py + pz; verts[0].w = 1; verts[1].w = 1; verts[2].w = 1; verts[3].w = 1; verts[4].w = 1; verts[5].w = 1; verts[6].w = 1; verts[7].w = 1; unsigned int* indexes = tr.maskedZeroOneCubeIndexes; // bottom indexes[ 0 * 3 + 0] = 2; indexes[ 0 * 3 + 1] = 3; indexes[ 0 * 3 + 2] = 0; indexes[ 1 * 3 + 0] = 1; indexes[ 1 * 3 + 1] = 2; indexes[ 1 * 3 + 2] = 0; // back indexes[ 2 * 3 + 0] = 5; indexes[ 2 * 3 + 1] = 1; indexes[ 2 * 3 + 2] = 0; indexes[ 3 * 3 + 0] = 4; indexes[ 3 * 3 + 1] = 5; indexes[ 3 * 3 + 2] = 0; // left indexes[ 4 * 3 + 0] = 7; indexes[ 4 * 3 + 1] = 4; indexes[ 4 * 3 + 2] = 0; indexes[ 5 * 3 + 0] = 3; indexes[ 5 * 3 + 1] = 7; indexes[ 5 * 3 + 2] = 0; // right indexes[ 6 * 3 + 0] = 1; indexes[ 6 * 3 + 1] = 5; indexes[ 6 * 3 + 2] = 6; indexes[ 7 * 3 + 0] = 2; indexes[ 7 * 3 + 1] = 1; indexes[ 7 * 3 + 2] = 6; // front indexes[ 8 * 3 + 0] = 3; indexes[ 8 * 3 + 1] = 2; indexes[ 8 * 3 + 2] = 6; indexes[ 9 * 3 + 0] = 7; indexes[ 9 * 3 + 1] = 3; indexes[ 9 * 3 + 2] = 6; // top indexes[10 * 3 + 0] = 4; indexes[10 * 3 + 1] = 7; indexes[10 * 3 + 2] = 6; indexes[11 * 3 + 0] = 5; indexes[11 * 3 + 1] = 4; indexes[11 * 3 + 2] = 6; } static void R_MakeUnitCubeTrisForMaskedOcclusionCulling() { const float low = -1.0f; const float high = 1.0f; idVec3 center( 0.0f ); idVec3 mx( low, 0.0f, 0.0f ); idVec3 px( high, 0.0f, 0.0f ); idVec3 my( 0.0f, low, 0.0f ); idVec3 py( 0.0f, high, 0.0f ); idVec3 mz( 0.0f, 0.0f, low ); idVec3 pz( 0.0f, 0.0f, high ); idVec4* verts = tr.maskedUnitCubeVerts; verts[0].ToVec3() = center + mx + my + mz; verts[1].ToVec3() = center + px + my + mz; verts[2].ToVec3() = center + px + py + mz; verts[3].ToVec3() = center + mx + py + mz; verts[4].ToVec3() = center + mx + my + pz; verts[5].ToVec3() = center + px + my + pz; verts[6].ToVec3() = center + px + py + pz; verts[7].ToVec3() = center + mx + py + pz; verts[0].w = 1; verts[1].w = 1; verts[2].w = 1; verts[3].w = 1; verts[4].w = 1; verts[5].w = 1; verts[6].w = 1; verts[7].w = 1; } #endif static srfTriangles_t* R_MakeZeroOneSphereTris() { srfTriangles_t* tri = ( srfTriangles_t* )Mem_ClearedAlloc( sizeof( *tri ), TAG_RENDER_TOOLS ); const float radius = 1.0f; const int rings = 20.0f; const int sectors = 20.0f; tri->numVerts = ( rings * sectors ); tri->numIndexes = ( ( rings - 1 ) * sectors ) * 6; const int indexSize = tri->numIndexes * sizeof( tri->indexes[0] ); const int allocatedIndexBytes = ALIGN( indexSize, 16 ); tri->indexes = ( triIndex_t* )Mem_Alloc( allocatedIndexBytes, TAG_RENDER_TOOLS ); const int vertexSize = tri->numVerts * sizeof( tri->verts[0] ); const int allocatedVertexBytes = ALIGN( vertexSize, 16 ); tri->verts = ( idDrawVert* )Mem_ClearedAlloc( allocatedVertexBytes, TAG_RENDER_TOOLS ); idDrawVert* verts = tri->verts; float const R = 1.0f / ( float )( rings - 1 ); float const S = 1.0f / ( float )( sectors - 1 ); int numTris = 0; int numVerts = 0; for( int r = 0; r < rings; ++r ) { for( int s = 0; s < sectors; ++s ) { const float y = sin( -idMath::HALF_PI + idMath::PI * r * R ); const float x = cos( 2 * idMath::PI * s * S ) * sin( idMath::PI * r * R ); const float z = sin( 2 * idMath::PI * s * S ) * sin( idMath::PI * r * R ); verts[ numVerts ].SetTexCoord( s * S, r * R ); verts[ numVerts ].xyz = idVec3( x, y, z ) * radius; verts[ numVerts ].SetNormal( x, y, z ); verts[ numVerts ].SetColor( 0xffffffff ); numVerts++; if( r < ( rings - 1 ) ) { int curRow = r * sectors; int nextRow = ( r + 1 ) * sectors; int nextS = ( s + 1 ) % sectors; tri->indexes[( numTris * 3 ) + 2] = ( curRow + s ); tri->indexes[( numTris * 3 ) + 1] = ( nextRow + s ); tri->indexes[( numTris * 3 ) + 0] = ( nextRow + nextS ); numTris += 1; tri->indexes[( numTris * 3 ) + 2] = ( curRow + s ); tri->indexes[( numTris * 3 ) + 1] = ( nextRow + nextS ); tri->indexes[( numTris * 3 ) + 0] = ( curRow + nextS ); numTris += 1; } } } return tri; } // RB end /* ================ R_MakeTestImageTriangles Initializes the Test Image Triangles ================ */ srfTriangles_t* R_MakeTestImageTriangles() { srfTriangles_t* tri = ( srfTriangles_t* )Mem_ClearedAlloc( sizeof( *tri ), TAG_RENDER_TOOLS ); tri->numIndexes = 6; tri->numVerts = 4; int indexSize = tri->numIndexes * sizeof( tri->indexes[0] ); int allocatedIndexBytes = ALIGN( indexSize, 16 ); tri->indexes = ( triIndex_t* )Mem_Alloc( allocatedIndexBytes, TAG_RENDER_TOOLS ); int vertexSize = tri->numVerts * sizeof( tri->verts[0] ); int allocatedVertexBytes = ALIGN( vertexSize, 16 ); tri->verts = ( idDrawVert* )Mem_ClearedAlloc( allocatedVertexBytes, TAG_RENDER_TOOLS ); ALIGNTYPE16 triIndex_t tempIndexes[6] = { 3, 0, 2, 2, 0, 1 }; memcpy( tri->indexes, tempIndexes, indexSize ); idDrawVert* tempVerts = tri->verts; tempVerts[0].xyz[0] = 0.0f; tempVerts[0].xyz[1] = 0.0f; tempVerts[0].xyz[2] = 0; tempVerts[0].SetTexCoord( 0.0, 0.0f ); tempVerts[1].xyz[0] = 1.0f; tempVerts[1].xyz[1] = 0.0f; tempVerts[1].xyz[2] = 0; tempVerts[1].SetTexCoord( 1.0f, 0.0f ); tempVerts[2].xyz[0] = 1.0f; tempVerts[2].xyz[1] = 1.0f; tempVerts[2].xyz[2] = 0; tempVerts[2].SetTexCoord( 1.0f, 1.0f ); tempVerts[3].xyz[0] = 0.0f; tempVerts[3].xyz[1] = 1.0f; tempVerts[3].xyz[2] = 0; tempVerts[3].SetTexCoord( 0.0f, 1.0f ); for( int i = 0; i < 4; i++ ) { tempVerts[i].SetColor( 0xFFFFFFFF ); } return tri; } /* =============== idRenderSystemLocal::Init =============== */ void idRenderSystemLocal::Init() { common->Printf( "------- Initializing renderSystem --------\n" ); // clear all our internal state viewCount = 1; // so cleared structures never match viewCount // we used to memset tr, but now that it is a class, we can't, so // there may be other state we need to reset ambientLightVector[0] = 0.5f; ambientLightVector[1] = 0.5f - 0.385f; ambientLightVector[2] = 0.8925f; ambientLightVector[3] = 1.0f; R_InitCommands(); // allocate the frame data, which may be more if smp is enabled R_InitFrameData(); guiModel = new( TAG_RENDER ) idGuiModel; guiModel->Clear(); tr_guiModel = guiModel; // for DeviceContext fast path globalImages->Init(); // RB begin Framebuffer::Init(); // RB end idCinematic::InitCinematic(); // build brightness translation tables R_SetColorMappings(); R_InitMaterials(); renderModelManager->Init(); // set the identity space identitySpace.modelMatrix[0 * 4 + 0] = 1.0f; identitySpace.modelMatrix[1 * 4 + 1] = 1.0f; identitySpace.modelMatrix[2 * 4 + 2] = 1.0f; // set cubemap axis for cubemap sampling tools // +X cubeAxis[0][0][0] = 1; cubeAxis[0][1][2] = 1; cubeAxis[0][2][1] = 1; // -X cubeAxis[1][0][0] = -1; cubeAxis[1][1][2] = -1; cubeAxis[1][2][1] = 1; // +Y cubeAxis[2][0][1] = 1; cubeAxis[2][1][0] = -1; cubeAxis[2][2][2] = -1; // -Y cubeAxis[3][0][1] = -1; cubeAxis[3][1][0] = -1; cubeAxis[3][2][2] = 1; // +Z cubeAxis[4][0][2] = 1; cubeAxis[4][1][0] = -1; cubeAxis[4][2][1] = 1; // -Z cubeAxis[5][0][2] = -1; cubeAxis[5][1][0] = 1; cubeAxis[5][2][1] = 1; // make sure the tr.unitSquareTriangles data is current in the vertex / index cache if( unitSquareTriangles == NULL ) { unitSquareTriangles = R_MakeFullScreenTris(); } // make sure the tr.zeroOneCubeTriangles data is current in the vertex / index cache if( zeroOneCubeTriangles == NULL ) { zeroOneCubeTriangles = R_MakeZeroOneCubeTris(); R_DeriveTangents( zeroOneCubeTriangles ); // RB: we need normals for debugging reflections } // RB make sure the tr.zeroOneSphereTriangles data is current in the vertex / index cache if( zeroOneSphereTriangles == NULL ) { zeroOneSphereTriangles = R_MakeZeroOneSphereTris(); //R_DeriveTangents( zeroOneSphereTriangles ); } // make sure the tr.testImageTriangles data is current in the vertex / index cache if( testImageTriangles == NULL ) { testImageTriangles = R_MakeTestImageTriangles(); } frontEndJobList = parallelJobManager->AllocJobList( JOBLIST_RENDERER_FRONTEND, JOBLIST_PRIORITY_MEDIUM, 2048, 0, NULL ); envprobeJobList = parallelJobManager->AllocJobList( JOBLIST_UTILITY, JOBLIST_PRIORITY_MEDIUM, 2048, 0, NULL ); // RB if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN ) { // avoid GL_BlockingSwapBuffers omitSwapBuffers = true; } #if defined(USE_INTRINSICS_SSE) // Flush denorms to zero to avoid performance issues with small values _mm_setcsr( _mm_getcsr() | 0x8040 ); maskedOcclusionCulling = MaskedOcclusionCulling::Create(); #if MOC_MULTITHREADED maskedOcclusionThreaded = new CullingThreadpool( 2, 10, 6, 128 ); maskedOcclusionThreaded->SetBuffer( maskedOcclusionCulling ); maskedOcclusionThreaded->WakeThreads(); #endif R_MakeZeroOneCubeTrisForMaskedOcclusionCulling(); R_MakeUnitCubeTrisForMaskedOcclusionCulling(); #endif // make sure the command buffers are ready to accept the first screen update SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL ); common->Printf( "renderSystem initialized.\n" ); common->Printf( "--------------------------------------\n" ); } /* =============== idRenderSystemLocal::Shutdown =============== */ void idRenderSystemLocal::Shutdown() { common->Printf( "idRenderSystem::Shutdown()\n" ); fonts.DeleteContents(); if( IsInitialized() ) { globalImages->PurgeAllImages(); } renderModelManager->Shutdown(); // SRS - if testVideo is currently playing, make sure cinematic is deleted before ShutdownCinematic() if( tr.testVideo ) { delete tr.testVideo; tr.testVideo = NULL; } idCinematic::ShutdownCinematic(); globalImages->Shutdown(); // RB begin Framebuffer::Shutdown(); // RB end // free frame memory R_ShutdownFrameData(); UnbindBufferObjects(); // SRS - wait for device idle before freeing any resources the GPU may be using, otherwise get errors on shutdown deviceManager->GetDevice()->waitForIdle(); // free the vertex cache, which should have nothing allocated now vertexCache.Shutdown(); RB_ShutdownDebugTools(); delete guiModel; parallelJobManager->FreeJobList( envprobeJobList ); parallelJobManager->FreeJobList( frontEndJobList ); Clear(); commandList.Reset(); ShutdownOpenGL(); bInitialized = false; } /* ======================== idRenderSystemLocal::ResetGuiModels ======================== */ void idRenderSystemLocal::ResetGuiModels() { delete guiModel; guiModel = new( TAG_RENDER ) idGuiModel; guiModel->Clear(); guiModel->BeginFrame(); tr_guiModel = guiModel; // for DeviceContext fast path } /* ======================== idRenderSystemLocal::BeginLevelLoad ======================== */ void idRenderSystemLocal::BeginLevelLoad() { // clear binding sets for previous level images and light data #676 backend.ClearCaches(); globalImages->BeginLevelLoad(); renderModelManager->BeginLevelLoad(); // Re-Initialize the Default Materials if needed. R_InitMaterials(); } /* ======================== idRenderSystemLocal::LoadLevelImages ======================== */ void idRenderSystemLocal::LoadLevelImages() { globalImages->LoadLevelImages( false ); deviceManager->GetDevice()->waitForIdle(); deviceManager->GetDevice()->runGarbageCollection(); } /* ======================== idRenderSystemLocal::Preload ======================== */ void idRenderSystemLocal::Preload( const idPreloadManifest& manifest, const char* mapName ) { globalImages->Preload( manifest, true ); uiManager->Preload( mapName ); renderModelManager->Preload( manifest ); } /* ======================== idRenderSystemLocal::EndLevelLoad ======================== */ void idRenderSystemLocal::EndLevelLoad() { renderModelManager->EndLevelLoad(); globalImages->EndLevelLoad(); } /* ======================== idRenderSystemLocal::BeginAutomaticBackgroundSwaps ======================== */ void idRenderSystemLocal::BeginAutomaticBackgroundSwaps( autoRenderIconType_t icon ) { } /* ======================== idRenderSystemLocal::EndAutomaticBackgroundSwaps ======================== */ void idRenderSystemLocal::EndAutomaticBackgroundSwaps() { } /* ======================== idRenderSystemLocal::AreAutomaticBackgroundSwapsRunning ======================== */ bool idRenderSystemLocal::AreAutomaticBackgroundSwapsRunning( autoRenderIconType_t* icon ) const { return false; } /* ============ idRenderSystemLocal::RegisterFont ============ */ idFont* idRenderSystemLocal::RegisterFont( const char* fontName ) { idStrStatic< MAX_OSPATH > baseFontName = fontName; baseFontName.Replace( "fonts/", "" ); for( int i = 0; i < fonts.Num(); i++ ) { if( idStr::Icmp( fonts[i]->GetName(), baseFontName ) == 0 ) { fonts[i]->Touch(); return fonts[i]; } } idFont* newFont = new( TAG_FONT ) idFont( baseFontName ); fonts.Append( newFont ); return newFont; } /* ======================== idRenderSystemLocal::ResetFonts ======================== */ void idRenderSystemLocal::ResetFonts() { fonts.DeleteContents( true ); } /* ======================== idRenderSystemLocal::InitOpenGL ======================== */ void idRenderSystemLocal::InitBackend() { // if OpenGL isn't started, start it now if( !IsInitialized() ) { backend.Init(); if( !commandList ) { commandList = deviceManager->GetDevice()->createCommandList(); } commandList->open(); // Reloading images here causes the rendertargets to get deleted globalImages->ReloadImages( true, commandList ); commandList->close(); deviceManager->GetDevice()->executeCommandList( commandList ); } } /* ======================== idRenderSystemLocal::ShutdownOpenGL ======================== */ void idRenderSystemLocal::ShutdownOpenGL() { // free the context and close the window R_ShutdownFrameData(); backend.Shutdown(); } /* ======================== idRenderSystemLocal::IsOpenGLRunning ======================== */ bool idRenderSystemLocal::IsOpenGLRunning() const { return IsInitialized(); } /* ======================== idRenderSystemLocal::IsFullScreen ======================== */ bool idRenderSystemLocal::IsFullScreen() const { return glConfig.isFullscreen != 0; } /* ======================== idRenderSystemLocal::GetWidth ======================== */ int idRenderSystemLocal::GetWidth() const { // do something similar in case the VR API requires it /* if( glConfig.stereo3Dmode == STEREO3D_SIDE_BY_SIDE || glConfig.stereo3Dmode == STEREO3D_SIDE_BY_SIDE_COMPRESSED ) { return glConfig.nativeScreenWidth >> 1; } */ return glConfig.nativeScreenWidth; } /* ======================== idRenderSystemLocal::GetHeight ======================== */ int idRenderSystemLocal::GetHeight() const { // do something similar in case the VR API requires it /* if( glConfig.stereo3Dmode == STEREO3D_HDMI_720 ) { return 720; } extern idCVar stereoRender_warp; if( glConfig.stereo3Dmode == STEREO3D_SIDE_BY_SIDE && stereoRender_warp.GetBool() ) { // for the Rift, render a square aspect view that will be symetric for the optics return glConfig.nativeScreenWidth >> 1; } */ return glConfig.nativeScreenHeight; } // RB: return swap chain width int idRenderSystemLocal::GetNativeWidth() const { return glConfig.nativeScreenWidth; } // RB: return swap chain height int idRenderSystemLocal::GetNativeHeight() const { return glConfig.nativeScreenHeight; } // RB end /* ======================== idRenderSystemLocal::GetVirtualWidth ======================== */ int idRenderSystemLocal::GetVirtualWidth() const { // jmarshall - never strech //if( r_useVirtualScreenResolution.GetBool() ) //{ // return SCREEN_WIDTH; //} // jmarshall end return glConfig.nativeScreenWidth / 2; } /* ======================== idRenderSystemLocal::GetVirtualHeight ======================== */ int idRenderSystemLocal::GetVirtualHeight() const { // jmarshall - never strech //if( r_useVirtualScreenResolution.GetBool() ) //{ // return SCREEN_HEIGHT; //} // jmarshall end return glConfig.nativeScreenHeight / 2; } /* ======================== idRenderSystemLocal::GetPixelAspect ======================== */ float idRenderSystemLocal::GetPixelAspect() const { /* switch( glConfig.stereo3Dmode ) { case STEREO3D_SIDE_BY_SIDE_COMPRESSED: return glConfig.pixelAspect * 2.0f; case STEREO3D_TOP_AND_BOTTOM_COMPRESSED: case STEREO3D_INTERLACED: return glConfig.pixelAspect * 0.5f; default: return glConfig.pixelAspect; } */ return glConfig.pixelAspect; } /* ======================== idRenderSystemLocal::GetPhysicalScreenWidthInCentimeters This is used to calculate stereoscopic screen offset for a given interocular distance. ======================== */ idCVar r_forceScreenWidthCentimeters( "r_forceScreenWidthCentimeters", "0", CVAR_RENDERER | CVAR_ARCHIVE, "Override screen width returned by hardware" ); float idRenderSystemLocal::GetPhysicalScreenWidthInCentimeters() const { if( r_forceScreenWidthCentimeters.GetFloat() > 0 ) { return r_forceScreenWidthCentimeters.GetFloat(); } return glConfig.physicalScreenWidthInCentimeters; }