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