mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
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
587 lines
16 KiB
C++
587 lines
16 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) 2014 Robert Beckebans
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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 "Model_local.h"
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/*
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==========================================================================================
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SUBVIEW SURFACES
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==========================================================================================
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*/
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struct orientation_t
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{
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idVec3 origin;
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idMat3 axis;
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};
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/*
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=================
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R_MirrorPoint
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=================
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*/
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static void R_MirrorPoint( const idVec3 in, orientation_t* surface, orientation_t* camera, idVec3& out )
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{
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const idVec3 local = in - surface->origin;
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idVec3 transformed( 0.0f );
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for( int i = 0; i < 3; i++ )
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{
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const float d = local * surface->axis[i];
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transformed += d * camera->axis[i];
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}
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out = transformed + camera->origin;
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}
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/*
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=================
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R_MirrorVector
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=================
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*/
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static void R_MirrorVector( const idVec3 in, orientation_t* surface, orientation_t* camera, idVec3& out )
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{
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out.Zero();
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for( int i = 0; i < 3; i++ )
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{
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const float d = in * surface->axis[i];
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out += d * camera->axis[i];
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}
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}
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/*
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=============
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R_PlaneForSurface
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Returns the plane for the first triangle in the surface
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FIXME: check for degenerate triangle?
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=============
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*/
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static void R_PlaneForSurface( const srfTriangles_t* tri, idPlane& plane )
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{
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idDrawVert* v1 = tri->verts + tri->indexes[0];
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idDrawVert* v2 = tri->verts + tri->indexes[1];
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idDrawVert* v3 = tri->verts + tri->indexes[2];
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plane.FromPoints( v1->xyz, v2->xyz, v3->xyz );
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}
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/*
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=========================
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R_PreciseCullSurface
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Check the surface for visibility on a per-triangle basis
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for cases when it is going to be VERY expensive to draw (subviews)
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If not culled, also returns the bounding box of the surface in
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Normalized Device Coordinates, so it can be used to crop the scissor rect.
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OPTIMIZE: we could also take exact portal passing into consideration
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=========================
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*/
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bool R_PreciseCullSurface( const drawSurf_t* drawSurf, idBounds& ndcBounds )
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{
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const srfTriangles_t* tri = drawSurf->frontEndGeo;
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unsigned int pointOr = 0;
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unsigned int pointAnd = ( unsigned int )~0;
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// get an exact bounds of the triangles for scissor cropping
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ndcBounds.Clear();
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// RB: added check wether GPU skinning is available at all
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const idJointMat* joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() && glConfig.gpuSkinningAvailable ) ? tri->staticModelWithJoints->jointsInverted : NULL;
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// RB end
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for( int i = 0; i < tri->numVerts; i++ )
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{
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const idVec3 vXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[i], joints );
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idPlane eye, clip;
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R_TransformModelToClip( vXYZ, drawSurf->space->modelViewMatrix, tr.viewDef->projectionMatrix, eye, clip );
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unsigned int pointFlags = 0;
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for( int j = 0; j < 3; j++ )
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{
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if( clip[j] >= clip[3] )
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{
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pointFlags |= ( 1 << ( j * 2 + 0 ) );
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}
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else if( clip[j] <= -clip[3] ) // FIXME: the D3D near clip plane is at zero instead of -1
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{
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pointFlags |= ( 1 << ( j * 2 + 1 ) );
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}
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}
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pointAnd &= pointFlags;
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pointOr |= pointFlags;
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}
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// trivially reject
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if( pointAnd != 0 )
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{
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return true;
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}
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// backface and frustum cull
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idVec3 localViewOrigin;
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R_GlobalPointToLocal( drawSurf->space->modelMatrix, tr.viewDef->renderView.vieworg, localViewOrigin );
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for( int i = 0; i < tri->numIndexes; i += 3 )
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{
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const idVec3 v1 = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[ i + 0 ] ], joints );
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const idVec3 v2 = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[ i + 1 ] ], joints );
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const idVec3 v3 = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[ i + 2 ] ], joints );
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// this is a hack, because R_GlobalPointToLocal doesn't work with the non-normalized
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// axis that we get from the gui view transform. It doesn't hurt anything, because
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// we know that all gui generated surfaces are front facing
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if( tr.guiRecursionLevel == 0 )
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{
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// we don't care that it isn't normalized,
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// all we want is the sign
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const idVec3 d1 = v2 - v1;
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const idVec3 d2 = v3 - v1;
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const idVec3 normal = d2.Cross( d1 );
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const idVec3 dir = v1 - localViewOrigin;
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const float dot = normal * dir;
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if( dot >= 0.0f )
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{
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return true;
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}
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}
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// now find the exact screen bounds of the clipped triangle
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idFixedWinding w;
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w.SetNumPoints( 3 );
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R_LocalPointToGlobal( drawSurf->space->modelMatrix, v1, w[0].ToVec3() );
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R_LocalPointToGlobal( drawSurf->space->modelMatrix, v2, w[1].ToVec3() );
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R_LocalPointToGlobal( drawSurf->space->modelMatrix, v3, w[2].ToVec3() );
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w[0].s = w[0].t = w[1].s = w[1].t = w[2].s = w[2].t = 0.0f;
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for( int j = 0; j < 4; j++ )
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{
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if( !w.ClipInPlace( -tr.viewDef->frustums[FRUSTUM_PRIMARY][j], 0.1f ) )
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{
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break;
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}
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}
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for( int j = 0; j < w.GetNumPoints(); j++ )
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{
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idVec3 screen;
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R_GlobalToNormalizedDeviceCoordinates( w[j].ToVec3(), screen );
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ndcBounds.AddPoint( screen );
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}
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}
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// if we don't enclose any area, return
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if( ndcBounds.IsCleared() )
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{
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return true;
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}
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return false;
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}
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/*
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========================
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R_MirrorViewBySurface
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========================
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*/
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static viewDef_t* R_MirrorViewBySurface( const drawSurf_t* drawSurf )
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{
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// copy the viewport size from the original
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viewDef_t* parms = ( viewDef_t* )R_FrameAlloc( sizeof( *parms ) );
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*parms = *tr.viewDef;
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parms->renderView.viewID = 0; // clear to allow player bodies to show up, and suppress view weapons
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parms->isSubview = true;
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parms->isMirror = true;
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// create plane axis for the portal we are seeing
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idPlane originalPlane, plane;
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R_PlaneForSurface( drawSurf->frontEndGeo, originalPlane );
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R_LocalPlaneToGlobal( drawSurf->space->modelMatrix, originalPlane, plane );
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orientation_t surface;
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surface.origin = plane.Normal() * -plane[3];
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surface.axis[0] = plane.Normal();
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surface.axis[0].NormalVectors( surface.axis[1], surface.axis[2] );
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surface.axis[2] = -surface.axis[2];
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orientation_t camera;
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camera.origin = surface.origin;
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camera.axis[0] = -surface.axis[0];
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camera.axis[1] = surface.axis[1];
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camera.axis[2] = surface.axis[2];
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// set the mirrored origin and axis
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R_MirrorPoint( tr.viewDef->renderView.vieworg, &surface, &camera, parms->renderView.vieworg );
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R_MirrorVector( tr.viewDef->renderView.viewaxis[0], &surface, &camera, parms->renderView.viewaxis[0] );
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R_MirrorVector( tr.viewDef->renderView.viewaxis[1], &surface, &camera, parms->renderView.viewaxis[1] );
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R_MirrorVector( tr.viewDef->renderView.viewaxis[2], &surface, &camera, parms->renderView.viewaxis[2] );
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// make the view origin 16 units away from the center of the surface
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const idVec3 center = ( drawSurf->frontEndGeo->bounds[0] + drawSurf->frontEndGeo->bounds[1] ) * 0.5f;
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const idVec3 viewOrigin = center + ( originalPlane.Normal() * 16.0f );
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R_LocalPointToGlobal( drawSurf->space->modelMatrix, viewOrigin, parms->initialViewAreaOrigin );
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// set the mirror clip plane
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parms->numClipPlanes = 1;
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parms->clipPlanes[0] = -camera.axis[0];
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parms->clipPlanes[0][3] = -( camera.origin * parms->clipPlanes[0].Normal() );
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return parms;
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}
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/*
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========================
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R_XrayViewBySurface
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========================
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*/
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static viewDef_t* R_XrayViewBySurface( const drawSurf_t* drawSurf )
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{
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// copy the viewport size from the original
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viewDef_t* parms = ( viewDef_t* )R_FrameAlloc( sizeof( *parms ) );
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*parms = *tr.viewDef;
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parms->renderView.viewID = 0; // clear to allow player bodies to show up, and suppress view weapons
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parms->isSubview = true;
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parms->isXraySubview = true;
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return parms;
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}
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/*
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===============
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R_RemoteRender
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===============
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*/
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static void R_RemoteRender( const drawSurf_t* surf, textureStage_t* stage )
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{
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// remote views can be reused in a single frame
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if( stage->dynamicFrameCount == tr.frameCount )
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{
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return;
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}
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// if the entity doesn't have a remoteRenderView, do nothing
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if( !surf->space->entityDef->parms.remoteRenderView )
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{
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return;
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}
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int stageWidth = stage->width;
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int stageHeight = stage->height;
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// copy the viewport size from the original
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viewDef_t* parms = ( viewDef_t* )R_FrameAlloc( sizeof( *parms ) );
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*parms = *tr.viewDef;
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parms->renderView = *surf->space->entityDef->parms.remoteRenderView;
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parms->renderView.viewID = 0; // clear to allow player bodies to show up, and suppress view weapons
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parms->initialViewAreaOrigin = parms->renderView.vieworg;
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parms->isSubview = true;
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parms->isMirror = false;
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tr.CropRenderSize( stageWidth, stageHeight );
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tr.GetCroppedViewport( &parms->viewport );
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parms->scissor.x1 = 0;
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parms->scissor.y1 = 0;
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parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
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parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
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parms->superView = tr.viewDef;
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parms->subviewSurface = surf;
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// generate render commands for it
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R_RenderView( parms );
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// copy this rendering to the image
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stage->dynamicFrameCount = tr.frameCount;
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if( stage->image == NULL )
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{
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stage->image = globalImages->scratchImage;
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}
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tr.CaptureRenderToImage( stage->image->GetName(), true );
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tr.UnCrop();
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}
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/*
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=================
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R_MirrorRender
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=================
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*/
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void R_MirrorRender( const drawSurf_t* surf, textureStage_t* stage, idScreenRect scissor )
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{
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// remote views can be reused in a single frame
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if( stage->dynamicFrameCount == tr.frameCount )
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{
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return;
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}
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// issue a new view command
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viewDef_t* parms = R_MirrorViewBySurface( surf );
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if( parms == NULL )
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{
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return;
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}
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tr.CropRenderSize( stage->width, stage->height );
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tr.GetCroppedViewport( &parms->viewport );
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parms->scissor.x1 = 0;
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parms->scissor.y1 = 0;
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parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
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parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
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parms->superView = tr.viewDef;
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parms->subviewSurface = surf;
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// triangle culling order changes with mirroring
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parms->isMirror = ( ( ( int )parms->isMirror ^ ( int )tr.viewDef->isMirror ) != 0 );
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// generate render commands for it
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R_RenderView( parms );
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// copy this rendering to the image
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stage->dynamicFrameCount = tr.frameCount;
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stage->image = globalImages->scratchImage;
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tr.CaptureRenderToImage( stage->image->GetName() );
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tr.UnCrop();
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}
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/*
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=================
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R_XrayRender
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=================
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*/
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void R_XrayRender( const drawSurf_t* surf, textureStage_t* stage, idScreenRect scissor )
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{
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// remote views can be reused in a single frame
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if( stage->dynamicFrameCount == tr.frameCount )
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{
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return;
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}
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// issue a new view command
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viewDef_t* parms = R_XrayViewBySurface( surf );
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if( parms == NULL )
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{
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return;
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}
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int stageWidth = stage->width;
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int stageHeight = stage->height;
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tr.CropRenderSize( stageWidth, stageHeight );
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tr.GetCroppedViewport( &parms->viewport );
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parms->scissor.x1 = 0;
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parms->scissor.y1 = 0;
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parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
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parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
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parms->superView = tr.viewDef;
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parms->subviewSurface = surf;
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// triangle culling order changes with mirroring
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parms->isMirror = ( ( ( int )parms->isMirror ^ ( int )tr.viewDef->isMirror ) != 0 );
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// generate render commands for it
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R_RenderView( parms );
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// copy this rendering to the image
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stage->dynamicFrameCount = tr.frameCount;
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stage->image = globalImages->scratchImage2;
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tr.CaptureRenderToImage( stage->image->GetName(), true );
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tr.UnCrop();
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}
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/*
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==================
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R_GenerateSurfaceSubview
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==================
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*/
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bool R_GenerateSurfaceSubview( const drawSurf_t* drawSurf )
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{
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// for testing the performance hit
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if( r_skipSubviews.GetBool() )
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{
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return false;
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}
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idBounds ndcBounds;
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if( R_PreciseCullSurface( drawSurf, ndcBounds ) )
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{
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return false;
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}
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const idMaterial* shader = drawSurf->material;
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// never recurse through a subview surface that we are
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// already seeing through
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viewDef_t* parms = NULL;
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for( parms = tr.viewDef; parms != NULL; parms = parms->superView )
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{
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if( parms->subviewSurface != NULL
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&& parms->subviewSurface->frontEndGeo == drawSurf->frontEndGeo
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&& parms->subviewSurface->space->entityDef == drawSurf->space->entityDef )
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{
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break;
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}
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}
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if( parms )
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{
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return false;
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}
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// crop the scissor bounds based on the precise cull
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assert( tr.viewDef != NULL );
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idScreenRect* v = &tr.viewDef->viewport;
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idScreenRect scissor;
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scissor.x1 = v->x1 + idMath::Ftoi( ( v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[0][0] + 1.0f ) );
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scissor.y1 = v->y1 + idMath::Ftoi( ( v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[0][1] + 1.0f ) );
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scissor.x2 = v->x1 + idMath::Ftoi( ( v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[1][0] + 1.0f ) );
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scissor.y2 = v->y1 + idMath::Ftoi( ( v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[1][1] + 1.0f ) );
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// nudge a bit for safety
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scissor.Expand();
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|
|
scissor.Intersect( tr.viewDef->scissor );
|
|
|
|
if( scissor.IsEmpty() )
|
|
{
|
|
// cropped out
|
|
return false;
|
|
}
|
|
|
|
// see what kind of subview we are making
|
|
if( shader->GetSort() != SS_SUBVIEW )
|
|
{
|
|
for( int i = 0; i < shader->GetNumStages(); i++ )
|
|
{
|
|
const shaderStage_t* stage = shader->GetStage( i );
|
|
switch( stage->texture.dynamic )
|
|
{
|
|
case DI_REMOTE_RENDER:
|
|
R_RemoteRender( drawSurf, const_cast<textureStage_t*>( &stage->texture ) );
|
|
break;
|
|
case DI_MIRROR_RENDER:
|
|
R_MirrorRender( drawSurf, const_cast<textureStage_t*>( &stage->texture ), scissor );
|
|
break;
|
|
case DI_XRAY_RENDER:
|
|
R_XrayRender( drawSurf, const_cast<textureStage_t*>( &stage->texture ), scissor );
|
|
break;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// issue a new view command
|
|
parms = R_MirrorViewBySurface( drawSurf );
|
|
if( parms == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
parms->scissor = scissor;
|
|
parms->superView = tr.viewDef;
|
|
parms->subviewSurface = drawSurf;
|
|
|
|
// triangle culling order changes with mirroring
|
|
parms->isMirror = ( ( ( int )parms->isMirror ^ ( int )tr.viewDef->isMirror ) != 0 );
|
|
|
|
// generate render commands for it
|
|
R_RenderView( parms );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_GenerateSubViews
|
|
|
|
If we need to render another view to complete the current view,
|
|
generate it first.
|
|
|
|
It is important to do this after all drawSurfs for the current
|
|
view have been generated, because it may create a subview which
|
|
would change tr.viewCount.
|
|
================
|
|
*/
|
|
bool R_GenerateSubViews( const drawSurf_t* const drawSurfs[], const int numDrawSurfs )
|
|
{
|
|
SCOPED_PROFILE_EVENT( "R_GenerateSubViews" );
|
|
|
|
// for testing the performance hit
|
|
if( r_skipSubviews.GetBool() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// scan the surfaces until we either find a subview, or determine
|
|
// there are no more subview surfaces.
|
|
bool subviews = false;
|
|
for( int i = 0; i < numDrawSurfs; i++ )
|
|
{
|
|
const drawSurf_t* drawSurf = drawSurfs[i];
|
|
|
|
if( !drawSurf->material->HasSubview() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( R_GenerateSurfaceSubview( drawSurf ) )
|
|
{
|
|
subviews = true;
|
|
}
|
|
}
|
|
|
|
return subviews;
|
|
}
|