mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
419 lines
12 KiB
C++
419 lines
12 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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const float idGuiModel::STEREO_DEPTH_NEAR = 0.0f;
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const float idGuiModel::STEREO_DEPTH_MID = 0.5f;
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const float idGuiModel::STEREO_DEPTH_FAR = 1.0f;
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/*
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================
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idGuiModel::idGuiModel
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================
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*/
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idGuiModel::idGuiModel()
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{
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// identity color for drawsurf register evaluation
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for( int i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ )
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{
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shaderParms[i] = 1.0f;
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}
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}
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/*
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================
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idGuiModel::Clear
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Begins collecting draw commands into surfaces
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================
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*/
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void idGuiModel::Clear()
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{
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surfaces.SetNum( 0 );
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AdvanceSurf();
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}
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/*
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================
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idGuiModel::WriteToDemo
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================
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*/
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void idGuiModel::WriteToDemo( idDemoFile* demo )
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{
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}
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/*
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================
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idGuiModel::ReadFromDemo
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================
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*/
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void idGuiModel::ReadFromDemo( idDemoFile* demo )
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{
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}
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/*
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================
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idGuiModel::BeginFrame
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================
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*/
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void idGuiModel::BeginFrame()
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{
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vertexBlock = vertexCache.AllocVertex( NULL, ALIGN( MAX_VERTS * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) );
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indexBlock = vertexCache.AllocIndex( NULL, ALIGN( MAX_INDEXES * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) );
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vertexPointer = ( idDrawVert* )vertexCache.MappedVertexBuffer( vertexBlock );
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indexPointer = ( triIndex_t* )vertexCache.MappedIndexBuffer( indexBlock );
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numVerts = 0;
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numIndexes = 0;
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Clear();
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}
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idCVar stereoRender_defaultGuiDepth( "stereoRender_defaultGuiDepth", "0", CVAR_RENDERER, "Fraction of separation when not specified" );
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/*
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================
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EmitSurfaces
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For full screen GUIs, we can add in per-surface stereoscopic depth effects
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================
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*/
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void idGuiModel::EmitSurfaces( float modelMatrix[16], float modelViewMatrix[16],
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bool depthHack, bool allowFullScreenStereoDepth, bool linkAsEntity )
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{
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viewEntity_t* guiSpace = ( viewEntity_t* )R_ClearedFrameAlloc( sizeof( *guiSpace ), FRAME_ALLOC_VIEW_ENTITY );
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memcpy( guiSpace->modelMatrix, modelMatrix, sizeof( guiSpace->modelMatrix ) );
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memcpy( guiSpace->modelViewMatrix, modelViewMatrix, sizeof( guiSpace->modelViewMatrix ) );
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guiSpace->weaponDepthHack = depthHack;
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guiSpace->isGuiSurface = true;
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// If this is an in-game gui, we need to be able to find the matrix again for head mounted
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// display bypass matrix fixup.
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if( linkAsEntity )
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{
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guiSpace->next = tr.viewDef->viewEntitys;
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tr.viewDef->viewEntitys = guiSpace;
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}
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//---------------------------
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// make a tech5 renderMatrix
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//---------------------------
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idRenderMatrix viewMat;
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idRenderMatrix::Transpose( *( idRenderMatrix* )modelViewMatrix, viewMat );
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idRenderMatrix::Multiply( tr.viewDef->projectionRenderMatrix, viewMat, guiSpace->mvp );
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if( depthHack )
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{
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idRenderMatrix::ApplyDepthHack( guiSpace->mvp );
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}
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// to allow 3D-TV effects in the menu system, we define surface flags to set
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// depth fractions between 0=screen and 1=infinity, which directly modulate the
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// screenSeparation parameter for an X offset.
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// The value is stored in the drawSurf sort value, which adjusts the matrix in the
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// backend.
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float defaultStereoDepth = stereoRender_defaultGuiDepth.GetFloat(); // default to at-screen
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// add the surfaces to this view
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for( int i = 0; i < surfaces.Num(); i++ )
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{
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const guiModelSurface_t& guiSurf = surfaces[i];
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if( guiSurf.numIndexes == 0 )
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{
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continue;
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}
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const idMaterial* shader = guiSurf.material;
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drawSurf_t* drawSurf = ( drawSurf_t* )R_FrameAlloc( sizeof( *drawSurf ), FRAME_ALLOC_DRAW_SURFACE );
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drawSurf->numIndexes = guiSurf.numIndexes;
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drawSurf->ambientCache = vertexBlock;
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// build a vertCacheHandle_t that points inside the allocated block
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drawSurf->indexCache = indexBlock + ( ( int64 )( guiSurf.firstIndex * sizeof( triIndex_t ) ) << VERTCACHE_OFFSET_SHIFT );
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drawSurf->shadowCache = 0;
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drawSurf->jointCache = 0;
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drawSurf->frontEndGeo = NULL;
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drawSurf->space = guiSpace;
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drawSurf->material = shader;
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drawSurf->extraGLState = guiSurf.glState;
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drawSurf->scissorRect = tr.viewDef->scissor;
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drawSurf->sort = shader->GetSort();
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drawSurf->renderZFail = 0;
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// process the shader expressions for conditionals / color / texcoords
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const float* constRegs = shader->ConstantRegisters();
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if( constRegs )
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{
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// shader only uses constant values
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drawSurf->shaderRegisters = constRegs;
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}
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else
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{
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float* regs = ( float* )R_FrameAlloc( shader->GetNumRegisters() * sizeof( float ), FRAME_ALLOC_SHADER_REGISTER );
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drawSurf->shaderRegisters = regs;
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shader->EvaluateRegisters( regs, shaderParms, tr.viewDef->renderView.shaderParms, tr.viewDef->renderView.time[1] * 0.001f, NULL );
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}
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R_LinkDrawSurfToView( drawSurf, tr.viewDef );
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if( allowFullScreenStereoDepth )
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{
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// override sort with the stereoDepth
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//drawSurf->sort = stereoDepth;
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switch( guiSurf.stereoType )
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{
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case STEREO_DEPTH_TYPE_NEAR:
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drawSurf->sort = STEREO_DEPTH_NEAR;
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break;
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case STEREO_DEPTH_TYPE_MID:
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drawSurf->sort = STEREO_DEPTH_MID;
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break;
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case STEREO_DEPTH_TYPE_FAR:
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drawSurf->sort = STEREO_DEPTH_FAR;
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break;
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case STEREO_DEPTH_TYPE_NONE:
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default:
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drawSurf->sort = defaultStereoDepth;
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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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/*
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====================
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EmitToCurrentView
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====================
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*/
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void idGuiModel::EmitToCurrentView( float modelMatrix[16], bool depthHack )
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{
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float modelViewMatrix[16];
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R_MatrixMultiply( modelMatrix, tr.viewDef->worldSpace.modelViewMatrix, modelViewMatrix );
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EmitSurfaces( modelMatrix, modelViewMatrix, depthHack, false /* stereoDepthSort */, true /* link as entity */ );
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}
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// DG: move function declaration here (=> out of EmitFullScreen() method) because it confused clang
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// (and possibly other compilers that just didn't complain and silently made it a float variable
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// initialized to something, probably 0.0f)
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float GetScreenSeparationForGuis();
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// DG end
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/*
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================
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idGuiModel::EmitFullScreen
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Creates a view that covers the screen and emit the surfaces
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================
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*/
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void idGuiModel::EmitFullScreen()
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{
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if( surfaces[0].numIndexes == 0 )
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{
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return;
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}
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SCOPED_PROFILE_EVENT( "Gui::EmitFullScreen" );
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viewDef_t* viewDef = ( viewDef_t* )R_ClearedFrameAlloc( sizeof( *viewDef ), FRAME_ALLOC_VIEW_DEF );
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viewDef->is2Dgui = true;
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tr.GetCroppedViewport( &viewDef->viewport );
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bool stereoEnabled = ( renderSystem->GetStereo3DMode() != STEREO3D_OFF );
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if( stereoEnabled )
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{
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const float screenSeparation = GetScreenSeparationForGuis();
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// this will be negated on the alternate eyes, both rendered each frame
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viewDef->renderView.stereoScreenSeparation = screenSeparation;
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extern idCVar stereoRender_swapEyes;
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viewDef->renderView.viewEyeBuffer = 0; // render to both buffers
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if( stereoRender_swapEyes.GetBool() )
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{
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viewDef->renderView.stereoScreenSeparation = -screenSeparation;
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}
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}
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viewDef->scissor.x1 = 0;
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viewDef->scissor.y1 = 0;
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viewDef->scissor.x2 = viewDef->viewport.x2 - viewDef->viewport.x1;
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viewDef->scissor.y2 = viewDef->viewport.y2 - viewDef->viewport.y1;
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viewDef->projectionMatrix[0 * 4 + 0] = 2.0f / SCREEN_WIDTH;
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viewDef->projectionMatrix[0 * 4 + 1] = 0.0f;
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viewDef->projectionMatrix[0 * 4 + 2] = 0.0f;
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viewDef->projectionMatrix[0 * 4 + 3] = 0.0f;
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viewDef->projectionMatrix[1 * 4 + 0] = 0.0f;
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viewDef->projectionMatrix[1 * 4 + 1] = -2.0f / SCREEN_HEIGHT;
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viewDef->projectionMatrix[1 * 4 + 2] = 0.0f;
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viewDef->projectionMatrix[1 * 4 + 3] = 0.0f;
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viewDef->projectionMatrix[2 * 4 + 0] = 0.0f;
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viewDef->projectionMatrix[2 * 4 + 1] = 0.0f;
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viewDef->projectionMatrix[2 * 4 + 2] = -2.0f;
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viewDef->projectionMatrix[2 * 4 + 3] = 0.0f;
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viewDef->projectionMatrix[3 * 4 + 0] = -1.0f;
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viewDef->projectionMatrix[3 * 4 + 1] = 1.0f;
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viewDef->projectionMatrix[3 * 4 + 2] = -1.0f;
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viewDef->projectionMatrix[3 * 4 + 3] = 1.0f;
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// make a tech5 renderMatrix for faster culling
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idRenderMatrix::Transpose( *( idRenderMatrix* )viewDef->projectionMatrix, viewDef->projectionRenderMatrix );
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viewDef->worldSpace.modelMatrix[0 * 4 + 0] = 1.0f;
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viewDef->worldSpace.modelMatrix[1 * 4 + 1] = 1.0f;
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viewDef->worldSpace.modelMatrix[2 * 4 + 2] = 1.0f;
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viewDef->worldSpace.modelMatrix[3 * 4 + 3] = 1.0f;
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viewDef->worldSpace.modelViewMatrix[0 * 4 + 0] = 1.0f;
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viewDef->worldSpace.modelViewMatrix[1 * 4 + 1] = 1.0f;
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viewDef->worldSpace.modelViewMatrix[2 * 4 + 2] = 1.0f;
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viewDef->worldSpace.modelViewMatrix[3 * 4 + 3] = 1.0f;
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viewDef->maxDrawSurfs = surfaces.Num();
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viewDef->drawSurfs = ( drawSurf_t** )R_FrameAlloc( viewDef->maxDrawSurfs * sizeof( viewDef->drawSurfs[0] ), FRAME_ALLOC_DRAW_SURFACE_POINTER );
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viewDef->numDrawSurfs = 0;
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viewDef_t* oldViewDef = tr.viewDef;
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tr.viewDef = viewDef;
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EmitSurfaces( viewDef->worldSpace.modelMatrix, viewDef->worldSpace.modelViewMatrix,
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false /* depthHack */ , stereoEnabled /* stereoDepthSort */, false /* link as entity */ );
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tr.viewDef = oldViewDef;
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// add the command to draw this view
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R_AddDrawViewCmd( viewDef, true );
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}
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/*
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=============
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AdvanceSurf
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=============
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*/
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void idGuiModel::AdvanceSurf()
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{
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guiModelSurface_t s;
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if( surfaces.Num() )
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{
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s.material = surf->material;
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s.glState = surf->glState;
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}
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else
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{
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s.material = tr.defaultMaterial;
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s.glState = 0;
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}
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// advance indexes so the pointer to each surface will be 16 byte aligned
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numIndexes = ALIGN( numIndexes, 8 );
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s.numIndexes = 0;
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s.firstIndex = numIndexes;
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surfaces.Append( s );
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surf = &surfaces[ surfaces.Num() - 1 ];
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}
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/*
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=============
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AllocTris
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=============
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*/
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idDrawVert* idGuiModel::AllocTris( int vertCount, const triIndex_t* tempIndexes, int indexCount, const idMaterial* material, const uint64 glState, const stereoDepthType_t stereoType )
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{
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if( material == NULL )
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{
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return NULL;
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}
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if( numIndexes + indexCount > MAX_INDEXES )
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{
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static int warningFrame = 0;
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if( warningFrame != tr.frameCount )
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{
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warningFrame = tr.frameCount;
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idLib::Warning( "idGuiModel::AllocTris: MAX_INDEXES exceeded" );
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}
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return NULL;
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}
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if( numVerts + vertCount > MAX_VERTS )
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{
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static int warningFrame = 0;
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if( warningFrame != tr.frameCount )
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{
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warningFrame = tr.frameCount;
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idLib::Warning( "idGuiModel::AllocTris: MAX_VERTS exceeded" );
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}
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return NULL;
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}
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// break the current surface if we are changing to a new material or we can't
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// fit the data into our allocated block
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if( material != surf->material || glState != surf->glState || stereoType != surf->stereoType )
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{
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if( surf->numIndexes )
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{
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AdvanceSurf();
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}
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surf->material = material;
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surf->glState = glState;
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surf->stereoType = stereoType;
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}
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int startVert = numVerts;
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int startIndex = numIndexes;
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numVerts += vertCount;
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numIndexes += indexCount;
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surf->numIndexes += indexCount;
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if( ( startIndex & 1 ) || ( indexCount & 1 ) )
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{
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// slow for write combined memory!
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// this should be very rare, since quads are always an even index count
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for( int i = 0; i < indexCount; i++ )
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{
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indexPointer[startIndex + i] = startVert + tempIndexes[i];
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}
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}
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else
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{
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for( int i = 0; i < indexCount; i += 2 )
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{
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WriteIndexPair( indexPointer + startIndex + i, startVert + tempIndexes[i], startVert + tempIndexes[i + 1] );
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}
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}
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return vertexPointer + startVert;
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}
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