mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 05:52:03 +00:00
World entities now drawing in the right places
..next up is the 2D stuff
This commit is contained in:
parent
e2a5472667
commit
e06ba21101
8 changed files with 68 additions and 67 deletions
|
@ -149,7 +149,7 @@ void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t
|
|||
|
||||
// if the point is off the screen, don't bother adding it
|
||||
// calculate screen coordinates and depth
|
||||
R_TransformModelToClip( point, backEnd.or.eyeViewMatrix[2],
|
||||
R_TransformModelToClip( point, backEnd.or.modelView,
|
||||
backEnd.viewParms.projectionMatrix, eye, clip );
|
||||
|
||||
// check to see if the point is completely off screen
|
||||
|
|
|
@ -64,7 +64,7 @@ uniformInfo_t;
|
|||
#define ORTHO_PROJECTION 0
|
||||
#define NORMAL_PROJECTION 1
|
||||
|
||||
GLuint viewMatricesBuffer;
|
||||
GLuint viewMatricesBuffer[2];
|
||||
GLuint projectionMatricesBuffer[2];
|
||||
|
||||
|
||||
|
@ -175,9 +175,11 @@ GLSL_ViewMatricesUniformBuffer
|
|||
*/
|
||||
static void GLSL_ViewMatricesUniformBuffer(const float value[32]) {
|
||||
|
||||
// Update the scene matrices.
|
||||
qglBindBuffer(GL_UNIFORM_BUFFER, viewMatricesBuffer);
|
||||
float* viewMatrices = (float*)qglMapBufferRange(
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
// Update the scene matrices for when we are using a normal projection
|
||||
qglBindBuffer(GL_UNIFORM_BUFFER, viewMatricesBuffer[i]);
|
||||
float *viewMatrices = (float *) qglMapBufferRange(
|
||||
GL_UNIFORM_BUFFER,
|
||||
0,
|
||||
2 * 16 * sizeof(float),
|
||||
|
@ -189,10 +191,20 @@ static void GLSL_ViewMatricesUniformBuffer(const float value[32]) {
|
|||
return;
|
||||
}
|
||||
|
||||
memcpy((char*)viewMatrices, value, 32 * sizeof(float));
|
||||
if (i == ORTHO_PROJECTION)
|
||||
{
|
||||
//For now just set identity matrices
|
||||
Mat4Identity(viewMatrices);
|
||||
Mat4Identity(viewMatrices + (16 * sizeof(float)));
|
||||
}
|
||||
else
|
||||
{
|
||||
memcpy((char *) viewMatrices, value, 32 * sizeof(float));
|
||||
}
|
||||
|
||||
qglUnmapBuffer(GL_UNIFORM_BUFFER);
|
||||
qglBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1036,9 +1048,11 @@ void GLSL_InitGPUShaders(void)
|
|||
|
||||
ri.Printf(PRINT_ALL, "------- GLSL_InitGPUShaders -------\n");
|
||||
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
//Generate buffer for 2 * view matrices
|
||||
qglGenBuffers(1, &viewMatricesBuffer);
|
||||
qglBindBuffer(GL_UNIFORM_BUFFER, viewMatricesBuffer);
|
||||
qglGenBuffers(1, &viewMatricesBuffer[i]);
|
||||
qglBindBuffer(GL_UNIFORM_BUFFER, viewMatricesBuffer[i]);
|
||||
qglBufferData(
|
||||
GL_UNIFORM_BUFFER,
|
||||
2 * 16 * sizeof(float),
|
||||
|
@ -1046,8 +1060,6 @@ void GLSL_InitGPUShaders(void)
|
|||
GL_STATIC_DRAW);
|
||||
qglBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
qglGenBuffers(1, &projectionMatricesBuffer[i]);
|
||||
qglBindBuffer(GL_UNIFORM_BUFFER, projectionMatricesBuffer[i]);
|
||||
qglBufferData(
|
||||
|
@ -1695,25 +1707,9 @@ void GLSL_BindProgram(shaderProgram_t * program)
|
|||
|
||||
}
|
||||
|
||||
|
||||
static GLuint GLSL_CalculateProjection() {
|
||||
GLuint result = NORMAL_PROJECTION;
|
||||
|
||||
int width, height;
|
||||
if (glState.currentFBO)
|
||||
{
|
||||
width = glState.currentFBO->width;
|
||||
height = glState.currentFBO->height;
|
||||
}
|
||||
else
|
||||
{
|
||||
width = glConfig.vidWidth;
|
||||
height = glConfig.vidHeight;
|
||||
}
|
||||
|
||||
mat4_t matrix;
|
||||
Mat4Ortho(0, width, height, 0, 0, 1, matrix);
|
||||
if (memcmp(glState.projection, matrix, sizeof(float) * 16) == 0)
|
||||
if (backEnd.projection2D)
|
||||
{
|
||||
result = ORTHO_PROJECTION;
|
||||
}
|
||||
|
@ -1723,15 +1719,16 @@ static GLuint GLSL_CalculateProjection() {
|
|||
|
||||
void GLSL_BindBuffers( shaderProgram_t * program )
|
||||
{
|
||||
GLuint projection = GLSL_CalculateProjection();
|
||||
qglBindBufferBase(
|
||||
GL_UNIFORM_BUFFER,
|
||||
program->viewMatricesBinding,
|
||||
viewMatricesBuffer);
|
||||
viewMatricesBuffer[projection]);
|
||||
|
||||
qglBindBufferBase(
|
||||
GL_UNIFORM_BUFFER,
|
||||
program->projectionMatrixBinding,
|
||||
projectionMatricesBuffer[GLSL_CalculateProjection()]);
|
||||
projectionMatricesBuffer[projection]);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -108,7 +108,8 @@ typedef struct {
|
|||
vec3_t axis[3]; // orientation in world
|
||||
vec3_t viewOrigin; // viewParms->or.origin in local coordinates
|
||||
float modelMatrix[16];
|
||||
float eyeViewMatrix[3][16];
|
||||
float modelView[16];
|
||||
float eyeViewMatrix[2][16];
|
||||
} orientationr_t;
|
||||
|
||||
// Ensure this is >= the ATTR_INDEX_COUNT enum below
|
||||
|
|
|
@ -536,10 +536,8 @@ void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
|
|||
glMatrix[11] = 0;
|
||||
glMatrix[15] = 1;
|
||||
|
||||
Mat4Copy(glMatrix, or->modelMatrix);
|
||||
for (int eye = 0; eye <= 2; ++eye) {
|
||||
myGlMultMatrix( glMatrix, viewParms->world.eyeViewMatrix[eye], or->eyeViewMatrix[eye] );
|
||||
}
|
||||
myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
|
||||
myGlMultMatrix( glMatrix, viewParms->world.modelView, or->modelView );
|
||||
|
||||
// calculate the viewer origin in the model's space
|
||||
// needed for fog, specular, and environment mapping
|
||||
|
@ -585,7 +583,7 @@ void R_RotateForViewer (void)
|
|||
vec3_t origin;
|
||||
VectorCopy(tr.viewParms.or.origin, origin);
|
||||
|
||||
if (eye < 2 && !VR_useScreenLayer())
|
||||
if ((eye < 2) && !VR_useScreenLayer())
|
||||
{
|
||||
float scale = ((r_stereoSeparation->value / 1000.0f) / 2.0f) * vr_worldscale->value * vr_worldscaleScaler->value;
|
||||
VectorMA(origin, (eye == 0 ? 1.0f : -1.0f) * scale, tr.viewParms.or.axis[1], origin);
|
||||
|
@ -616,9 +614,17 @@ void R_RotateForViewer (void)
|
|||
|
||||
// convert from our coordinate system (looking down X)
|
||||
// to OpenGL's coordinate system (looking down -Z)
|
||||
Mat4Copy(viewerMatrix, tr.or.modelMatrix);
|
||||
if (eye < 2)
|
||||
{
|
||||
myGlMultMatrix(viewerMatrix, s_flipMatrix, tr.or.eyeViewMatrix[eye]);
|
||||
}
|
||||
else
|
||||
{
|
||||
//World Model View
|
||||
Mat4Copy(viewerMatrix, tr.or.modelMatrix);
|
||||
myGlMultMatrix(viewerMatrix, s_flipMatrix, tr.or.modelView);
|
||||
}
|
||||
}
|
||||
|
||||
tr.viewParms.world = tr.or;
|
||||
}
|
||||
|
@ -1165,7 +1171,7 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
|
|||
int j;
|
||||
unsigned int pointFlags = 0;
|
||||
|
||||
R_TransformModelToClip( tess.xyz[i], tr.or.eyeViewMatrix[2], tr.viewParms.projectionMatrix, eye, clip );
|
||||
R_TransformModelToClip( tess.xyz[i], tr.or.modelView, tr.viewParms.projectionMatrix, eye, clip );
|
||||
|
||||
for ( j = 0; j < 3; j++ )
|
||||
{
|
||||
|
@ -2490,7 +2496,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
|
||||
}
|
||||
|
||||
Mat4Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.eyeViewMatrix[2], tr.refdef.sunShadowMvp[level]);
|
||||
Mat4Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelView, tr.refdef.sunShadowMvp[level]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -318,7 +318,7 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
|
|||
mat4_t trans, model;
|
||||
|
||||
Mat4Translation( backEnd.viewParms.or.origin, trans );
|
||||
Mat4Multiply( backEnd.viewParms.world.eyeViewMatrix[2], trans, model );
|
||||
Mat4Multiply( backEnd.viewParms.world.modelView, trans, model );
|
||||
Mat4Multiply(backEnd.viewParms.projectionMatrix, model, mvp);
|
||||
|
||||
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
|
||||
|
@ -327,7 +327,6 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
|
|||
}
|
||||
|
||||
// project sun point
|
||||
//Mat4Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.eyeViewMatrix[2], mvp);
|
||||
Mat4Transform(mvp, pos, hpos);
|
||||
|
||||
// transform to UV coords
|
||||
|
|
|
@ -583,9 +583,9 @@ static void ComputeFogValues(vec4_t fogDistanceVector, vec4_t fogDepthVector, fl
|
|||
fog = tr.world->fogs + tess.fogNum;
|
||||
|
||||
VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
|
||||
fogDistanceVector[0] = -backEnd.or.eyeViewMatrix[2][2];
|
||||
fogDistanceVector[1] = -backEnd.or.eyeViewMatrix[2][6];
|
||||
fogDistanceVector[2] = -backEnd.or.eyeViewMatrix[2][10];
|
||||
fogDistanceVector[0] = -backEnd.or.modelView[2];
|
||||
fogDistanceVector[1] = -backEnd.or.modelView[6];
|
||||
fogDistanceVector[2] = -backEnd.or.modelView[10];
|
||||
fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
|
||||
|
||||
// scale the fog vectors based on the fog's thickness
|
||||
|
|
|
@ -686,9 +686,9 @@ void RB_CalcFogTexCoords( float *st ) {
|
|||
|
||||
// all fogging distance is based on world Z units
|
||||
VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
|
||||
fogDistanceVector[0] = -backEnd.or.eyeViewMatrix[2][2];
|
||||
fogDistanceVector[1] = -backEnd.or.eyeViewMatrix[2][6];
|
||||
fogDistanceVector[2] = -backEnd.or.eyeViewMatrix[2][10];
|
||||
fogDistanceVector[0] = -backEnd.or.modelView[2];
|
||||
fogDistanceVector[1] = -backEnd.or.modelView[6];
|
||||
fogDistanceVector[2] = -backEnd.or.modelView[10];
|
||||
fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
|
||||
|
||||
// scale the fog vectors based on the fog's thickness
|
||||
|
|
|
@ -783,8 +783,6 @@ void RB_DrawSun( float scale, shader_t *shader ) {
|
|||
return;
|
||||
}
|
||||
|
||||
//qglLoadMatrixf( backEnd.viewParms.world.eyeViewMatrix[2] );
|
||||
//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
|
||||
{
|
||||
// FIXME: this could be a lot cleaner
|
||||
mat4_t translation, modelmatrix;
|
||||
|
|
Loading…
Reference in a new issue