jedi-academy/codemp/renderer/tr_scene.cpp

887 lines
21 KiB
C++
Raw Normal View History

2013-04-19 02:52:48 +00:00
//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "tr_local.h"
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#endif
#include "../ghoul2/G2_local.h"
#include "matcomp.h"
2013-04-19 02:52:48 +00:00
#ifdef VV_LIGHTING
#include "tr_lightmanager.h"
#endif
#pragma warning (disable: 4512) //default assignment operator could not be gened
#include "../qcommon/disablewarnings.h"
static int r_firstSceneDrawSurf;
static int r_numdlights;
static int r_firstSceneDlight;
static int r_numentities;
static int r_firstSceneEntity;
static int r_numminientities;
static int r_firstSceneMiniEntity;
static int refEntParent = -1;
static int r_numpolys;
static int r_firstScenePoly;
static int r_numpolyverts;
int skyboxportal;
int drawskyboxportal;
/*
====================
R_ToggleSmpFrame
====================
*/
void R_ToggleSmpFrame( void ) {
backEndData->commands.used = 0;
r_firstSceneDrawSurf = 0;
#ifdef VV_LIGHTING
VVLightMan.num_dlights = 0;
#endif
r_numdlights = 0;
r_firstSceneDlight = 0;
r_numentities = 0;
r_firstSceneEntity = 0;
refEntParent = -1;
r_numminientities = 0;
r_firstSceneMiniEntity = 0;
r_numpolys = 0;
r_firstScenePoly = 0;
r_numpolyverts = 0;
}
/*
====================
RE_ClearScene
====================
*/
void RE_ClearScene( void ) {
r_firstSceneDlight = r_numdlights;
r_firstSceneEntity = r_numentities;
r_firstScenePoly = r_numpolys;
refEntParent = -1;
r_firstSceneMiniEntity = r_numminientities;
}
/*
===========================================================================
DISCRETE POLYS
===========================================================================
*/
/*
=====================
R_AddPolygonSurfaces
Adds all the scene's polys into this view's drawsurf list
=====================
*/
void R_AddPolygonSurfaces( void ) {
int i;
shader_t *sh;
srfPoly_t *poly;
tr.currentEntityNum = TR_WORLDENT;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
sh = R_GetShaderByHandle( poly->hShader );
R_AddDrawSurf( (surfaceType_t *)poly, sh, poly->fogIndex, qfalse );
}
}
/*
=====================
RE_AddPolyToScene
=====================
*/
void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
srfPoly_t *poly;
int i, j;
int fogIndex;
fog_t *fog;
vec3_t bounds[2];
if ( !tr.registered ) {
return;
}
if ( !hShader ) {
Com_Printf (S_COLOR_YELLOW "WARNING: RE_AddPolyToScene: NULL poly shader\n");
return;
}
for ( j = 0; j < numPolys; j++ ) {
if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
Com_Printf (S_COLOR_YELLOW "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
return;
}
poly = &backEndData->polys[r_numpolys];
poly->surfaceType = SF_POLY;
poly->hShader = hShader;
poly->numVerts = numVerts;
poly->verts = &backEndData->polyVerts[r_numpolyverts];
Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
// done.
r_numpolys++;
r_numpolyverts += numVerts;
// if no world is loaded
if ( tr.world == NULL ) {
fogIndex = 0;
}
// see if it is in a fog volume
else if ( tr.world->numfogs == 1 ) {
fogIndex = 0;
} else {
// find which fog volume the poly is in
VectorCopy( poly->verts[0].xyz, bounds[0] );
VectorCopy( poly->verts[0].xyz, bounds[1] );
for ( i = 1 ; i < poly->numVerts ; i++ ) {
AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
}
for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
fog = &tr.world->fogs[fogIndex];
if ( bounds[1][0] >= fog->bounds[0][0]
&& bounds[1][1] >= fog->bounds[0][1]
&& bounds[1][2] >= fog->bounds[0][2]
&& bounds[0][0] <= fog->bounds[1][0]
&& bounds[0][1] <= fog->bounds[1][1]
&& bounds[0][2] <= fog->bounds[1][2] ) {
break;
}
}
if ( fogIndex == tr.world->numfogs ) {
fogIndex = 0;
}
}
poly->fogIndex = fogIndex;
}
}
//=================================================================================
/*
=====================
RE_AddRefEntityToScene
=====================
*/
void RE_AddRefEntityToScene( const refEntity_t *ent ) {
if ( !tr.registered ) {
return;
}
assert(!ent || ent->renderfx >= 0);
if (ent->reType == RT_ENT_CHAIN)
{ //minirefents must die.
return;
}
#ifdef _DEBUG
if (ent->reType == RT_MODEL)
{
assert(ent->hModel || ent->ghoul2 || ent->customShader);
}
#endif
if ( r_numentities >= TR_WORLDENT )
{
#ifndef FINAL_BUILD
Com_Printf( "WARNING: RE_AddRefEntityToScene: too many entities\n");
#endif
return;
}
if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
Com_Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
}
backEndData->entities[r_numentities].e = *ent;
backEndData->entities[r_numentities].lightingCalculated = qfalse;
if (ent->ghoul2)
{
CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)ent->ghoul2);
if (!ghoul2[0].mModel)
{
#ifdef _DEBUG
CGhoul2Info &g2 = ghoul2[0];
#endif
//DebugBreak();
Com_Printf("Your ghoul2 instance has no model!\n");
}
}
/*
if (ent->reType == RT_ENT_CHAIN)
{
refEntParent = r_numentities;
backEndData->entities[r_numentities].e.uRefEnt.uMini.miniStart = r_numminientities - r_firstSceneMiniEntity;
backEndData->entities[r_numentities].e.uRefEnt.uMini.miniCount = 0;
}
else
{
*/
refEntParent = -1;
//}
r_numentities++;
}
/************************************************************************************************
* RE_AddMiniRefEntityToScene *
* Adds a mini ref ent to the scene. If the input parameter is null, it signifies the end *
* of the chain. Otherwise, if there is a valid chain parent, it will be added to that. *
* If there is no parent, it will be added as a regular ref ent. *
* *
* Input *
* ent: the mini ref ent to be added *
* *
* Output / Return *
* none *
* *
************************************************************************************************/
void RE_AddMiniRefEntityToScene( const miniRefEntity_t *ent )
{
#if 0
refEntity_t *parent;
#endif
if ( !tr.registered )
{
return;
}
if (!ent)
{
refEntParent = -1;
return;
}
#if 1 //i hate you minirefent!
refEntity_t tempEnt;
memcpy(&tempEnt, ent, sizeof(*ent));
memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent));
RE_AddRefEntityToScene(&tempEnt);
#else
if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE )
{
Com_Error( ERR_DROP, "RE_AddMiniRefEntityToScene: bad reType %i", ent->reType );
}
if (!r_numentities || refEntParent == -1 || r_numminientities >= MAX_MINI_ENTITIES)
{ //rww - add it as a refent also if we run out of minis
// Com_Error( ERR_DROP, "RE_AddMiniRefEntityToScene: mini without parent ref ent");
refEntity_t tempEnt;
memcpy(&tempEnt, ent, sizeof(*ent));
memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent));
RE_AddRefEntityToScene(&tempEnt);
return;
}
parent = &backEndData->entities[refEntParent].e;
parent->uRefEnt.uMini.miniCount++;
backEndData->miniEntities[r_numminientities].e = *ent;
r_numminientities++;
#endif
}
/*
=====================
RE_AddDynamicLightToScene
=====================
*/
#ifndef VV_LIGHTING
void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
dlight_t *dl;
if ( !tr.registered ) {
return;
}
if ( r_numdlights >= MAX_DLIGHTS ) {
return;
}
if ( intensity <= 0 ) {
return;
}
dl = &backEndData->dlights[r_numdlights++];
VectorCopy (org, dl->origin);
dl->radius = intensity;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
dl->additive = additive;
}
#endif
/*
=====================
RE_AddLightToScene
=====================
*/
#ifndef VV_LIGHTING
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
}
#endif
/*
=====================
RE_AddAdditiveLightToScene
=====================
*/
#ifndef VV_LIGHTING
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
}
#endif
enum
{
DECALPOLY_TYPE_NORMAL,
DECALPOLY_TYPE_FADE,
DECALPOLY_TYPE_MAX
};
#define DECAL_FADE_TIME 1000
decalPoly_t* RE_AllocDecal ( int type );
static decalPoly_t re_decalPolys[DECALPOLY_TYPE_MAX][MAX_DECAL_POLYS];
static int re_decalPolyHead[DECALPOLY_TYPE_MAX];
static int re_decalPolyTotal[DECALPOLY_TYPE_MAX];
/*
===================
RE_ClearDecals
This is called to remove all decals from the world
===================
*/
void RE_ClearDecals ( void )
{
memset( re_decalPolys, 0, sizeof(re_decalPolys) );
memset( re_decalPolyHead, 0, sizeof(re_decalPolyHead) );
memset( re_decalPolyTotal, 0, sizeof(re_decalPolyTotal) );
}
void R_InitDecals ( void )
{
RE_ClearDecals ( );
}
void RE_FreeDecal ( int type, int index )
{
if ( !re_decalPolys[type][index].time )
{
return;
}
if ( type == DECALPOLY_TYPE_NORMAL )
{
decalPoly_t* fade;
fade = RE_AllocDecal ( DECALPOLY_TYPE_FADE );
memcpy ( fade, &re_decalPolys[type][index], sizeof(decalPoly_t) );
fade->time = tr.refdef.time;
fade->fadetime = tr.refdef.time + DECAL_FADE_TIME;
}
re_decalPolys[type][index].time = 0;
re_decalPolyTotal[type]--;
}
/*
===================
RE_AllocDecal
Will allways succeed, even if it requires freeing an old active mark
===================
*/
decalPoly_t* RE_AllocDecal( int type )
{
decalPoly_t *le;
// See if the cvar changed
if ( re_decalPolyTotal[type] > r_markcount->integer )
{
RE_ClearDecals ( );
}
le = &re_decalPolys[type][re_decalPolyHead[type]];
// If it has no time its the first occasion its been used
if ( le->time )
{
if ( le->time != tr.refdef.time )
{
int i = re_decalPolyHead[type];
// since we are killing one that existed before, make sure we
// kill all the other marks that belong to the group
do
{
i++;
if ( i >= r_markcount->integer )
{
i = 0;
}
// Break out on the first one thats not part of the group
if ( re_decalPolys[type][i].time != le->time )
{
break;
}
RE_FreeDecal ( type, i );
}
while ( i != re_decalPolyHead[type] );
RE_FreeDecal ( type, re_decalPolyHead[type] );
}
else
{
RE_FreeDecal ( type, re_decalPolyHead[type] );
}
}
memset ( le, 0, sizeof(decalPoly_t) );
le->time = tr.refdef.time;
re_decalPolyTotal[type]++;
// Move on to the next decal poly and wrap around if need be
re_decalPolyHead[type]++;
if ( re_decalPolyHead[type] >= r_markcount->integer )
{
re_decalPolyHead[type] = 0;
}
return le;
}
/*
=================
RE_AddDecalToScene
origin should be a point within a unit of the plane
dir should be the plane normal
temporary marks will not be stored or randomly oriented, but immediately
passed to the renderer.
=================
*/
#define MAX_DECAL_FRAGMENTS 128
#define MAX_DECAL_POINTS 384
void RE_AddDecalToScene ( qhandle_t decalShader, const vec3_t origin, const vec3_t dir, float orientation, float red, float green, float blue, float alpha, qboolean alphaFade, float radius, qboolean temporary )
{
vec3_t axis[3];
float texCoordScale;
vec3_t originalPoints[4];
byte colors[4];
int i, j;
int numFragments;
markFragment_t markFragments[MAX_DECAL_FRAGMENTS], *mf;
vec3_t markPoints[MAX_DECAL_POINTS];
vec3_t projection;
assert(decalShader);
if ( r_markcount->integer <= 0 && !temporary )
{
return;
}
if ( radius <= 0 )
{
Com_Error( ERR_FATAL, "RE_AddDecalToScene: called with <= 0 radius" );
}
// create the texture axis
VectorNormalize2( dir, axis[0] );
PerpendicularVector( axis[1], axis[0] );
RotatePointAroundVector( axis[2], axis[0], axis[1], orientation );
CrossProduct( axis[0], axis[2], axis[1] );
texCoordScale = 0.5 * 1.0 / radius;
// create the full polygon
for ( i = 0 ; i < 3 ; i++ )
{
originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
}
// get the fragments
VectorScale( dir, -20, projection );
numFragments = R_MarkFragments( 4, (const vec3_t*)originalPoints,
projection, MAX_DECAL_POINTS, markPoints[0],
MAX_DECAL_FRAGMENTS, markFragments );
colors[0] = red * 255;
colors[1] = green * 255;
colors[2] = blue * 255;
colors[3] = alpha * 255;
for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ )
{
polyVert_t *v;
polyVert_t verts[MAX_VERTS_ON_DECAL_POLY];
decalPoly_t *decal;
// we have an upper limit on the complexity of polygons
// that we store persistantly
if ( mf->numPoints > MAX_VERTS_ON_DECAL_POLY )
{
mf->numPoints = MAX_VERTS_ON_DECAL_POLY;
}
for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ )
{
vec3_t delta;
VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
VectorSubtract( v->xyz, origin, delta );
v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
*(int *)v->modulate = *(int *)colors;
}
// if it is a temporary (shadow) mark, add it immediately and forget about it
if ( temporary )
{
RE_AddPolyToScene( decalShader, mf->numPoints, verts, 1 );
continue;
}
// otherwise save it persistantly
decal = RE_AllocDecal( DECALPOLY_TYPE_NORMAL );
decal->time = tr.refdef.time;
decal->shader = decalShader;
decal->poly.numVerts = mf->numPoints;
decal->color[0] = red;
decal->color[1] = green;
decal->color[2] = blue;
decal->color[3] = alpha;
memcpy( decal->verts, verts, mf->numPoints * sizeof( verts[0] ) );
}
}
/*
===============
R_AddDecals
===============
*/
static inline void R_AddDecals ( void )
{
int decalPoly;
int type;
static int lastMarkCount = -1;
if ( r_markcount->integer != lastMarkCount )
{
if ( lastMarkCount != -1 )
{
RE_ClearDecals ( );
}
lastMarkCount = r_markcount->integer;
}
if ( r_markcount->integer <= 0 )
{
return;
}
for ( type = DECALPOLY_TYPE_NORMAL; type < DECALPOLY_TYPE_MAX; type ++ )
{
decalPoly = re_decalPolyHead[type];
do
{
decalPoly_t* p = &re_decalPolys[type][decalPoly];
if ( p->time )
{
if ( p->fadetime )
{
int t;
// fade all marks out with time
t = tr.refdef.time - p->time;
if ( t < DECAL_FADE_TIME )
{
float fade;
int j;
fade = 255.0f * (1.0f - ((float)t / DECAL_FADE_TIME));
for ( j = 0 ; j < p->poly.numVerts ; j++ )
{
p->verts[j].modulate[3] = fade;
}
RE_AddPolyToScene( p->shader, p->poly.numVerts, p->verts, 1 );
}
else
{
RE_FreeDecal ( type, decalPoly );
}
}
else
{
RE_AddPolyToScene( p->shader, p->poly.numVerts, p->verts, 1 );
}
}
decalPoly++;
if ( decalPoly >= r_markcount->integer )
{
decalPoly = 0;
}
}
while ( decalPoly != re_decalPolyHead[type] );
}
}
/*
@@@@@@@@@@@@@@@@@@@@@
RE_RenderScene
Draw a 3D view into a part of the window, then return
to 2D drawing.
Rendering a scene may require multiple views to be rendered
to handle mirrors,
@@@@@@@@@@@@@@@@@@@@@
*/
void RE_RenderWorldEffects(void);
void RE_RenderAutoMap(void);
void RE_RenderScene( const refdef_t *fd ) {
viewParms_t parms;
int startTime;
static int lastTime = 0;
if ( !tr.registered ) {
return;
}
GLimp_LogComment( "====== RE_RenderScene =====\n" );
if ( r_norefresh->integer ) {
return;
}
startTime = Sys_Milliseconds()*com_timescale->value;
if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
Com_Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
}
Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
tr.refdef.x = fd->x;
tr.refdef.y = fd->y;
tr.refdef.width = fd->width;
tr.refdef.height = fd->height;
tr.refdef.fov_x = fd->fov_x;
tr.refdef.fov_y = fd->fov_y;
VectorCopy( fd->vieworg, tr.refdef.vieworg );
VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
tr.refdef.time = fd->time;
tr.refdef.frametime = fd->time - lastTime;
lastTime = fd->time;
if (fd->rdflags & RDF_SKYBOXPORTAL)
{
skyboxportal = 1;
}
if (fd->rdflags & RDF_DRAWSKYBOX)
{
drawskyboxportal = 1;
}
else
{
drawskyboxportal = 0;
}
if (tr.refdef.frametime > 500)
{
tr.refdef.frametime = 500;
}
else if (tr.refdef.frametime < 0)
{
tr.refdef.frametime = 0;
}
tr.refdef.rdflags = fd->rdflags;
// copy the areamask data over and note if it has changed, which
// will force a reset of the visible leafs even if the view hasn't moved
tr.refdef.areamaskModified = qfalse;
if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
int areaDiff;
int i;
// compare the area bits
areaDiff = 0;
for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
}
if ( areaDiff ) {
// a door just opened or something
tr.refdef.areamaskModified = qtrue;
}
}
// derived info
tr.refdef.floatTime = tr.refdef.time * 0.001f;
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;
tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
tr.refdef.miniEntities = &backEndData->miniEntities[r_firstSceneMiniEntity];
#ifndef VV_LIGHTING
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
#endif
// Add the decals here because decals add polys and we need to ensure
// that the polys are added before the the renderer is prepared
if ( !(tr.refdef.rdflags & RDF_NOWORLDMODEL) )
{
R_AddDecals ( );
}
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
// turn off dynamic lighting globally by clearing all the
// dlights if it needs to be disabled or if vertex lighting is enabled
#ifndef VV_LIGHTING
if ( r_dynamiclight->integer == 0 ||
r_vertexLight->integer == 1 ) {
tr.refdef.num_dlights = 0;
}
#endif
// a single frame may have multiple scenes draw inside it --
// a 3D game view, 3D status bar renderings, 3D menus, etc.
// They need to be distinguished by the light flare code, because
// the visibility state for a given surface may be different in
// each scene / view.
tr.frameSceneNum++;
tr.sceneCount++;
// setup view parms for the initial view
//
// set up viewport
// The refdef takes 0-at-the-top y coordinates, so
// convert to GL's 0-at-the-bottom space
//
Com_Memset( &parms, 0, sizeof( parms ) );
parms.viewportX = tr.refdef.x;
parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
parms.viewportWidth = tr.refdef.width;
parms.viewportHeight = tr.refdef.height;
parms.isPortal = qfalse;
parms.fovX = tr.refdef.fov_x;
parms.fovY = tr.refdef.fov_y;
VectorCopy( fd->vieworg, parms.ori.origin );
VectorCopy( fd->viewaxis[0], parms.ori.axis[0] );
VectorCopy( fd->viewaxis[1], parms.ori.axis[1] );
VectorCopy( fd->viewaxis[2], parms.ori.axis[2] );
VectorCopy( fd->vieworg, parms.pvsOrigin );
R_RenderView( &parms );
// the next scene rendered in this frame will tack on after this one
r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
r_firstSceneEntity = r_numentities;
r_firstSceneMiniEntity = r_numminientities;
r_firstSceneDlight = r_numdlights;
r_firstScenePoly = r_numpolys;
refEntParent = -1;
tr.frontEndMsec += Sys_Milliseconds()*com_timescale->value - startTime;
RE_RenderWorldEffects();
if (tr.refdef.rdflags & RDF_AUTOMAP)
{
RE_RenderAutoMap();
}
}
#if 0 //rwwFIXMEFIXME: Disable this before release!!!!!! I am just trying to find a crash bug.
int R_GetRNumEntities(void)
{
return r_numentities;
}
void R_SetRNumEntities(int num)
{
r_numentities = num;
}
#endif