#include "vk_scene.h" #include "vk_brush.h" #include "vk_staging.h" #include "vk_studio.h" #include "vk_lightmap.h" #include "vk_const.h" #include "vk_render.h" #include "vk_geometry.h" #include "vk_math.h" #include "vk_common.h" #include "vk_core.h" #include "vk_sprite.h" #include "vk_beams.h" #include "vk_light.h" #include "vk_rtx.h" #include "vk_textures.h" #include "vk_cvar.h" #include "vk_materials.h" #include "camera.h" #include "vk_mapents.h" #include "profiler.h" #include "com_strings.h" #include "ref_params.h" #include "eiface.h" #include "pm_movevars.h" #include // qsort #include #define PROFILER_SCOPES(X) \ X(scene_render, "VK_SceneRender"); \ X(draw_viewmodel, "draw viewmodel"); \ X(draw_worldbrush, "draw worldbrush"); \ X(draw_opaques, "draw opaque entities"); \ X(draw_opaque_beams, "draw opaque beams"); \ X(draw_translucent, "draw translucent entities"); \ X(draw_transparent_beams, "draw transparent beams"); \ #define SCOPE_DECLARE(scope, name) APROF_SCOPE_DECLARE(scope) PROFILER_SCOPES(SCOPE_DECLARE) #undef SCOPE_DECLARE typedef struct vk_trans_entity_s { struct cl_entity_s *entity; int render_mode; } vk_trans_entity_t; typedef struct draw_list_s { struct cl_entity_s *solid_entities[MAX_SCENE_ENTITIES]; // opaque moving or alpha brushes vk_trans_entity_t trans_entities[MAX_SCENE_ENTITIES]; // translucent brushes or studio models kek struct cl_entity_s *beam_entities[MAX_SCENE_ENTITIES]; uint num_solid_entities; uint num_trans_entities; uint num_beam_entities; } draw_list_t; static struct { draw_list_t draw_stack[MAX_SCENE_STACK]; int draw_stack_pos; draw_list_t *draw_list; } g_lists; static void loadLights( const model_t *const map ) { RT_LightsLoadBegin(map); const int num_models = gEngine.EngineGetParm( PARM_NUMMODELS, 0 ); for( int i = 0; i < num_models; i++ ) { const model_t *const mod = gEngine.pfnGetModelByIndex( i + 1 ); if (!mod) continue; if( mod->type != mod_brush ) continue; const qboolean is_worldmodel = i == 0; R_VkBrushModelCollectEmissiveSurfaces(mod, is_worldmodel); } // Load static map lights // Reads surfaces from loaded brush models (must happen after all brushes are loaded) RT_LightsLoadEnd(); } static void reloadMaterials( void ) { // Materials do affect patching, as new materials can be referenced in patch data // So we must do the full sequence XVK_ParseMapEntities(); XVK_ReloadMaterials(); XVK_ParseMapPatches(); // Assumes that the map has been loaded // Might have loaded new patch data, need to reload lighting data just in case const model_t *const map = gEngine.pfnGetModelByIndex( 1 ); loadLights(map); } // Same as the above, but avoids reloading heavy materials data // Only reloads light entities, patches, rad files static void reloadPatches( void ) { // Must re-parse map entities to initialize initial values before patching XVK_ParseMapEntities(); // Wadlist doesn't change, so no need to reload materials here XVK_ParseMapPatches(); // Assumes that the map brush model has been loaded // Patching does disturb light sources, reinitialize const model_t *const map = gEngine.pfnGetModelByIndex( 1 ); loadLights(map); } void VK_SceneInit( void ) { PROFILER_SCOPES(APROF_SCOPE_INIT); g_lists.draw_list = g_lists.draw_stack; g_lists.draw_stack_pos = 0; if (vk_core.rtx) { gEngine.Cmd_AddCommand("vk_rtx_reload_materials", reloadMaterials, "Reload PBR materials"); gEngine.Cmd_AddCommand("vk_rtx_reload_patches", reloadPatches, "Reload patches (does not update surface deletion)"); gEngine.Cmd_AddCommand("vk_rtx_reload_rad", reloadPatches, "Reload RAD files for static lights"); } } #define R_ModelOpaque( rm ) ( rm == kRenderNormal ) int R_FIXME_GetEntityRenderMode( cl_entity_t *ent ) { //int i, opaque, trans; //mstudiotexture_t *ptexture; model_t *model; //studiohdr_t *phdr; /* TODO if( ent->player ) // check it for real playermodel model = R_StudioSetupPlayerModel( ent->curstate.number - 1 ); else */ model = ent->model; if( R_ModelOpaque( ent->curstate.rendermode )) { if(( model && model->type == mod_brush ) && FBitSet( model->flags, MODEL_TRANSPARENT )) return kRenderTransAlpha; } /* TODO studio models hack ptexture = (mstudiotexture_t *)((byte *)phdr + phdr->textureindex); for( opaque = trans = i = 0; i < phdr->numtextures; i++, ptexture++ ) { // ignore chrome & additive it's just a specular-like effect if( FBitSet( ptexture->flags, STUDIO_NF_ADDITIVE ) && !FBitSet( ptexture->flags, STUDIO_NF_CHROME )) trans++; else opaque++; } // if model is more additive than opaque if( trans > opaque ) return kRenderTransAdd; */ return ent->curstate.rendermode; } // tell the renderer what new map is started void R_NewMap( void ) { const int num_models = gEngine.EngineGetParm( PARM_NUMMODELS, 0 ); const model_t *const map = gEngine.pfnGetModelByIndex( 1 ); // Existence of cache.data for the world means that we've already have loaded this map // and this R_NewMap call is from within loading of a saved game. const qboolean is_save_load = !!gEngine.pfnGetModelByIndex( 1 )->cache.data; gEngine.Con_Reportf( "R_NewMap, loading save: %d\n", is_save_load ); // Skip clearing already loaded data if the map hasn't changed. if (is_save_load) return; // TODO should we do something like VK_BrushBeginLoad? VK_BrushStatsClear(); R_GeometryBuffer_MapClear(); VK_ClearLightmap(); // This is to ensure that we have computed lightstyles properly VK_RunLightStyles(); XVK_SetupSky( gEngine.pfnGetMoveVars()->skyName ); if (vk_core.rtx) VK_RayNewMap(); // Load light entities and patch data prior to loading map brush model XVK_ParseMapEntities(); // Load PBR materials (depends on wadlist from parsed map entities) XVK_ReloadMaterials(); // Parse patch data // Depends on loaded materials. Must preceed loading brush models. XVK_ParseMapPatches(); // Load all models at once gEngine.Con_Reportf( "Num models: %d:\n", num_models ); for( int i = 0; i < num_models; i++ ) { model_t *m; if(( m = gEngine.pfnGetModelByIndex( i + 1 )) == NULL ) continue; gEngine.Con_Reportf( " %d: name=%s, type=%d, submodels=%d, nodes=%d, surfaces=%d, nummodelsurfaces=%d\n", i, m->name, m->type, m->numsubmodels, m->numnodes, m->numsurfaces, m->nummodelsurfaces); if( m->type != mod_brush ) continue; if (!VK_BrushModelLoad(m)) gEngine.Host_Error( "Couldn't load model %s\n", m->name ); } RT_LightsNewMap(map); loadLights(map); // TODO should we do something like VK_BrushEndLoad? VK_UploadLightmap(); } qboolean R_AddEntity( struct cl_entity_s *clent, int type ) { /* if( !r_drawentities->value ) */ /* return false; // not allow to drawing */ int render_mode; if( !clent || !clent->model ) return false; // if set to invisible, skip if( FBitSet( clent->curstate.effects, EF_NODRAW )) return false; // done render_mode = R_FIXME_GetEntityRenderMode( clent ); /* TODO if( !R_ModelOpaque( clent->curstate.rendermode ) && CL_FxBlend( clent ) <= 0 ) return true; // invisible switch( type ) { case ET_FRAGMENTED: r_stats.c_client_ents++; break; case ET_TEMPENTITY: r_stats.c_active_tents_count++; break; default: break; } */ if( render_mode == kRenderNormal ) { if( g_lists.draw_list->num_solid_entities >= ARRAYSIZE(g_lists.draw_list->solid_entities) ) return false; g_lists.draw_list->solid_entities[g_lists.draw_list->num_solid_entities] = clent; g_lists.draw_list->num_solid_entities++; } else { if( g_lists.draw_list->num_trans_entities >= ARRAYSIZE(g_lists.draw_list->trans_entities) ) return false; g_lists.draw_list->trans_entities[g_lists.draw_list->num_trans_entities] = (vk_trans_entity_t){ clent, render_mode }; g_lists.draw_list->num_trans_entities++; } return true; } void R_ProcessEntData( qboolean allocate ) { if( !allocate ) { g_lists.draw_list->num_solid_entities = 0; g_lists.draw_list->num_trans_entities = 0; g_lists.draw_list->num_beam_entities = 0; } if( gEngine.drawFuncs->R_ProcessEntData ) gEngine.drawFuncs->R_ProcessEntData( allocate ); } void R_ClearScreen( void ) { g_lists.draw_list->num_solid_entities = 0; g_lists.draw_list->num_trans_entities = 0; g_lists.draw_list->num_beam_entities = 0; // clear the scene befor start new frame if( gEngine.drawFuncs->R_ClearScene != NULL ) gEngine.drawFuncs->R_ClearScene(); } void R_PushScene( void ) { if( ++g_lists.draw_stack_pos >= MAX_SCENE_STACK ) gEngine.Host_Error( "draw stack overflow\n" ); g_lists.draw_list = &g_lists.draw_stack[g_lists.draw_stack_pos]; } void R_PopScene( void ) { if( --g_lists.draw_stack_pos < 0 ) gEngine.Host_Error( "draw stack underflow\n" ); g_lists.draw_list = &g_lists.draw_stack[g_lists.draw_stack_pos]; } // clear the render entities before each frame void R_ClearScene( void ) { g_lists.draw_list->num_solid_entities = 0; g_lists.draw_list->num_trans_entities = 0; g_lists.draw_list->num_beam_entities = 0; } void R_RenderScene( void ) { PRINT_NOT_IMPLEMENTED(); } static void R_RotateForEntity( matrix4x4 out, const cl_entity_t *e ) { float scale = 1.0f; if( e == gEngine.GetEntityByIndex( 0 ) ) { Matrix4x4_LoadIdentity(out); return; } if( e->model->type != mod_brush && e->curstate.scale > 0.0f ) scale = e->curstate.scale; Matrix4x4_CreateFromEntity( out, e->angles, e->origin, scale ); } // FIXME find a better place for this function static int R_RankForRenderMode( int rendermode ) { switch( rendermode ) { case kRenderTransTexture: return 1; // draw second case kRenderTransAdd: return 2; // draw third case kRenderGlow: return 3; // must be last! } return 0; } /* =============== R_TransEntityCompare Sorting translucent entities by rendermode then by distance FIXME find a better place for this function =============== */ static int R_TransEntityCompare( const void *a, const void *b) { vk_trans_entity_t *tent1, *tent2; cl_entity_t *ent1, *ent2; vec3_t vecLen, org; float dist1, dist2; int rendermode1; int rendermode2; tent1 = (vk_trans_entity_t*)a; tent2 = (vk_trans_entity_t*)b; ent1 = tent1->entity; ent2 = tent2->entity; rendermode1 = tent1->render_mode; rendermode2 = tent2->render_mode; // sort by distance if( ent1->model->type != mod_brush || rendermode1 != kRenderTransAlpha ) { VectorAverage( ent1->model->mins, ent1->model->maxs, org ); VectorAdd( ent1->origin, org, org ); VectorSubtract( g_camera.vieworg, org, vecLen ); dist1 = DotProduct( vecLen, vecLen ); } else dist1 = 1000000000; if( ent2->model->type != mod_brush || rendermode2 != kRenderTransAlpha ) { VectorAverage( ent2->model->mins, ent2->model->maxs, org ); VectorAdd( ent2->origin, org, org ); VectorSubtract( g_camera.vieworg, org, vecLen ); dist2 = DotProduct( vecLen, vecLen ); } else dist2 = 1000000000; if( dist1 > dist2 ) return -1; if( dist1 < dist2 ) return 1; // then sort by rendermode if( R_RankForRenderMode( rendermode1 ) > R_RankForRenderMode( rendermode2 )) return 1; if( R_RankForRenderMode( rendermode1 ) < R_RankForRenderMode( rendermode2 )) return -1; return 0; } // FIXME where should this function be #define RP_NORMALPASS() true // FIXME ??? int CL_FxBlend( cl_entity_t *e ) // FIXME do R_SetupFrustum: , vec3_t vforward ) { int blend = 0; float offset, dist; vec3_t tmp; offset = ((int)e->index ) * 363.0f; // Use ent index to de-sync these fx switch( e->curstate.renderfx ) { case kRenderFxPulseSlowWide: blend = e->curstate.renderamt + 0x40 * sin( gpGlobals->time * 2 + offset ); break; case kRenderFxPulseFastWide: blend = e->curstate.renderamt + 0x40 * sin( gpGlobals->time * 8 + offset ); break; case kRenderFxPulseSlow: blend = e->curstate.renderamt + 0x10 * sin( gpGlobals->time * 2 + offset ); break; case kRenderFxPulseFast: blend = e->curstate.renderamt + 0x10 * sin( gpGlobals->time * 8 + offset ); break; case kRenderFxFadeSlow: if( RP_NORMALPASS( )) { if( e->curstate.renderamt > 0 ) e->curstate.renderamt -= 1; else e->curstate.renderamt = 0; } blend = e->curstate.renderamt; break; case kRenderFxFadeFast: if( RP_NORMALPASS( )) { if( e->curstate.renderamt > 3 ) e->curstate.renderamt -= 4; else e->curstate.renderamt = 0; } blend = e->curstate.renderamt; break; case kRenderFxSolidSlow: if( RP_NORMALPASS( )) { if( e->curstate.renderamt < 255 ) e->curstate.renderamt += 1; else e->curstate.renderamt = 255; } blend = e->curstate.renderamt; break; case kRenderFxSolidFast: if( RP_NORMALPASS( )) { if( e->curstate.renderamt < 252 ) e->curstate.renderamt += 4; else e->curstate.renderamt = 255; } blend = e->curstate.renderamt; break; case kRenderFxStrobeSlow: blend = 20 * sin( gpGlobals->time * 4 + offset ); if( blend < 0 ) blend = 0; else blend = e->curstate.renderamt; break; case kRenderFxStrobeFast: blend = 20 * sin( gpGlobals->time * 16 + offset ); if( blend < 0 ) blend = 0; else blend = e->curstate.renderamt; break; case kRenderFxStrobeFaster: blend = 20 * sin( gpGlobals->time * 36 + offset ); if( blend < 0 ) blend = 0; else blend = e->curstate.renderamt; break; case kRenderFxFlickerSlow: blend = 20 * (sin( gpGlobals->time * 2 ) + sin( gpGlobals->time * 17 + offset )); if( blend < 0 ) blend = 0; else blend = e->curstate.renderamt; break; case kRenderFxFlickerFast: blend = 20 * (sin( gpGlobals->time * 16 ) + sin( gpGlobals->time * 23 + offset )); if( blend < 0 ) blend = 0; else blend = e->curstate.renderamt; break; case kRenderFxHologram: case kRenderFxDistort: VectorCopy( e->origin, tmp ); VectorSubtract( tmp, g_camera.vieworg, tmp ); dist = DotProduct( tmp, g_camera.vforward ); // turn off distance fade if( e->curstate.renderfx == kRenderFxDistort ) dist = 1; if( dist <= 0 ) { blend = 0; } else { e->curstate.renderamt = 180; if( dist <= 100 ) blend = e->curstate.renderamt; else blend = (int) ((1.0f - ( dist - 100 ) * ( 1.0f / 400.0f )) * e->curstate.renderamt ); blend += gEngine.COM_RandomLong( -32, 31 ); } break; default: blend = e->curstate.renderamt; break; } blend = bound( 0, blend, 255 ); return blend; } static void drawEntity( cl_entity_t *ent, int render_mode ) { const model_t *mod = ent->model; matrix4x4 model; if (!mod) return; // handle studiomodels with custom rendermodes on texture const float blend = render_mode == kRenderNormal ? 1.f : CL_FxBlend( ent ) / 255.0f; // TODO ref_gl does this earlier (when adding entity), can we too? if( blend <= 0.0f ) return; switch (mod->type) { case mod_brush: R_RotateForEntity( model, ent ); VK_RenderStateSetMatrixModel( model ); VK_BrushModelDraw( ent, render_mode, blend, model ); break; case mod_studio: VK_RenderStateSetMatrixModel( matrix4x4_identity ); VK_StudioDrawModel( ent, render_mode, blend ); break; case mod_sprite: VK_RenderStateSetMatrixModel( matrix4x4_identity ); R_VkSpriteDrawModel( ent, blend ); break; case mod_alias: case mod_bad: PRINT_NOT_IMPLEMENTED(); break; } } static float g_frametime = 0; void VK_SceneRender( const ref_viewpass_t *rvp ) { APROF_SCOPE_BEGIN_EARLY(scene_render); const cl_entity_t* const local_player = gEngine.GetLocalPlayer(); g_frametime = /*FIXME VK RP_NORMALPASS( )) ? */ gpGlobals->time - gpGlobals->oldtime /* FIXME VK : 0.f */; R_SetupCamera( rvp ); VK_RenderStateSetMatrixProjection( g_camera.projectionMatrix, g_camera.fov_y ); // FIXME why is this in degrees, not in radians? * M_PI_F / 360.0f ); VK_RenderStateSetMatrixView( g_camera.modelviewMatrix ); VK_RenderStateSetMatrixModel( matrix4x4_identity ); VK_RenderDebugLabelBegin( "opaque" ); // Draw view model { APROF_SCOPE_BEGIN(draw_viewmodel); R_RunViewmodelEvents(); R_DrawViewModel(); APROF_SCOPE_END(draw_viewmodel); } // Draw world brush { APROF_SCOPE_BEGIN(draw_worldbrush); cl_entity_t *world = gEngine.GetEntityByIndex( 0 ); if( world && world->model ) { const float blend = 1.f; VK_BrushModelDraw( world, kRenderNormal, blend, NULL ); } APROF_SCOPE_END(draw_worldbrush); } { // Draw flashlight for local player if( FBitSet( local_player->curstate.effects, EF_DIMLIGHT )) { RT_LightAddFlashlight(local_player, true); } } APROF_SCOPE_BEGIN(draw_opaques); // Draw opaque entities for (int i = 0; i < g_lists.draw_list->num_solid_entities; ++i) { cl_entity_t *ent = g_lists.draw_list->solid_entities[i]; drawEntity(ent, kRenderNormal); // Draw flashlight for other players if( FBitSet( ent->curstate.effects, EF_DIMLIGHT ) && ent != local_player) { RT_LightAddFlashlight(ent, false); } } APROF_SCOPE_END(draw_opaques); // Draw opaque beams APROF_SCOPE_BEGIN(draw_opaque_beams); gEngine.CL_DrawEFX( g_frametime, false ); APROF_SCOPE_END(draw_opaque_beams); VK_RenderDebugLabelEnd(); VK_RenderDebugLabelBegin( "tranparent" ); { APROF_SCOPE_BEGIN(draw_translucent); // sort translucents entities by rendermode and distance qsort( g_lists.draw_list->trans_entities, g_lists.draw_list->num_trans_entities, sizeof( vk_trans_entity_t ), R_TransEntityCompare ); // Draw transparent ents for (int i = 0; i < g_lists.draw_list->num_trans_entities; ++i) { const vk_trans_entity_t *ent = g_lists.draw_list->trans_entities + i; drawEntity(ent->entity, ent->render_mode); } APROF_SCOPE_END(draw_translucent); } // Draw transparent beams APROF_SCOPE_BEGIN(draw_transparent_beams); gEngine.CL_DrawEFX( g_frametime, true ); APROF_SCOPE_END(draw_transparent_beams); VK_RenderDebugLabelEnd(); if (ui_infotool->value > 0) XVK_CameraDebugPrintCenterEntity(); APROF_SCOPE_END(scene_render); } /* ================ CL_AddCustomBeam Add the beam that encoded as custom entity ================ */ void CL_AddCustomBeam( cl_entity_t *pEnvBeam ) { if( g_lists.draw_list->num_beam_entities >= ARRAYSIZE(g_lists.draw_list->beam_entities) ) { gEngine.Con_Printf( S_ERROR "Too many beams %d!\n", g_lists.draw_list->num_beam_entities ); return; } if( pEnvBeam ) { g_lists.draw_list->beam_entities[g_lists.draw_list->num_beam_entities] = pEnvBeam; g_lists.draw_list->num_beam_entities++; } } void CL_DrawBeams( int fTrans, BEAM *active_beams ) { BEAM *pBeam; int i, flags; // FIXME VK pglDepthMask( fTrans ? GL_FALSE : GL_TRUE ); // server beams don't allocate beam chains // all params are stored in cl_entity_t for( i = 0; i < g_lists.draw_list->num_beam_entities; i++ ) { cl_entity_t *currentbeam = g_lists.draw_list->beam_entities[i]; flags = currentbeam->curstate.rendermode & 0xF0; if( fTrans && FBitSet( flags, FBEAM_SOLID )) continue; if( !fTrans && !FBitSet( flags, FBEAM_SOLID )) continue; R_BeamDrawCustomEntity( currentbeam, g_frametime ); // FIXME VK r_stats.c_view_beams_count++; } // draw temporary entity beams for( pBeam = active_beams; pBeam; pBeam = pBeam->next ) { if( fTrans && FBitSet( pBeam->flags, FBEAM_SOLID )) continue; if( !fTrans && !FBitSet( pBeam->flags, FBEAM_SOLID )) continue; R_BeamDraw( pBeam, g_frametime ); } }