xash3d-fwgs/ref_vk/vk_scene.c

599 lines
15 KiB
C

#include "vk_scene.h"
#include "vk_brush.h"
#include "vk_studio.h"
#include "vk_lightmap.h"
#include "vk_const.h"
#include "vk_render.h"
#include "vk_math.h"
#include "vk_common.h"
#include "vk_core.h"
#include "com_strings.h"
#include "ref_params.h"
#include "eiface.h"
#include <stdlib.h> // qsort
#include <memory.h>
static struct {
draw_list_t draw_stack[MAX_SCENE_STACK];
int draw_stack_pos;
draw_list_t *draw_list;
} g_lists;
void VK_SceneInit( void )
{
g_lists.draw_list = g_lists.draw_stack;
g_lists.draw_stack_pos = 0;
}
#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 );
gEngine.Con_Reportf( "R_NewMap\n" );
VK_ClearLightmap();
// This is to ensure that we have computed lightstyles properly
VK_RunLightStyles();
// TODO should we do something like VK_BrushBeginLoad?
VK_BrushClear();
// 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_LoadBrushModel( m, NULL ))
{
gEngine.Con_Printf( S_ERROR "Couldn't load model %s\n", m->name );
}
}
// 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; */
}
// FIXME this is a total garbage. pls avoid adding even more weird local static state
static ref_viewpass_t fixme_rvp;
void FIXME_VK_SceneSetViewPass( const struct ref_viewpass_s *rvp )
{
fixme_rvp = *rvp;
}
void R_RenderScene( void )
{
PRINT_NOT_IMPLEMENTED();
}
static float R_GetFarClip( void )
{
/* FIXME
if( WORLDMODEL && RI.drawWorld )
return MOVEVARS->zmax * 1.73f;
*/
return 2048.0f;
}
static void R_SetupProjectionMatrix( const ref_viewpass_t *rvp, matrix4x4 m )
{
float xMin, xMax, yMin, yMax, zNear, zFar;
/*
if( RI.drawOrtho )
{
const ref_overview_t *ov = gEngfuncs.GetOverviewParms();
Matrix4x4_CreateOrtho( m, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
return;
}
*/
const float farClip = R_GetFarClip();
zNear = 4.0f;
zFar = Q_max( 256.0f, farClip );
yMax = zNear * tan( rvp->fov_y * M_PI_F / 360.0f );
yMin = -yMax;
xMax = zNear * tan( rvp->fov_x * M_PI_F / 360.0f );
xMin = -xMax;
Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
}
static void R_SetupModelviewMatrix( const ref_viewpass_t* rvp, matrix4x4 m )
{
Matrix4x4_CreateModelview( m );
Matrix4x4_ConcatRotate( m, -rvp->viewangles[2], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -rvp->viewangles[0], 0, 1, 0 );
Matrix4x4_ConcatRotate( m, -rvp->viewangles[1], 0, 0, 1 );
Matrix4x4_ConcatTranslate( m, -rvp->vieworigin[0], -rvp->vieworigin[1], -rvp->vieworigin[2] );
}
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 vec3_t R_TransEntityCompare_vieworg; // F
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( R_TransEntityCompare_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( R_TransEntityCompare_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 ???
static int CL_FxBlend( cl_entity_t *e, const vec3_t vieworg ) // 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;
/* FIXME
case kRenderFxHologram:
case kRenderFxDistort:
VectorCopy( e->origin, tmp );
VectorSubtract( tmp, vieworg, tmp );
dist = DotProduct( tmp, 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 prepareMatrix( const ref_viewpass_t *rvp, matrix4x4 worldview, matrix4x4 projection, matrix4x4 mvp )
{
matrix4x4 tmp;
// Vulkan has Y pointing down, and z should end up in (0, 1)
const matrix4x4 vk_proj_fixup = {
{1, 0, 0, 0},
{0, -1, 0, 0},
{0, 0, .5, 0},
{0, 0, .5, 1}
};
R_SetupProjectionMatrix( rvp, tmp );
Matrix4x4_Concat( projection, vk_proj_fixup, tmp );
R_SetupModelviewMatrix( rvp, worldview );
Matrix4x4_Concat( mvp, projection, worldview);
}
static int drawEntity( cl_entity_t *ent, int render_mode, int ubo_index, const matrix4x4 mvp )
{
const model_t *mod = ent->model;
matrix4x4 model, ent_mvp;
uniform_data_t *ubo = getUniformSlot(ubo_index);
float alpha;
if (!mod)
return 0;
// handle studiomodels with custom rendermodes on texture
alpha = render_mode == kRenderNormal ? 1.f : CL_FxBlend( ent, fixme_rvp.vieworigin ) / 255.0f;
// TODO ref_gl does this earlier, can we too?
if( alpha <= 0.0f )
return 0;
// TODO sort by entity type?
// TODO other entity types
if (mod->type != mod_brush )
return 0;
switch (render_mode) {
case kRenderNormal:
Vector4Set(ubo->color, 1.f, 1.f, 1.f, 1.f);
break;
case kRenderTransColor:
// FIXME also zero out texture? use white texture
Vector4Set(ubo->color,
ent->curstate.rendercolor.r / 255.f,
ent->curstate.rendercolor.g / 255.f,
ent->curstate.rendercolor.b / 255.f,
ent->curstate.renderamt / 255.f);
break;
case kRenderTransAdd:
Vector4Set(ubo->color, alpha, alpha, alpha, 1.f);
break;
case kRenderTransAlpha:
Vector4Set(ubo->color, 1.f, 1.f, 1.f, 1.f);
// TODO Q1compat Vector4Set(e_ubo->color, 1.f, 1.f, 1.f, alpha);
break;
default:
Vector4Set(ubo->color, 1.f, 1.f, 1.f, alpha);
}
R_RotateForEntity( model, ent );
Matrix4x4_Concat( ent_mvp, mvp, model );
Matrix4x4_ToArrayFloatGL( ent_mvp, (float*)ubo->mvp);
VK_BrushDrawModel( mod, render_mode, ubo_index );
return 1;
}
void VK_SceneRender( void )
{
matrix4x4 worldview, projection, mvp;
int current_pipeline_index = kRenderNormal;
int ubo_index = 0;
if (!VK_BrushRenderBegin())
return;
prepareMatrix( &fixme_rvp, worldview, projection, mvp );
{
const model_t *world = gEngine.pfnGetModelByIndex( 1 );
if (world)
{
uniform_data_t *ubo = getUniformSlot(ubo_index);
Matrix4x4_ToArrayFloatGL( mvp, (float*)ubo->mvp );
Vector4Set(ubo->color, 1.f, 1.f, 1.f, 1.f);
VK_BrushDrawModel( world, kRenderNormal, ubo_index );
ubo_index++;
}
}
// 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];
ubo_index += drawEntity(ent, kRenderNormal, ubo_index, mvp);
}
{
if (vk_core.debug) {
VkDebugUtilsLabelEXT label = {
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT,
.pLabelName = "transparent",
};
vkCmdBeginDebugUtilsLabelEXT(vk_core.cb, &label);
}
// sort translucents entities by rendermode and distance
VectorCopy( fixme_rvp.vieworigin, R_TransEntityCompare_vieworg );
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;
ubo_index += drawEntity(ent->entity, ent->render_mode, ubo_index, mvp);
}
if (vk_core.debug)
vkCmdEndDebugUtilsLabelEXT(vk_core.cb);
}
}