mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
4073 lines
122 KiB
C++
4073 lines
122 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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Copyright (C) 2014 Carl Kenner
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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#include "Framebuffer.h"
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idCVar r_drawEyeColor( "r_drawEyeColor", "0", CVAR_RENDERER | CVAR_BOOL, "Draw a colored box, red = left eye, blue = right eye, grey = non-stereo" );
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idCVar r_motionBlur( "r_motionBlur", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "1 - 5, log2 of the number of motion blur samples" );
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idCVar r_forceZPassStencilShadows( "r_forceZPassStencilShadows", "0", CVAR_RENDERER | CVAR_BOOL, "force Z-pass rendering for performance testing" );
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idCVar r_useStencilShadowPreload( "r_useStencilShadowPreload", "1", CVAR_RENDERER | CVAR_BOOL, "use stencil shadow preload algorithm instead of Z-fail" );
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idCVar r_skipShaderPasses( "r_skipShaderPasses", "0", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_skipInteractionFastPath( "r_skipInteractionFastPath", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_useLightStencilSelect( "r_useLightStencilSelect", "0", CVAR_RENDERER | CVAR_BOOL, "use stencil select pass" );
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extern idCVar stereoRender_swapEyes;
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backEndState_t backEnd;
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/*
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================
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SetVertexParm
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================
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*/
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static ID_INLINE void SetVertexParm( renderParm_t rp, const float* value )
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{
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renderProgManager.SetUniformValue( rp, value );
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}
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/*
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================
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SetVertexParms
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================
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*/
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static ID_INLINE void SetVertexParms( renderParm_t rp, const float* value, int num )
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{
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for( int i = 0; i < num; i++ )
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{
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renderProgManager.SetUniformValue( ( renderParm_t )( rp + i ), value + ( i * 4 ) );
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}
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}
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/*
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================
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SetFragmentParm
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================
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*/
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static ID_INLINE void SetFragmentParm( renderParm_t rp, const float* value )
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{
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renderProgManager.SetUniformValue( rp, value );
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}
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/*
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================
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RB_SetMVP
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================
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*/
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void RB_SetMVP( const idRenderMatrix& mvp )
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{
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SetVertexParms( RENDERPARM_MVPMATRIX_X, mvp[0], 4 );
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}
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/*
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================
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RB_SetMVPWithStereoOffset
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================
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*/
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static void RB_SetMVPWithStereoOffset( const idRenderMatrix& mvp, const float stereoOffset )
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{
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idRenderMatrix offset = mvp;
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offset[0][3] += stereoOffset;
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SetVertexParms( RENDERPARM_MVPMATRIX_X, offset[0], 4 );
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}
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static const float zero[4] = { 0, 0, 0, 0 };
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static const float one[4] = { 1, 1, 1, 1 };
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static const float negOne[4] = { -1, -1, -1, -1 };
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/*
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================
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RB_SetVertexColorParms
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================
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*/
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static void RB_SetVertexColorParms( stageVertexColor_t svc )
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{
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switch( svc )
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{
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case SVC_IGNORE:
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SetVertexParm( RENDERPARM_VERTEXCOLOR_MODULATE, zero );
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SetVertexParm( RENDERPARM_VERTEXCOLOR_ADD, one );
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break;
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case SVC_MODULATE:
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SetVertexParm( RENDERPARM_VERTEXCOLOR_MODULATE, one );
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SetVertexParm( RENDERPARM_VERTEXCOLOR_ADD, zero );
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break;
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case SVC_INVERSE_MODULATE:
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SetVertexParm( RENDERPARM_VERTEXCOLOR_MODULATE, negOne );
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SetVertexParm( RENDERPARM_VERTEXCOLOR_ADD, one );
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break;
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}
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}
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/*
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================
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RB_DrawElementsWithCounters
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================
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*/
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void RB_DrawElementsWithCounters( const drawSurf_t* surf )
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{
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// get vertex buffer
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const vertCacheHandle_t vbHandle = surf->ambientCache;
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idVertexBuffer* vertexBuffer;
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if( vertexCache.CacheIsStatic( vbHandle ) )
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{
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vertexBuffer = &vertexCache.staticData.vertexBuffer;
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}
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else
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{
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const uint64 frameNum = ( int )( vbHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
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if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
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{
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idLib::Warning( "RB_DrawElementsWithCounters, vertexBuffer == NULL" );
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return;
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}
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vertexBuffer = &vertexCache.frameData[vertexCache.drawListNum].vertexBuffer;
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}
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const int vertOffset = ( int )( vbHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
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// get index buffer
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const vertCacheHandle_t ibHandle = surf->indexCache;
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idIndexBuffer* indexBuffer;
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if( vertexCache.CacheIsStatic( ibHandle ) )
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{
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indexBuffer = &vertexCache.staticData.indexBuffer;
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}
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else
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{
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const uint64 frameNum = ( int )( ibHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
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if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
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{
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idLib::Warning( "RB_DrawElementsWithCounters, indexBuffer == NULL" );
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return;
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}
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indexBuffer = &vertexCache.frameData[vertexCache.drawListNum].indexBuffer;
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}
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// RB: 64 bit fixes, changed int to GLintptrARB
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const GLintptrARB indexOffset = ( GLintptrARB )( ibHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
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// RB end
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RENDERLOG_PRINTF( "Binding Buffers: %p:%i %p:%i\n", vertexBuffer, vertOffset, indexBuffer, indexOffset );
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if( surf->jointCache )
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{
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// DG: this happens all the time in the erebus1 map with blendlight.vfp,
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// so don't call assert (through verify) here until it's fixed (if fixable)
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// else the game crashes on linux when using debug builds
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// FIXME: fix this properly if possible?
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// RB: yes but it would require an additional blend light skinned shader
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//if( !verify( renderProgManager.ShaderUsesJoints() ) )
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if( !renderProgManager.ShaderUsesJoints() )
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// DG end
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{
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return;
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}
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}
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else
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{
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if( !verify( !renderProgManager.ShaderUsesJoints() || renderProgManager.ShaderHasOptionalSkinning() ) )
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{
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return;
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}
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}
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if( surf->jointCache )
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{
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idJointBuffer jointBuffer;
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if( !vertexCache.GetJointBuffer( surf->jointCache, &jointBuffer ) )
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{
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idLib::Warning( "RB_DrawElementsWithCounters, jointBuffer == NULL" );
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return;
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}
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assert( ( jointBuffer.GetOffset() & ( glConfig.uniformBufferOffsetAlignment - 1 ) ) == 0 );
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// RB: 64 bit fixes, changed GLuint to GLintptrARB
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const GLintptrARB ubo = reinterpret_cast< GLintptrARB >( jointBuffer.GetAPIObject() );
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// RB end
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glBindBufferRange( GL_UNIFORM_BUFFER, 0, ubo, jointBuffer.GetOffset(), jointBuffer.GetNumJoints() * sizeof( idJointMat ) );
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}
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renderProgManager.CommitUniforms();
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// RB: 64 bit fixes, changed GLuint to GLintptrARB
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if( backEnd.glState.currentIndexBuffer != ( GLintptrARB )indexBuffer->GetAPIObject() || !r_useStateCaching.GetBool() )
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{
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glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, ( GLintptrARB )indexBuffer->GetAPIObject() );
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backEnd.glState.currentIndexBuffer = ( GLintptrARB )indexBuffer->GetAPIObject();
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}
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if( ( backEnd.glState.vertexLayout != LAYOUT_DRAW_VERT ) || ( backEnd.glState.currentVertexBuffer != ( GLintptrARB )vertexBuffer->GetAPIObject() ) || !r_useStateCaching.GetBool() )
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{
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, ( GLintptrARB )vertexBuffer->GetAPIObject() );
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backEnd.glState.currentVertexBuffer = ( GLintptrARB )vertexBuffer->GetAPIObject();
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glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_VERTEX );
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glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_NORMAL );
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glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_COLOR );
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glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_COLOR2 );
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glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_ST );
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glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_TANGENT );
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glVertexAttribPointerARB( PC_ATTRIB_INDEX_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof( idDrawVert ), ( void* )( DRAWVERT_XYZ_OFFSET ) );
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glVertexAttribPointerARB( PC_ATTRIB_INDEX_NORMAL, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idDrawVert ), ( void* )( DRAWVERT_NORMAL_OFFSET ) );
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glVertexAttribPointerARB( PC_ATTRIB_INDEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idDrawVert ), ( void* )( DRAWVERT_COLOR_OFFSET ) );
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glVertexAttribPointerARB( PC_ATTRIB_INDEX_COLOR2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idDrawVert ), ( void* )( DRAWVERT_COLOR2_OFFSET ) );
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glVertexAttribPointerARB( PC_ATTRIB_INDEX_ST, 2, GL_HALF_FLOAT, GL_TRUE, sizeof( idDrawVert ), ( void* )( DRAWVERT_ST_OFFSET ) );
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glVertexAttribPointerARB( PC_ATTRIB_INDEX_TANGENT, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idDrawVert ), ( void* )( DRAWVERT_TANGENT_OFFSET ) );
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backEnd.glState.vertexLayout = LAYOUT_DRAW_VERT;
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}
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// RB end
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glDrawElementsBaseVertex( GL_TRIANGLES,
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r_singleTriangle.GetBool() ? 3 : surf->numIndexes,
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GL_INDEX_TYPE,
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( triIndex_t* )indexOffset,
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vertOffset / sizeof( idDrawVert ) );
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// RB: added stats
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backEnd.pc.c_drawElements++;
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backEnd.pc.c_drawIndexes += surf->numIndexes;
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// RB end
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}
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/*
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======================
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RB_GetShaderTextureMatrix
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======================
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*/
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static void RB_GetShaderTextureMatrix( const float* shaderRegisters, const textureStage_t* texture, float matrix[16] )
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{
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matrix[0 * 4 + 0] = shaderRegisters[ texture->matrix[0][0] ];
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matrix[1 * 4 + 0] = shaderRegisters[ texture->matrix[0][1] ];
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matrix[2 * 4 + 0] = 0.0f;
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matrix[3 * 4 + 0] = shaderRegisters[ texture->matrix[0][2] ];
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matrix[0 * 4 + 1] = shaderRegisters[ texture->matrix[1][0] ];
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matrix[1 * 4 + 1] = shaderRegisters[ texture->matrix[1][1] ];
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matrix[2 * 4 + 1] = 0.0f;
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matrix[3 * 4 + 1] = shaderRegisters[ texture->matrix[1][2] ];
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// we attempt to keep scrolls from generating incredibly large texture values, but
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// center rotations and center scales can still generate offsets that need to be > 1
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if( matrix[3 * 4 + 0] < -40.0f || matrix[12] > 40.0f )
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{
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matrix[3 * 4 + 0] -= ( int )matrix[3 * 4 + 0];
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}
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if( matrix[13] < -40.0f || matrix[13] > 40.0f )
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{
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matrix[13] -= ( int )matrix[13];
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}
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matrix[0 * 4 + 2] = 0.0f;
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matrix[1 * 4 + 2] = 0.0f;
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matrix[2 * 4 + 2] = 1.0f;
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matrix[3 * 4 + 2] = 0.0f;
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matrix[0 * 4 + 3] = 0.0f;
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matrix[1 * 4 + 3] = 0.0f;
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matrix[2 * 4 + 3] = 0.0f;
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matrix[3 * 4 + 3] = 1.0f;
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}
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/*
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======================
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RB_LoadShaderTextureMatrix
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======================
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*/
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static void RB_LoadShaderTextureMatrix( const float* shaderRegisters, const textureStage_t* texture )
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{
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float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
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float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
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if( texture->hasMatrix )
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{
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float matrix[16];
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RB_GetShaderTextureMatrix( shaderRegisters, texture, matrix );
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texS[0] = matrix[0 * 4 + 0];
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texS[1] = matrix[1 * 4 + 0];
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texS[2] = matrix[2 * 4 + 0];
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texS[3] = matrix[3 * 4 + 0];
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texT[0] = matrix[0 * 4 + 1];
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texT[1] = matrix[1 * 4 + 1];
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texT[2] = matrix[2 * 4 + 1];
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texT[3] = matrix[3 * 4 + 1];
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RENDERLOG_PRINTF( "Setting Texture Matrix\n" );
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renderLog.Indent();
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RENDERLOG_PRINTF( "Texture Matrix S : %4.3f, %4.3f, %4.3f, %4.3f\n", texS[0], texS[1], texS[2], texS[3] );
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RENDERLOG_PRINTF( "Texture Matrix T : %4.3f, %4.3f, %4.3f, %4.3f\n", texT[0], texT[1], texT[2], texT[3] );
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renderLog.Outdent();
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}
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SetVertexParm( RENDERPARM_TEXTUREMATRIX_S, texS );
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SetVertexParm( RENDERPARM_TEXTUREMATRIX_T, texT );
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}
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/*
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=====================
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RB_BakeTextureMatrixIntoTexgen
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=====================
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*/
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static void RB_BakeTextureMatrixIntoTexgen( idPlane lightProject[3], const float* textureMatrix )
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{
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float genMatrix[16];
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float final[16];
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genMatrix[0 * 4 + 0] = lightProject[0][0];
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genMatrix[1 * 4 + 0] = lightProject[0][1];
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genMatrix[2 * 4 + 0] = lightProject[0][2];
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genMatrix[3 * 4 + 0] = lightProject[0][3];
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genMatrix[0 * 4 + 1] = lightProject[1][0];
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genMatrix[1 * 4 + 1] = lightProject[1][1];
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genMatrix[2 * 4 + 1] = lightProject[1][2];
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genMatrix[3 * 4 + 1] = lightProject[1][3];
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genMatrix[0 * 4 + 2] = 0.0f;
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genMatrix[1 * 4 + 2] = 0.0f;
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genMatrix[2 * 4 + 2] = 0.0f;
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genMatrix[3 * 4 + 2] = 0.0f;
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genMatrix[0 * 4 + 3] = lightProject[2][0];
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genMatrix[1 * 4 + 3] = lightProject[2][1];
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genMatrix[2 * 4 + 3] = lightProject[2][2];
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genMatrix[3 * 4 + 3] = lightProject[2][3];
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R_MatrixMultiply( genMatrix, textureMatrix, final );
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lightProject[0][0] = final[0 * 4 + 0];
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lightProject[0][1] = final[1 * 4 + 0];
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lightProject[0][2] = final[2 * 4 + 0];
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lightProject[0][3] = final[3 * 4 + 0];
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lightProject[1][0] = final[0 * 4 + 1];
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lightProject[1][1] = final[1 * 4 + 1];
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lightProject[1][2] = final[2 * 4 + 1];
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lightProject[1][3] = final[3 * 4 + 1];
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}
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/*
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======================
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RB_BindVariableStageImage
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Handles generating a cinematic frame if needed
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======================
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*/
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static void RB_BindVariableStageImage( const textureStage_t* texture, const float* shaderRegisters )
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{
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if( texture->cinematic )
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{
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cinData_t cin;
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if( r_skipDynamicTextures.GetBool() )
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{
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globalImages->defaultImage->Bind();
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return;
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}
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// offset time by shaderParm[7] (FIXME: make the time offset a parameter of the shader?)
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// We make no attempt to optimize for multiple identical cinematics being in view, or
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// for cinematics going at a lower framerate than the renderer.
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cin = texture->cinematic->ImageForTime( backEnd.viewDef->renderView.time[0] + idMath::Ftoi( 1000.0f * backEnd.viewDef->renderView.shaderParms[11] ) );
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if( cin.imageY != NULL )
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{
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GL_SelectTexture( 0 );
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cin.imageY->Bind();
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GL_SelectTexture( 1 );
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cin.imageCr->Bind();
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GL_SelectTexture( 2 );
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cin.imageCb->Bind();
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}
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else if( cin.image != NULL )
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{
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//Carl: A single RGB image works better with the FFMPEG BINK codec.
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GL_SelectTexture( 0 );
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cin.image->Bind();
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renderProgManager.BindShader_TextureVertexColor();
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}
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else
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{
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globalImages->blackImage->Bind();
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// because the shaders may have already been set - we need to make sure we are not using a bink shader which would
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// display incorrectly. We may want to get rid of RB_BindVariableStageImage and inline the code so that the
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// SWF GUI case is handled better, too
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renderProgManager.BindShader_TextureVertexColor();
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}
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}
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else
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{
|
|
// FIXME: see why image is invalid
|
|
if( texture->image != NULL )
|
|
{
|
|
texture->image->Bind();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
RB_PrepareStageTexturing
|
|
================
|
|
*/
|
|
static void RB_PrepareStageTexturing( const shaderStage_t* pStage, const drawSurf_t* surf )
|
|
{
|
|
float useTexGenParm[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
|
|
// set the texture matrix if needed
|
|
RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
|
|
|
|
// texgens
|
|
if( pStage->texture.texgen == TG_REFLECT_CUBE )
|
|
{
|
|
|
|
// see if there is also a bump map specified
|
|
const shaderStage_t* bumpStage = surf->material->GetBumpStage();
|
|
if( bumpStage != NULL )
|
|
{
|
|
// per-pixel reflection mapping with bump mapping
|
|
GL_SelectTexture( 1 );
|
|
bumpStage->texture.image->Bind();
|
|
GL_SelectTexture( 0 );
|
|
|
|
RENDERLOG_PRINTF( "TexGen: TG_REFLECT_CUBE: Bumpy Environment\n" );
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_BumpyEnvironmentSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_BumpyEnvironment();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RENDERLOG_PRINTF( "TexGen: TG_REFLECT_CUBE: Environment\n" );
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_EnvironmentSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Environment();
|
|
}
|
|
}
|
|
|
|
}
|
|
else if( pStage->texture.texgen == TG_SKYBOX_CUBE )
|
|
{
|
|
|
|
renderProgManager.BindShader_SkyBox();
|
|
|
|
}
|
|
else if( pStage->texture.texgen == TG_WOBBLESKY_CUBE )
|
|
{
|
|
|
|
const int* parms = surf->material->GetTexGenRegisters();
|
|
|
|
float wobbleDegrees = surf->shaderRegisters[ parms[0] ] * ( idMath::PI / 180.0f );
|
|
float wobbleSpeed = surf->shaderRegisters[ parms[1] ] * ( 2.0f * idMath::PI / 60.0f );
|
|
float rotateSpeed = surf->shaderRegisters[ parms[2] ] * ( 2.0f * idMath::PI / 60.0f );
|
|
|
|
idVec3 axis[3];
|
|
{
|
|
// very ad-hoc "wobble" transform
|
|
float s, c;
|
|
idMath::SinCos( wobbleSpeed * backEnd.viewDef->renderView.time[0] * 0.001f, s, c );
|
|
|
|
float ws, wc;
|
|
idMath::SinCos( wobbleDegrees, ws, wc );
|
|
|
|
axis[2][0] = ws * c;
|
|
axis[2][1] = ws * s;
|
|
axis[2][2] = wc;
|
|
|
|
axis[1][0] = -s * s * ws;
|
|
axis[1][2] = -s * ws * ws;
|
|
axis[1][1] = idMath::Sqrt( idMath::Fabs( 1.0f - ( axis[1][0] * axis[1][0] + axis[1][2] * axis[1][2] ) ) );
|
|
|
|
// make the second vector exactly perpendicular to the first
|
|
axis[1] -= ( axis[2] * axis[1] ) * axis[2];
|
|
axis[1].Normalize();
|
|
|
|
// construct the third with a cross
|
|
axis[0].Cross( axis[1], axis[2] );
|
|
}
|
|
|
|
// add the rotate
|
|
float rs, rc;
|
|
idMath::SinCos( rotateSpeed * backEnd.viewDef->renderView.time[0] * 0.001f, rs, rc );
|
|
|
|
float transform[12];
|
|
transform[0 * 4 + 0] = axis[0][0] * rc + axis[1][0] * rs;
|
|
transform[0 * 4 + 1] = axis[0][1] * rc + axis[1][1] * rs;
|
|
transform[0 * 4 + 2] = axis[0][2] * rc + axis[1][2] * rs;
|
|
transform[0 * 4 + 3] = 0.0f;
|
|
|
|
transform[1 * 4 + 0] = axis[1][0] * rc - axis[0][0] * rs;
|
|
transform[1 * 4 + 1] = axis[1][1] * rc - axis[0][1] * rs;
|
|
transform[1 * 4 + 2] = axis[1][2] * rc - axis[0][2] * rs;
|
|
transform[1 * 4 + 3] = 0.0f;
|
|
|
|
transform[2 * 4 + 0] = axis[2][0];
|
|
transform[2 * 4 + 1] = axis[2][1];
|
|
transform[2 * 4 + 2] = axis[2][2];
|
|
transform[2 * 4 + 3] = 0.0f;
|
|
|
|
SetVertexParms( RENDERPARM_WOBBLESKY_X, transform, 3 );
|
|
renderProgManager.BindShader_WobbleSky();
|
|
|
|
}
|
|
else if( ( pStage->texture.texgen == TG_SCREEN ) || ( pStage->texture.texgen == TG_SCREEN2 ) )
|
|
{
|
|
|
|
useTexGenParm[0] = 1.0f;
|
|
useTexGenParm[1] = 1.0f;
|
|
useTexGenParm[2] = 1.0f;
|
|
useTexGenParm[3] = 1.0f;
|
|
|
|
float mat[16];
|
|
R_MatrixMultiply( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
|
|
|
|
RENDERLOG_PRINTF( "TexGen : %s\n", ( pStage->texture.texgen == TG_SCREEN ) ? "TG_SCREEN" : "TG_SCREEN2" );
|
|
renderLog.Indent();
|
|
|
|
float plane[4];
|
|
plane[0] = mat[0 * 4 + 0];
|
|
plane[1] = mat[1 * 4 + 0];
|
|
plane[2] = mat[2 * 4 + 0];
|
|
plane[3] = mat[3 * 4 + 0];
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_S, plane );
|
|
RENDERLOG_PRINTF( "TEXGEN_S = %4.3f, %4.3f, %4.3f, %4.3f\n", plane[0], plane[1], plane[2], plane[3] );
|
|
|
|
plane[0] = mat[0 * 4 + 1];
|
|
plane[1] = mat[1 * 4 + 1];
|
|
plane[2] = mat[2 * 4 + 1];
|
|
plane[3] = mat[3 * 4 + 1];
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_T, plane );
|
|
RENDERLOG_PRINTF( "TEXGEN_T = %4.3f, %4.3f, %4.3f, %4.3f\n", plane[0], plane[1], plane[2], plane[3] );
|
|
|
|
plane[0] = mat[0 * 4 + 3];
|
|
plane[1] = mat[1 * 4 + 3];
|
|
plane[2] = mat[2 * 4 + 3];
|
|
plane[3] = mat[3 * 4 + 3];
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_Q, plane );
|
|
RENDERLOG_PRINTF( "TEXGEN_Q = %4.3f, %4.3f, %4.3f, %4.3f\n", plane[0], plane[1], plane[2], plane[3] );
|
|
|
|
renderLog.Outdent();
|
|
|
|
}
|
|
else if( pStage->texture.texgen == TG_DIFFUSE_CUBE )
|
|
{
|
|
|
|
// As far as I can tell, this is never used
|
|
idLib::Warning( "Using Diffuse Cube! Please contact Brian!" );
|
|
|
|
}
|
|
else if( pStage->texture.texgen == TG_GLASSWARP )
|
|
{
|
|
|
|
// As far as I can tell, this is never used
|
|
idLib::Warning( "Using GlassWarp! Please contact Brian!" );
|
|
}
|
|
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_ENABLED, useTexGenParm );
|
|
}
|
|
|
|
/*
|
|
================
|
|
RB_FinishStageTexturing
|
|
================
|
|
*/
|
|
static void RB_FinishStageTexturing( const shaderStage_t* pStage, const drawSurf_t* surf )
|
|
{
|
|
|
|
if( pStage->texture.cinematic )
|
|
{
|
|
// unbind the extra bink textures
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 2 );
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 0 );
|
|
}
|
|
|
|
if( pStage->texture.texgen == TG_REFLECT_CUBE )
|
|
{
|
|
// see if there is also a bump map specified
|
|
const shaderStage_t* bumpStage = surf->material->GetBumpStage();
|
|
if( bumpStage != NULL )
|
|
{
|
|
// per-pixel reflection mapping with bump mapping
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 0 );
|
|
}
|
|
else
|
|
{
|
|
// per-pixel reflection mapping without bump mapping
|
|
}
|
|
renderProgManager.Unbind();
|
|
}
|
|
}
|
|
|
|
// RB: moved this up because we need to call this several times for shadow mapping
|
|
static void RB_ResetViewportAndScissorToDefaultCamera( const viewDef_t* viewDef )
|
|
{
|
|
// set the window clipping
|
|
GL_Viewport( viewDef->viewport.x1,
|
|
viewDef->viewport.y1,
|
|
viewDef->viewport.x2 + 1 - viewDef->viewport.x1,
|
|
viewDef->viewport.y2 + 1 - viewDef->viewport.y1 );
|
|
|
|
// the scissor may be smaller than the viewport for subviews
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + viewDef->scissor.x1,
|
|
backEnd.viewDef->viewport.y1 + viewDef->scissor.y1,
|
|
viewDef->scissor.x2 + 1 - viewDef->scissor.x1,
|
|
viewDef->scissor.y2 + 1 - viewDef->scissor.y1 );
|
|
backEnd.currentScissor = viewDef->scissor;
|
|
}
|
|
// RB end
|
|
|
|
/*
|
|
=========================================================================================
|
|
|
|
DEPTH BUFFER RENDERING
|
|
|
|
=========================================================================================
|
|
*/
|
|
|
|
/*
|
|
==================
|
|
RB_FillDepthBufferGeneric
|
|
==================
|
|
*/
|
|
static void RB_FillDepthBufferGeneric( const drawSurf_t* const* drawSurfs, int numDrawSurfs )
|
|
{
|
|
for( int i = 0; i < numDrawSurfs; i++ )
|
|
{
|
|
const drawSurf_t* drawSurf = drawSurfs[i];
|
|
const idMaterial* shader = drawSurf->material;
|
|
|
|
// translucent surfaces don't put anything in the depth buffer and don't
|
|
// test against it, which makes them fail the mirror clip plane operation
|
|
if( shader->Coverage() == MC_TRANSLUCENT )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get the expressions for conditionals / color / texcoords
|
|
const float* regs = drawSurf->shaderRegisters;
|
|
|
|
// if all stages of a material have been conditioned off, don't do anything
|
|
int stage = 0;
|
|
for( ; stage < shader->GetNumStages(); stage++ )
|
|
{
|
|
const shaderStage_t* pStage = shader->GetStage( stage );
|
|
// check the stage enable condition
|
|
if( regs[ pStage->conditionRegister ] != 0 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if( stage == shader->GetNumStages() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// change the matrix if needed
|
|
if( drawSurf->space != backEnd.currentSpace )
|
|
{
|
|
RB_SetMVP( drawSurf->space->mvp );
|
|
|
|
backEnd.currentSpace = drawSurf->space;
|
|
}
|
|
|
|
uint64 surfGLState = 0;
|
|
|
|
// set polygon offset if necessary
|
|
if( shader->TestMaterialFlag( MF_POLYGONOFFSET ) )
|
|
{
|
|
surfGLState |= GLS_POLYGON_OFFSET;
|
|
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
|
|
}
|
|
|
|
// subviews will just down-modulate the color buffer
|
|
idVec4 color;
|
|
if( shader->GetSort() == SS_SUBVIEW )
|
|
{
|
|
surfGLState |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS;
|
|
color[0] = 1.0f;
|
|
color[1] = 1.0f;
|
|
color[2] = 1.0f;
|
|
color[3] = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
// others just draw black
|
|
color[0] = 0.0f;
|
|
color[1] = 0.0f;
|
|
color[2] = 0.0f;
|
|
color[3] = 1.0f;
|
|
}
|
|
|
|
renderLog.OpenBlock( shader->GetName() );
|
|
|
|
bool drawSolid = false;
|
|
if( shader->Coverage() == MC_OPAQUE )
|
|
{
|
|
drawSolid = true;
|
|
}
|
|
else if( shader->Coverage() == MC_PERFORATED )
|
|
{
|
|
// we may have multiple alpha tested stages
|
|
// if the only alpha tested stages are condition register omitted,
|
|
// draw a normal opaque surface
|
|
bool didDraw = false;
|
|
|
|
// perforated surfaces may have multiple alpha tested stages
|
|
for( stage = 0; stage < shader->GetNumStages(); stage++ )
|
|
{
|
|
const shaderStage_t* pStage = shader->GetStage( stage );
|
|
|
|
if( !pStage->hasAlphaTest )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// check the stage enable condition
|
|
if( regs[ pStage->conditionRegister ] == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if we at least tried to draw an alpha tested stage,
|
|
// we won't draw the opaque surface
|
|
didDraw = true;
|
|
|
|
// set the alpha modulate
|
|
color[3] = regs[ pStage->color.registers[3] ];
|
|
|
|
// skip the entire stage if alpha would be black
|
|
if( color[3] <= 0.0f )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
uint64 stageGLState = surfGLState;
|
|
|
|
// set privatePolygonOffset if necessary
|
|
if( pStage->privatePolygonOffset )
|
|
{
|
|
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
|
|
stageGLState |= GLS_POLYGON_OFFSET;
|
|
}
|
|
|
|
GL_Color( color );
|
|
|
|
#ifdef USE_CORE_PROFILE
|
|
GL_State( stageGLState );
|
|
idVec4 alphaTestValue( regs[ pStage->alphaTestRegister ] );
|
|
SetFragmentParm( RENDERPARM_ALPHA_TEST, alphaTestValue.ToFloatPtr() );
|
|
#else
|
|
GL_State( stageGLState | GLS_ALPHATEST_FUNC_GREATER | GLS_ALPHATEST_MAKE_REF( idMath::Ftob( 255.0f * regs[ pStage->alphaTestRegister ] ) ) );
|
|
#endif
|
|
|
|
if( drawSurf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColorSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColor();
|
|
}
|
|
|
|
RB_SetVertexColorParms( SVC_IGNORE );
|
|
|
|
// bind the texture
|
|
GL_SelectTexture( 0 );
|
|
pStage->texture.image->Bind();
|
|
|
|
// set texture matrix and texGens
|
|
RB_PrepareStageTexturing( pStage, drawSurf );
|
|
|
|
// must render with less-equal for Z-Cull to work properly
|
|
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( drawSurf );
|
|
|
|
// clean up
|
|
RB_FinishStageTexturing( pStage, drawSurf );
|
|
|
|
// unset privatePolygonOffset if necessary
|
|
if( pStage->privatePolygonOffset )
|
|
{
|
|
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
|
|
}
|
|
}
|
|
|
|
if( !didDraw )
|
|
{
|
|
drawSolid = true;
|
|
}
|
|
}
|
|
|
|
// draw the entire surface solid
|
|
if( drawSolid )
|
|
{
|
|
if( shader->GetSort() == SS_SUBVIEW )
|
|
{
|
|
renderProgManager.BindShader_Color();
|
|
GL_Color( color );
|
|
GL_State( surfGLState );
|
|
}
|
|
else
|
|
{
|
|
if( drawSurf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_DepthSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Depth();
|
|
}
|
|
GL_State( surfGLState | GLS_ALPHAMASK );
|
|
}
|
|
|
|
// must render with less-equal for Z-Cull to work properly
|
|
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( drawSurf );
|
|
}
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
#ifdef USE_CORE_PROFILE
|
|
SetFragmentParm( RENDERPARM_ALPHA_TEST, vec4_zero.ToFloatPtr() );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
RB_FillDepthBufferFast
|
|
|
|
Optimized fast path code.
|
|
|
|
If there are subview surfaces, they must be guarded in the depth buffer to allow
|
|
the mirror / subview to show through underneath the current view rendering.
|
|
|
|
Surfaces with perforated shaders need the full shader setup done, but should be
|
|
drawn after the opaque surfaces.
|
|
|
|
The bulk of the surfaces should be simple opaque geometry that can be drawn very rapidly.
|
|
|
|
If there are no subview surfaces, we could clear to black and use fast-Z rendering
|
|
on the 360.
|
|
=====================
|
|
*/
|
|
static void RB_FillDepthBufferFast( drawSurf_t** drawSurfs, int numDrawSurfs )
|
|
{
|
|
if( numDrawSurfs == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// if we are just doing 2D rendering, no need to fill the depth buffer
|
|
if( backEnd.viewDef->viewEntitys == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
renderLog.OpenMainBlock( MRB_FILL_DEPTH_BUFFER );
|
|
renderLog.OpenBlock( "RB_FillDepthBufferFast" );
|
|
|
|
GL_StartDepthPass( backEnd.viewDef->scissor );
|
|
|
|
// force MVP change on first surface
|
|
backEnd.currentSpace = NULL;
|
|
|
|
// draw all the subview surfaces, which will already be at the start of the sorted list,
|
|
// with the general purpose path
|
|
GL_State( GLS_DEFAULT );
|
|
|
|
int surfNum;
|
|
for( surfNum = 0; surfNum < numDrawSurfs; surfNum++ )
|
|
{
|
|
if( drawSurfs[surfNum]->material->GetSort() != SS_SUBVIEW )
|
|
{
|
|
break;
|
|
}
|
|
RB_FillDepthBufferGeneric( &drawSurfs[surfNum], 1 );
|
|
}
|
|
|
|
const drawSurf_t** perforatedSurfaces = ( const drawSurf_t** )_alloca( numDrawSurfs * sizeof( drawSurf_t* ) );
|
|
int numPerforatedSurfaces = 0;
|
|
|
|
// draw all the opaque surfaces and build up a list of perforated surfaces that
|
|
// we will defer drawing until all opaque surfaces are done
|
|
GL_State( GLS_DEFAULT );
|
|
|
|
// continue checking past the subview surfaces
|
|
for( ; surfNum < numDrawSurfs; surfNum++ )
|
|
{
|
|
const drawSurf_t* surf = drawSurfs[ surfNum ];
|
|
const idMaterial* shader = surf->material;
|
|
|
|
// translucent surfaces don't put anything in the depth buffer
|
|
if( shader->Coverage() == MC_TRANSLUCENT )
|
|
{
|
|
continue;
|
|
}
|
|
if( shader->Coverage() == MC_PERFORATED )
|
|
{
|
|
// save for later drawing
|
|
perforatedSurfaces[ numPerforatedSurfaces ] = surf;
|
|
numPerforatedSurfaces++;
|
|
continue;
|
|
}
|
|
|
|
// set polygon offset?
|
|
|
|
// set mvp matrix
|
|
if( surf->space != backEnd.currentSpace )
|
|
{
|
|
RB_SetMVP( surf->space->mvp );
|
|
backEnd.currentSpace = surf->space;
|
|
}
|
|
|
|
renderLog.OpenBlock( shader->GetName() );
|
|
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_DepthSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Depth();
|
|
}
|
|
|
|
// must render with less-equal for Z-Cull to work properly
|
|
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
|
|
|
|
// draw it solid
|
|
RB_DrawElementsWithCounters( surf );
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
// draw all perforated surfaces with the general code path
|
|
if( numPerforatedSurfaces > 0 )
|
|
{
|
|
RB_FillDepthBufferGeneric( perforatedSurfaces, numPerforatedSurfaces );
|
|
}
|
|
|
|
// Allow platform specific data to be collected after the depth pass.
|
|
GL_FinishDepthPass();
|
|
|
|
renderLog.CloseBlock();
|
|
renderLog.CloseMainBlock();
|
|
}
|
|
|
|
/*
|
|
=========================================================================================
|
|
|
|
GENERAL INTERACTION RENDERING
|
|
|
|
=========================================================================================
|
|
*/
|
|
|
|
const int INTERACTION_TEXUNIT_BUMP = 0;
|
|
const int INTERACTION_TEXUNIT_FALLOFF = 1;
|
|
const int INTERACTION_TEXUNIT_PROJECTION = 2;
|
|
const int INTERACTION_TEXUNIT_DIFFUSE = 3;
|
|
const int INTERACTION_TEXUNIT_SPECULAR = 4;
|
|
const int INTERACTION_TEXUNIT_SHADOWMAPS = 5;
|
|
const int INTERACTION_TEXUNIT_JITTER = 6;
|
|
|
|
/*
|
|
==================
|
|
RB_SetupInteractionStage
|
|
==================
|
|
*/
|
|
static void RB_SetupInteractionStage( const shaderStage_t* surfaceStage, const float* surfaceRegs, const float lightColor[4],
|
|
idVec4 matrix[2], float color[4] )
|
|
{
|
|
|
|
if( surfaceStage->texture.hasMatrix )
|
|
{
|
|
matrix[0][0] = surfaceRegs[surfaceStage->texture.matrix[0][0]];
|
|
matrix[0][1] = surfaceRegs[surfaceStage->texture.matrix[0][1]];
|
|
matrix[0][2] = 0.0f;
|
|
matrix[0][3] = surfaceRegs[surfaceStage->texture.matrix[0][2]];
|
|
|
|
matrix[1][0] = surfaceRegs[surfaceStage->texture.matrix[1][0]];
|
|
matrix[1][1] = surfaceRegs[surfaceStage->texture.matrix[1][1]];
|
|
matrix[1][2] = 0.0f;
|
|
matrix[1][3] = surfaceRegs[surfaceStage->texture.matrix[1][2]];
|
|
|
|
// we attempt to keep scrolls from generating incredibly large texture values, but
|
|
// center rotations and center scales can still generate offsets that need to be > 1
|
|
if( matrix[0][3] < -40.0f || matrix[0][3] > 40.0f )
|
|
{
|
|
matrix[0][3] -= idMath::Ftoi( matrix[0][3] );
|
|
}
|
|
if( matrix[1][3] < -40.0f || matrix[1][3] > 40.0f )
|
|
{
|
|
matrix[1][3] -= idMath::Ftoi( matrix[1][3] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
matrix[0][0] = 1.0f;
|
|
matrix[0][1] = 0.0f;
|
|
matrix[0][2] = 0.0f;
|
|
matrix[0][3] = 0.0f;
|
|
|
|
matrix[1][0] = 0.0f;
|
|
matrix[1][1] = 1.0f;
|
|
matrix[1][2] = 0.0f;
|
|
matrix[1][3] = 0.0f;
|
|
}
|
|
|
|
if( color != NULL )
|
|
{
|
|
for( int i = 0; i < 4; i++ )
|
|
{
|
|
// clamp here, so cards with a greater range don't look different.
|
|
// we could perform overbrighting like we do for lights, but
|
|
// it doesn't currently look worth it.
|
|
color[i] = idMath::ClampFloat( 0.0f, 1.0f, surfaceRegs[surfaceStage->color.registers[i]] ) * lightColor[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
RB_DrawSingleInteraction
|
|
=================
|
|
*/
|
|
static void RB_DrawSingleInteraction( drawInteraction_t* din )
|
|
{
|
|
if( din->bumpImage == NULL )
|
|
{
|
|
// stage wasn't actually an interaction
|
|
return;
|
|
}
|
|
|
|
if( din->diffuseImage == NULL || r_skipDiffuse.GetBool() )
|
|
{
|
|
// this isn't a YCoCg black, but it doesn't matter, because
|
|
// the diffuseColor will also be 0
|
|
din->diffuseImage = globalImages->blackImage;
|
|
}
|
|
if( din->specularImage == NULL || r_skipSpecular.GetBool() || din->ambientLight )
|
|
{
|
|
din->specularImage = globalImages->blackImage;
|
|
}
|
|
if( r_skipBump.GetBool() )
|
|
{
|
|
din->bumpImage = globalImages->flatNormalMap;
|
|
}
|
|
|
|
// if we wouldn't draw anything, don't call the Draw function
|
|
const bool diffuseIsBlack = ( din->diffuseImage == globalImages->blackImage )
|
|
|| ( ( din->diffuseColor[0] <= 0 ) && ( din->diffuseColor[1] <= 0 ) && ( din->diffuseColor[2] <= 0 ) );
|
|
const bool specularIsBlack = ( din->specularImage == globalImages->blackImage )
|
|
|| ( ( din->specularColor[0] <= 0 ) && ( din->specularColor[1] <= 0 ) && ( din->specularColor[2] <= 0 ) );
|
|
if( diffuseIsBlack && specularIsBlack )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// bump matrix
|
|
SetVertexParm( RENDERPARM_BUMPMATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_BUMPMATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
|
|
|
|
// diffuse matrix
|
|
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
|
|
|
|
// specular matrix
|
|
SetVertexParm( RENDERPARM_SPECULARMATRIX_S, din->specularMatrix[0].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_SPECULARMATRIX_T, din->specularMatrix[1].ToFloatPtr() );
|
|
|
|
RB_SetVertexColorParms( din->vertexColor );
|
|
|
|
SetFragmentParm( RENDERPARM_DIFFUSEMODIFIER, din->diffuseColor.ToFloatPtr() );
|
|
SetFragmentParm( RENDERPARM_SPECULARMODIFIER, din->specularColor.ToFloatPtr() );
|
|
|
|
// texture 0 will be the per-surface bump map
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_BUMP );
|
|
din->bumpImage->Bind();
|
|
|
|
// texture 3 is the per-surface diffuse map
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_DIFFUSE );
|
|
din->diffuseImage->Bind();
|
|
|
|
// texture 4 is the per-surface specular map
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR );
|
|
din->specularImage->Bind();
|
|
|
|
RB_DrawElementsWithCounters( din->surf );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
RB_SetupForFastPathInteractions
|
|
|
|
These are common for all fast path surfaces
|
|
=================
|
|
*/
|
|
static void RB_SetupForFastPathInteractions( const idVec4& diffuseColor, const idVec4& specularColor )
|
|
{
|
|
const idVec4 sMatrix( 1, 0, 0, 0 );
|
|
const idVec4 tMatrix( 0, 1, 0, 0 );
|
|
|
|
// bump matrix
|
|
SetVertexParm( RENDERPARM_BUMPMATRIX_S, sMatrix.ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_BUMPMATRIX_T, tMatrix.ToFloatPtr() );
|
|
|
|
// diffuse matrix
|
|
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_S, sMatrix.ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_T, tMatrix.ToFloatPtr() );
|
|
|
|
// specular matrix
|
|
SetVertexParm( RENDERPARM_SPECULARMATRIX_S, sMatrix.ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_SPECULARMATRIX_T, tMatrix.ToFloatPtr() );
|
|
|
|
RB_SetVertexColorParms( SVC_IGNORE );
|
|
|
|
SetFragmentParm( RENDERPARM_DIFFUSEMODIFIER, diffuseColor.ToFloatPtr() );
|
|
SetFragmentParm( RENDERPARM_SPECULARMODIFIER, specularColor.ToFloatPtr() );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_RenderInteractions
|
|
|
|
With added sorting and trivial path work.
|
|
=============
|
|
*/
|
|
static void RB_RenderInteractions( const drawSurf_t* surfList, const viewLight_t* vLight, int depthFunc, bool performStencilTest, bool useLightDepthBounds )
|
|
{
|
|
if( surfList == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// change the scissor if needed, it will be constant across all the surfaces lit by the light
|
|
if( !backEnd.currentScissor.Equals( vLight->scissorRect ) && r_useScissor.GetBool() )
|
|
{
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + vLight->scissorRect.x1,
|
|
backEnd.viewDef->viewport.y1 + vLight->scissorRect.y1,
|
|
vLight->scissorRect.x2 + 1 - vLight->scissorRect.x1,
|
|
vLight->scissorRect.y2 + 1 - vLight->scissorRect.y1 );
|
|
backEnd.currentScissor = vLight->scissorRect;
|
|
}
|
|
|
|
// perform setup here that will be constant for all interactions
|
|
if( performStencilTest )
|
|
{
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | depthFunc | GLS_STENCIL_FUNC_EQUAL | GLS_STENCIL_MAKE_REF( STENCIL_SHADOW_TEST_VALUE ) | GLS_STENCIL_MAKE_MASK( STENCIL_SHADOW_MASK_VALUE ) );
|
|
|
|
}
|
|
else
|
|
{
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | depthFunc | GLS_STENCIL_FUNC_ALWAYS );
|
|
}
|
|
|
|
// some rare lights have multiple animating stages, loop over them outside the surface list
|
|
const idMaterial* lightShader = vLight->lightShader;
|
|
const float* lightRegs = vLight->shaderRegisters;
|
|
|
|
drawInteraction_t inter = {};
|
|
inter.ambientLight = lightShader->IsAmbientLight();
|
|
|
|
//---------------------------------
|
|
// Split out the complex surfaces from the fast-path surfaces
|
|
// so we can do the fast path ones all in a row.
|
|
// The surfaces should already be sorted by space because they
|
|
// are added single-threaded, and there is only a negligable amount
|
|
// of benefit to trying to sort by materials.
|
|
//---------------------------------
|
|
static const int MAX_INTERACTIONS_PER_LIGHT = 1024;
|
|
static const int MAX_COMPLEX_INTERACTIONS_PER_LIGHT = 256;
|
|
idStaticList< const drawSurf_t*, MAX_INTERACTIONS_PER_LIGHT > allSurfaces;
|
|
idStaticList< const drawSurf_t*, MAX_COMPLEX_INTERACTIONS_PER_LIGHT > complexSurfaces;
|
|
for( const drawSurf_t* walk = surfList; walk != NULL; walk = walk->nextOnLight )
|
|
{
|
|
|
|
// make sure the triangle culling is done
|
|
if( walk->shadowVolumeState != SHADOWVOLUME_DONE )
|
|
{
|
|
assert( walk->shadowVolumeState == SHADOWVOLUME_UNFINISHED || walk->shadowVolumeState == SHADOWVOLUME_DONE );
|
|
|
|
uint64 start = Sys_Microseconds();
|
|
while( walk->shadowVolumeState == SHADOWVOLUME_UNFINISHED )
|
|
{
|
|
Sys_Yield();
|
|
}
|
|
uint64 end = Sys_Microseconds();
|
|
|
|
backEnd.pc.shadowMicroSec += end - start;
|
|
}
|
|
|
|
const idMaterial* surfaceShader = walk->material;
|
|
if( surfaceShader->GetFastPathBumpImage() )
|
|
{
|
|
allSurfaces.Append( walk );
|
|
}
|
|
else
|
|
{
|
|
complexSurfaces.Append( walk );
|
|
}
|
|
}
|
|
for( int i = 0; i < complexSurfaces.Num(); i++ )
|
|
{
|
|
allSurfaces.Append( complexSurfaces[i] );
|
|
}
|
|
|
|
bool lightDepthBoundsDisabled = false;
|
|
|
|
// RB begin
|
|
if( r_useShadowMapping.GetBool() )
|
|
{
|
|
const static int JITTER_SIZE = 128;
|
|
|
|
// screen power of two correction factor
|
|
float screenCorrectionParm[4];
|
|
screenCorrectionParm[0] = 1.0f / ( JITTER_SIZE * r_shadowMapSamples.GetInteger() ) ;
|
|
screenCorrectionParm[1] = 1.0f / JITTER_SIZE;
|
|
screenCorrectionParm[2] = 0.0f;
|
|
screenCorrectionParm[3] = 1.0f;
|
|
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
|
|
|
|
float jitterTexScale[4];
|
|
jitterTexScale[0] = r_shadowMapJitterScale.GetFloat() * 1.0f; // TODO shadow buffer size fraction shadowMapSize / maxShadowMapSize
|
|
jitterTexScale[1] = r_shadowMapJitterScale.GetFloat() * 1.0f;
|
|
jitterTexScale[2] = -r_shadowMapBiasScale.GetFloat();
|
|
jitterTexScale[3] = 0.0f;
|
|
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale ); // rpJitterTexScale
|
|
|
|
float jitterTexOffset[4];
|
|
jitterTexOffset[0] = ( rand() & 255 ) / 255.0;
|
|
jitterTexOffset[1] = ( rand() & 255 ) / 255.0;
|
|
jitterTexOffset[2] = 0.0f;
|
|
jitterTexOffset[3] = 0.0f;
|
|
SetFragmentParm( RENDERPARM_JITTERTEXOFFSET, jitterTexOffset ); // rpJitterTexOffset
|
|
|
|
if( vLight->parallel )
|
|
{
|
|
float cascadeDistances[4];
|
|
cascadeDistances[0] = backEnd.viewDef->frustumSplitDistances[0];
|
|
cascadeDistances[1] = backEnd.viewDef->frustumSplitDistances[1];
|
|
cascadeDistances[2] = backEnd.viewDef->frustumSplitDistances[2];
|
|
cascadeDistances[3] = backEnd.viewDef->frustumSplitDistances[3];
|
|
SetFragmentParm( RENDERPARM_CASCADEDISTANCES, cascadeDistances ); // rpCascadeDistances
|
|
}
|
|
|
|
}
|
|
// RB end
|
|
|
|
for( int lightStageNum = 0; lightStageNum < lightShader->GetNumStages(); lightStageNum++ )
|
|
{
|
|
const shaderStage_t* lightStage = lightShader->GetStage( lightStageNum );
|
|
|
|
// ignore stages that fail the condition
|
|
if( !lightRegs[ lightStage->conditionRegister ] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const float lightScale = r_lightScale.GetFloat();
|
|
const idVec4 lightColor(
|
|
lightScale * lightRegs[ lightStage->color.registers[0] ],
|
|
lightScale * lightRegs[ lightStage->color.registers[1] ],
|
|
lightScale * lightRegs[ lightStage->color.registers[2] ],
|
|
lightRegs[ lightStage->color.registers[3] ] );
|
|
// apply the world-global overbright and the 2x factor for specular
|
|
const idVec4 diffuseColor = lightColor;
|
|
const idVec4 specularColor = lightColor * 2.0f;
|
|
|
|
float lightTextureMatrix[16];
|
|
if( lightStage->texture.hasMatrix )
|
|
{
|
|
RB_GetShaderTextureMatrix( lightRegs, &lightStage->texture, lightTextureMatrix );
|
|
}
|
|
|
|
// texture 1 will be the light falloff texture
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_FALLOFF );
|
|
vLight->falloffImage->Bind();
|
|
|
|
// texture 2 will be the light projection texture
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_PROJECTION );
|
|
lightStage->texture.image->Bind();
|
|
|
|
if( r_useShadowMapping.GetBool() )
|
|
{
|
|
// texture 5 will be the shadow maps array
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_SHADOWMAPS );
|
|
globalImages->shadowImage->Bind();
|
|
|
|
// texture 6 will be the jitter texture for soft shadowing
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_JITTER );
|
|
if( r_shadowMapSamples.GetInteger() == 16 )
|
|
{
|
|
globalImages->jitterImage16->Bind();
|
|
}
|
|
else if( r_shadowMapSamples.GetInteger() == 4 )
|
|
{
|
|
globalImages->jitterImage4->Bind();
|
|
}
|
|
else
|
|
{
|
|
globalImages->jitterImage1->Bind();
|
|
}
|
|
}
|
|
|
|
// force the light textures to not use anisotropic filtering, which is wasted on them
|
|
// all of the texture sampler parms should be constant for all interactions, only
|
|
// the actual texture image bindings will change
|
|
|
|
//----------------------------------
|
|
// For all surfaces on this light list, generate an interaction for this light stage
|
|
//----------------------------------
|
|
|
|
// setup renderparms assuming we will be drawing trivial surfaces first
|
|
RB_SetupForFastPathInteractions( diffuseColor, specularColor );
|
|
|
|
// even if the space does not change between light stages, each light stage may need a different lightTextureMatrix baked in
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for( int sortedSurfNum = 0; sortedSurfNum < allSurfaces.Num(); sortedSurfNum++ )
|
|
{
|
|
const drawSurf_t* const surf = allSurfaces[ sortedSurfNum ];
|
|
|
|
// select the render prog
|
|
if( lightShader->IsAmbientLight() )
|
|
{
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_InteractionAmbientSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_InteractionAmbient();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( r_useShadowMapping.GetBool() && vLight->globalShadows )
|
|
{
|
|
// RB: we have shadow mapping enabled and shadow maps so do a shadow compare
|
|
|
|
if( vLight->parallel )
|
|
{
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_Interaction_ShadowMapping_Parallel_Skinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Interaction_ShadowMapping_Parallel();
|
|
}
|
|
}
|
|
else if( vLight->pointLight )
|
|
{
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_Interaction_ShadowMapping_Point_Skinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Interaction_ShadowMapping_Point();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_Interaction_ShadowMapping_Spot_Skinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Interaction_ShadowMapping_Spot();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_InteractionSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Interaction();
|
|
}
|
|
}
|
|
}
|
|
|
|
const idMaterial* surfaceShader = surf->material;
|
|
const float* surfaceRegs = surf->shaderRegisters;
|
|
|
|
inter.surf = surf;
|
|
|
|
// change the MVP matrix, view/light origin and light projection vectors if needed
|
|
if( surf->space != backEnd.currentSpace )
|
|
{
|
|
backEnd.currentSpace = surf->space;
|
|
|
|
// turn off the light depth bounds test if this model is rendered with a depth hack
|
|
if( useLightDepthBounds )
|
|
{
|
|
if( !surf->space->weaponDepthHack && surf->space->modelDepthHack == 0.0f )
|
|
{
|
|
if( lightDepthBoundsDisabled )
|
|
{
|
|
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
|
|
lightDepthBoundsDisabled = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( !lightDepthBoundsDisabled )
|
|
{
|
|
GL_DepthBoundsTest( 0.0f, 0.0f );
|
|
lightDepthBoundsDisabled = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// model-view-projection
|
|
RB_SetMVP( surf->space->mvp );
|
|
|
|
// RB begin
|
|
idRenderMatrix modelMatrix;
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )surf->space->modelMatrix, modelMatrix );
|
|
|
|
SetVertexParms( RENDERPARM_MODELMATRIX_X, modelMatrix[0], 4 );
|
|
|
|
// for determining the shadow mapping cascades
|
|
idRenderMatrix modelViewMatrix, tmp;
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )surf->space->modelViewMatrix, modelViewMatrix );
|
|
SetVertexParms( RENDERPARM_MODELVIEWMATRIX_X, modelViewMatrix[0], 4 );
|
|
|
|
idVec4 globalLightOrigin( vLight->globalLightOrigin.x, vLight->globalLightOrigin.y, vLight->globalLightOrigin.z, 1.0f );
|
|
SetVertexParm( RENDERPARM_GLOBALLIGHTORIGIN, globalLightOrigin.ToFloatPtr() );
|
|
// RB end
|
|
|
|
// tranform the light/view origin into model local space
|
|
idVec4 localLightOrigin( 0.0f );
|
|
idVec4 localViewOrigin( 1.0f );
|
|
R_GlobalPointToLocal( surf->space->modelMatrix, vLight->globalLightOrigin, localLightOrigin.ToVec3() );
|
|
R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewOrigin.ToVec3() );
|
|
|
|
// set the local light/view origin
|
|
SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLightOrigin.ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_LOCALVIEWORIGIN, localViewOrigin.ToFloatPtr() );
|
|
|
|
// transform the light project into model local space
|
|
idPlane lightProjection[4];
|
|
for( int i = 0; i < 4; i++ )
|
|
{
|
|
R_GlobalPlaneToLocal( surf->space->modelMatrix, vLight->lightProject[i], lightProjection[i] );
|
|
}
|
|
|
|
// optionally multiply the local light projection by the light texture matrix
|
|
if( lightStage->texture.hasMatrix )
|
|
{
|
|
RB_BakeTextureMatrixIntoTexgen( lightProjection, lightTextureMatrix );
|
|
}
|
|
|
|
// set the light projection
|
|
SetVertexParm( RENDERPARM_LIGHTPROJECTION_S, lightProjection[0].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_LIGHTPROJECTION_T, lightProjection[1].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_LIGHTPROJECTION_Q, lightProjection[2].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_LIGHTFALLOFF_S, lightProjection[3].ToFloatPtr() );
|
|
|
|
// RB begin
|
|
if( r_useShadowMapping.GetBool() )
|
|
{
|
|
if( vLight->parallel )
|
|
{
|
|
for( int i = 0; i < ( r_shadowMapSplits.GetInteger() + 1 ); i++ )
|
|
{
|
|
idRenderMatrix modelToShadowMatrix;
|
|
idRenderMatrix::Multiply( backEnd.shadowV[i], modelMatrix, modelToShadowMatrix );
|
|
|
|
idRenderMatrix shadowClipMVP;
|
|
idRenderMatrix::Multiply( backEnd.shadowP[i], modelToShadowMatrix, shadowClipMVP );
|
|
|
|
idRenderMatrix shadowWindowMVP;
|
|
idRenderMatrix::Multiply( renderMatrix_clipSpaceToWindowSpace, shadowClipMVP, shadowWindowMVP );
|
|
|
|
SetVertexParms( ( renderParm_t )( RENDERPARM_SHADOW_MATRIX_0_X + i * 4 ), shadowWindowMVP[0], 4 );
|
|
}
|
|
}
|
|
else if( vLight->pointLight )
|
|
{
|
|
for( int i = 0; i < 6; i++ )
|
|
{
|
|
idRenderMatrix modelToShadowMatrix;
|
|
idRenderMatrix::Multiply( backEnd.shadowV[i], modelMatrix, modelToShadowMatrix );
|
|
|
|
idRenderMatrix shadowClipMVP;
|
|
idRenderMatrix::Multiply( backEnd.shadowP[i], modelToShadowMatrix, shadowClipMVP );
|
|
|
|
idRenderMatrix shadowWindowMVP;
|
|
idRenderMatrix::Multiply( renderMatrix_clipSpaceToWindowSpace, shadowClipMVP, shadowWindowMVP );
|
|
|
|
SetVertexParms( ( renderParm_t )( RENDERPARM_SHADOW_MATRIX_0_X + i * 4 ), shadowWindowMVP[0], 4 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// spot light
|
|
|
|
idRenderMatrix modelToShadowMatrix;
|
|
idRenderMatrix::Multiply( backEnd.shadowV[0], modelMatrix, modelToShadowMatrix );
|
|
|
|
idRenderMatrix shadowClipMVP;
|
|
idRenderMatrix::Multiply( backEnd.shadowP[0], modelToShadowMatrix, shadowClipMVP );
|
|
|
|
SetVertexParms( ( renderParm_t )( RENDERPARM_SHADOW_MATRIX_0_X ), shadowClipMVP[0], 4 );
|
|
|
|
}
|
|
}
|
|
// RB end
|
|
}
|
|
|
|
// check for the fast path
|
|
if( surfaceShader->GetFastPathBumpImage() && !r_skipInteractionFastPath.GetBool() )
|
|
{
|
|
renderLog.OpenBlock( surf->material->GetName() );
|
|
|
|
// texture 0 will be the per-surface bump map
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_BUMP );
|
|
surfaceShader->GetFastPathBumpImage()->Bind();
|
|
|
|
// texture 3 is the per-surface diffuse map
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_DIFFUSE );
|
|
surfaceShader->GetFastPathDiffuseImage()->Bind();
|
|
|
|
// texture 4 is the per-surface specular map
|
|
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR );
|
|
surfaceShader->GetFastPathSpecularImage()->Bind();
|
|
|
|
RB_DrawElementsWithCounters( surf );
|
|
|
|
renderLog.CloseBlock();
|
|
continue;
|
|
}
|
|
|
|
renderLog.OpenBlock( surf->material->GetName() );
|
|
|
|
inter.bumpImage = NULL;
|
|
inter.specularImage = NULL;
|
|
inter.diffuseImage = NULL;
|
|
inter.diffuseColor[0] = inter.diffuseColor[1] = inter.diffuseColor[2] = inter.diffuseColor[3] = 0;
|
|
inter.specularColor[0] = inter.specularColor[1] = inter.specularColor[2] = inter.specularColor[3] = 0;
|
|
|
|
// go through the individual surface stages
|
|
//
|
|
// This is somewhat arcane because of the old support for video cards that had to render
|
|
// interactions in multiple passes.
|
|
//
|
|
// We also have the very rare case of some materials that have conditional interactions
|
|
// for the "hell writing" that can be shined on them.
|
|
for( int surfaceStageNum = 0; surfaceStageNum < surfaceShader->GetNumStages(); surfaceStageNum++ )
|
|
{
|
|
const shaderStage_t* surfaceStage = surfaceShader->GetStage( surfaceStageNum );
|
|
|
|
switch( surfaceStage->lighting )
|
|
{
|
|
case SL_COVERAGE:
|
|
{
|
|
// ignore any coverage stages since they should only be used for the depth fill pass
|
|
// for diffuse stages that use alpha test.
|
|
break;
|
|
}
|
|
case SL_AMBIENT:
|
|
{
|
|
// ignore ambient stages while drawing interactions
|
|
break;
|
|
}
|
|
case SL_BUMP:
|
|
{
|
|
// ignore stage that fails the condition
|
|
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
|
|
{
|
|
break;
|
|
}
|
|
// draw any previous interaction
|
|
if( inter.bumpImage != NULL )
|
|
{
|
|
RB_DrawSingleInteraction( &inter );
|
|
}
|
|
inter.bumpImage = surfaceStage->texture.image;
|
|
inter.diffuseImage = NULL;
|
|
inter.specularImage = NULL;
|
|
RB_SetupInteractionStage( surfaceStage, surfaceRegs, NULL,
|
|
inter.bumpMatrix, NULL );
|
|
break;
|
|
}
|
|
case SL_DIFFUSE:
|
|
{
|
|
// ignore stage that fails the condition
|
|
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
|
|
{
|
|
break;
|
|
}
|
|
// draw any previous interaction
|
|
if( inter.diffuseImage != NULL )
|
|
{
|
|
RB_DrawSingleInteraction( &inter );
|
|
}
|
|
inter.diffuseImage = surfaceStage->texture.image;
|
|
inter.vertexColor = surfaceStage->vertexColor;
|
|
RB_SetupInteractionStage( surfaceStage, surfaceRegs, diffuseColor.ToFloatPtr(),
|
|
inter.diffuseMatrix, inter.diffuseColor.ToFloatPtr() );
|
|
break;
|
|
}
|
|
case SL_SPECULAR:
|
|
{
|
|
// ignore stage that fails the condition
|
|
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
|
|
{
|
|
break;
|
|
}
|
|
// draw any previous interaction
|
|
if( inter.specularImage != NULL )
|
|
{
|
|
RB_DrawSingleInteraction( &inter );
|
|
}
|
|
inter.specularImage = surfaceStage->texture.image;
|
|
inter.vertexColor = surfaceStage->vertexColor;
|
|
RB_SetupInteractionStage( surfaceStage, surfaceRegs, specularColor.ToFloatPtr(),
|
|
inter.specularMatrix, inter.specularColor.ToFloatPtr() );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// draw the final interaction
|
|
RB_DrawSingleInteraction( &inter );
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
}
|
|
|
|
if( useLightDepthBounds && lightDepthBoundsDisabled )
|
|
{
|
|
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
|
|
}
|
|
|
|
renderProgManager.Unbind();
|
|
}
|
|
|
|
/*
|
|
==============================================================================================
|
|
|
|
STENCIL SHADOW RENDERING
|
|
|
|
==============================================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
RB_StencilShadowPass
|
|
|
|
The stencil buffer should have been set to 128 on any surfaces that might receive shadows.
|
|
=====================
|
|
*/
|
|
static void RB_StencilShadowPass( const drawSurf_t* drawSurfs, const viewLight_t* vLight )
|
|
{
|
|
if( r_skipShadows.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( drawSurfs == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RENDERLOG_PRINTF( "---------- RB_StencilShadowPass ----------\n" );
|
|
|
|
renderProgManager.BindShader_Shadow();
|
|
|
|
GL_SelectTexture( 0 );
|
|
globalImages->BindNull();
|
|
|
|
uint64 glState = 0;
|
|
|
|
// for visualizing the shadows
|
|
if( r_showShadows.GetInteger() )
|
|
{
|
|
// set the debug shadow color
|
|
SetFragmentParm( RENDERPARM_COLOR, colorMagenta.ToFloatPtr() );
|
|
if( r_showShadows.GetInteger() == 2 )
|
|
{
|
|
// draw filled in
|
|
glState = GLS_DEPTHMASK | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_LESS;
|
|
}
|
|
else
|
|
{
|
|
// draw as lines, filling the depth buffer
|
|
glState = GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// don't write to the color or depth buffer, just the stencil buffer
|
|
glState = GLS_DEPTHMASK | GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHFUNC_LESS;
|
|
}
|
|
|
|
GL_PolygonOffset( r_shadowPolygonFactor.GetFloat(), -r_shadowPolygonOffset.GetFloat() );
|
|
|
|
// the actual stencil func will be set in the draw code, but we need to make sure it isn't
|
|
// disabled here, and that the value will get reset for the interactions without looking
|
|
// like a no-change-required
|
|
GL_State( glState | GLS_STENCIL_OP_FAIL_KEEP | GLS_STENCIL_OP_ZFAIL_KEEP | GLS_STENCIL_OP_PASS_INCR |
|
|
GLS_STENCIL_MAKE_REF( STENCIL_SHADOW_TEST_VALUE ) | GLS_STENCIL_MAKE_MASK( STENCIL_SHADOW_MASK_VALUE ) | GLS_POLYGON_OFFSET );
|
|
|
|
// Two Sided Stencil reduces two draw calls to one for slightly faster shadows
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
|
|
// process the chain of shadows with the current rendering state
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
|
|
{
|
|
if( drawSurf->scissorRect.IsEmpty() )
|
|
{
|
|
continue; // !@# FIXME: find out why this is sometimes being hit!
|
|
// temporarily jump over the scissor and draw so the gl error callback doesn't get hit
|
|
}
|
|
|
|
// make sure the shadow volume is done
|
|
if( drawSurf->shadowVolumeState != SHADOWVOLUME_DONE )
|
|
{
|
|
assert( drawSurf->shadowVolumeState == SHADOWVOLUME_UNFINISHED || drawSurf->shadowVolumeState == SHADOWVOLUME_DONE );
|
|
|
|
uint64 start = Sys_Microseconds();
|
|
while( drawSurf->shadowVolumeState == SHADOWVOLUME_UNFINISHED )
|
|
{
|
|
Sys_Yield();
|
|
}
|
|
uint64 end = Sys_Microseconds();
|
|
|
|
backEnd.pc.shadowMicroSec += end - start;
|
|
}
|
|
|
|
if( drawSurf->numIndexes == 0 )
|
|
{
|
|
continue; // a job may have created an empty shadow volume
|
|
}
|
|
|
|
if( !backEnd.currentScissor.Equals( drawSurf->scissorRect ) && r_useScissor.GetBool() )
|
|
{
|
|
// change the scissor
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + drawSurf->scissorRect.x1,
|
|
backEnd.viewDef->viewport.y1 + drawSurf->scissorRect.y1,
|
|
drawSurf->scissorRect.x2 + 1 - drawSurf->scissorRect.x1,
|
|
drawSurf->scissorRect.y2 + 1 - drawSurf->scissorRect.y1 );
|
|
backEnd.currentScissor = drawSurf->scissorRect;
|
|
}
|
|
|
|
if( drawSurf->space != backEnd.currentSpace )
|
|
{
|
|
// change the matrix
|
|
RB_SetMVP( drawSurf->space->mvp );
|
|
|
|
// set the local light position to allow the vertex program to project the shadow volume end cap to infinity
|
|
idVec4 localLight( 0.0f );
|
|
R_GlobalPointToLocal( drawSurf->space->modelMatrix, vLight->globalLightOrigin, localLight.ToVec3() );
|
|
SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLight.ToFloatPtr() );
|
|
|
|
backEnd.currentSpace = drawSurf->space;
|
|
}
|
|
|
|
if( r_showShadows.GetInteger() == 0 )
|
|
{
|
|
if( drawSurf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_ShadowSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Shadow();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( drawSurf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_ShadowDebugSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_ShadowDebug();
|
|
}
|
|
}
|
|
|
|
// set depth bounds per shadow
|
|
if( r_useShadowDepthBounds.GetBool() )
|
|
{
|
|
GL_DepthBoundsTest( drawSurf->scissorRect.zmin, drawSurf->scissorRect.zmax );
|
|
}
|
|
|
|
// Determine whether or not the shadow volume needs to be rendered with Z-pass or
|
|
// Z-fail. It is worthwhile to spend significant resources to reduce the number of
|
|
// cases where shadow volumes need to be rendered with Z-fail because Z-fail
|
|
// rendering can be significantly slower even on today's hardware. For instance,
|
|
// on NVIDIA hardware Z-fail rendering causes the Z-Cull to be used in reverse:
|
|
// Z-near becomes Z-far (trivial accept becomes trivial reject). Using the Z-Cull
|
|
// in reverse is far less efficient because the Z-Cull only stores Z-near per 16x16
|
|
// pixels while the Z-far is stored per 4x2 pixels. (The Z-near coallesce buffer
|
|
// which has 4x4 granularity is only used when updating the depth which is not the
|
|
// case for shadow volumes.) Note that it is also important to NOT use a Z-Cull
|
|
// reconstruct because that would clear the Z-near of the Z-Cull which results in
|
|
// no trivial rejection for Z-fail stencil shadow rendering.
|
|
|
|
const bool renderZPass = ( drawSurf->renderZFail == 0 ) || r_forceZPassStencilShadows.GetBool();
|
|
|
|
|
|
if( renderZPass )
|
|
{
|
|
// Z-pass
|
|
glStencilOpSeparate( GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR );
|
|
glStencilOpSeparate( GL_BACK, GL_KEEP, GL_KEEP, GL_DECR );
|
|
}
|
|
else if( r_useStencilShadowPreload.GetBool() )
|
|
{
|
|
// preload + Z-pass
|
|
glStencilOpSeparate( GL_FRONT, GL_KEEP, GL_DECR, GL_DECR );
|
|
glStencilOpSeparate( GL_BACK, GL_KEEP, GL_INCR, GL_INCR );
|
|
}
|
|
else
|
|
{
|
|
// Z-fail
|
|
}
|
|
|
|
|
|
// get vertex buffer
|
|
const vertCacheHandle_t vbHandle = drawSurf->shadowCache;
|
|
idVertexBuffer* vertexBuffer;
|
|
if( vertexCache.CacheIsStatic( vbHandle ) )
|
|
{
|
|
vertexBuffer = &vertexCache.staticData.vertexBuffer;
|
|
}
|
|
else
|
|
{
|
|
const uint64 frameNum = ( int )( vbHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
|
|
if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
|
|
{
|
|
idLib::Warning( "RB_DrawElementsWithCounters, vertexBuffer == NULL" );
|
|
continue;
|
|
}
|
|
vertexBuffer = &vertexCache.frameData[vertexCache.drawListNum].vertexBuffer;
|
|
}
|
|
const int vertOffset = ( int )( vbHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
|
|
|
|
// get index buffer
|
|
const vertCacheHandle_t ibHandle = drawSurf->indexCache;
|
|
idIndexBuffer* indexBuffer;
|
|
if( vertexCache.CacheIsStatic( ibHandle ) )
|
|
{
|
|
indexBuffer = &vertexCache.staticData.indexBuffer;
|
|
}
|
|
else
|
|
{
|
|
const uint64 frameNum = ( int )( ibHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
|
|
if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
|
|
{
|
|
idLib::Warning( "RB_DrawElementsWithCounters, indexBuffer == NULL" );
|
|
continue;
|
|
}
|
|
indexBuffer = &vertexCache.frameData[vertexCache.drawListNum].indexBuffer;
|
|
}
|
|
const uint64 indexOffset = ( int )( ibHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
|
|
|
|
RENDERLOG_PRINTF( "Binding Buffers: %p %p\n", vertexBuffer, indexBuffer );
|
|
|
|
// RB: 64 bit fixes, changed GLuint to GLintptrARB
|
|
if( backEnd.glState.currentIndexBuffer != ( GLintptrARB )indexBuffer->GetAPIObject() || !r_useStateCaching.GetBool() )
|
|
{
|
|
glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, ( GLintptrARB )indexBuffer->GetAPIObject() );
|
|
backEnd.glState.currentIndexBuffer = ( GLintptrARB )indexBuffer->GetAPIObject();
|
|
}
|
|
|
|
if( drawSurf->jointCache )
|
|
{
|
|
assert( renderProgManager.ShaderUsesJoints() );
|
|
|
|
idJointBuffer jointBuffer;
|
|
if( !vertexCache.GetJointBuffer( drawSurf->jointCache, &jointBuffer ) )
|
|
{
|
|
idLib::Warning( "RB_DrawElementsWithCounters, jointBuffer == NULL" );
|
|
continue;
|
|
}
|
|
assert( ( jointBuffer.GetOffset() & ( glConfig.uniformBufferOffsetAlignment - 1 ) ) == 0 );
|
|
|
|
const GLintptrARB ubo = reinterpret_cast< GLintptrARB >( jointBuffer.GetAPIObject() );
|
|
glBindBufferRange( GL_UNIFORM_BUFFER, 0, ubo, jointBuffer.GetOffset(), jointBuffer.GetNumJoints() * sizeof( idJointMat ) );
|
|
|
|
if( ( backEnd.glState.vertexLayout != LAYOUT_DRAW_SHADOW_VERT_SKINNED ) || ( backEnd.glState.currentVertexBuffer != ( GLintptrARB )vertexBuffer->GetAPIObject() ) || !r_useStateCaching.GetBool() )
|
|
{
|
|
glBindBufferARB( GL_ARRAY_BUFFER_ARB, ( GLintptrARB )vertexBuffer->GetAPIObject() );
|
|
backEnd.glState.currentVertexBuffer = ( GLintptrARB )vertexBuffer->GetAPIObject();
|
|
|
|
glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_VERTEX );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_NORMAL );
|
|
glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_COLOR );
|
|
glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_COLOR2 );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_ST );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_TANGENT );
|
|
|
|
glVertexAttribPointerARB( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_XYZW_OFFSET ) );
|
|
glVertexAttribPointerARB( PC_ATTRIB_INDEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_COLOR_OFFSET ) );
|
|
glVertexAttribPointerARB( PC_ATTRIB_INDEX_COLOR2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_COLOR2_OFFSET ) );
|
|
|
|
backEnd.glState.vertexLayout = LAYOUT_DRAW_SHADOW_VERT_SKINNED;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
if( ( backEnd.glState.vertexLayout != LAYOUT_DRAW_SHADOW_VERT ) || ( backEnd.glState.currentVertexBuffer != ( GLintptrARB )vertexBuffer->GetAPIObject() ) || !r_useStateCaching.GetBool() )
|
|
{
|
|
glBindBufferARB( GL_ARRAY_BUFFER_ARB, ( GLintptrARB )vertexBuffer->GetAPIObject() );
|
|
backEnd.glState.currentVertexBuffer = ( GLintptrARB )vertexBuffer->GetAPIObject();
|
|
|
|
glEnableVertexAttribArrayARB( PC_ATTRIB_INDEX_VERTEX );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_NORMAL );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_COLOR );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_COLOR2 );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_ST );
|
|
glDisableVertexAttribArrayARB( PC_ATTRIB_INDEX_TANGENT );
|
|
|
|
glVertexAttribPointerARB( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVert ), ( void* )( SHADOWVERT_XYZW_OFFSET ) );
|
|
|
|
backEnd.glState.vertexLayout = LAYOUT_DRAW_SHADOW_VERT;
|
|
}
|
|
}
|
|
// RB end
|
|
|
|
renderProgManager.CommitUniforms();
|
|
|
|
if( drawSurf->jointCache )
|
|
{
|
|
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVertSkinned ) );
|
|
}
|
|
else
|
|
{
|
|
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVert ) );
|
|
}
|
|
|
|
// RB: added stats
|
|
backEnd.pc.c_shadowElements++;
|
|
backEnd.pc.c_shadowIndexes += drawSurf->numIndexes;
|
|
// RB end
|
|
|
|
if( !renderZPass && r_useStencilShadowPreload.GetBool() )
|
|
{
|
|
// render again with Z-pass
|
|
glStencilOpSeparate( GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR );
|
|
glStencilOpSeparate( GL_BACK, GL_KEEP, GL_KEEP, GL_DECR );
|
|
|
|
if( drawSurf->jointCache )
|
|
{
|
|
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVertSkinned ) );
|
|
}
|
|
else
|
|
{
|
|
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVert ) );
|
|
}
|
|
|
|
// RB: added stats
|
|
backEnd.pc.c_shadowElements++;
|
|
backEnd.pc.c_shadowIndexes += drawSurf->numIndexes;
|
|
// RB end
|
|
}
|
|
}
|
|
|
|
// cleanup the shadow specific rendering state
|
|
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
|
|
// reset depth bounds
|
|
if( r_useShadowDepthBounds.GetBool() )
|
|
{
|
|
if( r_useLightDepthBounds.GetBool() )
|
|
{
|
|
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
|
|
}
|
|
else
|
|
{
|
|
GL_DepthBoundsTest( 0.0f, 0.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_StencilSelectLight
|
|
|
|
Deform the zeroOneCubeModel to exactly cover the light volume. Render the deformed cube model to the stencil buffer in
|
|
such a way that only fragments that are directly visible and contained within the volume will be written creating a
|
|
mask to be used by the following stencil shadow and draw interaction passes.
|
|
==================
|
|
*/
|
|
static void RB_StencilSelectLight( const viewLight_t* vLight )
|
|
{
|
|
renderLog.OpenBlock( "Stencil Select" );
|
|
|
|
// enable the light scissor
|
|
if( !backEnd.currentScissor.Equals( vLight->scissorRect ) && r_useScissor.GetBool() )
|
|
{
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + vLight->scissorRect.x1,
|
|
backEnd.viewDef->viewport.y1 + vLight->scissorRect.y1,
|
|
vLight->scissorRect.x2 + 1 - vLight->scissorRect.x1,
|
|
vLight->scissorRect.y2 + 1 - vLight->scissorRect.y1 );
|
|
backEnd.currentScissor = vLight->scissorRect;
|
|
}
|
|
|
|
// clear stencil buffer to 0 (not drawable)
|
|
uint64 glStateMinusStencil = GL_GetCurrentStateMinusStencil();
|
|
GL_State( glStateMinusStencil | GLS_STENCIL_FUNC_ALWAYS | GLS_STENCIL_MAKE_REF( STENCIL_SHADOW_TEST_VALUE ) | GLS_STENCIL_MAKE_MASK( STENCIL_SHADOW_MASK_VALUE ) ); // make sure stencil mask passes for the clear
|
|
GL_Clear( false, false, true, 0, 0.0f, 0.0f, 0.0f, 0.0f ); // clear to 0 for stencil select
|
|
|
|
// set the depthbounds
|
|
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
|
|
|
|
|
|
GL_State( GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHMASK | GLS_DEPTHFUNC_LESS | GLS_STENCIL_FUNC_ALWAYS | GLS_STENCIL_MAKE_REF( STENCIL_SHADOW_TEST_VALUE ) | GLS_STENCIL_MAKE_MASK( STENCIL_SHADOW_MASK_VALUE ) );
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
renderProgManager.BindShader_Depth();
|
|
|
|
// set the matrix for deforming the 'zeroOneCubeModel' into the frustum to exactly cover the light volume
|
|
idRenderMatrix invProjectMVPMatrix;
|
|
idRenderMatrix::Multiply( backEnd.viewDef->worldSpace.mvp, vLight->inverseBaseLightProject, invProjectMVPMatrix );
|
|
RB_SetMVP( invProjectMVPMatrix );
|
|
|
|
// two-sided stencil test
|
|
glStencilOpSeparate( GL_FRONT, GL_KEEP, GL_REPLACE, GL_ZERO );
|
|
glStencilOpSeparate( GL_BACK, GL_KEEP, GL_ZERO, GL_REPLACE );
|
|
|
|
RB_DrawElementsWithCounters( &backEnd.zeroOneCubeSurface );
|
|
|
|
// reset stencil state
|
|
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
|
|
renderProgManager.Unbind();
|
|
|
|
|
|
// unset the depthbounds
|
|
GL_DepthBoundsTest( 0.0f, 0.0f );
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
/*
|
|
==============================================================================================
|
|
|
|
SHADOW MAPS RENDERING
|
|
|
|
==============================================================================================
|
|
*/
|
|
|
|
/*
|
|
same as D3DXMatrixOrthoOffCenterRH
|
|
|
|
http://msdn.microsoft.com/en-us/library/bb205348(VS.85).aspx
|
|
*/
|
|
static void MatrixOrthogonalProjectionRH( float m[16], float left, float right, float bottom, float top, float zNear, float zFar )
|
|
{
|
|
m[0] = 2 / ( right - left );
|
|
m[4] = 0;
|
|
m[8] = 0;
|
|
m[12] = ( left + right ) / ( left - right );
|
|
m[1] = 0;
|
|
m[5] = 2 / ( top - bottom );
|
|
m[9] = 0;
|
|
m[13] = ( top + bottom ) / ( bottom - top );
|
|
m[2] = 0;
|
|
m[6] = 0;
|
|
m[10] = 1 / ( zNear - zFar );
|
|
m[14] = zNear / ( zNear - zFar );
|
|
m[3] = 0;
|
|
m[7] = 0;
|
|
m[11] = 0;
|
|
m[15] = 1;
|
|
}
|
|
|
|
void MatrixCrop( float m[16], const idVec3 mins, const idVec3 maxs )
|
|
{
|
|
float scaleX, scaleY, scaleZ;
|
|
float offsetX, offsetY, offsetZ;
|
|
|
|
scaleX = 2.0f / ( maxs[0] - mins[0] );
|
|
scaleY = 2.0f / ( maxs[1] - mins[1] );
|
|
|
|
offsetX = -0.5f * ( maxs[0] + mins[0] ) * scaleX;
|
|
offsetY = -0.5f * ( maxs[1] + mins[1] ) * scaleY;
|
|
|
|
scaleZ = 1.0f / ( maxs[2] - mins[2] );
|
|
offsetZ = -mins[2] * scaleZ;
|
|
|
|
m[ 0] = scaleX;
|
|
m[ 4] = 0;
|
|
m[ 8] = 0;
|
|
m[12] = offsetX;
|
|
m[ 1] = 0;
|
|
m[ 5] = scaleY;
|
|
m[ 9] = 0;
|
|
m[13] = offsetY;
|
|
m[ 2] = 0;
|
|
m[ 6] = 0;
|
|
m[10] = scaleZ;
|
|
m[14] = offsetZ;
|
|
m[ 3] = 0;
|
|
m[ 7] = 0;
|
|
m[11] = 0;
|
|
m[15] = 1;
|
|
}
|
|
|
|
void MatrixLookAtRH( float m[16], const idVec3& eye, const idVec3& dir, const idVec3& up )
|
|
{
|
|
idVec3 dirN;
|
|
idVec3 upN;
|
|
idVec3 sideN;
|
|
|
|
sideN = dir.Cross( up );
|
|
sideN.Normalize();
|
|
|
|
upN = sideN.Cross( dir );
|
|
upN.Normalize();
|
|
|
|
dirN = dir;
|
|
dirN.Normalize();
|
|
|
|
m[ 0] = sideN[0];
|
|
m[ 4] = sideN[1];
|
|
m[ 8] = sideN[2];
|
|
m[12] = -( sideN * eye );
|
|
m[ 1] = upN[0];
|
|
m[ 5] = upN[1];
|
|
m[ 9] = upN[2];
|
|
m[13] = -( upN * eye );
|
|
m[ 2] = -dirN[0];
|
|
m[ 6] = -dirN[1];
|
|
m[10] = -dirN[2];
|
|
m[14] = ( dirN * eye );
|
|
m[ 3] = 0;
|
|
m[ 7] = 0;
|
|
m[11] = 0;
|
|
m[15] = 1;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
RB_ShadowMapPass
|
|
=====================
|
|
*/
|
|
static void RB_ShadowMapPass( const drawSurf_t* drawSurfs, const viewLight_t* vLight, int side )
|
|
{
|
|
if( r_skipShadows.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( drawSurfs == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RENDERLOG_PRINTF( "---------- RB_ShadowMapPass( side = %i ) ----------\n", side );
|
|
|
|
renderProgManager.BindShader_Depth();
|
|
|
|
GL_SelectTexture( 0 );
|
|
globalImages->BindNull();
|
|
|
|
uint64 glState = 0;
|
|
|
|
GL_PolygonOffset( r_shadowPolygonFactor.GetFloat(), -r_shadowPolygonOffset.GetFloat() );
|
|
|
|
|
|
// the actual stencil func will be set in the draw code, but we need to make sure it isn't
|
|
// disabled here, and that the value will get reset for the interactions without looking
|
|
// like a no-change-required
|
|
GL_State( glState | GLS_POLYGON_OFFSET );
|
|
|
|
// Two Sided Stencil reduces two draw calls to one for slightly faster shadows
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
idRenderMatrix lightProjectionRenderMatrix;
|
|
idRenderMatrix lightViewRenderMatrix;
|
|
|
|
|
|
if( vLight->parallel && side >= 0 )
|
|
{
|
|
assert( side >= 0 && side < 6 );
|
|
|
|
// original light direction is from surface to light origin
|
|
idVec3 lightDir = -vLight->lightCenter;
|
|
if( lightDir.Normalize() == 0.0f )
|
|
{
|
|
lightDir[2] = -1.0f;
|
|
}
|
|
|
|
idMat3 rotation = lightDir.ToMat3();
|
|
//idAngles angles = lightDir.ToAngles();
|
|
//idMat3 rotation = angles.ToMat3();
|
|
|
|
const idVec3 viewDir = backEnd.viewDef->renderView.viewaxis[0];
|
|
const idVec3 viewPos = backEnd.viewDef->renderView.vieworg;
|
|
|
|
#if 1
|
|
idRenderMatrix::CreateViewMatrix( backEnd.viewDef->renderView.vieworg, rotation, lightViewRenderMatrix );
|
|
#else
|
|
float lightViewMatrix[16];
|
|
MatrixLookAtRH( lightViewMatrix, viewPos, lightDir, viewDir );
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )lightViewMatrix, lightViewRenderMatrix );
|
|
#endif
|
|
|
|
idBounds lightBounds;
|
|
lightBounds.Clear();
|
|
|
|
ALIGNTYPE16 frustumCorners_t corners;
|
|
idRenderMatrix::GetFrustumCorners( corners, vLight->inverseBaseLightProject, bounds_zeroOneCube );
|
|
|
|
idVec4 point, transf;
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
point[0] = corners.x[j];
|
|
point[1] = corners.y[j];
|
|
point[2] = corners.z[j];
|
|
point[3] = 1;
|
|
|
|
lightViewRenderMatrix.TransformPoint( point, transf );
|
|
transf[0] /= transf[3];
|
|
transf[1] /= transf[3];
|
|
transf[2] /= transf[3];
|
|
|
|
lightBounds.AddPoint( transf.ToVec3() );
|
|
}
|
|
|
|
float lightProjectionMatrix[16];
|
|
MatrixOrthogonalProjectionRH( lightProjectionMatrix, lightBounds[0][0], lightBounds[1][0], lightBounds[0][1], lightBounds[1][1], -lightBounds[1][2], -lightBounds[0][2] );
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )lightProjectionMatrix, lightProjectionRenderMatrix );
|
|
|
|
|
|
// 'frustumMVP' goes from global space -> camera local space -> camera projective space
|
|
// invert the MVP projection so we can deform zero-to-one cubes into the frustum pyramid shape and calculate global bounds
|
|
|
|
idRenderMatrix splitFrustumInverse;
|
|
if( !idRenderMatrix::Inverse( backEnd.viewDef->frustumMVPs[FRUSTUM_CASCADE1 + side], splitFrustumInverse ) )
|
|
{
|
|
idLib::Warning( "splitFrustumMVP invert failed" );
|
|
}
|
|
|
|
// splitFrustumCorners in global space
|
|
ALIGNTYPE16 frustumCorners_t splitFrustumCorners;
|
|
idRenderMatrix::GetFrustumCorners( splitFrustumCorners, splitFrustumInverse, bounds_unitCube );
|
|
|
|
#if 0
|
|
idBounds splitFrustumBounds;
|
|
splitFrustumBounds.Clear();
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
point[0] = splitFrustumCorners.x[j];
|
|
point[1] = splitFrustumCorners.y[j];
|
|
point[2] = splitFrustumCorners.z[j];
|
|
|
|
splitFrustumBounds.AddPoint( point.ToVec3() );
|
|
}
|
|
|
|
idVec3 center = splitFrustumBounds.GetCenter();
|
|
float radius = splitFrustumBounds.GetRadius( center );
|
|
|
|
//ALIGNTYPE16 frustumCorners_t splitFrustumCorners;
|
|
splitFrustumBounds[0] = idVec3( -radius, -radius, -radius );
|
|
splitFrustumBounds[1] = idVec3( radius, radius, radius );
|
|
splitFrustumBounds.TranslateSelf( viewPos );
|
|
idVec3 splitFrustumCorners2[8];
|
|
splitFrustumBounds.ToPoints( splitFrustumCorners2 );
|
|
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
splitFrustumCorners.x[j] = splitFrustumCorners2[j].x;
|
|
splitFrustumCorners.y[j] = splitFrustumCorners2[j].y;
|
|
splitFrustumCorners.z[j] = splitFrustumCorners2[j].z;
|
|
}
|
|
#endif
|
|
|
|
|
|
idRenderMatrix lightViewProjectionRenderMatrix;
|
|
idRenderMatrix::Multiply( lightProjectionRenderMatrix, lightViewRenderMatrix, lightViewProjectionRenderMatrix );
|
|
|
|
// find the bounding box of the current split in the light's clip space
|
|
idBounds cropBounds;
|
|
cropBounds.Clear();
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
point[0] = splitFrustumCorners.x[j];
|
|
point[1] = splitFrustumCorners.y[j];
|
|
point[2] = splitFrustumCorners.z[j];
|
|
point[3] = 1;
|
|
|
|
lightViewRenderMatrix.TransformPoint( point, transf );
|
|
transf[0] /= transf[3];
|
|
transf[1] /= transf[3];
|
|
transf[2] /= transf[3];
|
|
|
|
cropBounds.AddPoint( transf.ToVec3() );
|
|
}
|
|
|
|
// don't let the frustum AABB be bigger than the light AABB
|
|
if( cropBounds[0][0] < lightBounds[0][0] )
|
|
{
|
|
cropBounds[0][0] = lightBounds[0][0];
|
|
}
|
|
|
|
if( cropBounds[0][1] < lightBounds[0][1] )
|
|
{
|
|
cropBounds[0][1] = lightBounds[0][1];
|
|
}
|
|
|
|
if( cropBounds[1][0] > lightBounds[1][0] )
|
|
{
|
|
cropBounds[1][0] = lightBounds[1][0];
|
|
}
|
|
|
|
if( cropBounds[1][1] > lightBounds[1][1] )
|
|
{
|
|
cropBounds[1][1] = lightBounds[1][1];
|
|
}
|
|
|
|
cropBounds[0][2] = lightBounds[0][2];
|
|
cropBounds[1][2] = lightBounds[1][2];
|
|
|
|
//float cropMatrix[16];
|
|
//MatrixCrop(cropMatrix, cropBounds[0], cropBounds[1]);
|
|
|
|
//idRenderMatrix cropRenderMatrix;
|
|
//idRenderMatrix::Transpose( *( idRenderMatrix* )cropMatrix, cropRenderMatrix );
|
|
|
|
//idRenderMatrix tmp = lightProjectionRenderMatrix;
|
|
//idRenderMatrix::Multiply( cropRenderMatrix, tmp, lightProjectionRenderMatrix );
|
|
|
|
MatrixOrthogonalProjectionRH( lightProjectionMatrix, cropBounds[0][0], cropBounds[1][0], cropBounds[0][1], cropBounds[1][1], -cropBounds[1][2], -cropBounds[0][2] );
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )lightProjectionMatrix, lightProjectionRenderMatrix );
|
|
|
|
backEnd.shadowV[side] = lightViewRenderMatrix;
|
|
backEnd.shadowP[side] = lightProjectionRenderMatrix;
|
|
}
|
|
else if( vLight->pointLight && side >= 0 )
|
|
{
|
|
assert( side >= 0 && side < 6 );
|
|
|
|
// FIXME OPTIMIZE no memset
|
|
|
|
float viewMatrix[16];
|
|
|
|
idVec3 vec;
|
|
idVec3 origin = vLight->globalLightOrigin;
|
|
|
|
// side of a point light
|
|
memset( viewMatrix, 0, sizeof( viewMatrix ) );
|
|
switch( side )
|
|
{
|
|
case 0:
|
|
viewMatrix[0] = 1;
|
|
viewMatrix[9] = 1;
|
|
viewMatrix[6] = -1;
|
|
break;
|
|
case 1:
|
|
viewMatrix[0] = -1;
|
|
viewMatrix[9] = -1;
|
|
viewMatrix[6] = -1;
|
|
break;
|
|
case 2:
|
|
viewMatrix[4] = 1;
|
|
viewMatrix[1] = -1;
|
|
viewMatrix[10] = 1;
|
|
break;
|
|
case 3:
|
|
viewMatrix[4] = -1;
|
|
viewMatrix[1] = -1;
|
|
viewMatrix[10] = -1;
|
|
break;
|
|
case 4:
|
|
viewMatrix[8] = 1;
|
|
viewMatrix[1] = -1;
|
|
viewMatrix[6] = -1;
|
|
break;
|
|
case 5:
|
|
viewMatrix[8] = -1;
|
|
viewMatrix[1] = 1;
|
|
viewMatrix[6] = -1;
|
|
break;
|
|
}
|
|
|
|
viewMatrix[12] = -origin[0] * viewMatrix[0] + -origin[1] * viewMatrix[4] + -origin[2] * viewMatrix[8];
|
|
viewMatrix[13] = -origin[0] * viewMatrix[1] + -origin[1] * viewMatrix[5] + -origin[2] * viewMatrix[9];
|
|
viewMatrix[14] = -origin[0] * viewMatrix[2] + -origin[1] * viewMatrix[6] + -origin[2] * viewMatrix[10];
|
|
|
|
viewMatrix[3] = 0;
|
|
viewMatrix[7] = 0;
|
|
viewMatrix[11] = 0;
|
|
viewMatrix[15] = 1;
|
|
|
|
// from world space to light origin, looking down the X axis
|
|
float unflippedLightViewMatrix[16];
|
|
|
|
// from world space to OpenGL view space, looking down the negative Z axis
|
|
float lightViewMatrix[16];
|
|
|
|
static float s_flipMatrix[16] =
|
|
{
|
|
// convert from our coordinate system (looking down X)
|
|
// to OpenGL's coordinate system (looking down -Z)
|
|
0, 0, -1, 0,
|
|
-1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 0, 1
|
|
};
|
|
|
|
memcpy( unflippedLightViewMatrix, viewMatrix, sizeof( unflippedLightViewMatrix ) );
|
|
R_MatrixMultiply( viewMatrix, s_flipMatrix, lightViewMatrix );
|
|
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )lightViewMatrix, lightViewRenderMatrix );
|
|
|
|
|
|
|
|
|
|
// set up 90 degree projection matrix
|
|
const float zNear = 4;
|
|
const float fov = r_shadowMapFrustumFOV.GetFloat();
|
|
|
|
float ymax = zNear * tan( fov * idMath::PI / 360.0f );
|
|
float ymin = -ymax;
|
|
|
|
float xmax = zNear * tan( fov * idMath::PI / 360.0f );
|
|
float xmin = -xmax;
|
|
|
|
const float width = xmax - xmin;
|
|
const float height = ymax - ymin;
|
|
|
|
// from OpenGL view space to OpenGL NDC ( -1 : 1 in XYZ )
|
|
float lightProjectionMatrix[16];
|
|
|
|
lightProjectionMatrix[0 * 4 + 0] = 2.0f * zNear / width;
|
|
lightProjectionMatrix[1 * 4 + 0] = 0.0f;
|
|
lightProjectionMatrix[2 * 4 + 0] = ( xmax + xmin ) / width; // normally 0
|
|
lightProjectionMatrix[3 * 4 + 0] = 0.0f;
|
|
|
|
lightProjectionMatrix[0 * 4 + 1] = 0.0f;
|
|
lightProjectionMatrix[1 * 4 + 1] = 2.0f * zNear / height;
|
|
lightProjectionMatrix[2 * 4 + 1] = ( ymax + ymin ) / height; // normally 0
|
|
lightProjectionMatrix[3 * 4 + 1] = 0.0f;
|
|
|
|
// this is the far-plane-at-infinity formulation, and
|
|
// crunches the Z range slightly so w=0 vertexes do not
|
|
// rasterize right at the wraparound point
|
|
lightProjectionMatrix[0 * 4 + 2] = 0.0f;
|
|
lightProjectionMatrix[1 * 4 + 2] = 0.0f;
|
|
lightProjectionMatrix[2 * 4 + 2] = -0.999f; // adjust value to prevent imprecision issues
|
|
lightProjectionMatrix[3 * 4 + 2] = -2.0f * zNear;
|
|
|
|
lightProjectionMatrix[0 * 4 + 3] = 0.0f;
|
|
lightProjectionMatrix[1 * 4 + 3] = 0.0f;
|
|
lightProjectionMatrix[2 * 4 + 3] = -1.0f;
|
|
lightProjectionMatrix[3 * 4 + 3] = 0.0f;
|
|
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )lightProjectionMatrix, lightProjectionRenderMatrix );
|
|
|
|
backEnd.shadowV[side] = lightViewRenderMatrix;
|
|
backEnd.shadowP[side] = lightProjectionRenderMatrix;
|
|
}
|
|
else
|
|
{
|
|
lightViewRenderMatrix.Identity();
|
|
lightProjectionRenderMatrix = vLight->baseLightProject;
|
|
|
|
backEnd.shadowV[0] = lightViewRenderMatrix;
|
|
backEnd.shadowP[0] = lightProjectionRenderMatrix;
|
|
}
|
|
|
|
|
|
|
|
globalFramebuffers.shadowFBO->Bind();
|
|
|
|
if( side < 0 )
|
|
{
|
|
globalFramebuffers.shadowFBO->AttachImageDepthLayer( globalImages->shadowImage, 0 );
|
|
}
|
|
else
|
|
{
|
|
globalFramebuffers.shadowFBO->AttachImageDepthLayer( globalImages->shadowImage, side );
|
|
}
|
|
|
|
globalFramebuffers.shadowFBO->Check();
|
|
|
|
GL_ViewportAndScissor( 0, 0, r_shadowMapImageSize.GetInteger(), r_shadowMapImageSize.GetInteger() );
|
|
|
|
glClear( GL_DEPTH_BUFFER_BIT );
|
|
|
|
// process the chain of shadows with the current rendering state
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
|
|
{
|
|
|
|
#if 1
|
|
// make sure the shadow occluder geometry is done
|
|
if( drawSurf->shadowVolumeState != SHADOWVOLUME_DONE )
|
|
{
|
|
assert( drawSurf->shadowVolumeState == SHADOWVOLUME_UNFINISHED || drawSurf->shadowVolumeState == SHADOWVOLUME_DONE );
|
|
|
|
uint64 start = Sys_Microseconds();
|
|
while( drawSurf->shadowVolumeState == SHADOWVOLUME_UNFINISHED )
|
|
{
|
|
Sys_Yield();
|
|
}
|
|
uint64 end = Sys_Microseconds();
|
|
|
|
backEnd.pc.shadowMicroSec += end - start;
|
|
}
|
|
#endif
|
|
|
|
if( drawSurf->numIndexes == 0 )
|
|
{
|
|
continue; // a job may have created an empty shadow geometry
|
|
}
|
|
|
|
if( drawSurf->space != backEnd.currentSpace )
|
|
{
|
|
|
|
idRenderMatrix modelRenderMatrix;
|
|
idRenderMatrix::Transpose( *( idRenderMatrix* )drawSurf->space->modelMatrix, modelRenderMatrix );
|
|
|
|
idRenderMatrix modelToLightRenderMatrix;
|
|
idRenderMatrix::Multiply( lightViewRenderMatrix, modelRenderMatrix, modelToLightRenderMatrix );
|
|
|
|
idRenderMatrix clipMVP;
|
|
idRenderMatrix::Multiply( lightProjectionRenderMatrix, modelToLightRenderMatrix, clipMVP );
|
|
|
|
if( vLight->parallel )
|
|
{
|
|
idRenderMatrix MVP;
|
|
idRenderMatrix::Multiply( renderMatrix_clipSpaceToWindowSpace, clipMVP, MVP );
|
|
|
|
RB_SetMVP( clipMVP );
|
|
}
|
|
else if( side < 0 )
|
|
{
|
|
// from OpenGL view space to OpenGL NDC ( -1 : 1 in XYZ )
|
|
idRenderMatrix MVP;
|
|
idRenderMatrix::Multiply( renderMatrix_windowSpaceToClipSpace, clipMVP, MVP );
|
|
|
|
RB_SetMVP( MVP );
|
|
}
|
|
else
|
|
{
|
|
RB_SetMVP( clipMVP );
|
|
}
|
|
|
|
// set the local light position to allow the vertex program to project the shadow volume end cap to infinity
|
|
/*
|
|
idVec4 localLight( 0.0f );
|
|
R_GlobalPointToLocal( drawSurf->space->modelMatrix, vLight->globalLightOrigin, localLight.ToVec3() );
|
|
SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLight.ToFloatPtr() );
|
|
*/
|
|
|
|
backEnd.currentSpace = drawSurf->space;
|
|
}
|
|
|
|
if( drawSurf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_DepthSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Depth();
|
|
}
|
|
|
|
RB_DrawElementsWithCounters( drawSurf );
|
|
}
|
|
|
|
// cleanup the shadow specific rendering state
|
|
|
|
Framebuffer::BindNull();
|
|
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
}
|
|
|
|
/*
|
|
==============================================================================================
|
|
|
|
DRAW INTERACTIONS
|
|
|
|
==============================================================================================
|
|
*/
|
|
/*
|
|
==================
|
|
RB_DrawInteractions
|
|
==================
|
|
*/
|
|
static void RB_DrawInteractions( const viewDef_t* viewDef )
|
|
{
|
|
if( r_skipInteractions.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
renderLog.OpenMainBlock( MRB_DRAW_INTERACTIONS );
|
|
renderLog.OpenBlock( "RB_DrawInteractions" );
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
|
|
const bool useLightDepthBounds = r_useLightDepthBounds.GetBool() && !r_useShadowMapping.GetBool();
|
|
|
|
//
|
|
// for each light, perform shadowing and adding
|
|
//
|
|
for( const viewLight_t* vLight = backEnd.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
// do fogging later
|
|
if( vLight->lightShader->IsFogLight() )
|
|
{
|
|
continue;
|
|
}
|
|
if( vLight->lightShader->IsBlendLight() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( vLight->localInteractions == NULL && vLight->globalInteractions == NULL && vLight->translucentInteractions == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const idMaterial* lightShader = vLight->lightShader;
|
|
renderLog.OpenBlock( lightShader->GetName() );
|
|
|
|
// set the depth bounds for the whole light
|
|
if( useLightDepthBounds )
|
|
{
|
|
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
|
|
}
|
|
|
|
// RB: shadow mapping
|
|
if( r_useShadowMapping.GetBool() )
|
|
{
|
|
int side, sideStop;
|
|
|
|
if( vLight->parallel )
|
|
{
|
|
side = 0;
|
|
sideStop = r_shadowMapSplits.GetInteger() + 1;
|
|
}
|
|
else if( vLight->pointLight )
|
|
{
|
|
if( r_shadowMapSingleSide.GetInteger() != -1 )
|
|
{
|
|
side = r_shadowMapSingleSide.GetInteger();
|
|
sideStop = side + 1;
|
|
}
|
|
else
|
|
{
|
|
side = 0;
|
|
sideStop = 6;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
side = -1;
|
|
sideStop = 0;
|
|
}
|
|
|
|
for( ; side < sideStop ; side++ )
|
|
{
|
|
RB_ShadowMapPass( vLight->globalShadows, vLight, side );
|
|
}
|
|
|
|
// go back from light view to default camera view
|
|
RB_ResetViewportAndScissorToDefaultCamera( viewDef );
|
|
|
|
if( vLight->localInteractions != NULL )
|
|
{
|
|
renderLog.OpenBlock( "Local Light Interactions" );
|
|
RB_RenderInteractions( vLight->localInteractions, vLight, GLS_DEPTHFUNC_EQUAL, false, useLightDepthBounds );
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
if( vLight->globalInteractions != NULL )
|
|
{
|
|
renderLog.OpenBlock( "Global Light Interactions" );
|
|
RB_RenderInteractions( vLight->globalInteractions, vLight, GLS_DEPTHFUNC_EQUAL, false, useLightDepthBounds );
|
|
renderLog.CloseBlock();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// only need to clear the stencil buffer and perform stencil testing if there are shadows
|
|
const bool performStencilTest = ( vLight->globalShadows != NULL || vLight->localShadows != NULL ) && !r_useShadowMapping.GetBool();
|
|
|
|
// mirror flips the sense of the stencil select, and I don't want to risk accidentally breaking it
|
|
// in the normal case, so simply disable the stencil select in the mirror case
|
|
const bool useLightStencilSelect = ( r_useLightStencilSelect.GetBool() && backEnd.viewDef->isMirror == false );
|
|
|
|
if( performStencilTest )
|
|
{
|
|
if( useLightStencilSelect )
|
|
{
|
|
// write a stencil mask for the visible light bounds to hi-stencil
|
|
RB_StencilSelectLight( vLight );
|
|
}
|
|
else
|
|
{
|
|
// always clear whole S-Cull tiles
|
|
idScreenRect rect;
|
|
rect.x1 = ( vLight->scissorRect.x1 + 0 ) & ~15;
|
|
rect.y1 = ( vLight->scissorRect.y1 + 0 ) & ~15;
|
|
rect.x2 = ( vLight->scissorRect.x2 + 15 ) & ~15;
|
|
rect.y2 = ( vLight->scissorRect.y2 + 15 ) & ~15;
|
|
|
|
if( !backEnd.currentScissor.Equals( rect ) && r_useScissor.GetBool() )
|
|
{
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + rect.x1,
|
|
backEnd.viewDef->viewport.y1 + rect.y1,
|
|
rect.x2 + 1 - rect.x1,
|
|
rect.y2 + 1 - rect.y1 );
|
|
backEnd.currentScissor = rect;
|
|
}
|
|
GL_State( GLS_DEFAULT ); // make sure stencil mask passes for the clear
|
|
GL_Clear( false, false, true, STENCIL_SHADOW_TEST_VALUE, 0.0f, 0.0f, 0.0f, 0.0f );
|
|
}
|
|
}
|
|
|
|
if( vLight->globalShadows != NULL )
|
|
{
|
|
renderLog.OpenBlock( "Global Light Shadows" );
|
|
RB_StencilShadowPass( vLight->globalShadows, vLight );
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
if( vLight->localInteractions != NULL )
|
|
{
|
|
renderLog.OpenBlock( "Local Light Interactions" );
|
|
RB_RenderInteractions( vLight->localInteractions, vLight, GLS_DEPTHFUNC_EQUAL, performStencilTest, useLightDepthBounds );
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
if( vLight->localShadows != NULL )
|
|
{
|
|
renderLog.OpenBlock( "Local Light Shadows" );
|
|
RB_StencilShadowPass( vLight->localShadows, vLight );
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
if( vLight->globalInteractions != NULL )
|
|
{
|
|
renderLog.OpenBlock( "Global Light Interactions" );
|
|
RB_RenderInteractions( vLight->globalInteractions, vLight, GLS_DEPTHFUNC_EQUAL, performStencilTest, useLightDepthBounds );
|
|
renderLog.CloseBlock();
|
|
}
|
|
}
|
|
// RB end
|
|
|
|
if( vLight->translucentInteractions != NULL && !r_skipTranslucent.GetBool() )
|
|
{
|
|
renderLog.OpenBlock( "Translucent Interactions" );
|
|
|
|
// Disable the depth bounds test because translucent surfaces don't work with
|
|
// the depth bounds tests since they did not write depth during the depth pass.
|
|
if( useLightDepthBounds )
|
|
{
|
|
GL_DepthBoundsTest( 0.0f, 0.0f );
|
|
}
|
|
|
|
// The depth buffer wasn't filled in for translucent surfaces, so they
|
|
// can never be constrained to perforated surfaces with the depthfunc equal.
|
|
|
|
// Translucent surfaces do not receive shadows. This is a case where a
|
|
// shadow buffer solution would work but stencil shadows do not because
|
|
// stencil shadows only affect surfaces that contribute to the view depth
|
|
// buffer and translucent surfaces do not contribute to the view depth buffer.
|
|
|
|
RB_RenderInteractions( vLight->translucentInteractions, vLight, GLS_DEPTHFUNC_LESS, false, false );
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
// disable stencil shadow test
|
|
GL_State( GLS_DEFAULT );
|
|
|
|
// unbind texture units
|
|
for( int i = 0; i < 5; i++ )
|
|
{
|
|
GL_SelectTexture( i );
|
|
globalImages->BindNull();
|
|
}
|
|
GL_SelectTexture( 0 );
|
|
|
|
// reset depth bounds
|
|
if( useLightDepthBounds )
|
|
{
|
|
GL_DepthBoundsTest( 0.0f, 0.0f );
|
|
}
|
|
|
|
renderLog.CloseBlock();
|
|
renderLog.CloseMainBlock();
|
|
}
|
|
|
|
/*
|
|
=============================================================================================
|
|
|
|
NON-INTERACTION SHADER PASSES
|
|
|
|
=============================================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
RB_DrawShaderPasses
|
|
|
|
Draw non-light dependent passes
|
|
|
|
If we are rendering Guis, the drawSurf_t::sort value is a depth offset that can
|
|
be multiplied by guiEye for polarity and screenSeparation for scale.
|
|
=====================
|
|
*/
|
|
static int RB_DrawShaderPasses( const drawSurf_t* const* const drawSurfs, const int numDrawSurfs,
|
|
const float guiStereoScreenOffset, const int stereoEye )
|
|
{
|
|
// only obey skipAmbient if we are rendering a view
|
|
if( backEnd.viewDef->viewEntitys && r_skipAmbient.GetBool() )
|
|
{
|
|
return numDrawSurfs;
|
|
}
|
|
|
|
renderLog.OpenBlock( "RB_DrawShaderPasses" );
|
|
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
backEnd.currentSpace = ( const viewEntity_t* )1; // using NULL makes /analyze think surf->space needs to be checked...
|
|
float currentGuiStereoOffset = 0.0f;
|
|
|
|
int i = 0;
|
|
for( ; i < numDrawSurfs; i++ )
|
|
{
|
|
const drawSurf_t* surf = drawSurfs[i];
|
|
const idMaterial* shader = surf->material;
|
|
|
|
if( !shader->HasAmbient() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( shader->IsPortalSky() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// some deforms may disable themselves by setting numIndexes = 0
|
|
if( surf->numIndexes == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( shader->SuppressInSubview() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( backEnd.viewDef->isXraySubview && surf->space->entityDef )
|
|
{
|
|
if( surf->space->entityDef->parms.xrayIndex != 2 )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// we need to draw the post process shaders after we have drawn the fog lights
|
|
if( shader->GetSort() >= SS_POST_PROCESS && !backEnd.currentRenderCopied )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// if we are rendering a 3D view and the surface's eye index doesn't match
|
|
// the current view's eye index then we skip the surface
|
|
// if the stereoEye value of a surface is 0 then we need to draw it for both eyes.
|
|
const int shaderStereoEye = shader->GetStereoEye();
|
|
const bool isEyeValid = stereoRender_swapEyes.GetBool() ? ( shaderStereoEye == stereoEye ) : ( shaderStereoEye != stereoEye );
|
|
if( ( stereoEye != 0 ) && ( shaderStereoEye != 0 ) && ( isEyeValid ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
renderLog.OpenBlock( shader->GetName() );
|
|
|
|
// determine the stereoDepth offset
|
|
// guiStereoScreenOffset will always be zero for 3D views, so the !=
|
|
// check will never force an update due to the current sort value.
|
|
const float thisGuiStereoOffset = guiStereoScreenOffset * surf->sort;
|
|
|
|
// change the matrix and other space related vars if needed
|
|
if( surf->space != backEnd.currentSpace || thisGuiStereoOffset != currentGuiStereoOffset )
|
|
{
|
|
backEnd.currentSpace = surf->space;
|
|
currentGuiStereoOffset = thisGuiStereoOffset;
|
|
|
|
const viewEntity_t* space = backEnd.currentSpace;
|
|
|
|
if( guiStereoScreenOffset != 0.0f )
|
|
{
|
|
RB_SetMVPWithStereoOffset( space->mvp, currentGuiStereoOffset );
|
|
}
|
|
else
|
|
{
|
|
RB_SetMVP( space->mvp );
|
|
}
|
|
|
|
// set eye position in local space
|
|
idVec4 localViewOrigin( 1.0f );
|
|
R_GlobalPointToLocal( space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewOrigin.ToVec3() );
|
|
SetVertexParm( RENDERPARM_LOCALVIEWORIGIN, localViewOrigin.ToFloatPtr() );
|
|
|
|
// set model Matrix
|
|
float modelMatrixTranspose[16];
|
|
R_MatrixTranspose( space->modelMatrix, modelMatrixTranspose );
|
|
SetVertexParms( RENDERPARM_MODELMATRIX_X, modelMatrixTranspose, 4 );
|
|
|
|
// Set ModelView Matrix
|
|
float modelViewMatrixTranspose[16];
|
|
R_MatrixTranspose( space->modelViewMatrix, modelViewMatrixTranspose );
|
|
SetVertexParms( RENDERPARM_MODELVIEWMATRIX_X, modelViewMatrixTranspose, 4 );
|
|
}
|
|
|
|
// change the scissor if needed
|
|
if( !backEnd.currentScissor.Equals( surf->scissorRect ) && r_useScissor.GetBool() )
|
|
{
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + surf->scissorRect.x1,
|
|
backEnd.viewDef->viewport.y1 + surf->scissorRect.y1,
|
|
surf->scissorRect.x2 + 1 - surf->scissorRect.x1,
|
|
surf->scissorRect.y2 + 1 - surf->scissorRect.y1 );
|
|
backEnd.currentScissor = surf->scissorRect;
|
|
}
|
|
|
|
// get the expressions for conditionals / color / texcoords
|
|
const float* regs = surf->shaderRegisters;
|
|
|
|
// set face culling appropriately
|
|
if( surf->space->isGuiSurface )
|
|
{
|
|
GL_Cull( CT_TWO_SIDED );
|
|
}
|
|
else
|
|
{
|
|
GL_Cull( shader->GetCullType() );
|
|
}
|
|
|
|
uint64 surfGLState = surf->extraGLState;
|
|
|
|
// set polygon offset if necessary
|
|
if( shader->TestMaterialFlag( MF_POLYGONOFFSET ) )
|
|
{
|
|
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
|
|
surfGLState = GLS_POLYGON_OFFSET;
|
|
}
|
|
|
|
for( int stage = 0; stage < shader->GetNumStages(); stage++ )
|
|
{
|
|
const shaderStage_t* pStage = shader->GetStage( stage );
|
|
|
|
// check the enable condition
|
|
if( regs[ pStage->conditionRegister ] == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// skip the stages involved in lighting
|
|
if( pStage->lighting != SL_AMBIENT )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
uint64 stageGLState = surfGLState;
|
|
if( ( surfGLState & GLS_OVERRIDE ) == 0 )
|
|
{
|
|
stageGLState |= pStage->drawStateBits;
|
|
}
|
|
|
|
// skip if the stage is ( GL_ZERO, GL_ONE ), which is used for some alpha masks
|
|
if( ( stageGLState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) == ( GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
// see if we are a new-style stage
|
|
newShaderStage_t* newStage = pStage->newStage;
|
|
if( newStage != NULL )
|
|
{
|
|
//--------------------------
|
|
//
|
|
// new style stages
|
|
//
|
|
//--------------------------
|
|
if( r_skipNewAmbient.GetBool() )
|
|
{
|
|
continue;
|
|
}
|
|
renderLog.OpenBlock( "New Shader Stage" );
|
|
|
|
GL_State( stageGLState );
|
|
|
|
// RB: CRITICAL BUGFIX: changed newStage->glslProgram to vertexProgram and fragmentProgram
|
|
// otherwise it will result in an out of bounds crash in RB_DrawElementsWithCounters
|
|
renderProgManager.BindShader( newStage->glslProgram, newStage->vertexProgram, newStage->fragmentProgram, false );
|
|
// RB end
|
|
|
|
for( int j = 0; j < newStage->numVertexParms; j++ )
|
|
{
|
|
float parm[4];
|
|
parm[0] = regs[ newStage->vertexParms[j][0] ];
|
|
parm[1] = regs[ newStage->vertexParms[j][1] ];
|
|
parm[2] = regs[ newStage->vertexParms[j][2] ];
|
|
parm[3] = regs[ newStage->vertexParms[j][3] ];
|
|
SetVertexParm( ( renderParm_t )( RENDERPARM_USER + j ), parm );
|
|
}
|
|
|
|
// set rpEnableSkinning if the shader has optional support for skinning
|
|
if( surf->jointCache && renderProgManager.ShaderHasOptionalSkinning() )
|
|
{
|
|
const idVec4 skinningParm( 1.0f );
|
|
SetVertexParm( RENDERPARM_ENABLE_SKINNING, skinningParm.ToFloatPtr() );
|
|
}
|
|
|
|
// bind texture units
|
|
for( int j = 0; j < newStage->numFragmentProgramImages; j++ )
|
|
{
|
|
idImage* image = newStage->fragmentProgramImages[j];
|
|
if( image != NULL )
|
|
{
|
|
GL_SelectTexture( j );
|
|
image->Bind();
|
|
}
|
|
}
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( surf );
|
|
|
|
// unbind texture units
|
|
for( int j = 0; j < newStage->numFragmentProgramImages; j++ )
|
|
{
|
|
idImage* image = newStage->fragmentProgramImages[j];
|
|
if( image != NULL )
|
|
{
|
|
GL_SelectTexture( j );
|
|
globalImages->BindNull();
|
|
}
|
|
}
|
|
|
|
// clear rpEnableSkinning if it was set
|
|
if( surf->jointCache && renderProgManager.ShaderHasOptionalSkinning() )
|
|
{
|
|
const idVec4 skinningParm( 0.0f );
|
|
SetVertexParm( RENDERPARM_ENABLE_SKINNING, skinningParm.ToFloatPtr() );
|
|
}
|
|
|
|
GL_SelectTexture( 0 );
|
|
renderProgManager.Unbind();
|
|
|
|
renderLog.CloseBlock();
|
|
continue;
|
|
}
|
|
|
|
//--------------------------
|
|
//
|
|
// old style stages
|
|
//
|
|
//--------------------------
|
|
|
|
// set the color
|
|
idVec4 color;
|
|
color[0] = regs[ pStage->color.registers[0] ];
|
|
color[1] = regs[ pStage->color.registers[1] ];
|
|
color[2] = regs[ pStage->color.registers[2] ];
|
|
color[3] = regs[ pStage->color.registers[3] ];
|
|
|
|
// skip the entire stage if an add would be black
|
|
if( ( stageGLState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE )
|
|
&& color[0] <= 0 && color[1] <= 0 && color[2] <= 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// skip the entire stage if a blend would be completely transparent
|
|
if( ( stageGLState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) == ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA )
|
|
&& color[3] <= 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
stageVertexColor_t svc = pStage->vertexColor;
|
|
|
|
renderLog.OpenBlock( "Old Shader Stage" );
|
|
GL_Color( color );
|
|
|
|
if( surf->space->isGuiSurface )
|
|
{
|
|
// Force gui surfaces to always be SVC_MODULATE
|
|
svc = SVC_MODULATE;
|
|
|
|
// use special shaders for bink cinematics
|
|
if( pStage->texture.cinematic )
|
|
{
|
|
if( ( stageGLState & GLS_OVERRIDE ) != 0 )
|
|
{
|
|
// This is a hack... Only SWF Guis set GLS_OVERRIDE
|
|
// Old style guis do not, and we don't want them to use the new GUI renederProg
|
|
renderProgManager.BindShader_BinkGUI();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Bink();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( ( stageGLState & GLS_OVERRIDE ) != 0 )
|
|
{
|
|
// This is a hack... Only SWF Guis set GLS_OVERRIDE
|
|
// Old style guis do not, and we don't want them to use the new GUI renderProg
|
|
renderProgManager.BindShader_GUI();
|
|
}
|
|
else
|
|
{
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColorSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColor();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if( ( pStage->texture.texgen == TG_SCREEN ) || ( pStage->texture.texgen == TG_SCREEN2 ) )
|
|
{
|
|
renderProgManager.BindShader_TextureTexGenVertexColor();
|
|
}
|
|
else if( pStage->texture.cinematic )
|
|
{
|
|
renderProgManager.BindShader_Bink();
|
|
}
|
|
else
|
|
{
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColorSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColor();
|
|
}
|
|
}
|
|
|
|
RB_SetVertexColorParms( svc );
|
|
|
|
// bind the texture
|
|
RB_BindVariableStageImage( &pStage->texture, regs );
|
|
|
|
// set privatePolygonOffset if necessary
|
|
if( pStage->privatePolygonOffset )
|
|
{
|
|
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
|
|
stageGLState |= GLS_POLYGON_OFFSET;
|
|
}
|
|
|
|
// set the state
|
|
GL_State( stageGLState );
|
|
|
|
RB_PrepareStageTexturing( pStage, surf );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( surf );
|
|
|
|
RB_FinishStageTexturing( pStage, surf );
|
|
|
|
// unset privatePolygonOffset if necessary
|
|
if( pStage->privatePolygonOffset )
|
|
{
|
|
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
|
|
}
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
GL_Color( 1.0f, 1.0f, 1.0f );
|
|
|
|
renderLog.CloseBlock();
|
|
return i;
|
|
}
|
|
|
|
/*
|
|
=============================================================================================
|
|
|
|
BLEND LIGHT PROJECTION
|
|
|
|
=============================================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
RB_T_BlendLight
|
|
=====================
|
|
*/
|
|
static void RB_T_BlendLight( const drawSurf_t* drawSurfs, const viewLight_t* vLight )
|
|
{
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
|
|
{
|
|
if( drawSurf->scissorRect.IsEmpty() )
|
|
{
|
|
continue; // !@# FIXME: find out why this is sometimes being hit!
|
|
// temporarily jump over the scissor and draw so the gl error callback doesn't get hit
|
|
}
|
|
|
|
if( !backEnd.currentScissor.Equals( drawSurf->scissorRect ) && r_useScissor.GetBool() )
|
|
{
|
|
// change the scissor
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + drawSurf->scissorRect.x1,
|
|
backEnd.viewDef->viewport.y1 + drawSurf->scissorRect.y1,
|
|
drawSurf->scissorRect.x2 + 1 - drawSurf->scissorRect.x1,
|
|
drawSurf->scissorRect.y2 + 1 - drawSurf->scissorRect.y1 );
|
|
backEnd.currentScissor = drawSurf->scissorRect;
|
|
}
|
|
|
|
if( drawSurf->space != backEnd.currentSpace )
|
|
{
|
|
// change the matrix
|
|
RB_SetMVP( drawSurf->space->mvp );
|
|
|
|
// change the light projection matrix
|
|
idPlane lightProjectInCurrentSpace[4];
|
|
for( int i = 0; i < 4; i++ )
|
|
{
|
|
R_GlobalPlaneToLocal( drawSurf->space->modelMatrix, vLight->lightProject[i], lightProjectInCurrentSpace[i] );
|
|
}
|
|
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_S, lightProjectInCurrentSpace[0].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_T, lightProjectInCurrentSpace[1].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_Q, lightProjectInCurrentSpace[2].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_TEXGEN_1_S, lightProjectInCurrentSpace[3].ToFloatPtr() ); // falloff
|
|
|
|
backEnd.currentSpace = drawSurf->space;
|
|
}
|
|
|
|
RB_DrawElementsWithCounters( drawSurf );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
RB_BlendLight
|
|
|
|
Dual texture together the falloff and projection texture with a blend
|
|
mode to the framebuffer, instead of interacting with the surface texture
|
|
=====================
|
|
*/
|
|
static void RB_BlendLight( const drawSurf_t* drawSurfs, const drawSurf_t* drawSurfs2, const viewLight_t* vLight )
|
|
{
|
|
if( drawSurfs == NULL )
|
|
{
|
|
return;
|
|
}
|
|
if( r_skipBlendLights.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
renderLog.OpenBlock( vLight->lightShader->GetName() );
|
|
|
|
const idMaterial* lightShader = vLight->lightShader;
|
|
const float* regs = vLight->shaderRegisters;
|
|
|
|
// texture 1 will get the falloff texture
|
|
GL_SelectTexture( 1 );
|
|
vLight->falloffImage->Bind();
|
|
|
|
// texture 0 will get the projected texture
|
|
GL_SelectTexture( 0 );
|
|
|
|
renderProgManager.BindShader_BlendLight();
|
|
|
|
for( int i = 0; i < lightShader->GetNumStages(); i++ )
|
|
{
|
|
const shaderStage_t* stage = lightShader->GetStage( i );
|
|
|
|
if( !regs[ stage->conditionRegister ] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GL_State( GLS_DEPTHMASK | stage->drawStateBits | GLS_DEPTHFUNC_EQUAL );
|
|
|
|
GL_SelectTexture( 0 );
|
|
stage->texture.image->Bind();
|
|
|
|
if( stage->texture.hasMatrix )
|
|
{
|
|
RB_LoadShaderTextureMatrix( regs, &stage->texture );
|
|
}
|
|
|
|
// get the modulate values from the light, including alpha, unlike normal lights
|
|
idVec4 lightColor;
|
|
lightColor[0] = regs[ stage->color.registers[0] ];
|
|
lightColor[1] = regs[ stage->color.registers[1] ];
|
|
lightColor[2] = regs[ stage->color.registers[2] ];
|
|
lightColor[3] = regs[ stage->color.registers[3] ];
|
|
GL_Color( lightColor );
|
|
|
|
RB_T_BlendLight( drawSurfs, vLight );
|
|
RB_T_BlendLight( drawSurfs2, vLight );
|
|
}
|
|
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
renderProgManager.Unbind();
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
/*
|
|
=========================================================================================================
|
|
|
|
FOG LIGHTS
|
|
|
|
=========================================================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
RB_T_BasicFog
|
|
=====================
|
|
*/
|
|
static void RB_T_BasicFog( const drawSurf_t* drawSurfs, const idPlane fogPlanes[4], const idRenderMatrix* inverseBaseLightProject )
|
|
{
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
|
|
{
|
|
if( drawSurf->scissorRect.IsEmpty() )
|
|
{
|
|
continue; // !@# FIXME: find out why this is sometimes being hit!
|
|
// temporarily jump over the scissor and draw so the gl error callback doesn't get hit
|
|
}
|
|
|
|
if( !backEnd.currentScissor.Equals( drawSurf->scissorRect ) && r_useScissor.GetBool() )
|
|
{
|
|
// change the scissor
|
|
GL_Scissor( backEnd.viewDef->viewport.x1 + drawSurf->scissorRect.x1,
|
|
backEnd.viewDef->viewport.y1 + drawSurf->scissorRect.y1,
|
|
drawSurf->scissorRect.x2 + 1 - drawSurf->scissorRect.x1,
|
|
drawSurf->scissorRect.y2 + 1 - drawSurf->scissorRect.y1 );
|
|
backEnd.currentScissor = drawSurf->scissorRect;
|
|
}
|
|
|
|
if( drawSurf->space != backEnd.currentSpace )
|
|
{
|
|
idPlane localFogPlanes[4];
|
|
if( inverseBaseLightProject == NULL )
|
|
{
|
|
RB_SetMVP( drawSurf->space->mvp );
|
|
for( int i = 0; i < 4; i++ )
|
|
{
|
|
R_GlobalPlaneToLocal( drawSurf->space->modelMatrix, fogPlanes[i], localFogPlanes[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
idRenderMatrix invProjectMVPMatrix;
|
|
idRenderMatrix::Multiply( backEnd.viewDef->worldSpace.mvp, *inverseBaseLightProject, invProjectMVPMatrix );
|
|
RB_SetMVP( invProjectMVPMatrix );
|
|
for( int i = 0; i < 4; i++ )
|
|
{
|
|
inverseBaseLightProject->InverseTransformPlane( fogPlanes[i], localFogPlanes[i], false );
|
|
}
|
|
}
|
|
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_S, localFogPlanes[0].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_TEXGEN_0_T, localFogPlanes[1].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_TEXGEN_1_T, localFogPlanes[2].ToFloatPtr() );
|
|
SetVertexParm( RENDERPARM_TEXGEN_1_S, localFogPlanes[3].ToFloatPtr() );
|
|
|
|
backEnd.currentSpace = ( inverseBaseLightProject == NULL ) ? drawSurf->space : NULL;
|
|
}
|
|
|
|
if( drawSurf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_FogSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_Fog();
|
|
}
|
|
|
|
RB_DrawElementsWithCounters( drawSurf );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_FogPass
|
|
==================
|
|
*/
|
|
static void RB_FogPass( const drawSurf_t* drawSurfs, const drawSurf_t* drawSurfs2, const viewLight_t* vLight )
|
|
{
|
|
renderLog.OpenBlock( vLight->lightShader->GetName() );
|
|
|
|
// find the current color and density of the fog
|
|
const idMaterial* lightShader = vLight->lightShader;
|
|
const float* regs = vLight->shaderRegisters;
|
|
// assume fog shaders have only a single stage
|
|
const shaderStage_t* stage = lightShader->GetStage( 0 );
|
|
|
|
idVec4 lightColor;
|
|
lightColor[0] = regs[ stage->color.registers[0] ];
|
|
lightColor[1] = regs[ stage->color.registers[1] ];
|
|
lightColor[2] = regs[ stage->color.registers[2] ];
|
|
lightColor[3] = regs[ stage->color.registers[3] ];
|
|
|
|
GL_Color( lightColor );
|
|
|
|
// calculate the falloff planes
|
|
float a;
|
|
|
|
// if they left the default value on, set a fog distance of 500
|
|
if( lightColor[3] <= 1.0f )
|
|
{
|
|
a = -0.5f / DEFAULT_FOG_DISTANCE;
|
|
}
|
|
else
|
|
{
|
|
// otherwise, distance = alpha color
|
|
a = -0.5f / lightColor[3];
|
|
}
|
|
|
|
// texture 0 is the falloff image
|
|
GL_SelectTexture( 0 );
|
|
globalImages->fogImage->Bind();
|
|
|
|
// texture 1 is the entering plane fade correction
|
|
GL_SelectTexture( 1 );
|
|
globalImages->fogEnterImage->Bind();
|
|
|
|
// S is based on the view origin
|
|
const float s = vLight->fogPlane.Distance( backEnd.viewDef->renderView.vieworg );
|
|
|
|
const float FOG_SCALE = 0.001f;
|
|
|
|
idPlane fogPlanes[4];
|
|
|
|
// S-0
|
|
fogPlanes[0][0] = a * backEnd.viewDef->worldSpace.modelViewMatrix[0 * 4 + 2];
|
|
fogPlanes[0][1] = a * backEnd.viewDef->worldSpace.modelViewMatrix[1 * 4 + 2];
|
|
fogPlanes[0][2] = a * backEnd.viewDef->worldSpace.modelViewMatrix[2 * 4 + 2];
|
|
fogPlanes[0][3] = a * backEnd.viewDef->worldSpace.modelViewMatrix[3 * 4 + 2] + 0.5f;
|
|
|
|
// T-0
|
|
fogPlanes[1][0] = 0.0f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[0*4+0];
|
|
fogPlanes[1][1] = 0.0f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[1*4+0];
|
|
fogPlanes[1][2] = 0.0f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[2*4+0];
|
|
fogPlanes[1][3] = 0.5f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[3*4+0] + 0.5f;
|
|
|
|
// T-1 will get a texgen for the fade plane, which is always the "top" plane on unrotated lights
|
|
fogPlanes[2][0] = FOG_SCALE * vLight->fogPlane[0];
|
|
fogPlanes[2][1] = FOG_SCALE * vLight->fogPlane[1];
|
|
fogPlanes[2][2] = FOG_SCALE * vLight->fogPlane[2];
|
|
fogPlanes[2][3] = FOG_SCALE * vLight->fogPlane[3] + FOG_ENTER;
|
|
|
|
// S-1
|
|
fogPlanes[3][0] = 0.0f;
|
|
fogPlanes[3][1] = 0.0f;
|
|
fogPlanes[3][2] = 0.0f;
|
|
fogPlanes[3][3] = FOG_SCALE * s + FOG_ENTER;
|
|
|
|
// draw it
|
|
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
|
|
RB_T_BasicFog( drawSurfs, fogPlanes, NULL );
|
|
RB_T_BasicFog( drawSurfs2, fogPlanes, NULL );
|
|
|
|
// the light frustum bounding planes aren't in the depth buffer, so use depthfunc_less instead
|
|
// of depthfunc_equal
|
|
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_LESS );
|
|
GL_Cull( CT_BACK_SIDED );
|
|
|
|
backEnd.zeroOneCubeSurface.space = &backEnd.viewDef->worldSpace;
|
|
backEnd.zeroOneCubeSurface.scissorRect = backEnd.viewDef->scissor;
|
|
RB_T_BasicFog( &backEnd.zeroOneCubeSurface, fogPlanes, &vLight->inverseBaseLightProject );
|
|
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
renderProgManager.Unbind();
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_FogAllLights
|
|
==================
|
|
*/
|
|
static void RB_FogAllLights()
|
|
{
|
|
if( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0
|
|
|| backEnd.viewDef->isXraySubview /* don't fog in xray mode*/ )
|
|
{
|
|
return;
|
|
}
|
|
renderLog.OpenMainBlock( MRB_FOG_ALL_LIGHTS );
|
|
renderLog.OpenBlock( "RB_FogAllLights" );
|
|
|
|
// force fog plane to recalculate
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for( viewLight_t* vLight = backEnd.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
if( vLight->lightShader->IsFogLight() )
|
|
{
|
|
RB_FogPass( vLight->globalInteractions, vLight->localInteractions, vLight );
|
|
}
|
|
else if( vLight->lightShader->IsBlendLight() )
|
|
{
|
|
RB_BlendLight( vLight->globalInteractions, vLight->localInteractions, vLight );
|
|
}
|
|
}
|
|
|
|
renderLog.CloseBlock();
|
|
renderLog.CloseMainBlock();
|
|
}
|
|
|
|
/*
|
|
=========================================================================================================
|
|
|
|
BACKEND COMMANDS
|
|
|
|
=========================================================================================================
|
|
*/
|
|
|
|
/*
|
|
==================
|
|
RB_DrawViewInternal
|
|
==================
|
|
*/
|
|
void RB_DrawViewInternal( const viewDef_t* viewDef, const int stereoEye )
|
|
{
|
|
renderLog.OpenBlock( "RB_DrawViewInternal" );
|
|
|
|
//-------------------------------------------------
|
|
// guis can wind up referencing purged images that need to be loaded.
|
|
// this used to be in the gui emit code, but now that it can be running
|
|
// in a separate thread, it must not try to load images, so do it here.
|
|
//-------------------------------------------------
|
|
drawSurf_t** drawSurfs = ( drawSurf_t** )&viewDef->drawSurfs[0];
|
|
const int numDrawSurfs = viewDef->numDrawSurfs;
|
|
|
|
for( int i = 0; i < numDrawSurfs; i++ )
|
|
{
|
|
const drawSurf_t* ds = viewDef->drawSurfs[ i ];
|
|
if( ds->material != NULL )
|
|
{
|
|
const_cast<idMaterial*>( ds->material )->EnsureNotPurged();
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// RB_BeginDrawingView
|
|
//
|
|
// Any mirrored or portaled views have already been drawn, so prepare
|
|
// to actually render the visible surfaces for this view
|
|
//
|
|
// clear the z buffer, set the projection matrix, etc
|
|
//-------------------------------------------------
|
|
RB_ResetViewportAndScissorToDefaultCamera( viewDef );
|
|
|
|
backEnd.glState.faceCulling = -1; // force face culling to set next time
|
|
|
|
// ensures that depth writes are enabled for the depth clear
|
|
GL_State( GLS_DEFAULT );
|
|
|
|
|
|
// Clear the depth buffer and clear the stencil to 128 for stencil shadows as well as gui masking
|
|
GL_Clear( false, true, true, STENCIL_SHADOW_TEST_VALUE, 0.0f, 0.0f, 0.0f, 0.0f );
|
|
|
|
// normal face culling
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
|
|
#ifdef USE_CORE_PROFILE
|
|
// bind one global Vertex Array Object (VAO)
|
|
glBindVertexArray( glConfig.global_vao );
|
|
#endif
|
|
|
|
//------------------------------------
|
|
// sets variables that can be used by all programs
|
|
//------------------------------------
|
|
{
|
|
//
|
|
// set eye position in global space
|
|
//
|
|
float parm[4];
|
|
parm[0] = backEnd.viewDef->renderView.vieworg[0];
|
|
parm[1] = backEnd.viewDef->renderView.vieworg[1];
|
|
parm[2] = backEnd.viewDef->renderView.vieworg[2];
|
|
parm[3] = 1.0f;
|
|
|
|
SetVertexParm( RENDERPARM_GLOBALEYEPOS, parm ); // rpGlobalEyePos
|
|
|
|
// sets overbright to make world brighter
|
|
// This value is baked into the specularScale and diffuseScale values so
|
|
// the interaction programs don't need to perform the extra multiply,
|
|
// but any other renderprogs that want to obey the brightness value
|
|
// can reference this.
|
|
float overbright = r_lightScale.GetFloat() * 0.5f;
|
|
parm[0] = overbright;
|
|
parm[1] = overbright;
|
|
parm[2] = overbright;
|
|
parm[3] = overbright;
|
|
SetFragmentParm( RENDERPARM_OVERBRIGHT, parm );
|
|
|
|
// Set Projection Matrix
|
|
float projMatrixTranspose[16];
|
|
R_MatrixTranspose( backEnd.viewDef->projectionMatrix, projMatrixTranspose );
|
|
SetVertexParms( RENDERPARM_PROJMATRIX_X, projMatrixTranspose, 4 );
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// fill the depth buffer and clear color buffer to black except on subviews
|
|
//-------------------------------------------------
|
|
RB_FillDepthBufferFast( drawSurfs, numDrawSurfs );
|
|
|
|
//-------------------------------------------------
|
|
// main light renderer
|
|
//-------------------------------------------------
|
|
RB_DrawInteractions( viewDef );
|
|
|
|
//-------------------------------------------------
|
|
// now draw any non-light dependent shading passes
|
|
//-------------------------------------------------
|
|
int processed = 0;
|
|
if( !r_skipShaderPasses.GetBool() )
|
|
{
|
|
renderLog.OpenMainBlock( MRB_DRAW_SHADER_PASSES );
|
|
float guiScreenOffset;
|
|
if( viewDef->viewEntitys != NULL )
|
|
{
|
|
// guiScreenOffset will be 0 in non-gui views
|
|
guiScreenOffset = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
guiScreenOffset = stereoEye * viewDef->renderView.stereoScreenSeparation;
|
|
}
|
|
processed = RB_DrawShaderPasses( drawSurfs, numDrawSurfs, guiScreenOffset, stereoEye );
|
|
renderLog.CloseMainBlock();
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// fog and blend lights, drawn after emissive surfaces
|
|
// so they are properly dimmed down
|
|
//-------------------------------------------------
|
|
RB_FogAllLights();
|
|
|
|
//-------------------------------------------------
|
|
// capture the depth for the motion blur before rendering any post process surfaces that may contribute to the depth
|
|
//-------------------------------------------------
|
|
if( r_motionBlur.GetInteger() > 0 )
|
|
{
|
|
const idScreenRect& viewport = backEnd.viewDef->viewport;
|
|
globalImages->currentDepthImage->CopyDepthbuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// now draw any screen warping post-process effects using _currentRender
|
|
//-------------------------------------------------
|
|
if( processed < numDrawSurfs && !r_skipPostProcess.GetBool() )
|
|
{
|
|
int x = backEnd.viewDef->viewport.x1;
|
|
int y = backEnd.viewDef->viewport.y1;
|
|
int w = backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1;
|
|
int h = backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1;
|
|
|
|
RENDERLOG_PRINTF( "Resolve to %i x %i buffer\n", w, h );
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
// resolve the screen
|
|
globalImages->currentRenderImage->CopyFramebuffer( x, y, w, h );
|
|
backEnd.currentRenderCopied = true;
|
|
|
|
// RENDERPARM_SCREENCORRECTIONFACTOR amd RENDERPARM_WINDOWCOORD overlap
|
|
// diffuseScale and specularScale
|
|
|
|
// screen power of two correction factor (no longer relevant now)
|
|
float screenCorrectionParm[4];
|
|
screenCorrectionParm[0] = 1.0f;
|
|
screenCorrectionParm[1] = 1.0f;
|
|
screenCorrectionParm[2] = 0.0f;
|
|
screenCorrectionParm[3] = 1.0f;
|
|
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
|
|
|
|
// window coord to 0.0 to 1.0 conversion
|
|
float windowCoordParm[4];
|
|
windowCoordParm[0] = 1.0f / w;
|
|
windowCoordParm[1] = 1.0f / h;
|
|
windowCoordParm[2] = 0.0f;
|
|
windowCoordParm[3] = 1.0f;
|
|
SetFragmentParm( RENDERPARM_WINDOWCOORD, windowCoordParm ); // rpWindowCoord
|
|
|
|
// render the remaining surfaces
|
|
renderLog.OpenMainBlock( MRB_DRAW_SHADER_PASSES_POST );
|
|
RB_DrawShaderPasses( drawSurfs + processed, numDrawSurfs - processed, 0.0f /* definitely not a gui */, stereoEye );
|
|
renderLog.CloseMainBlock();
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// render debug tools
|
|
//-------------------------------------------------
|
|
RB_RenderDebugTools( drawSurfs, numDrawSurfs );
|
|
|
|
renderLog.CloseBlock();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_MotionBlur
|
|
|
|
Experimental feature
|
|
==================
|
|
*/
|
|
void RB_MotionBlur()
|
|
{
|
|
if( !backEnd.viewDef->viewEntitys )
|
|
{
|
|
// 3D views only
|
|
return;
|
|
}
|
|
if( r_motionBlur.GetInteger() <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if( backEnd.viewDef->isSubview )
|
|
{
|
|
return;
|
|
}
|
|
|
|
GL_CheckErrors();
|
|
|
|
// clear the alpha buffer and draw only the hands + weapon into it so
|
|
// we can avoid blurring them
|
|
glClearColor( 0, 0, 0, 1 );
|
|
GL_State( GLS_COLORMASK | GLS_DEPTHMASK );
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
GL_Color( 0, 0, 0, 0 );
|
|
GL_SelectTexture( 0 );
|
|
globalImages->blackImage->Bind();
|
|
backEnd.currentSpace = NULL;
|
|
|
|
drawSurf_t** drawSurfs = ( drawSurf_t** )&backEnd.viewDef->drawSurfs[0];
|
|
for( int surfNum = 0; surfNum < backEnd.viewDef->numDrawSurfs; surfNum++ )
|
|
{
|
|
const drawSurf_t* surf = drawSurfs[ surfNum ];
|
|
|
|
if( !surf->space->weaponDepthHack && !surf->space->skipMotionBlur && !surf->material->HasSubview() )
|
|
{
|
|
// Apply motion blur to this object
|
|
continue;
|
|
}
|
|
|
|
const idMaterial* shader = surf->material;
|
|
if( shader->Coverage() == MC_TRANSLUCENT )
|
|
{
|
|
// muzzle flash, etc
|
|
continue;
|
|
}
|
|
|
|
// set mvp matrix
|
|
if( surf->space != backEnd.currentSpace )
|
|
{
|
|
RB_SetMVP( surf->space->mvp );
|
|
backEnd.currentSpace = surf->space;
|
|
}
|
|
|
|
// this could just be a color, but we don't have a skinned color-only prog
|
|
if( surf->jointCache )
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColorSkinned();
|
|
}
|
|
else
|
|
{
|
|
renderProgManager.BindShader_TextureVertexColor();
|
|
}
|
|
|
|
// draw it solid
|
|
RB_DrawElementsWithCounters( surf );
|
|
}
|
|
GL_State( GLS_DEPTHFUNC_ALWAYS );
|
|
|
|
// copy off the color buffer and the depth buffer for the motion blur prog
|
|
// we use the viewport dimensions for copying the buffers in case resolution scaling is enabled.
|
|
const idScreenRect& viewport = backEnd.viewDef->viewport;
|
|
globalImages->currentRenderImage->CopyFramebuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
|
|
|
|
// in stereo rendering, each eye needs to get a separate previous frame mvp
|
|
int mvpIndex = ( backEnd.viewDef->renderView.viewEyeBuffer == 1 ) ? 1 : 0;
|
|
|
|
// derive the matrix to go from current pixels to previous frame pixels
|
|
idRenderMatrix inverseMVP;
|
|
idRenderMatrix::Inverse( backEnd.viewDef->worldSpace.mvp, inverseMVP );
|
|
|
|
idRenderMatrix motionMatrix;
|
|
idRenderMatrix::Multiply( backEnd.prevMVP[mvpIndex], inverseMVP, motionMatrix );
|
|
|
|
backEnd.prevMVP[mvpIndex] = backEnd.viewDef->worldSpace.mvp;
|
|
|
|
RB_SetMVP( motionMatrix );
|
|
|
|
GL_State( GLS_DEPTHFUNC_ALWAYS );
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
renderProgManager.BindShader_MotionBlur();
|
|
|
|
// let the fragment program know how many samples we are going to use
|
|
idVec4 samples( ( float )( 1 << r_motionBlur.GetInteger() ) );
|
|
SetFragmentParm( RENDERPARM_OVERBRIGHT, samples.ToFloatPtr() );
|
|
|
|
GL_SelectTexture( 0 );
|
|
globalImages->currentRenderImage->Bind();
|
|
GL_SelectTexture( 1 );
|
|
globalImages->currentDepthImage->Bind();
|
|
|
|
RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
|
|
GL_CheckErrors();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_DrawView
|
|
|
|
StereoEye will always be 0 in mono modes, or -1 / 1 in stereo modes.
|
|
If the view is a GUI view that is repeated for both eyes, the viewDef.stereoEye value
|
|
is 0, so the stereoEye parameter is not always the same as that.
|
|
==================
|
|
*/
|
|
void RB_DrawView( const void* data, const int stereoEye )
|
|
{
|
|
const drawSurfsCommand_t* cmd = ( const drawSurfsCommand_t* )data;
|
|
|
|
backEnd.viewDef = cmd->viewDef;
|
|
|
|
// we will need to do a new copyTexSubImage of the screen
|
|
// when a SS_POST_PROCESS material is used
|
|
backEnd.currentRenderCopied = false;
|
|
|
|
// if there aren't any drawsurfs, do nothing
|
|
if( !backEnd.viewDef->numDrawSurfs )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// skip render bypasses everything that has models, assuming
|
|
// them to be 3D views, but leaves 2D rendering visible
|
|
if( r_skipRender.GetBool() && backEnd.viewDef->viewEntitys )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// skip render context sets the wgl context to NULL,
|
|
// which should factor out the API cost, under the assumption
|
|
// that all gl calls just return if the context isn't valid
|
|
|
|
// RB: not really needed
|
|
//if( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys )
|
|
//{
|
|
// GLimp_DeactivateContext();
|
|
//}
|
|
// RB end
|
|
|
|
backEnd.pc.c_surfaces += backEnd.viewDef->numDrawSurfs;
|
|
|
|
RB_ShowOverdraw();
|
|
|
|
// render the scene
|
|
RB_DrawViewInternal( cmd->viewDef, stereoEye );
|
|
|
|
RB_MotionBlur();
|
|
|
|
// restore the context for 2D drawing if we were stubbing it out
|
|
// RB: not really needed
|
|
//if( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys )
|
|
//{
|
|
// GLimp_ActivateContext();
|
|
// GL_SetDefaultState();
|
|
//}
|
|
// RB end
|
|
|
|
// optionally draw a box colored based on the eye number
|
|
if( r_drawEyeColor.GetBool() )
|
|
{
|
|
const idScreenRect& r = backEnd.viewDef->viewport;
|
|
GL_Scissor( ( r.x1 + r.x2 ) / 2, ( r.y1 + r.y2 ) / 2, 32, 32 );
|
|
switch( stereoEye )
|
|
{
|
|
case -1:
|
|
GL_Clear( true, false, false, 0, 1.0f, 0.0f, 0.0f, 1.0f );
|
|
break;
|
|
case 1:
|
|
GL_Clear( true, false, false, 0, 0.0f, 1.0f, 0.0f, 1.0f );
|
|
break;
|
|
default:
|
|
GL_Clear( true, false, false, 0, 0.5f, 0.5f, 0.5f, 1.0f );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_CopyRender
|
|
|
|
Copy part of the current framebuffer to an image
|
|
==================
|
|
*/
|
|
void RB_CopyRender( const void* data )
|
|
{
|
|
const copyRenderCommand_t* cmd = ( const copyRenderCommand_t* )data;
|
|
|
|
if( r_skipCopyTexture.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RENDERLOG_PRINTF( "***************** RB_CopyRender *****************\n" );
|
|
|
|
if( cmd->image )
|
|
{
|
|
cmd->image->CopyFramebuffer( cmd->x, cmd->y, cmd->imageWidth, cmd->imageHeight );
|
|
}
|
|
|
|
if( cmd->clearColorAfterCopy )
|
|
{
|
|
GL_Clear( true, false, false, STENCIL_SHADOW_TEST_VALUE, 0, 0, 0, 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_PostProcess
|
|
|
|
==================
|
|
*/
|
|
extern idCVar rs_enable;
|
|
void RB_PostProcess( const void* data )
|
|
{
|
|
|
|
// only do the post process step if resolution scaling is enabled. Prevents the unnecessary copying of the framebuffer and
|
|
// corresponding full screen quad pass.
|
|
if( rs_enable.GetInteger() == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// resolve the scaled rendering to a temporary texture
|
|
postProcessCommand_t* cmd = ( postProcessCommand_t* )data;
|
|
const idScreenRect& viewport = cmd->viewDef->viewport;
|
|
globalImages->currentRenderImage->CopyFramebuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
|
|
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS );
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
int screenWidth = renderSystem->GetWidth();
|
|
int screenHeight = renderSystem->GetHeight();
|
|
|
|
// set the window clipping
|
|
GL_Viewport( 0, 0, screenWidth, screenHeight );
|
|
GL_Scissor( 0, 0, screenWidth, screenHeight );
|
|
|
|
GL_SelectTexture( 0 );
|
|
globalImages->currentRenderImage->Bind();
|
|
renderProgManager.BindShader_PostProcess();
|
|
|
|
// Draw
|
|
RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
|
|
|
|
renderLog.CloseBlock();
|
|
}
|