mirror of
https://github.com/DrBeef/ioq3quest.git
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573 lines
15 KiB
C
573 lines
15 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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int r_firstSceneDrawSurf;
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int r_numdlights;
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int r_firstSceneDlight;
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int r_numentities;
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int r_firstSceneEntity;
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int r_numpolys;
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int r_firstScenePoly;
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int r_numpolyverts;
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/*
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====================
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R_InitNextFrame
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====================
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*/
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void R_InitNextFrame( void ) {
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backEndData->commands.used = 0;
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r_firstSceneDrawSurf = 0;
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r_numdlights = 0;
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r_firstSceneDlight = 0;
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r_numentities = 0;
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r_firstSceneEntity = 0;
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r_numpolys = 0;
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r_firstScenePoly = 0;
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r_numpolyverts = 0;
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}
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/*
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====================
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RE_ClearScene
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====================
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*/
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void RE_ClearScene( void ) {
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r_firstSceneDlight = r_numdlights;
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r_firstSceneEntity = r_numentities;
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r_firstScenePoly = r_numpolys;
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}
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/*
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===========================================================================
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DISCRETE POLYS
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===========================================================================
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*/
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/*
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=====================
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R_AddPolygonSurfaces
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Adds all the scene's polys into this view's drawsurf list
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=====================
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*/
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void R_AddPolygonSurfaces( void ) {
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int i;
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shader_t *sh;
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srfPoly_t *poly;
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int fogMask;
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tr.currentEntityNum = REFENTITYNUM_WORLD;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
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fogMask = -((tr.refdef.rdflags & RDF_NOFOG) == 0);
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for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
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sh = R_GetShaderByHandle( poly->hShader );
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R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex & fogMask, qfalse, qfalse, 0 /*cubeMap*/ );
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}
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}
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/*
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=====================
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RE_AddPolyToScene
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=====================
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*/
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void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
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srfPoly_t *poly;
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int i, j;
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int fogIndex;
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fog_t *fog;
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vec3_t bounds[2];
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if ( !tr.registered ) {
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return;
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}
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if ( !hShader ) {
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// This isn't a useful warning, and an hShader of zero isn't a null shader, it's
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// the default shader.
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//ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
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//return;
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}
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for ( j = 0; j < numPolys; j++ ) {
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if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
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/*
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NOTE TTimo this was initially a PRINT_WARNING
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but it happens a lot with high fighting scenes and particles
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since we don't plan on changing the const and making for room for those effects
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simply cut this message to developer only
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*/
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ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
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return;
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}
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poly = &backEndData->polys[r_numpolys];
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poly->surfaceType = SF_POLY;
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poly->hShader = hShader;
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poly->numVerts = numVerts;
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poly->verts = &backEndData->polyVerts[r_numpolyverts];
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Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
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if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
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poly->verts->modulate[0] = 255;
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poly->verts->modulate[1] = 255;
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poly->verts->modulate[2] = 255;
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poly->verts->modulate[3] = 255;
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}
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// done.
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r_numpolys++;
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r_numpolyverts += numVerts;
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// if no world is loaded
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if ( tr.world == NULL ) {
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fogIndex = 0;
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}
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// see if it is in a fog volume
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else if ( tr.world->numfogs == 1 ) {
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fogIndex = 0;
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} else {
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// find which fog volume the poly is in
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VectorCopy( poly->verts[0].xyz, bounds[0] );
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VectorCopy( poly->verts[0].xyz, bounds[1] );
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for ( i = 1 ; i < poly->numVerts ; i++ ) {
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AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
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}
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for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
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fog = &tr.world->fogs[fogIndex];
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if ( bounds[1][0] >= fog->bounds[0][0]
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&& bounds[1][1] >= fog->bounds[0][1]
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&& bounds[1][2] >= fog->bounds[0][2]
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&& bounds[0][0] <= fog->bounds[1][0]
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&& bounds[0][1] <= fog->bounds[1][1]
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&& bounds[0][2] <= fog->bounds[1][2] ) {
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break;
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}
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}
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if ( fogIndex == tr.world->numfogs ) {
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fogIndex = 0;
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}
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}
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poly->fogIndex = fogIndex;
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}
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}
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//=================================================================================
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/*
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=====================
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RE_AddRefEntityToScene
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=====================
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*/
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void RE_AddRefEntityToScene( const refEntity_t *ent ) {
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vec3_t cross;
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if ( !tr.registered ) {
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return;
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}
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if ( r_numentities >= MAX_REFENTITIES ) {
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ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n");
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return;
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}
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if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
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static qboolean firstTime = qtrue;
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if (firstTime) {
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firstTime = qfalse;
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ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
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}
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return;
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}
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if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
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ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
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}
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backEndData->entities[r_numentities].e = *ent;
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backEndData->entities[r_numentities].lightingCalculated = qfalse;
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CrossProduct(ent->axis[0], ent->axis[1], cross);
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backEndData->entities[r_numentities].mirrored = (DotProduct(ent->axis[2], cross) < 0.f);
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r_numentities++;
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}
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/*
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=====================
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RE_AddDynamicLightToScene
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=====================
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*/
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void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
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dlight_t *dl;
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if ( !tr.registered ) {
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return;
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}
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if ( r_numdlights >= MAX_DLIGHTS ) {
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return;
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}
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if ( intensity <= 0 ) {
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return;
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}
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// these cards don't have the correct blend mode
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if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
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return;
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}
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dl = &backEndData->dlights[r_numdlights++];
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VectorCopy (org, dl->origin);
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dl->radius = intensity;
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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dl->additive = additive;
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}
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/*
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=====================
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RE_AddLightToScene
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=====================
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*/
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void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
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}
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/*
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=====================
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RE_AddAdditiveLightToScene
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=====================
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*/
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void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
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}
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void RE_BeginScene(const refdef_t *fd)
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{
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Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
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tr.refdef.x = fd->x;
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tr.refdef.y = fd->y;
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tr.refdef.width = fd->width;
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tr.refdef.height = fd->height;
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tr.refdef.fov_x = fd->fov_x;
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tr.refdef.fov_y = fd->fov_y;
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VectorCopy( fd->vieworg, tr.refdef.vieworg );
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VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
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VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
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VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
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tr.refdef.time = fd->time;
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tr.refdef.rdflags = fd->rdflags;
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// copy the areamask data over and note if it has changed, which
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// will force a reset of the visible leafs even if the view hasn't moved
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tr.refdef.areamaskModified = qfalse;
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if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
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int areaDiff;
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int i;
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// compare the area bits
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areaDiff = 0;
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for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
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areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
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((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
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}
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if ( areaDiff ) {
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// a door just opened or something
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tr.refdef.areamaskModified = qtrue;
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}
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}
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tr.refdef.sunDir[3] = 0.0f;
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tr.refdef.sunCol[3] = 1.0f;
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tr.refdef.sunAmbCol[3] = 1.0f;
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VectorCopy(tr.sunDirection, tr.refdef.sunDir);
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if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
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VectorSet(tr.refdef.sunCol, 0, 0, 0);
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VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
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}
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else
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{
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float scale = (1 << r_mapOverBrightBits->integer) / 255.0f;
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if (r_forceSun->integer)
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VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
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else
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VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
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if (r_sunlightMode->integer == 1)
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{
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tr.refdef.sunAmbCol[0] =
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tr.refdef.sunAmbCol[1] =
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tr.refdef.sunAmbCol[2] = r_forceSun->integer ? r_forceSunAmbientScale->value : tr.sunShadowScale;
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}
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else
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{
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if (r_forceSun->integer)
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VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
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else
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VectorScale(tr.sunLight, scale * tr.sunShadowScale, tr.refdef.sunAmbCol);
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}
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}
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if (r_forceAutoExposure->integer)
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{
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tr.refdef.autoExposureMinMax[0] = r_forceAutoExposureMin->value;
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tr.refdef.autoExposureMinMax[1] = r_forceAutoExposureMax->value;
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}
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else
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{
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tr.refdef.autoExposureMinMax[0] = tr.autoExposureMinMax[0];
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tr.refdef.autoExposureMinMax[1] = tr.autoExposureMinMax[1];
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}
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if (r_forceToneMap->integer)
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{
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tr.refdef.toneMinAvgMaxLinear[0] = pow(2, r_forceToneMapMin->value);
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tr.refdef.toneMinAvgMaxLinear[1] = pow(2, r_forceToneMapAvg->value);
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tr.refdef.toneMinAvgMaxLinear[2] = pow(2, r_forceToneMapMax->value);
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}
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else
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{
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tr.refdef.toneMinAvgMaxLinear[0] = pow(2, tr.toneMinAvgMaxLevel[0]);
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tr.refdef.toneMinAvgMaxLinear[1] = pow(2, tr.toneMinAvgMaxLevel[1]);
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tr.refdef.toneMinAvgMaxLinear[2] = pow(2, tr.toneMinAvgMaxLevel[2]);
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}
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// Makro - copy exta info if present
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if (fd->rdflags & RDF_EXTRA) {
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const refdefex_t* extra = (const refdefex_t*) (fd+1);
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tr.refdef.blurFactor = extra->blurFactor;
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if (fd->rdflags & RDF_SUNLIGHT)
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{
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VectorCopy(extra->sunDir, tr.refdef.sunDir);
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VectorCopy(extra->sunCol, tr.refdef.sunCol);
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VectorCopy(extra->sunAmbCol, tr.refdef.sunAmbCol);
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}
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}
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else
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{
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tr.refdef.blurFactor = 0.0f;
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}
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// derived info
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tr.refdef.floatTime = tr.refdef.time * 0.001f;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData->drawSurfs;
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tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
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tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
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tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
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tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
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tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
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tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
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tr.refdef.num_pshadows = 0;
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tr.refdef.pshadows = &backEndData->pshadows[0];
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// turn off dynamic lighting globally by clearing all the
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// dlights if it needs to be disabled or if vertex lighting is enabled
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if ( r_dynamiclight->integer == 0 ||
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r_vertexLight->integer == 1 ||
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glConfig.hardwareType == GLHW_PERMEDIA2 ) {
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tr.refdef.num_dlights = 0;
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}
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// a single frame may have multiple scenes draw inside it --
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// a 3D game view, 3D status bar renderings, 3D menus, etc.
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// They need to be distinguished by the light flare code, because
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// the visibility state for a given surface may be different in
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// each scene / view.
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tr.frameSceneNum++;
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tr.sceneCount++;
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}
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void RE_EndScene()
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{
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// the next scene rendered in this frame will tack on after this one
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r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
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r_firstSceneEntity = r_numentities;
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r_firstSceneDlight = r_numdlights;
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r_firstScenePoly = r_numpolys;
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}
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/*
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@@@@@@@@@@@@@@@@@@@@@
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RE_RenderScene
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Draw a 3D view into a part of the window, then return
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to 2D drawing.
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Rendering a scene may require multiple views to be rendered
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to handle mirrors,
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@@@@@@@@@@@@@@@@@@@@@
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*/
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void RE_RenderScene( const refdef_t *fd ) {
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viewParms_t parms;
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int startTime;
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if ( !tr.registered ) {
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return;
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}
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GLimp_LogComment( "====== RE_RenderScene =====\n" );
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if ( r_norefresh->integer ) {
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return;
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}
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startTime = ri.Milliseconds();
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if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
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ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
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}
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RE_BeginScene(fd);
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// SmileTheory: playing with shadow mapping
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if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
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{
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R_RenderDlightCubemaps(fd);
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}
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/* playing with more shadows */
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if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
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{
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R_RenderPshadowMaps(fd);
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}
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// playing with even more shadows
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if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
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{
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if (r_shadowCascadeZFar->integer != 0)
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{
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R_RenderSunShadowMaps(fd, 0);
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R_RenderSunShadowMaps(fd, 1);
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R_RenderSunShadowMaps(fd, 2);
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}
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else
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{
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Mat4Zero(tr.refdef.sunShadowMvp[0]);
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Mat4Zero(tr.refdef.sunShadowMvp[1]);
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Mat4Zero(tr.refdef.sunShadowMvp[2]);
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}
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// only rerender last cascade if sun has changed position
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if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
|
|
{
|
|
VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
|
|
R_RenderSunShadowMaps(fd, 3);
|
|
Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
|
|
}
|
|
else
|
|
{
|
|
Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
|
|
}
|
|
}
|
|
|
|
// playing with cube maps
|
|
// this is where dynamic cubemaps would be rendered
|
|
if (0) //(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ))
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < tr.numCubemaps; i++)
|
|
{
|
|
for (j = 0; j < 6; j++)
|
|
{
|
|
R_RenderCubemapSide(i, j, qtrue);
|
|
}
|
|
}
|
|
}
|
|
|
|
// setup view parms for the initial view
|
|
//
|
|
// set up viewport
|
|
// The refdef takes 0-at-the-top y coordinates, so
|
|
// convert to GL's 0-at-the-bottom space
|
|
//
|
|
Com_Memset( &parms, 0, sizeof( parms ) );
|
|
parms.viewportX = tr.refdef.x;
|
|
parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
|
|
parms.viewportWidth = tr.refdef.width;
|
|
parms.viewportHeight = tr.refdef.height;
|
|
parms.isPortal = qfalse;
|
|
|
|
parms.fovX = tr.refdef.fov_x;
|
|
parms.fovY = tr.refdef.fov_y;
|
|
|
|
parms.stereoFrame = tr.refdef.stereoFrame;
|
|
|
|
VectorCopy( fd->vieworg, parms.or.origin );
|
|
VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
|
|
VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
|
|
VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
|
|
|
|
VectorCopy( fd->vieworg, parms.pvsOrigin );
|
|
|
|
if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
|
|
{
|
|
parms.flags = VPF_USESUNLIGHT;
|
|
}
|
|
|
|
R_RenderView( &parms );
|
|
|
|
if(!( fd->rdflags & RDF_NOWORLDMODEL ))
|
|
R_AddPostProcessCmd();
|
|
|
|
RE_EndScene();
|
|
|
|
tr.frontEndMsec += ri.Milliseconds() - startTime;
|
|
}
|