doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/tr_render.cpp
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

350 lines
11 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/VertexCache.h"
#include "renderer/Cinematic.h"
#include "renderer/tr_local.h"
/*
back end scene + lights rendering functions
*/
float RB_overbright = 1;
/*
================
RB_DrawElementsWithCounters
================
*/
void RB_DrawElementsWithCounters( const drawSurf_t *surf ) {
backEnd.pc.c_drawElements++;
//backEnd.pc.c_drawIndexes += tri->numIndexes;
//backEnd.pc.c_drawVertexes += tri->numVerts;
/*
if ( tri->ambientSurface != NULL ) {
if ( tri->indexes == surf->ambientSurface->indexes ) {
backEnd.pc.c_drawRefIndexes += tri->numIndexes;
}
if ( tri->verts == surf->ambientSurface->verts ) {
backEnd.pc.c_drawRefVertexes += tri->numVerts;
}
}
*/
if ( surf->indexCache ) {
qglDrawElements( GL_TRIANGLES, surf->numIndexes, GL_INDEX_TYPE, (int *)vertexCache.Position( surf->indexCache ) );
backEnd.pc.c_vboIndexes += surf->numIndexes;
} else {
static bool bOnce = true;
if (bOnce) {
common->Warning("Attempting to draw without index caching. This is a bug.\n");
bOnce = false;
}
}
}
/*
================
RB_DrawShadowElementsWithCounters
May not use all the indexes in the surface if caps are skipped
================
*/
void RB_DrawShadowElementsWithCounters( const drawSurf_t *surf , int numIndexes ) {
backEnd.pc.c_shadowElements++;
/*
backEnd.pc.c_shadowIndexes += numIndexes;
backEnd.pc.c_shadowVertexes += tri->numVerts;
*/
if ( surf->indexCache ) {
qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, (int *)vertexCache.Position( surf->indexCache ) );
backEnd.pc.c_vboIndexes += numIndexes;
} else {
static bool bOnce = true;
if (bOnce) {
common->Warning("Attempting to draw without index caching. This is a bug.\n");
bOnce = false;
}
}
}
/*
======================
RB_GetShaderTextureMatrix
======================
*/
void RB_GetShaderTextureMatrix( const float *shaderRegisters,
const textureStage_t *texture, float matrix[16] ) {
matrix[0] = shaderRegisters[ texture->matrix[0][0] ];
matrix[4] = shaderRegisters[ texture->matrix[0][1] ];
matrix[8] = 0;
matrix[12] = shaderRegisters[ texture->matrix[0][2] ];
// we attempt to keep scrolls from generating incredibly large texture values, but
// center rotations and center scales can still generate offsets that need to be > 1
if ( matrix[12] < -40 || matrix[12] > 40 ) {
matrix[12] -= (int)matrix[12];
}
matrix[1] = shaderRegisters[ texture->matrix[1][0] ];
matrix[5] = shaderRegisters[ texture->matrix[1][1] ];
matrix[9] = 0;
matrix[13] = shaderRegisters[ texture->matrix[1][2] ];
if ( matrix[13] < -40 || matrix[13] > 40 ) {
matrix[13] -= (int)matrix[13];
}
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = 1;
matrix[14] = 0;
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = 0;
matrix[15] = 1;
}
/*
======================
RB_BindVariableStageImage
Handles generating a cinematic frame if needed
======================
*/
void RB_BindVariableStageImage( const textureStage_t *texture, const float *shaderRegisters ) {
if ( texture->cinematic ) {
cinData_t cin;
if ( r_skipDynamicTextures.GetBool() ) {
globalImages->defaultImage->Bind();
return;
}
// For multithreading. Images will be 1 fame behind..oh well
if (texture->image) {
// The first time the image will be invalid so wont bind, so bind black image
if(texture->image->Bind() == false)
{
globalImages->blackImage->Bind();
}
// Save time to display
texture->image->cinmaticNextTime = (int)(1000 * ( backEnd.viewDef->floatTime + backEnd.viewDef->renderView.shaderParms[11] ) );
// Update next time
globalImages->AddAllocList( texture->image );
}
/*
// offset time by shaderParm[7] (FIXME: make the time offset a parameter of the shader?)
// We make no attempt to optimize for multiple identical cinematics being in view, or
// for cinematics going at a lower framerate than the renderer.
cin = texture->cinematic->ImageForTime( (int)(1000 * ( backEnd.viewDef->floatTime + backEnd.viewDef->renderView.shaderParms[11] ) ) );
if ( cin.image ) {
globalImages->cinematicImage->UploadScratch( cin.image, cin.imageWidth, cin.imageHeight );
} else {
globalImages->blackImage->Bind();
}
*/
} else {
//FIXME: see why image is invalid
if (texture->image) {
texture->image->Bind();
}
}
}
/*
=================
RB_BeginDrawingView
Any mirrored or portaled views have already been drawn, so prepare
to actually render the visible surfaces for this view
=================
*/
void RB_BeginDrawingView (void) {
// set the window clipping
qglViewport( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1,
tr.viewportOffset[1] + backEnd.viewDef->viewport.y1,
backEnd.viewDef->viewport.x2 + 1 - backEnd.viewDef->viewport.x1,
backEnd.viewDef->viewport.y2 + 1 - backEnd.viewDef->viewport.y1 );
// the scissor may be smaller than the viewport for subviews
qglScissor( tr.viewportOffset[0] + backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
tr.viewportOffset[1] + backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
backEnd.viewDef->scissor.x2 + 1 - backEnd.viewDef->scissor.x1,
backEnd.viewDef->scissor.y2 + 1 - backEnd.viewDef->scissor.y1 );
backEnd.currentScissor = backEnd.viewDef->scissor;
// ensures that depth writes are enabled for the depth clear
GL_State( GLS_DEFAULT );
// we don't have to clear the depth / stencil buffer for 2D rendering
if ( backEnd.viewDef->viewEntitys ) {
qglStencilMask( 0xff );
// some cards may have 7 bit stencil buffers, so don't assume this
// should be 128
qglClearStencil( 1<<(glConfig.stencilBits-1) );
qglClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
qglEnable( GL_DEPTH_TEST );
} else {
qglDisable( GL_DEPTH_TEST );
qglDisable( GL_STENCIL_TEST );
}
backEnd.glState.faceCulling = -1; // force face culling to set next time
GL_Cull( CT_FRONT_SIDED );
}
/*
==================
RB_SetDrawInteractions
==================
*/
void RB_SetDrawInteraction( const shaderStage_t *surfaceStage, const float *surfaceRegs,
idImage **image, idVec4 matrix[2], float color[4] ) {
*image = surfaceStage->texture.image;
if ( surfaceStage->texture.hasMatrix ) {
matrix[0][0] = surfaceRegs[surfaceStage->texture.matrix[0][0]];
matrix[0][1] = surfaceRegs[surfaceStage->texture.matrix[0][1]];
matrix[0][2] = 0;
matrix[0][3] = surfaceRegs[surfaceStage->texture.matrix[0][2]];
matrix[1][0] = surfaceRegs[surfaceStage->texture.matrix[1][0]];
matrix[1][1] = surfaceRegs[surfaceStage->texture.matrix[1][1]];
matrix[1][2] = 0;
matrix[1][3] = surfaceRegs[surfaceStage->texture.matrix[1][2]];
// we attempt to keep scrolls from generating incredibly large texture values, but
// center rotations and center scales can still generate offsets that need to be > 1
if ( matrix[0][3] < -40 || matrix[0][3] > 40 ) {
matrix[0][3] -= (int)matrix[0][3];
}
if ( matrix[1][3] < -40 || matrix[1][3] > 40 ) {
matrix[1][3] -= (int)matrix[1][3];
}
} else {
matrix[0][0] = 1;
matrix[0][1] = 0;
matrix[0][2] = 0;
matrix[0][3] = 0;
matrix[1][0] = 0;
matrix[1][1] = 1;
matrix[1][2] = 0;
matrix[1][3] = 0;
}
if ( color ) {
for ( int i = 0 ; i < 4 ; i++ ) {
color[i] = surfaceRegs[surfaceStage->color.registers[i]];
// clamp here, so card with greater range don't look different.
// we could perform overbrighting like we do for lights, but
// it doesn't currently look worth it.
if ( color[i] < 0 ) {
color[i] = 0;
} else if ( color[i] > 1.0 ) {
color[i] = 1.0;
}
}
}
}
/*
=================
RB_SubmittInteraction
=================
*/
void RB_SubmittInteraction( drawInteraction_t *din, void (*DrawInteraction)(const drawInteraction_t *) ) {
if ( !din->bumpImage ) {
return;
}
if ( !din->diffuseImage || r_skipDiffuse.GetBool() ) {
din->diffuseImage = globalImages->blackImage;
}
if ( !din->specularImage || r_skipSpecular.GetBool() || din->ambientLight ) {
din->specularImage = globalImages->blackImage;
}
if ( !din->bumpImage || r_skipBump.GetBool() ) {
din->bumpImage = globalImages->flatNormalMap;
}
// if we wouldn't draw anything, don't call the Draw function
if (
( ( din->diffuseColor[0] > 0 ||
din->diffuseColor[1] > 0 ||
din->diffuseColor[2] > 0 ) && din->diffuseImage != globalImages->blackImage )
|| ( ( din->specularColor[0] > 0 ||
din->specularColor[1] > 0 ||
din->specularColor[2] > 0 ) && din->specularImage != globalImages->blackImage ) ) {
din->diffuseColor[0] *= RB_overbright;
din->diffuseColor[1] *= RB_overbright;
din->diffuseColor[2] *= RB_overbright;
DrawInteraction( din );
}
}
/*
=============
RB_DrawView
=============
*/
void RB_DrawView( const void *data ) {
const drawSurfsCommand_t *cmd;
cmd = (const drawSurfsCommand_t *)data;
backEnd.viewDef = cmd->viewDef;
// we will need to do a new copyTexSubImage of the screen
// when a SS_POST_PROCESS material is used
backEnd.currentRenderCopied = false;
// if there aren't any drawsurfs, do nothing
if ( !backEnd.viewDef->numDrawSurfs ) {
return;
}
// skip render bypasses everything that has models, assuming
// them to be 3D views, but leaves 2D rendering visible
if ( r_skipRender.GetBool() && backEnd.viewDef->viewEntitys ) {
return;
}
backEnd.pc.c_surfaces += backEnd.viewDef->numDrawSurfs;
// render the scene, jumping to the hardware specific interaction renderers
RB_RenderView();
}