mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 21:21:27 +00:00
489 lines
13 KiB
C++
489 lines
13 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 "precompiled.h"
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#include "tr_local.h"
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/*
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==========================================================================================
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FRAME MEMORY ALLOCATION
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==========================================================================================
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*/
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static const unsigned int NUM_FRAME_DATA = 2;
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static const unsigned int FRAME_ALLOC_ALIGNMENT = 128;
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static const unsigned int MAX_FRAME_MEMORY = 64 * 1024 * 1024; // larger so that we can noclip on PC for dev purposes
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idFrameData smpFrameData[NUM_FRAME_DATA];
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idFrameData* frameData;
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unsigned int smpFrame;
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//#define TRACK_FRAME_ALLOCS
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#if defined( TRACK_FRAME_ALLOCS )
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idSysInterlockedInteger frameAllocTypeCount[FRAME_ALLOC_MAX];
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int frameHighWaterTypeCount[FRAME_ALLOC_MAX];
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#endif
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/*
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====================
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R_ToggleSmpFrame
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====================
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*/
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void R_ToggleSmpFrame()
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{
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// update the highwater mark
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if( frameData->frameMemoryAllocated.GetValue() > frameData->highWaterAllocated )
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{
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frameData->highWaterAllocated = frameData->frameMemoryAllocated.GetValue();
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#if defined( TRACK_FRAME_ALLOCS )
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frameData->highWaterUsed = frameData->frameMemoryUsed.GetValue();
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for( int i = 0; i < FRAME_ALLOC_MAX; i++ )
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{
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frameHighWaterTypeCount[i] = frameAllocTypeCount[i].GetValue();
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}
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#endif
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}
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// switch to the next frame
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smpFrame++;
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frameData = &smpFrameData[smpFrame % NUM_FRAME_DATA];
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// reset the memory allocation
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// RB: 64 bit fixes, changed unsigned int to uintptr_t
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const uintptr_t bytesNeededForAlignment = FRAME_ALLOC_ALIGNMENT - ( ( uintptr_t )frameData->frameMemory & ( FRAME_ALLOC_ALIGNMENT - 1 ) );
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// RB end
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frameData->frameMemoryAllocated.SetValue( bytesNeededForAlignment );
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frameData->frameMemoryUsed.SetValue( 0 );
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#if defined( TRACK_FRAME_ALLOCS )
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for( int i = 0; i < FRAME_ALLOC_MAX; i++ )
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{
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frameAllocTypeCount[i].SetValue( 0 );
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}
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#endif
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// clear the command chain and make a RC_NOP command the only thing on the list
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frameData->cmdHead = frameData->cmdTail = ( emptyCommand_t* )R_FrameAlloc( sizeof( *frameData->cmdHead ), FRAME_ALLOC_DRAW_COMMAND );
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frameData->cmdHead->commandId = RC_NOP;
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frameData->cmdHead->next = NULL;
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}
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/*
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=====================
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R_ShutdownFrameData
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=====================
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*/
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void R_ShutdownFrameData()
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{
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frameData = NULL;
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for( int i = 0; i < NUM_FRAME_DATA; i++ )
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{
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Mem_Free16( smpFrameData[i].frameMemory );
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smpFrameData[i].frameMemory = NULL;
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}
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}
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/*
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=====================
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R_InitFrameData
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=====================
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*/
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void R_InitFrameData()
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{
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R_ShutdownFrameData();
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for( int i = 0; i < NUM_FRAME_DATA; i++ )
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{
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smpFrameData[i].frameMemory = ( byte* ) Mem_Alloc16( MAX_FRAME_MEMORY, TAG_RENDER );
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}
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// must be set before calling R_ToggleSmpFrame()
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frameData = &smpFrameData[ 0 ];
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R_ToggleSmpFrame();
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}
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/*
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================
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R_FrameAlloc
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This data will be automatically freed when the
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current frame's back end completes.
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This should only be called by the front end. The
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back end shouldn't need to allocate memory.
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All temporary data, like dynamic tesselations
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and local spaces are allocated here.
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All memory is cache-line-cleared for the best performance.
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================
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*/
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void* R_FrameAlloc( int bytes, frameAllocType_t type )
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{
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#if defined( TRACK_FRAME_ALLOCS )
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frameData->frameMemoryUsed.Add( bytes );
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frameAllocTypeCount[type].Add( bytes );
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#endif
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bytes = ( bytes + FRAME_ALLOC_ALIGNMENT - 1 ) & ~( FRAME_ALLOC_ALIGNMENT - 1 );
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// thread safe add
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int end = frameData->frameMemoryAllocated.Add( bytes );
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if( end > MAX_FRAME_MEMORY )
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{
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idLib::Error( "R_FrameAlloc ran out of memory. bytes = %d, end = %d, highWaterAllocated = %d\n", bytes, end, frameData->highWaterAllocated );
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}
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byte* ptr = frameData->frameMemory + end - bytes;
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// cache line clear the memory
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for( int offset = 0; offset < bytes; offset += CACHE_LINE_SIZE )
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{
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ZeroCacheLine( ptr, offset );
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}
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return ptr;
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}
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/*
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==================
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R_ClearedFrameAlloc
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==================
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*/
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void* R_ClearedFrameAlloc( int bytes, frameAllocType_t type )
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{
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// NOTE: every allocation is cache line cleared
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return R_FrameAlloc( bytes, type );
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}
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/*
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==========================================================================================
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FONT-END STATIC MEMORY ALLOCATION
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==========================================================================================
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*/
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/*
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=================
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R_StaticAlloc
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=================
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*/
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void* R_StaticAlloc( int bytes, const memTag_t tag )
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{
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tr.pc.c_alloc++;
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void* buf = Mem_Alloc( bytes, tag );
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// don't exit on failure on zero length allocations since the old code didn't
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if( buf == NULL && bytes != 0 )
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{
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common->FatalError( "R_StaticAlloc failed on %i bytes", bytes );
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}
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return buf;
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}
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/*
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=================
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R_ClearedStaticAlloc
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=================
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*/
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void* R_ClearedStaticAlloc( int bytes )
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{
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void* buf = R_StaticAlloc( bytes );
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memset( buf, 0, bytes );
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return buf;
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}
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/*
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=================
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R_StaticFree
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=================
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*/
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void R_StaticFree( void* data )
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{
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tr.pc.c_free++;
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Mem_Free( data );
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}
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/*
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==========================================================================================
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FONT-END RENDERING
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==========================================================================================
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*/
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/*
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=================
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R_SortDrawSurfs
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=================
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*/
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static void R_SortDrawSurfs( drawSurf_t** drawSurfs, const int numDrawSurfs )
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{
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#if 1
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uint64* indices = ( uint64* ) _alloca16( numDrawSurfs * sizeof( indices[0] ) );
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// sort the draw surfs based on:
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// 1. sort value (largest first)
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// 2. depth (smallest first)
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// 3. index (largest first)
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assert( numDrawSurfs <= 0xFFFF );
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for( int i = 0; i < numDrawSurfs; i++ )
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{
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float sort = SS_POST_PROCESS - drawSurfs[i]->sort;
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assert( sort >= 0.0f );
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uint64 dist = 0;
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if( drawSurfs[i]->frontEndGeo != NULL )
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{
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float min = 0.0f;
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float max = 1.0f;
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idRenderMatrix::DepthBoundsForBounds( min, max, drawSurfs[i]->space->mvp, drawSurfs[i]->frontEndGeo->bounds );
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dist = idMath::Ftoui16( min * 0xFFFF );
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}
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indices[i] = ( ( numDrawSurfs - i ) & 0xFFFF ) | ( dist << 16 ) | ( ( uint64 )( *( uint32* )&sort ) << 32 );
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}
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const int64 MAX_LEVELS = 128;
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int64 lo[MAX_LEVELS];
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int64 hi[MAX_LEVELS];
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// Keep the top of the stack in registers to avoid load-hit-stores.
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register int64 st_lo = 0;
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register int64 st_hi = numDrawSurfs - 1;
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register int64 level = 0;
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for( ; ; )
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{
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register int64 i = st_lo;
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register int64 j = st_hi;
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if( j - i >= 4 && level < MAX_LEVELS - 1 )
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{
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register uint64 pivot = indices[( i + j ) / 2];
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do
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{
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while( indices[i] > pivot ) i++;
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while( indices[j] < pivot ) j--;
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if( i > j ) break;
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uint64 h = indices[i];
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indices[i] = indices[j];
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indices[j] = h;
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}
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while( ++i <= --j );
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// No need for these iterations because we are always sorting unique values.
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//while ( indices[j] == pivot && st_lo < j ) j--;
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//while ( indices[i] == pivot && i < st_hi ) i++;
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assert( level < MAX_LEVELS - 1 );
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lo[level] = i;
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hi[level] = st_hi;
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st_hi = j;
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level++;
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}
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else
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{
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for( ; i < j; j-- )
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{
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register int64 m = i;
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for( int64 k = i + 1; k <= j; k++ )
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{
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if( indices[k] < indices[m] )
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{
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m = k;
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}
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}
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uint64 h = indices[m];
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indices[m] = indices[j];
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indices[j] = h;
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}
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if( --level < 0 )
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{
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break;
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}
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st_lo = lo[level];
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st_hi = hi[level];
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}
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}
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drawSurf_t** newDrawSurfs = ( drawSurf_t** ) indices;
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for( int i = 0; i < numDrawSurfs; i++ )
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{
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newDrawSurfs[i] = drawSurfs[numDrawSurfs - ( indices[i] & 0xFFFF )];
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}
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memcpy( drawSurfs, newDrawSurfs, numDrawSurfs * sizeof( drawSurfs[0] ) );
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#else
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struct local_t
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{
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static int R_QsortSurfaces( const void* a, const void* b )
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{
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const drawSurf_t* ea = *( drawSurf_t** )a;
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const drawSurf_t* eb = *( drawSurf_t** )b;
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if( ea->sort < eb->sort )
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{
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return -1;
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}
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if( ea->sort > eb->sort )
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{
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return 1;
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}
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return 0;
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}
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};
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// Add a sort offset so surfaces with equal sort orders still deterministically
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// draw in the order they were added, at least within a given model.
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float sorfOffset = 0.0f;
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for( int i = 0; i < numDrawSurfs; i++ )
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{
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drawSurf[i]->sort += sorfOffset;
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sorfOffset += 0.000001f;
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}
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// sort the drawsurfs
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qsort( drawSurfs, numDrawSurfs, sizeof( drawSurfs[0] ), local_t::R_QsortSurfaces );
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#endif
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}
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/*
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================
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R_RenderView
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A view may be either the actual camera view,
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a mirror / remote location, or a 3D view on a gui surface.
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Parms will typically be allocated with R_FrameAlloc
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================
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*/
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void R_RenderView( viewDef_t* parms )
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{
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// save view in case we are a subview
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viewDef_t* oldView = tr.viewDef;
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tr.viewDef = parms;
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// setup the matrix for world space to eye space
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R_SetupViewMatrix( tr.viewDef );
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// we need to set the projection matrix before doing
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// portal-to-screen scissor calculations
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R_SetupProjectionMatrix( tr.viewDef );
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// setup render matrices for faster culling
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idRenderMatrix::Transpose( *( idRenderMatrix* )tr.viewDef->projectionMatrix, tr.viewDef->projectionRenderMatrix );
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idRenderMatrix viewRenderMatrix;
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idRenderMatrix::Transpose( *( idRenderMatrix* )tr.viewDef->worldSpace.modelViewMatrix, viewRenderMatrix );
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idRenderMatrix::Multiply( tr.viewDef->projectionRenderMatrix, viewRenderMatrix, tr.viewDef->worldSpace.mvp );
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// the planes of the view frustum are needed for portal visibility culling
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idRenderMatrix::GetFrustumPlanes( tr.viewDef->frustum, tr.viewDef->worldSpace.mvp, false, true );
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// the DOOM 3 frustum planes point outside the frustum
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for( int i = 0; i < 6; i++ )
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{
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tr.viewDef->frustum[i] = - tr.viewDef->frustum[i];
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}
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// remove the Z-near to avoid portals from being near clipped
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tr.viewDef->frustum[4][3] -= r_znear.GetFloat();
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// identify all the visible portal areas, and create view lights and view entities
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// for all the the entityDefs and lightDefs that are in the visible portal areas
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static_cast<idRenderWorldLocal*>( parms->renderWorld )->FindViewLightsAndEntities();
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// wait for any shadow volume jobs from the previous frame to finish
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tr.frontEndJobList->Wait();
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// make sure that interactions exist for all light / entity combinations that are visible
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// add any pre-generated light shadows, and calculate the light shader values
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R_AddLights();
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// adds ambient surfaces and create any necessary interaction surfaces to add to the light lists
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R_AddModels();
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// build up the GUIs on world surfaces
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R_AddInGameGuis( tr.viewDef->drawSurfs, tr.viewDef->numDrawSurfs );
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// any viewLight that didn't have visible surfaces can have it's shadows removed
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R_OptimizeViewLightsList();
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// sort all the ambient surfaces for translucency ordering
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R_SortDrawSurfs( tr.viewDef->drawSurfs, tr.viewDef->numDrawSurfs );
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// generate any subviews (mirrors, cameras, etc) before adding this view
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if( R_GenerateSubViews( tr.viewDef->drawSurfs, tr.viewDef->numDrawSurfs ) )
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{
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// if we are debugging subviews, allow the skipping of the main view draw
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if( r_subviewOnly.GetBool() )
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{
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return;
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}
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}
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// write everything needed to the demo file
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if( common->WriteDemo() )
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{
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static_cast<idRenderWorldLocal*>( parms->renderWorld )->WriteVisibleDefs( tr.viewDef );
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}
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// add the rendering commands for this viewDef
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R_AddDrawViewCmd( parms, false );
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// restore view in case we are a subview
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tr.viewDef = oldView;
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}
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/*
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================
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R_RenderPostProcess
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Because R_RenderView may be called by subviews we have to make sure the post process
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pass happens after the active view and its subviews is done rendering.
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================
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*/
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void R_RenderPostProcess( viewDef_t* parms )
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{
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viewDef_t* oldView = tr.viewDef;
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R_AddDrawPostProcess( parms );
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tr.viewDef = oldView;
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}
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