mirror of
https://github.com/DrBeef/Doom3Quest.git
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1524 lines
48 KiB
C++
1524 lines
48 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/math/Interpolate.h"
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#include "framework/Game.h"
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#include "renderer/VertexCache.h"
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#include "renderer/RenderWorld_local.h"
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#include "ui/Window.h"
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#include "renderer/tr_local.h"
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static const float CHECK_BOUNDS_EPSILON = 1.0f;
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/*
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===========================================================================================
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VERTEX CACHE GENERATORS
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===========================================================================================
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*/
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/*
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==================
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R_CreateAmbientCache
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Create it if needed, or return the existing one
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==================
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*/
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bool R_CreateAmbientCache(srfTriangles_t* tri, bool needsLighting) {
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// Check for errors
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if ( !tri->verts ) {
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common->Error("R_CreateAmbientCache: Tri have no vertices\n");
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return false;
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}
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// If there is no ambient cache, let's compute it
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else if ( !tri->ambientCache ) {
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// we are going to use it for drawing, so make sure we have the tangents and normals
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if ( needsLighting && !tri->tangentsCalculated ) {
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R_DeriveTangents(tri);
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}
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// Build the ambient cache
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vertexCache.Alloc(tri->verts, tri->numVerts * sizeof(tri->verts[0]), &tri->ambientCache, false);
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// Check for errors
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if ( !tri->ambientCache ) {
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common->Error("R_CreateAmbientCache: Unable to create an ambient cache\n");
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return false;
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}
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} else {
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// There is already an ambiant cache. Let's reuse it.
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}
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return true;
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}
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/*
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==================
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R_CreateIndexCache
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This is used only for a specific light
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==================
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*/
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bool R_CreateIndexCache(srfTriangles_t* tri) {
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// Check for errors
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if ( !tri->indexes ) {
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common->Error("R_CreateIndexCache: Tri have no indices\n");
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return false;
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}
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// If there is no index cache, let's compute it
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else if ( !tri->indexCache ) {
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// Build the index cache
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vertexCache.Alloc(tri->indexes, tri->numIndexes * sizeof(glIndex_t), &tri->indexCache, true);
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// Check for errors
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if ( !tri->indexCache ) {
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common->Error("R_CreateIndexCache: Unable to create an index cache\n");
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return false;
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}
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} else {
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// There is already an index cache. Let's reuse it.
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}
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return true;
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}
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/*
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==================
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R_CreatePrivateShadowCache
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This is used only for a specific light
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==================
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*/
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bool R_CreatePrivateShadowCache(srfTriangles_t* tri) {
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// Check for errors
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if ( !tri->shadowVertexes ) {
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common->Error("R_CreatePrivateShadowCache: Tri have no shadow vertices\n");
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return false;
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}
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// If there is no ambient cache, let's compute it
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else if ( !tri->shadowCache ) {
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// Build the shadow cache
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vertexCache.Alloc(tri->shadowVertexes, tri->numVerts * sizeof(*tri->shadowVertexes), &tri->shadowCache, false);
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// Check for errors
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if ( !tri->shadowCache ) {
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common->Error("R_CreatePrivateShadowCache: Unable to create a vertex cache\n");
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return false;
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}
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} else {
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// There is already a shadow cache. Let's reuse it.
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}
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return true;
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}
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/*
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==================
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R_CreateVertexProgramShadowCache
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This is constant for any number of lights, the vertex program
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takes care of projecting the verts to infinity.
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==================
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*/
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bool R_CreateVertexProgramShadowCache(srfTriangles_t* tri) {
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// Check for errors
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if ( !tri->verts ) {
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common->Error("R_CreateVertexProgramShadowCache: Tri have no vertices\n");
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return false;
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}
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// If there is no shadow cache, let's compute it
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else if ( !tri->shadowCache ) {
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// Build the temporary precomputed shadow vertices
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shadowCache_t* temp = (shadowCache_t*) _alloca16(tri->numVerts * 2 * sizeof(shadowCache_t));
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SIMDProcessor->CreateVertexProgramShadowCache(&temp->xyz, tri->verts, tri->numVerts);
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// Build the shadow cache
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vertexCache.Alloc(temp, tri->numVerts * 2 * sizeof(shadowCache_t), &tri->shadowCache, false);
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// Check for errors
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if ( !tri->shadowCache ) {
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common->Error("R_CreateVertexProgramShadowCache: Unable to create a vertex cache\n");
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return false ;
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}
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} else {
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// There is already a shadow cache. Let's reuse it.
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}
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return true;
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}
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/*
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==================
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R_WobbleskyTexGen
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==================
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*/
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void R_WobbleskyTexGen(drawSurf_t* surf, const idVec3& viewOrg) {
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idVec3 localViewOrigin;
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const int* parms = surf->material->GetTexGenRegisters();
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float wobbleDegrees = surf->shaderRegisters[parms[0]];
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float wobbleSpeed = surf->shaderRegisters[parms[1]];
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float rotateSpeed = surf->shaderRegisters[parms[2]];
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wobbleDegrees = wobbleDegrees * idMath::PI / 180;
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wobbleSpeed = wobbleSpeed * 2 * idMath::PI / 60;
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rotateSpeed = rotateSpeed * 2 * idMath::PI / 60;
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// very ad-hoc "wobble" transform
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float a = tr.viewDef->floatTime * wobbleSpeed;
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float s = sin(a) * sin(wobbleDegrees);
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float c = cos(a) * sin(wobbleDegrees);
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float z = cos(wobbleDegrees);
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idVec3 axis[3];
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axis[2][0] = c;
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axis[2][1] = s;
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axis[2][2] = z;
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axis[1][0] = -sin(a * 2) * sin(wobbleDegrees);
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axis[1][2] = -s * sin(wobbleDegrees);
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axis[1][1] = sqrt(1.0f - ( axis[1][0] * axis[1][0] + axis[1][2] * axis[1][2] ));
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// make the second vector exactly perpendicular to the first
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axis[1] -= ( axis[2] * axis[1] ) * axis[2];
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axis[1].Normalize();
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// construct the third with a cross
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axis[0].Cross(axis[1], axis[2]);
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// add the rotate
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s = sin(rotateSpeed * tr.viewDef->floatTime);
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c = cos(rotateSpeed * tr.viewDef->floatTime);
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surf->wobbleTransform[0] = axis[0][0] * c + axis[1][0] * s;
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surf->wobbleTransform[4] = axis[0][1] * c + axis[1][1] * s;
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surf->wobbleTransform[8] = axis[0][2] * c + axis[1][2] * s;
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surf->wobbleTransform[1] = axis[1][0] * c - axis[0][0] * s;
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surf->wobbleTransform[5] = axis[1][1] * c - axis[0][1] * s;
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surf->wobbleTransform[9] = axis[1][2] * c - axis[0][2] * s;
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surf->wobbleTransform[2] = axis[2][0];
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surf->wobbleTransform[6] = axis[2][1];
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surf->wobbleTransform[10] = axis[2][2];
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surf->wobbleTransform[3] = surf->wobbleTransform[7] = surf->wobbleTransform[11] = 0.0f;
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surf->wobbleTransform[12] = surf->wobbleTransform[13] = surf->wobbleTransform[14] = 0.0f;
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}
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//=======================================================================================================
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/*
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=============
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R_SetEntityDefViewEntity
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If the entityDef isn't already on the viewEntity list, create
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a viewEntity and add it to the list with an empty scissor rect.
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This does not instantiate dynamic models for the entity yet.
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=============
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*/
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viewEntity_t* R_SetEntityDefViewEntity(idRenderEntityLocal* def) {
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viewEntity_t* vModel;
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if ( def->viewCount == tr.viewCount ) {
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return def->viewEntity;
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}
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def->viewCount = tr.viewCount;
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// set the model and modelview matricies
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vModel = (viewEntity_t*) R_ClearedFrameAlloc(sizeof(*vModel));
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vModel->entityDef = def;
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// the scissorRect will be expanded as the model bounds is accepted into visible portal chains
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vModel->scissorRect.Clear();
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// copy the model and weapon depth hack for back-end use
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vModel->modelDepthHack = def->parms.modelDepthHack;
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vModel->weaponDepthHack = def->parms.weaponDepthHack;
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R_AxisToModelMatrix(def->parms.axis, def->parms.origin, vModel->modelMatrix);
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// we may not have a viewDef if we are just creating shadows at entity creation time
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if ( tr.viewDef ) {
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myGlMultMatrix(vModel->modelMatrix, tr.viewDef->worldSpace.modelViewMatrix, vModel->modelViewMatrix);
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vModel->next = tr.viewDef->viewEntitys;
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tr.viewDef->viewEntitys = vModel;
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}
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def->viewEntity = vModel;
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return vModel;
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}
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/*
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====================
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R_TestPointInViewLight
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====================
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*/
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static const float INSIDE_LIGHT_FRUSTUM_SLOP = 32;
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// this needs to be greater than the dist from origin to corner of near clip plane
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static bool R_TestPointInViewLight(const idVec3& org, const idRenderLightLocal* light) {
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int i;
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idVec3 local;
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for ( i = 0; i < 6; i++ ) {
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float d = light->frustum[i].Distance(org);
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if ( d > INSIDE_LIGHT_FRUSTUM_SLOP ) {
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return false;
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}
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}
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return true;
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}
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/*
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===================
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R_PointInFrustum
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Assumes positive sides face outward
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===================
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*/
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static bool R_PointInFrustum(idVec3& p, idPlane* planes, int numPlanes) {
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for ( int i = 0; i < numPlanes; i++ ) {
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float d = planes[i].Distance(p);
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if ( d > 0 ) {
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return false;
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}
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}
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return true;
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}
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/*
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=============
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R_SetLightDefViewLight
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If the lightDef isn't already on the viewLight list, create
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a viewLight and add it to the list with an empty scissor rect.
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=============
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*/
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viewLight_t* R_SetLightDefViewLight(idRenderLightLocal* light) {
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viewLight_t* vLight;
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if ( light->viewCount == tr.viewCount ) {
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return light->viewLight;
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}
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light->viewCount = tr.viewCount;
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// add to the view light chain
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vLight = (viewLight_t*) R_ClearedFrameAlloc(sizeof(*vLight));
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vLight->lightDef = light;
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// the scissorRect will be expanded as the light bounds is accepted into visible portal chains
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vLight->scissorRect.Clear();
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// calculate the shadow cap optimization states
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vLight->viewInsideLight = R_TestPointInViewLight(tr.viewDef->renderView.vieworg, light);
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if ( !vLight->viewInsideLight ) {
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vLight->viewSeesShadowPlaneBits = 0;
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for ( int i = 0; i < light->numShadowFrustums; i++ ) {
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float d = light->shadowFrustums[i].planes[5].Distance(tr.viewDef->renderView.vieworg);
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if ( d < INSIDE_LIGHT_FRUSTUM_SLOP ) {
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vLight->viewSeesShadowPlaneBits |= 1 << i;
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}
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}
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} else {
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// this should not be referenced in this case
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vLight->viewSeesShadowPlaneBits = 63;
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}
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// see if the light center is in view, which will allow us to cull invisible shadows
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vLight->viewSeesGlobalLightOrigin = R_PointInFrustum(light->globalLightOrigin, tr.viewDef->frustum, 4);
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// copy data used by backend
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vLight->globalLightOrigin = light->globalLightOrigin;
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vLight->lightProject[0] = light->lightProject[0];
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vLight->lightProject[1] = light->lightProject[1];
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vLight->lightProject[2] = light->lightProject[2];
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vLight->lightProject[3] = light->lightProject[3];
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vLight->fogPlane = light->frustum[5];
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vLight->frustumTris = light->frustumTris;
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vLight->falloffImage = light->falloffImage;
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vLight->lightShader = light->lightShader;
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vLight->shaderRegisters = NULL; // allocated and evaluated in R_AddLightSurfaces
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// link the view light
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vLight->next = tr.viewDef->viewLights;
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tr.viewDef->viewLights = vLight;
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light->viewLight = vLight;
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return vLight;
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}
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/*
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=================
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idRenderWorldLocal::CreateLightDefInteractions
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When a lightDef is determined to effect the view (contact the frustum and non-0 light), it will check to
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make sure that it has interactions for all the entityDefs that it might possibly contact.
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This does not guarantee that all possible interactions for this light are generated, only that
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the ones that may effect the current view are generated. so it does need to be called every view.
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This does not cause entityDefs to create dynamic models, all work is done on the referenceBounds.
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All entities that have non-empty interactions with viewLights will
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have viewEntities made for them and be put on the viewEntity list,
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even if their surfaces aren't visible, because they may need to cast shadows.
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Interactions are usually removed when a entityDef or lightDef is modified, unless the change
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is known to not effect them, so there is no danger of getting a stale interaction, we just need to
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check that needed ones are created.
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An interaction can be at several levels:
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Don't interact (but share an area) (numSurfaces = 0)
|
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Entity reference bounds touches light frustum, but surfaces haven't been generated (numSurfaces = -1)
|
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Shadow surfaces have been generated, but light surfaces have not. The shadow surface may still be empty due to bounds being conservative.
|
||
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Both shadow and light surfaces have been generated. Either or both surfaces may still be empty due to conservative bounds.
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||
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|
||
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=================
|
||
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*/
|
||
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void idRenderWorldLocal::CreateLightDefInteractions(idRenderLightLocal* ldef) {
|
||
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areaReference_t* eref;
|
||
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areaReference_t* lref;
|
||
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idRenderEntityLocal* edef;
|
||
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portalArea_t* area;
|
||
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idInteraction* inter;
|
||
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|
||
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for ( lref = ldef->references; lref; lref = lref->ownerNext ) {
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area = lref->area;
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||
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||
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// check all the models in this area
|
||
|
for ( eref = area->entityRefs.areaNext; eref != &area->entityRefs; eref = eref->areaNext ) {
|
||
|
edef = eref->entity;
|
||
|
|
||
|
// if the entity doesn't have any light-interacting surfaces, we could skip this,
|
||
|
// but we don't want to instantiate dynamic models yet, so we can't check that on
|
||
|
// most things
|
||
|
|
||
|
// if the entity isn't viewed
|
||
|
if ( tr.viewDef && edef->viewCount != tr.viewCount ) {
|
||
|
// if the light doesn't cast shadows, skip
|
||
|
if ( !ldef->lightShader->LightCastsShadows()) {
|
||
|
continue;
|
||
|
}
|
||
|
// if we are suppressing its shadow in this view, skip
|
||
|
if ( !r_skipSuppress.GetBool()) {
|
||
|
if ( edef->parms.suppressShadowInViewID &&
|
||
|
edef->parms.suppressShadowInViewID == tr.viewDef->renderView.viewID ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( edef->parms.suppressShadowInLightID && edef->parms.suppressShadowInLightID == ldef->parms.lightId ) {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// some big outdoor meshes are flagged to not create any dynamic interactions
|
||
|
// when the level designer knows that nearby moving lights shouldn't actually hit them
|
||
|
if ( edef->parms.noDynamicInteractions && edef->world->generateAllInteractionsCalled ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// if any of the edef's interaction match this light, we don't
|
||
|
// need to consider it.
|
||
|
if ( r_useInteractionTable.GetBool() && this->interactionTable ) {
|
||
|
// allocating these tables may take several megs on big maps, but it saves 3% to 5% of
|
||
|
// the CPU time. The table is updated at interaction::AllocAndLink() and interaction::UnlinkAndFree()
|
||
|
int index = ldef->index * this->interactionTableWidth + edef->index;
|
||
|
inter = this->interactionTable[index];
|
||
|
if ( inter ) {
|
||
|
// if this entity wasn't in view already, the scissor rect will be empty,
|
||
|
// so it will only be used for shadow casting
|
||
|
if ( !inter->IsEmpty()) {
|
||
|
R_SetEntityDefViewEntity(edef);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
} else {
|
||
|
// scan the doubly linked lists, which may have several dozen entries
|
||
|
|
||
|
// we could check either model refs or light refs for matches, but it is
|
||
|
// assumed that there will be less lights in an area than models
|
||
|
// so the entity chains should be somewhat shorter (they tend to be fairly close).
|
||
|
for ( inter = edef->firstInteraction; inter != NULL; inter = inter->entityNext ) {
|
||
|
if ( inter->lightDef == ldef ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we already have an interaction, we don't need to do anything
|
||
|
if ( inter != NULL ) {
|
||
|
// if this entity wasn't in view already, the scissor rect will be empty,
|
||
|
// so it will only be used for shadow casting
|
||
|
if ( !inter->IsEmpty()) {
|
||
|
R_SetEntityDefViewEntity(edef);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// create a new interaction, but don't do any work other than bbox to frustum culling
|
||
|
//
|
||
|
idInteraction* inter = idInteraction::AllocAndLink(edef, ldef);
|
||
|
|
||
|
// do a check of the entity reference bounds against the light frustum,
|
||
|
// trying to avoid creating a viewEntity if it hasn't been already
|
||
|
float modelMatrix[16];
|
||
|
float* m;
|
||
|
|
||
|
if ( edef->viewCount == tr.viewCount ) {
|
||
|
m = edef->viewEntity->modelMatrix;
|
||
|
} else {
|
||
|
R_AxisToModelMatrix(edef->parms.axis, edef->parms.origin, modelMatrix);
|
||
|
m = modelMatrix;
|
||
|
}
|
||
|
|
||
|
if ( R_CullLocalBox(edef->referenceBounds, m, 6, ldef->frustum)) {
|
||
|
inter->MakeEmpty();
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// we will do a more precise per-surface check when we are checking the entity
|
||
|
|
||
|
// if this entity wasn't in view already, the scissor rect will be empty,
|
||
|
// so it will only be used for shadow casting
|
||
|
R_SetEntityDefViewEntity(edef);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//===============================================================================================================
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
R_LinkLightSurf
|
||
|
=================
|
||
|
*/
|
||
|
void R_LinkLightSurf(const drawSurf_t** link, const srfTriangles_t* tri, const viewEntity_t* space,
|
||
|
const idRenderLightLocal* light, const idMaterial* shader, const idScreenRect& scissor,
|
||
|
bool viewInsideShadow) {
|
||
|
drawSurf_t* drawSurf;
|
||
|
|
||
|
if ( !space ) {
|
||
|
space = &tr.viewDef->worldSpace;
|
||
|
}
|
||
|
|
||
|
drawSurf = (drawSurf_t*) R_FrameAlloc(sizeof(*drawSurf));
|
||
|
|
||
|
drawSurf->geoFrontEnd = tri;
|
||
|
drawSurf->ambientCache = tri->ambientCache;
|
||
|
drawSurf->indexCache = tri->indexCache;
|
||
|
drawSurf->shadowCache = tri->shadowCache;
|
||
|
drawSurf->numIndexes = tri->numIndexes;
|
||
|
|
||
|
drawSurf->numShadowIndexesNoFrontCaps = tri->numShadowIndexesNoFrontCaps;
|
||
|
drawSurf->numShadowIndexesNoCaps = tri->numShadowIndexesNoCaps;
|
||
|
drawSurf->shadowCapPlaneBits = tri->shadowCapPlaneBits;
|
||
|
|
||
|
drawSurf->space = space;
|
||
|
drawSurf->material = shader;
|
||
|
|
||
|
drawSurf->scissorRect = scissor;
|
||
|
drawSurf->dsFlags = 0;
|
||
|
if ( viewInsideShadow ) {
|
||
|
drawSurf->dsFlags |= DSF_VIEW_INSIDE_SHADOW;
|
||
|
}
|
||
|
|
||
|
if ( !shader ) {
|
||
|
// shadows won't have a shader
|
||
|
drawSurf->shaderRegisters = NULL;
|
||
|
} else {
|
||
|
// process the shader expressions for conditionals / color / texcoords
|
||
|
const float* constRegs = shader->ConstantRegisters();
|
||
|
if ( constRegs ) {
|
||
|
// this shader has only constants for parameters
|
||
|
drawSurf->shaderRegisters = constRegs;
|
||
|
} else {
|
||
|
// FIXME: share with the ambient surface?
|
||
|
float* regs = (float*) R_FrameAlloc(shader->GetNumRegisters() * sizeof(float));
|
||
|
drawSurf->shaderRegisters = regs;
|
||
|
shader->EvaluateRegisters(regs, space->entityDef->parms.shaderParms, tr.viewDef,
|
||
|
space->entityDef->parms.referenceSound);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// actually link it in
|
||
|
drawSurf->nextOnLight = *link;
|
||
|
*link = drawSurf;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
R_ClippedLightScissorRectangle
|
||
|
======================
|
||
|
*/
|
||
|
idScreenRect R_ClippedLightScissorRectangle(viewLight_t* vLight) {
|
||
|
int i, j;
|
||
|
const idRenderLightLocal* light = vLight->lightDef;
|
||
|
idScreenRect r;
|
||
|
idFixedWinding w;
|
||
|
|
||
|
r.Clear();
|
||
|
|
||
|
for ( i = 0; i < 6; i++ ) {
|
||
|
const idWinding* ow = light->frustumWindings[i];
|
||
|
|
||
|
// projected lights may have one of the frustums degenerated
|
||
|
if ( !ow ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// the light frustum planes face out from the light,
|
||
|
// so the planes that have the view origin on the negative
|
||
|
// side will be the "back" faces of the light, which must have
|
||
|
// some fragment inside the portalStack to be visible
|
||
|
if ( light->frustum[i].Distance(tr.viewDef->renderView.vieworg) >= 0 ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
w = *ow;
|
||
|
|
||
|
// now check the winding against each of the frustum planes
|
||
|
for ( j = 0; j < 5; j++ ) {
|
||
|
if ( !w.ClipInPlace(-tr.viewDef->frustum[j])) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// project these points to the screen and add to bounds
|
||
|
for ( j = 0; j < w.GetNumPoints(); j++ ) {
|
||
|
idPlane eye, clip;
|
||
|
idVec3 ndc;
|
||
|
|
||
|
R_TransformModelToClip(w[j].ToVec3(), tr.viewDef->worldSpace.modelViewMatrix, tr.viewDef->projectionMatrix, eye,
|
||
|
clip);
|
||
|
|
||
|
if ( clip[3] <= 0.01f ) {
|
||
|
clip[3] = 0.01f;
|
||
|
}
|
||
|
|
||
|
R_TransformClipToDevice(clip, tr.viewDef, ndc);
|
||
|
|
||
|
float windowX = 0.5f * ( 1.0f + ndc[0] ) * ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 );
|
||
|
float windowY = 0.5f * ( 1.0f + ndc[1] ) * ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 );
|
||
|
|
||
|
if ( windowX > tr.viewDef->scissor.x2 ) {
|
||
|
windowX = tr.viewDef->scissor.x2;
|
||
|
} else if ( windowX < tr.viewDef->scissor.x1 ) {
|
||
|
windowX = tr.viewDef->scissor.x1;
|
||
|
}
|
||
|
if ( windowY > tr.viewDef->scissor.y2 ) {
|
||
|
windowY = tr.viewDef->scissor.y2;
|
||
|
} else if ( windowY < tr.viewDef->scissor.y1 ) {
|
||
|
windowY = tr.viewDef->scissor.y1;
|
||
|
}
|
||
|
|
||
|
r.AddPoint(windowX, windowY);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add the fudge boundary
|
||
|
r.Expand();
|
||
|
|
||
|
return r;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
R_CalcLightScissorRectangle
|
||
|
|
||
|
The light screen bounds will be used to crop the scissor rect during
|
||
|
stencil clears and interaction drawing
|
||
|
==================
|
||
|
*/
|
||
|
int c_clippedLight, c_unclippedLight;
|
||
|
|
||
|
idScreenRect R_CalcLightScissorRectangle(viewLight_t* vLight) {
|
||
|
idScreenRect r;
|
||
|
srfTriangles_t* tri;
|
||
|
idPlane eye, clip;
|
||
|
idVec3 ndc;
|
||
|
|
||
|
if ( vLight->lightDef->parms.pointLight ) {
|
||
|
idBounds bounds;
|
||
|
idRenderLightLocal* lightDef = vLight->lightDef;
|
||
|
tr.viewDef->viewFrustum.ProjectionBounds(
|
||
|
idBox(lightDef->parms.origin, lightDef->parms.lightRadius, lightDef->parms.axis), bounds);
|
||
|
return R_ScreenRectFromViewFrustumBounds(bounds);
|
||
|
}
|
||
|
|
||
|
if ( r_useClippedLightScissors.GetInteger() == 2 ) {
|
||
|
return R_ClippedLightScissorRectangle(vLight);
|
||
|
}
|
||
|
|
||
|
r.Clear();
|
||
|
|
||
|
tri = vLight->lightDef->frustumTris;
|
||
|
for ( int i = 0; i < tri->numVerts; i++ ) {
|
||
|
R_TransformModelToClip(tri->verts[i].xyz, tr.viewDef->worldSpace.modelViewMatrix,
|
||
|
tr.viewDef->projectionMatrix, eye, clip);
|
||
|
|
||
|
// if it is near clipped, clip the winding polygons to the view frustum
|
||
|
if ( clip[3] <= 1 ) {
|
||
|
c_clippedLight++;
|
||
|
if ( r_useClippedLightScissors.GetInteger()) {
|
||
|
return R_ClippedLightScissorRectangle(vLight);
|
||
|
} else {
|
||
|
r.x1 = r.y1 = 0;
|
||
|
r.x2 = ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 ) - 1;
|
||
|
r.y2 = ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 ) - 1;
|
||
|
return r;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
R_TransformClipToDevice(clip, tr.viewDef, ndc);
|
||
|
|
||
|
float windowX = 0.5f * ( 1.0f + ndc[0] ) * ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 );
|
||
|
float windowY = 0.5f * ( 1.0f + ndc[1] ) * ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 );
|
||
|
|
||
|
if ( windowX > tr.viewDef->scissor.x2 ) {
|
||
|
windowX = tr.viewDef->scissor.x2;
|
||
|
} else if ( windowX < tr.viewDef->scissor.x1 ) {
|
||
|
windowX = tr.viewDef->scissor.x1;
|
||
|
}
|
||
|
if ( windowY > tr.viewDef->scissor.y2 ) {
|
||
|
windowY = tr.viewDef->scissor.y2;
|
||
|
} else if ( windowY < tr.viewDef->scissor.y1 ) {
|
||
|
windowY = tr.viewDef->scissor.y1;
|
||
|
}
|
||
|
|
||
|
r.AddPoint(windowX, windowY);
|
||
|
}
|
||
|
|
||
|
// add the fudge boundary
|
||
|
r.Expand();
|
||
|
|
||
|
c_unclippedLight++;
|
||
|
|
||
|
return r;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
R_AddLightSurfaces
|
||
|
|
||
|
Calc the light shader values, removing any light from the viewLight list
|
||
|
if it is determined to not have any visible effect due to being flashed off or turned off.
|
||
|
|
||
|
Adds entities to the viewEntity list if they are needed for shadow casting.
|
||
|
|
||
|
Add any precomputed shadow volumes.
|
||
|
|
||
|
Removes lights from the viewLights list if they are completely
|
||
|
turned off, or completely off screen.
|
||
|
|
||
|
Create any new interactions needed between the viewLights
|
||
|
and the viewEntitys due to game movement
|
||
|
=================
|
||
|
*/
|
||
|
void R_AddLightSurfaces(void) {
|
||
|
viewLight_t* vLight;
|
||
|
idRenderLightLocal* light;
|
||
|
viewLight_t** ptr;
|
||
|
|
||
|
// go through each visible light, possibly removing some from the list
|
||
|
ptr = &tr.viewDef->viewLights;
|
||
|
while ( *ptr ) {
|
||
|
vLight = *ptr;
|
||
|
light = vLight->lightDef;
|
||
|
|
||
|
const idMaterial* lightShader = light->lightShader;
|
||
|
if ( !lightShader ) {
|
||
|
common->Error("R_AddLightSurfaces: NULL lightShader");
|
||
|
}
|
||
|
|
||
|
// see if we are suppressing the light in this view
|
||
|
if ( !r_skipSuppress.GetBool()) {
|
||
|
if ( light->parms.suppressLightInViewID
|
||
|
&& light->parms.suppressLightInViewID == tr.viewDef->renderView.viewID ) {
|
||
|
*ptr = vLight->next;
|
||
|
light->viewCount = -1;
|
||
|
continue;
|
||
|
}
|
||
|
if ( light->parms.allowLightInViewID
|
||
|
&& light->parms.allowLightInViewID != tr.viewDef->renderView.viewID ) {
|
||
|
*ptr = vLight->next;
|
||
|
light->viewCount = -1;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// evaluate the light shader registers
|
||
|
float* lightRegs = (float*) R_FrameAlloc(lightShader->GetNumRegisters() * sizeof(float));
|
||
|
vLight->shaderRegisters = lightRegs;
|
||
|
lightShader->EvaluateRegisters(lightRegs, light->parms.shaderParms, tr.viewDef, light->parms.referenceSound);
|
||
|
|
||
|
// if this is a purely additive light and no stage in the light shader evaluates
|
||
|
// to a positive light value, we can completely skip the light
|
||
|
if ( !lightShader->IsFogLight() && !lightShader->IsBlendLight()) {
|
||
|
int lightStageNum;
|
||
|
for ( lightStageNum = 0; lightStageNum < lightShader->GetNumStages(); lightStageNum++ ) {
|
||
|
const shaderStage_t* lightStage = lightShader->GetStage(lightStageNum);
|
||
|
|
||
|
// ignore stages that fail the condition
|
||
|
if ( !lightRegs[lightStage->conditionRegister] ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
const int* registers = lightStage->color.registers;
|
||
|
|
||
|
// snap tiny values to zero to avoid lights showing up with the wrong color
|
||
|
if ( lightRegs[registers[0]] < 0.001f ) {
|
||
|
lightRegs[registers[0]] = 0.0f;
|
||
|
}
|
||
|
if ( lightRegs[registers[1]] < 0.001f ) {
|
||
|
lightRegs[registers[1]] = 0.0f;
|
||
|
}
|
||
|
if ( lightRegs[registers[2]] < 0.001f ) {
|
||
|
lightRegs[registers[2]] = 0.0f;
|
||
|
}
|
||
|
|
||
|
// FIXME: when using the following values the light shows up bright red when using nvidia drivers/hardware
|
||
|
// this seems to have been fixed ?
|
||
|
//lightRegs[ registers[0] ] = 1.5143074e-005f;
|
||
|
//lightRegs[ registers[1] ] = 1.5483369e-005f;
|
||
|
//lightRegs[ registers[2] ] = 1.7014690e-005f;
|
||
|
|
||
|
if ( lightRegs[registers[0]] > 0.0f ||
|
||
|
lightRegs[registers[1]] > 0.0f ||
|
||
|
lightRegs[registers[2]] > 0.0f ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( lightStageNum == lightShader->GetNumStages()) {
|
||
|
// we went through all the stages and didn't find one that adds anything
|
||
|
// remove the light from the viewLights list, and change its frame marker
|
||
|
// so interaction generation doesn't think the light is visible and
|
||
|
// create a shadow for it
|
||
|
*ptr = vLight->next;
|
||
|
light->viewCount = -1;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( r_useLightScissors.GetBool()) {
|
||
|
// calculate the screen area covered by the light frustum
|
||
|
// which will be used to crop the stencil cull
|
||
|
idScreenRect scissorRect = R_CalcLightScissorRectangle(vLight);
|
||
|
// intersect with the portal crossing scissor rectangle
|
||
|
vLight->scissorRect.Intersect(scissorRect);
|
||
|
|
||
|
if ( r_showLightScissors.GetBool()) {
|
||
|
R_ShowColoredScreenRect(vLight->scissorRect, light->index);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
// this never happens, because CullLightByPortals() does a more precise job
|
||
|
if ( vLight->scissorRect.IsEmpty() ) {
|
||
|
// this light doesn't touch anything on screen, so remove it from the list
|
||
|
*ptr = vLight->next;
|
||
|
continue;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// this one stays on the list
|
||
|
ptr = &vLight->next;
|
||
|
|
||
|
// if we are doing a soft-shadow novelty test, regenerate the light with
|
||
|
// a random offset every time
|
||
|
if ( r_lightSourceRadius.GetFloat() != 0.0f ) {
|
||
|
for ( int i = 0; i < 3; i++ ) {
|
||
|
light->globalLightOrigin[i] += r_lightSourceRadius.GetFloat() *
|
||
|
( -1 + 2 * ( rand() & 0xfff ) / (float) 0xfff );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// create interactions with all entities the light may touch, and add viewEntities
|
||
|
// that may cast shadows, even if they aren't directly visible. Any real work
|
||
|
// will be deferred until we walk through the viewEntities
|
||
|
tr.viewDef->renderWorld->CreateLightDefInteractions(light);
|
||
|
tr.pc.c_viewLights++;
|
||
|
|
||
|
// fog lights will need to draw the light frustum triangles, so make sure they
|
||
|
// are in the vertex cache
|
||
|
if ( lightShader->IsFogLight()) {
|
||
|
if ( !R_CreateAmbientCache(light->frustumTris, false)) {
|
||
|
// skip if we are out of vertex memory
|
||
|
continue;
|
||
|
}
|
||
|
if ( !R_CreateIndexCache(light->frustumTris)) {
|
||
|
// skip if we are out of vertex memory
|
||
|
continue;
|
||
|
}
|
||
|
// touch the surface so it won't get purged
|
||
|
vertexCache.Touch(light->frustumTris->ambientCache);
|
||
|
vertexCache.Touch(light->frustumTris->indexCache);
|
||
|
}
|
||
|
|
||
|
// add the prelight shadows for the static world geometry
|
||
|
if ( light->parms.prelightModel && r_useOptimizedShadows.GetBool()) {
|
||
|
|
||
|
if ( !light->parms.prelightModel->NumSurfaces()) {
|
||
|
common->Error("no surfs in prelight model '%s'", light->parms.prelightModel->Name());
|
||
|
}
|
||
|
|
||
|
srfTriangles_t* tri = light->parms.prelightModel->Surface(0)->geometry;
|
||
|
if ( !tri->shadowVertexes ) {
|
||
|
common->Error("R_AddLightSurfaces: prelight model '%s' without shadowVertexes",
|
||
|
light->parms.prelightModel->Name());
|
||
|
}
|
||
|
|
||
|
// these shadows will all have valid bounds, and can be culled normally
|
||
|
if ( r_useShadowCulling.GetBool()) {
|
||
|
if ( R_CullLocalBox(tri->bounds, tr.viewDef->worldSpace.modelMatrix, 5, tr.viewDef->frustum)) {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we have been purged, re-upload the shadowVertexes
|
||
|
if ( !R_CreatePrivateShadowCache(tri) ) {
|
||
|
// skip if we are out of vertex memory
|
||
|
continue;
|
||
|
}
|
||
|
if ( !R_CreateIndexCache(tri)) {
|
||
|
// skip if we are out of vertex memory
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// touch the shadow surface so it won't get purged
|
||
|
vertexCache.Touch(tri->shadowCache);
|
||
|
vertexCache.Touch(tri->indexCache);
|
||
|
|
||
|
R_LinkLightSurf(&vLight->globalShadows, tri, NULL, light, NULL, vLight->scissorRect, true /* FIXME? */ );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//===============================================================================================================
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
R_IssueEntityDefCallback
|
||
|
==================
|
||
|
*/
|
||
|
bool R_IssueEntityDefCallback(idRenderEntityLocal* def) {
|
||
|
bool update;
|
||
|
idBounds oldBounds;
|
||
|
const bool checkBounds = r_checkBounds.GetBool();
|
||
|
|
||
|
if ( checkBounds ) {
|
||
|
oldBounds = def->referenceBounds;
|
||
|
}
|
||
|
|
||
|
def->archived = false; // will need to be written to the demo file
|
||
|
tr.pc.c_entityDefCallbacks++;
|
||
|
if ( tr.viewDef ) {
|
||
|
update = def->parms.callback(&def->parms, &tr.viewDef->renderView);
|
||
|
} else {
|
||
|
update = def->parms.callback(&def->parms, NULL);
|
||
|
}
|
||
|
|
||
|
if ( !def->parms.hModel ) {
|
||
|
common->Error("R_IssueEntityDefCallback: dynamic entity callback didn't set model");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( checkBounds ) {
|
||
|
if ( oldBounds[0][0] > def->referenceBounds[0][0] + CHECK_BOUNDS_EPSILON ||
|
||
|
oldBounds[0][1] > def->referenceBounds[0][1] + CHECK_BOUNDS_EPSILON ||
|
||
|
oldBounds[0][2] > def->referenceBounds[0][2] + CHECK_BOUNDS_EPSILON ||
|
||
|
oldBounds[1][0] < def->referenceBounds[1][0] - CHECK_BOUNDS_EPSILON ||
|
||
|
oldBounds[1][1] < def->referenceBounds[1][1] - CHECK_BOUNDS_EPSILON ||
|
||
|
oldBounds[1][2] < def->referenceBounds[1][2] - CHECK_BOUNDS_EPSILON ) {
|
||
|
common->Printf("entity %i callback extended reference bounds\n", def->index);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return update;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
R_EntityDefDynamicModel
|
||
|
|
||
|
Issues a deferred entity callback if necessary.
|
||
|
If the model isn't dynamic, it returns the original.
|
||
|
Returns the cached dynamic model if present, otherwise creates
|
||
|
it and any necessary overlays
|
||
|
===================
|
||
|
*/
|
||
|
idRenderModel* R_EntityDefDynamicModel(idRenderEntityLocal* def) {
|
||
|
bool callbackUpdate;
|
||
|
|
||
|
// allow deferred entities to construct themselves
|
||
|
if ( def->parms.callback ) {
|
||
|
callbackUpdate = R_IssueEntityDefCallback(def);
|
||
|
} else {
|
||
|
callbackUpdate = false;
|
||
|
}
|
||
|
|
||
|
idRenderModel* model = def->parms.hModel;
|
||
|
|
||
|
if ( !model ) {
|
||
|
common->Error("R_EntityDefDynamicModel: NULL model");
|
||
|
}
|
||
|
|
||
|
if ( model->IsDynamicModel() == DM_STATIC ) {
|
||
|
def->dynamicModel = NULL;
|
||
|
def->dynamicModelFrameCount = 0;
|
||
|
return model;
|
||
|
}
|
||
|
|
||
|
// continously animating models (particle systems, etc) will have their snapshot updated every single view
|
||
|
if ( callbackUpdate ||
|
||
|
( model->IsDynamicModel() == DM_CONTINUOUS && def->dynamicModelFrameCount != tr.frameCount )) {
|
||
|
R_ClearEntityDefDynamicModel(def);
|
||
|
}
|
||
|
|
||
|
// if we don't have a snapshot of the dynamic model, generate it now
|
||
|
if ( !def->dynamicModel ) {
|
||
|
|
||
|
// instantiate the snapshot of the dynamic model, possibly reusing memory from the cached snapshot
|
||
|
def->cachedDynamicModel = model->InstantiateDynamicModel(&def->parms, tr.viewDef, def->cachedDynamicModel);
|
||
|
|
||
|
if ( def->cachedDynamicModel ) {
|
||
|
|
||
|
// add any overlays to the snapshot of the dynamic model
|
||
|
if ( def->overlay && !r_skipOverlays.GetBool()) {
|
||
|
def->overlay->AddOverlaySurfacesToModel(def->cachedDynamicModel);
|
||
|
} else {
|
||
|
idRenderModelOverlay::RemoveOverlaySurfacesFromModel(def->cachedDynamicModel);
|
||
|
}
|
||
|
|
||
|
if ( r_checkBounds.GetBool()) {
|
||
|
idBounds b = def->cachedDynamicModel->Bounds();
|
||
|
if ( b[0][0] < def->referenceBounds[0][0] - CHECK_BOUNDS_EPSILON ||
|
||
|
b[0][1] < def->referenceBounds[0][1] - CHECK_BOUNDS_EPSILON ||
|
||
|
b[0][2] < def->referenceBounds[0][2] - CHECK_BOUNDS_EPSILON ||
|
||
|
b[1][0] > def->referenceBounds[1][0] + CHECK_BOUNDS_EPSILON ||
|
||
|
b[1][1] > def->referenceBounds[1][1] + CHECK_BOUNDS_EPSILON ||
|
||
|
b[1][2] > def->referenceBounds[1][2] + CHECK_BOUNDS_EPSILON ) {
|
||
|
common->Printf("entity %i dynamic model exceeded reference bounds\n", def->index);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
def->dynamicModel = def->cachedDynamicModel;
|
||
|
def->dynamicModelFrameCount = tr.frameCount;
|
||
|
}
|
||
|
|
||
|
// set model depth hack value
|
||
|
if ( def->dynamicModel && model->DepthHack() != 0.0f && tr.viewDef ) {
|
||
|
idPlane eye, clip;
|
||
|
idVec3 ndc;
|
||
|
R_TransformModelToClip(def->parms.origin, tr.viewDef->worldSpace.modelViewMatrix, tr.viewDef->projectionMatrix,
|
||
|
eye,
|
||
|
clip);
|
||
|
R_TransformClipToDevice(clip, tr.viewDef, ndc);
|
||
|
def->parms.modelDepthHack = model->DepthHack() * ( 1.0f - ndc.z );
|
||
|
}
|
||
|
|
||
|
// FIXME: if any of the surfaces have deforms, create a frame-temporary model with references to the
|
||
|
// undeformed surfaces. This would allow deforms to be light interacting.
|
||
|
|
||
|
return def->dynamicModel;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
R_AddDrawSurf
|
||
|
=================
|
||
|
*/
|
||
|
void R_AddDrawSurf(const srfTriangles_t* tri, const viewEntity_t* space, const renderEntity_t* renderEntity,
|
||
|
const idMaterial* shader, const idScreenRect& scissor) {
|
||
|
drawSurf_t* drawSurf;
|
||
|
const float* shaderParms;
|
||
|
static float refRegs[MAX_EXPRESSION_REGISTERS]; // don't put on stack, or VC++ will do a page touch
|
||
|
float generatedShaderParms[MAX_ENTITY_SHADER_PARMS];
|
||
|
|
||
|
drawSurf = (drawSurf_t*) R_FrameAlloc(sizeof(*drawSurf));
|
||
|
|
||
|
drawSurf->geoFrontEnd = tri;
|
||
|
|
||
|
drawSurf->ambientCache = tri->ambientCache;
|
||
|
drawSurf->indexCache = tri->indexCache;
|
||
|
drawSurf->shadowCache = tri->shadowCache;
|
||
|
drawSurf->numIndexes = tri->numIndexes;
|
||
|
|
||
|
drawSurf->numShadowIndexesNoFrontCaps = tri->numShadowIndexesNoFrontCaps;
|
||
|
drawSurf->numShadowIndexesNoCaps = tri->numShadowIndexesNoCaps;
|
||
|
drawSurf->shadowCapPlaneBits = tri->shadowCapPlaneBits;
|
||
|
|
||
|
drawSurf->space = space;
|
||
|
drawSurf->material = shader;
|
||
|
|
||
|
drawSurf->scissorRect = scissor;
|
||
|
drawSurf->sort = shader->GetSort() + tr.sortOffset;
|
||
|
drawSurf->dsFlags = 0;
|
||
|
|
||
|
// bumping this offset each time causes surfaces with equal sort orders to still
|
||
|
// deterministically draw in the order they are added
|
||
|
tr.sortOffset += 0.000001f;
|
||
|
|
||
|
// if it doesn't fit, resize the list
|
||
|
if ( tr.viewDef->numDrawSurfs == tr.viewDef->maxDrawSurfs ) {
|
||
|
drawSurf_t** old = tr.viewDef->drawSurfs;
|
||
|
int count;
|
||
|
|
||
|
if ( tr.viewDef->maxDrawSurfs == 0 ) {
|
||
|
tr.viewDef->maxDrawSurfs = INITIAL_DRAWSURFS;
|
||
|
count = 0;
|
||
|
} else {
|
||
|
count = tr.viewDef->maxDrawSurfs * sizeof(tr.viewDef->drawSurfs[0]);
|
||
|
tr.viewDef->maxDrawSurfs *= 2;
|
||
|
}
|
||
|
tr.viewDef->drawSurfs = (drawSurf_t**) R_FrameAlloc(tr.viewDef->maxDrawSurfs * sizeof(tr.viewDef->drawSurfs[0]));
|
||
|
memcpy(tr.viewDef->drawSurfs, old, count);
|
||
|
}
|
||
|
tr.viewDef->drawSurfs[tr.viewDef->numDrawSurfs] = drawSurf;
|
||
|
tr.viewDef->numDrawSurfs++;
|
||
|
|
||
|
// process the shader expressions for conditionals / color / texcoords
|
||
|
const float* constRegs = shader->ConstantRegisters();
|
||
|
if ( constRegs ) {
|
||
|
// shader only uses constant values
|
||
|
drawSurf->shaderRegisters = constRegs;
|
||
|
} else {
|
||
|
float* regs = (float*) R_FrameAlloc(shader->GetNumRegisters() * sizeof(float));
|
||
|
drawSurf->shaderRegisters = regs;
|
||
|
|
||
|
// a reference shader will take the calculated stage color value from another shader
|
||
|
// and use that for the parm0-parm3 of the current shader, which allows a stage of
|
||
|
// a light model and light flares to pick up different flashing tables from
|
||
|
// different light shaders
|
||
|
if ( renderEntity->referenceShader ) {
|
||
|
// evaluate the reference shader to find our shader parms
|
||
|
const shaderStage_t* pStage;
|
||
|
|
||
|
renderEntity->referenceShader->EvaluateRegisters(refRegs, renderEntity->shaderParms, tr.viewDef,
|
||
|
renderEntity->referenceSound);
|
||
|
pStage = renderEntity->referenceShader->GetStage(0);
|
||
|
|
||
|
memcpy(generatedShaderParms, renderEntity->shaderParms, sizeof(generatedShaderParms));
|
||
|
generatedShaderParms[0] = refRegs[pStage->color.registers[0]];
|
||
|
generatedShaderParms[1] = refRegs[pStage->color.registers[1]];
|
||
|
generatedShaderParms[2] = refRegs[pStage->color.registers[2]];
|
||
|
|
||
|
shaderParms = generatedShaderParms;
|
||
|
} else {
|
||
|
// evaluate with the entityDef's shader parms
|
||
|
shaderParms = renderEntity->shaderParms;
|
||
|
}
|
||
|
|
||
|
float oldFloatTime = 0.0f;
|
||
|
int oldTime = 0;
|
||
|
|
||
|
if ( space->entityDef && space->entityDef->parms.timeGroup ) {
|
||
|
oldFloatTime = tr.viewDef->floatTime;
|
||
|
oldTime = tr.viewDef->renderView.time;
|
||
|
|
||
|
tr.viewDef->floatTime = game->GetTimeGroupTime(space->entityDef->parms.timeGroup) * 0.001;
|
||
|
tr.viewDef->renderView.time = game->GetTimeGroupTime(space->entityDef->parms.timeGroup);
|
||
|
}
|
||
|
|
||
|
shader->EvaluateRegisters(regs, shaderParms, tr.viewDef, renderEntity->referenceSound);
|
||
|
|
||
|
if ( space->entityDef && space->entityDef->parms.timeGroup ) {
|
||
|
tr.viewDef->floatTime = oldFloatTime;
|
||
|
tr.viewDef->renderView.time = oldTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check for deformations
|
||
|
R_DeformDrawSurf(drawSurf);
|
||
|
|
||
|
// skybox surfaces need a dynamic texgen
|
||
|
switch ( shader->Texgen()) {
|
||
|
case TG_WOBBLESKY_CUBE:
|
||
|
R_WobbleskyTexGen(drawSurf, tr.viewDef->renderView.vieworg);
|
||
|
break;
|
||
|
case TG_SKYBOX_CUBE:
|
||
|
case TG_DIFFUSE_CUBE:
|
||
|
case TG_REFLECT_CUBE:
|
||
|
// Be sure to init the wobbleTransform to identity for cube-map based surfaces that does not use it
|
||
|
// (it will be passed to the shader)
|
||
|
memcpy(&drawSurf->wobbleTransform, mat4_identity.ToFloatPtr(), sizeof(drawSurf->wobbleTransform));
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// check for gui surfaces
|
||
|
idUserInterface* gui = NULL;
|
||
|
|
||
|
if ( !space->entityDef ) {
|
||
|
gui = shader->GlobalGui();
|
||
|
} else {
|
||
|
int guiNum = shader->GetEntityGui() - 1;
|
||
|
if ( guiNum >= 0 && guiNum < MAX_RENDERENTITY_GUI ) {
|
||
|
gui = renderEntity->gui[guiNum];
|
||
|
}
|
||
|
if ( gui == NULL ) {
|
||
|
gui = shader->GlobalGui();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( gui ) {
|
||
|
// force guis on the fast time
|
||
|
float oldFloatTime;
|
||
|
int oldTime;
|
||
|
|
||
|
oldFloatTime = tr.viewDef->floatTime;
|
||
|
oldTime = tr.viewDef->renderView.time;
|
||
|
|
||
|
tr.viewDef->floatTime = game->GetTimeGroupTime(1) * 0.001;
|
||
|
tr.viewDef->renderView.time = game->GetTimeGroupTime(1);
|
||
|
|
||
|
idBounds ndcBounds;
|
||
|
|
||
|
if ( !R_PreciseCullSurface(drawSurf, ndcBounds)) {
|
||
|
// did we ever use this to forward an entity color to a gui that didn't set color?
|
||
|
// memcpy( tr.guiShaderParms, shaderParms, sizeof( tr.guiShaderParms ) );
|
||
|
R_RenderGuiSurf(gui, drawSurf);
|
||
|
}
|
||
|
|
||
|
tr.viewDef->floatTime = oldFloatTime;
|
||
|
tr.viewDef->renderView.time = oldTime;
|
||
|
}
|
||
|
|
||
|
// we can't add subviews at this point, because that would
|
||
|
// increment tr.viewCount, messing up the rest of the surface
|
||
|
// adds for this view
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
R_AddAmbientDrawsurfs
|
||
|
|
||
|
Adds surfaces for the given viewEntity
|
||
|
Walks through the viewEntitys list and creates drawSurf_t for each surface of
|
||
|
each viewEntity that has a non-empty scissorRect
|
||
|
===============
|
||
|
*/
|
||
|
static void R_AddAmbientDrawsurfs(viewEntity_t* vEntity) {
|
||
|
int i, total;
|
||
|
idRenderEntityLocal* def;
|
||
|
srfTriangles_t* tri;
|
||
|
idRenderModel* model;
|
||
|
const idMaterial* shader;
|
||
|
|
||
|
def = vEntity->entityDef;
|
||
|
|
||
|
if ( def->dynamicModel ) {
|
||
|
model = def->dynamicModel;
|
||
|
} else {
|
||
|
model = def->parms.hModel;
|
||
|
}
|
||
|
|
||
|
// add all the surfaces
|
||
|
total = model->NumSurfaces();
|
||
|
for ( i = 0; i < total; i++ ) {
|
||
|
const modelSurface_t* surf = model->Surface(i);
|
||
|
|
||
|
// for debugging, only show a single surface at a time
|
||
|
if ( r_singleSurface.GetInteger() >= 0 && i != r_singleSurface.GetInteger()) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
tri = surf->geometry;
|
||
|
if ( !tri ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !tri->numIndexes ) {
|
||
|
continue;
|
||
|
}
|
||
|
shader = surf->shader;
|
||
|
shader = R_RemapShaderBySkin(shader, def->parms.customSkin, def->parms.customShader);
|
||
|
|
||
|
R_GlobalShaderOverride(&shader);
|
||
|
|
||
|
if ( !shader ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !shader->IsDrawn()) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// debugging tool to make sure we are have the correct pre-calculated bounds
|
||
|
if ( r_checkBounds.GetBool()) {
|
||
|
int j, k;
|
||
|
for ( j = 0; j < tri->numVerts; j++ ) {
|
||
|
for ( k = 0; k < 3; k++ ) {
|
||
|
if ( tri->verts[j].xyz[k] > tri->bounds[1][k] + CHECK_BOUNDS_EPSILON
|
||
|
|| tri->verts[j].xyz[k] < tri->bounds[0][k] - CHECK_BOUNDS_EPSILON ) {
|
||
|
common->Printf("bad tri->bounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName());
|
||
|
break;
|
||
|
}
|
||
|
if ( tri->verts[j].xyz[k] > def->referenceBounds[1][k] + CHECK_BOUNDS_EPSILON
|
||
|
|| tri->verts[j].xyz[k] < def->referenceBounds[0][k] - CHECK_BOUNDS_EPSILON ) {
|
||
|
common->Printf("bad referenceBounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName());
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( k != 3 ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !R_CullLocalBox(tri->bounds, vEntity->modelMatrix, 5, tr.viewDef->frustum)) {
|
||
|
|
||
|
def->visibleCount = tr.viewCount;
|
||
|
|
||
|
// make sure we have an ambient cache
|
||
|
if ( !R_CreateAmbientCache(tri, shader->ReceivesLighting())) {
|
||
|
// don't add anything if the vertex cache was too full to give us an ambient cache
|
||
|
return;
|
||
|
}
|
||
|
if ( !R_CreateIndexCache(tri)) {
|
||
|
// skip if we are out of vertex memory
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// touch it so it won't get purged
|
||
|
vertexCache.Touch(tri->ambientCache);
|
||
|
vertexCache.Touch(tri->indexCache);
|
||
|
|
||
|
// add the surface for drawing
|
||
|
R_AddDrawSurf(tri, vEntity, &vEntity->entityDef->parms, shader, vEntity->scissorRect);
|
||
|
|
||
|
// ambientViewCount is used to allow light interactions to be rejected
|
||
|
// if the ambient surface isn't visible at all
|
||
|
tri->ambientViewCount = tr.viewCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add the lightweight decal surfaces
|
||
|
for ( idRenderModelDecal* decal = def->decals; decal; decal = decal->Next()) {
|
||
|
decal->AddDecalDrawSurf(vEntity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
R_CalcEntityScissorRectangle
|
||
|
==================
|
||
|
*/
|
||
|
idScreenRect R_CalcEntityScissorRectangle(viewEntity_t* vEntity) {
|
||
|
idBounds bounds;
|
||
|
idRenderEntityLocal* def = vEntity->entityDef;
|
||
|
|
||
|
tr.viewDef->viewFrustum.ProjectionBounds(idBox(def->referenceBounds, def->parms.origin, def->parms.axis), bounds);
|
||
|
|
||
|
return R_ScreenRectFromViewFrustumBounds(bounds);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
R_AddModelSurfaces
|
||
|
|
||
|
Here is where dynamic models actually get instantiated, and necessary
|
||
|
interactions get created. This is all done on a sort-by-model basis
|
||
|
to keep source data in cache (most likely L2) as any interactions and
|
||
|
shadows are generated, since dynamic models will typically be lit by
|
||
|
two or more lights.
|
||
|
===================
|
||
|
*/
|
||
|
void R_AddModelSurfaces(void) {
|
||
|
viewEntity_t* vEntity;
|
||
|
idInteraction* inter, * next;
|
||
|
idRenderModel* model;
|
||
|
|
||
|
// clear the ambient surface list
|
||
|
tr.viewDef->numDrawSurfs = 0;
|
||
|
tr.viewDef->maxDrawSurfs = 0; // will be set to INITIAL_DRAWSURFS on R_AddDrawSurf
|
||
|
|
||
|
// go through each entity that is either visible to the view, or to
|
||
|
// any light that intersects the view (for shadows)
|
||
|
for ( vEntity = tr.viewDef->viewEntitys; vEntity; vEntity = vEntity->next ) {
|
||
|
|
||
|
if ( r_useEntityScissors.GetBool()) {
|
||
|
// calculate the screen area covered by the entity
|
||
|
idScreenRect scissorRect = R_CalcEntityScissorRectangle(vEntity);
|
||
|
// intersect with the portal crossing scissor rectangle
|
||
|
vEntity->scissorRect.Intersect(scissorRect);
|
||
|
|
||
|
if ( r_showEntityScissors.GetBool()) {
|
||
|
R_ShowColoredScreenRect(vEntity->scissorRect, vEntity->entityDef->index);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float oldFloatTime = 0.0f;
|
||
|
int oldTime = 0;
|
||
|
|
||
|
game->SelectTimeGroup(vEntity->entityDef->parms.timeGroup);
|
||
|
|
||
|
if ( vEntity->entityDef->parms.timeGroup ) {
|
||
|
oldFloatTime = tr.viewDef->floatTime;
|
||
|
oldTime = tr.viewDef->renderView.time;
|
||
|
|
||
|
tr.viewDef->floatTime = game->GetTimeGroupTime(vEntity->entityDef->parms.timeGroup) * 0.001;
|
||
|
tr.viewDef->renderView.time = game->GetTimeGroupTime(vEntity->entityDef->parms.timeGroup);
|
||
|
}
|
||
|
|
||
|
if ( tr.viewDef->isXraySubview && vEntity->entityDef->parms.xrayIndex == 1 ) {
|
||
|
if ( vEntity->entityDef->parms.timeGroup ) {
|
||
|
tr.viewDef->floatTime = oldFloatTime;
|
||
|
tr.viewDef->renderView.time = oldTime;
|
||
|
}
|
||
|
continue;
|
||
|
} else if ( !tr.viewDef->isXraySubview && vEntity->entityDef->parms.xrayIndex == 2 ) {
|
||
|
if ( vEntity->entityDef->parms.timeGroup ) {
|
||
|
tr.viewDef->floatTime = oldFloatTime;
|
||
|
tr.viewDef->renderView.time = oldTime;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// add the ambient surface if it has a visible rectangle
|
||
|
if ( !vEntity->scissorRect.IsEmpty()) {
|
||
|
model = R_EntityDefDynamicModel(vEntity->entityDef);
|
||
|
if ( model == NULL || model->NumSurfaces() <= 0 ) {
|
||
|
if ( vEntity->entityDef->parms.timeGroup ) {
|
||
|
tr.viewDef->floatTime = oldFloatTime;
|
||
|
tr.viewDef->renderView.time = oldTime;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
R_AddAmbientDrawsurfs(vEntity);
|
||
|
tr.pc.c_visibleViewEntities++;
|
||
|
} else {
|
||
|
tr.pc.c_shadowViewEntities++;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// for all the entity / light interactions on this entity, add them to the view
|
||
|
//
|
||
|
if ( tr.viewDef->isXraySubview ) {
|
||
|
if ( vEntity->entityDef->parms.xrayIndex == 2 ) {
|
||
|
for ( inter = vEntity->entityDef->firstInteraction; inter != NULL && !inter->IsEmpty(); inter = next ) {
|
||
|
next = inter->entityNext;
|
||
|
if ( inter->lightDef->viewCount != tr.viewCount ) {
|
||
|
continue;
|
||
|
}
|
||
|
inter->AddActiveInteraction();
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
// all empty interactions are at the end of the list so once the
|
||
|
// first is encountered all the remaining interactions are empty
|
||
|
for ( inter = vEntity->entityDef->firstInteraction; inter != NULL && !inter->IsEmpty(); inter = next ) {
|
||
|
next = inter->entityNext;
|
||
|
|
||
|
// skip any lights that aren't currently visible
|
||
|
// this is run after any lights that are turned off have already
|
||
|
// been removed from the viewLights list, and had their viewCount cleared
|
||
|
if ( inter->lightDef->viewCount != tr.viewCount ) {
|
||
|
continue;
|
||
|
}
|
||
|
inter->AddActiveInteraction();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( vEntity->entityDef->parms.timeGroup ) {
|
||
|
tr.viewDef->floatTime = oldFloatTime;
|
||
|
tr.viewDef->renderView.time = oldTime;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
R_RemoveUnecessaryViewLights
|
||
|
=====================
|
||
|
*/
|
||
|
void R_RemoveUnecessaryViewLights(void) {
|
||
|
viewLight_t* vLight;
|
||
|
|
||
|
// go through each visible light
|
||
|
for ( vLight = tr.viewDef->viewLights; vLight; vLight = vLight->next ) {
|
||
|
// if the light didn't have any lit surfaces visible, there is no need to
|
||
|
// draw any of the shadows. We still keep the vLight for debugging
|
||
|
// draws
|
||
|
if ( !vLight->localInteractions && !vLight->globalInteractions && !vLight->translucentInteractions ) {
|
||
|
vLight->localShadows = NULL;
|
||
|
vLight->globalShadows = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( r_useShadowSurfaceScissor.GetBool()) {
|
||
|
// shrink the light scissor rect to only intersect the surfaces that will actually be drawn.
|
||
|
// This doesn't seem to actually help, perhaps because the surface scissor
|
||
|
// rects aren't actually the surface, but only the portal clippings.
|
||
|
for ( vLight = tr.viewDef->viewLights; vLight; vLight = vLight->next ) {
|
||
|
const drawSurf_t* surf;
|
||
|
idScreenRect surfRect;
|
||
|
|
||
|
if ( !vLight->lightShader->LightCastsShadows()) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
surfRect.Clear();
|
||
|
|
||
|
for ( surf = vLight->globalInteractions; surf; surf = surf->nextOnLight ) {
|
||
|
surfRect.Union(surf->scissorRect);
|
||
|
}
|
||
|
for ( surf = vLight->localShadows; surf; surf = surf->nextOnLight ) {
|
||
|
const_cast<drawSurf_t*>(surf)->scissorRect.Intersect(surfRect);
|
||
|
}
|
||
|
|
||
|
for ( surf = vLight->localInteractions; surf; surf = surf->nextOnLight ) {
|
||
|
surfRect.Union(surf->scissorRect);
|
||
|
}
|
||
|
for ( surf = vLight->globalShadows; surf; surf = surf->nextOnLight ) {
|
||
|
const_cast<drawSurf_t*>(surf)->scissorRect.Intersect(surfRect);
|
||
|
}
|
||
|
|
||
|
for ( surf = vLight->translucentInteractions; surf; surf = surf->nextOnLight ) {
|
||
|
surfRect.Union(surf->scissorRect);
|
||
|
}
|
||
|
|
||
|
vLight->scissorRect.Intersect(surfRect);
|
||
|
}
|
||
|
}
|
||
|
}
|