#include "vk_brush.h" #include "vk_core.h" #include "vk_const.h" #include "vk_buffer.h" #include "vk_pipeline.h" #include "vk_framectl.h" #include "vk_math.h" #include "vk_textures.h" #include "vk_lightmap.h" #include "vk_scene.h" #include "vk_render.h" #include "vk_light.h" #include "vk_mapents.h" #include "ref_params.h" #include "eiface.h" #include #include static struct { struct { int num_vertices, num_indices; } stat; int rtable[MOD_FRAMES][MOD_FRAMES]; } g_brush; void VK_InitRandomTable( void ) { int tu, tv; // make random predictable gEngine.COM_SetRandomSeed( 255 ); for( tu = 0; tu < MOD_FRAMES; tu++ ) { for( tv = 0; tv < MOD_FRAMES; tv++ ) { g_brush.rtable[tu][tv] = gEngine.COM_RandomLong( 0, 0x7FFF ); } } gEngine.COM_SetRandomSeed( 0 ); } qboolean VK_BrushInit( void ) { VK_InitRandomTable (); return true; } void VK_BrushShutdown( void ) { } // speed up sin calculations static const float r_turbsin[] = { #include "warpsin.h" }; #define SUBDIVIDE_SIZE 64 #define TURBSCALE ( 256.0f / ( M_PI2 )) /* ============= EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain ============= */ static void EmitWaterPolys( const cl_entity_t *ent, const msurface_t *warp, qboolean reverse ) { const float time = gpGlobals->time; float *v, nv, waveHeight; float s, t, os, ot; glpoly_t *p; int i; int num_vertices = 0, num_indices = 0; xvk_render_buffer_allocation_t vertex_buffer, index_buffer = {0}; int vertex_offset = 0; vk_vertex_t *gpu_vertices; uint16_t *indices; #define MAX_WATER_VERTICES 16 vk_vertex_t poly_vertices[MAX_WATER_VERTICES]; const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS ); if( !warp->polys ) return; // set the current waveheight // FIXME VK if( warp->polys->verts[0][2] >= RI.vieworg[2] ) // waveHeight = -ent->curstate.scale; // else waveHeight = ent->curstate.scale; // reset fog color for nonlightmapped water // FIXME VK GL_ResetFogColor(); // Compute vertex count for( p = warp->polys; p; p = p->next ) { const int triangles = p->numverts - 2; num_vertices += p->numverts; num_indices += triangles * 3; } vertex_buffer = XVK_RenderBufferAllocAndLock( sizeof(vk_vertex_t), num_vertices ); index_buffer = XVK_RenderBufferAllocAndLock( sizeof(uint16_t), num_indices ); if (vertex_buffer.ptr == NULL || index_buffer.ptr == NULL) { // TODO should we free one of the above if it still succeeded? gEngine.Con_Printf(S_ERROR "Ran out of buffer space\n"); return; } gpu_vertices = vertex_buffer.ptr; indices = index_buffer.ptr; for( p = warp->polys; p; p = p->next ) { ASSERT(p->numverts <= MAX_WATER_VERTICES); if( reverse ) v = p->verts[0] + ( p->numverts - 1 ) * VERTEXSIZE; else v = p->verts[0]; for( i = 0; i < p->numverts; i++ ) { if( waveHeight ) { nv = r_turbsin[(int)(time * 160.0f + v[1] + v[0]) & 255] + 8.0f; nv = (r_turbsin[(int)(v[0] * 5.0f + time * 171.0f - v[1]) & 255] + 8.0f ) * 0.8f + nv; nv = nv * waveHeight + v[2]; } else nv = v[2]; os = v[3]; ot = v[4]; s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255]; s *= ( 1.0f / SUBDIVIDE_SIZE ); t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255]; t *= ( 1.0f / SUBDIVIDE_SIZE ); poly_vertices[i].pos[0] = v[0]; poly_vertices[i].pos[1] = v[1]; poly_vertices[i].pos[2] = nv; poly_vertices[i].gl_tc[0] = s; poly_vertices[i].gl_tc[1] = t; poly_vertices[i].lm_tc[0] = 0; poly_vertices[i].lm_tc[1] = 0; #define WATER_NORMALS poly_vertices[i].normal[0] = 0; poly_vertices[i].normal[1] = 0; #ifdef WATER_NORMALS poly_vertices[i].normal[2] = 0; #else poly_vertices[i].normal[2] = 1; #endif // Ray tracing apparently expects triangle list only (although spec is not very clear about this kekw) if (i > 1) { #ifdef WATER_NORMALS vec3_t e0, e1, normal; VectorSubtract( poly_vertices[i - 1].pos, poly_vertices[0].pos, e0 ); VectorSubtract( poly_vertices[i].pos, poly_vertices[0].pos, e1 ); CrossProduct( e1, e0, normal ); //VectorNormalize(normal); VectorAdd(normal, poly_vertices[0].normal, poly_vertices[0].normal); VectorAdd(normal, poly_vertices[i].normal, poly_vertices[i].normal); VectorAdd(normal, poly_vertices[i - 1].normal, poly_vertices[i - 1].normal); #endif *(indices++) = (uint16_t)(vertex_offset); *(indices++) = (uint16_t)(vertex_offset + i - 1); *(indices++) = (uint16_t)(vertex_offset + i); } if( reverse ) v -= VERTEXSIZE; else v += VERTEXSIZE; } #ifdef WATER_NORMALS for( i = 0; i < p->numverts; i++ ) { VectorNormalize(poly_vertices[i].normal); } #endif memcpy(gpu_vertices + vertex_offset, poly_vertices, sizeof(vk_vertex_t) * p->numverts); vertex_offset += p->numverts; } XVK_RenderBufferUnlock( vertex_buffer.buffer ); XVK_RenderBufferUnlock( index_buffer.buffer ); // Render { const vk_render_geometry_t geometry = { .texture = warp->texinfo->texture->gl_texturenum, // FIXME assert >= 0 .material = kXVkMaterialWater, .surf = warp, .max_vertex = num_vertices, .vertex_offset = vertex_buffer.buffer.unit.offset, .element_count = num_indices, .index_offset = index_buffer.buffer.unit.offset, }; VK_RenderModelDynamicAddGeometry( &geometry ); } // FIXME VK GL_SetupFogColorForSurfaces(); } void XVK_DrawWaterSurfaces( const cl_entity_t *ent ) { const model_t *model = ent->model; vec3_t mins, maxs; if( !VectorIsNull( ent->angles )) { for( int i = 0; i < 3; i++ ) { mins[i] = ent->origin[i] - model->radius; maxs[i] = ent->origin[i] + model->radius; } //rotated = true; } else { VectorAdd( ent->origin, model->mins, mins ); VectorAdd( ent->origin, model->maxs, maxs ); //rotated = false; } // if( R_CullBox( mins, maxs )) // return; VK_RenderModelDynamicBegin( ent->curstate.rendermode, "%s water", model->name ); // Iterate through all surfaces, find *TURB* for( int i = 0; i < model->nummodelsurfaces; i++ ) { const msurface_t *surf = model->surfaces + model->firstmodelsurface + i; if( !FBitSet( surf->flags, SURF_DRAWTURB ) && !FBitSet( surf->flags, SURF_DRAWTURB_QUADS) ) continue; if( surf->plane->type != PLANE_Z && !FBitSet( ent->curstate.effects, EF_WATERSIDES )) continue; if( mins[2] + 1.0f >= surf->plane->dist ) continue; EmitWaterPolys( ent, surf, false ); } // submit as dynamic model VK_RenderModelDynamicCommit(); // TODO: // - upload water geometry only once, animate in compute/vertex shader } /* =============== R_TextureAnimation Returns the proper texture for a given time and surface =============== */ static const texture_t *R_TextureAnimation( const cl_entity_t *ent, const msurface_t *s, const struct texture_s *base_override ) { const texture_t *base = base_override ? base_override : s->texinfo->texture; int count, reletive; if( ent && ent->curstate.frame ) { if( base->alternate_anims ) base = base->alternate_anims; } if( !base->anim_total ) return base; if( base->name[0] == '-' ) { int tx = (int)((s->texturemins[0] + (base->width << 16)) / base->width) % MOD_FRAMES; int ty = (int)((s->texturemins[1] + (base->height << 16)) / base->height) % MOD_FRAMES; reletive = g_brush.rtable[tx][ty] % base->anim_total; } else { int speed; // Quake1 textures uses 10 frames per second if( FBitSet( findTexture( base->gl_texturenum )->flags, TF_QUAKEPAL )) speed = 10; else speed = 20; reletive = (int)(gpGlobals->time * speed) % base->anim_total; } count = 0; while( base->anim_min > reletive || base->anim_max <= reletive ) { base = base->anim_next; if( !base || ++count > MOD_FRAMES ) return s->texinfo->texture; } return base; } void VK_BrushModelDraw( const cl_entity_t *ent, int render_mode ) { // Expect all buffers to be bound const model_t *mod = ent->model; vk_brush_model_t *bmodel = mod->cache.data; if (!bmodel) { gEngine.Con_Printf( S_ERROR "Model %s wasn't loaded\n", mod->name); return; } if (bmodel->num_water_surfaces) { XVK_DrawWaterSurfaces(ent); } if (bmodel->render_model.num_geometries == 0) return; for (int i = 0; i < bmodel->render_model.num_geometries; ++i) { vk_render_geometry_t *geom = bmodel->render_model.geometries + i; const int surface_index = geom->surf - mod->surfaces; const struct texture_s *override = g_map_entities.patch.surfaces ? g_map_entities.patch.surfaces[surface_index].tex : NULL; const texture_t *t = R_TextureAnimation(ent, geom->surf, override); if (t->gl_texturenum < 0) continue; geom->texture = t->gl_texturenum; } bmodel->render_model.render_mode = render_mode; VK_RenderModelDraw(ent, &bmodel->render_model); } static qboolean renderableSurface( const msurface_t *surf, int i ) { // if ( i >= 0 && (surf->flags & ~(SURF_PLANEBACK | SURF_UNDERWATER | SURF_TRANSPARENT)) != 0) // { // gEngine.Con_Reportf("\t%d flags: ", i); // #define PRINTFLAGS(X) \ // X(SURF_PLANEBACK) \ // X(SURF_DRAWSKY) \ // X(SURF_DRAWTURB_QUADS) \ // X(SURF_DRAWTURB) \ // X(SURF_DRAWTILED) \ // X(SURF_CONVEYOR) \ // X(SURF_UNDERWATER) \ // X(SURF_TRANSPARENT) // #define PRINTFLAG(f) if (FBitSet(surf->flags, f)) gEngine.Con_Reportf(" %s", #f); // PRINTFLAGS(PRINTFLAG) // gEngine.Con_Reportf("\n"); // } // if (g_map_entities.patch.surfaces && g_map_entities.patch.surfaces[i].flags & Patch_Surface_Delete) return false; //if( surf->flags & ( SURF_DRAWSKY | SURF_DRAWTURB | SURF_CONVEYOR | SURF_DRAWTURB_QUADS ) ) { if( surf->flags & ( SURF_DRAWTURB | SURF_DRAWTURB_QUADS ) ) { //if( surf->flags & ( SURF_DRAWSKY | SURF_CONVEYOR ) ) { // FIXME don't print this on second sort-by-texture pass //gEngine.Con_Reportf("Skipping surface %d because of flags %08x\n", i, surf->flags); return false; } // Explicitly enable SURF_SKY, otherwise they will be skipped by SURF_DRAWTILED if( FBitSet( surf->flags, SURF_DRAWSKY )) { return true; } if( FBitSet( surf->flags, SURF_DRAWTILED )) { //gEngine.Con_Reportf("Skipping surface %d because of tiled flag\n", i); return false; } return true; } typedef struct { int num_surfaces, num_vertices, num_indices; int max_texture_id; int water_surfaces; //int sky_surfaces; } model_sizes_t; static model_sizes_t computeSizes( const model_t *mod ) { model_sizes_t sizes = {0}; for( int i = 0; i < mod->nummodelsurfaces; ++i) { const msurface_t *surf = mod->surfaces + mod->firstmodelsurface + i; sizes.water_surfaces += !!(surf->flags & (SURF_DRAWTURB | SURF_DRAWTURB_QUADS)); if (!renderableSurface(surf, i)) continue; ++sizes.num_surfaces; sizes.num_vertices += surf->numedges; sizes.num_indices += 3 * (surf->numedges - 1); if (surf->texinfo->texture->gl_texturenum > sizes.max_texture_id) sizes.max_texture_id = surf->texinfo->texture->gl_texturenum; } return sizes; } static qboolean loadBrushSurfaces( model_sizes_t sizes, const model_t *mod ) { vk_brush_model_t *bmodel = mod->cache.data; uint32_t vertex_offset = 0; int num_geometries = 0; xvk_render_buffer_allocation_t vertex_buffer, index_buffer; vk_vertex_t *bvert = NULL; uint16_t *bind = NULL; uint32_t index_offset = 0; vertex_buffer = XVK_RenderBufferAllocAndLock( sizeof(vk_vertex_t), sizes.num_vertices ); index_buffer = XVK_RenderBufferAllocAndLock( sizeof(uint16_t), sizes.num_indices ); if (vertex_buffer.ptr == NULL || index_buffer.ptr == NULL) { gEngine.Con_Printf(S_ERROR "Ran out of buffer space\n"); return false; } bvert = vertex_buffer.ptr; bind = index_buffer.ptr; index_offset = index_buffer.buffer.unit.offset; // Load sorted by gl_texturenum for (int t = 0; t <= sizes.max_texture_id; ++t) { for( int i = 0; i < mod->nummodelsurfaces; ++i) { const int surface_index = mod->firstmodelsurface + i; msurface_t *surf = mod->surfaces + surface_index; mextrasurf_t *info = surf->info; vk_render_geometry_t *model_geometry = bmodel->render_model.geometries + num_geometries; const float sample_size = gEngine.Mod_SampleSizeForFace( surf ); int index_count = 0; vec3_t tangent; int tex_id = surf->texinfo->texture->gl_texturenum; const xvk_patch_surface_t *const psurf = g_map_entities.patch.surfaces ? g_map_entities.patch.surfaces + surface_index : NULL; if (!renderableSurface(surf, -1)) continue; if (psurf && psurf->flags & Patch_Surface_Texture) tex_id = psurf->tex_id; if (t != tex_id) continue; ++num_geometries; //gEngine.Con_Reportf( "surface %d: numverts=%d numedges=%d\n", i, surf->polys ? surf->polys->numverts : -1, surf->numedges ); if (vertex_offset + surf->numedges >= UINT16_MAX) { gEngine.Con_Printf(S_ERROR "Model %s indices don't fit into 16 bits\n", mod->name); // FIXME unlock and free buffers return false; } model_geometry->surf = surf; model_geometry->texture = tex_id; model_geometry->vertex_offset = vertex_buffer.buffer.unit.offset; model_geometry->max_vertex = vertex_offset + surf->numedges; model_geometry->index_offset = index_offset; if( FBitSet( surf->flags, SURF_DRAWSKY )) { model_geometry->material = kXVkMaterialSky; } else { model_geometry->material = kXVkMaterialRegular; if (!FBitSet( surf->flags, SURF_DRAWTILED )) { VK_CreateSurfaceLightmap( surf, mod ); } } if (FBitSet( surf->flags, SURF_CONVEYOR )) { model_geometry->material = kXVkMaterialConveyor; } // FIXME material should be flags if (psurf && psurf->flags & Patch_Surface_Emissive) { model_geometry->material = kXVkMaterialEmissive; VectorCopy(psurf->emissive, model_geometry->emissive); } VectorCopy(surf->texinfo->vecs[0], tangent); VectorNormalize(tangent); for( int k = 0; k < surf->numedges; k++ ) { const int iedge = mod->surfedges[surf->firstedge + k]; const medge_t *edge = mod->edges + (iedge >= 0 ? iedge : -iedge); const mvertex_t *in_vertex = mod->vertexes + (iedge >= 0 ? edge->v[0] : edge->v[1]); vk_vertex_t vertex = { {in_vertex->position[0], in_vertex->position[1], in_vertex->position[2]}, }; float s = DotProduct( in_vertex->position, surf->texinfo->vecs[0] ) + surf->texinfo->vecs[0][3]; float t = DotProduct( in_vertex->position, surf->texinfo->vecs[1] ) + surf->texinfo->vecs[1][3]; s /= surf->texinfo->texture->width; t /= surf->texinfo->texture->height; vertex.gl_tc[0] = s; vertex.gl_tc[1] = t; // lightmap texture coordinates s = DotProduct( in_vertex->position, info->lmvecs[0] ) + info->lmvecs[0][3]; s -= info->lightmapmins[0]; s += surf->light_s * sample_size; s += sample_size * 0.5f; s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; t = DotProduct( in_vertex->position, info->lmvecs[1] ) + info->lmvecs[1][3]; t -= info->lightmapmins[1]; t += surf->light_t * sample_size; t += sample_size * 0.5f; t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; if( FBitSet( surf->flags, SURF_PLANEBACK )) VectorNegate( surf->plane->normal, vertex.normal ); else VectorCopy( surf->plane->normal, vertex.normal ); VectorCopy(tangent, vertex.tangent); vertex.lm_tc[0] = s; vertex.lm_tc[1] = t; *(bvert++) = vertex; // Ray tracing apparently expects triangle list only (although spec is not very clear about this kekw) if (k > 1) { *(bind++) = (uint16_t)(vertex_offset + 0); *(bind++) = (uint16_t)(vertex_offset + k - 1); *(bind++) = (uint16_t)(vertex_offset + k); index_count += 3; index_offset += 3; } } model_geometry->element_count = index_count; vertex_offset += surf->numedges; } } XVK_RenderBufferUnlock( index_buffer.buffer ); XVK_RenderBufferUnlock( vertex_buffer.buffer ); ASSERT(sizes.num_surfaces == num_geometries); bmodel->render_model.num_geometries = num_geometries; return true; } qboolean VK_BrushModelLoad( model_t *mod, qboolean map ) { if (mod->cache.data) { gEngine.Con_Reportf( S_WARN "Model %s was already loaded\n", mod->name ); return true; } gEngine.Con_Reportf("%s: %s flags=%08x\n", __FUNCTION__, mod->name, mod->flags); { const model_sizes_t sizes = computeSizes( mod ); const size_t model_size = sizeof(vk_brush_model_t) + sizeof(vk_render_geometry_t) * sizes.num_surfaces; vk_brush_model_t *bmodel = Mem_Calloc(vk_core.pool, model_size); mod->cache.data = bmodel; Q_strncpy(bmodel->render_model.debug_name, mod->name, sizeof(bmodel->render_model.debug_name)); bmodel->render_model.render_mode = kRenderNormal; bmodel->render_model.static_map = map; bmodel->num_water_surfaces = sizes.water_surfaces; if (sizes.num_surfaces != 0) { bmodel->render_model.geometries = (vk_render_geometry_t*)((char*)(bmodel + 1)); if (!loadBrushSurfaces(sizes, mod) || !VK_RenderModelInit(&bmodel->render_model)) { gEngine.Con_Printf(S_ERROR "Could not load model %s\n", mod->name); Mem_Free(bmodel); return false; } } g_brush.stat.num_indices += sizes.num_indices; g_brush.stat.num_vertices += sizes.num_vertices; gEngine.Con_Reportf("Model %s loaded surfaces: %d (of %d); total vertices: %u, total indices: %u\n", mod->name, bmodel->render_model.num_geometries, mod->nummodelsurfaces, g_brush.stat.num_vertices, g_brush.stat.num_indices); } return true; } void VK_BrushModelDestroy( model_t *mod ) { vk_brush_model_t *bmodel = mod->cache.data; ASSERT(mod->type == mod_brush); if (!bmodel) return; VK_RenderModelDestroy(&bmodel->render_model); Mem_Free(bmodel); mod->cache.data = NULL; } void VK_BrushStatsClear( void ) { // Free previous map data g_brush.stat.num_vertices = 0; g_brush.stat.num_indices = 0; }