Paranoia2_original/cl_dll/render/gl_rmain.cpp

1218 lines
33 KiB
C++

/*
gl_rmain.cpp - renderer main loop
Copyright (C) 2013 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 "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "entity_types.h"
#include "gl_local.h"
#include <mathlib.h>
#include "gl_aurora.h"
#include "gl_rpart.h"
#include "gl_studio.h"
#include "gl_sprite.h"
#include "event_api.h"
#include "gl_world.h"
#include "gl_grass.h"
extern "C" int DLLEXPORT HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback );
ref_globals_t tr;
ref_instance_t *RI = NULL;
ref_stats_t r_stats;
ref_buildstats_t r_buildstats;
char r_speeds_msg[2048];
char r_depth_msg[2048];
model_t *worldmodel = NULL;
float gldepthmin, gldepthmax;
int sunSize[MAX_SHADOWMAPS] = { 1024, 1024, 1024, 1024 };
bool R_SkyIsVisible( void )
{
return FBitSet( RI->view.flags, RF_SKYVISIBLE ) ? true : false;
}
void R_InitRefState( void )
{
glState.stack_position = 0;
RI = &glState.stack[glState.stack_position];
}
const char *R_GetNameForView( void )
{
static char passName[256];
passName[0] = '\0';
if( FBitSet( RI->params, RP_MIRRORVIEW ))
Q_strncat( passName, "mirror ", sizeof( passName ));
if( FBitSet( RI->params, RP_ENVVIEW ))
Q_strncat( passName, "cubemap ", sizeof( passName ));
if( FBitSet( RI->params, RP_SKYVIEW ))
Q_strncat( passName, "skybox ", sizeof( passName ));
if( FBitSet( RI->params, RP_SHADOWVIEW ))
Q_strncat( passName, "shadow ", sizeof( passName ));
if( RP_NORMALPASS( ))
Q_strncat( passName, "general ", sizeof( passName ));
return passName;
}
/*
===============
R_BuildViewPassHierarchy
debug thing
===============
*/
void R_BuildViewPassHierarchy( void )
{
char empty[MAX_REF_STACK];
if( (int)r_speeds->value == 8 )
{
int num_faces = 0;
if( glState.stack_position > 0 )
num_faces = R_GetPrevInstance()->frame.num_subview_faces;
for( unsigned int i = 0; i < glState.stack_position; i++ )
empty[i] = ' ';
empty[i] = '\0';
// build pass hierarchy
const char *string = va( "%s->%d %s (%d subview)\n", empty, glState.stack_position, R_GetNameForView( ), num_faces );
Q_strncat( r_depth_msg, string, sizeof( r_depth_msg ));
}
}
void R_ClearFrameLists( void )
{
RI->frame.solid_faces.Purge();
RI->frame.solid_meshes.Purge();
RI->frame.grass_list.Purge();
RI->frame.trans_list.Purge();
RI->frame.light_meshes.Purge();
RI->frame.light_faces.Purge();
RI->frame.light_grass.Purge();
RI->frame.primverts.Purge();
RI->frame.num_subview_faces = 0;
}
void R_ResetRefState( void )
{
ref_instance_t *prevRI;
ASSERT( glState.stack_position > 0 );
prevRI = &glState.stack[glState.stack_position - 1];
RI = &glState.stack[glState.stack_position];
// copy params from old refresh
RI->params = 0;
memcpy( &RI->view, &prevRI->view, sizeof( ref_viewcache_t ));
memcpy( &RI->glstate, &prevRI->glstate, sizeof( ref_glstate_t ));
RI->view.client_frame = 0;
R_ClearFrameLists();
// send info about visible lights
if( FBitSet( prevRI->view.flags, RF_HASDYNLIGHTS ))
SetBits( RI->view.flags, RF_HASDYNLIGHTS );
RI->currententity = NULL;
RI->currentmodel = NULL;
RI->currentlight = NULL;
GL_BindShader( NULL );
}
void R_PushRefState( void )
{
if( ++glState.stack_position >= MAX_REF_STACK )
HOST_ERROR( "Refresh stack overflow\n" );
RI = &glState.stack[glState.stack_position];
R_ResetRefState();
}
void R_PopRefState( void )
{
if( --glState.stack_position < 0 )
HOST_ERROR( "Refresh stack underflow\n" );
RI = &glState.stack[glState.stack_position];
// frametime is valid only for normal pass
if( RP_NORMALPASS( ))
tr.frametime = tr.saved_frametime;
else tr.frametime = 0.0;
// need to rebuild scissors
R_SetupDynamicLights();
}
ref_instance_t *R_GetPrevInstance( void )
{
ASSERT( glState.stack_position > 0 );
return &glState.stack[glState.stack_position - 1];
}
const Vector gl_state_t :: GetModelOrigin( void )
{
if( m_bSkyEntity )
{
if( tr.sky_speed )
{
Vector trans = RI->view.origin - tr.sky_origin;
trans = trans - (RI->view.origin - tr.sky_world_origin) / tr.sky_speed;
Vector skypos = tr.sky_origin + (RI->view.origin - tr.sky_world_origin) / tr.sky_speed;
return skypos - transform.GetOrigin();
}
return tr.sky_origin - transform.GetOrigin();
}
return transform.VectorITransform( RI->view.origin );
}
/*
===============
GL_CacheState
build matrix pack or find already existed
===============
*/
unsigned short GL_CacheState( const Vector &origin, const Vector &angles, bool skyentity )
{
gl_state_t state;
int i;
state.transform = matrix4x4( origin, angles, 1.0f );
state.transform.CopyToArray( state.modelMatrix );
state.m_bSkyEntity = skyentity;
for( i = 0; i < tr.cached_state.Count(); i++ )
{
// NOTE: (MVP == MV == M). So no reason to compare all the matrices
if( !memcmp( tr.cached_state[i].modelMatrix, state.modelMatrix, sizeof( state.modelMatrix )))
{
if( tr.cached_state[i].m_bSkyEntity == skyentity )
return i;
}
}
// store results
tr.cached_state.AddToTail( state );
return tr.cached_state.Count() - 1;
}
/*
===============
GL_CacheState
build matrix pack or find already existed
===============
*/
gl_state_t *GL_GetCache( word hCachedMatrix )
{
static gl_state_t skycache;
gl_state_t *glm;
if( hCachedMatrix >= tr.cached_state.Count( ))
{
ASSERT( tr.cached_state.Count() > 0 );
ALERT( at_aiconsole, "request invalid cachenum %d\n", hCachedMatrix );
return &tr.cached_state[WORLD_MATRIX];
}
glm = &tr.cached_state[hCachedMatrix];
// sky entities can't be cached properly...
if( glm->m_bSkyEntity )
{
Vector origin = glm->transform.GetOrigin();
Vector trans = GetVieworg() - tr.sky_origin;
skycache.transform = matrix4x4( origin + trans, g_vecZero, 1.0f );
skycache.transform.CopyToArray( skycache.modelMatrix );
skycache.m_bSkyEntity = glm->m_bSkyEntity;
return &skycache;
}
return glm;
}
/*
===============
R_MarkWorldVisibleFaces
instead of RecursiveWorldNode
===============
*/
void R_MarkWorldVisibleFaces( model_t *model )
{
float maxdist = 0.0f;
msurface_t **mark;
mleaf_t *leaf;
int i, j;
memset( RI->view.visfaces, 0x00, (worldmodel->numsurfaces + 7) >> 3 );
memset( RI->view.vislight, 0x00, (world->numworldlights + 7) >> 3 );
ClearBounds( RI->view.visMins, RI->view.visMaxs );
if( !model ) return; // just clear visibility and out
// always skip the leaf 0, because is outside leaf
for( i = 1, leaf = &model->leafs[1]; i < model->numleafs + 1; i++, leaf++ )
{
mextraleaf_t *eleaf = LEAF_INFO( leaf, model ); // named like personal vaporisers manufacturer he-he
if( CHECKVISBIT( RI->view.pvsarray, leaf->cluster ) && ( leaf->efrags || leaf->nummarksurfaces ))
{
if( RI->view.frustum.CullBox( eleaf->mins, eleaf->maxs ))
continue;
// do additional culling in dev_overview mode
if( FBitSet( RI->params, RP_DRAW_OVERVIEW ) && R_CullNodeTopView( (mnode_t *)leaf ))
continue;
// deal with model fragments in this leaf
if( leaf->efrags && RP_NORMALPASS( ))
STORE_EFRAGS( &leaf->efrags, tr.realframecount );
if( leaf->contents == CONTENTS_EMPTY )
{
// unrolled for speedup reasons
RI->view.visMins[0] = Q_min( RI->view.visMins[0], eleaf->mins[0] );
RI->view.visMaxs[0] = Q_max( RI->view.visMaxs[0], eleaf->maxs[0] );
RI->view.visMins[1] = Q_min( RI->view.visMins[1], eleaf->mins[1] );
RI->view.visMaxs[1] = Q_max( RI->view.visMaxs[1], eleaf->maxs[1] );
RI->view.visMins[2] = Q_min( RI->view.visMins[2], eleaf->mins[2] );
RI->view.visMaxs[2] = Q_max( RI->view.visMaxs[2], eleaf->maxs[2] );
}
r_stats.c_world_leafs++;
if( leaf->nummarksurfaces )
{
for( j = 0, mark = leaf->firstmarksurface; j < leaf->nummarksurfaces; j++, mark++ )
{
msurface_t *surf = *mark;
// construct grass and update leaf bounds
if( surf->info->grasscount && RP_NORMALPASS( ))
R_PrecacheGrass( surf, eleaf );
SETVISBIT( RI->view.visfaces, *mark - model->surfaces );
}
}
}
}
// now we have actual vismins\vismaxs and can calc farplane distance
for( i = 0; i < 8; i++ )
{
Vector v, dir;
float dist;
v[0] = ( i & 1 ) ? RI->view.visMins[0] : RI->view.visMaxs[0];
v[1] = ( i & 2 ) ? RI->view.visMins[1] : RI->view.visMaxs[1];
v[2] = ( i & 4 ) ? RI->view.visMins[2] : RI->view.visMaxs[2];
dir = v - RI->view.origin;
dist = DotProduct( dir, dir );
maxdist = Q_max( dist, maxdist );
}
// RI->view.farClip = sqrt( maxdist ) + 64.0f; // add some bias
}
/*
===============
R_SetupViewCache
check for changes and build visibility
===============
*/
static void R_SetupViewCache( const ref_viewpass_t *rvp )
{
const ref_overview_t *ov = GET_OVERVIEW_PARMS();
model_t *model = worldmodel;
RI->view.changed = 0; // always clearing changes at start of frame
if( !model && FBitSet( RI->params, RP_DRAW_WORLD ))
HOST_ERROR( "R_SetupViewCache: NULL worldmodel\n" );
// client frame was changed: refresh the draw lists
// FIXME: get rid of this when renderer will be finalized
if( RI->view.client_frame != tr.realframecount )
SetBits( RI->view.changed, RC_FORCE_UPDATE );
if( tr.params_changed )
SetBits( RI->view.changed, RC_FORCE_UPDATE );
// viewentity was changed
if( RI->view.entity != rvp->viewentity )
{
SetBits( RI->view.changed, RC_FORCE_UPDATE );
RI->view.entity = rvp->viewentity;
}
// viewport was changed, recompute
if( memcmp( RI->view.port, rvp->viewport, sizeof( RI->view.port )))
{
memcpy( RI->view.port, rvp->viewport, sizeof( RI->view.port ));
if( RP_NORMALPASS( ) && !FBitSet( RI->params, RP_DEFERREDLIGHT ))
{
int x, x2, y, y2;
// set up viewport (main, playersetup)
x = floor( RI->view.port[0] * glState.width / glState.width );
x2 = ceil(( RI->view.port[0] + RI->view.port[2] ) * glState.width / glState.width );
y = floor( glState.height - RI->view.port[1] * glState.height / glState.height );
y2 = ceil( glState.height - ( RI->view.port[1] + RI->view.port[3] ) * glState.height / glState.height );
RI->glstate.viewport[0] = x;
RI->glstate.viewport[1] = y2;
RI->glstate.viewport[2] = x2 - x;
RI->glstate.viewport[3] = y - y2;
}
else memcpy( RI->glstate.viewport, RI->view.port, sizeof( RI->glstate.viewport )); // additional passes
}
// vieworigin was changed
if( RI->view.origin != rvp->vieworigin )
{
if( !FBitSet( RI->params, RP_MERGE_PVS ))
RI->view.pvspoint = rvp->vieworigin;
SetBits( RI->view.changed, RC_ORIGIN_CHANGED );
RI->view.origin = rvp->vieworigin;
}
if( RI->view.angles != rvp->viewangles )
{
SetBits( RI->view.changed, RC_ANGLES_CHANGED );
RI->view.angles = rvp->viewangles;
}
// check if overview settings was changed
if( FBitSet( RI->params, RP_DRAW_OVERVIEW ) && memcmp( &RI->view.over, ov, sizeof( RI->view.over )))
{
SetBits( RI->view.changed, RC_ORIGIN_CHANGED|RC_ANGLES_CHANGED|RC_FOV_CHANGED );
memcpy( &RI->view.over, ov, sizeof( RI->view.over ));
}
if( FBitSet( RI->view.changed, RC_ORIGIN_CHANGED ) && ( model != NULL ))
{
mleaf_t *leaf = Mod_PointInLeaf( RI->view.pvspoint, model->nodes );
if(( RI->view.leaf == NULL ) || ( RI->view.leaf != leaf ))
{
SetBits( RI->view.changed, RC_VIEWLEAF_CHANGED );
RI->view.leaf = leaf;
}
}
// development cvars invoke to recompute PVS
if(( RI->view.novis_cached != CVAR_TO_BOOL( r_novis )) || ( RI->view.lockpvs_cached != CVAR_TO_BOOL( r_lockpvs )))
{
SetBits( RI->view.changed, RC_VIEWLEAF_CHANGED );
RI->view.novis_cached = CVAR_TO_BOOL( r_novis );
RI->view.lockpvs_cached = CVAR_TO_BOOL( r_lockpvs );
}
// now setup the frame visibility
if( FBitSet( RI->view.changed, RC_VIEWLEAF_CHANGED ))
{
bool mergevis = FBitSet( RI->params, RP_MERGE_PVS ) ? true : false;
bool fullvis = false;
if( CVAR_TO_BOOL( r_novis ) || FBitSet( RI->params, RP_DRAW_OVERVIEW ) || ( !RI->view.leaf ))
fullvis = true;
ENGINE_SET_PVS( RI->view.pvspoint, REFPVS_RADIUS, RI->view.pvsarray, mergevis, fullvis );
// add skyorigin in each pass in case it was specified
if( tr.sky_origin != g_vecZero && !fullvis )
ENGINE_SET_PVS( tr.sky_origin, REFPVS_RADIUS, RI->view.pvsarray, true, fullvis );
SetBits( RI->view.changed, RC_PVS_CHANGED );
}
// check FOV for changes
if(( RI->view.fov_x != rvp->fov_x ) || ( RI->view.fov_y != rvp->fov_y ))
{
SetBits( RI->view.changed, RC_FOV_CHANGED );
RI->view.fov_x = rvp->fov_x;
RI->view.fov_y = rvp->fov_y;
if( RI->view.fov_x <= 0.0f || RI->view.fov_y <= 0.0f )
HOST_ERROR( "R_SetupViewCache: bad fov!\n" );
if( IS_NAN( RI->view.fov_x ) || IS_NAN( RI->view.fov_y ))
HOST_ERROR( "R_SetupViewCache: NAN fov!\n" );
RI->view.lodScale = tan( DEG2RAD( RI->view.fov_x ) * 0.5f );
}
if( FBitSet( RI->view.changed, RC_ORIGIN_CHANGED|RC_ANGLES_CHANGED ))
{
// build the transformation matrix for the given view angles and view origin
RI->view.matrix = matrix4x4( RI->view.origin, RI->view.angles, 1.0f );
RI->view.planedist = DotProduct( GetVieworg(), GetVForward() );
// create modelview
RI->view.worldMatrix.CreateModelview(); // init quake world orientation
RI->view.worldMatrix.ConcatRotate( -RI->view.angles[2], 1, 0, 0 );
RI->view.worldMatrix.ConcatRotate( -RI->view.angles[0], 0, 1, 0 );
RI->view.worldMatrix.ConcatRotate( -RI->view.angles[1], 0, 0, 1 );
RI->view.worldMatrix.ConcatTranslate( -RI->view.origin[0], -RI->view.origin[1], -RI->view.origin[2] );
RI->view.worldMatrix.CopyToArray( RI->glstate.modelviewMatrix );
}
// first calculation frustum ignores precision farclip, and will be recomputed with actual farclip
if( FBitSet( RI->view.changed, RC_ORIGIN_CHANGED|RC_ANGLES_CHANGED|RC_FOV_CHANGED ))
{
// compute initial farclip
RI->view.farClip = tr.farclip * 1.74f;
if( FBitSet( RI->params, RP_DRAW_OVERVIEW ))
{
RI->view.frustum.InitOrthogonal( RI->view.matrix, ov->xLeft, ov->xRight, ov->yBottom, ov->yTop, ov->zNear, ov->zFar );
RI->view.projectionMatrix.CreateOrtho( ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
RI->view.projectionMatrix.CopyToArray( RI->glstate.projectionMatrix );
}
else RI->view.frustum.InitProjection( RI->view.matrix, 0.0f, RI->view.farClip, RI->view.fov_x, RI->view.fov_y );
SetBits( RI->view.changed, RC_FRUSTUM_CHANGED );
}
// time to determine visible leafs and recalc farclip
if( FBitSet( RI->view.changed, RC_PVS_CHANGED|RC_FRUSTUM_CHANGED|RC_FORCE_UPDATE ))
{
CFrustum *frustum = &RI->view.frustum;
float maxdist = 0.0f;
msurface_t *surf;
mextrasurf_t *esrf;
int i, j;
if( FBitSet( RI->params, RP_SKYVIEW ))
{
for( i = 0; i < 6; i++ )
{
RI->view.skyMins[0][i] = RI->view.skyMins[1][i] = -1.0f;
RI->view.skyMaxs[0][i] = RI->view.skyMaxs[1][i] = 1.0f;
}
// force to draw skybox (used for create default cubemap)
SetBits( RI->view.flags, RF_SKYVISIBLE );
// force to ignore draw the world
model = NULL;
}
else
{
for( i = 0; i < 6; i++ )
{
RI->view.skyMins[0][i] = RI->view.skyMins[1][i] = 9999999.0f;
RI->view.skyMaxs[0][i] = RI->view.skyMaxs[1][i] = -9999999.0f;
}
ClearBits( RI->view.flags, RF_SKYVISIBLE ); // now sky is invisible
}
// we have dynamic lights for this frame
if( HasDynamicLights( )) SetBits( RI->view.flags, RF_HASDYNLIGHTS );
else ClearBits( RI->view.flags, RF_HASDYNLIGHTS );
R_MarkWorldVisibleFaces( model );
// update the frustum
if( !FBitSet( RI->params, RP_DRAW_OVERVIEW ))
{
RI->view.frustum.InitProjection( RI->view.matrix, 0.0f, RI->view.farClip, RI->view.fov_x, RI->view.fov_y );
RI->view.projectionMatrix.CreateProjection( RI->view.fov_x, RI->view.fov_y, Z_NEAR, RI->view.farClip );
RI->view.projectionMatrix.CopyToArray( RI->glstate.projectionMatrix );
SetBits( RI->view.changed, RC_FRUSTUM_CHANGED );
}
// recompute worldview projection
RI->view.worldProjectionMatrix = RI->view.projectionMatrix.Concat( RI->view.worldMatrix );
RI->view.worldProjectionMatrix.CopyToArray( RI->glstate.modelviewProjectionMatrix );
R_ClearFrameLists();
// update the split frustum
if( model != NULL && RP_NORMALPASS() && !FBitSet( RI->params, RP_DRAW_OVERVIEW ) && FBitSet( RI->view.changed, RC_FRUSTUM_CHANGED ))
{
float farClip = RI->view.farClip;
float lambda = bound( 0.1f, r_shadow_split_weight->value, 1.0f );
float ratio = farClip / Z_NEAR;
Vector planeOrigin;
float zNear, zFar;
int i;
// initialize all the frustums
for( i = 0; i < MAX_SHADOWMAPS; i++ )
RI->view.splitFrustum[i] = RI->view.frustum;
for( i = 1; i < MAX_SHADOWMAPS; i++ )
{
float si = i / (float)(MAX_SHADOWMAPS);
zNear = lambda * (Z_NEAR * powf( ratio, si )) + (1.0f - lambda) * (Z_NEAR + (farClip - Z_NEAR) * si);
zFar = zNear * 1.005f;
planeOrigin = GetVieworg() + GetVForward() * zNear;
RI->view.splitFrustum[i].SetPlane( FRUSTUM_NEAR, GetVForward(), DotProduct( planeOrigin, GetVForward()));
planeOrigin = GetVieworg() + GetVForward() * zFar;
RI->view.splitFrustum[i-1].SetPlane( FRUSTUM_FAR, -GetVForward(), DotProduct( planeOrigin, -GetVForward()));
RI->view.parallelSplitDistances[i - 1] = zFar;
}
planeOrigin = GetVieworg() + GetVForward() * farClip;
RI->view.splitFrustum[NUM_SHADOW_SPLITS].SetPlane( FRUSTUM_FAR, -GetVForward(), DotProduct( planeOrigin, -GetVForward()));
RI->view.parallelSplitDistances[NUM_SHADOW_SPLITS] = farClip;
}
// don't draw the entities while render skybox or cubemap
if( !FBitSet( RI->params, ( RP_ENVVIEW|RP_SKYVIEW )))
{
// before process of tr.draw_entities
// we can add muzzleflashes here
R_RunViewmodelEvents();
// brush faces not added here!
// only marks as visible in RI->view.visfaces array
for( i = 0; i < tr.num_draw_entities; i++ )
{
RI->currententity = tr.draw_entities[i];
RI->currentmodel = RI->currententity->model;
switch( RI->currentmodel->type )
{
case mod_brush:
R_MarkSubmodelVisibleFaces();
break;
case mod_studio:
R_AddStudioToDrawList( RI->currententity );
break;
case mod_sprite:
R_AddSpriteToDrawList( RI->currententity );
break;
default:
// HOST_ERROR( "R_SetupViewCache: mod_bad\n" );
break;
}
}
// add particles to deferred list
g_pParticleSystems.UpdateSystems();
g_pParticles.Update();
}
// create drawlist for faces, do additional culling for world faces
for( i = 0; model != NULL && i < world->numsortedfaces; i++ )
{
ASSERT( world->sortedfaces != NULL );
j = world->sortedfaces[i];
ASSERT( j >= 0 && j < model->numsurfaces );
if( CHECKVISBIT( RI->view.visfaces, j ))
{
surf = model->surfaces + j;
esrf = surf->info;
// submodel faces already passed through this
// operation but world is not
if( FBitSet( surf->flags, SURF_OF_SUBMODEL ))
{
RI->currententity = esrf->parent;
RI->currentmodel = RI->currententity->model;
R_AddGrassToDrawList( surf, DRAWLIST_SOLID );
}
else
{
RI->currententity = GET_ENTITY( 0 );
RI->currentmodel = RI->currententity->model;
esrf->parent = RI->currententity; // setup dynamic upcast
R_AddGrassToDrawList( surf, DRAWLIST_SOLID );
if( R_CullSurface( surf, GetVieworg(), frustum ))
{
CLEARVISBIT( RI->view.visfaces, j ); // not visible
continue;
}
// surface has passed all visibility checks
// and can be update some data (lightmaps, mirror matrix, etc)
R_UpdateSurfaceParams( surf );
}
// store world translucent watery (if transparent water is support)
if( FBitSet( surf->flags, SURF_DRAWTURB ) && !FBitSet( surf->flags, SURF_OF_SUBMODEL ))
{
if( FBitSet( world->features, WORLD_WATERALPHA ))
R_AddSurfaceToDrawList( surf, DRAWLIST_TRANS );
else R_AddSurfaceToDrawList( surf, DRAWLIST_SOLID );
}
else if( FBitSet( surf->flags, SURF_DRAWSKY ))
{
SetBits( RI->view.flags, RF_SKYVISIBLE );
R_AddSkyBoxSurface( surf );
}
else if( R_OpaqueEntity( RI->currententity ))
{
R_AddSurfaceToDrawList( surf, DRAWLIST_SOLID );
}
else
{
R_AddSurfaceToDrawList( surf, DRAWLIST_TRANS );
}
// and store faces that required additional pass from another point into separate list
if( FBitSet( surf->flags, SURF_REFLECT|SURF_REFLECT_PUDDLE ) && CVAR_TO_BOOL( r_allow_mirrors ))
{
if( !FBitSet( RI->currentmodel->flags, BIT( 2 )) || tr.waterlevel < 3 )
R_AddSurfaceToDrawList( surf, DRAWLIST_SUBVIEW );
}
}
}
}
else if( !FBitSet( RI->params, ( RP_ENVVIEW|RP_SKYVIEW )))
{
// before process of tr.draw_entities
// we can add muzzleflashes here
R_RunViewmodelEvents();
// update entity params for every frame
for( int i = 0; i < tr.num_draw_entities; i++ )
{
RI->currententity = tr.draw_entities[i];
RI->currentmodel = RI->currententity->model;
switch( RI->currentmodel->type )
{
case mod_brush:
R_UpdateSubmodelParams();
break;
case mod_studio:
R_AddStudioToDrawList( RI->currententity, true );
break;
case mod_sprite:
R_AddSpriteToDrawList( RI->currententity, true );
break;
default: HOST_ERROR( "R_SetupViewCache: mod_bad\n" );
}
}
}
// setup dynamic lights
if( !FBitSet( RI->params, RP_DEFERREDLIGHT ))
{
Mod_InitBSPModelsTexture();
R_SetupDynamicLights();
}
// cache client frame
RI->view.client_frame = tr.realframecount;
}
/*
===============
R_SetupGLstate
shared our matrices with gl-machine
===============
*/
void R_SetupGLstate( void )
{
pglViewport( RI->glstate.viewport[0], RI->glstate.viewport[1], RI->glstate.viewport[2], RI->glstate.viewport[3] );
if( RP_NORMALPASS() && tr.sunlight != NULL && CVAR_TO_BOOL( r_pssm_show_split ))
{
GLfloat debugSplitProjection[16], debugSplitModelview[16];
int split = bound( 0, (int)r_pssm_show_split->value - 1, NUM_SHADOW_SPLITS );
tr.sunlight->textureMatrix[split].CopyToArray( debugSplitProjection );
tr.sunlight->modelviewMatrix.CopyToArray( debugSplitModelview );
pglMatrixMode( GL_PROJECTION );
pglLoadMatrixf( debugSplitProjection );
pglMatrixMode( GL_MODELVIEW );
pglLoadMatrixf( debugSplitModelview );
}
else
{
pglMatrixMode( GL_PROJECTION );
pglLoadMatrixf( RI->glstate.projectionMatrix );
pglMatrixMode( GL_MODELVIEW );
pglLoadMatrixf( RI->glstate.modelviewMatrix );
}
if( FBitSet( RI->params, RP_CLIPPLANE ))
GL_ClipPlane( true );
}
/*
===============
R_ResetGLstate
disable frame specifics
===============
*/
void R_ResetGLstate( void )
{
if( FBitSet( RI->params, RP_CLIPPLANE ))
GL_ClipPlane( false );
GL_CleanupDrawState();
GL_AlphaTest( GL_FALSE );
GL_DepthMask( GL_TRUE );
GL_Blend( GL_FALSE );
}
/*
=============
R_Clear
=============
*/
void R_Clear( int bitMask )
{
int bits = GL_DEPTH_BUFFER_BIT;
// NOTE: mask should be enabled to properly clear buffer
GL_DepthMask( GL_TRUE );
if( FBitSet( RI->params, RP_DRAW_OVERVIEW ))
pglClearColor( 0.0f, 1.0f, 0.0f, 1.0f ); // green background (Valve rules)
else pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
// force to clearing screen to avoid ugly blur
if( tr.fClearScreen && !CVAR_TO_BOOL( r_clear ))
bits |= GL_COLOR_BUFFER_BIT;
bits &= bitMask;
pglClear( bits );
pglDepthFunc( GL_LEQUAL );
GL_Cull( GL_FRONT );
// change ordering for overview
if( FBitSet( RI->params, RP_DRAW_OVERVIEW ))
{
gldepthmin = 0.8f;
gldepthmax = 0.0f;
}
else
{
gldepthmin = 0.0f;
gldepthmax = 0.8f;
}
GL_DepthRange( gldepthmin, gldepthmax );
}
/*
=============
R_SetupProjectionMatrix
=============
*/
void R_SetupProjectionMatrix( float fov_x, float fov_y, matrix4x4 &m )
{
GLdouble xMax, yMax, zFar;
zFar = Q_max( 256.0, RI->view.farClip );
xMax = Z_NEAR * tan( fov_x * M_PI / 360.0 );
yMax = Z_NEAR * tan( fov_y * M_PI / 360.0 );
m.CreateProjection( xMax, -xMax, yMax, -yMax, Z_NEAR, zFar );
}
/*
=============
R_DrawParticles
NOTE: particles are drawing with engine methods
=============
*/
void R_DrawParticles( qboolean trans )
{
ref_viewpass_t rvp;
if( FBitSet( RI->params, ( RP_ENVVIEW|RP_SKYVIEW )))
return;
rvp.viewport[0] = RI->view.port[0];
rvp.viewport[1] = RI->view.port[1];
rvp.viewport[2] = RI->view.port[2];
rvp.viewport[3] = RI->view.port[3];
rvp.viewangles = RI->view.angles;
rvp.vieworigin = RI->view.origin;
rvp.fov_x = RI->view.fov_x;
rvp.fov_y = RI->view.fov_y;
rvp.flags = 0;
if( FBitSet( RI->params, RP_DRAW_WORLD ))
SetBits( rvp.flags, RF_DRAW_WORLD );
if( FBitSet( RI->params, RP_ENVVIEW ))
SetBits( rvp.flags, RF_DRAW_CUBEMAP );
if( FBitSet( RI->params, RP_DRAW_OVERVIEW ))
SetBits( rvp.flags, RF_DRAW_OVERVIEW );
DRAW_PARTICLES( &rvp, trans, tr.frametime );
}
/*
=================
R_SortTransMeshes
compare translucent meshes
=================
*/
static int R_SortTransMeshes( const CTransEntry *a, const CTransEntry *b )
{
if( a->m_flViewDist > b->m_flViewDist )
return -1;
if( a->m_flViewDist < b->m_flViewDist )
return 1;
return 0;
}
/*
===============
R_RenderTransList
===============
*/
void R_RenderTransList( void )
{
if( !RI->frame.trans_list.Count() )
return;
GL_Blend( GL_FALSE ); // mixing screencopy with diffuse so we don't need blend
GL_AlphaTest( GL_FALSE );
// yes, we rendering translucent objects with enabdled depthwrite
GL_DepthMask( GL_TRUE );
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
// sorting by distance
RI->frame.trans_list.Sort( R_SortTransMeshes );
for( int i = 0; i < RI->frame.trans_list.Count(); i++ )
{
CTransEntry *entry = &RI->frame.trans_list[i];
switch( entry->m_bDrawType )
{
case DRAWTYPE_SURFACE:
R_RenderTransSurface( entry );
break;
case DRAWTYPE_MESH:
R_RenderTransMesh( entry );
break;
case DRAWTYPE_QUAD:
R_RenderQuadPrimitive( entry );
break;
}
}
R_RenderDecalsTransList( DRAWLIST_SOLID );
R_RenderDynLightList( false );
R_RenderLightForTransMeshes();
R_RenderDecalsTransList( DRAWLIST_TRANS );
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglDisable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
GL_DepthRange( gldepthmin, gldepthmax );
GL_CleanupDrawState();
GL_ClipPlane( true );
GL_Cull( GL_FRONT );
DBG_DrawGlassScissors();
}
/*
===============
R_RenderScene
===============
*/
void R_RenderScene( const ref_viewpass_t *rvp, int params )
{
int err;
// now we know about pass specific
RI->params = params;
// frametime is valid only for normal pass
if( RP_NORMALPASS( ))
tr.frametime = tr.saved_frametime;
else tr.frametime = 0.0;
R_BuildViewPassHierarchy();
R_SetupViewCache( rvp );
// prepare subview frames
R_RenderSubview();
// draw all the shadowmaps
R_RenderShadowmaps();
R_SetupGLstate();
R_Clear( ~0 );
R_DrawSkyBox();
R_RenderSolidBrushList();
R_RenderSolidStudioList();
R_RenderSurfOcclusionList();
R_DrawParticles( false );
R_RenderDebugStudioList( false );
if(( err = pglGetError( )) != GL_NO_ERROR )
ALERT( at_error, "OpenGL: error %x while render solid objects\n", err );
// restore right depthrange here
GL_DepthRange( gldepthmin, gldepthmax );
R_RenderTransList();
R_DrawParticles( true );
R_DrawWeather();
if(( err = pglGetError( )) != GL_NO_ERROR )
ALERT( at_error, "OpenGL: error %x while render trans objects\n", err );
GL_BindShader( NULL );
R_ResetGLstate();
}
/*
===============
R_RenderDeferredScene
===============
*/
void R_RenderDeferredScene( const ref_viewpass_t *rvp, int params )
{
int err;
// now we know about pass specific
RI->params = params;
R_SetupViewCache( rvp );
// draw all the shadowmaps
if( FBitSet( RI->params, RP_DEFERREDSCENE ))
R_RenderShadowmaps();
GL_SetupGBuffer();
R_SetupGLstate();
R_Clear( ~0 );
R_DrawSkyBox();
R_RenderDeferredBrushList();
R_RenderDeferredStudioList();
R_PushRefState();
RI->params = params;
R_DrawViewModel();
R_PopRefState();
GL_CleanupDrawState();
GL_ResetGBuffer();
if(( err = pglGetError( )) != GL_NO_ERROR )
ALERT( at_error, "OpenGL: error %x while render solid objects\n", err );
GL_DrawDeferredPass();
R_ResetGLstate();
}
/*
===============
HUD_RenderFrame
A callback that replaces RenderFrame
engine function. Return 1 if you
override ALL the rendering and return 0
if we don't want draw from
the client (e.g. playersetup preview)
===============
*/
int HUD_RenderFrame( const struct ref_viewpass_s *rvp )
{
int refParams = RP_NONE;
ref_viewpass_t defVP = *rvp;
// setup some renderer flags
if( !FBitSet( rvp->flags, RF_DRAW_CUBEMAP ))
{
if( FBitSet( rvp->flags, RF_DRAW_OVERVIEW ))
SetBits( refParams, RP_DRAW_OVERVIEW );
if( cam_thirdperson )
SetBits( refParams, RP_THIRDPERSON );
}
else
{
if( world->build_default_cubemap )
SetBits( refParams, RP_SKYVIEW );
else SetBits( refParams, RP_ENVVIEW );
tr.fClearScreen = true;
// now all uber-shaders are invalidate
// and possible need for recompile
tr.params_changed = true;
tr.glsl_valid_sequence++;
}
if( FBitSet( rvp->flags, RF_DRAW_WORLD ))
SetBits( refParams, RP_DRAW_WORLD );
if( !GL_BackendStartFrame( &defVP, refParams ))
return 0;
if( CVAR_TO_BOOL( cv_deferred ))
{
if( !CVAR_TO_BOOL( cv_deferred_full ))
{
defVP.viewport[2] = glState.defWidth;
defVP.viewport[3] = glState.defHeight;
R_RenderDeferredScene( &defVP, RP_DEFERREDLIGHT );
defVP = *rvp;
}
R_RenderDeferredScene( &defVP, RP_DEFERREDSCENE );
}
else
{
R_RenderScene( &defVP, refParams );
}
defVP = *rvp;
GL_BackendEndFrame( &defVP, refParams );
return 1;
}
void HUD_ProcessModelData( model_t *mod, qboolean create, const byte *buffer )
{
if( !g_fRenderInitialized )
{
// we needs CRC anyway
if( mod->type == mod_studio && create )
{
// compute model CRC to verify vertexlighting data
// NOTE: source buffer is not equal to Mod_Extradata!
studiohdr_t *src = (studiohdr_t *)buffer;
mod->modelCRC = FILE_CRC32( buffer, src->length );
}
return;
}
// g-cont. probably this is redundant :-)
if( RENDER_GET_PARM( PARM_DEDICATED_SERVER, 0 ))
return;
if( FBitSet( mod->flags, MODEL_WORLD ))
R_ProcessWorldData( mod, create, buffer );
else R_ProcessStudioData( mod, create, buffer );
}
BOOL HUD_SpeedsMessage( char *out, size_t size )
{
if( !g_fRenderInitialized || !CVAR_TO_BOOL( cv_renderer ))
return false; // let the engine use built-in counters
if( r_speeds->value <= 0 ) return false;
if( !out || !size ) return false;
Q_strncpy( out, r_speeds_msg, size );
return true;
}
void HUD_ProcessEntData( qboolean allocate )
{
if( allocate ) Mod_PrepareModelInstances();
else Mod_ThrowModelInstances();
}
void HUD_BuildLightmaps( void )
{
int i;
if( !g_fRenderInitialized ) return;
// put the gamma into GLSL-friendly array
for( i = 0; i < 256; i++ )
tr.gamma_table[i/4][i%4] = (float)TEXTURE_TO_TEXGAMMA( i ) / 255.0f;
for( i = 0; i < worldmodel->numsurfaces; i++ )
SetBits( worldmodel->surfaces[i].flags, SURF_LM_UPDATE|SURF_GRASS_UPDATE );
R_StudioClearLightCache();
}
//
// Xash3D render interface
//
static render_interface_t gRenderInterface =
{
CL_RENDER_INTERFACE_VERSION,
HUD_RenderFrame,
HUD_BuildLightmaps,
Mod_SetOrthoBounds,
R_CreateStudioDecalList,
R_ClearStudioDecals,
HUD_SpeedsMessage,
HUD_ProcessModelData,
HUD_ProcessEntData,
Mod_GetCurrentVis,
GL_MapChanged,
R_ClearScene,
R_UpdateLatchedVars,
};
int HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback )
{
if ( !callback || !renderfuncs || version != CL_RENDER_INTERFACE_VERSION )
{
return FALSE;
}
size_t iImportSize = sizeof( render_interface_t );
// copy new physics interface
memcpy( &gRenderfuncs, renderfuncs, sizeof( render_api_t ));
// fill engine callbacks
memcpy( callback, &gRenderInterface, iImportSize );
// get pointer to movevars
tr.movevars = gEngfuncs.pEventAPI->EV_GetMovevars();
g_fRenderInterfaceValid = TRUE;
g_fRenderInitialized = TRUE;
return TRUE;
}