q3rally/engine/code/renderergl2/tr_main.c
zturtleman 95fbb18fa1 ioquake3 resync to revision 3385 from 3347.
Fix going to previous browser source in q3_ui
Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack
Fix team chat box for spectators
Don't draw crosshair 0 in Team Arena setup menu
Make client for Windows x86_64 use OpenAL64.dll by default
Fix loading renderer DLLs on Windows x86
Add Windows application manifest
Disable DPI scaling on Windows
ignore window resize event on fullscreen
Don't reload arenas.txt/*.arena files in Team Arena UI
Fix crash when out of memory in Team Arena's String_Alloc
Fix in_nograb not releasing the mouse cursor
Update UI player animation handling to match CGame
Fix specifying minimum mac os version in make-macosx.sh
Fix listen server sending snapshots each client frame
Statically link libgcc on Windows
Fix hit accuracy stats for lightning gun and shotgun kills
Don't link to libGL at compile time
Add common OpenGL version parsing + OpenGL 3 fixes
Support parsing OpenGL ES version strings
Fix setting cflags/libs from sdl2-config
Load OpenGL ES 1.1 function procs
[qcommon] Use unsigned types where wrapping arithmetic is intended
OpenGL2: Fix brightness when r_autoExposure is disabled
OpenGL2: Fix MD3 surface with zero shaders dividing by zero
[botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH
Don't redefine MAX_PATH in bot code
Fix memory leak in (unused) AAS_FloodAreas()
Fix compiling GLSL shaders under Windows.
Only draw cm_patch/bot debug polygons in world scenes
Fix reading crash log when log wraps around buffer
Don't send team overlay info to bots
Fix a race condition in the makedirs target
Fix shader corruption on OpenBSD
2017-11-04 11:30:30 +00:00

2674 lines
72 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_main.c -- main control flow for each frame
#include "tr_local.h"
#include <string.h> // memcpy
trGlobals_t tr;
static float s_flipMatrix[16] = {
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
};
refimport_t ri;
// entities that will have procedurally generated surfaces will just
// point at this for their sorting surface
surfaceType_t entitySurface = SF_ENTITY;
/*
================
R_CompareVert
================
*/
qboolean R_CompareVert(srfVert_t * v1, srfVert_t * v2, qboolean checkST)
{
int i;
for(i = 0; i < 3; i++)
{
if(floor(v1->xyz[i] + 0.1) != floor(v2->xyz[i] + 0.1))
{
return qfalse;
}
if(checkST && ((v1->st[0] != v2->st[0]) || (v1->st[1] != v2->st[1])))
{
return qfalse;
}
}
return qtrue;
}
/*
=============
R_CalcTexDirs
Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”. Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/code/tangent.html
=============
*/
void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3)
{
float x1, x2, y1, y2, z1, z2;
float s1, s2, t1, t2, r;
x1 = v2[0] - v1[0];
x2 = v3[0] - v1[0];
y1 = v2[1] - v1[1];
y2 = v3[1] - v1[1];
z1 = v2[2] - v1[2];
z2 = v3[2] - v1[2];
s1 = w2[0] - w1[0];
s2 = w3[0] - w1[0];
t1 = w2[1] - w1[1];
t2 = w3[1] - w1[1];
r = s1 * t2 - s2 * t1;
if (r) r = 1.0f / r;
VectorSet(sdir, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
VectorSet(tdir, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
}
/*
=============
R_CalcTangentSpace
Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”. Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/code/tangent.html
=============
*/
vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir)
{
vec3_t n_cross_t;
vec_t n_dot_t, handedness;
// Gram-Schmidt orthogonalize
n_dot_t = DotProduct(normal, sdir);
VectorMA(sdir, -n_dot_t, normal, tangent);
VectorNormalize(tangent);
// Calculate handedness
CrossProduct(normal, sdir, n_cross_t);
handedness = (DotProduct(n_cross_t, tdir) < 0.0f) ? -1.0f : 1.0f;
// Calculate orthogonal bitangent, if necessary
if (bitangent)
CrossProduct(normal, tangent, bitangent);
return handedness;
}
qboolean R_CalcTangentVectors(srfVert_t * dv[3])
{
int i;
float bb, s, t;
vec3_t bary;
/* calculate barycentric basis for the triangle */
bb = (dv[1]->st[0] - dv[0]->st[0]) * (dv[2]->st[1] - dv[0]->st[1]) - (dv[2]->st[0] - dv[0]->st[0]) * (dv[1]->st[1] - dv[0]->st[1]);
if(fabs(bb) < 0.00000001f)
return qfalse;
/* do each vertex */
for(i = 0; i < 3; i++)
{
vec4_t tangent;
vec3_t normal, bitangent, nxt;
// calculate s tangent vector
s = dv[i]->st[0] + 10.0f;
t = dv[i]->st[1];
bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb;
bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb;
bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb;
tangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
tangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
tangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
VectorSubtract(tangent, dv[i]->xyz, tangent);
VectorNormalize(tangent);
// calculate t tangent vector
s = dv[i]->st[0];
t = dv[i]->st[1] + 10.0f;
bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb;
bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb;
bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb;
bitangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
bitangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
bitangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
VectorSubtract(bitangent, dv[i]->xyz, bitangent);
VectorNormalize(bitangent);
// store bitangent handedness
R_VaoUnpackNormal(normal, dv[i]->normal);
CrossProduct(normal, tangent, nxt);
tangent[3] = (DotProduct(nxt, bitangent) < 0.0f) ? -1.0f : 1.0f;
R_VaoPackTangent(dv[i]->tangent, tangent);
// debug code
//% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
//% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
}
return qtrue;
}
/*
=================
R_CullLocalBox
Returns CULL_IN, CULL_CLIP, or CULL_OUT
=================
*/
int R_CullLocalBox(vec3_t localBounds[2]) {
#if 0
int i, j;
vec3_t transformed[8];
float dists[8];
vec3_t v;
cplane_t *frust;
int anyBack;
int front, back;
if ( r_nocull->integer ) {
return CULL_CLIP;
}
// transform into world space
for (i = 0 ; i < 8 ; i++) {
v[0] = bounds[i&1][0];
v[1] = bounds[(i>>1)&1][1];
v[2] = bounds[(i>>2)&1][2];
VectorCopy( tr.or.origin, transformed[i] );
VectorMA( transformed[i], v[0], tr.or.axis[0], transformed[i] );
VectorMA( transformed[i], v[1], tr.or.axis[1], transformed[i] );
VectorMA( transformed[i], v[2], tr.or.axis[2], transformed[i] );
}
// check against frustum planes
anyBack = 0;
for (i = 0 ; i < 4 ; i++) {
frust = &tr.viewParms.frustum[i];
front = back = 0;
for (j = 0 ; j < 8 ; j++) {
dists[j] = DotProduct(transformed[j], frust->normal);
if ( dists[j] > frust->dist ) {
front = 1;
if ( back ) {
break; // a point is in front
}
} else {
back = 1;
}
}
if ( !front ) {
// all points were behind one of the planes
return CULL_OUT;
}
anyBack |= back;
}
if ( !anyBack ) {
return CULL_IN; // completely inside frustum
}
return CULL_CLIP; // partially clipped
#else
int j;
vec3_t transformed;
vec3_t v;
vec3_t worldBounds[2];
if(r_nocull->integer)
{
return CULL_CLIP;
}
// transform into world space
ClearBounds(worldBounds[0], worldBounds[1]);
for(j = 0; j < 8; j++)
{
v[0] = localBounds[j & 1][0];
v[1] = localBounds[(j >> 1) & 1][1];
v[2] = localBounds[(j >> 2) & 1][2];
R_LocalPointToWorld(v, transformed);
AddPointToBounds(transformed, worldBounds[0], worldBounds[1]);
}
return R_CullBox(worldBounds);
#endif
}
/*
=================
R_CullBox
Returns CULL_IN, CULL_CLIP, or CULL_OUT
=================
*/
int R_CullBox(vec3_t worldBounds[2]) {
int i;
cplane_t *frust;
qboolean anyClip;
int r, numPlanes;
numPlanes = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4;
// check against frustum planes
anyClip = qfalse;
for(i = 0; i < numPlanes; i++)
{
frust = &tr.viewParms.frustum[i];
r = BoxOnPlaneSide(worldBounds[0], worldBounds[1], frust);
if(r == 2)
{
// completely outside frustum
return CULL_OUT;
}
if(r == 3)
{
anyClip = qtrue;
}
}
if(!anyClip)
{
// completely inside frustum
return CULL_IN;
}
// partially clipped
return CULL_CLIP;
}
/*
** R_CullLocalPointAndRadius
*/
int R_CullLocalPointAndRadius( const vec3_t pt, float radius )
{
vec3_t transformed;
R_LocalPointToWorld( pt, transformed );
return R_CullPointAndRadius( transformed, radius );
}
/*
** R_CullPointAndRadius
*/
int R_CullPointAndRadiusEx( const vec3_t pt, float radius, const cplane_t* frustum, int numPlanes )
{
int i;
float dist;
const cplane_t *frust;
qboolean mightBeClipped = qfalse;
if ( r_nocull->integer ) {
return CULL_CLIP;
}
// check against frustum planes
for (i = 0 ; i < numPlanes ; i++)
{
frust = &frustum[i];
dist = DotProduct( pt, frust->normal) - frust->dist;
if ( dist < -radius )
{
return CULL_OUT;
}
else if ( dist <= radius )
{
mightBeClipped = qtrue;
}
}
if ( mightBeClipped )
{
return CULL_CLIP;
}
return CULL_IN; // completely inside frustum
}
/*
** R_CullPointAndRadius
*/
int R_CullPointAndRadius( const vec3_t pt, float radius )
{
return R_CullPointAndRadiusEx(pt, radius, tr.viewParms.frustum, (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4);
}
/*
=================
R_LocalNormalToWorld
=================
*/
void R_LocalNormalToWorld (const vec3_t local, vec3_t world) {
world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0];
world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1];
world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2];
}
/*
=================
R_LocalPointToWorld
=================
*/
void R_LocalPointToWorld (const vec3_t local, vec3_t world) {
world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0] + tr.or.origin[0];
world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1] + tr.or.origin[1];
world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2] + tr.or.origin[2];
}
/*
=================
R_WorldToLocal
=================
*/
void R_WorldToLocal (const vec3_t world, vec3_t local) {
local[0] = DotProduct(world, tr.or.axis[0]);
local[1] = DotProduct(world, tr.or.axis[1]);
local[2] = DotProduct(world, tr.or.axis[2]);
}
/*
==========================
R_TransformModelToClip
==========================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst ) {
int i;
for ( i = 0 ; i < 4 ; i++ ) {
eye[i] =
src[0] * modelMatrix[ i + 0 * 4 ] +
src[1] * modelMatrix[ i + 1 * 4 ] +
src[2] * modelMatrix[ i + 2 * 4 ] +
1 * modelMatrix[ i + 3 * 4 ];
}
for ( i = 0 ; i < 4 ; i++ ) {
dst[i] =
eye[0] * projectionMatrix[ i + 0 * 4 ] +
eye[1] * projectionMatrix[ i + 1 * 4 ] +
eye[2] * projectionMatrix[ i + 2 * 4 ] +
eye[3] * projectionMatrix[ i + 3 * 4 ];
}
}
/*
==========================
R_TransformClipToWindow
==========================
*/
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
normalized[0] = clip[0] / clip[3];
normalized[1] = clip[1] / clip[3];
normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
window[2] = normalized[2];
window[0] = (int) ( window[0] + 0.5 );
window[1] = (int) ( window[1] + 0.5 );
}
/*
==========================
myGlMultMatrix
==========================
*/
void myGlMultMatrix( const float *a, const float *b, float *out ) {
int i, j;
for ( i = 0 ; i < 4 ; i++ ) {
for ( j = 0 ; j < 4 ; j++ ) {
out[ i * 4 + j ] =
a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
+ a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
+ a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
+ a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
}
}
}
/*
=================
R_RotateForEntity
Generates an orientation for an entity and viewParms
Does NOT produce any GL calls
Called by both the front end and the back end
=================
*/
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
orientationr_t *or ) {
float glMatrix[16];
vec3_t delta;
float axisLength;
if ( ent->e.reType != RT_MODEL ) {
*or = viewParms->world;
return;
}
VectorCopy( ent->e.origin, or->origin );
VectorCopy( ent->e.axis[0], or->axis[0] );
VectorCopy( ent->e.axis[1], or->axis[1] );
VectorCopy( ent->e.axis[2], or->axis[2] );
glMatrix[0] = or->axis[0][0];
glMatrix[4] = or->axis[1][0];
glMatrix[8] = or->axis[2][0];
glMatrix[12] = or->origin[0];
glMatrix[1] = or->axis[0][1];
glMatrix[5] = or->axis[1][1];
glMatrix[9] = or->axis[2][1];
glMatrix[13] = or->origin[1];
glMatrix[2] = or->axis[0][2];
glMatrix[6] = or->axis[1][2];
glMatrix[10] = or->axis[2][2];
glMatrix[14] = or->origin[2];
glMatrix[3] = 0;
glMatrix[7] = 0;
glMatrix[11] = 0;
glMatrix[15] = 1;
Mat4Copy(glMatrix, or->transformMatrix);
myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
// calculate the viewer origin in the model's space
// needed for fog, specular, and environment mapping
VectorSubtract( viewParms->or.origin, or->origin, delta );
// compensate for scale in the axes if necessary
if ( ent->e.nonNormalizedAxes ) {
axisLength = VectorLength( ent->e.axis[0] );
if ( !axisLength ) {
axisLength = 0;
} else {
axisLength = 1.0f / axisLength;
}
} else {
axisLength = 1.0f;
}
or->viewOrigin[0] = DotProduct( delta, or->axis[0] ) * axisLength;
or->viewOrigin[1] = DotProduct( delta, or->axis[1] ) * axisLength;
or->viewOrigin[2] = DotProduct( delta, or->axis[2] ) * axisLength;
}
/*
=================
R_RotateForViewer
Sets up the modelview matrix for a given viewParm
=================
*/
void R_RotateForViewer (void)
{
float viewerMatrix[16];
vec3_t origin;
Com_Memset (&tr.or, 0, sizeof(tr.or));
tr.or.axis[0][0] = 1;
tr.or.axis[1][1] = 1;
tr.or.axis[2][2] = 1;
VectorCopy (tr.viewParms.or.origin, tr.or.viewOrigin);
// transform by the camera placement
VectorCopy( tr.viewParms.or.origin, origin );
viewerMatrix[0] = tr.viewParms.or.axis[0][0];
viewerMatrix[4] = tr.viewParms.or.axis[0][1];
viewerMatrix[8] = tr.viewParms.or.axis[0][2];
viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8];
viewerMatrix[1] = tr.viewParms.or.axis[1][0];
viewerMatrix[5] = tr.viewParms.or.axis[1][1];
viewerMatrix[9] = tr.viewParms.or.axis[1][2];
viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9];
viewerMatrix[2] = tr.viewParms.or.axis[2][0];
viewerMatrix[6] = tr.viewParms.or.axis[2][1];
viewerMatrix[10] = tr.viewParms.or.axis[2][2];
viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10];
viewerMatrix[3] = 0;
viewerMatrix[7] = 0;
viewerMatrix[11] = 0;
viewerMatrix[15] = 1;
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.or.modelMatrix );
tr.viewParms.world = tr.or;
}
/*
** SetFarClip
*/
static void R_SetFarClip( void )
{
float farthestCornerDistance = 0;
int i;
// if not rendering the world (icons, menus, etc)
// set a 2k far clip plane
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
tr.viewParms.zFar = 2048;
return;
}
//
// set far clipping planes dynamically
//
farthestCornerDistance = 0;
for ( i = 0; i < 8; i++ )
{
vec3_t v;
vec3_t vecTo;
float distance;
if ( i & 1 )
{
v[0] = tr.viewParms.visBounds[0][0];
}
else
{
v[0] = tr.viewParms.visBounds[1][0];
}
if ( i & 2 )
{
v[1] = tr.viewParms.visBounds[0][1];
}
else
{
v[1] = tr.viewParms.visBounds[1][1];
}
if ( i & 4 )
{
v[2] = tr.viewParms.visBounds[0][2];
}
else
{
v[2] = tr.viewParms.visBounds[1][2];
}
VectorSubtract( v, tr.viewParms.or.origin, vecTo );
distance = vecTo[0] * vecTo[0] + vecTo[1] * vecTo[1] + vecTo[2] * vecTo[2];
if ( distance > farthestCornerDistance )
{
farthestCornerDistance = distance;
}
}
tr.viewParms.zFar = sqrt( farthestCornerDistance );
}
/*
=================
R_SetupFrustum
Set up the culling frustum planes for the current view using the results we got from computing the first two rows of
the projection matrix.
=================
*/
void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float zFar, float stereoSep)
{
vec3_t ofsorigin;
float oppleg, adjleg, length;
int i;
if(stereoSep == 0 && xmin == -xmax)
{
// symmetric case can be simplified
VectorCopy(dest->or.origin, ofsorigin);
length = sqrt(xmax * xmax + zProj * zProj);
oppleg = xmax / length;
adjleg = zProj / length;
VectorScale(dest->or.axis[0], oppleg, dest->frustum[0].normal);
VectorMA(dest->frustum[0].normal, adjleg, dest->or.axis[1], dest->frustum[0].normal);
VectorScale(dest->or.axis[0], oppleg, dest->frustum[1].normal);
VectorMA(dest->frustum[1].normal, -adjleg, dest->or.axis[1], dest->frustum[1].normal);
}
else
{
// In stereo rendering, due to the modification of the projection matrix, dest->or.origin is not the
// actual origin that we're rendering so offset the tip of the view pyramid.
VectorMA(dest->or.origin, stereoSep, dest->or.axis[1], ofsorigin);
oppleg = xmax + stereoSep;
length = sqrt(oppleg * oppleg + zProj * zProj);
VectorScale(dest->or.axis[0], oppleg / length, dest->frustum[0].normal);
VectorMA(dest->frustum[0].normal, zProj / length, dest->or.axis[1], dest->frustum[0].normal);
oppleg = xmin + stereoSep;
length = sqrt(oppleg * oppleg + zProj * zProj);
VectorScale(dest->or.axis[0], -oppleg / length, dest->frustum[1].normal);
VectorMA(dest->frustum[1].normal, -zProj / length, dest->or.axis[1], dest->frustum[1].normal);
}
length = sqrt(ymax * ymax + zProj * zProj);
oppleg = ymax / length;
adjleg = zProj / length;
VectorScale(dest->or.axis[0], oppleg, dest->frustum[2].normal);
VectorMA(dest->frustum[2].normal, adjleg, dest->or.axis[2], dest->frustum[2].normal);
VectorScale(dest->or.axis[0], oppleg, dest->frustum[3].normal);
VectorMA(dest->frustum[3].normal, -adjleg, dest->or.axis[2], dest->frustum[3].normal);
for (i=0 ; i<4 ; i++) {
dest->frustum[i].type = PLANE_NON_AXIAL;
dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal);
SetPlaneSignbits( &dest->frustum[i] );
}
if (zFar != 0.0f)
{
vec3_t farpoint;
VectorMA(ofsorigin, zFar, dest->or.axis[0], farpoint);
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
dest->frustum[4].type = PLANE_NON_AXIAL;
dest->frustum[4].dist = DotProduct (farpoint, dest->frustum[4].normal);
SetPlaneSignbits( &dest->frustum[4] );
dest->flags |= VPF_FARPLANEFRUSTUM;
}
}
/*
===============
R_SetupProjection
===============
*/
void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum)
{
float xmin, xmax, ymin, ymax;
float width, height, stereoSep = r_stereoSeparation->value;
/*
* offset the view origin of the viewer for stereo rendering
* by setting the projection matrix appropriately.
*/
if(stereoSep != 0)
{
if(dest->stereoFrame == STEREO_LEFT)
stereoSep = zProj / stereoSep;
else if(dest->stereoFrame == STEREO_RIGHT)
stereoSep = zProj / -stereoSep;
else
stereoSep = 0;
}
ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
ymin = -ymax;
xmax = zProj * tan(dest->fovX * M_PI / 360.0f);
xmin = -xmax;
width = xmax - xmin;
height = ymax - ymin;
dest->projectionMatrix[0] = 2 * zProj / width;
dest->projectionMatrix[4] = 0;
dest->projectionMatrix[8] = (xmax + xmin + 2 * stereoSep) / width;
dest->projectionMatrix[12] = 2 * zProj * stereoSep / width;
dest->projectionMatrix[1] = 0;
dest->projectionMatrix[5] = 2 * zProj / height;
dest->projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
dest->projectionMatrix[13] = 0;
dest->projectionMatrix[3] = 0;
dest->projectionMatrix[7] = 0;
dest->projectionMatrix[11] = -1;
dest->projectionMatrix[15] = 0;
// Now that we have all the data for the projection matrix we can also setup the view frustum.
if(computeFrustum)
R_SetupFrustum(dest, xmin, xmax, ymax, zProj, zFar, stereoSep);
}
/*
===============
R_SetupProjectionZ
Sets the z-component transformation part in the projection matrix
===============
*/
void R_SetupProjectionZ(viewParms_t *dest)
{
float zNear, zFar, depth;
zNear = r_znear->value;
zFar = dest->zFar;
depth = zFar - zNear;
dest->projectionMatrix[2] = 0;
dest->projectionMatrix[6] = 0;
dest->projectionMatrix[10] = -( zFar + zNear ) / depth;
dest->projectionMatrix[14] = -2 * zFar * zNear / depth;
if (dest->isPortal)
{
float plane[4];
float plane2[4];
vec4_t q, c;
// transform portal plane into camera space
plane[0] = dest->portalPlane.normal[0];
plane[1] = dest->portalPlane.normal[1];
plane[2] = dest->portalPlane.normal[2];
plane[3] = dest->portalPlane.dist;
plane2[0] = -DotProduct (dest->or.axis[1], plane);
plane2[1] = DotProduct (dest->or.axis[2], plane);
plane2[2] = -DotProduct (dest->or.axis[0], plane);
plane2[3] = DotProduct (plane, dest->or.origin) - plane[3];
// Lengyel, Eric. "Modifying the Projection Matrix to Perform Oblique Near-plane Clipping".
// Terathon Software 3D Graphics Library, 2004. http://www.terathon.com/code/oblique.html
q[0] = (SGN(plane2[0]) + dest->projectionMatrix[8]) / dest->projectionMatrix[0];
q[1] = (SGN(plane2[1]) + dest->projectionMatrix[9]) / dest->projectionMatrix[5];
q[2] = -1.0f;
q[3] = (1.0f + dest->projectionMatrix[10]) / dest->projectionMatrix[14];
VectorScale4(plane2, 2.0f / DotProduct4(plane2, q), c);
dest->projectionMatrix[2] = c[0];
dest->projectionMatrix[6] = c[1];
dest->projectionMatrix[10] = c[2] + 1.0f;
dest->projectionMatrix[14] = c[3];
}
}
/*
===============
R_SetupProjectionOrtho
===============
*/
void R_SetupProjectionOrtho(viewParms_t *dest, vec3_t viewBounds[2])
{
float xmin, xmax, ymin, ymax, znear, zfar;
//viewParms_t *dest = &tr.viewParms;
int i;
vec3_t pop;
// Quake3: Projection:
//
// Z X Y Z
// | / | /
// |/ |/
// Y--+ +--X
xmin = viewBounds[0][1];
xmax = viewBounds[1][1];
ymin = -viewBounds[1][2];
ymax = -viewBounds[0][2];
znear = viewBounds[0][0];
zfar = viewBounds[1][0];
dest->projectionMatrix[0] = 2 / (xmax - xmin);
dest->projectionMatrix[4] = 0;
dest->projectionMatrix[8] = 0;
dest->projectionMatrix[12] = (xmax + xmin) / (xmax - xmin);
dest->projectionMatrix[1] = 0;
dest->projectionMatrix[5] = 2 / (ymax - ymin);
dest->projectionMatrix[9] = 0;
dest->projectionMatrix[13] = (ymax + ymin) / (ymax - ymin);
dest->projectionMatrix[2] = 0;
dest->projectionMatrix[6] = 0;
dest->projectionMatrix[10] = -2 / (zfar - znear);
dest->projectionMatrix[14] = -(zfar + znear) / (zfar - znear);
dest->projectionMatrix[3] = 0;
dest->projectionMatrix[7] = 0;
dest->projectionMatrix[11] = 0;
dest->projectionMatrix[15] = 1;
VectorScale(dest->or.axis[1], 1.0f, dest->frustum[0].normal);
VectorMA(dest->or.origin, viewBounds[0][1], dest->frustum[0].normal, pop);
dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal);
VectorScale(dest->or.axis[1], -1.0f, dest->frustum[1].normal);
VectorMA(dest->or.origin, -viewBounds[1][1], dest->frustum[1].normal, pop);
dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal);
VectorScale(dest->or.axis[2], 1.0f, dest->frustum[2].normal);
VectorMA(dest->or.origin, viewBounds[0][2], dest->frustum[2].normal, pop);
dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal);
VectorScale(dest->or.axis[2], -1.0f, dest->frustum[3].normal);
VectorMA(dest->or.origin, -viewBounds[1][2], dest->frustum[3].normal, pop);
dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal);
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
VectorMA(dest->or.origin, -viewBounds[1][0], dest->frustum[4].normal, pop);
dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal);
for (i = 0; i < 5; i++)
{
dest->frustum[i].type = PLANE_NON_AXIAL;
SetPlaneSignbits (&dest->frustum[i]);
}
dest->flags |= VPF_FARPLANEFRUSTUM;
}
/*
=================
R_MirrorPoint
=================
*/
void R_MirrorPoint (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
int i;
vec3_t local;
vec3_t transformed;
float d;
VectorSubtract( in, surface->origin, local );
VectorClear( transformed );
for ( i = 0 ; i < 3 ; i++ ) {
d = DotProduct(local, surface->axis[i]);
VectorMA( transformed, d, camera->axis[i], transformed );
}
VectorAdd( transformed, camera->origin, out );
}
void R_MirrorVector (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
int i;
float d;
VectorClear( out );
for ( i = 0 ; i < 3 ; i++ ) {
d = DotProduct(in, surface->axis[i]);
VectorMA( out, d, camera->axis[i], out );
}
}
/*
=============
R_PlaneForSurface
=============
*/
void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) {
srfBspSurface_t *tri;
srfPoly_t *poly;
srfVert_t *v1, *v2, *v3;
vec4_t plane4;
if (!surfType) {
Com_Memset (plane, 0, sizeof(*plane));
plane->normal[0] = 1;
return;
}
switch (*surfType) {
case SF_FACE:
*plane = ((srfBspSurface_t *)surfType)->cullPlane;
return;
case SF_TRIANGLES:
tri = (srfBspSurface_t *)surfType;
v1 = tri->verts + tri->indexes[0];
v2 = tri->verts + tri->indexes[1];
v3 = tri->verts + tri->indexes[2];
PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
VectorCopy( plane4, plane->normal );
plane->dist = plane4[3];
return;
case SF_POLY:
poly = (srfPoly_t *)surfType;
PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz );
VectorCopy( plane4, plane->normal );
plane->dist = plane4[3];
return;
default:
Com_Memset (plane, 0, sizeof(*plane));
plane->normal[0] = 1;
return;
}
}
/*
=================
R_GetPortalOrientation
entityNum is the entity that the portal surface is a part of, which may
be moving and rotating.
Returns qtrue if it should be mirrored
=================
*/
qboolean R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum,
orientation_t *surface, orientation_t *camera,
vec3_t pvsOrigin, qboolean *mirror ) {
int i;
cplane_t originalPlane, plane;
trRefEntity_t *e;
float d;
vec3_t transformed;
// create plane axis for the portal we are seeing
R_PlaneForSurface( drawSurf->surface, &originalPlane );
// rotate the plane if necessary
if ( entityNum != REFENTITYNUM_WORLD ) {
tr.currentEntityNum = entityNum;
tr.currentEntity = &tr.refdef.entities[entityNum];
// get the orientation of the entity
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
// rotate the plane, but keep the non-rotated version for matching
// against the portalSurface entities
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
// translate the original plane
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
} else {
plane = originalPlane;
}
VectorCopy( plane.normal, surface->axis[0] );
PerpendicularVector( surface->axis[1], surface->axis[0] );
CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] );
// locate the portal entity closest to this plane.
// origin will be the origin of the portal, origin2 will be
// the origin of the camera
for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) {
e = &tr.refdef.entities[i];
if ( e->e.reType != RT_PORTALSURFACE ) {
continue;
}
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
if ( d > 64 || d < -64) {
continue;
}
// get the pvsOrigin from the entity
VectorCopy( e->e.oldorigin, pvsOrigin );
// if the entity is just a mirror, don't use as a camera point
if ( e->e.oldorigin[0] == e->e.origin[0] &&
e->e.oldorigin[1] == e->e.origin[1] &&
e->e.oldorigin[2] == e->e.origin[2] ) {
VectorScale( plane.normal, plane.dist, surface->origin );
VectorCopy( surface->origin, camera->origin );
VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] );
VectorCopy( surface->axis[1], camera->axis[1] );
VectorCopy( surface->axis[2], camera->axis[2] );
*mirror = qtrue;
return qtrue;
}
// project the origin onto the surface plane to get
// an origin point we can rotate around
d = DotProduct( e->e.origin, plane.normal ) - plane.dist;
VectorMA( e->e.origin, -d, surface->axis[0], surface->origin );
// now get the camera origin and orientation
VectorCopy( e->e.oldorigin, camera->origin );
AxisCopy( e->e.axis, camera->axis );
VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] );
VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] );
// optionally rotate
if ( e->e.oldframe ) {
// if a speed is specified
if ( e->e.frame ) {
// continuous rotate
d = (tr.refdef.time/1000.0f) * e->e.frame;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
} else {
// bobbing rotate, with skinNum being the rotation offset
d = sin( tr.refdef.time * 0.003f );
d = e->e.skinNum + d * 4;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
}
}
else if ( e->e.skinNum ) {
d = e->e.skinNum;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
}
*mirror = qfalse;
return qtrue;
}
// if we didn't locate a portal entity, don't render anything.
// We don't want to just treat it as a mirror, because without a
// portal entity the server won't have communicated a proper entity set
// in the snapshot
// unfortunately, with local movement prediction it is easily possible
// to see a surface before the server has communicated the matching
// portal surface entity, so we don't want to print anything here...
//ri.Printf( PRINT_ALL, "Portal surface without a portal entity\n" );
return qfalse;
}
static qboolean IsMirror( const drawSurf_t *drawSurf, int entityNum )
{
int i;
cplane_t originalPlane, plane;
trRefEntity_t *e;
float d;
// create plane axis for the portal we are seeing
R_PlaneForSurface( drawSurf->surface, &originalPlane );
// rotate the plane if necessary
if ( entityNum != REFENTITYNUM_WORLD )
{
tr.currentEntityNum = entityNum;
tr.currentEntity = &tr.refdef.entities[entityNum];
// get the orientation of the entity
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
// rotate the plane, but keep the non-rotated version for matching
// against the portalSurface entities
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
// translate the original plane
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
}
// locate the portal entity closest to this plane.
// origin will be the origin of the portal, origin2 will be
// the origin of the camera
for ( i = 0 ; i < tr.refdef.num_entities ; i++ )
{
e = &tr.refdef.entities[i];
if ( e->e.reType != RT_PORTALSURFACE ) {
continue;
}
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
if ( d > 64 || d < -64) {
continue;
}
// if the entity is just a mirror, don't use as a camera point
if ( e->e.oldorigin[0] == e->e.origin[0] &&
e->e.oldorigin[1] == e->e.origin[1] &&
e->e.oldorigin[2] == e->e.origin[2] )
{
return qtrue;
}
return qfalse;
}
return qfalse;
}
/*
** SurfIsOffscreen
**
** Determines if a surface is completely offscreen.
*/
static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) {
float shortest = 100000000;
int entityNum;
int numTriangles;
shader_t *shader;
int fogNum;
int dlighted;
int pshadowed;
vec4_t clip, eye;
int i;
unsigned int pointOr = 0;
unsigned int pointAnd = (unsigned int)~0;
R_RotateForViewer();
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
RB_BeginSurface( shader, fogNum, drawSurf->cubemapIndex);
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
assert( tess.numVertexes < 128 );
for ( i = 0; i < tess.numVertexes; i++ )
{
int j;
unsigned int pointFlags = 0;
R_TransformModelToClip( tess.xyz[i], tr.or.modelMatrix, tr.viewParms.projectionMatrix, eye, clip );
for ( j = 0; j < 3; j++ )
{
if ( clip[j] >= clip[3] )
{
pointFlags |= (1 << (j*2));
}
else if ( clip[j] <= -clip[3] )
{
pointFlags |= ( 1 << (j*2+1));
}
}
pointAnd &= pointFlags;
pointOr |= pointFlags;
}
// trivially reject
if ( pointAnd )
{
return qtrue;
}
// determine if this surface is backfaced and also determine the distance
// to the nearest vertex so we can cull based on portal range. Culling
// based on vertex distance isn't 100% correct (we should be checking for
// range to the surface), but it's good enough for the types of portals
// we have in the game right now.
numTriangles = tess.numIndexes / 3;
for ( i = 0; i < tess.numIndexes; i += 3 )
{
vec3_t normal, tNormal;
float len;
VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
len = VectorLengthSquared( normal ); // lose the sqrt
if ( len < shortest )
{
shortest = len;
}
R_VaoUnpackNormal(tNormal, tess.normal[tess.indexes[i]]);
if ( DotProduct( normal, tNormal ) >= 0 )
{
numTriangles--;
}
}
if ( !numTriangles )
{
return qtrue;
}
// mirrors can early out at this point, since we don't do a fade over distance
// with them (although we could)
if ( IsMirror( drawSurf, entityNum ) )
{
return qfalse;
}
if ( shortest > (tess.shader->portalRange*tess.shader->portalRange) )
{
return qtrue;
}
return qfalse;
}
/*
========================
R_MirrorViewBySurface
Returns qtrue if another view has been rendered
========================
*/
qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
vec4_t clipDest[128];
viewParms_t newParms;
viewParms_t oldParms;
orientation_t surface, camera;
// don't recursively mirror
if (tr.viewParms.isPortal) {
ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
return qfalse;
}
if ( r_noportals->integer || (r_fastsky->integer == 1) ) {
return qfalse;
}
// trivially reject portal/mirror
if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
return qfalse;
}
// save old viewParms so we can return to it after the mirror view
oldParms = tr.viewParms;
newParms = tr.viewParms;
newParms.isPortal = qtrue;
newParms.zFar = 0.0f;
newParms.flags &= ~VPF_FARPLANEFRUSTUM;
if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera,
newParms.pvsOrigin, &newParms.isMirror ) ) {
return qfalse; // bad portal, no portalentity
}
// Never draw viewmodels in portal or mirror views.
newParms.flags |= VPF_NOVIEWMODEL;
R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);
// OPTIMIZE: restrict the viewport on the mirrored view
// render the mirror view
R_RenderView (&newParms);
tr.viewParms = oldParms;
return qtrue;
}
/*
=================
R_SpriteFogNum
See if a sprite is inside a fog volume
=================
*/
int R_SpriteFogNum( trRefEntity_t *ent ) {
int i, j;
fog_t *fog;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
if ( ent->e.renderfx & RF_CROSSHAIR ) {
return 0;
}
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
for ( j = 0 ; j < 3 ; j++ ) {
if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
break;
}
if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
break;
}
}
if ( j == 3 ) {
return i;
}
}
return 0;
}
/*
==========================================================================================
DRAWSURF SORTING
==========================================================================================
*/
/*
===============
R_Radix
===============
*/
static ID_INLINE void R_Radix( int byte, int size, drawSurf_t *source, drawSurf_t *dest )
{
int count[ 256 ] = { 0 };
int index[ 256 ];
int i;
unsigned char *sortKey = NULL;
unsigned char *end = NULL;
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
end = sortKey + ( size * sizeof( drawSurf_t ) );
for( ; sortKey < end; sortKey += sizeof( drawSurf_t ) )
++count[ *sortKey ];
index[ 0 ] = 0;
for( i = 1; i < 256; ++i )
index[ i ] = index[ i - 1 ] + count[ i - 1 ];
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
for( i = 0; i < size; ++i, sortKey += sizeof( drawSurf_t ) )
dest[ index[ *sortKey ]++ ] = source[ i ];
}
/*
===============
R_RadixSort
Radix sort with 4 byte size buckets
===============
*/
static void R_RadixSort( drawSurf_t *source, int size )
{
static drawSurf_t scratch[ MAX_DRAWSURFS ];
#ifdef Q3_LITTLE_ENDIAN
R_Radix( 0, size, source, scratch );
R_Radix( 1, size, scratch, source );
R_Radix( 2, size, source, scratch );
R_Radix( 3, size, scratch, source );
#else
R_Radix( 3, size, source, scratch );
R_Radix( 2, size, scratch, source );
R_Radix( 1, size, source, scratch );
R_Radix( 0, size, scratch, source );
#endif //Q3_LITTLE_ENDIAN
}
//==========================================================================================
/*
=================
R_AddDrawSurf
=================
*/
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap, int pshadowMap, int cubemap ) {
int index;
// instead of checking for overflow, we just mask the index
// so it wraps around
index = tr.refdef.numDrawSurfs & DRAWSURF_MASK;
// the sort data is packed into a single 32 bit value so it can be
// compared quickly during the qsorting process
tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT )
| ((int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap;
tr.refdef.drawSurfs[index].cubemapIndex = cubemap;
tr.refdef.drawSurfs[index].surface = surface;
tr.refdef.numDrawSurfs++;
}
/*
=================
R_DecomposeSort
=================
*/
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap, int *pshadowMap ) {
*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
*pshadowMap = (sort >> QSORT_PSHADOW_SHIFT ) & 1;
*dlightMap = sort & 1;
}
/*
=================
R_SortDrawSurfs
=================
*/
void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
shader_t *shader;
int fogNum;
int entityNum;
int dlighted;
int pshadowed;
int i;
//ri.Printf(PRINT_ALL, "firstDrawSurf %d numDrawSurfs %d\n", (int)(drawSurfs - tr.refdef.drawSurfs), numDrawSurfs);
// it is possible for some views to not have any surfaces
if ( numDrawSurfs < 1 ) {
// we still need to add it for hyperspace cases
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
return;
}
// sort the drawsurfs by sort type, then orientation, then shader
R_RadixSort( drawSurfs, numDrawSurfs );
// skip pass through drawing if rendering a shadow map
if (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))
{
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
return;
}
// check for any pass through drawing, which
// may cause another view to be rendered first
for ( i = 0 ; i < numDrawSurfs ; i++ ) {
R_DecomposeSort( (drawSurfs+i)->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
if ( shader->sort > SS_PORTAL ) {
break;
}
// no shader should ever have this sort type
if ( shader->sort == SS_BAD ) {
ri.Error (ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name );
}
// if the mirror was completely clipped away, we may need to check another surface
if ( R_MirrorViewBySurface( (drawSurfs+i), entityNum) ) {
// this is a debug option to see exactly what is being mirrored
if ( r_portalOnly->integer ) {
return;
}
break; // only one mirror view at a time
}
}
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
}
static void R_AddEntitySurface (int entityNum)
{
trRefEntity_t *ent;
shader_t *shader;
tr.currentEntityNum = entityNum;
ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum];
ent->needDlights = qfalse;
// preshift the value we are going to OR into the drawsurf sort
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
//
// the weapon model must be handled special --
// we don't want the hacked weapon position showing in
// mirrors, because the true body position will already be drawn
//
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.flags & VPF_NOVIEWMODEL)) {
return;
}
// simple generated models, like sprites and beams, are not culled
switch ( ent->e.reType ) {
case RT_PORTALSURFACE:
break; // don't draw anything
case RT_SPRITE:
case RT_BEAM:
case RT_LIGHTNING:
case RT_RAIL_CORE:
case RT_RAIL_RINGS:
// self blood sprites, talk balloons, etc should not be drawn in the primary
// view. We can't just do this check for all entities, because md3
// entities may still want to cast shadows from them
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
return;
}
shader = R_GetShaderByHandle( ent->e.customShader );
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0, 0 /*cubeMap*/ );
break;
case RT_MODEL:
// we must set up parts of tr.or for model culling
R_RotateForEntity( ent, &tr.viewParms, &tr.or );
tr.currentModel = R_GetModelByHandle( ent->e.hModel );
if (!tr.currentModel) {
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 /*cubeMap*/ );
} else {
switch ( tr.currentModel->type ) {
case MOD_MESH:
R_AddMD3Surfaces( ent );
break;
case MOD_MDR:
R_MDRAddAnimSurfaces( ent );
break;
case MOD_IQM:
R_AddIQMSurfaces( ent );
break;
case MOD_BRUSH:
R_AddBrushModelSurfaces( ent );
break;
case MOD_BAD: // null model axis
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
break;
}
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 );
break;
default:
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
break;
}
}
break;
default:
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" );
}
}
/*
=============
R_AddEntitySurfaces
=============
*/
void R_AddEntitySurfaces (void) {
int i;
if ( !r_drawentities->integer ) {
return;
}
for ( i = 0; i < tr.refdef.num_entities; i++)
R_AddEntitySurface(i);
}
/*
====================
R_GenerateDrawSurfs
====================
*/
void R_GenerateDrawSurfs( void ) {
R_AddWorldSurfaces ();
R_AddPolygonSurfaces();
// set the projection matrix with the minimum zfar
// now that we have the world bounded
// this needs to be done before entities are
// added, because they use the projection
// matrix for lod calculation
// dynamically compute far clip plane distance
if (!(tr.viewParms.flags & VPF_SHADOWMAP))
{
R_SetFarClip();
}
// we know the size of the clipping volume. Now set the rest of the projection matrix.
R_SetupProjectionZ (&tr.viewParms);
R_AddEntitySurfaces ();
}
/*
================
R_DebugPolygon
================
*/
void R_DebugPolygon( int color, int numPoints, float *points ) {
// FIXME: implement this
#if 0
int i;
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
// draw solid shade
qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
qglBegin( GL_POLYGON );
for ( i = 0 ; i < numPoints ; i++ ) {
qglVertex3fv( points + i * 3 );
}
qglEnd();
// draw wireframe outline
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
qglDepthRange( 0, 0 );
qglColor3f( 1, 1, 1 );
qglBegin( GL_POLYGON );
for ( i = 0 ; i < numPoints ; i++ ) {
qglVertex3fv( points + i * 3 );
}
qglEnd();
qglDepthRange( 0, 1 );
#endif
}
/*
====================
R_DebugGraphics
Visualization aid for movement clipping debugging
====================
*/
void R_DebugGraphics( void ) {
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return;
}
if ( !r_debugSurface->integer ) {
return;
}
R_IssuePendingRenderCommands();
GL_BindToTMU(tr.whiteImage, TB_COLORMAP);
GL_Cull( CT_FRONT_SIDED );
ri.CM_DrawDebugSurface( R_DebugPolygon );
}
/*
================
R_RenderView
A view may be either the actual camera view,
or a mirror / remote location
================
*/
void R_RenderView (viewParms_t *parms) {
int firstDrawSurf;
int numDrawSurfs;
if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) {
return;
}
tr.viewCount++;
tr.viewParms = *parms;
tr.viewParms.frameSceneNum = tr.frameSceneNum;
tr.viewParms.frameCount = tr.frameCount;
firstDrawSurf = tr.refdef.numDrawSurfs;
tr.viewCount++;
// set viewParms.world
R_RotateForViewer ();
R_SetupProjection(&tr.viewParms, r_zproj->value, tr.viewParms.zFar, qtrue);
R_GenerateDrawSurfs();
// if we overflowed MAX_DRAWSURFS, the drawsurfs
// wrapped around in the buffer and we will be missing
// the first surfaces, not the last ones
numDrawSurfs = tr.refdef.numDrawSurfs;
if ( numDrawSurfs > MAX_DRAWSURFS ) {
numDrawSurfs = MAX_DRAWSURFS;
}
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, numDrawSurfs - firstDrawSurf );
// draw main system development information (surface outlines, etc)
R_DebugGraphics();
}
void R_RenderDlightCubemaps(const refdef_t *fd)
{
int i;
for (i = 0; i < tr.refdef.num_dlights; i++)
{
viewParms_t shadowParms;
int j;
// use previous frame to determine visible dlights
if ((1 << i) & tr.refdef.dlightMask)
continue;
Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
shadowParms.viewportX = tr.refdef.x;
shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE );
shadowParms.viewportWidth = PSHADOW_MAP_SIZE;
shadowParms.viewportHeight = PSHADOW_MAP_SIZE;
shadowParms.isPortal = qfalse;
shadowParms.isMirror = qtrue; // because it is
shadowParms.fovX = 90;
shadowParms.fovY = 90;
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
shadowParms.zFar = tr.refdef.dlights[i].radius;
VectorCopy( tr.refdef.dlights[i].origin, shadowParms.or.origin );
for (j = 0; j < 6; j++)
{
switch(j)
{
case 0:
// -X
VectorSet( shadowParms.or.axis[0], -1, 0, 0);
VectorSet( shadowParms.or.axis[1], 0, 0, -1);
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
break;
case 1:
// +X
VectorSet( shadowParms.or.axis[0], 1, 0, 0);
VectorSet( shadowParms.or.axis[1], 0, 0, 1);
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
break;
case 2:
// -Y
VectorSet( shadowParms.or.axis[0], 0, -1, 0);
VectorSet( shadowParms.or.axis[1], 1, 0, 0);
VectorSet( shadowParms.or.axis[2], 0, 0, -1);
break;
case 3:
// +Y
VectorSet( shadowParms.or.axis[0], 0, 1, 0);
VectorSet( shadowParms.or.axis[1], 1, 0, 0);
VectorSet( shadowParms.or.axis[2], 0, 0, 1);
break;
case 4:
// -Z
VectorSet( shadowParms.or.axis[0], 0, 0, -1);
VectorSet( shadowParms.or.axis[1], 1, 0, 0);
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
break;
case 5:
// +Z
VectorSet( shadowParms.or.axis[0], 0, 0, 1);
VectorSet( shadowParms.or.axis[1], -1, 0, 0);
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
break;
}
R_RenderView(&shadowParms);
R_AddCapShadowmapCmd( i, j );
}
}
}
void R_RenderPshadowMaps(const refdef_t *fd)
{
viewParms_t shadowParms;
int i;
// first, make a list of shadows
for ( i = 0; i < tr.refdef.num_entities; i++)
{
trRefEntity_t *ent = &tr.refdef.entities[i];
if((ent->e.renderfx & (RF_FIRST_PERSON | RF_NOSHADOW)))
continue;
//if((ent->e.renderfx & RF_THIRD_PERSON))
//continue;
if (ent->e.reType == RT_MODEL)
{
model_t *model = R_GetModelByHandle( ent->e.hModel );
pshadow_t shadow;
float radius = 0.0f;
float scale = 1.0f;
vec3_t diff;
int j;
if (!model)
continue;
if (ent->e.nonNormalizedAxes)
{
scale = VectorLength( ent->e.axis[0] );
}
switch (model->type)
{
case MOD_MESH:
{
mdvFrame_t *frame = &model->mdv[0]->frames[ent->e.frame];
radius = frame->radius * scale;
}
break;
case MOD_MDR:
{
// FIXME: never actually tested this
mdrHeader_t *header = model->modelData;
int frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
mdrFrame_t *frame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
radius = frame->radius;
}
break;
case MOD_IQM:
{
// FIXME: never actually tested this
iqmData_t *data = model->modelData;
vec3_t diag;
float *framebounds;
framebounds = data->bounds + 6*ent->e.frame;
VectorSubtract( framebounds+3, framebounds, diag );
radius = 0.5f * VectorLength( diag );
}
break;
default:
break;
}
if (!radius)
continue;
// Cull entities that are behind the viewer by more than lightRadius
VectorSubtract(ent->e.origin, fd->vieworg, diff);
if (DotProduct(diff, fd->viewaxis[0]) < -r_pshadowDist->value)
continue;
memset(&shadow, 0, sizeof(shadow));
shadow.numEntities = 1;
shadow.entityNums[0] = i;
shadow.viewRadius = radius;
shadow.lightRadius = r_pshadowDist->value;
VectorCopy(ent->e.origin, shadow.viewOrigin);
shadow.sort = DotProduct(diff, diff) / (radius * radius);
VectorCopy(ent->e.origin, shadow.entityOrigins[0]);
shadow.entityRadiuses[0] = radius;
for (j = 0; j < MAX_CALC_PSHADOWS; j++)
{
pshadow_t swap;
if (j + 1 > tr.refdef.num_pshadows)
{
tr.refdef.num_pshadows = j + 1;
tr.refdef.pshadows[j] = shadow;
break;
}
// sort shadows by distance from camera divided by radius
// FIXME: sort better
if (tr.refdef.pshadows[j].sort <= shadow.sort)
continue;
swap = tr.refdef.pshadows[j];
tr.refdef.pshadows[j] = shadow;
shadow = swap;
}
}
}
// next, merge touching pshadows
for ( i = 0; i < tr.refdef.num_pshadows; i++)
{
pshadow_t *ps1 = &tr.refdef.pshadows[i];
int j;
for (j = i + 1; j < tr.refdef.num_pshadows; j++)
{
pshadow_t *ps2 = &tr.refdef.pshadows[j];
int k;
qboolean touch;
if (ps1->numEntities == 8)
break;
touch = qfalse;
if (SpheresIntersect(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius))
{
for (k = 0; k < ps1->numEntities; k++)
{
if (SpheresIntersect(ps1->entityOrigins[k], ps1->entityRadiuses[k], ps2->viewOrigin, ps2->viewRadius))
{
touch = qtrue;
break;
}
}
}
if (touch)
{
vec3_t newOrigin;
float newRadius;
BoundingSphereOfSpheres(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius, newOrigin, &newRadius);
VectorCopy(newOrigin, ps1->viewOrigin);
ps1->viewRadius = newRadius;
ps1->entityNums[ps1->numEntities] = ps2->entityNums[0];
VectorCopy(ps2->viewOrigin, ps1->entityOrigins[ps1->numEntities]);
ps1->entityRadiuses[ps1->numEntities] = ps2->viewRadius;
ps1->numEntities++;
for (k = j; k < tr.refdef.num_pshadows - 1; k++)
{
tr.refdef.pshadows[k] = tr.refdef.pshadows[k + 1];
}
j--;
tr.refdef.num_pshadows--;
}
}
}
// cap number of drawn pshadows
if (tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS)
{
tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS;
}
// next, fill up the rest of the shadow info
for ( i = 0; i < tr.refdef.num_pshadows; i++)
{
pshadow_t *shadow = &tr.refdef.pshadows[i];
vec3_t up;
vec3_t ambientLight, directedLight, lightDir;
VectorSet(lightDir, 0.57735f, 0.57735f, 0.57735f);
#if 1
R_LightForPoint(shadow->viewOrigin, ambientLight, directedLight, lightDir);
// sometimes there's no light
if (DotProduct(lightDir, lightDir) < 0.9f)
VectorSet(lightDir, 0.0f, 0.0f, 1.0f);
#endif
if (shadow->viewRadius * 3.0f > shadow->lightRadius)
{
shadow->lightRadius = shadow->viewRadius * 3.0f;
}
VectorMA(shadow->viewOrigin, shadow->viewRadius, lightDir, shadow->lightOrigin);
// make up a projection, up doesn't matter
VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
VectorSet(up, 0, 0, -1);
if ( fabsf(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
{
VectorSet(up, -1, 0, 0);
}
CrossProduct(shadow->lightViewAxis[0], up, shadow->lightViewAxis[1]);
VectorNormalize(shadow->lightViewAxis[1]);
CrossProduct(shadow->lightViewAxis[0], shadow->lightViewAxis[1], shadow->lightViewAxis[2]);
VectorCopy(shadow->lightViewAxis[0], shadow->cullPlane.normal);
shadow->cullPlane.dist = DotProduct(shadow->cullPlane.normal, shadow->lightOrigin);
shadow->cullPlane.type = PLANE_NON_AXIAL;
SetPlaneSignbits(&shadow->cullPlane);
}
// next, render shadowmaps
for ( i = 0; i < tr.refdef.num_pshadows; i++)
{
int firstDrawSurf;
pshadow_t *shadow = &tr.refdef.pshadows[i];
int j;
Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
if (glRefConfig.framebufferObject)
{
shadowParms.viewportX = 0;
shadowParms.viewportY = 0;
}
else
{
shadowParms.viewportX = tr.refdef.x;
shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE );
}
shadowParms.viewportWidth = PSHADOW_MAP_SIZE;
shadowParms.viewportHeight = PSHADOW_MAP_SIZE;
shadowParms.isPortal = qfalse;
shadowParms.isMirror = qfalse;
shadowParms.fovX = 90;
shadowParms.fovY = 90;
if (glRefConfig.framebufferObject)
shadowParms.targetFbo = tr.pshadowFbos[i];
shadowParms.flags = VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
shadowParms.zFar = shadow->lightRadius;
VectorCopy(shadow->lightOrigin, shadowParms.or.origin);
VectorCopy(shadow->lightViewAxis[0], shadowParms.or.axis[0]);
VectorCopy(shadow->lightViewAxis[1], shadowParms.or.axis[1]);
VectorCopy(shadow->lightViewAxis[2], shadowParms.or.axis[2]);
{
tr.viewCount++;
tr.viewParms = shadowParms;
tr.viewParms.frameSceneNum = tr.frameSceneNum;
tr.viewParms.frameCount = tr.frameCount;
firstDrawSurf = tr.refdef.numDrawSurfs;
tr.viewCount++;
// set viewParms.world
R_RotateForViewer ();
{
float xmin, xmax, ymin, ymax, znear, zfar;
viewParms_t *dest = &tr.viewParms;
vec3_t pop;
xmin = ymin = -shadow->viewRadius;
xmax = ymax = shadow->viewRadius;
znear = 0;
zfar = shadow->lightRadius;
dest->projectionMatrix[0] = 2 / (xmax - xmin);
dest->projectionMatrix[4] = 0;
dest->projectionMatrix[8] = (xmax + xmin) / (xmax - xmin);
dest->projectionMatrix[12] =0;
dest->projectionMatrix[1] = 0;
dest->projectionMatrix[5] = 2 / (ymax - ymin);
dest->projectionMatrix[9] = ( ymax + ymin ) / (ymax - ymin); // normally 0
dest->projectionMatrix[13] = 0;
dest->projectionMatrix[2] = 0;
dest->projectionMatrix[6] = 0;
dest->projectionMatrix[10] = 2 / (zfar - znear);
dest->projectionMatrix[14] = 0;
dest->projectionMatrix[3] = 0;
dest->projectionMatrix[7] = 0;
dest->projectionMatrix[11] = 0;
dest->projectionMatrix[15] = 1;
VectorScale(dest->or.axis[1], 1.0f, dest->frustum[0].normal);
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[0].normal, pop);
dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal);
VectorScale(dest->or.axis[1], -1.0f, dest->frustum[1].normal);
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[1].normal, pop);
dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal);
VectorScale(dest->or.axis[2], 1.0f, dest->frustum[2].normal);
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[2].normal, pop);
dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal);
VectorScale(dest->or.axis[2], -1.0f, dest->frustum[3].normal);
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[3].normal, pop);
dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal);
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
VectorMA(dest->or.origin, -shadow->lightRadius, dest->frustum[4].normal, pop);
dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal);
for (j = 0; j < 5; j++)
{
dest->frustum[j].type = PLANE_NON_AXIAL;
SetPlaneSignbits (&dest->frustum[j]);
}
dest->flags |= VPF_FARPLANEFRUSTUM;
}
for (j = 0; j < shadow->numEntities; j++)
{
R_AddEntitySurface(shadow->entityNums[j]);
}
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
if (!glRefConfig.framebufferObject)
R_AddCapShadowmapCmd( i, -1 );
}
}
}
static float CalcSplit(float n, float f, float i, float m)
{
return (n * pow(f / n, i / m) + (f - n) * i / m) / 2.0f;
}
void R_RenderSunShadowMaps(const refdef_t *fd, int level)
{
viewParms_t shadowParms;
vec4_t lightDir, lightCol;
vec3_t lightViewAxis[3];
vec3_t lightOrigin;
float splitZNear, splitZFar, splitBias;
float viewZNear, viewZFar;
vec3_t lightviewBounds[2];
qboolean lightViewIndependentOfCameraView = qfalse;
if (r_forceSun->integer == 2)
{
int scale = 32768;
float angle = (fd->time % scale) / (float)scale * M_PI;
lightDir[0] = cos(angle);
lightDir[1] = sin(35.0f * M_PI / 180.0f);
lightDir[2] = sin(angle) * cos(35.0f * M_PI / 180.0f);
lightDir[3] = 0.0f;
if (1) //((fd->time % (scale * 2)) < scale)
{
lightCol[0] =
lightCol[1] =
lightCol[2] = CLAMP(sin(angle) * 2.0f, 0.0f, 1.0f) * 2.0f;
lightCol[3] = 1.0f;
}
else
{
lightCol[0] =
lightCol[1] =
lightCol[2] = CLAMP(sin(angle) * 2.0f * 0.1f, 0.0f, 0.1f);
lightCol[3] = 1.0f;
}
VectorCopy4(lightDir, tr.refdef.sunDir);
VectorCopy4(lightCol, tr.refdef.sunCol);
VectorScale4(lightCol, 0.2f, tr.refdef.sunAmbCol);
}
else
{
VectorCopy4(tr.refdef.sunDir, lightDir);
}
viewZNear = r_shadowCascadeZNear->value;
viewZFar = r_shadowCascadeZFar->value;
splitBias = r_shadowCascadeZBias->value;
switch(level)
{
case 0:
default:
//splitZNear = r_znear->value;
//splitZFar = 256;
splitZNear = viewZNear;
splitZFar = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias;
break;
case 1:
splitZNear = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias;
splitZFar = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias;
//splitZNear = 256;
//splitZFar = 896;
break;
case 2:
splitZNear = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias;
splitZFar = viewZFar;
//splitZNear = 896;
//splitZFar = 3072;
break;
}
if (level != 3)
VectorCopy(fd->vieworg, lightOrigin);
else
VectorCopy(tr.world->lightGridOrigin, lightOrigin);
// Make up a projection
VectorScale(lightDir, -1.0f, lightViewAxis[0]);
if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world up as light view up
VectorSet(lightViewAxis[2], 0, 0, 1);
}
else if (level == 0)
{
// Level 0 tries to use a diamond texture orientation relative to camera view
// Use halfway between camera view forward and left for light view up
VectorAdd(fd->viewaxis[0], fd->viewaxis[1], lightViewAxis[2]);
}
else
{
// Use camera view up as light view up
VectorCopy(fd->viewaxis[2], lightViewAxis[2]);
}
// Check if too close to parallel to light direction
if (fabsf(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
{
if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world left as light view up
VectorSet(lightViewAxis[2], 0, 1, 0);
}
else if (level == 0)
{
// Level 0 tries to use a diamond texture orientation relative to camera view
// Use halfway between camera view forward and up for light view up
VectorAdd(fd->viewaxis[0], fd->viewaxis[2], lightViewAxis[2]);
}
else
{
// Use camera view left as light view up
VectorCopy(fd->viewaxis[1], lightViewAxis[2]);
}
}
// clean axes
CrossProduct(lightViewAxis[2], lightViewAxis[0], lightViewAxis[1]);
VectorNormalize(lightViewAxis[1]);
CrossProduct(lightViewAxis[0], lightViewAxis[1], lightViewAxis[2]);
// Create bounds for light projection using slice of view projection
{
mat4_t lightViewMatrix;
vec4_t point, base, lightViewPoint;
float lx, ly;
base[3] = 1;
point[3] = 1;
lightViewPoint[3] = 1;
Mat4View(lightViewAxis, lightOrigin, lightViewMatrix);
ClearBounds(lightviewBounds[0], lightviewBounds[1]);
if (level != 3)
{
// add view near plane
lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
// add view far plane
lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
}
else
{
// use light grid size as level size
// FIXME: could be tighter
vec3_t bounds;
bounds[0] = tr.world->lightGridSize[0] * tr.world->lightGridBounds[0];
bounds[1] = tr.world->lightGridSize[1] * tr.world->lightGridBounds[1];
bounds[2] = tr.world->lightGridSize[2] * tr.world->lightGridBounds[2];
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
}
if (!glRefConfig.depthClamp)
lightviewBounds[0][0] = lightviewBounds[1][0] - 8192;
// Moving the Light in Texel-Sized Increments
// from http://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx
//
if (lightViewIndependentOfCameraView)
{
float cascadeBound, worldUnitsPerTexel, invWorldUnitsPerTexel;
cascadeBound = MAX(lightviewBounds[1][0] - lightviewBounds[0][0], lightviewBounds[1][1] - lightviewBounds[0][1]);
cascadeBound = MAX(cascadeBound, lightviewBounds[1][2] - lightviewBounds[0][2]);
worldUnitsPerTexel = cascadeBound / tr.sunShadowFbo[level]->width;
invWorldUnitsPerTexel = 1.0f / worldUnitsPerTexel;
VectorScale(lightviewBounds[0], invWorldUnitsPerTexel, lightviewBounds[0]);
lightviewBounds[0][0] = floor(lightviewBounds[0][0]);
lightviewBounds[0][1] = floor(lightviewBounds[0][1]);
lightviewBounds[0][2] = floor(lightviewBounds[0][2]);
VectorScale(lightviewBounds[0], worldUnitsPerTexel, lightviewBounds[0]);
VectorScale(lightviewBounds[1], invWorldUnitsPerTexel, lightviewBounds[1]);
lightviewBounds[1][0] = floor(lightviewBounds[1][0]);
lightviewBounds[1][1] = floor(lightviewBounds[1][1]);
lightviewBounds[1][2] = floor(lightviewBounds[1][2]);
VectorScale(lightviewBounds[1], worldUnitsPerTexel, lightviewBounds[1]);
}
//ri.Printf(PRINT_ALL, "level %d znear %f zfar %f\n", level, lightviewBounds[0][0], lightviewBounds[1][0]);
//ri.Printf(PRINT_ALL, "xmin %f xmax %f ymin %f ymax %f\n", lightviewBounds[0][1], lightviewBounds[1][1], -lightviewBounds[1][2], -lightviewBounds[0][2]);
}
{
int firstDrawSurf;
Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
if (glRefConfig.framebufferObject)
{
shadowParms.viewportX = 0;
shadowParms.viewportY = 0;
}
else
{
shadowParms.viewportX = tr.refdef.x;
shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.sunShadowFbo[level]->height );
}
shadowParms.viewportWidth = tr.sunShadowFbo[level]->width;
shadowParms.viewportHeight = tr.sunShadowFbo[level]->height;
shadowParms.isPortal = qfalse;
shadowParms.isMirror = qfalse;
shadowParms.fovX = 90;
shadowParms.fovY = 90;
if (glRefConfig.framebufferObject)
shadowParms.targetFbo = tr.sunShadowFbo[level];
shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC | VPF_NOVIEWMODEL;
shadowParms.zFar = lightviewBounds[1][0];
VectorCopy(lightOrigin, shadowParms.or.origin);
VectorCopy(lightViewAxis[0], shadowParms.or.axis[0]);
VectorCopy(lightViewAxis[1], shadowParms.or.axis[1]);
VectorCopy(lightViewAxis[2], shadowParms.or.axis[2]);
VectorCopy(lightOrigin, shadowParms.pvsOrigin );
{
tr.viewCount++;
tr.viewParms = shadowParms;
tr.viewParms.frameSceneNum = tr.frameSceneNum;
tr.viewParms.frameCount = tr.frameCount;
firstDrawSurf = tr.refdef.numDrawSurfs;
tr.viewCount++;
// set viewParms.world
R_RotateForViewer ();
R_SetupProjectionOrtho(&tr.viewParms, lightviewBounds);
R_AddWorldSurfaces ();
R_AddPolygonSurfaces();
R_AddEntitySurfaces ();
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
}
Mat4Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
}
}
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
{
refdef_t refdef;
viewParms_t parms;
memset( &refdef, 0, sizeof( refdef ) );
refdef.rdflags = 0;
VectorCopy(tr.cubemaps[cubemapIndex].origin, refdef.vieworg);
switch(cubemapSide)
{
case 0:
// -X
VectorSet( refdef.viewaxis[0], -1, 0, 0);
VectorSet( refdef.viewaxis[1], 0, 0, -1);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
case 1:
// +X
VectorSet( refdef.viewaxis[0], 1, 0, 0);
VectorSet( refdef.viewaxis[1], 0, 0, 1);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
case 2:
// -Y
VectorSet( refdef.viewaxis[0], 0, -1, 0);
VectorSet( refdef.viewaxis[1], 1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 0, -1);
break;
case 3:
// +Y
VectorSet( refdef.viewaxis[0], 0, 1, 0);
VectorSet( refdef.viewaxis[1], 1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 0, 1);
break;
case 4:
// -Z
VectorSet( refdef.viewaxis[0], 0, 0, -1);
VectorSet( refdef.viewaxis[1], 1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
case 5:
// +Z
VectorSet( refdef.viewaxis[0], 0, 0, 1);
VectorSet( refdef.viewaxis[1], -1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
}
refdef.fov_x = 90;
refdef.fov_y = 90;
refdef.x = 0;
refdef.y = 0;
refdef.width = tr.renderCubeFbo->width;
refdef.height = tr.renderCubeFbo->height;
refdef.time = 0;
if (!subscene)
{
RE_BeginScene(&refdef);
// FIXME: sun shadows aren't rendered correctly in cubemaps
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
if(0) //(glRefConfig.framebufferObject && r_sunlightMode->integer && (r_forceSun->integer || tr.sunShadows))
{
R_RenderSunShadowMaps(&refdef, 0);
R_RenderSunShadowMaps(&refdef, 1);
R_RenderSunShadowMaps(&refdef, 2);
R_RenderSunShadowMaps(&refdef, 3);
}
}
{
vec3_t ambient, directed, lightDir;
float scale;
R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
scale = directed[0] + directed[1] + directed[2] + ambient[0] + ambient[1] + ambient[2] + 1.0f;
// only print message for first side
if (scale < 1.0001f && cubemapSide == 0)
{
ri.Printf(PRINT_ALL, "cubemap %d %s (%f, %f, %f) is outside the lightgrid or inside a wall!\n", cubemapIndex, tr.cubemaps[cubemapIndex].name, tr.refdef.vieworg[0], tr.refdef.vieworg[1], tr.refdef.vieworg[2]);
}
}
Com_Memset( &parms, 0, sizeof( parms ) );
parms.viewportX = 0;
parms.viewportY = 0;
parms.viewportWidth = tr.renderCubeFbo->width;
parms.viewportHeight = tr.renderCubeFbo->height;
parms.isPortal = qfalse;
parms.isMirror = qtrue;
parms.flags = VPF_NOVIEWMODEL | VPF_NOCUBEMAPS;
parms.fovX = 90;
parms.fovY = 90;
VectorCopy( refdef.vieworg, parms.or.origin );
VectorCopy( refdef.viewaxis[0], parms.or.axis[0] );
VectorCopy( refdef.viewaxis[1], parms.or.axis[1] );
VectorCopy( refdef.viewaxis[2], parms.or.axis[2] );
VectorCopy( refdef.vieworg, parms.pvsOrigin );
// FIXME: sun shadows aren't rendered correctly in cubemaps
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
if (0) //(r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
{
parms.flags = VPF_USESUNLIGHT;
}
parms.targetFbo = tr.renderCubeFbo;
parms.targetFboLayer = cubemapSide;
parms.targetFboCubemapIndex = cubemapIndex;
R_RenderView(&parms);
if (!subscene)
RE_EndScene();
}