mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 20:11:48 +00:00
22a0949a26
Upgrade to build and run from VS2019 Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Updated SDL2 include files to fix Mac build in GitHub Actions Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Merge branch 'main' into xcode Merge branch 'main' into vs2019 Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode Removed signature from SDL dylib, enabled dark mode on macOS. spaces > tabs Ad-hoc signed libSDL2-2.0.0.dylib Fix compiling against SDL 2.0.17 UB2 now signs and notarizes, upgraded to SDL 2.0.16 Architectures in libSDL2 restored for ppc and i386 Merge remote-tracking branch 'upstream/main' into vs2019 Update SDL2 to 2.0.16 Added rudimentary support for automatically finding Microsoft Store version of Quake 3 GHA deprecated Ubuntu 16.04 - update to 18.04 qsort cannot be called with NULL Merge remote-tracking branch 'upstream/main' into vs2019 Addressed string concatenation issue and added dummy method for Mac/Linux Added missing variable. Merge remote-tracking branch 'upstream/main' into xcode Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions Addressed PR suggestions Modified MS Store path handling to better follow the pattern of Steam/GOG Merge pull request #481 from tomkidd/xcode Merge pull request #482 from tomkidd/vs2019 OpenGL2: Fix r_grayscale 1 making everything solid black Print full GL_EXTENSIONS list for OpenGL contexts before 3.0 Fix being unable to enter Team Arena CD key OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core Improve setting Microsoft Store path Update building for macOS in README Make macOS arm64 default to target macOS 11 in Makefile Fix error when cross-compiling for macOS arm64 using Makefile Fix passing arguments to VM dylib on Apple M1 Fix compiling on older macOS Fix memory corruption in S_TransferPaintBuffer Fix memset Fix hex digit Fix uninitialized variable some old URL and doc updates Update README.md Update FUNDING.yml code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler Revert "code/curl: update ifdef condition for MCST-LCC compiler" Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option" More predictable mesh normals generation vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019) Add keys for SDL 2.0.14's new gamepad buttons Fix in_availableJoysticks cvar not updating Fix (disabled) Wavelet sound decompression Update to SDL 2.24.0 and add separate macOS UB2 dylib Update macOS UB1 to SDL 2.0.22 Fix running make-macosx{,-ub2}.sh on Linux Update MSVC .lib files to SDL 2.24.0
1795 lines
47 KiB
C
1795 lines
47 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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#include "tr_fbo.h"
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#include "tr_dsa.h"
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backEndData_t *backEndData;
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backEndState_t backEnd;
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static float s_flipMatrix[16] = {
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1
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};
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/*
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** GL_BindToTMU
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*/
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void GL_BindToTMU( image_t *image, int tmu )
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{
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GLuint texture = (tmu == TB_COLORMAP) ? tr.defaultImage->texnum : 0;
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GLenum target = GL_TEXTURE_2D;
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if (image)
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{
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if (image->flags & IMGFLAG_CUBEMAP)
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target = GL_TEXTURE_CUBE_MAP;
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image->frameUsed = tr.frameCount;
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texture = image->texnum;
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}
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else
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{
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ri.Printf(PRINT_WARNING, "GL_BindToTMU: NULL image\n");
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}
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GL_BindMultiTexture(GL_TEXTURE0 + tmu, target, texture);
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}
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/*
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** GL_Cull
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*/
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void GL_Cull( int cullType ) {
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if ( glState.faceCulling == cullType ) {
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return;
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}
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if ( cullType == CT_TWO_SIDED )
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{
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qglDisable( GL_CULL_FACE );
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}
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else
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{
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qboolean cullFront = (cullType == CT_FRONT_SIDED);
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if ( glState.faceCulling == CT_TWO_SIDED )
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qglEnable( GL_CULL_FACE );
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if ( glState.faceCullFront != cullFront )
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qglCullFace( cullFront ? GL_FRONT : GL_BACK );
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glState.faceCullFront = cullFront;
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}
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glState.faceCulling = cullType;
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}
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/*
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** GL_State
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**
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** This routine is responsible for setting the most commonly changed state
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** in Q3.
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*/
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void GL_State( unsigned long stateBits )
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{
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unsigned long diff = stateBits ^ glState.glStateBits;
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if ( !diff )
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{
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return;
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}
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//
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// check depthFunc bits
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//
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if ( diff & GLS_DEPTHFUNC_BITS )
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{
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if ( stateBits & GLS_DEPTHFUNC_EQUAL )
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{
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qglDepthFunc( GL_EQUAL );
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}
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else if ( stateBits & GLS_DEPTHFUNC_GREATER)
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{
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qglDepthFunc( GL_GREATER );
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}
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else
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{
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qglDepthFunc( GL_LEQUAL );
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}
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}
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//
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// check blend bits
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//
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if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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uint32_t oldState = glState.glStateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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uint32_t newState = stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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uint32_t storedState = glState.storedGlState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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if (oldState == 0)
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{
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qglEnable( GL_BLEND );
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}
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else if (newState == 0)
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{
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qglDisable( GL_BLEND );
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}
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if (newState != 0 && storedState != newState)
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{
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GLenum srcFactor = GL_ONE, dstFactor = GL_ONE;
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glState.storedGlState &= ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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glState.storedGlState |= newState;
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switch ( stateBits & GLS_SRCBLEND_BITS )
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{
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case GLS_SRCBLEND_ZERO:
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srcFactor = GL_ZERO;
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break;
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case GLS_SRCBLEND_ONE:
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srcFactor = GL_ONE;
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break;
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case GLS_SRCBLEND_DST_COLOR:
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srcFactor = GL_DST_COLOR;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
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srcFactor = GL_ONE_MINUS_DST_COLOR;
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break;
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case GLS_SRCBLEND_SRC_ALPHA:
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srcFactor = GL_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
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srcFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_DST_ALPHA:
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srcFactor = GL_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
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srcFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ALPHA_SATURATE:
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srcFactor = GL_SRC_ALPHA_SATURATE;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" );
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break;
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}
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switch ( stateBits & GLS_DSTBLEND_BITS )
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{
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case GLS_DSTBLEND_ZERO:
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dstFactor = GL_ZERO;
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break;
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case GLS_DSTBLEND_ONE:
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dstFactor = GL_ONE;
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break;
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case GLS_DSTBLEND_SRC_COLOR:
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dstFactor = GL_SRC_COLOR;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
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dstFactor = GL_ONE_MINUS_SRC_COLOR;
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break;
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case GLS_DSTBLEND_SRC_ALPHA:
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dstFactor = GL_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
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dstFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_DST_ALPHA:
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dstFactor = GL_DST_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
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dstFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" );
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break;
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}
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qglBlendFunc( srcFactor, dstFactor );
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}
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}
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//
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// check depthmask
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//
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if ( diff & GLS_DEPTHMASK_TRUE )
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{
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if ( stateBits & GLS_DEPTHMASK_TRUE )
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{
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qglDepthMask( GL_TRUE );
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}
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else
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{
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qglDepthMask( GL_FALSE );
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}
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}
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//
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// fill/line mode
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//
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if ( diff & GLS_POLYMODE_LINE )
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{
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if ( stateBits & GLS_POLYMODE_LINE )
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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else
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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//
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// depthtest
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//
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if ( diff & GLS_DEPTHTEST_DISABLE )
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{
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if ( stateBits & GLS_DEPTHTEST_DISABLE )
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{
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qglDisable( GL_DEPTH_TEST );
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}
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else
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{
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qglEnable( GL_DEPTH_TEST );
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}
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}
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glState.glStateBits = stateBits;
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}
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void GL_SetProjectionMatrix(mat4_t matrix)
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{
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Mat4Copy(matrix, glState.projection);
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Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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}
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void GL_SetModelviewMatrix(mat4_t matrix)
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{
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Mat4Copy(matrix, glState.modelview);
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Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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}
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/*
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================
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RB_Hyperspace
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A player has predicted a teleport, but hasn't arrived yet
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================
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*/
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static void RB_Hyperspace( void ) {
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float c;
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if ( !backEnd.isHyperspace ) {
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// do initialization shit
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}
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c = ( backEnd.refdef.time & 255 ) / 255.0f;
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qglClearColor( c, c, c, 1 );
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qglClear( GL_COLOR_BUFFER_BIT );
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qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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backEnd.isHyperspace = qtrue;
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}
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static void SetViewportAndScissor( void ) {
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GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
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// set the window clipping
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qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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}
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/*
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=================
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RB_BeginDrawingView
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Any mirrored or portaled views have already been drawn, so prepare
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to actually render the visible surfaces for this view
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=================
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*/
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void RB_BeginDrawingView (void) {
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int clearBits = 0;
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// sync with gl if needed
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if ( r_finish->integer == 1 && !glState.finishCalled ) {
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qglFinish ();
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glState.finishCalled = qtrue;
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}
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if ( r_finish->integer == 0 ) {
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glState.finishCalled = qtrue;
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}
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// we will need to change the projection matrix before drawing
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// 2D images again
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backEnd.projection2D = qfalse;
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if (glRefConfig.framebufferObject)
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{
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FBO_t *fbo = backEnd.viewParms.targetFbo;
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// FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
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// drawing more world check is in case of double renders, such as skyportals
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if (fbo == NULL && !(backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
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fbo = tr.renderFbo;
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if (tr.renderCubeFbo && fbo == tr.renderCubeFbo)
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{
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cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex];
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FBO_AttachImage(fbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, backEnd.viewParms.targetFboLayer);
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}
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FBO_Bind(fbo);
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}
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//
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// set the modelview matrix for the viewer
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//
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SetViewportAndScissor();
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// ensures that depth writes are enabled for the depth clear
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GL_State( GLS_DEFAULT );
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// clear relevant buffers
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clearBits = GL_DEPTH_BUFFER_BIT;
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if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
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{
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clearBits |= GL_STENCIL_BUFFER_BIT;
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}
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if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
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{
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clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used
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}
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// clear to black for cube maps
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if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
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{
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clearBits |= GL_COLOR_BUFFER_BIT;
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}
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qglClear( clearBits );
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if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
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{
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RB_Hyperspace();
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return;
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}
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else
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{
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backEnd.isHyperspace = qfalse;
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}
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// we will only draw a sun if there was sky rendered in this view
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backEnd.skyRenderedThisView = qfalse;
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// clip to the plane of the portal
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if ( backEnd.viewParms.isPortal ) {
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#if 0
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float plane[4];
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GLdouble plane2[4];
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plane[0] = backEnd.viewParms.portalPlane.normal[0];
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plane[1] = backEnd.viewParms.portalPlane.normal[1];
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plane[2] = backEnd.viewParms.portalPlane.normal[2];
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plane[3] = backEnd.viewParms.portalPlane.dist;
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plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
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plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
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plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
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plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
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#endif
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GL_SetModelviewMatrix( s_flipMatrix );
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}
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}
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|
|
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/*
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==================
|
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RB_RenderDrawSurfList
|
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==================
|
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*/
|
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void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
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shader_t *shader = NULL, *oldShader;
|
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int fogNum, oldFogNum;
|
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int entityNum, oldEntityNum;
|
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int dlighted, oldDlighted;
|
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int pshadowed, oldPshadowed;
|
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int cubemapIndex, oldCubemapIndex;
|
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qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
|
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int i;
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drawSurf_t *drawSurf;
|
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int oldSort;
|
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double originalTime;
|
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FBO_t* fbo = NULL;
|
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|
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// save original time for entity shader offsets
|
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originalTime = backEnd.refdef.floatTime;
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|
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fbo = glState.currentFBO;
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// draw everything
|
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oldEntityNum = -1;
|
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backEnd.currentEntity = &tr.worldEntity;
|
|
oldShader = NULL;
|
|
oldFogNum = -1;
|
|
oldDepthRange = qfalse;
|
|
wasCrosshair = qfalse;
|
|
oldDlighted = qfalse;
|
|
oldPshadowed = qfalse;
|
|
oldCubemapIndex = -1;
|
|
oldSort = -1;
|
|
|
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backEnd.pc.c_surfaces += numDrawSurfs;
|
|
|
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
|
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if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) {
|
|
if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
|
|
continue;
|
|
|
|
// fast path, same as previous sort
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
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continue;
|
|
}
|
|
oldSort = drawSurf->sort;
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
|
|
cubemapIndex = drawSurf->cubemapIndex;
|
|
|
|
//
|
|
// change the tess parameters if needed
|
|
// a "entityMergable" shader is a shader that can have surfaces from separate
|
|
// entities merged into a single batch, like smoke and blood puff sprites
|
|
if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex
|
|
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
}
|
|
RB_BeginSurface( shader, fogNum, cubemapIndex );
|
|
backEnd.pc.c_surfBatches++;
|
|
oldShader = shader;
|
|
oldFogNum = fogNum;
|
|
oldDlighted = dlighted;
|
|
oldPshadowed = pshadowed;
|
|
oldCubemapIndex = cubemapIndex;
|
|
}
|
|
|
|
if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
|
|
continue;
|
|
|
|
//
|
|
// change the modelview matrix if needed
|
|
//
|
|
if ( entityNum != oldEntityNum ) {
|
|
depthRange = isCrosshair = qfalse;
|
|
|
|
if ( entityNum != REFENTITYNUM_WORLD ) {
|
|
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
|
|
|
|
// FIXME: e.shaderTime must be passed as int to avoid fp-precision loss issues
|
|
backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime;
|
|
|
|
// we have to reset the shaderTime as well otherwise image animations start
|
|
// from the wrong frame
|
|
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
|
|
|
|
// set up the transformation matrix
|
|
R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );
|
|
|
|
// set up the dynamic lighting if needed
|
|
if ( backEnd.currentEntity->needDlights ) {
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
}
|
|
|
|
if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
|
|
{
|
|
// hack the depth range to prevent view model from poking into walls
|
|
depthRange = qtrue;
|
|
|
|
if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
|
|
isCrosshair = qtrue;
|
|
}
|
|
} else {
|
|
backEnd.currentEntity = &tr.worldEntity;
|
|
backEnd.refdef.floatTime = originalTime;
|
|
backEnd.or = backEnd.viewParms.world;
|
|
// we have to reset the shaderTime as well otherwise image animations on
|
|
// the world (like water) continue with the wrong frame
|
|
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
}
|
|
|
|
GL_SetModelviewMatrix( backEnd.or.modelMatrix );
|
|
|
|
//
|
|
// change depthrange. Also change projection matrix so first person weapon does not look like coming
|
|
// out of the screen.
|
|
//
|
|
if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
|
|
{
|
|
if (depthRange)
|
|
{
|
|
if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
if(isCrosshair)
|
|
{
|
|
if(oldDepthRange)
|
|
{
|
|
// was not a crosshair but now is, change back proj matrix
|
|
GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
viewParms_t temp = backEnd.viewParms;
|
|
|
|
R_SetupProjection(&temp, r_znear->value, 0, qfalse);
|
|
|
|
GL_SetProjectionMatrix( temp.projectionMatrix );
|
|
}
|
|
}
|
|
|
|
if(!oldDepthRange)
|
|
qglDepthRange (0, 0.3);
|
|
}
|
|
else
|
|
{
|
|
if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
|
|
}
|
|
|
|
qglDepthRange (0, 1);
|
|
}
|
|
|
|
oldDepthRange = depthRange;
|
|
wasCrosshair = isCrosshair;
|
|
}
|
|
|
|
oldEntityNum = entityNum;
|
|
}
|
|
|
|
// add the triangles for this surface
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
}
|
|
|
|
backEnd.refdef.floatTime = originalTime;
|
|
|
|
// draw the contents of the last shader batch
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
FBO_Bind(fbo);
|
|
|
|
// go back to the world modelview matrix
|
|
|
|
GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );
|
|
|
|
qglDepthRange (0, 1);
|
|
}
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
RENDER BACK END FUNCTIONS
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
RB_SetGL2D
|
|
|
|
================
|
|
*/
|
|
void RB_SetGL2D (void) {
|
|
mat4_t matrix;
|
|
int width, height;
|
|
|
|
if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
|
|
return;
|
|
|
|
backEnd.projection2D = qtrue;
|
|
backEnd.last2DFBO = glState.currentFBO;
|
|
|
|
if (glState.currentFBO)
|
|
{
|
|
width = glState.currentFBO->width;
|
|
height = glState.currentFBO->height;
|
|
}
|
|
else
|
|
{
|
|
width = glConfig.vidWidth;
|
|
height = glConfig.vidHeight;
|
|
}
|
|
|
|
// set 2D virtual screen size
|
|
qglViewport( 0, 0, width, height );
|
|
qglScissor( 0, 0, width, height );
|
|
|
|
Mat4Ortho(0, width, height, 0, 0, 1, matrix);
|
|
GL_SetProjectionMatrix(matrix);
|
|
Mat4Identity(matrix);
|
|
GL_SetModelviewMatrix(matrix);
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE |
|
|
GLS_SRCBLEND_SRC_ALPHA |
|
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
// set time for 2D shaders
|
|
backEnd.refdef.time = ri.Milliseconds();
|
|
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RE_StretchRaw
|
|
|
|
FIXME: not exactly backend
|
|
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
|
|
Used for cinematics.
|
|
=============
|
|
*/
|
|
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
|
|
int i, j;
|
|
int start, end;
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
|
|
if ( !tr.registered ) {
|
|
return;
|
|
}
|
|
R_IssuePendingRenderCommands();
|
|
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
// we definitely want to sync every frame for the cinematics
|
|
qglFinish();
|
|
|
|
start = 0;
|
|
if ( r_speeds->integer ) {
|
|
start = ri.Milliseconds();
|
|
}
|
|
|
|
// make sure rows and cols are powers of 2
|
|
for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
|
|
}
|
|
for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
|
|
}
|
|
if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
|
|
ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
|
|
}
|
|
|
|
RE_UploadCinematic (w, h, cols, rows, data, client, dirty);
|
|
GL_BindToTMU(tr.scratchImage[client], TB_COLORMAP);
|
|
|
|
if ( r_speeds->integer ) {
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
|
|
}
|
|
|
|
// FIXME: HUGE hack
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo);
|
|
}
|
|
|
|
RB_SetGL2D();
|
|
|
|
VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f);
|
|
VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f);
|
|
VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f);
|
|
VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f);
|
|
|
|
VectorSet2(texCoords[0], 0.5f / cols, 0.5f / rows);
|
|
VectorSet2(texCoords[1], (cols - 0.5f) / cols, 0.5f / rows);
|
|
VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows);
|
|
VectorSet2(texCoords[3], 0.5f / cols, (rows - 0.5f) / rows);
|
|
|
|
GLSL_BindProgram(&tr.textureColorShader);
|
|
|
|
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords);
|
|
}
|
|
|
|
void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
|
|
GLuint texture;
|
|
|
|
if (!tr.scratchImage[client])
|
|
{
|
|
ri.Printf(PRINT_WARNING, "RE_UploadCinematic: scratch images not initialized\n");
|
|
return;
|
|
}
|
|
|
|
texture = tr.scratchImage[client]->texnum;
|
|
|
|
// if the scratchImage isn't in the format we want, specify it as a new texture
|
|
if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
|
|
tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
|
|
tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
|
|
qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
} else {
|
|
if (dirty) {
|
|
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
|
|
// it and don't try and do a texture compression
|
|
qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SetColor
|
|
|
|
=============
|
|
*/
|
|
const void *RB_SetColor( const void *data ) {
|
|
const setColorCommand_t *cmd;
|
|
|
|
cmd = (const setColorCommand_t *)data;
|
|
|
|
backEnd.color2D[0] = cmd->color[0] * 255;
|
|
backEnd.color2D[1] = cmd->color[1] * 255;
|
|
backEnd.color2D[2] = cmd->color[2] * 255;
|
|
backEnd.color2D[3] = cmd->color[3] * 255;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_StretchPic
|
|
=============
|
|
*/
|
|
const void *RB_StretchPic ( const void *data ) {
|
|
const stretchPicCommand_t *cmd;
|
|
shader_t *shader;
|
|
int numVerts, numIndexes;
|
|
|
|
cmd = (const stretchPicCommand_t *)data;
|
|
|
|
// FIXME: HUGE hack
|
|
if (glRefConfig.framebufferObject)
|
|
FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo);
|
|
|
|
RB_SetGL2D();
|
|
|
|
shader = cmd->shader;
|
|
if ( shader != tess.shader ) {
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
backEnd.currentEntity = &backEnd.entity2D;
|
|
RB_BeginSurface( shader, 0, 0 );
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
numVerts = tess.numVertexes;
|
|
numIndexes = tess.numIndexes;
|
|
|
|
tess.numVertexes += 4;
|
|
tess.numIndexes += 6;
|
|
|
|
tess.indexes[ numIndexes ] = numVerts + 3;
|
|
tess.indexes[ numIndexes + 1 ] = numVerts + 0;
|
|
tess.indexes[ numIndexes + 2 ] = numVerts + 2;
|
|
tess.indexes[ numIndexes + 3 ] = numVerts + 2;
|
|
tess.indexes[ numIndexes + 4 ] = numVerts + 0;
|
|
tess.indexes[ numIndexes + 5 ] = numVerts + 1;
|
|
|
|
{
|
|
uint16_t color[4];
|
|
|
|
VectorScale4(backEnd.color2D, 257, color);
|
|
|
|
VectorCopy4(color, tess.color[ numVerts ]);
|
|
VectorCopy4(color, tess.color[ numVerts + 1]);
|
|
VectorCopy4(color, tess.color[ numVerts + 2]);
|
|
VectorCopy4(color, tess.color[ numVerts + 3 ]);
|
|
}
|
|
|
|
tess.xyz[ numVerts ][0] = cmd->x;
|
|
tess.xyz[ numVerts ][1] = cmd->y;
|
|
tess.xyz[ numVerts ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts ][0] = cmd->s1;
|
|
tess.texCoords[ numVerts ][1] = cmd->t1;
|
|
|
|
tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w;
|
|
tess.xyz[ numVerts + 1 ][1] = cmd->y;
|
|
tess.xyz[ numVerts + 1 ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts + 1 ][0] = cmd->s2;
|
|
tess.texCoords[ numVerts + 1 ][1] = cmd->t1;
|
|
|
|
tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w;
|
|
tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h;
|
|
tess.xyz[ numVerts + 2 ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts + 2 ][0] = cmd->s2;
|
|
tess.texCoords[ numVerts + 2 ][1] = cmd->t2;
|
|
|
|
tess.xyz[ numVerts + 3 ][0] = cmd->x;
|
|
tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h;
|
|
tess.xyz[ numVerts + 3 ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts + 3 ][0] = cmd->s1;
|
|
tess.texCoords[ numVerts + 3 ][1] = cmd->t2;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawSurfs
|
|
|
|
=============
|
|
*/
|
|
const void *RB_DrawSurfs( const void *data ) {
|
|
const drawSurfsCommand_t *cmd;
|
|
qboolean isShadowView;
|
|
|
|
// finish any 2D drawing if needed
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
cmd = (const drawSurfsCommand_t *)data;
|
|
|
|
backEnd.refdef = cmd->refdef;
|
|
backEnd.viewParms = cmd->viewParms;
|
|
|
|
isShadowView = !!(backEnd.viewParms.flags & VPF_DEPTHSHADOW);
|
|
|
|
// clear the z buffer, set the modelview, etc
|
|
RB_BeginDrawingView ();
|
|
|
|
if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
|
|
{
|
|
qglEnable(GL_DEPTH_CLAMP);
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || isShadowView))
|
|
{
|
|
FBO_t *oldFbo = glState.currentFBO;
|
|
vec4_t viewInfo;
|
|
|
|
VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0);
|
|
|
|
backEnd.depthFill = qtrue;
|
|
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
|
|
backEnd.depthFill = qfalse;
|
|
|
|
if (!isShadowView)
|
|
{
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
// If we're using multisampling, resolve the depth first
|
|
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
else if (tr.renderFbo == NULL && tr.renderDepthImage)
|
|
{
|
|
// If we're rendering directly to the screen, copy the depth to a texture
|
|
// This is incredibly slow on Intel Graphics, so just skip it on there
|
|
if (!glRefConfig.intelGraphics)
|
|
qglCopyTextureSubImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
}
|
|
|
|
if (tr.hdrDepthFbo)
|
|
{
|
|
// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
|
|
vec4_t srcTexCoords;
|
|
|
|
VectorSet4(srcTexCoords, 0.0f, 0.0f, 1.0f, 1.0f);
|
|
|
|
FBO_BlitFromTexture(tr.renderDepthImage, srcTexCoords, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
|
|
}
|
|
|
|
if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
|
|
{
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
vec4_t box;
|
|
|
|
FBO_Bind(tr.screenShadowFbo);
|
|
|
|
box[0] = backEnd.viewParms.viewportX * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
|
|
box[1] = backEnd.viewParms.viewportY * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
|
|
box[2] = backEnd.viewParms.viewportWidth * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
|
|
box[3] = backEnd.viewParms.viewportHeight * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
|
|
|
|
qglViewport(box[0], box[1], box[2], box[3]);
|
|
qglScissor(box[0], box[1], box[2], box[3]);
|
|
|
|
box[0] = backEnd.viewParms.viewportX / (float)glConfig.vidWidth;
|
|
box[1] = backEnd.viewParms.viewportY / (float)glConfig.vidHeight;
|
|
box[2] = box[0] + backEnd.viewParms.viewportWidth / (float)glConfig.vidWidth;
|
|
box[3] = box[1] + backEnd.viewParms.viewportHeight / (float)glConfig.vidHeight;
|
|
|
|
texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
|
|
texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
|
|
texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
|
|
texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
|
|
|
|
box[0] = -1.0f;
|
|
box[1] = -1.0f;
|
|
box[2] = 1.0f;
|
|
box[3] = 1.0f;
|
|
|
|
VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
|
|
VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
|
|
VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
|
|
VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
|
|
|
|
GL_State(GLS_DEPTHTEST_DISABLE);
|
|
|
|
GLSL_BindProgram(&tr.shadowmaskShader);
|
|
|
|
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
|
|
|
|
if (r_shadowCascadeZFar->integer != 0)
|
|
{
|
|
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
|
|
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
|
|
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
|
|
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);
|
|
|
|
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
|
|
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
|
|
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
|
|
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
|
|
}
|
|
else
|
|
{
|
|
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP);
|
|
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]);
|
|
}
|
|
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
|
|
{
|
|
vec3_t viewVector;
|
|
|
|
float zmax = backEnd.viewParms.zFar;
|
|
float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
|
|
float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
|
|
|
|
VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
|
|
VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector);
|
|
VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
|
|
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
|
|
|
|
GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
|
|
}
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
|
|
if (r_shadowBlur->integer)
|
|
{
|
|
viewInfo[2] = 1.0f / (float)(tr.screenScratchFbo->width);
|
|
viewInfo[3] = 1.0f / (float)(tr.screenScratchFbo->height);
|
|
|
|
FBO_Bind(tr.screenScratchFbo);
|
|
|
|
GLSL_BindProgram(&tr.depthBlurShader[0]);
|
|
|
|
GL_BindToTMU(tr.screenShadowImage, TB_COLORMAP);
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
|
|
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords);
|
|
|
|
FBO_Bind(tr.screenShadowFbo);
|
|
|
|
GLSL_BindProgram(&tr.depthBlurShader[1]);
|
|
|
|
GL_BindToTMU(tr.screenScratchImage, TB_COLORMAP);
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
|
|
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords);
|
|
}
|
|
}
|
|
|
|
if (r_ssao->integer)
|
|
{
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
|
|
viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f);
|
|
viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f);
|
|
viewInfo[3] *= (float)backEnd.viewParms.viewportHeight / (float)backEnd.viewParms.viewportWidth;
|
|
|
|
FBO_Bind(tr.quarterFbo[0]);
|
|
|
|
qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
|
|
qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
|
|
|
|
VectorSet4(quadVerts[0], -1, 1, 0, 1);
|
|
VectorSet4(quadVerts[1], 1, 1, 0, 1);
|
|
VectorSet4(quadVerts[2], 1, -1, 0, 1);
|
|
VectorSet4(quadVerts[3], -1, -1, 0, 1);
|
|
|
|
texCoords[0][0] = 0; texCoords[0][1] = 1;
|
|
texCoords[1][0] = 1; texCoords[1][1] = 1;
|
|
texCoords[2][0] = 1; texCoords[2][1] = 0;
|
|
texCoords[3][0] = 0; texCoords[3][1] = 0;
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE );
|
|
|
|
GLSL_BindProgram(&tr.ssaoShader);
|
|
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
|
|
|
|
GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
|
|
|
|
viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
|
|
viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
|
|
|
|
FBO_Bind(tr.quarterFbo[1]);
|
|
|
|
qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
|
|
qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
|
|
|
|
GLSL_BindProgram(&tr.depthBlurShader[0]);
|
|
|
|
GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
|
|
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
|
|
|
|
FBO_Bind(tr.screenSsaoFbo);
|
|
|
|
qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
|
|
qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
|
|
|
|
GLSL_BindProgram(&tr.depthBlurShader[1]);
|
|
|
|
GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
|
|
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
|
|
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
|
|
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
}
|
|
}
|
|
|
|
// reset viewport and scissor
|
|
FBO_Bind(oldFbo);
|
|
SetViewportAndScissor();
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
|
|
{
|
|
qglDisable(GL_DEPTH_CLAMP);
|
|
}
|
|
|
|
if (!isShadowView)
|
|
{
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
|
|
if (r_drawSun->integer)
|
|
{
|
|
RB_DrawSun(0.1, tr.sunShader);
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject && r_drawSunRays->integer)
|
|
{
|
|
FBO_t *oldFbo = glState.currentFBO;
|
|
FBO_Bind(tr.sunRaysFbo);
|
|
|
|
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
if (glRefConfig.occlusionQuery)
|
|
{
|
|
tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
|
|
qglBeginQuery(GL_SAMPLES_PASSED, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
|
|
}
|
|
|
|
RB_DrawSun(0.3, tr.sunFlareShader);
|
|
|
|
if (glRefConfig.occlusionQuery)
|
|
{
|
|
qglEndQuery(GL_SAMPLES_PASSED);
|
|
}
|
|
|
|
FBO_Bind(oldFbo);
|
|
}
|
|
|
|
// darken down any stencil shadows
|
|
RB_ShadowFinish();
|
|
|
|
// add light flares on lights that aren't obscured
|
|
RB_RenderFlares();
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject && tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
|
|
{
|
|
cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex];
|
|
|
|
FBO_Bind(NULL);
|
|
if (cubemap && cubemap->image)
|
|
qglGenerateTextureMipmapEXT(cubemap->image->texnum, GL_TEXTURE_CUBE_MAP);
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawBuffer
|
|
|
|
=============
|
|
*/
|
|
const void *RB_DrawBuffer( const void *data ) {
|
|
const drawBufferCommand_t *cmd;
|
|
|
|
cmd = (const drawBufferCommand_t *)data;
|
|
|
|
// finish any 2D drawing if needed
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
FBO_Bind(NULL);
|
|
|
|
qglDrawBuffer( cmd->buffer );
|
|
|
|
// clear screen for debugging
|
|
if ( r_clear->integer ) {
|
|
qglClearColor( 1, 0, 0.5, 1 );
|
|
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
RB_ShowImages
|
|
|
|
Draw all the images to the screen, on top of whatever
|
|
was there. This is used to test for texture thrashing.
|
|
|
|
Also called by RE_EndRegistration
|
|
===============
|
|
*/
|
|
void RB_ShowImages( void ) {
|
|
int i;
|
|
image_t *image;
|
|
float x, y, w, h;
|
|
int start, end;
|
|
|
|
RB_SetGL2D();
|
|
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
qglFinish();
|
|
|
|
start = ri.Milliseconds();
|
|
|
|
for ( i=0 ; i<tr.numImages ; i++ ) {
|
|
image = tr.images[i];
|
|
|
|
w = glConfig.vidWidth / 20;
|
|
h = glConfig.vidHeight / 15;
|
|
x = i % 20 * w;
|
|
y = i / 20 * h;
|
|
|
|
// show in proportional size in mode 2
|
|
if ( r_showImages->integer == 2 ) {
|
|
w *= image->uploadWidth / 512.0f;
|
|
h *= image->uploadHeight / 512.0f;
|
|
}
|
|
|
|
{
|
|
vec4_t quadVerts[4];
|
|
|
|
GL_BindToTMU(image, TB_COLORMAP);
|
|
|
|
VectorSet4(quadVerts[0], x, y, 0, 1);
|
|
VectorSet4(quadVerts[1], x + w, y, 0, 1);
|
|
VectorSet4(quadVerts[2], x + w, y + h, 0, 1);
|
|
VectorSet4(quadVerts[3], x, y + h, 0, 1);
|
|
|
|
RB_InstantQuad(quadVerts);
|
|
}
|
|
}
|
|
|
|
qglFinish();
|
|
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_ColorMask
|
|
|
|
=============
|
|
*/
|
|
const void *RB_ColorMask(const void *data)
|
|
{
|
|
const colorMaskCommand_t *cmd = data;
|
|
|
|
// finish any 2D drawing if needed
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
// reverse color mask, so 0 0 0 0 is the default
|
|
backEnd.colorMask[0] = !cmd->rgba[0];
|
|
backEnd.colorMask[1] = !cmd->rgba[1];
|
|
backEnd.colorMask[2] = !cmd->rgba[2];
|
|
backEnd.colorMask[3] = !cmd->rgba[3];
|
|
}
|
|
|
|
qglColorMask(cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3]);
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_ClearDepth
|
|
|
|
=============
|
|
*/
|
|
const void *RB_ClearDepth(const void *data)
|
|
{
|
|
const clearDepthCommand_t *cmd = data;
|
|
|
|
// finish any 2D drawing if needed
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
// texture swapping test
|
|
if (r_showImages->integer)
|
|
RB_ShowImages();
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
if (!tr.renderFbo || backEnd.framePostProcessed)
|
|
{
|
|
FBO_Bind(NULL);
|
|
}
|
|
else
|
|
{
|
|
FBO_Bind(tr.renderFbo);
|
|
}
|
|
}
|
|
|
|
qglClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
// if we're doing MSAA, clear the depth texture for the resolve buffer
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
FBO_Bind(tr.msaaResolveFbo);
|
|
qglClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SwapBuffers
|
|
|
|
=============
|
|
*/
|
|
const void *RB_SwapBuffers( const void *data ) {
|
|
const swapBuffersCommand_t *cmd;
|
|
|
|
// finish any 2D drawing if needed
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
// texture swapping test
|
|
if ( r_showImages->integer ) {
|
|
RB_ShowImages();
|
|
}
|
|
|
|
cmd = (const swapBuffersCommand_t *)data;
|
|
|
|
// we measure overdraw by reading back the stencil buffer and
|
|
// counting up the number of increments that have happened
|
|
if ( r_measureOverdraw->integer ) {
|
|
int i;
|
|
long sum = 0;
|
|
unsigned char *stencilReadback;
|
|
|
|
stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight );
|
|
qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );
|
|
|
|
for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) {
|
|
sum += stencilReadback[i];
|
|
}
|
|
|
|
backEnd.pc.c_overDraw += sum;
|
|
ri.Hunk_FreeTempMemory( stencilReadback );
|
|
}
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
if (!backEnd.framePostProcessed)
|
|
{
|
|
if (tr.msaaResolveFbo && r_hdr->integer)
|
|
{
|
|
// Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
|
|
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
else if (tr.renderFbo)
|
|
{
|
|
FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !glState.finishCalled ) {
|
|
qglFinish();
|
|
}
|
|
|
|
GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
|
|
|
|
GLimp_EndFrame();
|
|
|
|
backEnd.framePostProcessed = qfalse;
|
|
backEnd.projection2D = qfalse;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_CapShadowMap
|
|
|
|
=============
|
|
*/
|
|
const void *RB_CapShadowMap(const void *data)
|
|
{
|
|
const capShadowmapCommand_t *cmd = data;
|
|
|
|
// finish any 2D drawing if needed
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
if (cmd->map != -1)
|
|
{
|
|
if (cmd->cubeSide != -1)
|
|
{
|
|
if (tr.shadowCubemaps[cmd->map])
|
|
{
|
|
qglCopyTextureSubImage2DEXT(tr.shadowCubemaps[cmd->map]->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, 0, 0, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (tr.pshadowMaps[cmd->map])
|
|
{
|
|
qglCopyTextureSubImage2DEXT(tr.pshadowMaps[cmd->map]->texnum, GL_TEXTURE_2D, 0, 0, 0, backEnd.refdef.x, glConfig.vidHeight - (backEnd.refdef.y + PSHADOW_MAP_SIZE), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE);
|
|
}
|
|
}
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_PostProcess
|
|
|
|
=============
|
|
*/
|
|
const void *RB_PostProcess(const void *data)
|
|
{
|
|
const postProcessCommand_t *cmd = data;
|
|
FBO_t *srcFbo;
|
|
ivec4_t srcBox, dstBox;
|
|
qboolean autoExposure;
|
|
|
|
// finish any 2D drawing if needed
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
if (!glRefConfig.framebufferObject || !r_postProcess->integer)
|
|
{
|
|
// do nothing
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
if (cmd)
|
|
{
|
|
backEnd.refdef = cmd->refdef;
|
|
backEnd.viewParms = cmd->viewParms;
|
|
}
|
|
|
|
srcFbo = tr.renderFbo;
|
|
if (tr.msaaResolveFbo)
|
|
{
|
|
// Resolve the MSAA before anything else
|
|
// Can't resolve just part of the MSAA FBO, so multiple views will suffer a performance hit here
|
|
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
srcFbo = tr.msaaResolveFbo;
|
|
}
|
|
|
|
dstBox[0] = backEnd.viewParms.viewportX;
|
|
dstBox[1] = backEnd.viewParms.viewportY;
|
|
dstBox[2] = backEnd.viewParms.viewportWidth;
|
|
dstBox[3] = backEnd.viewParms.viewportHeight;
|
|
|
|
if (r_ssao->integer)
|
|
{
|
|
srcBox[0] = backEnd.viewParms.viewportX * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
|
|
srcBox[1] = backEnd.viewParms.viewportY * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
|
|
srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
|
|
srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
|
|
|
|
FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
|
|
}
|
|
|
|
srcBox[0] = backEnd.viewParms.viewportX;
|
|
srcBox[1] = backEnd.viewParms.viewportY;
|
|
srcBox[2] = backEnd.viewParms.viewportWidth;
|
|
srcBox[3] = backEnd.viewParms.viewportHeight;
|
|
|
|
if (srcFbo)
|
|
{
|
|
if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
|
|
{
|
|
autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
|
|
RB_ToneMap(srcFbo, srcBox, NULL, dstBox, autoExposure);
|
|
}
|
|
else if (r_cameraExposure->value == 0.0f)
|
|
{
|
|
FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
else
|
|
{
|
|
vec4_t color;
|
|
|
|
color[0] =
|
|
color[1] =
|
|
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
|
|
color[3] = 1.0f;
|
|
|
|
FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0);
|
|
}
|
|
}
|
|
|
|
if (r_drawSunRays->integer)
|
|
RB_SunRays(NULL, srcBox, NULL, dstBox);
|
|
|
|
if (1)
|
|
RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor);
|
|
else
|
|
RB_GaussianBlur(backEnd.refdef.blurFactor);
|
|
|
|
#if 0
|
|
if (0)
|
|
{
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
ivec4_t iQtrBox;
|
|
vec4_t box;
|
|
vec4_t viewInfo;
|
|
static float scale = 5.0f;
|
|
|
|
scale -= 0.005f;
|
|
if (scale < 0.01f)
|
|
scale = 5.0f;
|
|
|
|
FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
|
iQtrBox[0] = backEnd.viewParms.viewportX * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
|
|
iQtrBox[1] = backEnd.viewParms.viewportY * tr.quarterImage[0]->height / (float)glConfig.vidHeight;
|
|
iQtrBox[2] = backEnd.viewParms.viewportWidth * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
|
|
iQtrBox[3] = backEnd.viewParms.viewportHeight * tr.quarterImage[0]->height / (float)glConfig.vidHeight;
|
|
|
|
qglViewport(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);
|
|
qglScissor(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);
|
|
|
|
VectorSet4(box, 0.0f, 0.0f, 1.0f, 1.0f);
|
|
|
|
texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
|
|
texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
|
|
texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
|
|
texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
|
|
|
|
VectorSet4(box, -1.0f, -1.0f, 1.0f, 1.0f);
|
|
|
|
VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
|
|
VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
|
|
VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
|
|
VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
|
|
|
|
GL_State(GLS_DEPTHTEST_DISABLE);
|
|
|
|
|
|
VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0);
|
|
|
|
viewInfo[2] = scale / (float)(tr.quarterImage[0]->width);
|
|
viewInfo[3] = scale / (float)(tr.quarterImage[0]->height);
|
|
|
|
FBO_Bind(tr.quarterFbo[1]);
|
|
GLSL_BindProgram(&tr.depthBlurShader[2]);
|
|
GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[2], UNIFORM_VIEWINFO, viewInfo);
|
|
RB_InstantQuad2(quadVerts, texCoords);
|
|
|
|
FBO_Bind(tr.quarterFbo[0]);
|
|
GLSL_BindProgram(&tr.depthBlurShader[3]);
|
|
GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
|
|
GLSL_SetUniformVec4(&tr.depthBlurShader[3], UNIFORM_VIEWINFO, viewInfo);
|
|
RB_InstantQuad2(quadVerts, texCoords);
|
|
|
|
SetViewportAndScissor();
|
|
|
|
FBO_FastBlit(tr.quarterFbo[1], NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
FBO_Bind(NULL);
|
|
}
|
|
#endif
|
|
|
|
if (0 && r_sunlightMode->integer)
|
|
{
|
|
ivec4_t dstBox;
|
|
VectorSet4(dstBox, 0, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 128, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 256, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 384, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
}
|
|
|
|
if (0 && r_shadows->integer == 4)
|
|
{
|
|
ivec4_t dstBox;
|
|
VectorSet4(dstBox, 512 + 0, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 512 + 128, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 512 + 256, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 512 + 384, glConfig.vidHeight - 128, 128, 128);
|
|
FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
}
|
|
|
|
if (0)
|
|
{
|
|
ivec4_t dstBox;
|
|
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
|
|
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
|
|
FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
}
|
|
|
|
if (0)
|
|
{
|
|
ivec4_t dstBox;
|
|
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
|
|
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
|
}
|
|
|
|
#if 0
|
|
if (r_cubeMapping->integer && tr.numCubemaps)
|
|
{
|
|
ivec4_t dstBox;
|
|
int cubemapIndex = R_CubemapForPoint( backEnd.viewParms.or.origin );
|
|
|
|
if (cubemapIndex)
|
|
{
|
|
VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256);
|
|
//FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
|
|
FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1].image, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
backEnd.framePostProcessed = qtrue;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
// FIXME: put this function declaration elsewhere
|
|
void R_SaveDDS(const char *filename, byte *pic, int width, int height, int depth);
|
|
|
|
/*
|
|
=============
|
|
RB_ExportCubemaps
|
|
|
|
=============
|
|
*/
|
|
const void *RB_ExportCubemaps(const void *data)
|
|
{
|
|
const exportCubemapsCommand_t *cmd = data;
|
|
|
|
// finish any 2D drawing if needed
|
|
if (tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
if (!glRefConfig.framebufferObject || !tr.world || tr.numCubemaps == 0)
|
|
{
|
|
// do nothing
|
|
ri.Printf(PRINT_ALL, "Nothing to export!\n");
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
if (cmd)
|
|
{
|
|
FBO_t *oldFbo = glState.currentFBO;
|
|
int sideSize = r_cubemapSize->integer * r_cubemapSize->integer * 4;
|
|
byte *cubemapPixels = ri.Malloc(sideSize * 6);
|
|
int i, j;
|
|
|
|
FBO_Bind(tr.renderCubeFbo);
|
|
|
|
for (i = 0; i < tr.numCubemaps; i++)
|
|
{
|
|
char filename[MAX_QPATH];
|
|
cubemap_t *cubemap = &tr.cubemaps[i];
|
|
byte *p = cubemapPixels;
|
|
|
|
for (j = 0; j < 6; j++)
|
|
{
|
|
FBO_AttachImage(tr.renderCubeFbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, j);
|
|
qglReadPixels(0, 0, r_cubemapSize->integer, r_cubemapSize->integer, GL_RGBA, GL_UNSIGNED_BYTE, p);
|
|
p += sideSize;
|
|
}
|
|
|
|
if (cubemap->name[0])
|
|
{
|
|
COM_StripExtension(cubemap->name, filename, MAX_QPATH);
|
|
Q_strcat(filename, MAX_QPATH, ".dds");
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf(filename, MAX_QPATH, "cubemaps/%s/%03d.dds", tr.world->baseName, i);
|
|
}
|
|
|
|
R_SaveDDS(filename, cubemapPixels, r_cubemapSize->integer, r_cubemapSize->integer, 6);
|
|
ri.Printf(PRINT_ALL, "Saved cubemap %d as %s\n", i, filename);
|
|
}
|
|
|
|
FBO_Bind(oldFbo);
|
|
|
|
ri.Free(cubemapPixels);
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
RB_ExecuteRenderCommands
|
|
====================
|
|
*/
|
|
void RB_ExecuteRenderCommands( const void *data ) {
|
|
int t1, t2;
|
|
|
|
t1 = ri.Milliseconds ();
|
|
|
|
while ( 1 ) {
|
|
data = PADP(data, sizeof(void *));
|
|
|
|
switch ( *(const int *)data ) {
|
|
case RC_SET_COLOR:
|
|
data = RB_SetColor( data );
|
|
break;
|
|
case RC_STRETCH_PIC:
|
|
data = RB_StretchPic( data );
|
|
break;
|
|
case RC_DRAW_SURFS:
|
|
data = RB_DrawSurfs( data );
|
|
break;
|
|
case RC_DRAW_BUFFER:
|
|
data = RB_DrawBuffer( data );
|
|
break;
|
|
case RC_SWAP_BUFFERS:
|
|
data = RB_SwapBuffers( data );
|
|
break;
|
|
case RC_SCREENSHOT:
|
|
data = RB_TakeScreenshotCmd( data );
|
|
break;
|
|
case RC_VIDEOFRAME:
|
|
data = RB_TakeVideoFrameCmd( data );
|
|
break;
|
|
case RC_COLORMASK:
|
|
data = RB_ColorMask(data);
|
|
break;
|
|
case RC_CLEARDEPTH:
|
|
data = RB_ClearDepth(data);
|
|
break;
|
|
case RC_CAPSHADOWMAP:
|
|
data = RB_CapShadowMap(data);
|
|
break;
|
|
case RC_POSTPROCESS:
|
|
data = RB_PostProcess(data);
|
|
break;
|
|
case RC_EXPORT_CUBEMAPS:
|
|
data = RB_ExportCubemaps(data);
|
|
break;
|
|
case RC_END_OF_LIST:
|
|
default:
|
|
// finish any 2D drawing if needed
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
// stop rendering
|
|
t2 = ri.Milliseconds ();
|
|
backEnd.pc.msec = t2 - t1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|