mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 04:51:33 +00:00
279 lines
No EOL
7.8 KiB
C++
279 lines
No EOL
7.8 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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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 "../idlib/precompiled.h"
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#include "tr_local.h"
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const int AUTO_RENDER_STACK_SIZE = 256 * 1024;
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idAutoRender rAutoRender;
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/*
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============================
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idAutoRender::idAutoRender
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============================
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*/
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idAutoRender::idAutoRender() {
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nextRotateTime = 0.0f;
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currentRotation = 0.0f;
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autoRenderIcon = AUTORENDER_DEFAULTICON;
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}
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/*
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============================
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idAutoRender::Run
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============================
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*/
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int idAutoRender::Run() {
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while ( !IsTerminating() ) {
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RenderFrame();
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}
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return 0;
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}
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/*
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============================
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idAutoRender::StartBackgroundAutoSwaps
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============================
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*/
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void idAutoRender::StartBackgroundAutoSwaps( autoRenderIconType_t iconType ) {
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if ( IsRunning() ) {
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EndBackgroundAutoSwaps();
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}
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autoRenderIcon = iconType;
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idLib::Printf("Starting Background AutoSwaps\n");
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const bool captureToImage = true;
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common->UpdateScreen( captureToImage );
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// unbind any shaders prior to entering the background autoswaps so we don't run
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// into any problems with cached vertex shader indices from the main thread
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renderProgManager.Unbind();
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// unbind all texture units so we don't run into a race condition where the device is owned
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// by the autorender thread but an image is trying to be unset from the main thread because
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// it is getting purged before our our first frame has been rendered.
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globalImages->UnbindAll();
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StartThread("BackgroundAutoSwaps", CORE_0B, THREAD_NORMAL, AUTO_RENDER_STACK_SIZE );
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}
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/*
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============================
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idAutoRender::EndBackgroundAutoSwaps
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============================
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*/
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void idAutoRender::EndBackgroundAutoSwaps() {
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idLib::Printf("End Background AutoSwaps\n");
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StopThread();
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}
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/*
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============================
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idAutoRender::RenderFrame
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============================
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*/
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void idAutoRender::RenderFrame() {
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// values are 0 to 1
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float loadingIconPosX = 0.5f;
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float loadingIconPosY = 0.6f;
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float loadingIconScale = 0.025f;
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float loadingIconSpeed = 0.095f;
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if ( autoRenderIcon == AUTORENDER_HELLICON ) {
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loadingIconPosX = 0.85f;
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loadingIconPosY = 0.85f;
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loadingIconScale = 0.1f;
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loadingIconSpeed = 0.095f;
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} else if ( autoRenderIcon == AUTORENDER_DIALOGICON ) {
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loadingIconPosY = 0.73f;
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}
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GL_SetDefaultState();
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GL_Cull( CT_TWO_SIDED );
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const bool stereoRender = false;
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const int width = renderSystem->GetWidth();
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const int height = renderSystem->GetHeight();
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const int guardBand = height / 24;
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if ( stereoRender ) {
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for ( int viewNum = 0 ; viewNum < 2; viewNum++ ) {
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GL_ViewportAndScissor( 0, viewNum * ( height + guardBand ), width, height );
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RenderBackground();
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RenderLoadingIcon( loadingIconPosX, loadingIconPosY, loadingIconScale, loadingIconSpeed );
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}
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} else {
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GL_ViewportAndScissor( 0, 0, width, height );
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RenderBackground();
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RenderLoadingIcon( loadingIconPosX, loadingIconPosY, loadingIconScale, loadingIconSpeed );
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}
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}
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/*
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============================
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idAutoRender::RenderBackground
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============================
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*/
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void idAutoRender::RenderBackground() {
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GL_SelectTexture( 0 );
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globalImages->currentRenderImage->Bind();
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GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
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float mvpMatrix[16] = { 0 };
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mvpMatrix[0] = 1;
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mvpMatrix[5] = 1;
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mvpMatrix[10] = 1;
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mvpMatrix[15] = 1;
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// Set Parms
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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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renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS );
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renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT );
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// disable texgen
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float texGenEnabled[4] = { 0, 0, 0, 0 };
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renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled );
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// set matrix
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renderProgManager.SetRenderParms( RENDERPARM_MVPMATRIX_X, mvpMatrix, 4 );
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renderProgManager.BindShader_TextureVertexColor();
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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}
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/*
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============================
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idAutoRender::RenderLoadingIcon
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============================
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*/
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void idAutoRender::RenderLoadingIcon( float fracX, float fracY, float size, float speed ) {
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float s = 0.0f;
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float c = 1.0f;
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if ( autoRenderIcon != AUTORENDER_HELLICON ) {
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if ( Sys_Milliseconds() >= nextRotateTime ) {
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nextRotateTime = Sys_Milliseconds() + 100;
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currentRotation -= 90.0f;
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}
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float angle = DEG2RAD( currentRotation );
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idMath::SinCos( angle, s, c );
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}
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const float pixelAspect = renderSystem->GetPixelAspect();
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const float screenWidth = renderSystem->GetWidth();
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const float screenHeight = renderSystem->GetHeight();
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const float minSize = Min( screenWidth, screenHeight );
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if ( minSize <= 0.0f ) {
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return;
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}
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float scaleX = size * minSize / screenWidth;
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float scaleY = size * minSize / screenHeight;
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float scale[16] = { 0 };
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scale[0] = c * scaleX / pixelAspect;
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scale[1] = -s * scaleY;
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scale[4] = s * scaleX / pixelAspect;
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scale[5] = c * scaleY;
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scale[10] = 1.0f;
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scale[15] = 1.0f;
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scale[12] = fracX;
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scale[13] = fracY;
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float ortho[16] = { 0 };
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ortho[0] = 2.0f;
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ortho[5] = -2.0f;
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ortho[10] = -2.0f;
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ortho[12] = -1.0f;
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ortho[13] = 1.0f;
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ortho[14] = -1.0f;
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ortho[15] = 1.0f;
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float finalOrtho[16];
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R_MatrixMultiply( scale, ortho, finalOrtho );
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float projMatrixTranspose[16];
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R_MatrixTranspose( finalOrtho, projMatrixTranspose );
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renderProgManager.SetRenderParms( RENDERPARM_MVPMATRIX_X, projMatrixTranspose, 4 );
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float a = 1.0f;
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if ( autoRenderIcon == AUTORENDER_HELLICON ) {
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float alpha = DEG2RAD( Sys_Milliseconds() * speed );
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a = idMath::Sin( alpha );
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a = 0.35f + ( 0.65f * idMath::Fabs( a ) );
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}
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GL_SelectTexture( 0 );
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if ( autoRenderIcon == AUTORENDER_HELLICON ) {
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globalImages->hellLoadingIconImage->Bind();
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} else {
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globalImages->loadingIconImage->Bind();
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}
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GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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// Set Parms
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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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renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS );
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renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT );
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if ( autoRenderIcon == AUTORENDER_HELLICON ) {
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GL_Color( 1.0f, 1.0f, 1.0f, a );
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}
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// disable texgen
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float texGenEnabled[4] = { 0, 0, 0, 0 };
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renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled );
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renderProgManager.BindShader_TextureVertexColor();
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RB_DrawElementsWithCounters( &backEnd.unitSquareSurface );
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} |