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Xash3DArchive/engine/client/gl_mirror.c

589 lines
14 KiB
C

/*
gl_mirror.c - draw reflected surfaces
Copyright (C) 2010 Uncle Mike
This program 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.
This program 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.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "mod_local.h"
#include "mathlib.h"
/*
================
R_BeginDrawMirror
Setup texture matrix for mirror texture
================
*/
void R_BeginDrawMirror( msurface_t *fa )
{
matrix4x4 m1, m2, matrix;
GLfloat genVector[4][4];
int i;
Matrix4x4_Copy( matrix, fa->info->mirrormatrix );
Matrix4x4_LoadIdentity( m1 );
Matrix4x4_ConcatScale( m1, 0.5f );
Matrix4x4_Concat( m2, m1, matrix );
Matrix4x4_LoadIdentity( m1 );
Matrix4x4_ConcatTranslate( m1, 0.5f, 0.5f, 0.5f );
Matrix4x4_Concat( matrix, m1, m2 );
for( i = 0; i < 4; i++ )
{
genVector[0][i] = i == 0 ? 1 : 0;
genVector[1][i] = i == 1 ? 1 : 0;
genVector[2][i] = i == 2 ? 1 : 0;
genVector[3][i] = i == 3 ? 1 : 0;
}
GL_TexGen( GL_S, GL_OBJECT_LINEAR );
GL_TexGen( GL_T, GL_OBJECT_LINEAR );
GL_TexGen( GL_R, GL_OBJECT_LINEAR );
GL_TexGen( GL_Q, GL_OBJECT_LINEAR );
pglTexGenfv( GL_S, GL_OBJECT_PLANE, genVector[0] );
pglTexGenfv( GL_T, GL_OBJECT_PLANE, genVector[1] );
pglTexGenfv( GL_R, GL_OBJECT_PLANE, genVector[2] );
pglTexGenfv( GL_Q, GL_OBJECT_PLANE, genVector[3] );
GL_LoadTexMatrix( matrix );
}
/*
================
R_EndDrawMirror
Restore identity texmatrix
================
*/
void R_EndDrawMirror( void )
{
GL_CleanUpTextureUnits( 0 );
pglMatrixMode( GL_MODELVIEW );
}
/*
=============================================================
MIRROR RENDERING
=============================================================
*/
/*
================
R_PlaneForMirror
Get transformed mirrorplane and entity matrix
================
*/
void R_PlaneForMirror( msurface_t *surf, mplane_t *out, matrix4x4 m )
{
cl_entity_t *ent;
ASSERT( out != NULL );
ent = RI.currententity;
// setup mirror plane
*out = *surf->plane;
if( surf->flags & SURF_PLANEBACK )
{
VectorNegate( out->normal, out->normal );
out->dist = -out->dist;
}
if( !VectorIsNull( ent->origin ) || !VectorIsNull( ent->angles ))
{
mplane_t tmp;
if( !VectorIsNull( ent->angles )) Matrix4x4_CreateFromEntity( m, ent->angles, ent->origin, 1.0f );
else Matrix4x4_CreateFromEntity( m, vec3_origin, ent->origin, 1.0f );
tmp = *out;
// transform mirror plane by entity matrix
Matrix4x4_TransformPositivePlane( m, tmp.normal, tmp.dist, out->normal, &out->dist );
}
else Matrix4x4_LoadIdentity( m );
}
/*
================
R_AllocateMirrorTexture
Allocate the screen texture and make copy
================
*/
int R_AllocateMirrorTexture( void )
{
rgbdata_t r_screen;
int i, texture;
char txName[16];
i = tr.num_mirrors_used;
if( i >= MAX_MIRRORS )
{
MsgDev( D_ERROR, "R_AllocateMirrorTexture: mirror textures limit exceeded!\n" );
return 0; // disable
}
texture = tr.mirrorTextures[i];
tr.num_mirrors_used++;
if( !texture )
{
// not initialized ?
memset( &r_screen, 0, sizeof( r_screen ));
Q_snprintf( txName, sizeof( txName ), "*screen%i", i );
r_screen.width = RI.viewport[2];
r_screen.height = RI.viewport[3];
r_screen.type = PF_RGBA_32;
r_screen.size = r_screen.width * r_screen.height * 4;
r_screen.flags = IMAGE_HAS_COLOR;
r_screen.buffer = NULL; // create empty texture for now
tr.mirrorTextures[i] = GL_LoadTextureInternal( txName, &r_screen, TF_IMAGE, false );
texture = tr.mirrorTextures[i];
}
GL_Bind( GL_TEXTURE0, texture );
pglCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3], 0 );
return texture;
}
/*
================
R_DrawMirrors
Draw all viewpasess from mirror position
Mirror textures will be drawn in normal pass
================
*/
void R_DrawMirrors( void )
{
ref_instance_t oldRI;
mplane_t plane;
msurface_t *surf, *surf2;
int i, oldframecount;
mextrasurf_t *es, *tmp, *mirrorchain;
vec3_t forward, right, up;
vec3_t origin, angles;
matrix4x4 mirrormatrix;
cl_entity_t *e;
model_t *m;
float d;
if( !tr.num_mirror_entities ) return; // mo mirrors for this frame
oldRI = RI; // make refinst backup
oldframecount = tr.framecount;
for( i = 0; i < tr.num_mirror_entities; i++ )
{
mirrorchain = tr.mirror_entities[i].chain;
for( es = mirrorchain; es != NULL; es = es->mirrorchain )
{
RI.currententity = e = tr.mirror_entities[i].ent;
RI.currentmodel = m = RI.currententity->model;
surf = es->surf;
ASSERT( RI.currententity != NULL );
ASSERT( RI.currentmodel != NULL );
// NOTE: copy mirrortexture and mirrormatrix from another surfaces
// from this entity\world that has same planes and reduce number of viewpasses
// make sure what we have one pass at least
if( es != mirrorchain )
{
for( tmp = mirrorchain; tmp != es; tmp = tmp->mirrorchain )
{
surf2 = tmp->surf;
if( !tmp->mirrortexturenum )
continue; // not filled?
if( surf->plane->dist != surf2->plane->dist )
continue;
if( !VectorCompare( surf->plane->normal, surf2->plane->normal ))
continue;
// found surface with same plane!
break;
}
if( tmp != es && tmp && tmp->mirrortexturenum )
{
// just copy reflection texture from surface with same plane
Matrix4x4_Copy( es->mirrormatrix, tmp->mirrormatrix );
es->mirrortexturenum = tmp->mirrortexturenum;
continue; // pass skiped
}
}
R_PlaneForMirror( surf, &plane, mirrormatrix );
d = -2.0f * ( DotProduct( RI.vieworg, plane.normal ) - plane.dist );
VectorMA( RI.vieworg, d, plane.normal, origin );
d = -2.0f * DotProduct( RI.vforward, plane.normal );
VectorMA( RI.vforward, d, plane.normal, forward );
VectorNormalize( forward );
d = -2.0f * DotProduct( RI.vright, plane.normal );
VectorMA( RI.vright, d, plane.normal, right );
VectorNormalize( right );
d = -2.0f * DotProduct( RI.vup, plane.normal );
VectorMA( RI.vup, d, plane.normal, up );
VectorNormalize( up );
VectorsAngles( forward, right, up, angles );
angles[ROLL] = -angles[ROLL];
RI.params = RP_MIRRORVIEW|RP_CLIPPLANE|RP_OLDVIEWLEAF;
RI.clipPlane = plane;
GL_FrustumSetPlane( &RI.frustum, FRUSTUM_NEAR, plane.normal, plane.dist );
RI.viewangles[0] = anglemod( angles[0] );
RI.viewangles[1] = anglemod( angles[1] );
RI.viewangles[2] = anglemod( angles[2] );
VectorCopy( origin, RI.vieworg );
VectorCopy( origin, RI.cullorigin );
// put pvsorigin before the mirror plane to avoid get full visibility on world mirrors
if( RI.currententity == clgame.entities )
{
VectorMA( es->origin, 1.0f, plane.normal, origin );
}
else
{
Matrix4x4_VectorTransform( mirrormatrix, es->origin, origin );
VectorMA( origin, 1.0f, plane.normal, origin );
}
VectorCopy( origin, RI.pvsorigin );
if( GL_Support( GL_ARB_TEXTURE_NPOT_EXT ))
{
// allow screen size
RI.viewport[2] = bound( 96, RI.viewport[2], 1024 );
RI.viewport[3] = bound( 72, RI.viewport[3], 768 );
}
else
{
RI.viewport[2] = NearestPOW( RI.viewport[2], true );
RI.viewport[3] = NearestPOW( RI.viewport[3], true );
RI.viewport[2] = bound( 128, RI.viewport[2], 1024 );
RI.viewport[3] = bound( 64, RI.viewport[3], 512 );
}
R_RenderScene();
r_stats.c_mirror_passes++;
es->mirrortexturenum = R_AllocateMirrorTexture();
// create personal projection matrix for mirror
if( VectorIsNull( e->origin ) && VectorIsNull( e->angles ))
{
Matrix4x4_Copy( es->mirrormatrix, RI.worldviewProjectionMatrix );
}
else
{
Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, mirrormatrix );
Matrix4x4_Concat( es->mirrormatrix, RI.projectionMatrix, RI.modelviewMatrix );
}
RI = oldRI; // restore ref instance
}
// clear chain for this entity
for( es = mirrorchain; es != NULL; )
{
tmp = es->mirrorchain;
es->mirrorchain = NULL;
es = tmp;
}
tr.mirror_entities[i].chain = NULL; // done
tr.mirror_entities[i].ent = NULL;
}
RI.viewleaf = NULL; // force markleafs next frame
tr.num_mirror_entities = 0;
tr.num_mirrors_used = 0;
}
/*
================
R_RecursiveMirrorNode
================
*/
void R_RecursiveMirrorNode( mnode_t *node, uint clipflags )
{
int i, clipped;
msurface_t *surf, **mark;
mleaf_t *pleaf;
int c, side;
float dot;
if( node->contents == CONTENTS_SOLID )
return; // hit a solid leaf
if( node->visframe != tr.visframecount )
return;
if( clipflags )
{
for( i = 0; i < 6; i++ )
{
const mplane_t *p = &RI.frustum.planes[i];
if( !FBitSet( clipflags, BIT( i )))
continue;
clipped = BoxOnPlaneSide( node->minmaxs, node->minmaxs + 3, p );
if( clipped == 2 ) return;
if( clipped == 1 ) ClearBits( clipflags, BIT( i ));
}
}
// if a leaf node, draw stuff
if( node->contents < 0 )
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if( c )
{
do
{
(*mark)->visframe = tr.framecount;
mark++;
} while( --c );
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
dot = PlaneDiff( tr.modelorg, node->plane );
side = (dot >= 0) ? 0 : 1;
// recurse down the children, front side first
R_RecursiveMirrorNode( node->children[side], clipflags );
// draw stuff
for( c = node->numsurfaces, surf = cl.worldmodel->surfaces + node->firstsurface; c; c--, surf++ )
{
if( !FBitSet( surf->flags, SURF_REFLECT ))
continue;
if( R_CullSurface( surf, &RI.frustum, clipflags ))
continue;
surf->info->mirrorchain = tr.mirror_entities[0].chain;
tr.mirror_entities[0].chain = surf->info;
}
// recurse down the back side
R_RecursiveMirrorNode( node->children[!side], clipflags );
}
/*
=================
R_FindBmodelMirrors
Check all bmodel surfaces and make personal mirror chain
=================
*/
void R_FindBmodelMirrors( cl_entity_t *e, qboolean static_entity )
{
vec3_t mins, maxs;
msurface_t *psurf;
model_t *clmodel;
qboolean rotated;
gl_frustum_t *frustum = NULL;
int i;
if( tr.num_mirror_entities >= MAX_MIRROR_ENTITIES )
return;
clmodel = e->model;
// don't draw any water reflections if we underwater
if( cl.local.waterlevel >= 3 && FBitSet( clmodel->flags, MODEL_LIQUID ))
return;
if( static_entity )
{
Matrix4x4_LoadIdentity( RI.objectMatrix );
if( R_CullBox( clmodel->mins, clmodel->maxs ))
return;
VectorCopy( RI.cullorigin, tr.modelorg );
frustum = &RI.frustum;
}
else
{
if( !VectorIsNull( e->angles ))
{
for( i = 0; i < 3; i++ )
{
mins[i] = e->origin[i] - clmodel->radius;
maxs[i] = e->origin[i] + clmodel->radius;
}
rotated = true;
}
else
{
VectorAdd( e->origin, clmodel->mins, mins );
VectorAdd( e->origin, clmodel->maxs, maxs );
rotated = false;
}
if( R_CullBox( mins, maxs ))
return;
if( !VectorIsNull( e->origin ) || !VectorIsNull( e->angles ))
{
if( rotated ) Matrix4x4_CreateFromEntity( RI.objectMatrix, e->angles, e->origin, 1.0f );
else Matrix4x4_CreateFromEntity( RI.objectMatrix, vec3_origin, e->origin, 1.0f );
}
else Matrix4x4_LoadIdentity( RI.objectMatrix );
e->visframe = tr.framecount; // visible
if( rotated ) Matrix4x4_VectorITransform( RI.objectMatrix, RI.cullorigin, tr.modelorg );
else VectorSubtract( RI.cullorigin, e->origin, tr.modelorg );
}
psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
for( i = 0; i < clmodel->nummodelsurfaces; i++, psurf++ )
{
if( !FBitSet( psurf->flags, SURF_REFLECT ))
continue;
if( R_CullSurface( psurf, frustum, 0 ))
continue;
psurf->info->mirrorchain = tr.mirror_entities[tr.num_mirror_entities].chain;
tr.mirror_entities[tr.num_mirror_entities].chain = psurf->info;
}
// store new mirror entity
if( !static_entity && tr.mirror_entities[tr.num_mirror_entities].chain != NULL )
{
tr.mirror_entities[tr.num_mirror_entities].ent = RI.currententity;
tr.num_mirror_entities++;
}
}
/*
=================
R_CheckEntitiesOnList
Check all bmodels for mirror surfaces
=================
*/
void R_CheckEntitiesOnList( void )
{
int i;
// world has mirror surfaces
if( tr.mirror_entities[0].chain != NULL )
{
tr.mirror_entities[0].ent = clgame.entities;
tr.num_mirror_entities++;
}
// check solid entities
for( i = 0; i < tr.num_solid_entities; i++ )
{
RI.currententity = tr.solid_entities[i];
RI.currentmodel = RI.currententity->model;
ASSERT( RI.currententity != NULL );
ASSERT( RI.currententity->model != NULL );
switch( RI.currentmodel->type )
{
case mod_brush:
R_FindBmodelMirrors( RI.currententity, false );
break;
}
}
// check translucent entities
for( i = 0; i < tr.num_trans_entities; i++ )
{
RI.currententity = tr.trans_entities[i];
RI.currentmodel = RI.currententity->model;
ASSERT( RI.currententity != NULL );
ASSERT( RI.currententity->model != NULL );
switch( RI.currentmodel->type )
{
case mod_brush:
R_FindBmodelMirrors( RI.currententity, false );
break;
}
}
}
/*
================
R_FindMirrors
Build mirror chains for this frame
================
*/
void R_FindMirrors( void )
{
if( !world.has_mirrors || RI.drawOrtho || !RI.drawWorld || RI.onlyClientDraw || !cl.worldmodel )
return;
// NOTE: we already has initial params at this point like vieworg, viewangles
// all other will be sets into R_SetupFrustum
R_FindViewLeaf ();
// player is outside world. Don't update mirrors for speedup reasons
if(( RI.viewleaf - cl.worldmodel->leafs - 1 ) == -1 )
return;
R_SetupFrustum ();
R_MarkLeaves ();
VectorCopy( RI.cullorigin, tr.modelorg );
RI.currententity = clgame.entities;
RI.currentmodel = RI.currententity->model;
R_RecursiveMirrorNode( cl.worldmodel->nodes, RI.frustum.clipFlags );
R_CheckEntitiesOnList();
}