xash3d-fwgs/ref/vk/vk_scene.c

715 lines
18 KiB
C

#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 <stdlib.h> // qsort
#include <memory.h>
#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 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
// FIXME loading patches will be broken now ;_;
// ?? VK_LightsLoadMapStaticLights();
}
static void reloadMaterials( void ) {
// Materials do affect patching, as new materials can be referenced in patch data
// So we must do the full sequencce
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
// FIXME loading patches will be broken now ;_;
// ??? VK_LightsLoadMapStaticLights();
}
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)");
}
}
#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();
// Need parsed map entities, and also should happen before brush model loading
RT_LightsNewMapBegin(map);
// 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, i == 0))
{
gEngine.Con_Printf( S_ERROR "Couldn't load model %s\n", m->name );
}
}
// Load static map lights
// Reads surfaces from loaded brush models (must happen after all brushes are loaded)
RT_LightsNewMapEnd(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 );
}
}