From 425decdf7e9284d15aa726e3ae96b9942fb0e3ea Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Sun, 16 Feb 2020 03:40:06 +0000 Subject: create tremded branch --- src/renderergl2/CMakeLists.txt | 146 ++ src/renderergl2/glsl/bokeh_fp.glsl | 70 + src/renderergl2/glsl/bokeh_vp.glsl | 13 + src/renderergl2/glsl/calclevels4x_fp.glsl | 60 + src/renderergl2/glsl/calclevels4x_vp.glsl | 13 + src/renderergl2/glsl/depthblur_fp.glsl | 82 + src/renderergl2/glsl/depthblur_vp.glsl | 16 + src/renderergl2/glsl/dlight_fp.glsl | 32 + src/renderergl2/glsl/dlight_vp.glsl | 92 + src/renderergl2/glsl/down4x_fp.glsl | 34 + src/renderergl2/glsl/down4x_vp.glsl | 13 + src/renderergl2/glsl/fogpass_fp.glsl | 9 + src/renderergl2/glsl/fogpass_vp.glsl | 117 + src/renderergl2/glsl/generic_fp.glsl | 33 + src/renderergl2/glsl/generic_vp.glsl | 239 ++ src/renderergl2/glsl/lightall_fp.glsl | 429 ++++ src/renderergl2/glsl/lightall_vp.glsl | 246 ++ src/renderergl2/glsl/pshadow_fp.glsl | 78 + src/renderergl2/glsl/pshadow_vp.glsl | 15 + src/renderergl2/glsl/shadowfill_fp.glsl | 41 + src/renderergl2/glsl/shadowfill_vp.glsl | 89 + src/renderergl2/glsl/shadowmask_fp.glsl | 143 ++ src/renderergl2/glsl/shadowmask_vp.glsl | 18 + src/renderergl2/glsl/ssao_fp.glsl | 86 + src/renderergl2/glsl/ssao_vp.glsl | 12 + src/renderergl2/glsl/texturecolor_fp.glsl | 10 + src/renderergl2/glsl/texturecolor_vp.glsl | 13 + src/renderergl2/glsl/tonemap_fp.glsl | 57 + src/renderergl2/glsl/tonemap_vp.glsl | 27 + src/renderergl2/tr_animation.cpp | 525 ++++ src/renderergl2/tr_backend.cpp | 1817 ++++++++++++++ src/renderergl2/tr_bsp.cpp | 3046 ++++++++++++++++++++++ src/renderergl2/tr_cmds.cpp | 672 +++++ src/renderergl2/tr_curve.cpp | 741 ++++++ src/renderergl2/tr_dsa.cpp | 287 +++ src/renderergl2/tr_dsa.h | 80 + src/renderergl2/tr_extensions.cpp | 279 +++ src/renderergl2/tr_extramath.cpp | 248 ++ src/renderergl2/tr_extramath.h | 104 + src/renderergl2/tr_extratypes.h | 40 + src/renderergl2/tr_fbo.cpp | 659 +++++ src/renderergl2/tr_fbo.h | 66 + src/renderergl2/tr_flares.cpp | 554 ++++ src/renderergl2/tr_glsl.cpp | 1470 +++++++++++ src/renderergl2/tr_image.cpp | 3235 ++++++++++++++++++++++++ src/renderergl2/tr_image_dds.cpp | 499 ++++ src/renderergl2/tr_init.cpp | 1534 ++++++++++++ src/renderergl2/tr_light.cpp | 513 ++++ src/renderergl2/tr_local.h | 2422 ++++++++++++++++++ src/renderergl2/tr_main.cpp | 2669 ++++++++++++++++++++ src/renderergl2/tr_marks.cpp | 472 ++++ src/renderergl2/tr_mesh.cpp | 418 ++++ src/renderergl2/tr_model.cpp | 1419 +++++++++++ src/renderergl2/tr_model_iqm.cpp | 1196 +++++++++ src/renderergl2/tr_postprocess.cpp | 484 ++++ src/renderergl2/tr_postprocess.h | 34 + src/renderergl2/tr_scene.cpp | 575 +++++ src/renderergl2/tr_shade.cpp | 1634 ++++++++++++ src/renderergl2/tr_shade_calc.cpp | 843 +++++++ src/renderergl2/tr_shader.cpp | 3891 +++++++++++++++++++++++++++++ src/renderergl2/tr_shadows.cpp | 327 +++ src/renderergl2/tr_sky.cpp | 904 +++++++ src/renderergl2/tr_subs.cpp | 49 + src/renderergl2/tr_surface.cpp | 1320 ++++++++++ src/renderergl2/tr_vbo.cpp | 945 +++++++ src/renderergl2/tr_world.cpp | 811 ++++++ 66 files changed, 39015 insertions(+) create mode 100644 src/renderergl2/CMakeLists.txt create mode 100644 src/renderergl2/glsl/bokeh_fp.glsl create mode 100644 src/renderergl2/glsl/bokeh_vp.glsl create mode 100644 src/renderergl2/glsl/calclevels4x_fp.glsl create mode 100644 src/renderergl2/glsl/calclevels4x_vp.glsl create mode 100644 src/renderergl2/glsl/depthblur_fp.glsl create mode 100644 src/renderergl2/glsl/depthblur_vp.glsl create mode 100644 src/renderergl2/glsl/dlight_fp.glsl create mode 100644 src/renderergl2/glsl/dlight_vp.glsl create mode 100644 src/renderergl2/glsl/down4x_fp.glsl create mode 100644 src/renderergl2/glsl/down4x_vp.glsl create mode 100644 src/renderergl2/glsl/fogpass_fp.glsl create mode 100644 src/renderergl2/glsl/fogpass_vp.glsl create mode 100644 src/renderergl2/glsl/generic_fp.glsl create mode 100644 src/renderergl2/glsl/generic_vp.glsl create mode 100644 src/renderergl2/glsl/lightall_fp.glsl create mode 100644 src/renderergl2/glsl/lightall_vp.glsl create mode 100644 src/renderergl2/glsl/pshadow_fp.glsl create mode 100644 src/renderergl2/glsl/pshadow_vp.glsl create mode 100644 src/renderergl2/glsl/shadowfill_fp.glsl create mode 100644 src/renderergl2/glsl/shadowfill_vp.glsl create mode 100644 src/renderergl2/glsl/shadowmask_fp.glsl create mode 100644 src/renderergl2/glsl/shadowmask_vp.glsl create mode 100644 src/renderergl2/glsl/ssao_fp.glsl create mode 100644 src/renderergl2/glsl/ssao_vp.glsl create mode 100644 src/renderergl2/glsl/texturecolor_fp.glsl create mode 100644 src/renderergl2/glsl/texturecolor_vp.glsl create mode 100644 src/renderergl2/glsl/tonemap_fp.glsl create mode 100644 src/renderergl2/glsl/tonemap_vp.glsl create mode 100644 src/renderergl2/tr_animation.cpp create mode 100644 src/renderergl2/tr_backend.cpp create mode 100644 src/renderergl2/tr_bsp.cpp create mode 100644 src/renderergl2/tr_cmds.cpp create mode 100644 src/renderergl2/tr_curve.cpp create mode 100644 src/renderergl2/tr_dsa.cpp create mode 100644 src/renderergl2/tr_dsa.h create mode 100644 src/renderergl2/tr_extensions.cpp create mode 100644 src/renderergl2/tr_extramath.cpp create mode 100644 src/renderergl2/tr_extramath.h create mode 100644 src/renderergl2/tr_extratypes.h create mode 100644 src/renderergl2/tr_fbo.cpp create mode 100644 src/renderergl2/tr_fbo.h create mode 100644 src/renderergl2/tr_flares.cpp create mode 100644 src/renderergl2/tr_glsl.cpp create mode 100644 src/renderergl2/tr_image.cpp create mode 100644 src/renderergl2/tr_image_dds.cpp create mode 100644 src/renderergl2/tr_init.cpp create mode 100644 src/renderergl2/tr_light.cpp create mode 100644 src/renderergl2/tr_local.h create mode 100644 src/renderergl2/tr_main.cpp create mode 100644 src/renderergl2/tr_marks.cpp create mode 100644 src/renderergl2/tr_mesh.cpp create mode 100644 src/renderergl2/tr_model.cpp create mode 100644 src/renderergl2/tr_model_iqm.cpp create mode 100644 src/renderergl2/tr_postprocess.cpp create mode 100644 src/renderergl2/tr_postprocess.h create mode 100644 src/renderergl2/tr_scene.cpp create mode 100644 src/renderergl2/tr_shade.cpp create mode 100644 src/renderergl2/tr_shade_calc.cpp create mode 100644 src/renderergl2/tr_shader.cpp create mode 100644 src/renderergl2/tr_shadows.cpp create mode 100644 src/renderergl2/tr_sky.cpp create mode 100644 src/renderergl2/tr_subs.cpp create mode 100644 src/renderergl2/tr_surface.cpp create mode 100644 src/renderergl2/tr_vbo.cpp create mode 100644 src/renderergl2/tr_world.cpp (limited to 'src/renderergl2') diff --git a/src/renderergl2/CMakeLists.txt b/src/renderergl2/CMakeLists.txt new file mode 100644 index 0000000..b821436 --- /dev/null +++ b/src/renderergl2/CMakeLists.txt @@ -0,0 +1,146 @@ +include("${CMAKE_SOURCE_DIR}/cmake/SDL2.cmake") + +find_package(OpenGL) + +set(PARENT_DIR ${CMAKE_SOURCE_DIR}/src) +include_directories( + ${PARENT_DIR}/jpeg-8c + ${PARENT_DIR}/renderercommon + ${PARENT_DIR}/nettle-3.3 + ${SDL2_INCLUDE_DIRS} + ) + +set(GLSL_SHADERS + glsl/bokeh_fp.glsl + glsl/bokeh_vp.glsl + glsl/calclevels4x_fp.glsl + glsl/calclevels4x_vp.glsl + glsl/depthblur_fp.glsl + glsl/depthblur_vp.glsl + glsl/dlight_fp.glsl + glsl/dlight_vp.glsl + glsl/down4x_fp.glsl + glsl/down4x_vp.glsl + glsl/fogpass_fp.glsl + glsl/fogpass_vp.glsl + glsl/generic_fp.glsl + glsl/generic_vp.glsl + glsl/lightall_fp.glsl + glsl/lightall_vp.glsl + glsl/pshadow_fp.glsl + glsl/pshadow_vp.glsl + glsl/shadowfill_fp.glsl + glsl/shadowfill_vp.glsl + glsl/shadowmask_fp.glsl + glsl/shadowmask_vp.glsl + glsl/ssao_fp.glsl + glsl/ssao_vp.glsl + glsl/texturecolor_fp.glsl + glsl/texturecolor_vp.glsl + glsl/tonemap_fp.glsl + glsl/tonemap_vp.glsl + ) + +# Converts ^^^GSLS shaders^^^ into const char* C-strings. +file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/glsl/) +foreach(shader ${GLSL_SHADERS}) + set(in ${CMAKE_CURRENT_SOURCE_DIR}/${shader}) + + get_filename_component(out ${in} NAME_WE) + set(out ${CMAKE_CURRENT_BINARY_DIR}/glsl/${out}.c) + + get_filename_component(shader ${shader} NAME_WE) + message(STATUS "-- Generating embeded GLSL ${shader}") + + file(READ ${in} contents HEX) + file(WRITE ${out} "const char *fallbackShader_${shader} = \"") + + string(LENGTH "${contents}" contents_length) + math(EXPR contents_length "${contents_length} - 1") + + foreach(iter RANGE 0 ${contents_length} 2) + string(SUBSTRING ${contents} ${iter} 2 line) + file(APPEND "${out}" "\\x${line}") + endforeach() + file(APPEND "${out}" "\";\n") + + list(APPEND renderergl2_SHADERS "${out}") + set_source_files_properties(${out} PROPERTIES GENERATED TRUE) +endforeach(shader) + +set(renderergl2_SRCS + ${renderergl2_SHADERS} + tr_local.h + tr_dsa.h + tr_extramath.h + tr_extratypes.h + tr_fbo.h + tr_postprocess.h + tr_animation.cpp + tr_backend.cpp + tr_bsp.cpp + tr_cmds.cpp + tr_curve.cpp + tr_dsa.cpp + tr_extensions.cpp + tr_extramath.cpp + tr_fbo.cpp + tr_flares.cpp + tr_glsl.cpp + tr_image.cpp + tr_image_dds.cpp + tr_init.cpp + tr_light.cpp + tr_main.cpp + tr_marks.cpp + tr_mesh.cpp + tr_model.cpp + tr_model_iqm.cpp + tr_postprocess.cpp + tr_scene.cpp + tr_shade.cpp + tr_shade_calc.cpp + tr_shader.cpp + tr_shadows.cpp + tr_sky.cpp + tr_subs.cpp + tr_surface.cpp + tr_vbo.cpp + tr_world.cpp + ${CMAKE_SOURCE_DIR}/src/common/puff.cpp + ${CMAKE_SOURCE_DIR}/src/common/q_shared.c + ${CMAKE_SOURCE_DIR}/src/common/q_math.c + ) + +if(NOT USE_RENDERER_DLOPEN) + + add_library( + renderergl2 STATIC + ${renderergl2_SRCS}) + + target_link_libraries( + renderergl2 renderercommon + ${SDL2_LIBRARIES}) + +else(NOT USE_RENDERER_DLOPEN) + + add_library( + renderergl2 SHARED + ${renderergl2_SRCS} + ) + + target_link_libraries( + renderergl2 + renderercommon + ${FRAMEWORKS} + ${OPENGL_LIBRARIES} + ${SDL2_LIBRARIES} + ) + add_custom_command( + TARGET renderergl2 + POST_BUILD COMMAND ${CMAKE_COMMAND} + ARGS -E copy ${CMAKE_CURRENT_BINARY_DIR}/librenderergl2${CMAKE_SHARED_LIBRARY_SUFFIX} ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/renderer_opengl2${CMAKE_SHARED_LIBRARY_SUFFIX} + ) + +endif(NOT USE_RENDERER_DLOPEN) + diff --git a/src/renderergl2/glsl/bokeh_fp.glsl b/src/renderergl2/glsl/bokeh_fp.glsl new file mode 100644 index 0000000..d08816a --- /dev/null +++ b/src/renderergl2/glsl/bokeh_fp.glsl @@ -0,0 +1,70 @@ +uniform sampler2D u_TextureMap; + +uniform vec4 u_Color; + +uniform vec2 u_InvTexRes; +varying vec2 var_TexCoords; + +void main() +{ + vec4 color; + vec2 tc; + +#if 0 + float c[7] = float[7](1.0, 0.9659258263, 0.8660254038, 0.7071067812, 0.5, 0.2588190451, 0.0); + + tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[4]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[5], c[1]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[6], c[0]); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[5]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[4]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[5], -c[1]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[6], -c[0]); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[6]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[5]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[4]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[4], c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[5], c[1]); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[5]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[4]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[4], -c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[5], -c[1]); color += texture2D(u_TextureMap, tc); + + gl_FragColor = color * 0.04166667 * u_Color; +#endif + + float c[5] = float[5](1.0, 0.9238795325, 0.7071067812, 0.3826834324, 0.0); + + tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[4]); color = texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[1]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[0]); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[1]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[0]); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[4]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[1]); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[3]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[2]); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[1]); color += texture2D(u_TextureMap, tc); + + gl_FragColor = color * 0.0625 * u_Color; +} diff --git a/src/renderergl2/glsl/bokeh_vp.glsl b/src/renderergl2/glsl/bokeh_vp.glsl new file mode 100644 index 0000000..bdaa74a --- /dev/null +++ b/src/renderergl2/glsl/bokeh_vp.glsl @@ -0,0 +1,13 @@ +attribute vec3 attr_Position; +attribute vec4 attr_TexCoord0; + +uniform mat4 u_ModelViewProjectionMatrix; + +varying vec2 var_TexCoords; + + +void main() +{ + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); + var_TexCoords = attr_TexCoord0.st; +} diff --git a/src/renderergl2/glsl/calclevels4x_fp.glsl b/src/renderergl2/glsl/calclevels4x_fp.glsl new file mode 100644 index 0000000..8246c4b --- /dev/null +++ b/src/renderergl2/glsl/calclevels4x_fp.glsl @@ -0,0 +1,60 @@ +uniform sampler2D u_TextureMap; + +uniform vec4 u_Color; + +uniform vec2 u_InvTexRes; +varying vec2 var_TexCoords; + +const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114); + +vec3 GetValues(vec2 offset, vec3 current) +{ + vec2 tc = var_TexCoords + u_InvTexRes * offset; + vec3 minAvgMax = texture2D(u_TextureMap, tc).rgb; + +#ifdef FIRST_PASS + + #if defined(USE_PBR) + minAvgMax *= minAvgMax; + #endif + + float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001); + float loglumi = clamp(log2(lumi), -10.0, 10.0); + minAvgMax = vec3(loglumi * 0.05 + 0.5); +#endif + + return vec3(min(current.x, minAvgMax.x), current.y + minAvgMax.y, max(current.z, minAvgMax.z)); +} + +void main() +{ + vec3 current = vec3(1.0, 0.0, 0.0); + +#ifdef FIRST_PASS + current = GetValues(vec2( 0.0, 0.0), current); +#else + current = GetValues(vec2(-1.5, -1.5), current); + current = GetValues(vec2(-0.5, -1.5), current); + current = GetValues(vec2( 0.5, -1.5), current); + current = GetValues(vec2( 1.5, -1.5), current); + + current = GetValues(vec2(-1.5, -0.5), current); + current = GetValues(vec2(-0.5, -0.5), current); + current = GetValues(vec2( 0.5, -0.5), current); + current = GetValues(vec2( 1.5, -0.5), current); + + current = GetValues(vec2(-1.5, 0.5), current); + current = GetValues(vec2(-0.5, 0.5), current); + current = GetValues(vec2( 0.5, 0.5), current); + current = GetValues(vec2( 1.5, 0.5), current); + + current = GetValues(vec2(-1.5, 1.5), current); + current = GetValues(vec2(-0.5, 1.5), current); + current = GetValues(vec2( 0.5, 1.5), current); + current = GetValues(vec2( 1.5, 1.5), current); + + current.y *= 0.0625; +#endif + + gl_FragColor = vec4(current, 1.0f); +} diff --git a/src/renderergl2/glsl/calclevels4x_vp.glsl b/src/renderergl2/glsl/calclevels4x_vp.glsl new file mode 100644 index 0000000..bdaa74a --- /dev/null +++ b/src/renderergl2/glsl/calclevels4x_vp.glsl @@ -0,0 +1,13 @@ +attribute vec3 attr_Position; +attribute vec4 attr_TexCoord0; + +uniform mat4 u_ModelViewProjectionMatrix; + +varying vec2 var_TexCoords; + + +void main() +{ + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); + var_TexCoords = attr_TexCoord0.st; +} diff --git a/src/renderergl2/glsl/depthblur_fp.glsl b/src/renderergl2/glsl/depthblur_fp.glsl new file mode 100644 index 0000000..d71b348 --- /dev/null +++ b/src/renderergl2/glsl/depthblur_fp.glsl @@ -0,0 +1,82 @@ +uniform sampler2D u_ScreenImageMap; +uniform sampler2D u_ScreenDepthMap; + +uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height +varying vec2 var_ScreenTex; + +//float gauss[8] = float[8](0.17, 0.17, 0.16, 0.14, 0.12, 0.1, 0.08, 0.06); +//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033); +float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044); +//float gauss[3] = float[3](0.60, 0.19, 0.0066); +#define BLUR_SIZE 4 + +#if !defined(USE_DEPTH) +//#define USE_GAUSS +#endif + +float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear) +{ + float sampleZDivW = texture2D(depthMap, tex).r; + return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); +} + +vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale) +{ + +#if defined(USE_DEPTH) + float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear); + vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y)); + scale /= clamp(zFarDivZNear * depthCenter / 32.0, 1.0, 2.0); +#endif + +#if defined(USE_HORIZONTAL_BLUR) + vec2 direction = vec2(scale.x * 2.0, 0.0); + vec2 nudge = vec2(0.0, scale.y * 0.5); +#else // if defined(USE_VERTICAL_BLUR) + vec2 direction = vec2(0.0, scale.y * 2.0); + vec2 nudge = vec2(-scale.x * 0.5, 0.0); +#endif + +#if defined(USE_GAUSS) + vec4 result = texture2D(imageMap, tex) * gauss[0]; + float total = gauss[0]; +#else + vec4 result = texture2D(imageMap, tex); + float total = 1.0; +#endif + + float zLimit = 5.0 / zFar; + int i, j; + for (i = 0; i < 2; i++) + { + for (j = 1; j < BLUR_SIZE; j++) + { + vec2 offset = direction * (float(j) - 0.25) + nudge; +#if defined(USE_DEPTH) + float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear); + float depthExpected = depthCenter + dot(slope, offset); + float useSample = float(abs(depthSample - depthExpected) < zLimit); +#else + float useSample = 1.0; +#endif +#if defined(USE_GAUSS) + result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample); + total += gauss[j] * useSample; +#else + result += texture2D(imageMap, tex + offset) * useSample; + total += useSample; +#endif + nudge = -nudge; + } + + direction = -direction; + nudge = -nudge; + } + + return result / total; +} + +void main() +{ + gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw); +} diff --git a/src/renderergl2/glsl/depthblur_vp.glsl b/src/renderergl2/glsl/depthblur_vp.glsl new file mode 100644 index 0000000..9c47660 --- /dev/null +++ b/src/renderergl2/glsl/depthblur_vp.glsl @@ -0,0 +1,16 @@ +attribute vec4 attr_Position; +attribute vec4 attr_TexCoord0; + +uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height + +varying vec2 var_ScreenTex; + +void main() +{ + gl_Position = attr_Position; + vec2 wh = vec2(1.0) / u_ViewInfo.zw - vec2(1.0); + var_ScreenTex = (floor(attr_TexCoord0.xy * wh) + vec2(0.5)) * u_ViewInfo.zw; + + //vec2 screenCoords = gl_Position.xy / gl_Position.w; + //var_ScreenTex = screenCoords * 0.5 + 0.5; +} diff --git a/src/renderergl2/glsl/dlight_fp.glsl b/src/renderergl2/glsl/dlight_fp.glsl new file mode 100644 index 0000000..41be049 --- /dev/null +++ b/src/renderergl2/glsl/dlight_fp.glsl @@ -0,0 +1,32 @@ +uniform sampler2D u_DiffuseMap; + +uniform int u_AlphaTest; + +varying vec2 var_Tex1; +varying vec4 var_Color; + + +void main() +{ + vec4 color = texture2D(u_DiffuseMap, var_Tex1); + + float alpha = color.a * var_Color.a; + if (u_AlphaTest == 1) + { + if (alpha == 0.0) + discard; + } + else if (u_AlphaTest == 2) + { + if (alpha >= 0.5) + discard; + } + else if (u_AlphaTest == 3) + { + if (alpha < 0.5) + discard; + } + + gl_FragColor.rgb = color.rgb * var_Color.rgb; + gl_FragColor.a = alpha; +} diff --git a/src/renderergl2/glsl/dlight_vp.glsl b/src/renderergl2/glsl/dlight_vp.glsl new file mode 100644 index 0000000..c326bd7 --- /dev/null +++ b/src/renderergl2/glsl/dlight_vp.glsl @@ -0,0 +1,92 @@ +attribute vec3 attr_Position; +attribute vec4 attr_TexCoord0; +attribute vec3 attr_Normal; + +uniform vec4 u_DlightInfo; + +#if defined(USE_DEFORM_VERTEXES) +uniform int u_DeformGen; +uniform float u_DeformParams[5]; +uniform float u_Time; +#endif + +uniform vec4 u_Color; +uniform mat4 u_ModelViewProjectionMatrix; + +varying vec2 var_Tex1; +varying vec4 var_Color; + +#if defined(USE_DEFORM_VERTEXES) +vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) +{ + if (u_DeformGen == 0) + { + return pos; + } + + float base = u_DeformParams[0]; + float amplitude = u_DeformParams[1]; + float phase = u_DeformParams[2]; + float frequency = u_DeformParams[3]; + float spread = u_DeformParams[4]; + + if (u_DeformGen == DGEN_BULGE) + { + phase *= st.x; + } + else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) + { + phase += dot(pos.xyz, vec3(spread)); + } + + float value = phase + (u_Time * frequency); + float func; + + if (u_DeformGen == DGEN_WAVE_SIN) + { + func = sin(value * 2.0 * M_PI); + } + else if (u_DeformGen == DGEN_WAVE_SQUARE) + { + func = sign(0.5 - fract(value)); + } + else if (u_DeformGen == DGEN_WAVE_TRIANGLE) + { + func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; + } + else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) + { + func = fract(value); + } + else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) + { + func = (1.0 - fract(value)); + } + else // if (u_DeformGen == DGEN_BULGE) + { + func = sin(value); + } + + return pos + normal * (base + func * amplitude); +} +#endif + +void main() +{ + vec3 position = attr_Position; + vec3 normal = attr_Normal; + +#if defined(USE_DEFORM_VERTEXES) + position = DeformPosition(position, normal, attr_TexCoord0.st); +#endif + + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); + + vec3 dist = u_DlightInfo.xyz - position; + + var_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5); + float dlightmod = step(0.0, dot(dist, normal)); + dlightmod *= clamp(2.0 * (1.0 - abs(dist.z) * u_DlightInfo.a), 0.0, 1.0); + + var_Color = u_Color * dlightmod; +} diff --git a/src/renderergl2/glsl/down4x_fp.glsl b/src/renderergl2/glsl/down4x_fp.glsl new file mode 100644 index 0000000..0f88fb2 --- /dev/null +++ b/src/renderergl2/glsl/down4x_fp.glsl @@ -0,0 +1,34 @@ +uniform sampler2D u_TextureMap; + +uniform vec2 u_InvTexRes; +varying vec2 var_TexCoords; + +void main() +{ + vec4 color; + vec2 tc; + + tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -1.5); color = texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -1.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -1.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -1.5); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -0.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -0.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -0.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -0.5); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 0.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 0.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 0.5, 0.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 1.5, 0.5); color += texture2D(u_TextureMap, tc); + + tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 1.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 1.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 0.5, 1.5); color += texture2D(u_TextureMap, tc); + tc = var_TexCoords + u_InvTexRes * vec2( 1.5, 1.5); color += texture2D(u_TextureMap, tc); + + color *= 0.0625; + + gl_FragColor = color; +} diff --git a/src/renderergl2/glsl/down4x_vp.glsl b/src/renderergl2/glsl/down4x_vp.glsl new file mode 100644 index 0000000..bdaa74a --- /dev/null +++ b/src/renderergl2/glsl/down4x_vp.glsl @@ -0,0 +1,13 @@ +attribute vec3 attr_Position; +attribute vec4 attr_TexCoord0; + +uniform mat4 u_ModelViewProjectionMatrix; + +varying vec2 var_TexCoords; + + +void main() +{ + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); + var_TexCoords = attr_TexCoord0.st; +} diff --git a/src/renderergl2/glsl/fogpass_fp.glsl b/src/renderergl2/glsl/fogpass_fp.glsl new file mode 100644 index 0000000..e2ad465 --- /dev/null +++ b/src/renderergl2/glsl/fogpass_fp.glsl @@ -0,0 +1,9 @@ +uniform vec4 u_Color; + +varying float var_Scale; + +void main() +{ + gl_FragColor = u_Color; + gl_FragColor.a = sqrt(clamp(var_Scale, 0.0, 1.0)); +} diff --git a/src/renderergl2/glsl/fogpass_vp.glsl b/src/renderergl2/glsl/fogpass_vp.glsl new file mode 100644 index 0000000..c8ec9a9 --- /dev/null +++ b/src/renderergl2/glsl/fogpass_vp.glsl @@ -0,0 +1,117 @@ +attribute vec3 attr_Position; +attribute vec3 attr_Normal; + +attribute vec4 attr_TexCoord0; + +#if defined(USE_VERTEX_ANIMATION) +attribute vec3 attr_Position2; +attribute vec3 attr_Normal2; +#endif + +uniform vec4 u_FogDistance; +uniform vec4 u_FogDepth; +uniform float u_FogEyeT; + +#if defined(USE_DEFORM_VERTEXES) +uniform int u_DeformGen; +uniform float u_DeformParams[5]; +#endif + +uniform float u_Time; +uniform mat4 u_ModelViewProjectionMatrix; + +#if defined(USE_VERTEX_ANIMATION) +uniform float u_VertexLerp; +#endif + +uniform vec4 u_Color; + +varying float var_Scale; + +#if defined(USE_DEFORM_VERTEXES) +vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) +{ + if (u_DeformGen == 0) + { + return pos; + } + + float base = u_DeformParams[0]; + float amplitude = u_DeformParams[1]; + float phase = u_DeformParams[2]; + float frequency = u_DeformParams[3]; + float spread = u_DeformParams[4]; + + if (u_DeformGen == DGEN_BULGE) + { + phase *= st.x; + } + else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) + { + phase += dot(pos.xyz, vec3(spread)); + } + + float value = phase + (u_Time * frequency); + float func; + + if (u_DeformGen == DGEN_WAVE_SIN) + { + func = sin(value * 2.0 * M_PI); + } + else if (u_DeformGen == DGEN_WAVE_SQUARE) + { + func = sign(0.5 - fract(value)); + } + else if (u_DeformGen == DGEN_WAVE_TRIANGLE) + { + func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; + } + else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) + { + func = fract(value); + } + else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) + { + func = (1.0 - fract(value)); + } + else // if (u_DeformGen == DGEN_BULGE) + { + func = sin(value); + } + + return pos + normal * (base + func * amplitude); +} +#endif + +float CalcFog(vec3 position) +{ + float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0; + float t = dot(vec4(position, 1.0), u_FogDepth); + + float eyeOutside = float(u_FogEyeT < 0.0); + float fogged = float(t >= eyeOutside); + + t += 1e-6; + t *= fogged / (t - u_FogEyeT * eyeOutside); + + return s * t; +} + +void main() +{ +#if defined(USE_VERTEX_ANIMATION) + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); +#else + vec3 position = attr_Position; + vec3 normal = attr_Normal; +#endif + +#if defined(USE_DEFORM_VERTEXES) + position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); +#endif + + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); + + var_Scale = CalcFog(position) * u_Color.a * u_Color.a; +} diff --git a/src/renderergl2/glsl/generic_fp.glsl b/src/renderergl2/glsl/generic_fp.glsl new file mode 100644 index 0000000..c0a4940 --- /dev/null +++ b/src/renderergl2/glsl/generic_fp.glsl @@ -0,0 +1,33 @@ +uniform sampler2D u_DiffuseMap; + +uniform int u_AlphaTest; + +varying vec2 var_DiffuseTex; + +varying vec4 var_Color; + + +void main() +{ + vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex); + + float alpha = color.a * var_Color.a; + if (u_AlphaTest == 1) + { + if (alpha == 0.0) + discard; + } + else if (u_AlphaTest == 2) + { + if (alpha >= 0.5) + discard; + } + else if (u_AlphaTest == 3) + { + if (alpha < 0.5) + discard; + } + + gl_FragColor.rgb = color.rgb * var_Color.rgb; + gl_FragColor.a = alpha; +} diff --git a/src/renderergl2/glsl/generic_vp.glsl b/src/renderergl2/glsl/generic_vp.glsl new file mode 100644 index 0000000..bbe08e8 --- /dev/null +++ b/src/renderergl2/glsl/generic_vp.glsl @@ -0,0 +1,239 @@ +attribute vec3 attr_Position; +attribute vec3 attr_Normal; + +#if defined(USE_VERTEX_ANIMATION) +attribute vec3 attr_Position2; +attribute vec3 attr_Normal2; +#endif + +attribute vec4 attr_Color; +attribute vec4 attr_TexCoord0; + +#if defined(USE_TCGEN) +attribute vec4 attr_TexCoord1; +#endif + +uniform vec4 u_DiffuseTexMatrix; +uniform vec4 u_DiffuseTexOffTurb; + +#if defined(USE_TCGEN) || defined(USE_RGBAGEN) +uniform vec3 u_LocalViewOrigin; +#endif + +#if defined(USE_TCGEN) +uniform int u_TCGen0; +uniform vec3 u_TCGen0Vector0; +uniform vec3 u_TCGen0Vector1; +#endif + +#if defined(USE_FOG) +uniform vec4 u_FogDistance; +uniform vec4 u_FogDepth; +uniform float u_FogEyeT; +uniform vec4 u_FogColorMask; +#endif + +#if defined(USE_DEFORM_VERTEXES) +uniform int u_DeformGen; +uniform float u_DeformParams[5]; +uniform float u_Time; +#endif + +uniform mat4 u_ModelViewProjectionMatrix; +uniform vec4 u_BaseColor; +uniform vec4 u_VertColor; + +#if defined(USE_RGBAGEN) +uniform int u_ColorGen; +uniform int u_AlphaGen; +uniform vec3 u_AmbientLight; +uniform vec3 u_DirectedLight; +uniform vec3 u_ModelLightDir; +uniform float u_PortalRange; +#endif + +#if defined(USE_VERTEX_ANIMATION) +uniform float u_VertexLerp; +#endif + +varying vec2 var_DiffuseTex; +varying vec4 var_Color; + +#if defined(USE_DEFORM_VERTEXES) +vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) +{ + float base = u_DeformParams[0]; + float amplitude = u_DeformParams[1]; + float phase = u_DeformParams[2]; + float frequency = u_DeformParams[3]; + float spread = u_DeformParams[4]; + + if (u_DeformGen == DGEN_BULGE) + { + phase *= st.x; + } + else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) + { + phase += dot(pos.xyz, vec3(spread)); + } + + float value = phase + (u_Time * frequency); + float func; + + if (u_DeformGen == DGEN_WAVE_SIN) + { + func = sin(value * 2.0 * M_PI); + } + else if (u_DeformGen == DGEN_WAVE_SQUARE) + { + func = sign(fract(0.5 - value)); + } + else if (u_DeformGen == DGEN_WAVE_TRIANGLE) + { + func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; + } + else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) + { + func = fract(value); + } + else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) + { + func = (1.0 - fract(value)); + } + else // if (u_DeformGen == DGEN_BULGE) + { + func = sin(value); + } + + return pos + normal * (base + func * amplitude); +} +#endif + +#if defined(USE_TCGEN) +vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1) +{ + vec2 tex = attr_TexCoord0.st; + + if (TCGen == TCGEN_LIGHTMAP) + { + tex = attr_TexCoord1.st; + } + else if (TCGen == TCGEN_ENVIRONMENT_MAPPED) + { + vec3 viewer = normalize(u_LocalViewOrigin - position); + vec2 ref = reflect(viewer, normal).yz; + tex.s = ref.x * -0.5 + 0.5; + tex.t = ref.y * 0.5 + 0.5; + } + else if (TCGen == TCGEN_VECTOR) + { + tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1)); + } + + return tex; +} +#endif + +#if defined(USE_TCMOD) +vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) +{ + float amplitude = offTurb.z; + float phase = offTurb.w * 2.0 * M_PI; + vec2 st2; + st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x); + st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y); + + vec2 offsetPos = vec2(position.x + position.z, position.y); + + vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase)); + + return st2 + texOffset * amplitude; +} +#endif + +#if defined(USE_RGBAGEN) +vec4 CalcColor(vec3 position, vec3 normal) +{ + vec4 color = u_VertColor * attr_Color + u_BaseColor; + + if (u_ColorGen == CGEN_LIGHTING_DIFFUSE) + { + float incoming = clamp(dot(normal, u_ModelLightDir), 0.0, 1.0); + + color.rgb = clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0); + } + + vec3 viewer = u_LocalViewOrigin - position; + + if (u_AlphaGen == AGEN_LIGHTING_SPECULAR) + { + vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position); + vec3 reflected = -reflect(lightDir, normal); + + color.a = clamp(dot(reflected, normalize(viewer)), 0.0, 1.0); + color.a *= color.a; + color.a *= color.a; + } + else if (u_AlphaGen == AGEN_PORTAL) + { + color.a = clamp(length(viewer) / u_PortalRange, 0.0, 1.0); + } + + return color; +} +#endif + +#if defined(USE_FOG) +float CalcFog(vec3 position) +{ + float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0; + float t = dot(vec4(position, 1.0), u_FogDepth); + + float eyeOutside = float(u_FogEyeT < 0.0); + float fogged = float(t >= eyeOutside); + + t += 1e-6; + t *= fogged / (t - u_FogEyeT * eyeOutside); + + return s * t; +} +#endif + +void main() +{ +#if defined(USE_VERTEX_ANIMATION) + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); +#else + vec3 position = attr_Position; + vec3 normal = attr_Normal; +#endif + +#if defined(USE_DEFORM_VERTEXES) + position = DeformPosition(position, normal, attr_TexCoord0.st); +#endif + + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); + +#if defined(USE_TCGEN) + vec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); +#else + vec2 tex = attr_TexCoord0.st; +#endif + +#if defined(USE_TCMOD) + var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); +#else + var_DiffuseTex = tex; +#endif + +#if defined(USE_RGBAGEN) + var_Color = CalcColor(position, normal); +#else + var_Color = u_VertColor * attr_Color + u_BaseColor; +#endif + +#if defined(USE_FOG) + var_Color *= vec4(1.0) - u_FogColorMask * sqrt(clamp(CalcFog(position), 0.0, 1.0)); +#endif +} diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl new file mode 100644 index 0000000..8e7c9b4 --- /dev/null +++ b/src/renderergl2/glsl/lightall_fp.glsl @@ -0,0 +1,429 @@ +uniform sampler2D u_DiffuseMap; + +#if defined(USE_LIGHTMAP) +uniform sampler2D u_LightMap; +#endif + +#if defined(USE_NORMALMAP) +uniform sampler2D u_NormalMap; +#endif + +#if defined(USE_DELUXEMAP) +uniform sampler2D u_DeluxeMap; +#endif + +#if defined(USE_SPECULARMAP) +uniform sampler2D u_SpecularMap; +#endif + +#if defined(USE_SHADOWMAP) +uniform sampler2D u_ShadowMap; +#endif + +#if defined(USE_CUBEMAP) +uniform samplerCube u_CubeMap; +#endif + +#if defined(USE_NORMALMAP) || defined(USE_DELUXEMAP) || defined(USE_SPECULARMAP) || defined(USE_CUBEMAP) +// y = deluxe, w = cube +uniform vec4 u_EnableTextures; +#endif + +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) +uniform vec3 u_PrimaryLightColor; +uniform vec3 u_PrimaryLightAmbient; +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) +uniform vec4 u_NormalScale; +uniform vec4 u_SpecularScale; +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) +#if defined(USE_CUBEMAP) +uniform vec4 u_CubeMapInfo; +#endif +#endif + +uniform int u_AlphaTest; + +varying vec4 var_TexCoords; + +varying vec4 var_Color; +#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) +varying vec4 var_ColorAmbient; +#endif + +#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) +varying vec4 var_Normal; +varying vec4 var_Tangent; +varying vec4 var_Bitangent; +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) +varying vec4 var_LightDir; +#endif + +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) +varying vec4 var_PrimaryLightDir; +#endif + + +#define EPSILON 0.00000001 + +#if defined(USE_PARALLAXMAP) +float SampleDepth(sampler2D normalMap, vec2 t) +{ + #if defined(SWIZZLE_NORMALMAP) + return 1.0 - texture2D(normalMap, t).r; + #else + return 1.0 - texture2D(normalMap, t).a; + #endif +} + +float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap) +{ + const int linearSearchSteps = 16; + const int binarySearchSteps = 6; + + // current size of search window + float size = 1.0 / float(linearSearchSteps); + + // current depth position + float depth = 0.0; + + // best match found (starts with last position 1.0) + float bestDepth = 1.0; + + // texture depth at best depth + float texDepth = 0.0; + + float prevT = SampleDepth(normalMap, dp); + float prevTexDepth = prevT; + + // search front to back for first point inside object + for(int i = 0; i < linearSearchSteps - 1; ++i) + { + depth += size; + + float t = SampleDepth(normalMap, dp + ds * depth); + + if(bestDepth > 0.996) // if no depth found yet + if(depth >= t) + { + bestDepth = depth; // store best depth + texDepth = t; + prevTexDepth = prevT; + } + prevT = t; + } + + depth = bestDepth; + +#if !defined (USE_RELIEFMAP) + float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps)); + bestDepth -= (depth - size - prevTexDepth) * div; +#else + // recurse around first point (depth) for closest match + for(int i = 0; i < binarySearchSteps; ++i) + { + size *= 0.5; + + float t = SampleDepth(normalMap, dp + ds * depth); + + if(depth >= t) + { + bestDepth = depth; + depth -= 2.0 * size; + } + + depth += size; + } +#endif + + return bestDepth; +} +#endif + +vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness) +{ +#if defined(USE_BURLEY) + // modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf + float fd90 = -0.5 + EH * EH * roughness; + float burley = 1.0 + fd90 * 0.04 / NH; + burley *= burley; + return diffuseAlbedo * burley; +#else + return diffuseAlbedo; +#endif +} + +vec3 EnvironmentBRDF(float roughness, float NE, vec3 specular) +{ + // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf + float v = 1.0 - max(roughness, NE); + v *= v * v; + return vec3(v) + specular; +} + +vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness) +{ + // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf + float rr = roughness*roughness; + float rrrr = rr*rr; + float d = (NH * NH) * (rrrr - 1.0) + 1.0; + float v = (EH * EH) * (roughness + 0.5); + return specular * (rrrr / (4.0 * d * d * v)); +} + + +float CalcLightAttenuation(float point, float normDist) +{ + // zero light at 1.0, approximating q3 style + // also don't attenuate directional light + float attenuation = (0.5 * normDist - 1.5) * point + 1.0; + + // clamp attenuation + #if defined(NO_LIGHT_CLAMP) + attenuation = max(attenuation, 0.0); + #else + attenuation = clamp(attenuation, 0.0, 1.0); + #endif + + return attenuation; +} + + +void main() +{ + vec3 viewDir, lightColor, ambientColor, reflectance; + vec3 L, N, E, H; + float NL, NH, NE, EH, attenuation; + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz); + viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w); + E = normalize(viewDir); +#endif + + lightColor = var_Color.rgb; + +#if defined(USE_LIGHTMAP) + vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw); + #if defined(RGBM_LIGHTMAP) + lightmapColor.rgb *= lightmapColor.a; + #endif + #if defined(USE_PBR) && !defined(USE_FAST_LIGHT) + lightmapColor.rgb *= lightmapColor.rgb; + #endif + lightColor *= lightmapColor.rgb; +#endif + + vec2 texCoords = var_TexCoords.xy; + +#if defined(USE_PARALLAXMAP) + vec3 offsetDir = viewDir * tangentToWorld; + + offsetDir.xy *= -u_NormalScale.a / offsetDir.z; + + texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap); +#endif + + vec4 diffuse = texture2D(u_DiffuseMap, texCoords); + + float alpha = diffuse.a * var_Color.a; + if (u_AlphaTest == 1) + { + if (alpha == 0.0) + discard; + } + else if (u_AlphaTest == 2) + { + if (alpha >= 0.5) + discard; + } + else if (u_AlphaTest == 3) + { + if (alpha < 0.5) + discard; + } + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + L = var_LightDir.xyz; + #if defined(USE_DELUXEMAP) + L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y; + #endif + float sqrLightDist = dot(L, L); + L /= sqrt(sqrLightDist); + + #if defined(USE_LIGHT_VECTOR) + attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist); + #else + attenuation = 1.0; + #endif + + #if defined(USE_NORMALMAP) + #if defined(SWIZZLE_NORMALMAP) + N.xy = texture2D(u_NormalMap, texCoords).ag - vec2(0.5); + #else + N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5); + #endif + N.xy *= u_NormalScale.xy; + N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0)); + N = tangentToWorld * N; + #else + N = var_Normal.xyz; + #endif + + N = normalize(N); + + #if defined(USE_SHADOWMAP) + vec2 shadowTex = gl_FragCoord.xy * r_FBufScale; + float shadowValue = texture2D(u_ShadowMap, shadowTex).r; + + // surfaces not facing the light are always shadowed + shadowValue *= clamp(dot(N, var_PrimaryLightDir.xyz), 0.0, 1.0); + + #if defined(SHADOWMAP_MODULATE) + lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r; + #endif + #endif + + #if !defined(USE_LIGHT_VECTOR) + ambientColor = lightColor; + float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0); + + // reserve 25% ambient to avoid black areas on normalmaps + lightColor *= 0.75; + + // Scale the incoming light to compensate for the baked-in light angle + // attenuation. + lightColor /= max(surfNL, 0.25); + + // Recover any unused light as ambient, in case attenuation is over 4x or + // light is below the surface + ambientColor = max(ambientColor - lightColor * surfNL, vec3(0.0)); + #else + ambientColor = var_ColorAmbient.rgb; + #endif + + NL = clamp(dot(N, L), 0.0, 1.0); + NE = clamp(dot(N, E), 0.0, 1.0); + + #if defined(USE_SPECULARMAP) + vec4 specular = texture2D(u_SpecularMap, texCoords); + #else + vec4 specular = vec4(1.0); + #endif + specular *= u_SpecularScale; + + #if defined(USE_PBR) + diffuse.rgb *= diffuse.rgb; + #endif + + #if defined(USE_PBR) + // diffuse rgb is base color + // specular red is gloss + // specular green is metallicness + float gloss = specular.r; + float metal = specular.g; + specular.rgb = metal * diffuse.rgb + vec3(0.04 - 0.04 * metal); + diffuse.rgb *= 1.0 - metal; + #else + // diffuse rgb is diffuse + // specular rgb is specular reflectance at normal incidence + // specular alpha is gloss + float gloss = specular.a; + + // adjust diffuse by specular reflectance, to maintain energy conservation + diffuse.rgb *= vec3(1.0) - specular.rgb; + #endif + + #if defined(GLOSS_IS_GLOSS) + float roughness = exp2(-3.0 * gloss); + #elif defined(GLOSS_IS_SMOOTHNESS) + float roughness = 1.0 - gloss; + #elif defined(GLOSS_IS_ROUGHNESS) + float roughness = gloss; + #elif defined(GLOSS_IS_SHININESS) + float roughness = pow(2.0 / (8190.0 * gloss + 2.0), 0.25); + #endif + + reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness); + + gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL); + gl_FragColor.rgb += ambientColor * diffuse.rgb; + + #if defined(USE_CUBEMAP) + reflectance = EnvironmentBRDF(roughness, NE, specular.rgb); + + vec3 R = reflect(E, N); + + // parallax corrected cubemap (cheaper trick) + // from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ + vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir; + + vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, ROUGHNESS_MIPS * roughness).rgb * u_EnableTextures.w; + + // normalize cubemap based on last roughness mip (~diffuse) + // multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation + //vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, ROUGHNESS_MIPS).rgb, 0.5 / 255.0); + //cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721)); + + #if defined(USE_PBR) + cubeLightColor *= cubeLightColor; + #endif + + // multiply cubemap values by lighting + // not technically correct, but helps make reflections look less unnatural + //cubeLightColor *= lightColor * (attenuation * NL) + ambientColor; + + gl_FragColor.rgb += cubeLightColor * reflectance; + #endif + + #if defined(USE_PRIMARY_LIGHT) || defined(SHADOWMAP_MODULATE) + vec3 L2, H2; + float NL2, EH2, NH2; + + L2 = var_PrimaryLightDir.xyz; + + // enable when point lights are supported as primary lights + //sqrLightDist = dot(L2, L2); + //L2 /= sqrt(sqrLightDist); + + NL2 = clamp(dot(N, L2), 0.0, 1.0); + H2 = normalize(L2 + E); + EH2 = clamp(dot(E, H2), 0.0, 1.0); + NH2 = clamp(dot(N, H2), 0.0, 1.0); + + reflectance = CalcSpecular(specular.rgb, NH2, EH2, roughness); + + // bit of a hack, with modulated shadowmaps, ignore diffuse + #if !defined(SHADOWMAP_MODULATE) + reflectance += CalcDiffuse(diffuse.rgb, NH2, EH2, roughness); + #endif + + lightColor = u_PrimaryLightColor; + + #if defined(USE_SHADOWMAP) + lightColor *= shadowValue; + #endif + + // enable when point lights are supported as primary lights + //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist); + + gl_FragColor.rgb += lightColor * reflectance * NL2; + #endif + + #if defined(USE_PBR) + gl_FragColor.rgb = sqrt(gl_FragColor.rgb); + #endif + +#else + + gl_FragColor.rgb = diffuse.rgb * lightColor; + +#endif + + gl_FragColor.a = alpha; +} diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl new file mode 100644 index 0000000..e5b3c4f --- /dev/null +++ b/src/renderergl2/glsl/lightall_vp.glsl @@ -0,0 +1,246 @@ +attribute vec4 attr_TexCoord0; +#if defined(USE_LIGHTMAP) || defined(USE_TCGEN) +attribute vec4 attr_TexCoord1; +#endif +attribute vec4 attr_Color; + +attribute vec3 attr_Position; +attribute vec3 attr_Normal; +attribute vec4 attr_Tangent; + +#if defined(USE_VERTEX_ANIMATION) +attribute vec3 attr_Position2; +attribute vec3 attr_Normal2; +attribute vec4 attr_Tangent2; +#endif + +#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR) +attribute vec3 attr_LightDirection; +#endif + +#if defined(USE_DELUXEMAP) +uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) +uniform vec3 u_ViewOrigin; +#endif + +#if defined(USE_TCGEN) +uniform int u_TCGen0; +uniform vec3 u_TCGen0Vector0; +uniform vec3 u_TCGen0Vector1; +uniform vec3 u_LocalViewOrigin; +#endif + +#if defined(USE_TCMOD) +uniform vec4 u_DiffuseTexMatrix; +uniform vec4 u_DiffuseTexOffTurb; +#endif + +uniform mat4 u_ModelViewProjectionMatrix; +uniform vec4 u_BaseColor; +uniform vec4 u_VertColor; + +#if defined(USE_MODELMATRIX) +uniform mat4 u_ModelMatrix; +#endif + +#if defined(USE_VERTEX_ANIMATION) +uniform float u_VertexLerp; +#endif + +#if defined(USE_LIGHT_VECTOR) +uniform vec4 u_LightOrigin; +uniform float u_LightRadius; +uniform vec3 u_DirectedLight; +uniform vec3 u_AmbientLight; +#endif + +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) +uniform vec4 u_PrimaryLightOrigin; +uniform float u_PrimaryLightRadius; +#endif + +varying vec4 var_TexCoords; + +varying vec4 var_Color; +#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) +varying vec4 var_ColorAmbient; +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) +varying vec4 var_Normal; +varying vec4 var_Tangent; +varying vec4 var_Bitangent; +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) +varying vec4 var_LightDir; +#endif + +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) +varying vec4 var_PrimaryLightDir; +#endif + +#if defined(USE_TCGEN) +vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1) +{ + vec2 tex = attr_TexCoord0.st; + + if (TCGen == TCGEN_LIGHTMAP) + { + tex = attr_TexCoord1.st; + } + else if (TCGen == TCGEN_ENVIRONMENT_MAPPED) + { + vec3 viewer = normalize(u_LocalViewOrigin - position); + vec2 ref = reflect(viewer, normal).yz; + tex.s = ref.x * -0.5 + 0.5; + tex.t = ref.y * 0.5 + 0.5; + } + else if (TCGen == TCGEN_VECTOR) + { + tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1)); + } + + return tex; +} +#endif + +#if defined(USE_TCMOD) +vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) +{ + float amplitude = offTurb.z; + float phase = offTurb.w * 2.0 * M_PI; + vec2 st2; + st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x); + st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y); + + vec2 offsetPos = vec2(position.x + position.z, position.y); + + vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase)); + + return st2 + texOffset * amplitude; +} +#endif + + +float CalcLightAttenuation(float point, float normDist) +{ + // zero light at 1.0, approximating q3 style + // also don't attenuate directional light + float attenuation = (0.5 * normDist - 1.5) * point + 1.0; + + // clamp attenuation + #if defined(NO_LIGHT_CLAMP) + attenuation = max(attenuation, 0.0); + #else + attenuation = clamp(attenuation, 0.0, 1.0); + #endif + + return attenuation; +} + + +void main() +{ +#if defined(USE_VERTEX_ANIMATION) + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); + #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + vec3 tangent = mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp); + #endif +#else + vec3 position = attr_Position; + vec3 normal = attr_Normal; + #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + vec3 tangent = attr_Tangent.xyz; + #endif +#endif + +#if defined(USE_TCGEN) + vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); +#else + vec2 texCoords = attr_TexCoord0.st; +#endif + +#if defined(USE_TCMOD) + var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); +#else + var_TexCoords.xy = texCoords; +#endif + + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); + +#if defined(USE_MODELMATRIX) + position = (u_ModelMatrix * vec4(position, 1.0)).xyz; + normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz; + #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; + #endif +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + vec3 bitangent = cross(normal, tangent) * attr_Tangent.w; +#endif + +#if defined(USE_LIGHT_VECTOR) + vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w); +#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + vec3 L = attr_LightDirection; + #if defined(USE_MODELMATRIX) + L = (u_ModelMatrix * vec4(L, 0.0)).xyz; + #endif +#endif + +#if defined(USE_LIGHTMAP) + var_TexCoords.zw = attr_TexCoord1.st; +#endif + + var_Color = u_VertColor * attr_Color + u_BaseColor; + +#if defined(USE_LIGHT_VECTOR) + #if defined(USE_FAST_LIGHT) + float sqrLightDist = dot(L, L); + float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0); + float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist); + + var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight; + #else + var_ColorAmbient.rgb = u_AmbientLight * var_Color.rgb; + var_Color.rgb *= u_DirectedLight; + #if defined(USE_PBR) + var_ColorAmbient.rgb *= var_ColorAmbient.rgb; + #endif + #endif +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) && defined(USE_PBR) + var_Color.rgb *= var_Color.rgb; +#endif + +#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) + var_PrimaryLightDir.xyz = u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w); + var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius; +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + #if defined(USE_LIGHT_VECTOR) + var_LightDir = vec4(L, u_LightRadius * u_LightRadius); + #else + var_LightDir = vec4(L, 0.0); + #endif + #if defined(USE_DELUXEMAP) + var_LightDir -= u_EnableTextures.y * var_LightDir; + #endif +#endif + +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) + vec3 viewDir = u_ViewOrigin - position; + // store view direction in tangent space to save on varyings + var_Normal = vec4(normal, viewDir.x); + var_Tangent = vec4(tangent, viewDir.y); + var_Bitangent = vec4(bitangent, viewDir.z); +#endif +} diff --git a/src/renderergl2/glsl/pshadow_fp.glsl b/src/renderergl2/glsl/pshadow_fp.glsl new file mode 100644 index 0000000..c196f48 --- /dev/null +++ b/src/renderergl2/glsl/pshadow_fp.glsl @@ -0,0 +1,78 @@ +uniform sampler2D u_ShadowMap; + +uniform vec3 u_LightForward; +uniform vec3 u_LightUp; +uniform vec3 u_LightRight; +uniform vec4 u_LightOrigin; +uniform float u_LightRadius; +varying vec3 var_Position; +varying vec3 var_Normal; + +void main() +{ + vec3 lightToPos = var_Position - u_LightOrigin.xyz; + vec2 st = vec2(-dot(u_LightRight, lightToPos), dot(u_LightUp, lightToPos)); + + float fade = length(st); + +#if defined(USE_DISCARD) + if (fade >= 1.0) + { + discard; + } +#endif + + fade = clamp(8.0 - fade * 8.0, 0.0, 1.0); + + st = st * 0.5 + vec2(0.5); + +#if defined(USE_SOLID_PSHADOWS) + float intensity = max(sign(u_LightRadius - length(lightToPos)), 0.0); +#else + float intensity = clamp((1.0 - dot(lightToPos, lightToPos) / (u_LightRadius * u_LightRadius)) * 2.0, 0.0, 1.0); +#endif + + float lightDist = length(lightToPos); + float dist; + +#if defined(USE_DISCARD) + if (dot(u_LightForward, lightToPos) <= 0.0) + { + discard; + } + + if (dot(var_Normal, lightToPos) > 0.0) + { + discard; + } +#else + intensity *= max(sign(dot(u_LightForward, lightToPos)), 0.0); + intensity *= max(sign(-dot(var_Normal, lightToPos)), 0.0); +#endif + + intensity *= fade; + + float part; +#if defined(USE_PCF) + part = float(texture2D(u_ShadowMap, st + vec2(-1.0/512.0, -1.0/512.0)).r != 1.0); + part += float(texture2D(u_ShadowMap, st + vec2( 1.0/512.0, -1.0/512.0)).r != 1.0); + part += float(texture2D(u_ShadowMap, st + vec2(-1.0/512.0, 1.0/512.0)).r != 1.0); + part += float(texture2D(u_ShadowMap, st + vec2( 1.0/512.0, 1.0/512.0)).r != 1.0); +#else + part = float(texture2D(u_ShadowMap, st).r != 1.0); +#endif + + if (part <= 0.0) + { + discard; + } + +#if defined(USE_PCF) + intensity *= part * 0.25; +#else + intensity *= part; +#endif + + gl_FragColor.rgb = vec3(0); + gl_FragColor.a = clamp(intensity, 0.0, 0.75); +} diff --git a/src/renderergl2/glsl/pshadow_vp.glsl b/src/renderergl2/glsl/pshadow_vp.glsl new file mode 100644 index 0000000..07a4985 --- /dev/null +++ b/src/renderergl2/glsl/pshadow_vp.glsl @@ -0,0 +1,15 @@ +attribute vec3 attr_Position; +attribute vec3 attr_Normal; + +uniform mat4 u_ModelViewProjectionMatrix; +varying vec3 var_Position; +varying vec3 var_Normal; + + +void main() +{ + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); + + var_Position = attr_Position; + var_Normal = attr_Normal; +} diff --git a/src/renderergl2/glsl/shadowfill_fp.glsl b/src/renderergl2/glsl/shadowfill_fp.glsl new file mode 100644 index 0000000..150f3d1 --- /dev/null +++ b/src/renderergl2/glsl/shadowfill_fp.glsl @@ -0,0 +1,41 @@ +uniform vec4 u_LightOrigin; +uniform float u_LightRadius; + +varying vec3 var_Position; + +void main() +{ +#if defined(USE_DEPTH) + float depth = length(u_LightOrigin.xyz - var_Position) / u_LightRadius; + #if 0 + // 32 bit precision + const vec4 bitSh = vec4( 256 * 256 * 256, 256 * 256, 256, 1); + const vec4 bitMsk = vec4( 0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + + vec4 comp; + comp = depth * bitSh; + comp.xyz = fract(comp.xyz); + comp -= comp.xxyz * bitMsk; + gl_FragColor = comp; + #endif + + #if 1 + // 24 bit precision + const vec3 bitSh = vec3( 256 * 256, 256, 1); + const vec3 bitMsk = vec3( 0, 1.0 / 256.0, 1.0 / 256.0); + + vec3 comp; + comp = depth * bitSh; + comp.xy = fract(comp.xy); + comp -= comp.xxy * bitMsk; + gl_FragColor = vec4(comp, 1.0); + #endif + + #if 0 + // 8 bit precision + gl_FragColor = vec4(depth, depth, depth, 1); + #endif +#else + gl_FragColor = vec4(0, 0, 0, 1); +#endif +} diff --git a/src/renderergl2/glsl/shadowfill_vp.glsl b/src/renderergl2/glsl/shadowfill_vp.glsl new file mode 100644 index 0000000..7de901b --- /dev/null +++ b/src/renderergl2/glsl/shadowfill_vp.glsl @@ -0,0 +1,89 @@ +attribute vec3 attr_Position; +attribute vec3 attr_Normal; +attribute vec4 attr_TexCoord0; + +//#if defined(USE_VERTEX_ANIMATION) +attribute vec3 attr_Position2; +attribute vec3 attr_Normal2; +//#endif + +//#if defined(USE_DEFORM_VERTEXES) +uniform int u_DeformGen; +uniform float u_DeformParams[5]; +//#endif + +uniform float u_Time; +uniform mat4 u_ModelViewProjectionMatrix; + +uniform mat4 u_ModelMatrix; + +//#if defined(USE_VERTEX_ANIMATION) +uniform float u_VertexLerp; +//#endif + +varying vec3 var_Position; + +vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) +{ + if (u_DeformGen == 0) + { + return pos; + } + + float base = u_DeformParams[0]; + float amplitude = u_DeformParams[1]; + float phase = u_DeformParams[2]; + float frequency = u_DeformParams[3]; + float spread = u_DeformParams[4]; + + if (u_DeformGen == DGEN_BULGE) + { + phase *= st.x; + } + else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) + { + phase += dot(pos.xyz, vec3(spread)); + } + + float value = phase + (u_Time * frequency); + float func; + + if (u_DeformGen == DGEN_WAVE_SIN) + { + func = sin(value * 2.0 * M_PI); + } + else if (u_DeformGen == DGEN_WAVE_SQUARE) + { + func = sign(0.5 - fract(value)); + } + else if (u_DeformGen == DGEN_WAVE_TRIANGLE) + { + func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; + } + else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) + { + func = fract(value); + } + else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) + { + func = (1.0 - fract(value)); + } + else // if (u_DeformGen == DGEN_BULGE) + { + func = sin(value); + } + + return pos + normal * (base + func * amplitude); +} + +void main() +{ + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); + + position = DeformPosition(position, normal, attr_TexCoord0.st); + + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); + + var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz; +} diff --git a/src/renderergl2/glsl/shadowmask_fp.glsl b/src/renderergl2/glsl/shadowmask_fp.glsl new file mode 100644 index 0000000..2b57e3b --- /dev/null +++ b/src/renderergl2/glsl/shadowmask_fp.glsl @@ -0,0 +1,143 @@ +uniform sampler2D u_ScreenDepthMap; + +uniform sampler2DShadow u_ShadowMap; +#if defined(USE_SHADOW_CASCADE) +uniform sampler2DShadow u_ShadowMap2; +uniform sampler2DShadow u_ShadowMap3; +uniform sampler2DShadow u_ShadowMap4; +#endif + +uniform mat4 u_ShadowMvp; +#if defined(USE_SHADOW_CASCADE) +uniform mat4 u_ShadowMvp2; +uniform mat4 u_ShadowMvp3; +uniform mat4 u_ShadowMvp4; +#endif + +uniform vec3 u_ViewOrigin; +uniform vec4 u_ViewInfo; // zfar / znear, zfar + +varying vec2 var_DepthTex; +varying vec3 var_ViewDir; + +// depth is GL_DEPTH_COMPONENT24 +// so the maximum error is 1.0 / 2^24 +#define DEPTH_MAX_ERROR 0.000000059604644775390625 + +// Input: It uses texture coords as the random number seed. +// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. +// Author: Michael Pohoreski +// Copyright: Copyleft 2012 :-) +// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader + +float random( const vec2 p ) +{ + // We need irrationals for pseudo randomness. + // Most (all?) known transcendental numbers will (generally) work. + const vec2 r = vec2( + 23.1406926327792690, // e^pi (Gelfond's constant) + 2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant) + //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) ); + return mod( 123456789., 1e-7 + 256. * dot(p,r) ); +} + +float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist) +{ + float mult; + float scale = 2.0 / r_shadowMapSize; + +#if 0 + // from http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html + vec2 offset = vec2(greaterThan(fract(var_DepthTex.xy * r_FBufScale * 0.5), vec2(0.25))); + offset.y += offset.x; + if (offset.y > 1.1) offset.y = 0.0; + + mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)) + + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)) + + shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)) + + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)); + + mult *= 0.25; +#endif + +#if defined(USE_SHADOW_FILTER) + float r = random(var_DepthTex.xy); + float sinr = sin(r) * scale; + float cosr = cos(r) * scale; + mat2 rmat = mat2(cosr, sinr, -sinr, cosr); + + mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)); + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)); + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)); + #if defined(USE_SHADOW_FILTER2) + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist)); + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist)); + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)); + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist)); + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist)); + mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)); + + mult *= 0.11111; + #else + mult *= 0.33333; + #endif +#else + mult = shadow2D(shadowmap, vec3(st, dist)); +#endif + + return mult; +} + +float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear) +{ + float sampleZDivW = texture2D(depthMap, tex).r - DEPTH_MAX_ERROR; + return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); +} + +void main() +{ + float result; + + float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x); + vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0); + + vec4 shadowpos = u_ShadowMvp * biasPos; + +#if defined(USE_SHADOW_CASCADE) + if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w))))) + { +#endif + shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5); + result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z); +#if defined(USE_SHADOW_CASCADE) + } + else + { + shadowpos = u_ShadowMvp2 * biasPos; + + if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w))))) + { + shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5); + result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z); + } + else + { + shadowpos = u_ShadowMvp3 * biasPos; + + if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w))))) + { + shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5); + result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z); + } + else + { + shadowpos = u_ShadowMvp4 * biasPos; + shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5); + result = PCF(u_ShadowMap4, shadowpos.xy, shadowpos.z); + } + } + } +#endif + + gl_FragColor = vec4(vec3(result), 1.0); +} diff --git a/src/renderergl2/glsl/shadowmask_vp.glsl b/src/renderergl2/glsl/shadowmask_vp.glsl new file mode 100644 index 0000000..13166a2 --- /dev/null +++ b/src/renderergl2/glsl/shadowmask_vp.glsl @@ -0,0 +1,18 @@ +attribute vec4 attr_Position; +attribute vec4 attr_TexCoord0; + +uniform vec3 u_ViewForward; +uniform vec3 u_ViewLeft; +uniform vec3 u_ViewUp; +uniform vec4 u_ViewInfo; // zfar / znear + +varying vec2 var_DepthTex; +varying vec3 var_ViewDir; + +void main() +{ + gl_Position = attr_Position; + vec2 screenCoords = gl_Position.xy / gl_Position.w; + var_DepthTex = attr_TexCoord0.xy; + var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y; +} diff --git a/src/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl new file mode 100644 index 0000000..93f6185 --- /dev/null +++ b/src/renderergl2/glsl/ssao_fp.glsl @@ -0,0 +1,86 @@ +uniform sampler2D u_ScreenDepthMap; + +uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height + +varying vec2 var_ScreenTex; + +vec2 poissonDisc[9] = vec2[9]( +vec2(-0.7055767, 0.196515), vec2(0.3524343, -0.7791386), +vec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417), +vec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181), +vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854), +vec2(0.7320465, 0.6317794) +); +#define NUM_SAMPLES 3 + +// Input: It uses texture coords as the random number seed. +// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. +// Author: Michael Pohoreski +// Copyright: Copyleft 2012 :-) +// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader + +float random( const vec2 p ) +{ + // We need irrationals for pseudo randomness. + // Most (all?) known transcendental numbers will (generally) work. + const vec2 r = vec2( + 23.1406926327792690, // e^pi (Gelfond's constant) + 2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant) + //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) ); + return mod( 123456789., 1e-7 + 256. * dot(p,r) ); +} + +mat2 randomRotation( const vec2 p ) +{ + float r = random(p); + float sinr = sin(r); + float cosr = cos(r); + return mat2(cosr, sinr, -sinr, cosr); +} + +float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear) +{ + float sampleZDivW = texture2D(depthMap, tex).r; + return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); +} + +float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale) +{ + float result = 0; + + float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear); + float scaleZ = zFarDivZNear * sampleZ; + + vec2 slope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y)); + + if (length(slope) * zFar > 5000.0) + return 1.0; + + vec2 offsetScale = vec2(scale * 1024.0 / scaleZ); + + mat2 rmat = randomRotation(tex); + + float invZFar = 1.0 / zFar; + float zLimit = 20.0 * invZFar; + int i; + for (i = 0; i < NUM_SAMPLES; i++) + { + vec2 offset = rmat * poissonDisc[i] * offsetScale; + float sampleDiff = getLinearDepth(depthMap, tex + offset, zFarDivZNear) - sampleZ; + + bool s1 = abs(sampleDiff) > zLimit; + bool s2 = sampleDiff + invZFar > dot(slope, offset); + result += float(s1 || s2); + } + + result *= 1.0 / float(NUM_SAMPLES); + + return result; +} + +void main() +{ + float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz); + + gl_FragColor = vec4(vec3(result), 1.0); +} diff --git a/src/renderergl2/glsl/ssao_vp.glsl b/src/renderergl2/glsl/ssao_vp.glsl new file mode 100644 index 0000000..9c46a79 --- /dev/null +++ b/src/renderergl2/glsl/ssao_vp.glsl @@ -0,0 +1,12 @@ +attribute vec4 attr_Position; +attribute vec4 attr_TexCoord0; + +varying vec2 var_ScreenTex; + +void main() +{ + gl_Position = attr_Position; + var_ScreenTex = attr_TexCoord0.xy; + //vec2 screenCoords = gl_Position.xy / gl_Position.w; + //var_ScreenTex = screenCoords * 0.5 + 0.5; +} diff --git a/src/renderergl2/glsl/texturecolor_fp.glsl b/src/renderergl2/glsl/texturecolor_fp.glsl new file mode 100644 index 0000000..7c9046e --- /dev/null +++ b/src/renderergl2/glsl/texturecolor_fp.glsl @@ -0,0 +1,10 @@ +uniform sampler2D u_DiffuseMap; +uniform vec4 u_Color; + +varying vec2 var_Tex1; + + +void main() +{ + gl_FragColor = texture2D(u_DiffuseMap, var_Tex1) * u_Color; +} diff --git a/src/renderergl2/glsl/texturecolor_vp.glsl b/src/renderergl2/glsl/texturecolor_vp.glsl new file mode 100644 index 0000000..552cd93 --- /dev/null +++ b/src/renderergl2/glsl/texturecolor_vp.glsl @@ -0,0 +1,13 @@ +attribute vec3 attr_Position; +attribute vec4 attr_TexCoord0; + +uniform mat4 u_ModelViewProjectionMatrix; + +varying vec2 var_Tex1; + + +void main() +{ + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); + var_Tex1 = attr_TexCoord0.st; +} diff --git a/src/renderergl2/glsl/tonemap_fp.glsl b/src/renderergl2/glsl/tonemap_fp.glsl new file mode 100644 index 0000000..9e24e24 --- /dev/null +++ b/src/renderergl2/glsl/tonemap_fp.glsl @@ -0,0 +1,57 @@ +uniform sampler2D u_TextureMap; +uniform sampler2D u_LevelsMap; + +uniform vec4 u_Color; + + +uniform vec2 u_AutoExposureMinMax; +uniform vec3 u_ToneMinAvgMaxLinear; + +varying vec2 var_TexCoords; +varying float var_InvWhite; + +const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114); + +float FilmicTonemap(float x) +{ + const float SS = 0.22; // Shoulder Strength + const float LS = 0.30; // Linear Strength + const float LA = 0.10; // Linear Angle + const float TS = 0.20; // Toe Strength + const float TAN = 0.01; // Toe Angle Numerator + const float TAD = 0.30; // Toe Angle Denominator + + return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD; +} + +void main() +{ + vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color; + +#if defined(USE_PBR) + color.rgb *= color.rgb; +#endif + + vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb; + vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x); + + float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y); + + color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx; + color.rgb = max(vec3(0.0), color.rgb); + + color.r = FilmicTonemap(color.r); + color.g = FilmicTonemap(color.g); + color.b = FilmicTonemap(color.b); + + color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0); + +#if defined(USE_PBR) + color.rgb = sqrt(color.rgb); +#endif + + // add a bit of dither to reduce banding + color.rgb += vec3(1.0/510.0 * mod(gl_FragCoord.x + gl_FragCoord.y, 2.0) - 1.0/1020.0); + + gl_FragColor = color; +} diff --git a/src/renderergl2/glsl/tonemap_vp.glsl b/src/renderergl2/glsl/tonemap_vp.glsl new file mode 100644 index 0000000..577c0a1 --- /dev/null +++ b/src/renderergl2/glsl/tonemap_vp.glsl @@ -0,0 +1,27 @@ +attribute vec3 attr_Position; +attribute vec4 attr_TexCoord0; + +uniform mat4 u_ModelViewProjectionMatrix; +uniform vec3 u_ToneMinAvgMaxLinear; + +varying vec2 var_TexCoords; +varying float var_InvWhite; + +float FilmicTonemap(float x) +{ + const float SS = 0.22; // Shoulder Strength + const float LS = 0.30; // Linear Strength + const float LA = 0.10; // Linear Angle + const float TS = 0.20; // Toe Strength + const float TAN = 0.01; // Toe Angle Numerator + const float TAD = 0.30; // Toe Angle Denominator + + return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD; +} + +void main() +{ + gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); + var_TexCoords = attr_TexCoord0.st; + var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x); +} diff --git a/src/renderergl2/tr_animation.cpp b/src/renderergl2/tr_animation.cpp new file mode 100644 index 0000000..55dddd7 --- /dev/null +++ b/src/renderergl2/tr_animation.cpp @@ -0,0 +1,525 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#include "tr_local.h" + +/* + +All bones should be an identity orientation to display the mesh exactly +as it is specified. + +For all other frames, the bones represent the transformation from the +orientation of the bone in the base frame to the orientation in this +frame. + +*/ + + +// copied and adapted from tr_mesh.c + +/* +============= +R_MDRCullModel +============= +*/ + +static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) { + vec3_t bounds[2]; + mdrFrame_t *oldFrame, *newFrame; + int i, frameSize; + + frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); + + // compute frame pointers + newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame); + oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe); + + // cull bounding sphere ONLY if this is not an upscaled entity + if ( !ent->e.nonNormalizedAxes ) + { + if ( ent->e.frame == ent->e.oldframe ) + { + switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) ) + { + // Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend + // we do. After all, the purpose of mdrs are not that different, are they? + + case CULL_OUT: + tr.pc.c_sphere_cull_md3_out++; + return CULL_OUT; + + case CULL_IN: + tr.pc.c_sphere_cull_md3_in++; + return CULL_IN; + + case CULL_CLIP: + tr.pc.c_sphere_cull_md3_clip++; + break; + } + } + else + { + int sphereCull, sphereCullB; + + sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ); + if ( newFrame == oldFrame ) { + sphereCullB = sphereCull; + } else { + sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius ); + } + + if ( sphereCull == sphereCullB ) + { + if ( sphereCull == CULL_OUT ) + { + tr.pc.c_sphere_cull_md3_out++; + return CULL_OUT; + } + else if ( sphereCull == CULL_IN ) + { + tr.pc.c_sphere_cull_md3_in++; + return CULL_IN; + } + else + { + tr.pc.c_sphere_cull_md3_clip++; + } + } + } + } + + // calculate a bounding box in the current coordinate system + for (i = 0 ; i < 3 ; i++) { + bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i]; + bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i]; + } + + switch ( R_CullLocalBox( bounds ) ) + { + case CULL_IN: + tr.pc.c_box_cull_md3_in++; + return CULL_IN; + case CULL_CLIP: + tr.pc.c_box_cull_md3_clip++; + return CULL_CLIP; + case CULL_OUT: + default: + tr.pc.c_box_cull_md3_out++; + return CULL_OUT; + } +} + +/* +================= +R_MDRComputeFogNum + +================= +*/ + +int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) { + int i, j; + fog_t *fog; + mdrFrame_t *mdrFrame; + vec3_t localOrigin; + int frameSize; + + if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { + return 0; + } + + frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); + + // FIXME: non-normalized axis issues + mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame); + VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin ); + for ( i = 1 ; i < tr.world->numfogs ; i++ ) { + fog = &tr.world->fogs[i]; + for ( j = 0 ; j < 3 ; j++ ) { + if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) { + break; + } + if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) { + break; + } + } + if ( j == 3 ) { + return i; + } + } + + return 0; +} + + +/* +============== +R_MDRAddAnimSurfaces +============== +*/ + +// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c + +void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) { + mdrHeader_t *header; + mdrSurface_t *surface; + mdrLOD_t *lod; + shader_t *shader; + skin_t *skin; + int i, j; + int lodnum = 0; + int fogNum = 0; + int cull; + int cubemapIndex; + bool personalModel; + + header = (mdrHeader_t *) tr.currentModel->modelData; + + personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal + || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))); + + if ( ent->e.renderfx & RF_WRAP_FRAMES ) + { + ent->e.frame %= header->numFrames; + ent->e.oldframe %= header->numFrames; + } + + // + // Validate the frames so there is no chance of a crash. + // This will write directly into the entity structure, so + // when the surfaces are rendered, they don't need to be + // range checked again. + // + if ((ent->e.frame >= header->numFrames) + || (ent->e.frame < 0) + || (ent->e.oldframe >= header->numFrames) + || (ent->e.oldframe < 0) ) + { + ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n", + ent->e.oldframe, ent->e.frame, tr.currentModel->name ); + ent->e.frame = 0; + ent->e.oldframe = 0; + } + + // + // cull the entire model if merged bounding box of both frames + // is outside the view frustum. + // + cull = R_MDRCullModel (header, ent); + if ( cull == CULL_OUT ) { + return; + } + + // figure out the current LOD of the model we're rendering, and set the lod pointer respectively. + lodnum = R_ComputeLOD(ent); + // check whether this model has as that many LODs at all. If not, try the closest thing we got. + if(header->numLODs <= 0) + return; + if(header->numLODs <= lodnum) + lodnum = header->numLODs - 1; + + lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs); + for(i = 0; i < lodnum; i++) + { + lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd); + } + + // set up lighting + if ( !personalModel || r_shadows->integer > 1 ) + { + R_SetupEntityLighting( &tr.refdef, ent ); + } + + // fogNum? + fogNum = R_MDRComputeFogNum( header, ent ); + + cubemapIndex = R_CubemapForPoint(ent->e.origin); + + surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces ); + + for ( i = 0 ; i < lod->numSurfaces ; i++ ) + { + + if(ent->e.customShader) + shader = R_GetShaderByHandle(ent->e.customShader); + else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) + { + skin = R_GetSkinByHandle(ent->e.customSkin); + shader = tr.defaultShader; + + for(j = 0; j < skin->numSurfaces; j++) + { + if (!strcmp(skin->surfaces[j].name, surface->name)) + { + shader = skin->surfaces[j].shader; + break; + } + } + } + else if(surface->shaderIndex > 0) + shader = R_GetShaderByHandle( surface->shaderIndex ); + else + shader = tr.defaultShader; + + // we will add shadows even if the main object isn't visible in the view + + // stencil shadows can't do personal models unless I polyhedron clip + if ( !personalModel + && r_shadows->integer == 2 + && fogNum == 0 + && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) + && shader->sort == SS_OPAQUE ) + { + R_AddDrawSurf( (surfaceType_t*)surface, tr.shadowShader, 0, false, false, 0 ); + } + + // projection shadows work fine with personal models + if ( r_shadows->integer == 3 + && fogNum == 0 + && (ent->e.renderfx & RF_SHADOW_PLANE ) + && shader->sort == SS_OPAQUE ) + { + R_AddDrawSurf( (surfaceType_t*)surface, tr.projectionShadowShader, 0, false, false, 0 ); + } + + if (!personalModel) + R_AddDrawSurf( (surfaceType_t*)surface, shader, fogNum, false, false, cubemapIndex ); + + surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd ); + } +} + +/* +============== +RB_MDRSurfaceAnim +============== +*/ +void RB_MDRSurfaceAnim( mdrSurface_t *surface ) +{ + int i, j, k; + float frontlerp, backlerp; + int *triangles; + int indexes; + int baseIndex, baseVertex; + int numVerts; + mdrVertex_t *v; + mdrHeader_t *header; + mdrFrame_t *frame; + mdrFrame_t *oldFrame; + mdrBone_t bones[MDR_MAX_BONES], *bonePtr, *bone; + + int frameSize; + + // don't lerp if lerping off, or this is the only frame, or the last frame... + // + if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame) + { + backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used + frontlerp = 1; + } + else + { + backlerp = backEnd.currentEntity->e.backlerp; + frontlerp = 1.0f - backlerp; + } + + header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader); + + frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); + + frame = (mdrFrame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.frame * frameSize ); + oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.oldframe * frameSize ); + + RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles * 3 ); + + triangles = (int *) ((byte *)surface + surface->ofsTriangles); + indexes = surface->numTriangles * 3; + baseIndex = tess.numIndexes; + baseVertex = tess.numVertexes; + + // Set up all triangles. + for (j = 0 ; j < indexes ; j++) + { + tess.indexes[baseIndex + j] = baseVertex + triangles[j]; + } + tess.numIndexes += indexes; + + // + // lerp all the needed bones + // + if ( !backlerp ) + { + // no lerping needed + bonePtr = frame->bones; + } + else + { + bonePtr = bones; + + for ( i = 0 ; i < header->numBones*12 ; i++ ) + { + ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i]; + } + } + + // + // deform the vertexes by the lerped bones + // + numVerts = surface->numVerts; + v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts); + for ( j = 0; j < numVerts; j++ ) + { + vec3_t tempVert, tempNormal; + mdrWeight_t *w; + + VectorClear( tempVert ); + VectorClear( tempNormal ); + w = v->weights; + for ( k = 0 ; k < v->numWeights ; k++, w++ ) + { + bone = bonePtr + w->boneIndex; + + tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] ); + tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] ); + tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] ); + + tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal ); + tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal ); + tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal ); + } + + tess.xyz[baseVertex + j][0] = tempVert[0]; + tess.xyz[baseVertex + j][1] = tempVert[1]; + tess.xyz[baseVertex + j][2] = tempVert[2]; + + R_VaoPackNormal(tess.normal[baseVertex + j], tempNormal); + + tess.texCoords[baseVertex + j][0] = v->texCoords[0]; + tess.texCoords[baseVertex + j][1] = v->texCoords[1]; + + v = (mdrVertex_t *)&v->weights[v->numWeights]; + } + + tess.numVertexes += surface->numVerts; +} + + +#define MC_MASK_X ((1<<(MC_BITS_X))-1) +#define MC_MASK_Y ((1<<(MC_BITS_Y))-1) +#define MC_MASK_Z ((1<<(MC_BITS_Z))-1) +#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1) + +#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2)) + +#define MC_POS_X (0) +#define MC_SHIFT_X (0) + +#define MC_POS_Y ((((MC_BITS_X))/8)) +#define MC_SHIFT_Y ((((MC_BITS_X)%8))) + +#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8)) +#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8))) + +#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8)) +#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8))) + +#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8)) +#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8))) + +#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8)) +#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8))) + +#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8)) +#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8))) + +#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8)) +#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8))) + +#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8)) +#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8))) + +#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8)) +#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8))) + +#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8)) +#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8))) + +#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8)) +#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8))) + +void MC_UnCompress(float mat[3][4],const unsigned char * comp) +{ + int val; + + val=(int)((unsigned short *)(comp))[0]; + val-=1<<(MC_BITS_X-1); + mat[0][3]=((float)(val))*MC_SCALE_X; + + val=(int)((unsigned short *)(comp))[1]; + val-=1<<(MC_BITS_Y-1); + mat[1][3]=((float)(val))*MC_SCALE_Y; + + val=(int)((unsigned short *)(comp))[2]; + val-=1<<(MC_BITS_Z-1); + mat[2][3]=((float)(val))*MC_SCALE_Z; + + val=(int)((unsigned short *)(comp))[3]; + val-=1<<(MC_BITS_VECT-1); + mat[0][0]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[4]; + val-=1<<(MC_BITS_VECT-1); + mat[0][1]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[5]; + val-=1<<(MC_BITS_VECT-1); + mat[0][2]=((float)(val))*MC_SCALE_VECT; + + + val=(int)((unsigned short *)(comp))[6]; + val-=1<<(MC_BITS_VECT-1); + mat[1][0]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[7]; + val-=1<<(MC_BITS_VECT-1); + mat[1][1]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[8]; + val-=1<<(MC_BITS_VECT-1); + mat[1][2]=((float)(val))*MC_SCALE_VECT; + + + val=(int)((unsigned short *)(comp))[9]; + val-=1<<(MC_BITS_VECT-1); + mat[2][0]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[10]; + val-=1<<(MC_BITS_VECT-1); + mat[2][1]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[11]; + val-=1<<(MC_BITS_VECT-1); + mat[2][2]=((float)(val))*MC_SCALE_VECT; +} diff --git a/src/renderergl2/tr_backend.cpp b/src/renderergl2/tr_backend.cpp new file mode 100644 index 0000000..3459f58 --- /dev/null +++ b/src/renderergl2/tr_backend.cpp @@ -0,0 +1,1817 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +#include "tr_local.h" +#include "tr_fbo.h" +#include "tr_dsa.h" + +backEndData_t *backEndData; +backEndState_t backEnd; + + +static float s_flipMatrix[16] = { + // convert from our coordinate system (looking down X) + // to OpenGL's coordinate system (looking down -Z) + 0, 0, -1, 0, + -1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 0, 1 +}; + + +/* +** GL_BindToTMU +*/ +void GL_BindToTMU( image_t *image, int tmu ) +{ + GLuint texture = (tmu == TB_COLORMAP) ? tr.defaultImage->texnum : 0; + GLenum target = GL_TEXTURE_2D; + + if (image) + { + if (image->flags & IMGFLAG_CUBEMAP) + target = GL_TEXTURE_CUBE_MAP; + + image->frameUsed = tr.frameCount; + texture = image->texnum; + } + else + { + ri.Printf(PRINT_WARNING, "GL_BindToTMU: NULL image\n"); + } + + GL_BindMultiTexture(GL_TEXTURE0_ARB + tmu, target, texture); +} + + +/* +** GL_Cull +*/ +void GL_Cull( int cullType ) { + if ( glState.faceCulling == cullType ) { + return; + } + + if ( cullType == CT_TWO_SIDED ) + { + qglDisable( GL_CULL_FACE ); + } + else + { + bool cullFront = (cullType == CT_FRONT_SIDED); + + if ( glState.faceCulling == CT_TWO_SIDED ) + qglEnable( GL_CULL_FACE ); + + if ( glState.faceCullFront != cullFront ) + qglCullFace( cullFront ? GL_FRONT : GL_BACK ); + + glState.faceCullFront = cullFront; + } + + glState.faceCulling = cullType; +} + +/* +** GL_State +** +** This routine is responsible for setting the most commonly changed state +** in Q3. +*/ +void GL_State( unsigned long stateBits ) +{ + unsigned long diff = stateBits ^ glState.glStateBits; + + if ( !diff ) + { + return; + } + + // + // check depthFunc bits + // + if ( diff & GLS_DEPTHFUNC_BITS ) + { + if ( stateBits & GLS_DEPTHFUNC_EQUAL ) + { + qglDepthFunc( GL_EQUAL ); + } + else if ( stateBits & GLS_DEPTHFUNC_GREATER) + { + qglDepthFunc( GL_GREATER ); + } + else + { + qglDepthFunc( GL_LEQUAL ); + } + } + + // + // check blend bits + // + if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) + { + uint32_t oldState = glState.glStateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); + uint32_t newState = stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); + uint32_t storedState = glState.storedGlState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); + + if (oldState == 0) + { + qglEnable( GL_BLEND ); + } + else if (newState == 0) + { + qglDisable( GL_BLEND ); + } + + if (newState != 0 && storedState != newState) + { + GLenum srcFactor = GL_ONE, dstFactor = GL_ONE; + + glState.storedGlState &= ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); + glState.storedGlState |= newState; + + switch ( stateBits & GLS_SRCBLEND_BITS ) + { + case GLS_SRCBLEND_ZERO: + srcFactor = GL_ZERO; + break; + case GLS_SRCBLEND_ONE: + srcFactor = GL_ONE; + break; + case GLS_SRCBLEND_DST_COLOR: + srcFactor = GL_DST_COLOR; + break; + case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: + srcFactor = GL_ONE_MINUS_DST_COLOR; + break; + case GLS_SRCBLEND_SRC_ALPHA: + srcFactor = GL_SRC_ALPHA; + break; + case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: + srcFactor = GL_ONE_MINUS_SRC_ALPHA; + break; + case GLS_SRCBLEND_DST_ALPHA: + srcFactor = GL_DST_ALPHA; + break; + case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: + srcFactor = GL_ONE_MINUS_DST_ALPHA; + break; + case GLS_SRCBLEND_ALPHA_SATURATE: + srcFactor = GL_SRC_ALPHA_SATURATE; + break; + default: + ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" ); + break; + } + + switch ( stateBits & GLS_DSTBLEND_BITS ) + { + case GLS_DSTBLEND_ZERO: + dstFactor = GL_ZERO; + break; + case GLS_DSTBLEND_ONE: + dstFactor = GL_ONE; + break; + case GLS_DSTBLEND_SRC_COLOR: + dstFactor = GL_SRC_COLOR; + break; + case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: + dstFactor = GL_ONE_MINUS_SRC_COLOR; + break; + case GLS_DSTBLEND_SRC_ALPHA: + dstFactor = GL_SRC_ALPHA; + break; + case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: + dstFactor = GL_ONE_MINUS_SRC_ALPHA; + break; + case GLS_DSTBLEND_DST_ALPHA: + dstFactor = GL_DST_ALPHA; + break; + case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: + dstFactor = GL_ONE_MINUS_DST_ALPHA; + break; + default: + ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" ); + break; + } + + qglBlendFunc( srcFactor, dstFactor ); + } + } + + // + // check depthmask + // + if ( diff & GLS_DEPTHMASK_TRUE ) + { + if ( stateBits & GLS_DEPTHMASK_TRUE ) + { + qglDepthMask( GL_TRUE ); + } + else + { + qglDepthMask( GL_FALSE ); + } + } + + // + // fill/line mode + // + if ( diff & GLS_POLYMODE_LINE ) + { + if ( stateBits & GLS_POLYMODE_LINE ) + { + qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + } + else + { + qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + } + } + + // + // depthtest + // + if ( diff & GLS_DEPTHTEST_DISABLE ) + { + if ( stateBits & GLS_DEPTHTEST_DISABLE ) + { + qglDisable( GL_DEPTH_TEST ); + } + else + { + qglEnable( GL_DEPTH_TEST ); + } + } + + glState.glStateBits = stateBits; +} + + +void GL_SetProjectionMatrix(mat4_t matrix) +{ + Mat4Copy(matrix, glState.projection); + Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection); +} + + +void GL_SetModelviewMatrix(mat4_t matrix) +{ + Mat4Copy(matrix, glState.modelview); + Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection); +} + + +/* +================ +RB_Hyperspace + +A player has predicted a teleport, but hasn't arrived yet +================ +*/ +static void RB_Hyperspace( void ) { + float c; + + if ( !backEnd.isHyperspace ) { + // do initialization shit + } + + c = ( backEnd.refdef.time & 255 ) / 255.0f; + qglClearColor( c, c, c, 1 ); + qglClear( GL_COLOR_BUFFER_BIT ); + qglClearColor(0.0f, 0.0f, 0.0f, 1.0f); + + backEnd.isHyperspace = true; +} + + +static void SetViewportAndScissor( void ) { + GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); + + // set the window clipping + qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); + qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); +} + +/* +================= +RB_BeginDrawingView + + +to actually render the visible surfaces for this view +================= +*/ +void RB_BeginDrawingView (void) { + int clearBits = 0; + + // sync with gl if needed + if ( r_finish->integer == 1 && !glState.finishCalled ) { + qglFinish (); + glState.finishCalled = true; + } + if ( r_finish->integer == 0 ) { + glState.finishCalled = true; + } + + // we will need to change the projection matrix before drawing + // 2D images again + backEnd.projection2D = false; + + if (glRefConfig.framebufferObject) + { + FBO_t *fbo = backEnd.viewParms.targetFbo; + + // FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world + // drawing more world check is in case of double renders, such as skyportals + if (fbo == NULL && !(backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))) + fbo = tr.renderFbo; + + if (tr.renderCubeFbo && fbo == tr.renderCubeFbo) + { + cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]; + FBO_AttachImage(fbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, backEnd.viewParms.targetFboLayer); + } + + FBO_Bind(fbo); + } + + // + // set the modelview matrix for the viewer + // + SetViewportAndScissor(); + + // ensures that depth writes are enabled for the depth clear + GL_State( GLS_DEFAULT ); + // clear relevant buffers + clearBits = GL_DEPTH_BUFFER_BIT; + + if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) + { + clearBits |= GL_STENCIL_BUFFER_BIT; + } + if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) ) + { + clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used + } + + // clear to black for cube maps + if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) + { + clearBits |= GL_COLOR_BUFFER_BIT; + } + + qglClear( clearBits ); + + if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) + { + RB_Hyperspace(); + return; + } + else + { + backEnd.isHyperspace = false; + } + + // we will only draw a sun if there was sky rendered in this view + backEnd.skyRenderedThisView = false; + + // clip to the plane of the portal + if ( backEnd.viewParms.isPortal ) { +#if 0 + float plane[4]; + GLdouble plane2[4]; + + plane[0] = backEnd.viewParms.portalPlane.normal[0]; + plane[1] = backEnd.viewParms.portalPlane.normal[1]; + plane[2] = backEnd.viewParms.portalPlane.normal[2]; + plane[3] = backEnd.viewParms.portalPlane.dist; + + plane2[0] = DotProduct (backEnd.viewParms.orientation.axis[0], plane); + plane2[1] = DotProduct (backEnd.viewParms.orientation.axis[1], plane); + plane2[2] = DotProduct (backEnd.viewParms.orientation.axis[2], plane); + plane2[3] = DotProduct (plane, backEnd.viewParms.orientation.origin) - plane[3]; +#endif + GL_SetModelviewMatrix( s_flipMatrix ); + } +} + + +/* +================== +RB_RenderDrawSurfList +================== +*/ +void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { + shader_t *shader, *oldShader; + int fogNum, oldFogNum; + int entityNum, oldEntityNum; + int dlighted, oldDlighted; + int pshadowed, oldPshadowed; + int cubemapIndex, oldCubemapIndex; + bool depthRange, oldDepthRange, isCrosshair, wasCrosshair; + int i; + drawSurf_t *drawSurf; + int oldSort; + FBO_t* fbo = NULL; + bool inQuery = false; + + float depth[2]; + + + // save original time for entity shader offsets + double originalTime = backEnd.refdef.floatTime; + + fbo = glState.currentFBO; + + // draw everything + oldEntityNum = -1; + backEnd.currentEntity = &tr.worldEntity; + oldShader = NULL; + oldFogNum = -1; + oldDepthRange = false; + wasCrosshair = false; + oldDlighted = false; + oldPshadowed = false; + oldCubemapIndex = -1; + oldSort = -1; + + depth[0] = 0.f; + depth[1] = 1.f; + + backEnd.pc.c_surfaces += numDrawSurfs; + + for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { + if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) { + if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE) + continue; + + // fast path, same as previous sort + rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); + continue; + } + oldSort = drawSurf->sort; + R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed ); + cubemapIndex = drawSurf->cubemapIndex; + + // + // change the tess parameters if needed + // a "entityMergable" shader is a shader that can have surfaces from seperate + // entities merged into a single batch, like smoke and blood puff sprites + if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex + || ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) { + if (oldShader != NULL) { + RB_EndSurface(); + } + RB_BeginSurface( shader, fogNum, cubemapIndex ); + backEnd.pc.c_surfBatches++; + oldShader = shader; + oldFogNum = fogNum; + oldDlighted = dlighted; + oldPshadowed = pshadowed; + oldCubemapIndex = cubemapIndex; + } + + if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE) + continue; + + // + // change the modelview matrix if needed + // + if ( entityNum != oldEntityNum ) { + bool sunflare = false; + depthRange = isCrosshair = false; + + if ( entityNum != REFENTITYNUM_WORLD ) { + backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; + + // FIXME: e.shaderTime must be passed as int to avoid fp-precision loss issues + backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime; + + // we have to reset the shaderTime as well otherwise image animations start + // from the wrong frame + tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + + // set up the transformation matrix + R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.orientation ); + + // set up the dynamic lighting if needed + if ( backEnd.currentEntity->needDlights ) { + R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation ); + } + + if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK) + { + // hack the depth range to prevent view model from poking into walls + depthRange = true; + + if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) + isCrosshair = true; + } + } else { + backEnd.currentEntity = &tr.worldEntity; + backEnd.refdef.floatTime = originalTime; + backEnd.orientation = backEnd.viewParms.world; + // we have to reset the shaderTime as well otherwise image animations on + // the world (like water) continue with the wrong frame + tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation ); + } + + GL_SetModelviewMatrix( backEnd.orientation.modelMatrix ); + + // + // change depthrange. Also change projection matrix so first person weapon does not look like coming + // out of the screen. + // + if (oldDepthRange != depthRange || wasCrosshair != isCrosshair) + { + if (depthRange) + { + if(backEnd.viewParms.stereoFrame != STEREO_CENTER) + { + if(isCrosshair) + { + if(oldDepthRange) + { + // was not a crosshair but now is, change back proj matrix + GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); + } + } + else + { + viewParms_t temp = backEnd.viewParms; + + R_SetupProjection(&temp, r_znear->value, 0, false); + + GL_SetProjectionMatrix( temp.projectionMatrix ); + } + } + + if(!oldDepthRange) + { + depth[0] = 0; + depth[1] = 0.3f; + qglDepthRange (depth[0], depth[1]); + } + } + else + { + if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER) + { + GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); + } + + if (!sunflare) + qglDepthRange (0, 1); + + depth[0] = 0; + depth[1] = 1; + } + + oldDepthRange = depthRange; + wasCrosshair = isCrosshair; + } + + oldEntityNum = entityNum; + } + + // add the triangles for this surface + rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); + } + + backEnd.refdef.floatTime = originalTime; + + // draw the contents of the last shader batch + if (oldShader != NULL) { + RB_EndSurface(); + } + + if (inQuery) { + qglEndQuery(GL_SAMPLES_PASSED); + } + + if (glRefConfig.framebufferObject) + FBO_Bind(fbo); + + // go back to the world modelview matrix + + GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix ); + + qglDepthRange (0, 1); +} + + +/* +============================================================================ + +RENDER BACK END FUNCTIONS + +============================================================================ +*/ + +/* +================ +RB_SetGL2D + +================ +*/ +void RB_SetGL2D (void) { + mat4_t matrix; + int width, height; + + if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO) + return; + + backEnd.projection2D = true; + backEnd.last2DFBO = glState.currentFBO; + + if (glState.currentFBO) + { + width = glState.currentFBO->width; + height = glState.currentFBO->height; + } + else + { + width = glConfig.vidWidth; + height = glConfig.vidHeight; + } + + // set 2D virtual screen size + qglViewport( 0, 0, width, height ); + qglScissor( 0, 0, width, height ); + + Mat4Ortho(0, width, height, 0, 0, 1, matrix); + GL_SetProjectionMatrix(matrix); + Mat4Identity(matrix); + GL_SetModelviewMatrix(matrix); + + GL_State( GLS_DEPTHTEST_DISABLE | + GLS_SRCBLEND_SRC_ALPHA | + GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); + + GL_Cull( CT_TWO_SIDED ); + qglDisable( GL_CLIP_PLANE0 ); + + // set time for 2D shaders + backEnd.refdef.time = ri.Milliseconds(); + backEnd.refdef.floatTime = backEnd.refdef.time * 0.001; +} + + +/* +============= +RE_StretchRaw + +FIXME: not exactly backend +Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. +Used for cinematics. +============= +*/ +void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, bool dirty) { + int i, j; + int start, end; + vec4_t quadVerts[4]; + vec2_t texCoords[4]; + + if ( !tr.registered ) { + return; + } + R_IssuePendingRenderCommands(); + + if ( tess.numIndexes ) { + RB_EndSurface(); + } + + // we definately want to sync every frame for the cinematics + qglFinish(); + + start = 0; + if ( r_speeds->integer ) { + start = ri.Milliseconds(); + } + + // make sure rows and cols are powers of 2 + for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { + } + for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { + } + if ( ( 1 << i ) != cols || ( 1 << j ) != rows) { + ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); + } + + RE_UploadCinematic (w, h, cols, rows, data, client, dirty); + GL_BindToTMU(tr.scratchImage[client], TB_COLORMAP); + + if ( r_speeds->integer ) { + end = ri.Milliseconds(); + ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); + } + + // FIXME: HUGE hack + if (glRefConfig.framebufferObject) + { + FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo); + } + + RB_SetGL2D(); + + VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f); + VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f); + VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f); + VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f); + + VectorSet2(texCoords[0], 0.5f / cols, 0.5f / rows); + VectorSet2(texCoords[1], (cols - 0.5f) / cols, 0.5f / rows); + VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows); + VectorSet2(texCoords[3], 0.5f / cols, (rows - 0.5f) / rows); + + GLSL_BindProgram(&tr.textureColorShader); + + GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite); + + RB_InstantQuad2(quadVerts, texCoords); +} + +void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, bool dirty) { + GLuint texture; + + if (!tr.scratchImage[client]) + { + ri.Printf(PRINT_WARNING, "RE_UploadCinematic: scratch images not initialized\n"); + return; + } + + texture = tr.scratchImage[client]->texnum; + + // if the scratchImage isn't in the format we want, specify it as a new texture + if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { + tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; + tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; + qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); + qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } else { + if (dirty) { + // otherwise, just subimage upload it so that drivers can tell we are going to be changing + // it and don't try and do a texture compression + qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data); + } + } +} + + +/* +============= +RB_SetColor + +============= +*/ +const void *RB_SetColor( const void *data ) { + const setColorCommand_t *cmd; + + cmd = (const setColorCommand_t *)data; + + backEnd.color2D[0] = cmd->color[0] * 255; + backEnd.color2D[1] = cmd->color[1] * 255; + backEnd.color2D[2] = cmd->color[2] * 255; + backEnd.color2D[3] = cmd->color[3] * 255; + + return (const void *)(cmd + 1); +} + +/* +============= +RB_StretchPic +============= +*/ +const void *RB_StretchPic ( const void *data ) { + const stretchPicCommand_t *cmd; + shader_t *shader; + int numVerts, numIndexes; + + cmd = (const stretchPicCommand_t *)data; + + // FIXME: HUGE hack + if (glRefConfig.framebufferObject) + FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo); + + RB_SetGL2D(); + + shader = cmd->shader; + if ( shader != tess.shader ) { + if ( tess.numIndexes ) { + RB_EndSurface(); + } + backEnd.currentEntity = &backEnd.entity2D; + RB_BeginSurface( shader, 0, 0 ); + } + + RB_CHECKOVERFLOW( 4, 6 ); + numVerts = tess.numVertexes; + numIndexes = tess.numIndexes; + + tess.numVertexes += 4; + tess.numIndexes += 6; + + tess.indexes[ numIndexes ] = numVerts + 3; + tess.indexes[ numIndexes + 1 ] = numVerts + 0; + tess.indexes[ numIndexes + 2 ] = numVerts + 2; + tess.indexes[ numIndexes + 3 ] = numVerts + 2; + tess.indexes[ numIndexes + 4 ] = numVerts + 0; + tess.indexes[ numIndexes + 5 ] = numVerts + 1; + + { + uint16_t color[4]; + + VectorScale4(backEnd.color2D, 257, color); + + VectorCopy4(color, tess.color[ numVerts ]); + VectorCopy4(color, tess.color[ numVerts + 1]); + VectorCopy4(color, tess.color[ numVerts + 2]); + VectorCopy4(color, tess.color[ numVerts + 3 ]); + } + + tess.xyz[ numVerts ][0] = cmd->x; + tess.xyz[ numVerts ][1] = cmd->y; + tess.xyz[ numVerts ][2] = 0; + + tess.texCoords[ numVerts ][0] = cmd->s1; + tess.texCoords[ numVerts ][1] = cmd->t1; + + tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w; + tess.xyz[ numVerts + 1 ][1] = cmd->y; + tess.xyz[ numVerts + 1 ][2] = 0; + + tess.texCoords[ numVerts + 1 ][0] = cmd->s2; + tess.texCoords[ numVerts + 1 ][1] = cmd->t1; + + tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w; + tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h; + tess.xyz[ numVerts + 2 ][2] = 0; + + tess.texCoords[ numVerts + 2 ][0] = cmd->s2; + tess.texCoords[ numVerts + 2 ][1] = cmd->t2; + + tess.xyz[ numVerts + 3 ][0] = cmd->x; + tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h; + tess.xyz[ numVerts + 3 ][2] = 0; + + tess.texCoords[ numVerts + 3 ][0] = cmd->s1; + tess.texCoords[ numVerts + 3 ][1] = cmd->t2; + + return (const void *)(cmd + 1); +} + + +/* +============= +RB_DrawSurfs + +============= +*/ +const void *RB_DrawSurfs( const void *data ) { + const drawSurfsCommand_t *cmd; + bool isShadowView; + + // finish any 2D drawing if needed + if ( tess.numIndexes ) { + RB_EndSurface(); + } + + cmd = (const drawSurfsCommand_t *)data; + + backEnd.refdef = cmd->refdef; + backEnd.viewParms = cmd->viewParms; + + isShadowView = !!(backEnd.viewParms.flags & VPF_DEPTHSHADOW); + + // clear the z buffer, set the modelview, etc + RB_BeginDrawingView (); + + if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp) + { + qglEnable(GL_DEPTH_CLAMP); + } + + if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || isShadowView)) + { + FBO_t *oldFbo = glState.currentFBO; + vec4_t viewInfo; + + VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0); + + backEnd.depthFill = true; + qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); + qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]); + backEnd.depthFill = false; + + if (!isShadowView) + { + if (tr.msaaResolveFbo) + { + // If we're using multisampling, resolve the depth first + FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST); + } + else if (tr.renderFbo == NULL && tr.renderDepthImage) + { + // If we're rendering directly to the screen, copy the depth to a texture + // This is incredibly slow on Intel Graphics, so just skip it on there + if (!glRefConfig.intelGraphics) + qglCopyTextureSubImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight); + } + + if (tr.hdrDepthFbo) + { + // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image + vec4_t srcTexCoords; + + VectorSet4(srcTexCoords, 0.0f, 0.0f, 1.0f, 1.0f); + + FBO_BlitFromTexture(tr.renderDepthImage, srcTexCoords, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0); + } + + if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT) + { + vec4_t quadVerts[4]; + vec2_t texCoords[4]; + vec4_t box; + + FBO_Bind(tr.screenShadowFbo); + + box[0] = backEnd.viewParms.viewportX * tr.screenShadowFbo->width / (float)glConfig.vidWidth; + box[1] = backEnd.viewParms.viewportY * tr.screenShadowFbo->height / (float)glConfig.vidHeight; + box[2] = backEnd.viewParms.viewportWidth * tr.screenShadowFbo->width / (float)glConfig.vidWidth; + box[3] = backEnd.viewParms.viewportHeight * tr.screenShadowFbo->height / (float)glConfig.vidHeight; + + qglViewport(box[0], box[1], box[2], box[3]); + qglScissor(box[0], box[1], box[2], box[3]); + + box[0] = backEnd.viewParms.viewportX / (float)glConfig.vidWidth; + box[1] = backEnd.viewParms.viewportY / (float)glConfig.vidHeight; + box[2] = box[0] + backEnd.viewParms.viewportWidth / (float)glConfig.vidWidth; + box[3] = box[1] + backEnd.viewParms.viewportHeight / (float)glConfig.vidHeight; + + texCoords[0][0] = box[0]; texCoords[0][1] = box[3]; + texCoords[1][0] = box[2]; texCoords[1][1] = box[3]; + texCoords[2][0] = box[2]; texCoords[2][1] = box[1]; + texCoords[3][0] = box[0]; texCoords[3][1] = box[1]; + + box[0] = -1.0f; + box[1] = -1.0f; + box[2] = 1.0f; + box[3] = 1.0f; + + VectorSet4(quadVerts[0], box[0], box[3], 0, 1); + VectorSet4(quadVerts[1], box[2], box[3], 0, 1); + VectorSet4(quadVerts[2], box[2], box[1], 0, 1); + VectorSet4(quadVerts[3], box[0], box[1], 0, 1); + + GL_State(GLS_DEPTHTEST_DISABLE); + + GLSL_BindProgram(&tr.shadowmaskShader); + + GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP); + + if (r_shadowCascadeZFar->integer != 0) + { + GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP); + GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2); + GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3); + GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4); + + GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]); + GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]); + GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]); + GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]); + } + else + { + GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP); + GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]); + } + + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg); + { + vec3_t viewVector; + + float zmax = backEnd.viewParms.zFar; + float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f); + float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f); + + VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector); + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector); + VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector); + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector); + VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector); + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector); + + GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo); + } + + RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); + + if (r_shadowBlur->integer) + { + viewInfo[2] = 1.0f / (float)(tr.screenScratchFbo->width); + viewInfo[3] = 1.0f / (float)(tr.screenScratchFbo->height); + + FBO_Bind(tr.screenScratchFbo); + + GLSL_BindProgram(&tr.depthBlurShader[0]); + + GL_BindToTMU(tr.screenShadowImage, TB_COLORMAP); + GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); + + GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo); + + RB_InstantQuad2(quadVerts, texCoords); + + FBO_Bind(tr.screenShadowFbo); + + GLSL_BindProgram(&tr.depthBlurShader[1]); + + GL_BindToTMU(tr.screenScratchImage, TB_COLORMAP); + GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); + + GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo); + + RB_InstantQuad2(quadVerts, texCoords); + } + } + + if (r_ssao->integer) + { + vec4_t quadVerts[4]; + vec2_t texCoords[4]; + + viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f); + viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f); + viewInfo[3] *= (float)backEnd.viewParms.viewportHeight / (float)backEnd.viewParms.viewportWidth; + + FBO_Bind(tr.quarterFbo[0]); + + qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); + qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); + + VectorSet4(quadVerts[0], -1, 1, 0, 1); + VectorSet4(quadVerts[1], 1, 1, 0, 1); + VectorSet4(quadVerts[2], 1, -1, 0, 1); + VectorSet4(quadVerts[3], -1, -1, 0, 1); + + texCoords[0][0] = 0; texCoords[0][1] = 1; + texCoords[1][0] = 1; texCoords[1][1] = 1; + texCoords[2][0] = 1; texCoords[2][1] = 0; + texCoords[3][0] = 0; texCoords[3][1] = 0; + + GL_State( GLS_DEPTHTEST_DISABLE ); + + GLSL_BindProgram(&tr.ssaoShader); + + GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP); + + GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo); + + RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); + + + viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width); + viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height); + + FBO_Bind(tr.quarterFbo[1]); + + qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height); + qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height); + + GLSL_BindProgram(&tr.depthBlurShader[0]); + + GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP); + GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); + + GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo); + + RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); + + + FBO_Bind(tr.screenSsaoFbo); + + qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height); + qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height); + + GLSL_BindProgram(&tr.depthBlurShader[1]); + + GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP); + GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); + + GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo); + + + RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); + } + } + + // reset viewport and scissor + FBO_Bind(oldFbo); + SetViewportAndScissor(); + } + + if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp) + { + qglDisable(GL_DEPTH_CLAMP); + } + + if (!isShadowView) + { + RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); + + if (r_drawSun->integer) + { + RB_DrawSun(0.1, tr.sunShader); + } + + if (glRefConfig.framebufferObject && r_drawSunRays->integer) + { + FBO_t *oldFbo = glState.currentFBO; + FBO_Bind(tr.sunRaysFbo); + + qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); + qglClear( GL_COLOR_BUFFER_BIT ); + + if (glRefConfig.occlusionQuery) + { + tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = true; + qglBeginQuery(GL_SAMPLES_PASSED, tr.sunFlareQuery[tr.sunFlareQueryIndex]); + } + + RB_DrawSun(0.3, tr.sunFlareShader); + + if (glRefConfig.occlusionQuery) + { + qglEndQuery(GL_SAMPLES_PASSED); + } + + FBO_Bind(oldFbo); + } + + // darken down any stencil shadows + RB_ShadowFinish(); + + // add light flares on lights that aren't obscured + RB_RenderFlares(); + } + + if (glRefConfig.framebufferObject && tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) + { + cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]; + + FBO_Bind(NULL); + if (cubemap && cubemap->image) + qglGenerateTextureMipmapEXT(cubemap->image->texnum, GL_TEXTURE_CUBE_MAP); + } + + return (const void *)(cmd + 1); +} + + +/* +============= +RB_DrawBuffer + +============= +*/ +const void *RB_DrawBuffer( const void *data ) { + const drawBufferCommand_t *cmd; + + cmd = (const drawBufferCommand_t *)data; + + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + if (glRefConfig.framebufferObject) + FBO_Bind(NULL); + + qglDrawBuffer( cmd->buffer ); + + // clear screen for debugging + if ( r_clear->integer ) { + qglClearColor( 1, 0, 0.5, 1 ); + qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + } + + return (const void *)(cmd + 1); +} + +/* +=============== +RB_ShowImages + +Draw all the images to the screen, on top of whatever +was there. This is used to test for texture thrashing. + +Also called by RE_EndRegistration +=============== +*/ +void RB_ShowImages( void ) { + int i; + image_t *image; + float x, y, w, h; + int start, end; + + RB_SetGL2D(); + + qglClear( GL_COLOR_BUFFER_BIT ); + + qglFinish(); + + start = ri.Milliseconds(); + + for ( i=0 ; iinteger == 2 ) { + w *= image->uploadWidth / 512.0f; + h *= image->uploadHeight / 512.0f; + } + + { + vec4_t quadVerts[4]; + + GL_BindToTMU(image, TB_COLORMAP); + + VectorSet4(quadVerts[0], x, y, 0, 1); + VectorSet4(quadVerts[1], x + w, y, 0, 1); + VectorSet4(quadVerts[2], x + w, y + h, 0, 1); + VectorSet4(quadVerts[3], x, y + h, 0, 1); + + RB_InstantQuad(quadVerts); + } + } + + qglFinish(); + + end = ri.Milliseconds(); + ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start ); + +} + +/* +============= +RB_ColorMask + +============= +*/ +const void *RB_ColorMask(const void *data) +{ + const colorMaskCommand_t *cmd = (colorMaskCommand_t*)data; + + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + if (glRefConfig.framebufferObject) + { + // reverse color mask, so 0 0 0 0 is the default + backEnd.colorMask[0] = !cmd->rgba[0]; + backEnd.colorMask[1] = !cmd->rgba[1]; + backEnd.colorMask[2] = !cmd->rgba[2]; + backEnd.colorMask[3] = !cmd->rgba[3]; + } + + qglColorMask(cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3]); + + return (const void *)(cmd + 1); +} + +/* +============= +RB_ClearDepth + +============= +*/ +const void *RB_ClearDepth(const void *data) +{ + const clearDepthCommand_t *cmd = (clearDepthCommand_t*)data; + + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + // texture swapping test + if (r_showImages->integer) + RB_ShowImages(); + + if (glRefConfig.framebufferObject) + { + if (!tr.renderFbo || backEnd.framePostProcessed) + { + FBO_Bind(NULL); + } + else + { + FBO_Bind(tr.renderFbo); + } + } + + qglClear(GL_DEPTH_BUFFER_BIT); + + // if we're doing MSAA, clear the depth texture for the resolve buffer + if (tr.msaaResolveFbo) + { + FBO_Bind(tr.msaaResolveFbo); + qglClear(GL_DEPTH_BUFFER_BIT); + } + + + return (const void *)(cmd + 1); +} + + +/* +============= +RB_SwapBuffers + +============= +*/ +const void *RB_SwapBuffers( const void *data ) { + const swapBuffersCommand_t *cmd; + + // finish any 2D drawing if needed + if ( tess.numIndexes ) { + RB_EndSurface(); + } + + // texture swapping test + if ( r_showImages->integer ) { + RB_ShowImages(); + } + + cmd = (const swapBuffersCommand_t *)data; + + // we measure overdraw by reading back the stencil buffer and + // counting up the number of increments that have happened + if ( r_measureOverdraw->integer ) { + int i; + long sum = 0; + unsigned char *stencilReadback; + + stencilReadback = (unsigned char*)ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight ); + qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback ); + + for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) { + sum += stencilReadback[i]; + } + + backEnd.pc.c_overDraw += sum; + ri.Hunk_FreeTempMemory( stencilReadback ); + } + + if (glRefConfig.framebufferObject) + { + if (!backEnd.framePostProcessed) + { + if (tr.msaaResolveFbo && r_hdr->integer) + { + // Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first + FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + else if (tr.renderFbo) + { + FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + } + } + + if ( !glState.finishCalled ) { + qglFinish(); + } + + GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" ); + + GLimp_EndFrame(); + + backEnd.framePostProcessed = false; + backEnd.projection2D = false; + + return (const void *)(cmd + 1); +} + +/* +============= +RB_CapShadowMap + +============= +*/ +const void *RB_CapShadowMap(const void *data) +{ + const capShadowmapCommand_t *cmd = (capShadowmapCommand_t*)data; + + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + if (cmd->map != -1) + { + if (cmd->cubeSide != -1) + { + if (tr.shadowCubemaps[cmd->map]) + { + qglCopyTextureSubImage2DEXT(tr.shadowCubemaps[cmd->map]->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, 0, 0, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE); + } + } + else + { + if (tr.pshadowMaps[cmd->map]) + { + qglCopyTextureSubImage2DEXT(tr.pshadowMaps[cmd->map]->texnum, GL_TEXTURE_2D, 0, 0, 0, backEnd.refdef.x, glConfig.vidHeight - (backEnd.refdef.y + PSHADOW_MAP_SIZE), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE); + } + } + } + + return (const void *)(cmd + 1); +} + + +/* +============= +RB_PostProcess + +============= +*/ +const void *RB_PostProcess(const void *data) +{ + const postProcessCommand_t *cmd = (const postProcessCommand_t*)data; + FBO_t *srcFbo; + ivec4_t srcBox, dstBox; + bool autoExposure; + + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + if (!glRefConfig.framebufferObject || !r_postProcess->integer) + { + // do nothing + return (const void *)(cmd + 1); + } + + if (cmd) + { + backEnd.refdef = cmd->refdef; + backEnd.viewParms = cmd->viewParms; + } + + srcFbo = tr.renderFbo; + if (tr.msaaResolveFbo) + { + // Resolve the MSAA before anything else + // Can't resolve just part of the MSAA FBO, so multiple views will suffer a performance hit here + FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + srcFbo = tr.msaaResolveFbo; + } + + dstBox[0] = backEnd.viewParms.viewportX; + dstBox[1] = backEnd.viewParms.viewportY; + dstBox[2] = backEnd.viewParms.viewportWidth; + dstBox[3] = backEnd.viewParms.viewportHeight; + + if (r_ssao->integer) + { + srcBox[0] = backEnd.viewParms.viewportX * tr.screenSsaoImage->width / (float)glConfig.vidWidth; + srcBox[1] = backEnd.viewParms.viewportY * tr.screenSsaoImage->height / (float)glConfig.vidHeight; + srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth; + srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight; + + FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); + } + + srcBox[0] = backEnd.viewParms.viewportX; + srcBox[1] = backEnd.viewParms.viewportY; + srcBox[2] = backEnd.viewParms.viewportWidth; + srcBox[3] = backEnd.viewParms.viewportHeight; + + if (srcFbo) + { + if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer)) + { + autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer; + RB_ToneMap(srcFbo, srcBox, NULL, dstBox, autoExposure); + } + else if (r_cameraExposure->value == 0.0f) + { + FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + else + { + vec4_t color; + + color[0] = + color[1] = + color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value); + color[3] = 1.0f; + + FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0); + } + } + + if (r_drawSunRays->integer) + RB_SunRays(NULL, srcBox, NULL, dstBox); + + if (1) + RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor); + else + RB_GaussianBlur(backEnd.refdef.blurFactor); + +#if 0 + if (0) + { + vec4_t quadVerts[4]; + vec2_t texCoords[4]; + ivec4_t iQtrBox; + vec4_t box; + vec4_t viewInfo; + static float scale = 5.0f; + + scale -= 0.005f; + if (scale < 0.01f) + scale = 5.0f; + + FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + + iQtrBox[0] = backEnd.viewParms.viewportX * tr.quarterImage[0]->width / (float)glConfig.vidWidth; + iQtrBox[1] = backEnd.viewParms.viewportY * tr.quarterImage[0]->height / (float)glConfig.vidHeight; + iQtrBox[2] = backEnd.viewParms.viewportWidth * tr.quarterImage[0]->width / (float)glConfig.vidWidth; + iQtrBox[3] = backEnd.viewParms.viewportHeight * tr.quarterImage[0]->height / (float)glConfig.vidHeight; + + qglViewport(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]); + qglScissor(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]); + + VectorSet4(box, 0.0f, 0.0f, 1.0f, 1.0f); + + texCoords[0][0] = box[0]; texCoords[0][1] = box[3]; + texCoords[1][0] = box[2]; texCoords[1][1] = box[3]; + texCoords[2][0] = box[2]; texCoords[2][1] = box[1]; + texCoords[3][0] = box[0]; texCoords[3][1] = box[1]; + + VectorSet4(box, -1.0f, -1.0f, 1.0f, 1.0f); + + VectorSet4(quadVerts[0], box[0], box[3], 0, 1); + VectorSet4(quadVerts[1], box[2], box[3], 0, 1); + VectorSet4(quadVerts[2], box[2], box[1], 0, 1); + VectorSet4(quadVerts[3], box[0], box[1], 0, 1); + + GL_State(GLS_DEPTHTEST_DISABLE); + + + VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0); + + viewInfo[2] = scale / (float)(tr.quarterImage[0]->width); + viewInfo[3] = scale / (float)(tr.quarterImage[0]->height); + + FBO_Bind(tr.quarterFbo[1]); + GLSL_BindProgram(&tr.depthBlurShader[2]); + GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP); + GLSL_SetUniformVec4(&tr.depthBlurShader[2], UNIFORM_VIEWINFO, viewInfo); + RB_InstantQuad2(quadVerts, texCoords); + + FBO_Bind(tr.quarterFbo[0]); + GLSL_BindProgram(&tr.depthBlurShader[3]); + GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP); + GLSL_SetUniformVec4(&tr.depthBlurShader[3], UNIFORM_VIEWINFO, viewInfo); + RB_InstantQuad2(quadVerts, texCoords); + + SetViewportAndScissor(); + + FBO_FastBlit(tr.quarterFbo[1], NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + FBO_Bind(NULL); + } +#endif + + if (0 && r_sunlightMode->integer) + { + ivec4_t dstBox; + VectorSet4(dstBox, 0, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + VectorSet4(dstBox, 128, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + VectorSet4(dstBox, 256, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + VectorSet4(dstBox, 384, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + } + + if (0 && r_shadows->integer == 4) + { + ivec4_t dstBox; + VectorSet4(dstBox, 512 + 0, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + VectorSet4(dstBox, 512 + 128, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + VectorSet4(dstBox, 512 + 256, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + VectorSet4(dstBox, 512 + 384, glConfig.vidHeight - 128, 128, 128); + FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + } + + if (0) + { + ivec4_t dstBox; + VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256); + FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0); + VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256); + FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0); + } + + if (0) + { + ivec4_t dstBox; + VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256); + FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0); + } + +#if 0 + if (r_cubeMapping->integer && tr.numCubemaps) + { + ivec4_t dstBox; + int cubemapIndex = R_CubemapForPoint( backEnd.viewParms.orientation.origin ); + + if (cubemapIndex) + { + VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256); + //FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0); + FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1].image, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0); + } + } +#endif + + backEnd.framePostProcessed = true; + + return (const void *)(cmd + 1); +} + +// FIXME: put this function declaration elsewhere +void R_SaveDDS(const char *filename, byte *pic, int width, int height, int depth); + +/* +============= +RB_ExportCubemaps + +============= +*/ +const void *RB_ExportCubemaps(const void *data) +{ + const exportCubemapsCommand_t *cmd = (const exportCubemapsCommand_t*)data; + + // finish any 2D drawing if needed + if (tess.numIndexes) + RB_EndSurface(); + + if (!glRefConfig.framebufferObject || !tr.world || tr.numCubemaps == 0) + { + // do nothing + ri.Printf(PRINT_ALL, "Nothing to export!\n"); + return (const void *)(cmd + 1); + } + + if (cmd) + { + FBO_t *oldFbo = glState.currentFBO; + int sideSize = r_cubemapSize->integer * r_cubemapSize->integer * 4; + byte *cubemapPixels = (byte*)ri.Malloc(sideSize * 6); + int i, j; + + FBO_Bind(tr.renderCubeFbo); + + for (i = 0; i < tr.numCubemaps; i++) + { + char filename[MAX_QPATH]; + cubemap_t *cubemap = &tr.cubemaps[i]; + byte *p = cubemapPixels; + + for (j = 0; j < 6; j++) + { + FBO_AttachImage(tr.renderCubeFbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, j); + qglReadPixels(0, 0, r_cubemapSize->integer, r_cubemapSize->integer, GL_RGBA, GL_UNSIGNED_BYTE, p); + p += sideSize; + } + + if (cubemap->name[0]) + { + COM_StripExtension(cubemap->name, filename, MAX_QPATH); + Q_strcat(filename, MAX_QPATH, ".dds"); + } + else + { + Com_sprintf(filename, MAX_QPATH, "cubemaps/%s/%03d.dds", tr.world->baseName, i); + } + + R_SaveDDS(filename, cubemapPixels, r_cubemapSize->integer, r_cubemapSize->integer, 6); + ri.Printf(PRINT_ALL, "Saved cubemap %d as %s\n", i, filename); + } + + FBO_Bind(oldFbo); + + ri.Free(cubemapPixels); + } + + return (const void *)(cmd + 1); +} + + +/* +==================== +RB_ExecuteRenderCommands +==================== +*/ +void RB_ExecuteRenderCommands( const void *data ) { + int t1, t2; + + t1 = ri.Milliseconds (); + + while ( 1 ) { + data = PADP(data, sizeof(void *)); + + switch ( *(const int *)data ) { + case RC_SET_COLOR: + data = RB_SetColor( data ); + break; + case RC_STRETCH_PIC: + data = RB_StretchPic( data ); + break; + case RC_DRAW_SURFS: + data = RB_DrawSurfs( data ); + break; + case RC_DRAW_BUFFER: + data = RB_DrawBuffer( data ); + break; + case RC_SWAP_BUFFERS: + data = RB_SwapBuffers( data ); + break; + case RC_SCREENSHOT: + data = RB_TakeScreenshotCmd( data ); + break; + case RC_VIDEOFRAME: + data = RB_TakeVideoFrameCmd( data ); + break; + case RC_COLORMASK: + data = RB_ColorMask(data); + break; + case RC_CLEARDEPTH: + data = RB_ClearDepth(data); + break; + case RC_CAPSHADOWMAP: + data = RB_CapShadowMap(data); + break; + case RC_POSTPROCESS: + data = RB_PostProcess(data); + break; + case RC_EXPORT_CUBEMAPS: + data = RB_ExportCubemaps(data); + break; + case RC_END_OF_LIST: + default: + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + // stop rendering + t2 = ri.Milliseconds (); + backEnd.pc.msec = t2 - t1; + return; + } + } + +} diff --git a/src/renderergl2/tr_bsp.cpp b/src/renderergl2/tr_bsp.cpp new file mode 100644 index 0000000..3bf74b5 --- /dev/null +++ b/src/renderergl2/tr_bsp.cpp @@ -0,0 +1,3046 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_map.c + +#include "tr_local.h" + +#define JSON_IMPLEMENTATION +#include "qcommon/json.h" +#undef JSON_IMPLEMENTATION + +/* + +Loads and prepares a map file for scene rendering. + +A single entry point: + +void RE_LoadWorldMap( const char *name ); + +*/ + +static world_t s_worldData; +static byte *fileBase; + +int c_subdivisions; +int c_gridVerts; + +//=============================================================================== + +static void HSVtoRGB( float h, float s, float v, float rgb[3] ) +{ + int i; + float f; + float p, q, t; + + h *= 5; + + i = floor( h ); + f = h - i; + + p = v * ( 1 - s ); + q = v * ( 1 - s * f ); + t = v * ( 1 - s * ( 1 - f ) ); + + switch ( i ) + { + case 0: + rgb[0] = v; + rgb[1] = t; + rgb[2] = p; + break; + case 1: + rgb[0] = q; + rgb[1] = v; + rgb[2] = p; + break; + case 2: + rgb[0] = p; + rgb[1] = v; + rgb[2] = t; + break; + case 3: + rgb[0] = p; + rgb[1] = q; + rgb[2] = v; + break; + case 4: + rgb[0] = t; + rgb[1] = p; + rgb[2] = v; + break; + case 5: + rgb[0] = v; + rgb[1] = p; + rgb[2] = q; + break; + } +} + +/* +=============== +R_ColorShiftLightingBytes + +=============== +*/ +static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) { + int shift, r, g, b; + + // shift the color data based on overbright range + shift = r_mapOverBrightBits->integer - tr.overbrightBits; + + // shift the data based on overbright range + r = in[0] << shift; + g = in[1] << shift; + b = in[2] << shift; + + // Minimum values + if(r < r_mapLightmapMin->integer){ + r = r_mapLightmapMin->integer; + } + if(g < r_mapLightmapMin->integer){ + g = r_mapLightmapMin->integer; + } + if(b < r_mapLightmapMin->integer){ + b = r_mapLightmapMin->integer; + } + + // normalize by color instead of saturating to white + if ( ( r | g | b ) > 255 ) { + int max; + + max = r > g ? r : g; + max = max > b ? max : b; + r = r * 255 / max; + g = g * 255 / max; + b = b * 255 / max; + } + + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = in[3]; +} + + +/* +=============== +R_ColorShiftLightingFloats + +=============== +*/ +static void R_ColorShiftLightingFloats(float in[4], float out[4]) +{ + float r, g, b; + float scale = (1 << (r_mapOverBrightBits->integer - tr.overbrightBits)) / 255.0f; + + r = in[0] * scale; + g = in[1] * scale; + b = in[2] * scale; + + // Minimum values + if(r < r_mapLightmapMin->value / 255.0f){ + r = r_mapLightmapMin->value / 255.0f; + } + if(g < r_mapLightmapMin->value / 255.0f){ + g = r_mapLightmapMin->value / 255.0f; + } + if(b < r_mapLightmapMin->value / 255.0f){ + b = r_mapLightmapMin->value / 255.0f; + } + + // normalize by color instead of saturating to white + if ( r > 1 || g > 1 || b > 1 ) { + float max; + + max = r > g ? r : g; + max = max > b ? max : b; + r = r / max; + g = g / max; + b = b / max; + } + + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = in[3]; +} + +// Modified from http://graphicrants.blogspot.jp/2009/04/rgbm-color-encoding.html +void ColorToRGBM(const vec3_t color, unsigned char rgbm[4]) +{ + vec3_t sample; + float maxComponent; + + VectorCopy(color, sample); + + maxComponent = MAX(sample[0], sample[1]); + maxComponent = MAX(maxComponent, sample[2]); + maxComponent = CLAMP(maxComponent, 1.0f/255.0f, 1.0f); + + rgbm[3] = (unsigned char) ceil(maxComponent * 255.0f); + maxComponent = 255.0f / rgbm[3]; + + VectorScale(sample, maxComponent, sample); + + rgbm[0] = (unsigned char) (sample[0] * 255); + rgbm[1] = (unsigned char) (sample[1] * 255); + rgbm[2] = (unsigned char) (sample[2] * 255); +} + +void ColorToRGB16(const vec3_t color, uint16_t rgb16[3]) +{ + rgb16[0] = color[0] * 65535.0f + 0.5f; + rgb16[1] = color[1] * 65535.0f + 0.5f; + rgb16[2] = color[2] * 65535.0f + 0.5f; +} + + +/* +=============== +R_LoadLightmaps + +=============== +*/ +#define DEFAULT_LIGHTMAP_SIZE 128 +static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) { + int/*imgFlags_t*/ imgFlags = IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE; + byte *buf, *buf_p; + dsurface_t *surf; + int len; + byte *image; + int i, j, numLightmaps, textureInternalFormat = 0; + int numLightmapsPerPage = 16; + float maxIntensity = 0; + double sumIntensity = 0; + + len = l->filelen; + if ( !len ) { + return; + } + buf = fileBase + l->fileofs; + + // we are about to upload textures + R_IssuePendingRenderCommands(); + + tr.lightmapSize = DEFAULT_LIGHTMAP_SIZE; + numLightmaps = len / (tr.lightmapSize * tr.lightmapSize * 3); + + // check for deluxe mapping + if (numLightmaps <= 1) + { + tr.worldDeluxeMapping = false; + } + else + { + tr.worldDeluxeMapping = true; + for( i = 0, surf = (dsurface_t *)(fileBase + surfs->fileofs); + i < surfs->filelen / sizeof(dsurface_t); i++, surf++ ) { + int lightmapNum = LittleLong( surf->lightmapNum ); + + if ( lightmapNum >= 0 && (lightmapNum & 1) != 0 ) { + tr.worldDeluxeMapping = false; + break; + } + } + } + + image = (byte*)ri.Malloc(tr.lightmapSize * tr.lightmapSize * 4 * 2); + + if (tr.worldDeluxeMapping) + numLightmaps >>= 1; + + // Use fat lightmaps of an appropriate size. + if (r_mergeLightmaps->integer) + { + int maxLightmapsPerAxis = glConfig.maxTextureSize / tr.lightmapSize; + int lightmapCols = 4, lightmapRows = 4; + + // Increase width at first, then height. + while (lightmapCols * lightmapRows < numLightmaps && lightmapCols != maxLightmapsPerAxis) + lightmapCols <<= 1; + + while (lightmapCols * lightmapRows < numLightmaps && lightmapRows != maxLightmapsPerAxis) + lightmapRows <<= 1; + + tr.fatLightmapCols = lightmapCols; + tr.fatLightmapRows = lightmapRows; + numLightmapsPerPage = lightmapCols * lightmapRows; + + tr.numLightmaps = (numLightmaps + (numLightmapsPerPage - 1)) / numLightmapsPerPage; + } + else + { + tr.numLightmaps = numLightmaps; + } + + tr.lightmaps = (image_t**)ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low ); + + if (tr.worldDeluxeMapping) + tr.deluxemaps = (image_t**)ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low ); + + textureInternalFormat = GL_RGBA8; + if (r_hdr->integer) + { + // Check for the first hdr lightmap, if it exists, use GL_RGBA16 for textures. + char filename[MAX_QPATH]; + + Com_sprintf(filename, sizeof(filename), "maps/%s/lm_0000.hdr", s_worldData.baseName); + if (ri.FS_FileExists(filename)) + textureInternalFormat = GL_RGBA16; + } + + if (r_mergeLightmaps->integer) + { + int width = tr.fatLightmapCols * tr.lightmapSize; + int height = tr.fatLightmapRows * tr.lightmapSize; + + for (i = 0; i < tr.numLightmaps; i++) + { + tr.lightmaps[i] = R_CreateImage(va("_fatlightmap%d", i), NULL, width, height, IMGTYPE_COLORALPHA, imgFlags, textureInternalFormat); + + if (tr.worldDeluxeMapping) + tr.deluxemaps[i] = R_CreateImage(va("_fatdeluxemap%d", i), NULL, width, height, IMGTYPE_DELUXE, imgFlags, 0); + } + } + + for(i = 0; i < numLightmaps; i++) + { + int xoff = 0, yoff = 0; + int lightmapnum = i; + // expand the 24 bit on-disk to 32 bit + + if (r_mergeLightmaps->integer) + { + int lightmaponpage = i % numLightmapsPerPage; + xoff = (lightmaponpage % tr.fatLightmapCols) * tr.lightmapSize; + yoff = (lightmaponpage / tr.fatLightmapCols) * tr.lightmapSize; + + lightmapnum /= numLightmapsPerPage; + } + + // if (tr.worldLightmapping) + { + char filename[MAX_QPATH]; + byte *hdrLightmap = NULL; + int size = 0; + + // look for hdr lightmaps + if (textureInternalFormat == GL_RGBA16) + { + Com_sprintf( filename, sizeof( filename ), "maps/%s/lm_%04d.hdr", s_worldData.baseName, i * (tr.worldDeluxeMapping ? 2 : 1) ); + //ri.Printf(PRINT_ALL, "looking for %s\n", filename); + + size = ri.FS_ReadFile(filename, (void **)&hdrLightmap); + } + + if (hdrLightmap) + { + byte *p = hdrLightmap, *end = hdrLightmap + size; + //ri.Printf(PRINT_ALL, "found!\n"); + + /* FIXME: don't just skip over this header and actually parse it */ + while (p < end && !(*p == '\n' && *(p+1) == '\n')) + p++; + + p += 2; + + while (p < end && !(*p == '\n')) + p++; + + p++; + + if (p >= end) + ri.Error(ERR_DROP, "Bad header for %s!", filename); + + buf_p = p; + +#if 0 // HDRFILE_RGBE + if ((int)(end - hdrLightmap) != tr.lightmapSize * tr.lightmapSize * 4) + ri.Error(ERR_DROP, "Bad size for %s (%i)!", filename, size); +#else // HDRFILE_FLOAT + if ((int)(end - hdrLightmap) != tr.lightmapSize * tr.lightmapSize * 12) + ri.Error(ERR_DROP, "Bad size for %s (%i)!", filename, size); +#endif + } + else + { + int imgOffset = tr.worldDeluxeMapping ? i * 2 : i; + buf_p = buf + imgOffset * tr.lightmapSize * tr.lightmapSize * 3; + } + + for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) + { + if (hdrLightmap) + { + vec4_t color; + +#if 0 // HDRFILE_RGBE + float exponent = exp2(buf_p[j*4+3] - 128); + + color[0] = buf_p[j*4+0] * exponent; + color[1] = buf_p[j*4+1] * exponent; + color[2] = buf_p[j*4+2] * exponent; +#else // HDRFILE_FLOAT + memcpy(color, &buf_p[j*12], 12); + + color[0] = LittleFloat(color[0]); + color[1] = LittleFloat(color[1]); + color[2] = LittleFloat(color[2]); +#endif + color[3] = 1.0f; + + R_ColorShiftLightingFloats(color, color); + + ColorToRGB16(color, (uint16_t *)(&image[j * 8])); + ((uint16_t *)(&image[j * 8]))[3] = 65535; + } + else if (textureInternalFormat == GL_RGBA16) + { + vec4_t color; + + //hack: convert LDR lightmap to HDR one + color[0] = MAX(buf_p[j*3+0], 0.499f); + color[1] = MAX(buf_p[j*3+1], 0.499f); + color[2] = MAX(buf_p[j*3+2], 0.499f); + + // if under an arbitrary value (say 12) grey it out + // this prevents weird splotches in dimly lit areas + if (color[0] + color[1] + color[2] < 12.0f) + { + float avg = (color[0] + color[1] + color[2]) * 0.3333f; + color[0] = avg; + color[1] = avg; + color[2] = avg; + } + color[3] = 1.0f; + + R_ColorShiftLightingFloats(color, color); + + ColorToRGB16(color, (uint16_t *)(&image[j * 8])); + ((uint16_t *)(&image[j * 8]))[3] = 65535; + } + else + { + if ( r_lightmap->integer == 2 ) + { // color code by intensity as development tool (FIXME: check range) + float r = buf_p[j*3+0]; + float g = buf_p[j*3+1]; + float b = buf_p[j*3+2]; + float intensity; + float out[3] = {0.0, 0.0, 0.0}; + + intensity = 0.33f * r + 0.685f * g + 0.063f * b; + + if ( intensity > 255 ) + intensity = 1.0f; + else + intensity /= 255.0f; + + if ( intensity > maxIntensity ) + maxIntensity = intensity; + + HSVtoRGB( intensity, 1.00, 0.50, out ); + + image[j*4+0] = out[0] * 255; + image[j*4+1] = out[1] * 255; + image[j*4+2] = out[2] * 255; + image[j*4+3] = 255; + + sumIntensity += intensity; + } + else + { + R_ColorShiftLightingBytes( &buf_p[j*3], &image[j*4] ); + image[j*4+3] = 255; + } + } + } + + if (r_mergeLightmaps->integer) + R_UpdateSubImage(tr.lightmaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize, textureInternalFormat); + else + tr.lightmaps[i] = R_CreateImage(va("*lightmap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_COLORALPHA, imgFlags, textureInternalFormat ); + + if (hdrLightmap) + ri.FS_FreeFile(hdrLightmap); + } + + if (tr.worldDeluxeMapping) + { + buf_p = buf + (i * 2 + 1) * tr.lightmapSize * tr.lightmapSize * 3; + + for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) { + image[j*4+0] = buf_p[j*3+0]; + image[j*4+1] = buf_p[j*3+1]; + image[j*4+2] = buf_p[j*3+2]; + + // make 0,0,0 into 127,127,127 + if ((image[j*4+0] == 0) && (image[j*4+1] == 0) && (image[j*4+2] == 0)) + { + image[j*4+0] = + image[j*4+1] = + image[j*4+2] = 127; + } + + image[j*4+3] = 255; + } + + if (r_mergeLightmaps->integer) + R_UpdateSubImage(tr.deluxemaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize, GL_RGBA8 ); + else + tr.deluxemaps[i] = R_CreateImage(va("*deluxemap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_DELUXE, imgFlags, 0 ); + } + } + + if ( r_lightmap->integer == 2 ) { + ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) ); + } + + ri.Free(image); +} + + +static float FatPackU(float input, int lightmapnum) +{ + if (lightmapnum < 0) + return input; + + if (tr.worldDeluxeMapping) + lightmapnum >>= 1; + + if (tr.fatLightmapCols > 0) + { + lightmapnum %= (tr.fatLightmapCols * tr.fatLightmapRows); + return (input + (lightmapnum % tr.fatLightmapCols)) / (float)(tr.fatLightmapCols); + } + + return input; +} + +static float FatPackV(float input, int lightmapnum) +{ + if (lightmapnum < 0) + return input; + + if (tr.worldDeluxeMapping) + lightmapnum >>= 1; + + if (tr.fatLightmapCols > 0) + { + lightmapnum %= (tr.fatLightmapCols * tr.fatLightmapRows); + return (input + (lightmapnum / tr.fatLightmapCols)) / (float)(tr.fatLightmapRows); + } + + return input; +} + + +static int FatLightmap(int lightmapnum) +{ + if (lightmapnum < 0) + return lightmapnum; + + if (tr.worldDeluxeMapping) + lightmapnum >>= 1; + + if (tr.fatLightmapCols > 0) + return lightmapnum / (tr.fatLightmapCols * tr.fatLightmapRows); + + return lightmapnum; +} + +/* +================= +RE_SetWorldVisData + +This is called by the clipmodel subsystem so we can share the 1.8 megs of +space in big maps... +================= +*/ +void RE_SetWorldVisData( const byte *vis ) { + tr.externalVisData = vis; +} + + +/* +================= +R_LoadVisibility +================= +*/ +static void R_LoadVisibility( lump_t *l ) { + int len; + byte *buf; + + len = l->filelen; + if ( !len ) { + return; + } + buf = fileBase + l->fileofs; + + s_worldData.numClusters = LittleLong( ((int *)buf)[0] ); + s_worldData.clusterBytes = LittleLong( ((int *)buf)[1] ); + + // CM_Load should have given us the vis data to share, so + // we don't need to allocate another copy + if ( tr.externalVisData ) { + s_worldData.vis = tr.externalVisData; + } else { + byte *dest = (byte*)ri.Hunk_Alloc( len - 8, h_low ); + Com_Memcpy( dest, buf + 8, len - 8 ); + s_worldData.vis = dest; + } +} + +//=============================================================================== + + +/* +=============== +ShaderForShaderNum +=============== +*/ +static shader_t *ShaderForShaderNum( int shaderNum, int lightmapNum ) { + shader_t *shader; + dshader_t *dsh; + + int _shaderNum = LittleLong( shaderNum ); + if ( _shaderNum < 0 || _shaderNum >= s_worldData.numShaders ) { + ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", _shaderNum ); + } + dsh = &s_worldData.shaders[ _shaderNum ]; + + if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) { + lightmapNum = LIGHTMAP_BY_VERTEX; + } + + if ( r_fullbright->integer ) { + lightmapNum = LIGHTMAP_WHITEIMAGE; + } + + shader = R_FindShader( dsh->shader, lightmapNum, true ); + + // if the shader had errors, just use default shader + if ( shader->defaultShader ) { + return tr.defaultShader; + } + + return shader; +} + +void LoadDrawVertToSrfVert(srfVert_t *s, drawVert_t *d, int realLightmapNum, float hdrVertColors[3], vec3_t *bounds) +{ + vec4_t v; + + s->xyz[0] = LittleFloat(d->xyz[0]); + s->xyz[1] = LittleFloat(d->xyz[1]); + s->xyz[2] = LittleFloat(d->xyz[2]); + + if (bounds) + AddPointToBounds(s->xyz, bounds[0], bounds[1]); + + s->st[0] = LittleFloat(d->st[0]); + s->st[1] = LittleFloat(d->st[1]); + + if (realLightmapNum >= 0) + { + s->lightmap[0] = FatPackU(LittleFloat(d->lightmap[0]), realLightmapNum); + s->lightmap[1] = FatPackV(LittleFloat(d->lightmap[1]), realLightmapNum); + } + else + { + s->lightmap[0] = LittleFloat(d->lightmap[0]); + s->lightmap[1] = LittleFloat(d->lightmap[1]); + } + + v[0] = LittleFloat(d->normal[0]); + v[1] = LittleFloat(d->normal[1]); + v[2] = LittleFloat(d->normal[2]); + + R_VaoPackNormal(s->normal, v); + + if (hdrVertColors) + { + v[0] = hdrVertColors[0]; + v[1] = hdrVertColors[1]; + v[2] = hdrVertColors[2]; + } + else + { + //hack: convert LDR vertex colors to HDR + if (r_hdr->integer) + { + v[0] = MAX(d->color[0], 0.499f); + v[1] = MAX(d->color[1], 0.499f); + v[2] = MAX(d->color[2], 0.499f); + } + else + { + v[0] = d->color[0]; + v[1] = d->color[1]; + v[2] = d->color[2]; + } + + } + v[3] = d->color[3] / 255.0f; + + R_ColorShiftLightingFloats(v, v); + R_VaoPackColor(s->color, v); +} + + +/* +=============== +ParseFace +=============== +*/ +static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) { + int i, j; + srfBspSurface_t *cv; + glIndex_t *tri; + int numVerts, numIndexes, badTriangles; + int realLightmapNum; + + realLightmapNum = LittleLong( ds->lightmapNum ); + + // get fog volume + surf->fogIndex = LittleLong( ds->fogNum ) + 1; + + // get shader value + surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) ); + if ( r_singleShader->integer && !surf->shader->isSky ) { + surf->shader = tr.defaultShader; + } + + numVerts = LittleLong(ds->numVerts); + if (numVerts > MAX_FACE_POINTS) { + ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numVerts); + numVerts = MAX_FACE_POINTS; + surf->shader = tr.defaultShader; + } + + numIndexes = LittleLong(ds->numIndexes); + + //cv = ri.Hunk_Alloc(sizeof(*cv), h_low); + cv = (srfBspSurface_t*)surf->data; + cv->surfaceType = SF_FACE; + + cv->numIndexes = numIndexes; + cv->indexes = (glIndex_t*)ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low); + + cv->numVerts = numVerts; + cv->verts = (srfVert_t*)ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low); + + // copy vertexes + surf->cullinfo.type = CULLINFO_PLANE | CULLINFO_BOX; + ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]); + verts += LittleLong(ds->firstVert); + for(i = 0; i < numVerts; i++) + LoadDrawVertToSrfVert(&cv->verts[i], &verts[i], realLightmapNum, hdrVertColors ? hdrVertColors + (ds->firstVert + i) * 3 : NULL, surf->cullinfo.bounds); + + // copy triangles + badTriangles = 0; + indexes += LittleLong(ds->firstIndex); + for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) + { + for(j = 0; j < 3; j++) + { + tri[j] = LittleLong(indexes[i + j]); + + if(tri[j] >= numVerts) + { + ri.Error(ERR_DROP, "Bad index in face surface"); + } + } + + if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2])) + { + tri -= 3; + badTriangles++; + } + } + + if (badTriangles) + { + ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles); + cv->numIndexes -= badTriangles * 3; + } + + // take the plane information from the lightmap vector + for ( i = 0 ; i < 3 ; i++ ) { + cv->cullPlane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] ); + } + cv->cullPlane.dist = DotProduct( cv->verts[0].xyz, cv->cullPlane.normal ); + SetPlaneSignbits( &cv->cullPlane ); + cv->cullPlane.type = PlaneTypeForNormal( cv->cullPlane.normal ); + surf->cullinfo.plane = cv->cullPlane; + + surf->data = (surfaceType_t *)cv; + + // Calculate tangent spaces + { + srfVert_t *dv[3]; + + for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) + { + dv[0] = &cv->verts[tri[0]]; + dv[1] = &cv->verts[tri[1]]; + dv[2] = &cv->verts[tri[2]]; + + R_CalcTangentVectors(dv); + } + } +} + + +/* +=============== +ParseMesh +=============== +*/ +static void ParseMesh ( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf ) { + srfBspSurface_t *grid = (srfBspSurface_t *)surf->data; + int i; + int width, height, numPoints; + srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE]; + vec3_t bounds[2]; + vec3_t tmpVec; + static surfaceType_t skipData = SF_SKIP; + int realLightmapNum; + + realLightmapNum = LittleLong( ds->lightmapNum ); + + // get fog volume + surf->fogIndex = LittleLong( ds->fogNum ) + 1; + + // get shader value + surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) ); + if ( r_singleShader->integer && !surf->shader->isSky ) { + surf->shader = tr.defaultShader; + } + + // we may have a nodraw surface, because they might still need to + // be around for movement clipping + if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) { + surf->data = &skipData; + return; + } + + width = LittleLong( ds->patchWidth ); + height = LittleLong( ds->patchHeight ); + + if(width < 0 || width > MAX_PATCH_SIZE || height < 0 || height > MAX_PATCH_SIZE) + ri.Error(ERR_DROP, "ParseMesh: bad size"); + + verts += LittleLong( ds->firstVert ); + numPoints = width * height; + for(i = 0; i < numPoints; i++) + LoadDrawVertToSrfVert(&points[i], &verts[i], realLightmapNum, hdrVertColors ? hdrVertColors + (ds->firstVert + i) * 3 : NULL, NULL); + + // pre-tesseleate + R_SubdividePatchToGrid( grid, width, height, points ); + + // copy the level of detail origin, which is the center + // of the group of all curves that must subdivide the same + // to avoid cracking + for ( i = 0 ; i < 3 ; i++ ) { + bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] ); + bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] ); + } + VectorAdd( bounds[0], bounds[1], bounds[1] ); + VectorScale( bounds[1], 0.5f, grid->lodOrigin ); + VectorSubtract( bounds[0], grid->lodOrigin, tmpVec ); + grid->lodRadius = VectorLength( tmpVec ); + + surf->cullinfo.type = CULLINFO_BOX | CULLINFO_SPHERE; + VectorCopy(grid->cullBounds[0], surf->cullinfo.bounds[0]); + VectorCopy(grid->cullBounds[1], surf->cullinfo.bounds[1]); + VectorCopy(grid->cullOrigin, surf->cullinfo.localOrigin); + surf->cullinfo.radius = grid->cullRadius; +} + +/* +=============== +ParseTriSurf +=============== +*/ +static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) { + srfBspSurface_t *cv; + glIndex_t *tri; + int i, j; + int numVerts, numIndexes, badTriangles; + + // get fog volume + surf->fogIndex = LittleLong( ds->fogNum ) + 1; + + // get shader + surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX ); + if ( r_singleShader->integer && !surf->shader->isSky ) { + surf->shader = tr.defaultShader; + } + + numVerts = LittleLong(ds->numVerts); + numIndexes = LittleLong(ds->numIndexes); + + //cv = ri.Hunk_Alloc(sizeof(*cv), h_low); + cv = (srfBspSurface_t*)surf->data; + cv->surfaceType = SF_TRIANGLES; + + cv->numIndexes = numIndexes; + cv->indexes = (glIndex_t*)ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low); + + cv->numVerts = numVerts; + cv->verts = (srfVert_t*)ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low); + + surf->data = (surfaceType_t *) cv; + + // copy vertexes + surf->cullinfo.type = CULLINFO_BOX; + ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]); + verts += LittleLong(ds->firstVert); + for(i = 0; i < numVerts; i++) + LoadDrawVertToSrfVert(&cv->verts[i], &verts[i], -1, hdrVertColors ? hdrVertColors + (ds->firstVert + i) * 3 : NULL, surf->cullinfo.bounds); + + // copy triangles + badTriangles = 0; + indexes += LittleLong(ds->firstIndex); + for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) + { + for(j = 0; j < 3; j++) + { + tri[j] = LittleLong(indexes[i + j]); + + if(tri[j] >= numVerts) + { + ri.Error(ERR_DROP, "Bad index in face surface"); + } + } + + if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2])) + { + tri -= 3; + badTriangles++; + } + } + + if (badTriangles) + { + ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles); + cv->numIndexes -= badTriangles * 3; + } + + // Calculate tangent spaces + { + srfVert_t *dv[3]; + + for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) + { + dv[0] = &cv->verts[tri[0]]; + dv[1] = &cv->verts[tri[1]]; + dv[2] = &cv->verts[tri[2]]; + + R_CalcTangentVectors(dv); + } + } +} + +/* +=============== +ParseFlare +=============== +*/ +static void ParseFlare( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) { + srfFlare_t *flare; + int i; + + // get fog volume + surf->fogIndex = LittleLong( ds->fogNum ) + 1; + + // get shader + surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX ); + if ( r_singleShader->integer && !surf->shader->isSky ) { + surf->shader = tr.defaultShader; + } + + //flare = ri.Hunk_Alloc( sizeof( *flare ), h_low ); + flare = (srfFlare_t*)surf->data; + flare->surfaceType = SF_FLARE; + + surf->data = (surfaceType_t *)flare; + + for ( i = 0 ; i < 3 ; i++ ) { + flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] ); + flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] ); + flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] ); + } + + surf->cullinfo.type = CULLINFO_NONE; +} + + +/* +================= +R_MergedWidthPoints + +returns true if there are grid points merged on a width edge +================= +*/ +int R_MergedWidthPoints(srfBspSurface_t *grid, int offset) { + int i, j; + + for (i = 1; i < grid->width-1; i++) { + for (j = i + 1; j < grid->width-1; j++) { + if ( fabs(grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0]) > .1) continue; + if ( fabs(grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1]) > .1) continue; + if ( fabs(grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2]) > .1) continue; + return true; + } + } + return false; +} + +/* +================= +R_MergedHeightPoints + +returns true if there are grid points merged on a height edge +================= +*/ +int R_MergedHeightPoints(srfBspSurface_t *grid, int offset) { + int i, j; + + for (i = 1; i < grid->height-1; i++) { + for (j = i + 1; j < grid->height-1; j++) { + if ( fabs(grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0]) > .1) continue; + if ( fabs(grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1]) > .1) continue; + if ( fabs(grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2]) > .1) continue; + return true; + } + } + return false; +} + +/* +================= +R_FixSharedVertexLodError_r + +NOTE: never sync LoD through grid edges with merged points! + +FIXME: write generalized version that also avoids cracks between a patch and one that meets half way? +================= +*/ +void R_FixSharedVertexLodError_r( int start, srfBspSurface_t *grid1 ) { + int j, k, l, m, n, offset1, offset2, touch; + srfBspSurface_t *grid2; + + for ( j = start; j < s_worldData.numsurfaces; j++ ) { + // + grid2 = (srfBspSurface_t *) s_worldData.surfaces[j].data; + // if this surface is not a grid + if ( grid2->surfaceType != SF_GRID ) continue; + // if the LOD errors are already fixed for this patch + if ( grid2->lodFixed == 2 ) continue; + // grids in the same LOD group should have the exact same lod radius + if ( grid1->lodRadius != grid2->lodRadius ) continue; + // grids in the same LOD group should have the exact same lod origin + if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; + if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; + if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; + // + touch = false; + for (n = 0; n < 2; n++) { + // + if (n) offset1 = (grid1->height-1) * grid1->width; + else offset1 = 0; + if (R_MergedWidthPoints(grid1, offset1)) continue; + for (k = 1; k < grid1->width-1; k++) { + for (m = 0; m < 2; m++) { + + if (m) offset2 = (grid2->height-1) * grid2->width; + else offset2 = 0; + if (R_MergedWidthPoints(grid2, offset2)) continue; + for ( l = 1; l < grid2->width-1; l++) { + // + if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; + if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; + if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; + // ok the points are equal and should have the same lod error + grid2->widthLodError[l] = grid1->widthLodError[k]; + touch = true; + } + } + for (m = 0; m < 2; m++) { + + if (m) offset2 = grid2->width-1; + else offset2 = 0; + if (R_MergedHeightPoints(grid2, offset2)) continue; + for ( l = 1; l < grid2->height-1; l++) { + // + if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; + if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; + if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; + // ok the points are equal and should have the same lod error + grid2->heightLodError[l] = grid1->widthLodError[k]; + touch = true; + } + } + } + } + for (n = 0; n < 2; n++) { + // + if (n) offset1 = grid1->width-1; + else offset1 = 0; + if (R_MergedHeightPoints(grid1, offset1)) continue; + for (k = 1; k < grid1->height-1; k++) { + for (m = 0; m < 2; m++) { + + if (m) offset2 = (grid2->height-1) * grid2->width; + else offset2 = 0; + if (R_MergedWidthPoints(grid2, offset2)) continue; + for ( l = 1; l < grid2->width-1; l++) { + // + if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; + if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; + if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; + // ok the points are equal and should have the same lod error + grid2->widthLodError[l] = grid1->heightLodError[k]; + touch = true; + } + } + for (m = 0; m < 2; m++) { + + if (m) offset2 = grid2->width-1; + else offset2 = 0; + if (R_MergedHeightPoints(grid2, offset2)) continue; + for ( l = 1; l < grid2->height-1; l++) { + // + if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; + if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; + if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; + // ok the points are equal and should have the same lod error + grid2->heightLodError[l] = grid1->heightLodError[k]; + touch = true; + } + } + } + } + if (touch) { + grid2->lodFixed = 2; + R_FixSharedVertexLodError_r ( start, grid2 ); + //NOTE: this would be correct but makes things really slow + //grid2->lodFixed = 1; + } + } +} + +/* +================= +R_FixSharedVertexLodError + +This function assumes that all patches in one group are nicely stitched together for the highest LoD. +If this is not the case this function will still do its job but won't fix the highest LoD cracks. +================= +*/ +void R_FixSharedVertexLodError( void ) { + int i; + srfBspSurface_t *grid1; + + for ( i = 0; i < s_worldData.numsurfaces; i++ ) { + // + grid1 = (srfBspSurface_t *) s_worldData.surfaces[i].data; + // if this surface is not a grid + if ( grid1->surfaceType != SF_GRID ) + continue; + // + if ( grid1->lodFixed ) + continue; + // + grid1->lodFixed = 2; + // recursively fix other patches in the same LOD group + R_FixSharedVertexLodError_r( i + 1, grid1); + } +} + + +/* +=============== +R_StitchPatches +=============== +*/ +int R_StitchPatches( int grid1num, int grid2num ) { + float *v1, *v2; + srfBspSurface_t *grid1, *grid2; + int k, l, m, n, offset1, offset2, row, column; + + grid1 = (srfBspSurface_t *) s_worldData.surfaces[grid1num].data; + grid2 = (srfBspSurface_t *) s_worldData.surfaces[grid2num].data; + for (n = 0; n < 2; n++) { + // + if (n) offset1 = (grid1->height-1) * grid1->width; + else offset1 = 0; + if (R_MergedWidthPoints(grid1, offset1)) + continue; + for (k = 0; k < grid1->width-2; k += 2) { + + for (m = 0; m < 2; m++) { + + if ( grid2->width >= MAX_GRID_SIZE ) + break; + if (m) offset2 = (grid2->height-1) * grid2->width; + else offset2 = 0; + for ( l = 0; l < grid2->width-1; l++) { + // + v1 = grid1->verts[k + offset1].xyz; + v2 = grid2->verts[l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[k + 2 + offset1].xyz; + v2 = grid2->verts[l + 1 + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[l + offset2].xyz; + v2 = grid2->verts[l + 1 + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert column into grid2 right after after column l + if (m) row = grid2->height-1; + else row = 0; + R_GridInsertColumn( grid2, l+1, row, + grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + for (m = 0; m < 2; m++) { + + if (grid2->height >= MAX_GRID_SIZE) + break; + if (m) offset2 = grid2->width-1; + else offset2 = 0; + for ( l = 0; l < grid2->height-1; l++) { + // + v1 = grid1->verts[k + offset1].xyz; + v2 = grid2->verts[grid2->width * l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[k + 2 + offset1].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[grid2->width * l + offset2].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert row into grid2 right after after row l + if (m) column = grid2->width-1; + else column = 0; + R_GridInsertRow( grid2, l+1, column, + grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + } + } + for (n = 0; n < 2; n++) { + // + if (n) offset1 = grid1->width-1; + else offset1 = 0; + if (R_MergedHeightPoints(grid1, offset1)) + continue; + for (k = 0; k < grid1->height-2; k += 2) { + for (m = 0; m < 2; m++) { + + if ( grid2->width >= MAX_GRID_SIZE ) + break; + if (m) offset2 = (grid2->height-1) * grid2->width; + else offset2 = 0; + for ( l = 0; l < grid2->width-1; l++) { + // + v1 = grid1->verts[grid1->width * k + offset1].xyz; + v2 = grid2->verts[l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; + v2 = grid2->verts[l + 1 + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[l + offset2].xyz; + v2 = grid2->verts[(l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert column into grid2 right after after column l + if (m) row = grid2->height-1; + else row = 0; + R_GridInsertColumn( grid2, l+1, row, + grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + for (m = 0; m < 2; m++) { + + if (grid2->height >= MAX_GRID_SIZE) + break; + if (m) offset2 = grid2->width-1; + else offset2 = 0; + for ( l = 0; l < grid2->height-1; l++) { + // + v1 = grid1->verts[grid1->width * k + offset1].xyz; + v2 = grid2->verts[grid2->width * l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[grid2->width * l + offset2].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert row into grid2 right after after row l + if (m) column = grid2->width-1; + else column = 0; + R_GridInsertRow( grid2, l+1, column, + grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + } + } + for (n = 0; n < 2; n++) { + // + if (n) offset1 = (grid1->height-1) * grid1->width; + else offset1 = 0; + if (R_MergedWidthPoints(grid1, offset1)) + continue; + for (k = grid1->width-1; k > 1; k -= 2) { + + for (m = 0; m < 2; m++) { + + if ( !grid2 || grid2->width >= MAX_GRID_SIZE ) + break; + if (m) offset2 = (grid2->height-1) * grid2->width; + else offset2 = 0; + for ( l = 0; l < grid2->width-1; l++) { + // + v1 = grid1->verts[k + offset1].xyz; + v2 = grid2->verts[l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[k - 2 + offset1].xyz; + v2 = grid2->verts[l + 1 + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[l + offset2].xyz; + v2 = grid2->verts[(l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert column into grid2 right after after column l + if (m) row = grid2->height-1; + else row = 0; + R_GridInsertColumn( grid2, l+1, row, + grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + for (m = 0; m < 2; m++) { + + if (!grid2 || grid2->height >= MAX_GRID_SIZE) + break; + if (m) offset2 = grid2->width-1; + else offset2 = 0; + for ( l = 0; l < grid2->height-1; l++) { + // + v1 = grid1->verts[k + offset1].xyz; + v2 = grid2->verts[grid2->width * l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[k - 2 + offset1].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[grid2->width * l + offset2].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert row into grid2 right after after row l + if (m) column = grid2->width-1; + else column = 0; + R_GridInsertRow( grid2, l+1, column, + grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); + if (!grid2) + break; + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + } + } + for (n = 0; n < 2; n++) { + // + if (n) offset1 = grid1->width-1; + else offset1 = 0; + if (R_MergedHeightPoints(grid1, offset1)) + continue; + for (k = grid1->height-1; k > 1; k -= 2) { + for (m = 0; m < 2; m++) { + + if (!grid2 || grid2->width >= MAX_GRID_SIZE ) + break; + if (m) offset2 = (grid2->height-1) * grid2->width; + else offset2 = 0; + for ( l = 0; l < grid2->width-1; l++) { + // + v1 = grid1->verts[grid1->width * k + offset1].xyz; + v2 = grid2->verts[l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; + v2 = grid2->verts[l + 1 + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[l + offset2].xyz; + v2 = grid2->verts[(l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert column into grid2 right after after column l + if (m) row = grid2->height-1; + else row = 0; + R_GridInsertColumn( grid2, l+1, row, + grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + for (m = 0; m < 2; m++) { + + if (!grid2 || grid2->height >= MAX_GRID_SIZE) + break; + if (m) offset2 = grid2->width-1; + else offset2 = 0; + for ( l = 0; l < grid2->height-1; l++) { + // + v1 = grid1->verts[grid1->width * k + offset1].xyz; + v2 = grid2->verts[grid2->width * l + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + + v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) > .1) + continue; + if ( fabs(v1[1] - v2[1]) > .1) + continue; + if ( fabs(v1[2] - v2[2]) > .1) + continue; + // + v1 = grid2->verts[grid2->width * l + offset2].xyz; + v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; + if ( fabs(v1[0] - v2[0]) < .01 && + fabs(v1[1] - v2[1]) < .01 && + fabs(v1[2] - v2[2]) < .01) + continue; + // + //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); + // insert row into grid2 right after after row l + if (m) column = grid2->width-1; + else column = 0; + R_GridInsertRow( grid2, l+1, column, + grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); + grid2->lodStitched = false; + s_worldData.surfaces[grid2num].data = (surfaceType_t*) grid2; + return true; + } + } + } + } + return false; +} + +/* +=============== +R_TryStitchPatch + +This function will try to stitch patches in the same LoD group together for the highest LoD. + +Only single missing vertice cracks will be fixed. + +Vertices will be joined at the patch side a crack is first found, at the other side +of the patch (on the same row or column) the vertices will not be joined and cracks +might still appear at that side. +=============== +*/ +int R_TryStitchingPatch( int grid1num ) { + int j, numstitches; + srfBspSurface_t *grid1, *grid2; + + numstitches = 0; + grid1 = (srfBspSurface_t *) s_worldData.surfaces[grid1num].data; + for ( j = 0; j < s_worldData.numsurfaces; j++ ) { + // + grid2 = (srfBspSurface_t *) s_worldData.surfaces[j].data; + // if this surface is not a grid + if ( grid2->surfaceType != SF_GRID ) continue; + // grids in the same LOD group should have the exact same lod radius + if ( grid1->lodRadius != grid2->lodRadius ) continue; + // grids in the same LOD group should have the exact same lod origin + if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; + if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; + if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; + // + while (R_StitchPatches(grid1num, j)) + { + numstitches++; + } + } + return numstitches; +} + +/* +=============== +R_StitchAllPatches +=============== +*/ +void R_StitchAllPatches( void ) { + int i, stitched, numstitches; + srfBspSurface_t *grid1; + + numstitches = 0; + do + { + stitched = false; + for ( i = 0; i < s_worldData.numsurfaces; i++ ) { + // + grid1 = (srfBspSurface_t *) s_worldData.surfaces[i].data; + // if this surface is not a grid + if ( grid1->surfaceType != SF_GRID ) + continue; + // + if ( grid1->lodStitched ) + continue; + // + grid1->lodStitched = true; + stitched = true; + // + numstitches += R_TryStitchingPatch( i ); + } + } + while (stitched); + ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches ); +} + +/* +=============== +R_MovePatchSurfacesToHunk +=============== +*/ +void R_MovePatchSurfacesToHunk(void) { + int i; + srfBspSurface_t *grid; + + for ( i = 0; i < s_worldData.numsurfaces; i++ ) { + void *copyFrom; + // + grid = (srfBspSurface_t *) s_worldData.surfaces[i].data; + // if this surface is not a grid + if ( grid->surfaceType != SF_GRID ) + continue; + // + + copyFrom = grid->widthLodError; + grid->widthLodError = (float*)ri.Hunk_Alloc( grid->width * 4, h_low ); + Com_Memcpy(grid->widthLodError, copyFrom, grid->width * 4); + ri.Free(copyFrom); + + copyFrom = grid->heightLodError; + grid->heightLodError = (float*)ri.Hunk_Alloc(grid->height * 4, h_low); + Com_Memcpy(grid->heightLodError, copyFrom, grid->height * 4); + ri.Free(copyFrom); + + copyFrom = grid->indexes; + grid->indexes = (glIndex_t*)ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low); + Com_Memcpy(grid->indexes, copyFrom, grid->numIndexes * sizeof(glIndex_t)); + ri.Free(copyFrom); + + copyFrom = grid->verts; + grid->verts = (srfVert_t*)ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low); + Com_Memcpy(grid->verts, copyFrom, grid->numVerts * sizeof(srfVert_t)); + ri.Free(copyFrom); + } +} + + +/* +=============== +R_LoadSurfaces +=============== +*/ +static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) { + dsurface_t *in; + msurface_t *out; + drawVert_t *dv; + int *indexes; + int count; + int numFaces, numMeshes, numTriSurfs, numFlares; + int i; + float *hdrVertColors = NULL; + + numFaces = 0; + numMeshes = 0; + numTriSurfs = 0; + numFlares = 0; + + if (surfs->filelen % sizeof(*in)) + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + count = surfs->filelen / sizeof(*in); + + dv = (drawVert_t*)(fileBase + verts->fileofs); + if (verts->filelen % sizeof(*dv)) + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + + indexes = (int*)(fileBase + indexLump->fileofs); + if ( indexLump->filelen % sizeof(*indexes)) + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + + out = (msurface_t*)ri.Hunk_Alloc ( count * sizeof(*out), h_low ); + + s_worldData.surfaces = out; + s_worldData.numsurfaces = count; + s_worldData.surfacesViewCount = (int*)ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesViewCount), h_low ); + s_worldData.surfacesDlightBits = (int*)ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesDlightBits), h_low ); + s_worldData.surfacesPshadowBits = (int*)ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesPshadowBits), h_low ); + + // load hdr vertex colors + if (r_hdr->integer) + { + char filename[MAX_QPATH]; + int size; + + Com_sprintf( filename, sizeof( filename ), "maps/%s/vertlight.raw", s_worldData.baseName); + //ri.Printf(PRINT_ALL, "looking for %s\n", filename); + + size = ri.FS_ReadFile(filename, (void **)&hdrVertColors); + + if (hdrVertColors) + { + //ri.Printf(PRINT_ALL, "Found!\n"); + if (size != sizeof(float) * 3 * (verts->filelen / sizeof(*dv))) + ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!", filename, size, (int)((sizeof(float)) * 3 * (verts->filelen / sizeof(*dv)))); + } + } + + + // Two passes, allocate surfaces first, then load them full of data + // This ensures surfaces are close together to reduce L2 cache misses when using VAOs, + // which don't actually use the verts and indexes + in = (dsurface_t*)(fileBase + surfs->fileofs); + out = s_worldData.surfaces; + for ( i = 0 ; i < count ; i++, in++, out++ ) { + switch ( LittleLong( in->surfaceType ) ) { + case MST_PATCH: + out->data = (surfaceType_t*)ri.Hunk_Alloc( sizeof(srfBspSurface_t), h_low); + break; + case MST_TRIANGLE_SOUP: + out->data = (surfaceType_t*)ri.Hunk_Alloc( sizeof(srfBspSurface_t), h_low); + break; + case MST_PLANAR: + out->data = (surfaceType_t*)ri.Hunk_Alloc( sizeof(srfBspSurface_t), h_low); + break; + case MST_FLARE: + out->data = (surfaceType_t*)ri.Hunk_Alloc( sizeof(srfFlare_t), h_low); + break; + default: + break; + } + } + + in = (dsurface_t*)(fileBase + surfs->fileofs); + out = s_worldData.surfaces; + for ( i = 0 ; i < count ; i++, in++, out++ ) { + switch ( LittleLong( in->surfaceType ) ) { + case MST_PATCH: + ParseMesh ( in, dv, hdrVertColors, out ); + numMeshes++; + break; + case MST_TRIANGLE_SOUP: + ParseTriSurf( in, dv, hdrVertColors, out, indexes ); + numTriSurfs++; + break; + case MST_PLANAR: + ParseFace( in, dv, hdrVertColors, out, indexes ); + numFaces++; + break; + case MST_FLARE: + ParseFlare( in, dv, out, indexes ); + numFlares++; + break; + default: + ri.Error( ERR_DROP, "Bad surfaceType" ); + } + } + + if (hdrVertColors) + { + ri.FS_FreeFile(hdrVertColors); + } + +#ifdef PATCH_STITCHING + R_StitchAllPatches(); +#endif + + R_FixSharedVertexLodError(); + +#ifdef PATCH_STITCHING + R_MovePatchSurfacesToHunk(); +#endif + + ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares\n", + numFaces, numMeshes, numTriSurfs, numFlares ); +} + + + +/* +================= +R_LoadSubmodels +================= +*/ +static void R_LoadSubmodels( lump_t *l ) { + dmodel_t *in; + bmodel_t *out; + int i, j, count; + + in = (dmodel_t*)(fileBase + l->fileofs); + if (l->filelen % sizeof(*in)) + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + count = l->filelen / sizeof(*in); + + s_worldData.numBModels = count; + s_worldData.bmodels = out = (bmodel_t*)ri.Hunk_Alloc( count * sizeof(*out), h_low ); + + for ( i=0 ; itype = MOD_BRUSH; + model->bmodel = out; + Com_sprintf( model->name, sizeof( model->name ), "*%d", i ); + + for (j=0 ; j<3 ; j++) { + out->bounds[0][j] = LittleFloat (in->mins[j]); + out->bounds[1][j] = LittleFloat (in->maxs[j]); + } + + out->firstSurface = LittleLong( in->firstSurface ); + out->numSurfaces = LittleLong( in->numSurfaces ); + + if(i == 0) + { + // Add this for limiting VAO surface creation + s_worldData.numWorldSurfaces = out->numSurfaces; + } + } +} + + + +//================================================================== + +/* +================= +R_SetParent +================= +*/ +static void R_SetParent (mnode_t *node, mnode_t *parent) +{ + node->parent = parent; + if (node->contents != -1) + return; + R_SetParent (node->children[0], node); + R_SetParent (node->children[1], node); +} + +/* +================= +R_LoadNodesAndLeafs +================= +*/ +static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) { + int i, j, p; + dnode_t *in; + dleaf_t *inLeaf; + mnode_t *out; + int numNodes, numLeafs; + + in = (dnode_t*)(fileBase + nodeLump->fileofs); + if (nodeLump->filelen % sizeof(dnode_t) || + leafLump->filelen % sizeof(dleaf_t) ) { + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + } + numNodes = nodeLump->filelen / sizeof(dnode_t); + numLeafs = leafLump->filelen / sizeof(dleaf_t); + + out = (mnode_t*)ri.Hunk_Alloc ( (numNodes + numLeafs) * sizeof(*out), h_low); + + s_worldData.nodes = out; + s_worldData.numnodes = numNodes + numLeafs; + s_worldData.numDecisionNodes = numNodes; + + // load nodes + for ( i=0 ; imins[j] = LittleLong (in->mins[j]); + out->maxs[j] = LittleLong (in->maxs[j]); + } + + p = LittleLong(in->planeNum); + out->plane = s_worldData.planes + p; + + out->contents = CONTENTS_NODE; // differentiate from leafs + + for (j=0 ; j<2 ; j++) + { + p = LittleLong (in->children[j]); + if (p >= 0) + out->children[j] = s_worldData.nodes + p; + else + out->children[j] = s_worldData.nodes + numNodes + (-1 - p); + } + } + + // load leafs + inLeaf = (dleaf_t*)(fileBase + leafLump->fileofs); + for ( i=0 ; imins[j] = LittleLong (inLeaf->mins[j]); + out->maxs[j] = LittleLong (inLeaf->maxs[j]); + } + + out->cluster = LittleLong(inLeaf->cluster); + out->area = LittleLong(inLeaf->area); + + if ( out->cluster >= s_worldData.numClusters ) { + s_worldData.numClusters = out->cluster + 1; + } + + out->firstmarksurface = LittleLong(inLeaf->firstLeafSurface); + out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces); + } + + // chain decendants + R_SetParent (s_worldData.nodes, NULL); +} + +//============================================================================= + +/* +================= +R_LoadShaders +================= +*/ +static void R_LoadShaders( lump_t *l ) { + int i, count; + dshader_t *in, *out; + + in = (dshader_t*)(fileBase + l->fileofs); + if (l->filelen % sizeof(*in)) + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + count = l->filelen / sizeof(*in); + out = (dshader_t*)ri.Hunk_Alloc ( count*sizeof(*out), h_low ); + + s_worldData.shaders = out; + s_worldData.numShaders = count; + + Com_Memcpy( out, in, count*sizeof(*out) ); + + for ( i=0 ; ifileofs); + if (l->filelen % sizeof(*in)) + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + count = l->filelen / sizeof(*in); + out = (int*)ri.Hunk_Alloc ( count*sizeof(*out), h_low); + + s_worldData.marksurfaces = out; + s_worldData.nummarksurfaces = count; + + for ( i=0 ; ifileofs); + if (l->filelen % sizeof(*in)) + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + count = l->filelen / sizeof(*in); + out = (cplane_t*)ri.Hunk_Alloc ( count*2*sizeof(*out), h_low); + + s_worldData.planes = out; + s_worldData.numplanes = count; + + for ( i=0 ; inormal[j] = LittleFloat (in->normal[j]); + if (out->normal[j] < 0) { + bits |= 1<dist = LittleFloat (in->dist); + out->type = PlaneTypeForNormal( out->normal ); + out->signbits = bits; + } +} + +/* +================= +R_LoadFogs + +================= +*/ +static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) { + int i; + fog_t *out; + dfog_t *fogs; + dbrush_t *brushes, *brush; + dbrushside_t *sides; + int count, brushesCount, sidesCount; + int sideNum; + int planeNum; + shader_t *shader; + float d; + int firstSide; + + fogs = (dfog_t*)(fileBase + l->fileofs); + if (l->filelen % sizeof(*fogs)) { + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + } + count = l->filelen / sizeof(*fogs); + + // create fog strucutres for them + s_worldData.numfogs = count + 1; + s_worldData.fogs = (fog_t*)ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low); + out = s_worldData.fogs + 1; + + if ( !count ) { + return; + } + + brushes = (dbrush_t*)(fileBase + brushesLump->fileofs); + if (brushesLump->filelen % sizeof(*brushes)) { + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + } + brushesCount = brushesLump->filelen / sizeof(*brushes); + + sides = (dbrushside_t*)(fileBase + sidesLump->fileofs); + if (sidesLump->filelen % sizeof(*sides)) { + ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); + } + sidesCount = sidesLump->filelen / sizeof(*sides); + + for ( i=0 ; ioriginalBrushNumber = LittleLong( fogs->brushNum ); + + if ( (unsigned)out->originalBrushNumber >= brushesCount ) { + ri.Error( ERR_DROP, "fog brushNumber out of range" ); + } + brush = brushes + out->originalBrushNumber; + + firstSide = LittleLong( brush->firstSide ); + + if ( (unsigned)firstSide > sidesCount - 6 ) { + ri.Error( ERR_DROP, "fog brush sideNumber out of range" ); + } + + // brushes are always sorted with the axial sides first + sideNum = firstSide + 0; + planeNum = LittleLong( sides[ sideNum ].planeNum ); + out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist; + + sideNum = firstSide + 1; + planeNum = LittleLong( sides[ sideNum ].planeNum ); + out->bounds[1][0] = s_worldData.planes[ planeNum ].dist; + + sideNum = firstSide + 2; + planeNum = LittleLong( sides[ sideNum ].planeNum ); + out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist; + + sideNum = firstSide + 3; + planeNum = LittleLong( sides[ sideNum ].planeNum ); + out->bounds[1][1] = s_worldData.planes[ planeNum ].dist; + + sideNum = firstSide + 4; + planeNum = LittleLong( sides[ sideNum ].planeNum ); + out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist; + + sideNum = firstSide + 5; + planeNum = LittleLong( sides[ sideNum ].planeNum ); + out->bounds[1][2] = s_worldData.planes[ planeNum ].dist; + + // get information from the shader for fog parameters + shader = R_FindShader( fogs->shader, LIGHTMAP_NONE, true ); + + out->parms = shader->fogParms; + + out->colorInt = ColorBytes4 ( shader->fogParms.color[0], + shader->fogParms.color[1], + shader->fogParms.color[2], 1.0 ); + + d = shader->fogParms.depthForOpaque < 1 ? 1 : shader->fogParms.depthForOpaque; + out->tcScale = 1.0f / ( d * 8 ); + + // set the gradient vector + sideNum = LittleLong( fogs->visibleSide ); + + if ( sideNum == -1 ) { + out->hasSurface = false; + } else { + out->hasSurface = true; + planeNum = LittleLong( sides[ firstSide + sideNum ].planeNum ); + VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface ); + out->surface[3] = -s_worldData.planes[ planeNum ].dist; + } + + out++; + } + +} + + +/* +================ +R_LoadLightGrid + +================ +*/ +void R_LoadLightGrid( lump_t *l ) { + int i; + vec3_t maxs; + int numGridPoints; + world_t *w; + float *wMins, *wMaxs; + + w = &s_worldData; + + w->lightGridInverseSize[0] = 1.0f / w->lightGridSize[0]; + w->lightGridInverseSize[1] = 1.0f / w->lightGridSize[1]; + w->lightGridInverseSize[2] = 1.0f / w->lightGridSize[2]; + + wMins = w->bmodels[0].bounds[0]; + wMaxs = w->bmodels[0].bounds[1]; + + for ( i = 0 ; i < 3 ; i++ ) { + w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] ); + maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] ); + w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1; + } + + numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2]; + + if ( l->filelen != numGridPoints * 8 ) { + ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" ); + w->lightGridData = NULL; + return; + } + + w->lightGridData = (byte*)ri.Hunk_Alloc( l->filelen, h_low ); + Com_Memcpy( w->lightGridData, (void *)(fileBase + l->fileofs), l->filelen ); + + // deal with overbright bits + for ( i = 0 ; i < numGridPoints ; i++ ) { + R_ColorShiftLightingBytes( &w->lightGridData[i*8], &w->lightGridData[i*8] ); + R_ColorShiftLightingBytes( &w->lightGridData[i*8+3], &w->lightGridData[i*8+3] ); + } + + // load hdr lightgrid + if (r_hdr->integer) + { + char filename[MAX_QPATH]; + float *hdrLightGrid; + int size; + + Com_sprintf( filename, sizeof( filename ), "maps/%s/lightgrid.raw", s_worldData.baseName); + //ri.Printf(PRINT_ALL, "looking for %s\n", filename); + + size = ri.FS_ReadFile(filename, (void **)&hdrLightGrid); + + if (hdrLightGrid) + { + //ri.Printf(PRINT_ALL, "found!\n"); + + if (size != sizeof(float) * 6 * numGridPoints) + ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!", filename, size, (int)(sizeof(float)) * 6 * numGridPoints); + + w->lightGrid16 = (uint16_t*)ri.Hunk_Alloc(sizeof(w->lightGrid16) * 6 * numGridPoints, h_low); + + for (i = 0; i < numGridPoints ; i++) + { + vec4_t c; + + c[0] = hdrLightGrid[i * 6]; + c[1] = hdrLightGrid[i * 6 + 1]; + c[2] = hdrLightGrid[i * 6 + 2]; + c[3] = 1.0f; + + R_ColorShiftLightingFloats(c, c); + ColorToRGB16(c, &w->lightGrid16[i * 6]); + + c[0] = hdrLightGrid[i * 6 + 3]; + c[1] = hdrLightGrid[i * 6 + 4]; + c[2] = hdrLightGrid[i * 6 + 5]; + c[3] = 1.0f; + + R_ColorShiftLightingFloats(c, c); + ColorToRGB16(c, &w->lightGrid16[i * 6 + 3]); + } + } + else if (0) + { + // promote 8-bit lightgrid to 16-bit + w->lightGrid16 = (uint16_t*)ri.Hunk_Alloc(sizeof(w->lightGrid16) * 6 * numGridPoints, h_low); + + for (i = 0; i < numGridPoints; i++) + { + w->lightGrid16[i * 6] = w->lightGridData[i * 8] * 257; + w->lightGrid16[i * 6 + 1] = w->lightGridData[i * 8 + 1] * 257; + w->lightGrid16[i * 6 + 2] = w->lightGridData[i * 8 + 2] * 257; + w->lightGrid16[i * 6 + 3] = w->lightGridData[i * 8 + 3] * 257; + w->lightGrid16[i * 6 + 4] = w->lightGridData[i * 8 + 4] * 257; + w->lightGrid16[i * 6 + 5] = w->lightGridData[i * 8 + 5] * 257; + } + } + + if (hdrLightGrid) + ri.FS_FreeFile(hdrLightGrid); + } +} + +/* +================ +R_LoadEntities +================ +*/ +void R_LoadEntities( lump_t *l ) { + char *p, *token; + char *s; + char keyname[MAX_TOKEN_CHARS]; + char value[MAX_TOKEN_CHARS]; + world_t *w; + + w = &s_worldData; + w->lightGridSize[0] = 64; + w->lightGridSize[1] = 64; + w->lightGridSize[2] = 128; + + p = (char *)(fileBase + l->fileofs); + + // store for reference by the cgame + w->entityString = (char*)ri.Hunk_Alloc( l->filelen + 1, h_low ); + strcpy( w->entityString, p ); + w->entityParsePoint = w->entityString; + + token = COM_ParseExt( &p, qtrue ); + if (!*token || *token != '{') { + return; + } + + // only parse the world spawn + while ( 1 ) { + // parse key + token = COM_ParseExt( &p, qtrue ); + + if ( !*token || *token == '}' ) { + break; + } + Q_strncpyz(keyname, token, sizeof(keyname)); + + // parse value + token = COM_ParseExt( &p, qtrue ); + + if ( !*token || *token == '}' ) { + break; + } + Q_strncpyz(value, token, sizeof(value)); + + // check for remapping of shaders for vertex lighting + if (!Q_strncmp(keyname, "vertexremapshader", strlen("vertexremapshader")) ) { + s = strchr(value, ';'); + if (!s) { + ri.Printf( PRINT_WARNING, "WARNING: no semi colon in vertexshaderremap '%s'\n", value ); + break; + } + *s++ = 0; + if (r_vertexLight->integer) { + R_RemapShader(value, s, "0"); + } + continue; + } + // check for remapping of shaders + if (!Q_strncmp(keyname, "remapshader", strlen("remapshader")) ) { + s = strchr(value, ';'); + if (!s) { + ri.Printf( PRINT_WARNING, "WARNING: no semi colon in shaderremap '%s'\n", value ); + break; + } + *s++ = 0; + R_RemapShader(value, s, "0"); + continue; + } + // check for a different grid size + if (!Q_stricmp(keyname, "gridsize")) { + sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] ); + continue; + } + + // check for auto exposure + if (!Q_stricmp(keyname, "autoExposureMinMax")) { + sscanf(value, "%f %f", &tr.autoExposureMinMax[0], &tr.autoExposureMinMax[1]); + continue; + } + } +} + +/* +================= +R_GetEntityToken +================= +*/ +bool R_GetEntityToken( char *buffer, int size ) { + const char *s; + + s = COM_Parse( &s_worldData.entityParsePoint ); + Q_strncpyz( buffer, s, size ); + if ( !s_worldData.entityParsePoint && !s[0] ) { + s_worldData.entityParsePoint = s_worldData.entityString; + return false; + } else { + return true; + } +} + +#ifndef MAX_SPAWN_VARS +#define MAX_SPAWN_VARS 64 +#endif + +// derived from G_ParseSpawnVars() in g_spawn.c +bool R_ParseSpawnVars( char *spawnVarChars, int maxSpawnVarChars, int *numSpawnVars, char *spawnVars[MAX_SPAWN_VARS][2] ) +{ + char keyname[MAX_TOKEN_CHARS]; + char com_token[MAX_TOKEN_CHARS]; + int numSpawnVarChars = 0; + + *numSpawnVars = 0; + + // parse the opening brace + if ( !R_GetEntityToken( com_token, sizeof( com_token ) ) ) { + // end of spawn string + return false; + } + if ( com_token[0] != '{' ) { + ri.Printf( PRINT_ALL, "R_ParseSpawnVars: found %s when expecting {\n",com_token ); + return false; + } + + // go through all the key / value pairs + while ( 1 ) { + int keyLength, tokenLength; + + // parse key + if ( !R_GetEntityToken( keyname, sizeof( keyname ) ) ) { + ri.Printf( PRINT_ALL, "R_ParseSpawnVars: EOF without closing brace\n" ); + return false; + } + + if ( keyname[0] == '}' ) { + break; + } + + // parse value + if ( !R_GetEntityToken( com_token, sizeof( com_token ) ) ) { + ri.Printf( PRINT_ALL, "R_ParseSpawnVars: EOF without closing brace\n" ); + return false; + } + + if ( com_token[0] == '}' ) { + ri.Printf( PRINT_ALL, "R_ParseSpawnVars: closing brace without data\n" ); + return false; + } + + if ( *numSpawnVars == MAX_SPAWN_VARS ) { + ri.Printf( PRINT_ALL, "R_ParseSpawnVars: MAX_SPAWN_VARS\n" ); + return false; + } + + keyLength = strlen(keyname) + 1; + tokenLength = strlen(com_token) + 1; + + if (numSpawnVarChars + keyLength + tokenLength > maxSpawnVarChars) + { + ri.Printf( PRINT_ALL, "R_ParseSpawnVars: MAX_SPAWN_VAR_CHARS\n" ); + return false; + } + + strcpy(spawnVarChars + numSpawnVarChars, keyname); + spawnVars[ *numSpawnVars ][0] = spawnVarChars + numSpawnVarChars; + numSpawnVarChars += keyLength; + + strcpy(spawnVarChars + numSpawnVarChars, com_token); + spawnVars[ *numSpawnVars ][1] = spawnVarChars + numSpawnVarChars; + numSpawnVarChars += tokenLength; + + (*numSpawnVars)++; + } + + return true; +} + +void R_LoadEnvironmentJson(const char *baseName) +{ + char filename[MAX_QPATH]; + + union { + char *c; + void *v; + } buffer; + char *bufferEnd; + + const char *cubemapArrayJson; + int filelen, i; + + Com_sprintf(filename, MAX_QPATH, "cubemaps/%s/env.json", baseName); + + filelen = ri.FS_ReadFile(filename, &buffer.v); + if (!buffer.c) + return; + bufferEnd = buffer.c + filelen; + + if (JSON_ValueGetType(buffer.c, bufferEnd) != JSONTYPE_OBJECT) + { + ri.Printf(PRINT_ALL, "Bad %s: does not start with a object\n", filename); + ri.FS_FreeFile(buffer.v); + return; + } + + cubemapArrayJson = JSON_ObjectGetNamedValue(buffer.c, bufferEnd, "Cubemaps"); + if (!cubemapArrayJson) + { + ri.Printf(PRINT_ALL, "Bad %s: no Cubemaps\n", filename); + ri.FS_FreeFile(buffer.v); + return; + } + + if (JSON_ValueGetType(cubemapArrayJson, bufferEnd) != JSONTYPE_ARRAY) + { + ri.Printf(PRINT_ALL, "Bad %s: Cubemaps not an array\n", filename); + ri.FS_FreeFile(buffer.v); + return; + } + + tr.numCubemaps = JSON_ArrayGetIndex(cubemapArrayJson, bufferEnd, NULL, 0); + tr.cubemaps = (cubemap_t*)ri.Hunk_Alloc(tr.numCubemaps * sizeof(*tr.cubemaps), h_low); + memset(tr.cubemaps, 0, tr.numCubemaps * sizeof(*tr.cubemaps)); + + for (i = 0; i < tr.numCubemaps; i++) + { + cubemap_t *cubemap = &tr.cubemaps[i]; + const char *cubemapJson, *keyValueJson, *indexes[3]; + int j; + + cubemapJson = JSON_ArrayGetValue(cubemapArrayJson, bufferEnd, i); + + keyValueJson = JSON_ObjectGetNamedValue(cubemapJson, bufferEnd, "Name"); + if (!JSON_ValueGetString(keyValueJson, bufferEnd, cubemap->name, MAX_QPATH)) + cubemap->name[0] = '\0'; + + keyValueJson = JSON_ObjectGetNamedValue(cubemapJson, bufferEnd, "Position"); + JSON_ArrayGetIndex(keyValueJson, bufferEnd, indexes, 3); + for (j = 0; j < 3; j++) + cubemap->origin[j] = JSON_ValueGetFloat(indexes[j], bufferEnd); + + cubemap->parallaxRadius = 1000.0f; + keyValueJson = JSON_ObjectGetNamedValue(cubemapJson, bufferEnd, "Radius"); + if (keyValueJson) + cubemap->parallaxRadius = JSON_ValueGetFloat(keyValueJson, bufferEnd); + } + + ri.FS_FreeFile(buffer.v); +} + +void R_LoadCubemapEntities(const char *cubemapEntityName) +{ + char spawnVarChars[2048]; + int numSpawnVars; + char *spawnVars[MAX_SPAWN_VARS][2]; + int numCubemaps = 0; + + // count cubemaps + numCubemaps = 0; + while(R_ParseSpawnVars(spawnVarChars, sizeof(spawnVarChars), &numSpawnVars, spawnVars)) + { + int i; + + for (i = 0; i < numSpawnVars; i++) + { + if (!Q_stricmp(spawnVars[i][0], "classname") && !Q_stricmp(spawnVars[i][1], cubemapEntityName)) + numCubemaps++; + } + } + + if (!numCubemaps) + return; + + tr.numCubemaps = numCubemaps; + tr.cubemaps = (cubemap_t*)ri.Hunk_Alloc(tr.numCubemaps * sizeof(*tr.cubemaps), h_low); + memset(tr.cubemaps, 0, tr.numCubemaps * sizeof(*tr.cubemaps)); + + numCubemaps = 0; + while(R_ParseSpawnVars(spawnVarChars, sizeof(spawnVarChars), &numSpawnVars, spawnVars)) + { + int i; + char name[MAX_QPATH]; + bool isCubemap = false; + bool originSet = false; + vec3_t origin; + float parallaxRadius = 1000.0f; + + name[0] = '\0'; + for (i = 0; i < numSpawnVars; i++) + { + if (!Q_stricmp(spawnVars[i][0], "classname") && !Q_stricmp(spawnVars[i][1], cubemapEntityName)) + isCubemap = true; + + if (!Q_stricmp(spawnVars[i][0], "name")) + Q_strncpyz(name, spawnVars[i][1], MAX_QPATH); + + if (!Q_stricmp(spawnVars[i][0], "origin")) + { + sscanf(spawnVars[i][1], "%f %f %f", &origin[0], &origin[1], &origin[2]); + originSet = true; + } + else if (!Q_stricmp(spawnVars[i][0], "radius")) + { + sscanf(spawnVars[i][1], "%f", ¶llaxRadius); + } + } + + if (isCubemap && originSet) + { + cubemap_t *cubemap = &tr.cubemaps[numCubemaps]; + Q_strncpyz(cubemap->name, name, MAX_QPATH); + VectorCopy(origin, cubemap->origin); + cubemap->parallaxRadius = parallaxRadius; + numCubemaps++; + } + } +} + +void R_AssignCubemapsToWorldSurfaces(void) +{ + world_t *w; + int i; + + w = &s_worldData; + + for (i = 0; i < w->numsurfaces; i++) + { + msurface_t *surf = &w->surfaces[i]; + vec3_t surfOrigin; + + if (surf->cullinfo.type & CULLINFO_SPHERE) + { + VectorCopy(surf->cullinfo.localOrigin, surfOrigin); + } + else if (surf->cullinfo.type & CULLINFO_BOX) + { + surfOrigin[0] = (surf->cullinfo.bounds[0][0] + surf->cullinfo.bounds[1][0]) * 0.5f; + surfOrigin[1] = (surf->cullinfo.bounds[0][1] + surf->cullinfo.bounds[1][1]) * 0.5f; + surfOrigin[2] = (surf->cullinfo.bounds[0][2] + surf->cullinfo.bounds[1][2]) * 0.5f; + } + else + { + //ri.Printf(PRINT_ALL, "surface %d has no cubemap\n", i); + continue; + } + + surf->cubemapIndex = R_CubemapForPoint(surfOrigin); + //ri.Printf(PRINT_ALL, "surface %d has cubemap %d\n", i, surf->cubemapIndex); + } +} + + +void R_LoadCubemaps(void) +{ + int i; + int/*imgFlags_t*/ flags = IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_NOLIGHTSCALE | IMGFLAG_CUBEMAP; + + for (i = 0; i < tr.numCubemaps; i++) + { + char filename[MAX_QPATH]; + cubemap_t *cubemap = &tr.cubemaps[i]; + + Com_sprintf(filename, MAX_QPATH, "cubemaps/%s/%03d.dds", tr.world->baseName, i); + + cubemap->image = R_FindImageFile(filename, IMGTYPE_COLORALPHA, flags); + } +} + + +void R_RenderMissingCubemaps(void) +{ + int i, j; + int/*imgFlags_t*/ flags = IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_NOLIGHTSCALE | IMGFLAG_CUBEMAP; + + for (i = 0; i < tr.numCubemaps; i++) + { + if (!tr.cubemaps[i].image) + { + tr.cubemaps[i].image = R_CreateImage(va("*cubeMap%d", i), NULL, + r_cubemapSize->integer, r_cubemapSize->integer, + IMGTYPE_COLORALPHA, flags, GL_RGBA8); + + for (j = 0; j < 6; j++) + { + RE_ClearScene(); + R_RenderCubemapSide(i, j, false); + R_IssuePendingRenderCommands(); + R_InitNextFrame(); + } + } + } +} + + +void R_CalcVertexLightDirs( void ) +{ + int i, k; + msurface_t *surface; + + for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces /* s_worldData.numWorldSurfaces */; k++, surface++) + { + srfBspSurface_t *bspSurf = (srfBspSurface_t *) surface->data; + + switch(bspSurf->surfaceType) + { + case SF_FACE: + case SF_GRID: + case SF_TRIANGLES: + for(i = 0; i < bspSurf->numVerts; i++) + { + vec3_t lightDir; + vec3_t normal; + + R_VaoUnpackNormal(normal, bspSurf->verts[i].normal); + R_LightDirForPoint( bspSurf->verts[i].xyz, lightDir, normal, &s_worldData ); + R_VaoPackNormal(bspSurf->verts[i].lightdir, lightDir); + } + + break; + + default: + break; + } + } +} + + +/* +================= +RE_LoadWorldMap + +Called directly from cgame +================= +*/ +void RE_LoadWorldMap( const char *name ) { + int i; + dheader_t *header; + union { + byte *b; + void *v; + } buffer; + byte *startMarker; + + if ( tr.worldMapLoaded ) { + ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map" ); + } + + // set default map light scale + tr.sunShadowScale = 0.5f; + + // set default sun direction to be used if it isn't + // overridden by a shader + tr.sunDirection[0] = 0.45f; + tr.sunDirection[1] = 0.3f; + tr.sunDirection[2] = 0.9f; + + VectorNormalize( tr.sunDirection ); + + // set default autoexposure settings + tr.autoExposureMinMax[0] = -2.0f; + tr.autoExposureMinMax[1] = 2.0f; + + // set default tone mapping settings + tr.toneMinAvgMaxLevel[0] = -8.0f; + tr.toneMinAvgMaxLevel[1] = -2.0f; + tr.toneMinAvgMaxLevel[2] = 0.0f; + + // reset last cascade sun direction so last shadow cascade is rerendered + VectorClear(tr.lastCascadeSunDirection); + + tr.worldMapLoaded = true; + + // load it + ri.FS_ReadFile( name, &buffer.v ); + if ( !buffer.b ) { + ri.Error (ERR_DROP, "RE_LoadWorldMap: %s not found", name); + } + + // clear tr.world so if the level fails to load, the next + // try will not look at the partially loaded version + tr.world = NULL; + + Com_Memset( &s_worldData, 0, sizeof( s_worldData ) ); + Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) ); + + Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) ); + COM_StripExtension(s_worldData.baseName, s_worldData.baseName, sizeof(s_worldData.baseName)); + + startMarker = (byte*)ri.Hunk_Alloc(0, h_low); + c_gridVerts = 0; + + header = (dheader_t *)buffer.b; + fileBase = (byte *)header; + + i = LittleLong (header->version); + if ( i != BSP_VERSION ) { + ri.Error (ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)", + name, i, BSP_VERSION); + } + + // swap all the lumps + for (i=0 ; ilumps[LUMP_ENTITIES] ); + R_LoadShaders( &header->lumps[LUMP_SHADERS] ); + R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS], &header->lumps[LUMP_SURFACES] ); + R_LoadPlanes (&header->lumps[LUMP_PLANES]); + R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] ); + R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] ); + R_LoadMarksurfaces (&header->lumps[LUMP_LEAFSURFACES]); + R_LoadNodesAndLeafs (&header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS]); + R_LoadSubmodels (&header->lumps[LUMP_MODELS]); + R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] ); + R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] ); + + // determine vertex light directions + R_CalcVertexLightDirs(); + + // determine which parts of the map are in sunlight + if (0) + { + world_t *w; + uint8_t *primaryLightGrid, *data; + int lightGridSize; + int i; + + w = &s_worldData; + + lightGridSize = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2]; + primaryLightGrid = (uint8_t*)ri.Malloc(lightGridSize * sizeof(*primaryLightGrid)); + + memset(primaryLightGrid, 0, lightGridSize * sizeof(*primaryLightGrid)); + + data = w->lightGridData; + for (i = 0; i < lightGridSize; i++, data += 8) + { + int lat, lng; + vec3_t gridLightDir, gridLightCol; + + // skip samples in wall + if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) + continue; + + gridLightCol[0] = ByteToFloat(data[3]); + gridLightCol[1] = ByteToFloat(data[4]); + gridLightCol[2] = ByteToFloat(data[5]); + (void)gridLightCol; // Suppress unused-but-set-variable warning + + lat = data[7]; + lng = data[6]; + lat *= (FUNCTABLE_SIZE/256); + lng *= (FUNCTABLE_SIZE/256); + + // decode X as cos( lat ) * sin( long ) + // decode Y as sin( lat ) * sin( long ) + // decode Z as cos( long ) + + gridLightDir[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng]; + gridLightDir[1] = tr.sinTable[lat] * tr.sinTable[lng]; + gridLightDir[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK]; + + // FIXME: magic number for determining if light direction is close enough to sunlight + if (DotProduct(gridLightDir, tr.sunDirection) > 0.75f) + { + primaryLightGrid[i] = 1; + } + else + { + primaryLightGrid[i] = 255; + } + } + + if (0) + { + int i; + byte *buffer = (byte*)ri.Malloc(w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18); + byte *out; + uint8_t *in; + char fileName[MAX_QPATH]; + + Com_Memset (buffer, 0, 18); + buffer[2] = 2; // uncompressed type + buffer[12] = w->lightGridBounds[0] & 255; + buffer[13] = w->lightGridBounds[0] >> 8; + buffer[14] = w->lightGridBounds[1] & 255; + buffer[15] = w->lightGridBounds[1] >> 8; + buffer[16] = 24; // pixel size + + in = primaryLightGrid; + for (i = 0; i < w->lightGridBounds[2]; i++) + { + int j; + + sprintf(fileName, "primarylg%d.tga", i); + + out = buffer + 18; + for (j = 0; j < w->lightGridBounds[0] * w->lightGridBounds[1]; j++) + { + if (*in == 1) + { + *out++ = 255; + *out++ = 255; + *out++ = 255; + } + else if (*in == 255) + { + *out++ = 64; + *out++ = 64; + *out++ = 64; + } + else + { + *out++ = 0; + *out++ = 0; + *out++ = 0; + } + in++; + } + + ri.FS_WriteFile(fileName, buffer, w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18); + } + + ri.Free(buffer); + } + + for (i = 0; i < w->numWorldSurfaces; i++) + { + msurface_t *surf = w->surfaces + i; + cullinfo_t *ci = &surf->cullinfo; + + if(ci->type & CULLINFO_PLANE) + { + if (DotProduct(ci->plane.normal, tr.sunDirection) <= 0.0f) + { + //ri.Printf(PRINT_ALL, "surface %d is not oriented towards sunlight\n", i); + continue; + } + } + + if(ci->type & CULLINFO_BOX) + { + int ibounds[2][3], x, y, z, goodSamples, numSamples; + vec3_t lightOrigin; + + VectorSubtract( ci->bounds[0], w->lightGridOrigin, lightOrigin ); + + ibounds[0][0] = floor(lightOrigin[0] * w->lightGridInverseSize[0]); + ibounds[0][1] = floor(lightOrigin[1] * w->lightGridInverseSize[1]); + ibounds[0][2] = floor(lightOrigin[2] * w->lightGridInverseSize[2]); + + VectorSubtract( ci->bounds[1], w->lightGridOrigin, lightOrigin ); + + ibounds[1][0] = ceil(lightOrigin[0] * w->lightGridInverseSize[0]); + ibounds[1][1] = ceil(lightOrigin[1] * w->lightGridInverseSize[1]); + ibounds[1][2] = ceil(lightOrigin[2] * w->lightGridInverseSize[2]); + + ibounds[0][0] = CLAMP(ibounds[0][0], 0, w->lightGridSize[0]); + ibounds[0][1] = CLAMP(ibounds[0][1], 0, w->lightGridSize[1]); + ibounds[0][2] = CLAMP(ibounds[0][2], 0, w->lightGridSize[2]); + + ibounds[1][0] = CLAMP(ibounds[1][0], 0, w->lightGridSize[0]); + ibounds[1][1] = CLAMP(ibounds[1][1], 0, w->lightGridSize[1]); + ibounds[1][2] = CLAMP(ibounds[1][2], 0, w->lightGridSize[2]); + + /* + ri.Printf(PRINT_ALL, "surf %d bounds (%f %f %f)-(%f %f %f) ibounds (%d %d %d)-(%d %d %d)\n", i, + ci->bounds[0][0], ci->bounds[0][1], ci->bounds[0][2], + ci->bounds[1][0], ci->bounds[1][1], ci->bounds[1][2], + ibounds[0][0], ibounds[0][1], ibounds[0][2], + ibounds[1][0], ibounds[1][1], ibounds[1][2]); + */ + + goodSamples = 0; + numSamples = 0; + for (x = ibounds[0][0]; x <= ibounds[1][0]; x++) + { + for (y = ibounds[0][1]; y <= ibounds[1][1]; y++) + { + for (z = ibounds[0][2]; z <= ibounds[1][2]; z++) + { + uint8_t primaryLight = primaryLightGrid[x * 8 + y * 8 * w->lightGridBounds[0] + z * 8 * w->lightGridBounds[0] * w->lightGridBounds[2]]; + + if (primaryLight == 0) + continue; + + numSamples++; + + if (primaryLight == 1) + goodSamples++; + } + } + } + + // FIXME: magic number for determining whether object is mostly in sunlight + if (goodSamples > numSamples * 0.75f) + { + //ri.Printf(PRINT_ALL, "surface %d is in sunlight\n", i); + //surf->primaryLight = 1; + } + } + } + + ri.Free(primaryLightGrid); + } + + // load cubemaps + if (r_cubeMapping->integer) + { + // Try loading an env.json file first + R_LoadEnvironmentJson(s_worldData.baseName); + + if (!tr.numCubemaps) + { + R_LoadCubemapEntities("misc_cubemap"); + } + + if (!tr.numCubemaps) + { + // location names are an assured way to get an even distribution + R_LoadCubemapEntities("target_location"); + } + + if (!tr.numCubemaps) + { + // try misc_models + R_LoadCubemapEntities("misc_model"); + } + + if (tr.numCubemaps) + { + R_AssignCubemapsToWorldSurfaces(); + } + } + + s_worldData.dataSize = (byte *)ri.Hunk_Alloc(0, h_low) - startMarker; + + // only set tr.world now that we know the entire level has loaded properly + tr.world = &s_worldData; + + // make sure the VAO glState entry is safe + R_BindNullVao(); + + // Render or load all cubemaps + if (r_cubeMapping->integer && tr.numCubemaps && glRefConfig.framebufferObject) + { + R_LoadCubemaps(); + R_RenderMissingCubemaps(); + } + + ri.FS_FreeFile( buffer.v ); +} diff --git a/src/renderergl2/tr_cmds.cpp b/src/renderergl2/tr_cmds.cpp new file mode 100644 index 0000000..d7eecd2 --- /dev/null +++ b/src/renderergl2/tr_cmds.cpp @@ -0,0 +1,672 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +#include "tr_local.h" + +/* +===================== +R_PerformanceCounters +===================== +*/ +void R_PerformanceCounters( void ) { + if ( !r_speeds->integer ) { + // clear the counters even if we aren't printing + Com_Memset( &tr.pc, 0, sizeof( tr.pc ) ); + Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) ); + return; + } + + if (r_speeds->integer == 1) { + ri.Printf (PRINT_ALL, "%i/%i/%i shaders/batches/surfs %i leafs %i verts %i/%i tris %.2f mtex %.2f dc\n", + backEnd.pc.c_shaders, backEnd.pc.c_surfBatches, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes, + backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3, + R_SumOfUsedImages()/(1000000.0f), backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) ); + } else if (r_speeds->integer == 2) { + ri.Printf (PRINT_ALL, "(patch) %i sin %i sclip %i sout %i bin %i bclip %i bout\n", + tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out, + tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out ); + ri.Printf (PRINT_ALL, "(md3) %i sin %i sclip %i sout %i bin %i bclip %i bout\n", + tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out, + tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out ); + } else if (r_speeds->integer == 3) { + ri.Printf (PRINT_ALL, "viewcluster: %i\n", tr.viewCluster ); + } else if (r_speeds->integer == 4) { + if ( backEnd.pc.c_dlightVertexes ) { + ri.Printf (PRINT_ALL, "dlight srf:%i culled:%i verts:%i tris:%i\n", + tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled, + backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 ); + } + } + else if (r_speeds->integer == 5 ) + { + ri.Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar ); + } + else if (r_speeds->integer == 6 ) + { + ri.Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n", + backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders ); + } + else if (r_speeds->integer == 7 ) + { + ri.Printf( PRINT_ALL, "VAO draws: static %i dynamic %i\n", + backEnd.pc.c_staticVaoDraws, backEnd.pc.c_dynamicVaoDraws); + ri.Printf( PRINT_ALL, "GLSL binds: %i draws: gen %i light %i fog %i dlight %i\n", + backEnd.pc.c_glslShaderBinds, backEnd.pc.c_genericDraws, backEnd.pc.c_lightallDraws, backEnd.pc.c_fogDraws, backEnd.pc.c_dlightDraws); + } + + Com_Memset( &tr.pc, 0, sizeof( tr.pc ) ); + Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) ); +} + + +/* +==================== +R_IssueRenderCommands +==================== +*/ +void R_IssueRenderCommands( bool runPerformanceCounters ) { + renderCommandList_t *cmdList; + + cmdList = &backEndData->commands; + assert(cmdList); + // add an end-of-list command + *(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST; + + // clear it out, in case this is a sync and not a buffer flip + cmdList->used = 0; + + if ( runPerformanceCounters ) { + R_PerformanceCounters(); + } + + // actually start the commands going + if ( !r_skipBackEnd->integer ) { + // let it start on the new batch + RB_ExecuteRenderCommands( cmdList->cmds ); + } +} + + +/* +==================== +R_IssuePendingRenderCommands + +Issue any pending commands and wait for them to complete. +==================== +*/ +void R_IssuePendingRenderCommands( void ) { + if ( !tr.registered ) { + return; + } + R_IssueRenderCommands( false ); +} + +/* +============ +R_GetCommandBufferReserved + +make sure there is enough command space +============ +*/ +void *R_GetCommandBufferReserved( int bytes, int reservedBytes ) { + renderCommandList_t *cmdList; + + cmdList = &backEndData->commands; + bytes = PAD(bytes, sizeof(void *)); + + // always leave room for the end of list command + if ( cmdList->used + bytes + sizeof( int ) + reservedBytes > MAX_RENDER_COMMANDS ) { + if ( bytes > MAX_RENDER_COMMANDS - sizeof( int ) ) { + ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes ); + } + // if we run out of room, just start dropping commands + return NULL; + } + + cmdList->used += bytes; + + return cmdList->cmds + cmdList->used - bytes; +} + +/* +============= +R_GetCommandBuffer + +returns NULL if there is not enough space for important commands +============= +*/ +void *R_GetCommandBuffer( int bytes ) { + return R_GetCommandBufferReserved( bytes, PAD( sizeof( swapBuffersCommand_t ), sizeof(void *) ) ); +} + + +/* +============= +R_AddDrawSurfCmd + +============= +*/ +void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) { + drawSurfsCommand_t *cmd; + + cmd = (drawSurfsCommand_t*)R_GetCommandBuffer( sizeof( *cmd ) ); + if ( !cmd ) { + return; + } + cmd->commandId = RC_DRAW_SURFS; + + cmd->drawSurfs = drawSurfs; + cmd->numDrawSurfs = numDrawSurfs; + + cmd->refdef = tr.refdef; + cmd->viewParms = tr.viewParms; +} + + +/* +============= +R_AddCapShadowmapCmd + +============= +*/ +void R_AddCapShadowmapCmd( int map, int cubeSide ) { + capShadowmapCommand_t *cmd; + + cmd = (capShadowmapCommand_t*)R_GetCommandBuffer( sizeof( *cmd ) ); + if ( !cmd ) { + return; + } + cmd->commandId = RC_CAPSHADOWMAP; + + cmd->map = map; + cmd->cubeSide = cubeSide; +} + + +/* +============= +R_PostProcessingCmd + +============= +*/ +void R_AddPostProcessCmd( ) { + postProcessCommand_t *cmd; + + cmd = (postProcessCommand_t*)R_GetCommandBuffer( sizeof( *cmd ) ); + if ( !cmd ) { + return; + } + cmd->commandId = RC_POSTPROCESS; + + cmd->refdef = tr.refdef; + cmd->viewParms = tr.viewParms; +} + +/* +============= +RE_SetColor + +Passing NULL will set the color to white +============= +*/ +void RE_SetColor( const float *rgba ) { + setColorCommand_t *cmd; + + if ( !tr.registered ) { + return; + } + cmd = (setColorCommand_t*)R_GetCommandBuffer( sizeof( *cmd ) ); + if ( !cmd ) { + return; + } + cmd->commandId = RC_SET_COLOR; + if ( !rgba ) { + static float colorWhite[4] = { 1, 1, 1, 1 }; + + rgba = colorWhite; + } + + cmd->color[0] = rgba[0]; + cmd->color[1] = rgba[1]; + cmd->color[2] = rgba[2]; + cmd->color[3] = rgba[3]; +} + +/* +============= +R_ClipRegion +============= +*/ +static bool R_ClipRegion ( float *x, float *y, float *w, float *h, + float *s1, float *t1, float *s2, float *t2 ) { + float left, top, right, bottom; + float _s1, _t1, _s2, _t2; + float clipLeft, clipTop, clipRight, clipBottom; + + if (tr.clipRegion[2] <= tr.clipRegion[0] || + tr.clipRegion[3] <= tr.clipRegion[1] ) { + return false; + } + + left = *x; + top = *y; + right = *x + *w; + bottom = *y + *h; + + _s1 = *s1; + _t1 = *t1; + _s2 = *s2; + _t2 = *t2; + + clipLeft = tr.clipRegion[0]; + clipTop = tr.clipRegion[1]; + clipRight = tr.clipRegion[2]; + clipBottom = tr.clipRegion[3]; + + // Completely clipped away + if ( right <= clipLeft || left >= clipRight || + bottom <= clipTop || top >= clipBottom ) { + return true; + } + + // Clip left edge + if ( left < clipLeft ) { + float f = ( clipLeft - left ) / ( right - left ); + *s1 = ( f * ( _s2 - _s1 ) ) + _s1; + *x = clipLeft; + *w -= ( clipLeft - left ); + } + + // Clip right edge + if ( right > clipRight ) { + float f = ( clipRight - right ) / ( left - right ); + *s2 = ( f * ( _s1 - _s2 ) ) + _s2; + *w = clipRight - *x; + } + + // Clip top edge + if ( top < clipTop ) { + float f = ( clipTop - top ) / ( bottom - top ); + *t1 = ( f * ( _t2 - _t1 ) ) + _t1; + *y = clipTop; + *h -= ( clipTop - top ); + } + + // Clip bottom edge + if ( bottom > clipBottom ) { + float f = ( clipBottom - bottom ) / ( top - bottom ); + *t2 = ( f * ( _t1 - _t2 ) ) + _t2; + *h = clipBottom - *y; + } + + return false; +} + +/* +============= +RE_SetClipRegion +============= +*/ +void RE_SetClipRegion( const float *region ) { + if ( region == NULL ) { + Com_Memset( tr.clipRegion, 0, sizeof( vec4_t ) ); + } else { + Vector4Copy( region, tr.clipRegion ); + } +} + +/* +============= +RE_StretchPic +============= +*/ +void RE_StretchPic ( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ) { + stretchPicCommand_t *cmd; + + if (!tr.registered) { + return; + } + if (R_ClipRegion(&x, &y, &w, &h, &s1, &t1, &s2, &t2)) { + return; + } + cmd = (stretchPicCommand_t*)R_GetCommandBuffer( sizeof( *cmd ) ); + if ( !cmd ) { + return; + } + cmd->commandId = RC_STRETCH_PIC; + cmd->shader = R_GetShaderByHandle( hShader ); + cmd->x = x; + cmd->y = y; + cmd->w = w; + cmd->h = h; + cmd->s1 = s1; + cmd->t1 = t1; + cmd->s2 = s2; + cmd->t2 = t2; +} + +#define MODE_RED_CYAN 1 +#define MODE_RED_BLUE 2 +#define MODE_RED_GREEN 3 +#define MODE_GREEN_MAGENTA 4 +#define MODE_MAX MODE_GREEN_MAGENTA + +void R_SetColorMode(GLboolean *rgba, stereoFrame_t stereoFrame, int colormode) +{ + rgba[0] = rgba[1] = rgba[2] = rgba[3] = GL_TRUE; + + if(colormode > MODE_MAX) + { + if(stereoFrame == STEREO_LEFT) + stereoFrame = STEREO_RIGHT; + else if(stereoFrame == STEREO_RIGHT) + stereoFrame = STEREO_LEFT; + + colormode -= MODE_MAX; + } + + if(colormode == MODE_GREEN_MAGENTA) + { + if(stereoFrame == STEREO_LEFT) + rgba[0] = rgba[2] = GL_FALSE; + else if(stereoFrame == STEREO_RIGHT) + rgba[1] = GL_FALSE; + } + else + { + if(stereoFrame == STEREO_LEFT) + rgba[1] = rgba[2] = GL_FALSE; + else if(stereoFrame == STEREO_RIGHT) + { + rgba[0] = GL_FALSE; + + if(colormode == MODE_RED_BLUE) + rgba[1] = GL_FALSE; + else if(colormode == MODE_RED_GREEN) + rgba[2] = GL_FALSE; + } + } +} + + +/* +==================== +RE_BeginFrame + +If running in stereo, RE_BeginFrame will be called twice +for each RE_EndFrame +==================== +*/ +void RE_BeginFrame( stereoFrame_t stereoFrame ) { + drawBufferCommand_t *cmd = NULL; + colorMaskCommand_t *colcmd = NULL; + + if ( !tr.registered ) { + return; + } + glState.finishCalled = false; + + tr.frameCount++; + tr.frameSceneNum = 0; + + // + // do overdraw measurement + // + if ( r_measureOverdraw->integer ) + { + if ( glConfig.stencilBits < 4 ) + { + ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits ); + ri.Cvar_Set( "r_measureOverdraw", "0" ); + r_measureOverdraw->modified = false; + } + else if ( r_shadows->integer == 2 ) + { + ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" ); + ri.Cvar_Set( "r_measureOverdraw", "0" ); + r_measureOverdraw->modified = false; + } + else + { + R_IssuePendingRenderCommands(); + qglEnable( GL_STENCIL_TEST ); + qglStencilMask( ~0U ); + qglClearStencil( 0U ); + qglStencilFunc( GL_ALWAYS, 0U, ~0U ); + qglStencilOp( GL_KEEP, GL_INCR, GL_INCR ); + } + r_measureOverdraw->modified = false; + } + else + { + // this is only reached if it was on and is now off + if ( r_measureOverdraw->modified ) { + R_IssuePendingRenderCommands(); + qglDisable( GL_STENCIL_TEST ); + } + r_measureOverdraw->modified = false; + } + + // + // texturemode stuff + // + if ( r_textureMode->modified ) { + R_IssuePendingRenderCommands(); + GL_TextureMode( r_textureMode->string ); + r_textureMode->modified = false; + } + + // + // gamma stuff + // + if ( r_gamma->modified ) { + r_gamma->modified = false; + + R_IssuePendingRenderCommands(); + R_SetColorMappings(); + } + + // check for errors + if ( !r_ignoreGLErrors->integer ) + { + int err; + + R_IssuePendingRenderCommands(); + if ((err = qglGetError()) != GL_NO_ERROR) + ri.Error(ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err); + } + + if (glConfig.stereoEnabled) { + if( !(cmd = (drawBufferCommand_t*)R_GetCommandBuffer(sizeof(*cmd))) ) + return; + + cmd->commandId = RC_DRAW_BUFFER; + + if ( stereoFrame == STEREO_LEFT ) { + cmd->buffer = (int)GL_BACK_LEFT; + } else if ( stereoFrame == STEREO_RIGHT ) { + cmd->buffer = (int)GL_BACK_RIGHT; + } else { + ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame ); + } + } + else + { + if(r_anaglyphMode->integer) + { + if(r_anaglyphMode->modified) + { + // clear both, front and backbuffer. + qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + backEnd.colorMask[0] = GL_FALSE; + backEnd.colorMask[1] = GL_FALSE; + backEnd.colorMask[2] = GL_FALSE; + backEnd.colorMask[3] = GL_FALSE; + + if (glRefConfig.framebufferObject) + { + // clear all framebuffers + if (tr.msaaResolveFbo) + { + FBO_Bind(tr.msaaResolveFbo); + qglClear(GL_COLOR_BUFFER_BIT); + } + + if (tr.renderFbo) + { + FBO_Bind(tr.renderFbo); + qglClear(GL_COLOR_BUFFER_BIT); + } + + FBO_Bind(NULL); + } + + qglDrawBuffer(GL_FRONT); + qglClear(GL_COLOR_BUFFER_BIT); + qglDrawBuffer(GL_BACK); + qglClear(GL_COLOR_BUFFER_BIT); + + r_anaglyphMode->modified = false; + } + + if(stereoFrame == STEREO_LEFT) + { + if( !(cmd = (drawBufferCommand_t*)R_GetCommandBuffer(sizeof(*cmd))) ) + return; + + if( !(colcmd = (colorMaskCommand_t*)R_GetCommandBuffer(sizeof(*colcmd))) ) + return; + } + else if(stereoFrame == STEREO_RIGHT) + { + clearDepthCommand_t *cldcmd; + + if( !(cldcmd = (clearDepthCommand_t*)R_GetCommandBuffer(sizeof(*cldcmd))) ) + return; + + cldcmd->commandId = RC_CLEARDEPTH; + + if( !(colcmd = (colorMaskCommand_t*)R_GetCommandBuffer(sizeof(*colcmd))) ) + return; + } + else + ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame ); + + R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer); + colcmd->commandId = RC_COLORMASK; + } + else + { + if(stereoFrame != STEREO_CENTER) + ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame ); + + if( !(cmd = (drawBufferCommand_t*)R_GetCommandBuffer(sizeof(*cmd))) ) + return; + } + + if(cmd) + { + cmd->commandId = RC_DRAW_BUFFER; + + if(r_anaglyphMode->modified) + { + qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + backEnd.colorMask[0] = 0; + backEnd.colorMask[1] = 0; + backEnd.colorMask[2] = 0; + backEnd.colorMask[3] = 0; + r_anaglyphMode->modified = false; + } + + if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT")) + cmd->buffer = (int)GL_FRONT; + else + cmd->buffer = (int)GL_BACK; + } + } + + tr.refdef.stereoFrame = stereoFrame; +} + + +/* +============= +RE_EndFrame + +Returns the number of msec spent in the back end +============= +*/ +void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) { + swapBuffersCommand_t *cmd; + + if ( !tr.registered ) { + return; + } + cmd = (swapBuffersCommand_t*)R_GetCommandBufferReserved( sizeof( *cmd ), 0 ); + if ( !cmd ) { + return; + } + cmd->commandId = RC_SWAP_BUFFERS; + + R_IssueRenderCommands( true ); + + R_InitNextFrame(); + + if ( frontEndMsec ) { + *frontEndMsec = tr.frontEndMsec; + } + tr.frontEndMsec = 0; + if ( backEndMsec ) { + *backEndMsec = backEnd.pc.msec; + } + backEnd.pc.msec = 0; +} + +/* +============= +RE_TakeVideoFrame +============= +*/ +void RE_TakeVideoFrame( int width, int height, + byte *captureBuffer, byte *encodeBuffer, bool motionJpeg ) +{ + videoFrameCommand_t *cmd; + + if( !tr.registered ) { + return; + } + + cmd = (videoFrameCommand_t*)R_GetCommandBuffer( sizeof( *cmd ) ); + if( !cmd ) { + return; + } + + cmd->commandId = RC_VIDEOFRAME; + + cmd->width = width; + cmd->height = height; + cmd->captureBuffer = captureBuffer; + cmd->encodeBuffer = encodeBuffer; + cmd->motionJpeg = motionJpeg; +} diff --git a/src/renderergl2/tr_curve.cpp b/src/renderergl2/tr_curve.cpp new file mode 100644 index 0000000..20aef7f --- /dev/null +++ b/src/renderergl2/tr_curve.cpp @@ -0,0 +1,741 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#include "tr_local.h" + +/* + +This file does all of the processing necessary to turn a raw grid of points +read from the map file into a srfBspSurface_t ready for rendering. + +The level of detail solution is direction independent, based only on subdivided +distance from the true curve. + +Only a single entry point: + +srfBspSurface_t *R_SubdividePatchToGrid( int width, int height, + srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) { + +*/ + + +/* +============ +LerpDrawVert +============ +*/ +static void LerpDrawVert( srfVert_t *a, srfVert_t *b, srfVert_t *out ) { + out->xyz[0] = 0.5f * (a->xyz[0] + b->xyz[0]); + out->xyz[1] = 0.5f * (a->xyz[1] + b->xyz[1]); + out->xyz[2] = 0.5f * (a->xyz[2] + b->xyz[2]); + + out->st[0] = 0.5f * (a->st[0] + b->st[0]); + out->st[1] = 0.5f * (a->st[1] + b->st[1]); + + out->lightmap[0] = 0.5f * (a->lightmap[0] + b->lightmap[0]); + out->lightmap[1] = 0.5f * (a->lightmap[1] + b->lightmap[1]); + + out->color[0] = ((int)a->color[0] + (int)b->color[0]) >> 1; + out->color[1] = ((int)a->color[1] + (int)b->color[1]) >> 1; + out->color[2] = ((int)a->color[2] + (int)b->color[2]) >> 1; + out->color[3] = ((int)a->color[3] + (int)b->color[3]) >> 1; +} + +/* +============ +Transpose +============ +*/ +static void Transpose( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) { + int i, j; + srfVert_t temp; + + if ( width > height ) { + for ( i = 0 ; i < height ; i++ ) { + for ( j = i + 1 ; j < width ; j++ ) { + if ( j < height ) { + // swap the value + temp = ctrl[j][i]; + ctrl[j][i] = ctrl[i][j]; + ctrl[i][j] = temp; + } else { + // just copy + ctrl[j][i] = ctrl[i][j]; + } + } + } + } else { + for ( i = 0 ; i < width ; i++ ) { + for ( j = i + 1 ; j < height ; j++ ) { + if ( j < width ) { + // swap the value + temp = ctrl[i][j]; + ctrl[i][j] = ctrl[j][i]; + ctrl[j][i] = temp; + } else { + // just copy + ctrl[i][j] = ctrl[j][i]; + } + } + } + } + +} + + +/* +================= +MakeMeshNormals + +Handles all the complicated wrapping and degenerate cases +================= +*/ +static void MakeMeshNormals( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) { + int i, j, k, dist; + vec3_t normal; + vec3_t sum; + int count = 0; + vec3_t base; + vec3_t delta; + int x, y; + srfVert_t *dv; + vec3_t around[8], temp; + bool good[8]; + bool wrapWidth, wrapHeight; + float len; +static int neighbors[8][2] = { + {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1} + }; + + wrapWidth = false; + for ( i = 0 ; i < height ; i++ ) { + VectorSubtract( ctrl[i][0].xyz, ctrl[i][width-1].xyz, delta ); + len = VectorLengthSquared( delta ); + if ( len > 1.0 ) { + break; + } + } + if ( i == height ) { + wrapWidth = true; + } + + wrapHeight = false; + for ( i = 0 ; i < width ; i++ ) { + VectorSubtract( ctrl[0][i].xyz, ctrl[height-1][i].xyz, delta ); + len = VectorLengthSquared( delta ); + if ( len > 1.0 ) { + break; + } + } + if ( i == width) { + wrapHeight = true; + } + + + for ( i = 0 ; i < width ; i++ ) { + for ( j = 0 ; j < height ; j++ ) { + count = 0; + dv = &ctrl[j][i]; + VectorCopy( dv->xyz, base ); + for ( k = 0 ; k < 8 ; k++ ) { + VectorClear( around[k] ); + good[k] = false; + + for ( dist = 1 ; dist <= 3 ; dist++ ) { + x = i + neighbors[k][0] * dist; + y = j + neighbors[k][1] * dist; + if ( wrapWidth ) { + if ( x < 0 ) { + x = width - 1 + x; + } else if ( x >= width ) { + x = 1 + x - width; + } + } + if ( wrapHeight ) { + if ( y < 0 ) { + y = height - 1 + y; + } else if ( y >= height ) { + y = 1 + y - height; + } + } + + if ( x < 0 || x >= width || y < 0 || y >= height ) { + break; // edge of patch + } + VectorSubtract( ctrl[y][x].xyz, base, temp ); + if ( VectorNormalize2( temp, temp ) == 0 ) { + continue; // degenerate edge, get more dist + } else { + good[k] = true; + VectorCopy( temp, around[k] ); + break; // good edge + } + } + } + + VectorClear( sum ); + for ( k = 0 ; k < 8 ; k++ ) { + if ( !good[k] || !good[(k+1)&7] ) { + continue; // didn't get two points + } + CrossProduct( around[(k+1)&7], around[k], normal ); + if ( VectorNormalize2( normal, normal ) == 0 ) { + continue; + } + VectorAdd( normal, sum, sum ); + count++; + } + //if ( count == 0 ) { + // printf("bad normal\n"); + //} + { + vec3_t fNormal; + VectorNormalize2(sum, fNormal); + R_VaoPackNormal(dv->normal, fNormal); + } + } + } +} + +static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numIndexes, + glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) +{ + int i, j; + srfVert_t *dv[3]; + static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE]; + glIndex_t *tri; + + // FIXME: use more elegant way + for(i = 0; i < width; i++) + { + for(j = 0; j < height; j++) + { + dv[0] = &ctrl2[j * width + i]; + *dv[0] = ctrl[j][i]; + } + } + + for(i = 0, tri = indexes; i < numIndexes; i += 3, tri += 3) + { + dv[0] = &ctrl2[tri[0]]; + dv[1] = &ctrl2[tri[1]]; + dv[2] = &ctrl2[tri[2]]; + + R_CalcTangentVectors(dv); + } + + for(i = 0; i < width; i++) + { + for(j = 0; j < height; j++) + { + dv[0] = &ctrl2[j * width + i]; + dv[1] = &ctrl[j][i]; + + VectorCopy4(dv[0]->tangent, dv[1]->tangent); + } + } +} + + +static int MakeMeshIndexes(int width, int height, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) +{ + int i, j; + int numIndexes; + int w, h; + + h = height - 1; + w = width - 1; + numIndexes = 0; + for(i = 0; i < h; i++) + { + for(j = 0; j < w; j++) + { + int v1, v2, v3, v4; + + // vertex order to be reckognized as tristrips + v1 = i * width + j + 1; + v2 = v1 - 1; + v3 = v2 + width; + v4 = v3 + 1; + + indexes[numIndexes++] = v2; + indexes[numIndexes++] = v3; + indexes[numIndexes++] = v1; + + indexes[numIndexes++] = v1; + indexes[numIndexes++] = v3; + indexes[numIndexes++] = v4; + } + } + + return numIndexes; +} + + +/* +============ +InvertCtrl +============ +*/ +static void InvertCtrl( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) { + int i, j; + srfVert_t temp; + + for ( i = 0 ; i < height ; i++ ) { + for ( j = 0 ; j < width/2 ; j++ ) { + temp = ctrl[i][j]; + ctrl[i][j] = ctrl[i][width-1-j]; + ctrl[i][width-1-j] = temp; + } + } +} + + +/* +================= +InvertErrorTable +================= +*/ +static void InvertErrorTable( float errorTable[2][MAX_GRID_SIZE], int width, int height ) { + int i; + float copy[2][MAX_GRID_SIZE]; + + Com_Memcpy( copy, errorTable, sizeof( copy ) ); + + for ( i = 0 ; i < width ; i++ ) { + errorTable[1][i] = copy[0][i]; //[width-1-i]; + } + + for ( i = 0 ; i < height ; i++ ) { + errorTable[0][i] = copy[1][height-1-i]; + } + +} + +/* +================== +PutPointsOnCurve +================== +*/ +static void PutPointsOnCurve( srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], + int width, int height ) { + int i, j; + srfVert_t prev, next; + + for ( i = 0 ; i < width ; i++ ) { + for ( j = 1 ; j < height ; j += 2 ) { + LerpDrawVert( &ctrl[j][i], &ctrl[j+1][i], &prev ); + LerpDrawVert( &ctrl[j][i], &ctrl[j-1][i], &next ); + LerpDrawVert( &prev, &next, &ctrl[j][i] ); + } + } + + + for ( j = 0 ; j < height ; j++ ) { + for ( i = 1 ; i < width ; i += 2 ) { + LerpDrawVert( &ctrl[j][i], &ctrl[j][i+1], &prev ); + LerpDrawVert( &ctrl[j][i], &ctrl[j][i-1], &next ); + LerpDrawVert( &prev, &next, &ctrl[j][i] ); + } + } +} + +/* +================= +R_CreateSurfaceGridMesh +================= +*/ +void R_CreateSurfaceGridMesh(srfBspSurface_t *grid, int width, int height, + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE], + int numIndexes, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) { + int i, j; + srfVert_t *vert; + vec3_t tmpVec; + + // copy the results out to a grid + Com_Memset(grid, 0, sizeof(*grid)); + +#ifdef PATCH_STITCHING + grid->widthLodError = (float*)/*ri.Hunk_Alloc*/ ri.Malloc( width * 4 ); + Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 ); + + grid->heightLodError = (float*)/*ri.Hunk_Alloc*/ ri.Malloc( height * 4 ); + Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 ); + + grid->numIndexes = numIndexes; + grid->indexes = (glIndex_t*)ri.Malloc(grid->numIndexes * sizeof(glIndex_t)); + Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t)); + + grid->numVerts = (width * height); + grid->verts = (srfVert_t*)ri.Malloc(grid->numVerts * sizeof(srfVert_t)); +#else + grid->widthLodError = ri.Hunk_Alloc( width * 4 ); + Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 ); + + grid->heightLodError = ri.Hunk_Alloc( height * 4 ); + Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 ); + + grid->numIndexes = numIndexes; + grid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low); + Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t)); + + grid->numVerts = (width * height); + grid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low); +#endif + + grid->width = width; + grid->height = height; + grid->surfaceType = SF_GRID; + ClearBounds( grid->cullBounds[0], grid->cullBounds[1] ); + for ( i = 0 ; i < width ; i++ ) { + for ( j = 0 ; j < height ; j++ ) { + vert = &grid->verts[j*width+i]; + *vert = ctrl[j][i]; + AddPointToBounds( vert->xyz, grid->cullBounds[0], grid->cullBounds[1] ); + } + } + + // compute local origin and bounds + VectorAdd( grid->cullBounds[0], grid->cullBounds[1], grid->cullOrigin ); + VectorScale( grid->cullOrigin, 0.5f, grid->cullOrigin ); + VectorSubtract( grid->cullBounds[0], grid->cullOrigin, tmpVec ); + grid->cullRadius = VectorLength( tmpVec ); + + VectorCopy( grid->cullOrigin, grid->lodOrigin ); + grid->lodRadius = grid->cullRadius; + // +} + +/* +================= +R_FreeSurfaceGridMesh +================= +*/ +static void R_FreeSurfaceGridMeshData( srfBspSurface_t *grid ) { + ri.Free(grid->widthLodError); + ri.Free(grid->heightLodError); + ri.Free(grid->indexes); + ri.Free(grid->verts); +} + +/* +================= +R_SubdividePatchToGrid +================= +*/ +void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height, + srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) { + int i, j, k, l; + srfVert_t_cleared( prev ); + srfVert_t_cleared( next ); + srfVert_t_cleared( mid ); + float len, maxLen; + int dir; + int t; + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE]; + float errorTable[2][MAX_GRID_SIZE]; + int numIndexes; + static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]; + int consecutiveComplete; + + for ( i = 0 ; i < width ; i++ ) { + for ( j = 0 ; j < height ; j++ ) { + ctrl[j][i] = points[j*width+i]; + } + } + + for ( dir = 0 ; dir < 2 ; dir++ ) { + + for ( j = 0 ; j < MAX_GRID_SIZE ; j++ ) { + errorTable[dir][j] = 0; + } + + consecutiveComplete = 0; + + // horizontal subdivisions + for ( j = 0 ; ; j = (j + 2) % (width - 1) ) { + // check subdivided midpoints against control points + + // FIXME: also check midpoints of adjacent patches against the control points + // this would basically stitch all patches in the same LOD group together. + + maxLen = 0; + for ( i = 0 ; i < height ; i++ ) { + vec3_t midxyz; + vec3_t midxyz2; + vec3_t dir; + vec3_t projected; + float d; + + // calculate the point on the curve + for ( l = 0 ; l < 3 ; l++ ) { + midxyz[l] = (ctrl[i][j].xyz[l] + ctrl[i][j+1].xyz[l] * 2 + + ctrl[i][j+2].xyz[l] ) * 0.25f; + } + + // see how far off the line it is + // using dist-from-line will not account for internal + // texture warping, but it gives a lot less polygons than + // dist-from-midpoint + VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz ); + VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir ); + VectorNormalize( dir ); + + d = DotProduct( midxyz, dir ); + VectorScale( dir, d, projected ); + VectorSubtract( midxyz, projected, midxyz2); + len = VectorLengthSquared( midxyz2 ); // we will do the sqrt later + if ( len > maxLen ) { + maxLen = len; + } + } + + maxLen = sqrt(maxLen); + + // if all the points are on the lines, remove the entire columns + if ( maxLen < 0.1f ) { + errorTable[dir][j+1] = 999; + // if we go over the whole grid twice without adding any columns, stop + if (++consecutiveComplete >= width) + break; + continue; + } + + // see if we want to insert subdivided columns + if ( width + 2 > MAX_GRID_SIZE ) { + errorTable[dir][j+1] = 1.0f/maxLen; + break; // can't subdivide any more + } + + if ( maxLen <= r_subdivisions->value ) { + errorTable[dir][j+1] = 1.0f/maxLen; + // if we go over the whole grid twice without adding any columns, stop + if (++consecutiveComplete >= width) + break; + continue; // didn't need subdivision + } + + errorTable[dir][j+2] = 1.0f/maxLen; + + consecutiveComplete = 0; + + // insert two columns and replace the peak + width += 2; + for ( i = 0 ; i < height ; i++ ) { + LerpDrawVert( &ctrl[i][j], &ctrl[i][j+1], &prev ); + LerpDrawVert( &ctrl[i][j+1], &ctrl[i][j+2], &next ); + LerpDrawVert( &prev, &next, &mid ); + + for ( k = width - 1 ; k > j + 3 ; k-- ) { + ctrl[i][k] = ctrl[i][k-2]; + } + ctrl[i][j + 1] = prev; + ctrl[i][j + 2] = mid; + ctrl[i][j + 3] = next; + } + + // skip the new one, we'll get it on the next pass + j += 2; + } + + Transpose( width, height, ctrl ); + t = width; + width = height; + height = t; + } + + + // put all the aproximating points on the curve + PutPointsOnCurve( ctrl, width, height ); + + // cull out any rows or columns that are colinear + for ( i = 1 ; i < width-1 ; i++ ) { + if ( errorTable[0][i] != 999 ) { + continue; + } + for ( j = i+1 ; j < width ; j++ ) { + for ( k = 0 ; k < height ; k++ ) { + ctrl[k][j-1] = ctrl[k][j]; + } + errorTable[0][j-1] = errorTable[0][j]; + } + width--; + } + + for ( i = 1 ; i < height-1 ; i++ ) { + if ( errorTable[1][i] != 999 ) { + continue; + } + for ( j = i+1 ; j < height ; j++ ) { + for ( k = 0 ; k < width ; k++ ) { + ctrl[j-1][k] = ctrl[j][k]; + } + errorTable[1][j-1] = errorTable[1][j]; + } + height--; + } + +#if 1 + // flip for longest tristrips as an optimization + // the results should be visually identical with or + // without this step + if ( height > width ) { + Transpose( width, height, ctrl ); + InvertErrorTable( errorTable, width, height ); + t = width; + width = height; + height = t; + InvertCtrl( width, height, ctrl ); + } +#endif + + // calculate indexes + numIndexes = MakeMeshIndexes(width, height, indexes); + + // calculate normals + MakeMeshNormals( width, height, ctrl ); + MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes); + + R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes); +} + +/* +=============== +R_GridInsertColumn +=============== +*/ +void R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t point, float loderror ) { + int i, j; + int width, height, oldwidth; + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE]; + float errorTable[2][MAX_GRID_SIZE]; + float lodRadius; + vec3_t lodOrigin; + int numIndexes; + static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]; + + oldwidth = 0; + width = grid->width + 1; + if (width > MAX_GRID_SIZE) + return; + height = grid->height; + for (i = 0; i < width; i++) { + if (i == column) { + //insert new column + for (j = 0; j < grid->height; j++) { + LerpDrawVert( &grid->verts[j * grid->width + i-1], &grid->verts[j * grid->width + i], &ctrl[j][i] ); + if (j == row) + VectorCopy(point, ctrl[j][i].xyz); + } + errorTable[0][i] = loderror; + continue; + } + errorTable[0][i] = grid->widthLodError[oldwidth]; + for (j = 0; j < grid->height; j++) { + ctrl[j][i] = grid->verts[j * grid->width + oldwidth]; + } + oldwidth++; + } + for (j = 0; j < grid->height; j++) { + errorTable[1][j] = grid->heightLodError[j]; + } + // put all the aproximating points on the curve + //PutPointsOnCurve( ctrl, width, height ); + + // calculate indexes + numIndexes = MakeMeshIndexes(width, height, indexes); + + // calculate normals + MakeMeshNormals( width, height, ctrl ); + MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes); + + VectorCopy(grid->lodOrigin, lodOrigin); + lodRadius = grid->lodRadius; + // free the old grid + R_FreeSurfaceGridMeshData(grid); + // create a new grid + R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes); + grid->lodRadius = lodRadius; + VectorCopy(lodOrigin, grid->lodOrigin); +} + +/* +=============== +R_GridInsertRow +=============== +*/ +void R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point, float loderror ) { + int i, j; + int width, height, oldheight; + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE]; + float errorTable[2][MAX_GRID_SIZE]; + float lodRadius; + vec3_t lodOrigin; + int numIndexes; + static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]; + + oldheight = 0; + width = grid->width; + height = grid->height + 1; + if (height > MAX_GRID_SIZE) + return; + for (i = 0; i < height; i++) { + if (i == row) { + //insert new row + for (j = 0; j < grid->width; j++) { + LerpDrawVert( &grid->verts[(i-1) * grid->width + j], &grid->verts[i * grid->width + j], &ctrl[i][j] ); + if (j == column) + VectorCopy(point, ctrl[i][j].xyz); + } + errorTable[1][i] = loderror; + continue; + } + errorTable[1][i] = grid->heightLodError[oldheight]; + for (j = 0; j < grid->width; j++) { + ctrl[i][j] = grid->verts[oldheight * grid->width + j]; + } + oldheight++; + } + for (j = 0; j < grid->width; j++) { + errorTable[0][j] = grid->widthLodError[j]; + } + // put all the aproximating points on the curve + //PutPointsOnCurve( ctrl, width, height ); + + // calculate indexes + numIndexes = MakeMeshIndexes(width, height, indexes); + + // calculate normals + MakeMeshNormals( width, height, ctrl ); + MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes); + + VectorCopy(grid->lodOrigin, lodOrigin); + lodRadius = grid->lodRadius; + // free the old grid + R_FreeSurfaceGridMeshData(grid); + // create a new grid + R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes); + grid->lodRadius = lodRadius; + VectorCopy(lodOrigin, grid->lodOrigin); +} diff --git a/src/renderergl2/tr_dsa.cpp b/src/renderergl2/tr_dsa.cpp new file mode 100644 index 0000000..8ea42bc --- /dev/null +++ b/src/renderergl2/tr_dsa.cpp @@ -0,0 +1,287 @@ +/* +=========================================================================== +Copyright (C) 2016 James Canete +Copyright (C) 2015-2019 GrangerHub + +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, see . +=========================================================================== +*/ + +#include "tr_local.h" + +#include "tr_dsa.h" + +static struct +{ + GLuint textures[NUM_TEXTURE_BUNDLES]; + GLenum texunit; + + GLuint program; + + GLuint drawFramebuffer; + GLuint readFramebuffer; + GLuint renderbuffer; +} +glDsaState; + +void GL_BindNullTextures() +{ + int i; + + if (glRefConfig.directStateAccess) + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + qglBindMultiTextureEXT(GL_TEXTURE0 + i, GL_TEXTURE_2D, 0); + glDsaState.textures[i] = 0; + } + } + else + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + qglActiveTexture(GL_TEXTURE0 + i); + qglBindTexture(GL_TEXTURE_2D, 0); + glDsaState.textures[i] = 0; + } + + qglActiveTexture(GL_TEXTURE0); + glDsaState.texunit = GL_TEXTURE0; + } +} + +int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture) +{ + GLuint tmu = texunit - GL_TEXTURE0; + + if (glDsaState.textures[tmu] == texture) + return 0; + + if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) + target = GL_TEXTURE_CUBE_MAP; + + qglBindMultiTextureEXT(texunit, target, texture); + glDsaState.textures[tmu] = texture; + return 1; +} + +GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture) +{ + if (glDsaState.texunit != texunit) + { + qglActiveTexture(texunit); + glDsaState.texunit = texunit; + } + + qglBindTexture(target, texture); +} + +GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexParameterf(target, pname, param); +} + +GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexParameteri(target, pname, param); +} + +GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat, + GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); +} + +GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); +} + +GLvoid APIENTRY GLDSA_CopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLint x, GLint y, GLsizei width, GLsizei height) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +} + +GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, + GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); +} + +GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, + GLsizei imageSize, const GLvoid *data) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); +} + +GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglGenerateMipmap(target); +} + +void GL_BindNullProgram() +{ + qglUseProgram(0); + glDsaState.program = 0; +} + +int GL_UseProgram(GLuint program) +{ + if (glDsaState.program == program) + return 0; + + qglUseProgram(program); + glDsaState.program = program; + return 1; +} + +GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0) +{ + GL_UseProgram(program); + qglUniform1i(location, v0); +} + +GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0) +{ + GL_UseProgram(program); + qglUniform1f(location, v0); +} + +GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location, + GLfloat v0, GLfloat v1) +{ + GL_UseProgram(program); + qglUniform2f(location, v0, v1); +} + +GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location, + GLfloat v0, GLfloat v1, GLfloat v2) +{ + GL_UseProgram(program); + qglUniform3f(location, v0, v1, v2); +} + +GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location, + GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) +{ + GL_UseProgram(program); + qglUniform4f(location, v0, v1, v2, v3); +} + +GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location, + GLsizei count, const GLfloat *value) +{ + GL_UseProgram(program); + qglUniform1fv(location, count, value); +} + +GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location, + GLsizei count, GLboolean transpose, + const GLfloat *value) +{ + GL_UseProgram(program); + qglUniformMatrix4fv(location, count, transpose, value); +} + +void GL_BindNullFramebuffers() +{ + qglBindFramebuffer(GL_FRAMEBUFFER, 0); + glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0; + qglBindRenderbuffer(GL_RENDERBUFFER, 0); + glDsaState.renderbuffer = 0; +} + +void GL_BindFramebuffer(GLenum target, GLuint framebuffer) +{ + switch (target) + { + case GL_FRAMEBUFFER: + if (framebuffer != glDsaState.drawFramebuffer || framebuffer != glDsaState.readFramebuffer) + { + qglBindFramebuffer(target, framebuffer); + glDsaState.drawFramebuffer = glDsaState.readFramebuffer = framebuffer; + } + break; + + case GL_DRAW_FRAMEBUFFER: + if (framebuffer != glDsaState.drawFramebuffer) + { + qglBindFramebuffer(target, framebuffer); + glDsaState.drawFramebuffer = framebuffer; + } + break; + + case GL_READ_FRAMEBUFFER: + if (framebuffer != glDsaState.readFramebuffer) + { + qglBindFramebuffer(target, framebuffer); + glDsaState.readFramebuffer = framebuffer; + } + break; + } +} + +void GL_BindRenderbuffer(GLuint renderbuffer) +{ + if (renderbuffer != glDsaState.renderbuffer) + { + qglBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); + glDsaState.renderbuffer = renderbuffer; + } +} + +GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer, + GLenum internalformat, GLsizei width, GLsizei height) +{ + GL_BindRenderbuffer(renderbuffer); + qglRenderbufferStorage(GL_RENDERBUFFER, internalformat, width, height); +} + +GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer, + GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) +{ + GL_BindRenderbuffer(renderbuffer); + qglRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalformat, width, height); +} + +GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target) +{ + GL_BindFramebuffer(target, framebuffer); + return qglCheckFramebufferStatus(target); +} + +GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer, + GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + GL_BindFramebuffer(GL_FRAMEBUFFER, framebuffer); + qglFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level); +} + +GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer, + GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) +{ + GL_BindFramebuffer(GL_FRAMEBUFFER, framebuffer); + qglFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, renderbuffertarget, renderbuffer); +} diff --git a/src/renderergl2/tr_dsa.h b/src/renderergl2/tr_dsa.h new file mode 100644 index 0000000..92c6563 --- /dev/null +++ b/src/renderergl2/tr_dsa.h @@ -0,0 +1,80 @@ +/* +=========================================================================== +Copyright (C) 2016 James Canete +Copyright (C) 2015-2019 GrangerHub + +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, see . +=========================================================================== +*/ + +#ifndef __TR_DSA_H__ +#define __TR_DSA_H__ + +#include "renderercommon/qgl.h" + +void GL_BindNullTextures(void); +int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture); + +GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture); +GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param); +GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param); +GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat, + GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); +GLvoid APIENTRY GLDSA_CopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLint x, GLint y, GLsizei width, GLsizei height); +GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, + GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); +GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, + GLsizei imageSize, const GLvoid *data); + +GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target); + +void GL_BindNullProgram(void); +int GL_UseProgram(GLuint program); + +GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0); +GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0); +GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location, + GLfloat v0, GLfloat v1); +GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location, + GLfloat v0, GLfloat v1, GLfloat v2); +GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location, + GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location, + GLsizei count, const GLfloat *value); +GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location, + GLsizei count, GLboolean transpose, + const GLfloat *value); + +void GL_BindNullFramebuffers(void); +void GL_BindFramebuffer(GLenum target, GLuint framebuffer); +void GL_BindRenderbuffer(GLuint renderbuffer); + +GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer, + GLenum internalformat, GLsizei width, GLsizei height); + +GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer, + GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + +GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target); +GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer, + GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer, + GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + + +#endif diff --git a/src/renderergl2/tr_extensions.cpp b/src/renderergl2/tr_extensions.cpp new file mode 100644 index 0000000..6f73d29 --- /dev/null +++ b/src/renderergl2/tr_extensions.cpp @@ -0,0 +1,279 @@ +/* +=========================================================================== +Copyright (C) 2011 James Canete (use.less01@gmail.com) +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous Arena source code. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_extensions.c - extensions needed by the renderer not in sdl_glimp.c + +#ifdef USE_LOCAL_HEADERS +#include "SDL.h" +#else +#include +#endif + +#include "tr_local.h" +#include "tr_dsa.h" + +#define GLE(ret, name, ...) name##proc *qgl##name; +QGL_1_3_PROCS; +QGL_1_5_PROCS; +QGL_2_0_PROCS; +QGL_3_0_PROCS; +QGL_ARB_framebuffer_object_PROCS; +QGL_ARB_vertex_array_object_PROCS; +QGL_EXT_direct_state_access_PROCS; +#undef GLE + +void GLimp_InitExtraExtensions() +{ + const char *extension; + const char *result[3] = {"...ignoring %s\n", "...using %s\n", "...%s not found\n"}; + + // Check OpenGL version + sscanf(glConfig.version_string, "%d.%d", &glRefConfig.openglMajorVersion, &glRefConfig.openglMinorVersion); + if (glRefConfig.openglMajorVersion < 2) ri.Error(ERR_FATAL, "OpenGL 2.0 required!"); + ri.Printf(PRINT_ALL, "...using OpenGL %s\n", glConfig.version_string); + + bool q_gl_version_at_least_3_0 = (glRefConfig.openglMajorVersion >= 3); + bool q_gl_version_at_least_3_2 = (glRefConfig.openglMajorVersion > 3 || + (glRefConfig.openglMajorVersion == 3 && glRefConfig.openglMinorVersion > 2)); + + // Check if we need Intel graphics specific fixes. + glRefConfig.intelGraphics = qfalse; + if (strstr((char *)qglGetString(GL_RENDERER), "Intel")) glRefConfig.intelGraphics = qtrue; + + // set DSA fallbacks +#define GLE(ret, name, ...) qgl##name = GLDSA_##name; + QGL_EXT_direct_state_access_PROCS; +#undef GLE + + // GL function loader, based on https://gist.github.com/rygorous/16796a0c876cf8a5f542caddb55bce8a +#define GLE(ret, name, ...) qgl##name = (name##proc *)SDL_GL_GetProcAddress("gl" #name); + + // OpenGL 1.3, was GL_ARB_texture_compression + QGL_1_3_PROCS; + + // OpenGL 1.5, was GL_ARB_vertex_buffer_object and GL_ARB_occlusion_query + QGL_1_5_PROCS; + glRefConfig.occlusionQuery = qtrue; + + // OpenGL 2.0, was GL_ARB_shading_language_100, GL_ARB_vertex_program, GL_ARB_shader_objects, and + // GL_ARB_vertex_shader + QGL_2_0_PROCS; + + // OpenGL 3.0 - no matching extension + // QGL_*_PROCS becomes several functions, do not remove {} + if (q_gl_version_at_least_3_0) + { + QGL_3_0_PROCS; + } + + // OpenGL 3.0 - GL_ARB_framebuffer_object + extension = "GL_ARB_framebuffer_object"; + glRefConfig.framebufferObject = qfalse; + glRefConfig.framebufferBlit = qfalse; + glRefConfig.framebufferMultisample = qfalse; + if (q_gl_version_at_least_3_0 || SDL_GL_ExtensionSupported(extension)) + { + glRefConfig.framebufferObject = !!r_ext_framebuffer_object->integer; + glRefConfig.framebufferBlit = qtrue; + glRefConfig.framebufferMultisample = qtrue; + + qglGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glRefConfig.maxRenderbufferSize); + qglGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &glRefConfig.maxColorAttachments); + + QGL_ARB_framebuffer_object_PROCS; + + ri.Printf(PRINT_ALL, result[glRefConfig.framebufferObject], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + // OpenGL 3.0 - GL_ARB_vertex_array_object + extension = "GL_ARB_vertex_array_object"; + glRefConfig.vertexArrayObject = qfalse; + if (q_gl_version_at_least_3_0 || SDL_GL_ExtensionSupported(extension)) + { + if (q_gl_version_at_least_3_0) + { + // force VAO, core context requires it + glRefConfig.vertexArrayObject = qtrue; + } + else + { + glRefConfig.vertexArrayObject = !!r_arb_vertex_array_object->integer; + } + + QGL_ARB_vertex_array_object_PROCS; + + ri.Printf(PRINT_ALL, result[glRefConfig.vertexArrayObject], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + // OpenGL 3.0 - GL_ARB_texture_float + extension = "GL_ARB_texture_float"; + glRefConfig.textureFloat = qfalse; + if (q_gl_version_at_least_3_0 || SDL_GL_ExtensionSupported(extension)) + { + glRefConfig.textureFloat = !!r_ext_texture_float->integer; + + ri.Printf(PRINT_ALL, result[glRefConfig.textureFloat], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + // OpenGL 3.2 - GL_ARB_depth_clamp + extension = "GL_ARB_depth_clamp"; + glRefConfig.depthClamp = qfalse; + if (q_gl_version_at_least_3_2 || SDL_GL_ExtensionSupported(extension)) + { + glRefConfig.depthClamp = qtrue; + + ri.Printf(PRINT_ALL, result[glRefConfig.depthClamp], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + // OpenGL 3.2 - GL_ARB_seamless_cube_map + extension = "GL_ARB_seamless_cube_map"; + glRefConfig.seamlessCubeMap = qfalse; + if (q_gl_version_at_least_3_2 || SDL_GL_ExtensionSupported(extension)) + { + glRefConfig.seamlessCubeMap = !!r_arb_seamless_cube_map->integer; + + ri.Printf(PRINT_ALL, result[glRefConfig.seamlessCubeMap], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + // Determine GLSL version + if (1) + { + char version[256]; + + Q_strncpyz(version, (char *)qglGetString(GL_SHADING_LANGUAGE_VERSION), sizeof(version)); + + sscanf(version, "%d.%d", &glRefConfig.glslMajorVersion, &glRefConfig.glslMinorVersion); + + ri.Printf(PRINT_ALL, "...using GLSL version %s\n", version); + } + + glRefConfig.memInfo = MI_NONE; + + // GL_NVX_gpu_memory_info + extension = "GL_NVX_gpu_memory_info"; + if (SDL_GL_ExtensionSupported(extension)) + { + glRefConfig.memInfo = MI_NVX; + + ri.Printf(PRINT_ALL, result[1], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + // GL_ATI_meminfo + extension = "GL_ATI_meminfo"; + if (SDL_GL_ExtensionSupported(extension)) + { + if (glRefConfig.memInfo == MI_NONE) + { + glRefConfig.memInfo = MI_ATI; + + ri.Printf(PRINT_ALL, result[1], extension); + } + else + { + ri.Printf(PRINT_ALL, result[0], extension); + } + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + glRefConfig.textureCompression = TCR_NONE; + + // GL_ARB_texture_compression_rgtc + extension = "GL_ARB_texture_compression_rgtc"; + if (SDL_GL_ExtensionSupported(extension)) + { + bool useRgtc = r_ext_compressed_textures->integer >= 1; + + if (useRgtc) glRefConfig.textureCompression |= TCR_RGTC; + + ri.Printf(PRINT_ALL, result[useRgtc], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + glRefConfig.swizzleNormalmap = r_ext_compressed_textures->integer && !(glRefConfig.textureCompression & TCR_RGTC); + + // GL_ARB_texture_compression_bptc + extension = "GL_ARB_texture_compression_bptc"; + if (SDL_GL_ExtensionSupported(extension)) + { + bool useBptc = r_ext_compressed_textures->integer >= 2; + + if (useBptc) glRefConfig.textureCompression |= TCR_BPTC; + + ri.Printf(PRINT_ALL, result[useBptc], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + + // GL_EXT_direct_state_access + extension = "GL_EXT_direct_state_access"; + glRefConfig.directStateAccess = qfalse; + if (SDL_GL_ExtensionSupported(extension)) + { + glRefConfig.directStateAccess = !!r_ext_direct_state_access->integer; + + // QGL_*_PROCS becomes several functions, do not remove {} + if (glRefConfig.directStateAccess) + { + QGL_EXT_direct_state_access_PROCS; + } + + ri.Printf(PRINT_ALL, result[glRefConfig.directStateAccess], extension); + } + else + { + ri.Printf(PRINT_ALL, result[2], extension); + } + +#undef GLE +} diff --git a/src/renderergl2/tr_extramath.cpp b/src/renderergl2/tr_extramath.cpp new file mode 100644 index 0000000..abe75fa --- /dev/null +++ b/src/renderergl2/tr_extramath.cpp @@ -0,0 +1,248 @@ +/* +=========================================================================== +Copyright (C) 2010 James Canete (use.less01@gmail.com) +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_extramath.c - extra math needed by the renderer not in qmath.c + +#include "tr_local.h" + +// Some matrix helper functions +// FIXME: do these already exist in ioq3 and I don't know about them? + +void Mat4Zero( mat4_t out ) +{ + out[ 0] = 0.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f; + out[ 1] = 0.0f; out[ 5] = 0.0f; out[ 9] = 0.0f; out[13] = 0.0f; + out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 0.0f; out[14] = 0.0f; + out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 0.0f; +} + +void Mat4Identity( mat4_t out ) +{ + out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f; + out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = 0.0f; + out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = 0.0f; + out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; +} + +void Mat4Copy( const mat4_t in, mat4_t out ) +{ + out[ 0] = in[ 0]; out[ 4] = in[ 4]; out[ 8] = in[ 8]; out[12] = in[12]; + out[ 1] = in[ 1]; out[ 5] = in[ 5]; out[ 9] = in[ 9]; out[13] = in[13]; + out[ 2] = in[ 2]; out[ 6] = in[ 6]; out[10] = in[10]; out[14] = in[14]; + out[ 3] = in[ 3]; out[ 7] = in[ 7]; out[11] = in[11]; out[15] = in[15]; +} + +void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out ) +{ + out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3]; + out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3]; + out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3]; + out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3]; + + out[ 4] = in1[ 0] * in2[ 4] + in1[ 4] * in2[ 5] + in1[ 8] * in2[ 6] + in1[12] * in2[ 7]; + out[ 5] = in1[ 1] * in2[ 4] + in1[ 5] * in2[ 5] + in1[ 9] * in2[ 6] + in1[13] * in2[ 7]; + out[ 6] = in1[ 2] * in2[ 4] + in1[ 6] * in2[ 5] + in1[10] * in2[ 6] + in1[14] * in2[ 7]; + out[ 7] = in1[ 3] * in2[ 4] + in1[ 7] * in2[ 5] + in1[11] * in2[ 6] + in1[15] * in2[ 7]; + + out[ 8] = in1[ 0] * in2[ 8] + in1[ 4] * in2[ 9] + in1[ 8] * in2[10] + in1[12] * in2[11]; + out[ 9] = in1[ 1] * in2[ 8] + in1[ 5] * in2[ 9] + in1[ 9] * in2[10] + in1[13] * in2[11]; + out[10] = in1[ 2] * in2[ 8] + in1[ 6] * in2[ 9] + in1[10] * in2[10] + in1[14] * in2[11]; + out[11] = in1[ 3] * in2[ 8] + in1[ 7] * in2[ 9] + in1[11] * in2[10] + in1[15] * in2[11]; + + out[12] = in1[ 0] * in2[12] + in1[ 4] * in2[13] + in1[ 8] * in2[14] + in1[12] * in2[15]; + out[13] = in1[ 1] * in2[12] + in1[ 5] * in2[13] + in1[ 9] * in2[14] + in1[13] * in2[15]; + out[14] = in1[ 2] * in2[12] + in1[ 6] * in2[13] + in1[10] * in2[14] + in1[14] * in2[15]; + out[15] = in1[ 3] * in2[12] + in1[ 7] * in2[13] + in1[11] * in2[14] + in1[15] * in2[15]; +} + +void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out ) +{ + out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3]; + out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3]; + out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3]; + out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3]; +} + +bool Mat4Compare( const mat4_t a, const mat4_t b ) +{ + return !(a[ 0] != b[ 0] || a[ 4] != b[ 4] || a[ 8] != b[ 8] || a[12] != b[12] || + a[ 1] != b[ 1] || a[ 5] != b[ 5] || a[ 9] != b[ 9] || a[13] != b[13] || + a[ 2] != b[ 2] || a[ 6] != b[ 6] || a[10] != b[10] || a[14] != b[14] || + a[ 3] != b[ 3] || a[ 7] != b[ 7] || a[11] != b[11] || a[15] != b[15]); +} + +void Mat4Dump( const mat4_t in ) +{ + ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 0], in[ 4], in[ 8], in[12]); + ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 1], in[ 5], in[ 9], in[13]); + ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 2], in[ 6], in[10], in[14]); + ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 3], in[ 7], in[11], in[15]); +} + +void Mat4Translation( vec3_t vec, mat4_t out ) +{ + out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = vec[0]; + out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = vec[1]; + out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = vec[2]; + out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; +} + +void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out ) +{ + out[ 0] = 2.0f / (right - left); out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = -(right + left) / (right - left); + out[ 1] = 0.0f; out[ 5] = 2.0f / (top - bottom); out[ 9] = 0.0f; out[13] = -(top + bottom) / (top - bottom); + out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 2.0f / (zfar - znear); out[14] = -(zfar + znear) / (zfar - znear); + out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; +} + +void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out) +{ + out[0] = axes[0][0]; + out[1] = axes[1][0]; + out[2] = axes[2][0]; + out[3] = 0; + + out[4] = axes[0][1]; + out[5] = axes[1][1]; + out[6] = axes[2][1]; + out[7] = 0; + + out[8] = axes[0][2]; + out[9] = axes[1][2]; + out[10] = axes[2][2]; + out[11] = 0; + + out[12] = -DotProduct(origin, axes[0]); + out[13] = -DotProduct(origin, axes[1]); + out[14] = -DotProduct(origin, axes[2]); + out[15] = 1; +} + +void Mat4SimpleInverse( const mat4_t in, mat4_t out) +{ + vec3_t v; + float invSqrLen; + + VectorCopy(in + 0, v); + invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); + out[ 0] = v[0]; out[ 4] = v[1]; out[ 8] = v[2]; out[12] = -DotProduct(v, &in[12]); + + VectorCopy(in + 4, v); + invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); + out[ 1] = v[0]; out[ 5] = v[1]; out[ 9] = v[2]; out[13] = -DotProduct(v, &in[12]); + + VectorCopy(in + 8, v); + invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); + out[ 2] = v[0]; out[ 6] = v[1]; out[10] = v[2]; out[14] = -DotProduct(v, &in[12]); + + out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; +} + +void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c) +{ + c[0] = a[0] * (1.0f - lerp) + b[0] * lerp; + c[1] = a[1] * (1.0f - lerp) + b[1] * lerp; + c[2] = a[2] * (1.0f - lerp) + b[2] * lerp; +} + +bool SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2) +{ + float radiusSum = radius1 + radius2; + vec3_t diff; + + VectorSubtract(origin1, origin2, diff); + + if (DotProduct(diff, diff) <= radiusSum * radiusSum) + { + return true; + } + + return false; +} + +void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3) +{ + vec3_t diff; + + VectorScale(origin1, 0.5f, origin3); + VectorMA(origin3, 0.5f, origin2, origin3); + + VectorSubtract(origin1, origin2, diff); + *radius3 = VectorLength(diff) * 0.5f + MAX(radius1, radius2); +} + +int NextPowerOfTwo(int in) +{ + int out; + + for (out = 1; out < in; out <<= 1) + ; + + return out; +} + +union f32_u { + float f; + uint32_t ui; + struct { + unsigned int fraction:23; + unsigned int exponent:8; + unsigned int sign:1; + } pack; +}; + +union f16_u { + uint16_t ui; + struct { + unsigned int fraction:10; + unsigned int exponent:5; + unsigned int sign:1; + } pack; +}; + +uint16_t FloatToHalf(float in) +{ + union f32_u f32; + union f16_u f16; + + f32.f = in; + + f16.pack.exponent = CLAMP((int)(f32.pack.exponent) - 112, 0, 31); + f16.pack.fraction = f32.pack.fraction >> 13; + f16.pack.sign = f32.pack.sign; + + return f16.ui; +} + +float HalfToFloat(uint16_t in) +{ + union f32_u f32; + union f16_u f16; + + f16.ui = in; + + f32.pack.exponent = (int)(f16.pack.exponent) + 112; + f32.pack.fraction = f16.pack.fraction << 13; + f32.pack.sign = f16.pack.sign; + + return f32.f; +} diff --git a/src/renderergl2/tr_extramath.h b/src/renderergl2/tr_extramath.h new file mode 100644 index 0000000..20c9278 --- /dev/null +++ b/src/renderergl2/tr_extramath.h @@ -0,0 +1,104 @@ +/* +=========================================================================== +Copyright (C) 2010 James Canete (use.less01@gmail.com) +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_extramath.h + +#ifndef __TR_EXTRAMATH_H__ +#define __TR_EXTRAMATH_H__ + +typedef vec_t mat4_t[16]; +typedef int ivec2_t[2]; +typedef int ivec3_t[3]; +typedef int ivec4_t[4]; + +void Mat4Zero( mat4_t out ); +void Mat4Identity( mat4_t out ); +void Mat4Copy( const mat4_t in, mat4_t out ); +void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out ); +void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out ); +bool Mat4Compare(const mat4_t a, const mat4_t b); +void Mat4Dump( const mat4_t in ); +void Mat4Translation( vec3_t vec, mat4_t out ); +void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out ); +void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out); +void Mat4SimpleInverse( const mat4_t in, mat4_t out); + +#define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1]) +#define VectorSet2(v,x,y) ((v)[0]=(x),(v)[1]=(y)); + +#define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) +#define VectorSet4(v,x,y,z,w) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(w)) +#define DotProduct4(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3]) +#define VectorScale4(a,b,c) ((c)[0]=(a)[0]*(b),(c)[1]=(a)[1]*(b),(c)[2]=(a)[2]*(b),(c)[3]=(a)[3]*(b)) + +#define VectorCopy5(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3],(b)[4]=(a)[4]) + +#define OffsetByteToFloat(a) ((float)(a) * 1.0f/127.5f - 1.0f) +#define FloatToOffsetByte(a) (byte)((a) * 127.5f + 128.0f) +#define ByteToFloat(a) ((float)(a) * 1.0f/255.0f) +#define FloatToByte(a) (byte)((a) * 255.0f) + +static ID_INLINE int VectorCompare4(const vec4_t v1, const vec4_t v2) +{ + if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3]) + { + return 0; + } + return 1; +} + +static ID_INLINE int VectorCompare5(const vec5_t v1, const vec5_t v2) +{ + if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3] || v1[4] != v2[4]) + { + return 0; + } + return 1; +} + +void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c); + + +bool SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2); +void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3); + +#ifndef SGN +#define SGN(x) (((x) >= 0) ? !!(x) : -1) +#endif + +#ifndef MAX +#define MAX(a,b) ((a) > (b) ? (a) : (b)) +#endif + +#ifndef MIN +#define MIN(a,b) ((a) < (b) ? (a) : (b)) +#endif + +#ifndef CLAMP +#define CLAMP(a,b,c) MIN(MAX((a),(b)),(c)) +#endif + +int NextPowerOfTwo(int in); +unsigned short FloatToHalf(float in); +float HalfToFloat(unsigned short in); + +#endif diff --git a/src/renderergl2/tr_extratypes.h b/src/renderergl2/tr_extratypes.h new file mode 100644 index 0000000..c5c99c8 --- /dev/null +++ b/src/renderergl2/tr_extratypes.h @@ -0,0 +1,40 @@ +/* +=========================================================================== +Copyright (C) 2009-2011 Andrei Drexler, Richard Allen, James Canete +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +along with Tremulous; if not, see + +=========================================================================== +*/ + +#ifndef __TR_EXTRATYPES_H__ +#define __TR_EXTRATYPES_H__ + +// tr_extratypes.h, for mods that want to extend tr_types.h without losing compatibility with original VMs + +// extra refdef flags start at 0x0008 +#define RDF_NOFOG 0x0008 // don't apply fog to polys added using RE_AddPolyToScene +#define RDF_EXTRA 0x0010 // Makro - refdefex_t to follow after refdef_t +#define RDF_SUNLIGHT 0x0020 // SmileTheory - render sunlight and shadows + +typedef struct { + float blurFactor; + float sunDir[3]; + float sunCol[3]; + float sunAmbCol[3]; +} refdefex_t; + +#endif diff --git a/src/renderergl2/tr_fbo.cpp b/src/renderergl2/tr_fbo.cpp new file mode 100644 index 0000000..5120540 --- /dev/null +++ b/src/renderergl2/tr_fbo.cpp @@ -0,0 +1,659 @@ +/* +=========================================================================== +Copyright (C) 2006 Kirk Barnes +Copyright (C) 2006-2008 Robert Beckebans +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_fbo.c +#include "tr_local.h" + +#include "tr_dsa.h" + +/* +============= +R_CheckFBO +============= +*/ +bool R_CheckFBO(const FBO_t * fbo) +{ + GLenum code = qglCheckNamedFramebufferStatusEXT(fbo->frameBuffer, GL_FRAMEBUFFER); + + if(code == GL_FRAMEBUFFER_COMPLETE) + return true; + + // an error occured + switch (code) + { + case GL_FRAMEBUFFER_UNSUPPORTED: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name); + break; + + case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name); + break; + + default: + ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code); + break; + } + + return false; +} + +/* +============ +FBO_Create +============ +*/ +FBO_t *FBO_Create(const char *name, int width, int height) +{ + FBO_t *fbo; + + if(strlen(name) >= MAX_QPATH) + { + ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long", name); + } + + if(width <= 0 || width > glRefConfig.maxRenderbufferSize) + { + ri.Error(ERR_DROP, "FBO_Create: bad width %i", width); + } + + if(height <= 0 || height > glRefConfig.maxRenderbufferSize) + { + ri.Error(ERR_DROP, "FBO_Create: bad height %i", height); + } + + if(tr.numFBOs == MAX_FBOS) + { + ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit"); + } + + fbo = tr.fbos[tr.numFBOs] = (FBO_t*)ri.Hunk_Alloc(sizeof(*fbo), h_low); + Q_strncpyz(fbo->name, name, sizeof(fbo->name)); + fbo->index = tr.numFBOs++; + fbo->width = width; + fbo->height = height; + + qglGenFramebuffers(1, &fbo->frameBuffer); + + return fbo; +} + +/* +================= +FBO_CreateBuffer +================= +*/ +void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample) +{ + uint32_t *pRenderBuffer; + GLenum attachment; + bool absent; + + switch(format) + { + case GL_RGB: + case GL_RGBA: + case GL_RGB8: + case GL_RGBA8: + case GL_RGB16F_ARB: + case GL_RGBA16F_ARB: + case GL_RGB32F_ARB: + case GL_RGBA32F_ARB: + fbo->colorFormat = format; + pRenderBuffer = &fbo->colorBuffers[index]; + attachment = GL_COLOR_ATTACHMENT0 + index; + break; + + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16_ARB: + case GL_DEPTH_COMPONENT24_ARB: + case GL_DEPTH_COMPONENT32_ARB: + fbo->depthFormat = format; + pRenderBuffer = &fbo->depthBuffer; + attachment = GL_DEPTH_ATTACHMENT; + break; + + case GL_STENCIL_INDEX: + case GL_STENCIL_INDEX1: + case GL_STENCIL_INDEX4: + case GL_STENCIL_INDEX8: + case GL_STENCIL_INDEX16: + fbo->stencilFormat = format; + pRenderBuffer = &fbo->stencilBuffer; + attachment = GL_STENCIL_ATTACHMENT; + break; + + case GL_DEPTH_STENCIL: + case GL_DEPTH24_STENCIL8: + fbo->packedDepthStencilFormat = format; + pRenderBuffer = &fbo->packedDepthStencilBuffer; + attachment = 0; // special for stencil and depth + break; + + default: + ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format); + return; + } + + absent = *pRenderBuffer == 0; + if (absent) + qglGenRenderbuffers(1, pRenderBuffer); + + if (multisample && glRefConfig.framebufferMultisample) + qglNamedRenderbufferStorageMultisampleEXT(*pRenderBuffer, multisample, format, fbo->width, fbo->height); + else + qglNamedRenderbufferStorageEXT(*pRenderBuffer, format, fbo->width, fbo->height); + + if(absent) + { + if (attachment == 0) + { + qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer); + qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer); + } + else + { + qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, attachment, GL_RENDERBUFFER, *pRenderBuffer); + } + } +} + + +/* +================= +FBO_AttachImage +================= +*/ +void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside) +{ + GLenum target = GL_TEXTURE_2D; + int index; + + if (image->flags & IMGFLAG_CUBEMAP) + target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside; + + qglNamedFramebufferTexture2DEXT(fbo->frameBuffer, attachment, target, image->texnum, 0); + index = attachment - GL_COLOR_ATTACHMENT0; + if (index >= 0 && index <= 15) + fbo->colorImage[index] = image; +} + + +/* +============ +FBO_Bind +============ +*/ +void FBO_Bind(FBO_t * fbo) +{ + if (!glRefConfig.framebufferObject) + { + ri.Printf(PRINT_WARNING, "FBO_Bind() called without framebuffers enabled!\n"); + return; + } + + if (glState.currentFBO == fbo) + return; + + if (r_logFile->integer) + { + // don't just call LogComment, or we will get a call to va() every frame! + GLimp_LogComment((char*)va("--- FBO_Bind( %s ) ---\n", fbo ? fbo->name : "NULL")); + } + + GL_BindFramebuffer(GL_FRAMEBUFFER, fbo ? fbo->frameBuffer : 0); + glState.currentFBO = fbo; +} + +/* +============ +FBO_Init +============ +*/ +void FBO_Init(void) +{ + int i; + int hdrFormat, multisample = 0; + + ri.Printf(PRINT_ALL, "------- FBO_Init -------\n"); + + if(!glRefConfig.framebufferObject) + return; + + tr.numFBOs = 0; + + GL_CheckErrors(); + + R_IssuePendingRenderCommands(); + + hdrFormat = GL_RGBA8; + if (r_hdr->integer && glRefConfig.textureFloat) + hdrFormat = GL_RGBA16F_ARB; + + if (glRefConfig.framebufferMultisample) + qglGetIntegerv(GL_MAX_SAMPLES, &multisample); + + if (r_ext_framebuffer_multisample->integer < multisample) + multisample = r_ext_framebuffer_multisample->integer; + + if (multisample < 2 || !glRefConfig.framebufferBlit) + multisample = 0; + + if (multisample != r_ext_framebuffer_multisample->integer) + ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample); + + // only create a render FBO if we need to resolve MSAA or do HDR + // otherwise just render straight to the screen (tr.renderFbo = NULL) + if (multisample && glRefConfig.framebufferMultisample) + { + tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample); + FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24, 0, multisample); + R_CheckFBO(tr.renderFbo); + + tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.msaaResolveFbo); + } + else if (r_hdr->integer) + { + tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.renderFbo); + } + + // clear render buffer + // this fixes the corrupt screen bug with r_hdr 1 on older hardware + if (tr.renderFbo) + { + GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer); + qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + } + + if (tr.screenScratchImage) + { + tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height); + FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.screenScratchFbo); + } + + if (tr.sunRaysImage) + { + tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height); + FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0, 0); + FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.sunRaysFbo); + } + + if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0]) + { + for( i = 0; i < MAX_DRAWN_PSHADOWS; i++) + { + tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height); + // FIXME: this next line wastes 16mb with 16x512x512 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments + FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0); + FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.pshadowFbos[i]); + } + } + + if (tr.sunShadowDepthImage[0]) + { + for (i = 0; i < 4; i++) + { + tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height); + // FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments + // This at least gets sun shadows working on older GPUs (Intel) + FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0); + FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT, 0); + R_CheckFBO(tr.sunShadowFbo[i]); + } + } + + if (tr.screenShadowImage) + { + tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height); + FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.screenShadowFbo); + } + + if (tr.textureScratchImage[0]) + { + for (i = 0; i < 2; i++) + { + tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height); + FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.textureScratchFbo[i]); + } + } + + if (tr.calcLevelsImage) + { + tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height); + FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.calcLevelsFbo); + } + + if (tr.targetLevelsImage) + { + tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height); + FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.targetLevelsFbo); + } + + if (tr.quarterImage[0]) + { + for (i = 0; i < 2; i++) + { + tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height); + FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.quarterFbo[i]); + } + } + + if (tr.hdrDepthImage) + { + tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height); + FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.hdrDepthFbo); + } + + if (tr.screenSsaoImage) + { + tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height); + FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0, 0); + R_CheckFBO(tr.screenSsaoFbo); + } + + if (tr.renderCubeImage) + { + tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height); + FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0, 0); + FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); + R_CheckFBO(tr.renderCubeFbo); + } + + GL_CheckErrors(); + + GL_BindFramebuffer(GL_FRAMEBUFFER, 0); + glState.currentFBO = NULL; +} + +/* +============ +FBO_Shutdown +============ +*/ +void FBO_Shutdown(void) +{ + int i, j; + FBO_t *fbo; + + ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n"); + + if(!glRefConfig.framebufferObject) + return; + + FBO_Bind(NULL); + + for(i = 0; i < tr.numFBOs; i++) + { + fbo = tr.fbos[i]; + + for(j = 0; j < glRefConfig.maxColorAttachments; j++) + { + if(fbo->colorBuffers[j]) + qglDeleteRenderbuffers(1, &fbo->colorBuffers[j]); + } + + if(fbo->depthBuffer) + qglDeleteRenderbuffers(1, &fbo->depthBuffer); + + if(fbo->stencilBuffer) + qglDeleteRenderbuffers(1, &fbo->stencilBuffer); + + if(fbo->frameBuffer) + qglDeleteFramebuffers(1, &fbo->frameBuffer); + } +} + +/* +============ +R_FBOList_f +============ +*/ +void R_FBOList_f(void) +{ + int i; + FBO_t *fbo; + + if(!glRefConfig.framebufferObject) + { + ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n"); + return; + } + + ri.Printf(PRINT_ALL, " size name\n"); + ri.Printf(PRINT_ALL, "----------------------------------------------------------\n"); + + for(i = 0; i < tr.numFBOs; i++) + { + fbo = tr.fbos[i]; + + ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name); + } + + ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs); +} + +void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) +{ + ivec4_t dstBox; + vec4_t color; + vec4_t quadVerts[4]; + vec2_t texCoords[4]; + vec2_t invTexRes; + FBO_t *oldFbo = glState.currentFBO; + mat4_t projection; + int width, height; + + if (!src) + { + ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n"); + return; + } + + width = dst ? dst->width : glConfig.vidWidth; + height = dst ? dst->height : glConfig.vidHeight; + + if (inSrcTexCorners) + { + VectorSet2(texCoords[0], inSrcTexCorners[0], inSrcTexCorners[1]); + VectorSet2(texCoords[1], inSrcTexCorners[2], inSrcTexCorners[1]); + VectorSet2(texCoords[2], inSrcTexCorners[2], inSrcTexCorners[3]); + VectorSet2(texCoords[3], inSrcTexCorners[0], inSrcTexCorners[3]); + } + else + { + VectorSet2(texCoords[0], 0.0f, 1.0f); + VectorSet2(texCoords[1], 1.0f, 1.0f); + VectorSet2(texCoords[2], 1.0f, 0.0f); + VectorSet2(texCoords[3], 0.0f, 0.0f); + } + + // framebuffers are 0 bottom, Y up. + if (inDstBox) + { + dstBox[0] = inDstBox[0]; + dstBox[1] = height - inDstBox[1] - inDstBox[3]; + dstBox[2] = inDstBox[0] + inDstBox[2]; + dstBox[3] = height - inDstBox[1]; + } + else + { + VectorSet4(dstBox, 0, height, width, 0); + } + + if (inSrcTexScale) + { + VectorCopy2(inSrcTexScale, invTexRes); + } + else + { + VectorSet2(invTexRes, 1.0f, 1.0f); + } + + if (inColor) + { + VectorCopy4(inColor, color); + } + else + { + VectorCopy4(colorWhite, color); + } + + if (!shaderProgram) + { + shaderProgram = &tr.textureColorShader; + } + + FBO_Bind(dst); + + qglViewport( 0, 0, width, height ); + qglScissor( 0, 0, width, height ); + + Mat4Ortho(0, width, height, 0, 0, 1, projection); + + GL_Cull( CT_TWO_SIDED ); + + GL_BindToTMU(src, TB_COLORMAP); + + VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0.0f, 1.0f); + VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0.0f, 1.0f); + VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0.0f, 1.0f); + VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0.0f, 1.0f); + + invTexRes[0] /= src->width; + invTexRes[1] /= src->height; + + GL_State( blend ); + + GLSL_BindProgram(shaderProgram); + + GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection); + GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color); + GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes); + GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); + GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); + + RB_InstantQuad2(quadVerts, texCoords); + + FBO_Bind(oldFbo); +} + +void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend) +{ + vec4_t srcTexCorners; + + if (!src) + { + ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n"); + return; + } + + if (inSrcBox) + { + srcTexCorners[0] = inSrcBox[0] / (float)src->width; + srcTexCorners[1] = (inSrcBox[1] + inSrcBox[3]) / (float)src->height; + srcTexCorners[2] = (inSrcBox[0] + inSrcBox[2]) / (float)src->width; + srcTexCorners[3] = inSrcBox[1] / (float)src->height; + } + else + { + VectorSet4(srcTexCorners, 0.0f, 0.0f, 1.0f, 1.0f); + } + + FBO_BlitFromTexture(src->colorImage[0], srcTexCorners, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE); +} + +void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter) +{ + ivec4_t srcBoxFinal, dstBoxFinal; + GLuint srcFb, dstFb; + + if (!glRefConfig.framebufferBlit) + { + FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0); + return; + } + + srcFb = src ? src->frameBuffer : 0; + dstFb = dst ? dst->frameBuffer : 0; + + if (!srcBox) + { + int width = src ? src->width : glConfig.vidWidth; + int height = src ? src->height : glConfig.vidHeight; + + VectorSet4(srcBoxFinal, 0, 0, width, height); + } + else + { + VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]); + } + + if (!dstBox) + { + int width = dst ? dst->width : glConfig.vidWidth; + int height = dst ? dst->height : glConfig.vidHeight; + + VectorSet4(dstBoxFinal, 0, 0, width, height); + } + else + { + VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]); + } + + GL_BindFramebuffer(GL_READ_FRAMEBUFFER, srcFb); + GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFb); + qglBlitFramebuffer(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3], + dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3], + buffers, filter); + + GL_BindFramebuffer(GL_FRAMEBUFFER, 0); + glState.currentFBO = NULL; +} diff --git a/src/renderergl2/tr_fbo.h b/src/renderergl2/tr_fbo.h new file mode 100644 index 0000000..efd317b --- /dev/null +++ b/src/renderergl2/tr_fbo.h @@ -0,0 +1,66 @@ +/* +=========================================================================== +Copyright (C) 2010 James Canete (use.less01@gmail.com) +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_fbo.h + +#ifndef __TR_FBO_H__ +#define __TR_FBO_H__ + +struct image_s; +struct shaderProgram_s; + +typedef struct FBO_s +{ + char name[MAX_QPATH]; + + int index; + + uint32_t frameBuffer; + + uint32_t colorBuffers[16]; + int colorFormat; + struct image_s *colorImage[16]; + + uint32_t depthBuffer; + int depthFormat; + + uint32_t stencilBuffer; + int stencilFormat; + + uint32_t packedDepthStencilBuffer; + int packedDepthStencilFormat; + + int width; + int height; +} FBO_t; + +void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside); +void FBO_Bind(FBO_t *fbo); +void FBO_Init(void); +void FBO_Shutdown(void); + +void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend); +void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend); +void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter); + + +#endif diff --git a/src/renderergl2/tr_flares.cpp b/src/renderergl2/tr_flares.cpp new file mode 100644 index 0000000..e2f38c8 --- /dev/null +++ b/src/renderergl2/tr_flares.cpp @@ -0,0 +1,554 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_flares.c + +#include "tr_local.h" + +/* +============================================================================= + +LIGHT FLARES + +A light flare is an effect that takes place inside the eye when bright light +sources are visible. The size of the flare reletive to the screen is nearly +constant, irrespective of distance, but the intensity should be proportional to the +projected area of the light source. + +A surface that has been flagged as having a light flare will calculate the depth +buffer value that its midpoint should have when the surface is added. + +After all opaque surfaces have been rendered, the depth buffer is read back for +each flare in view. If the point has not been obscured by a closer surface, the +flare should be drawn. + +Surfaces that have a repeated texture should never be flagged as flaring, because +there will only be a single flare added at the midpoint of the polygon. + +To prevent abrupt popping, the intensity of the flare is interpolated up and +down as it changes visibility. This involves scene to scene state, unlike almost +all other aspects of the renderer, and is complicated by the fact that a single +frame may have multiple scenes. + +RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially +up to five or more times in a frame with 3D status bar icons). + +============================================================================= +*/ + + +// flare states maintain visibility over multiple frames for fading +// layers: view, mirror, menu +typedef struct flare_s { + struct flare_s *next; // for active chain + + int addedFrame; + + bool inPortal; // true if in a portal view of the scene + int frameSceneNum; + void *surface; + int fogNum; + + int fadeTime; + + bool visible; // state of last test + float drawIntensity; // may be non 0 even if !visible due to fading + + int windowX, windowY; + float eyeZ; + + vec3_t origin; + vec3_t color; +} flare_t; + +#define MAX_FLARES 128 + +flare_t r_flareStructs[MAX_FLARES]; +flare_t *r_activeFlares, *r_inactiveFlares; + +int flareCoeff; + +/* +================== +R_SetFlareCoeff +================== +*/ +static void R_SetFlareCoeff( void ) { + + if(r_flareCoeff->value == 0.0f) + flareCoeff = atof(FLARE_STDCOEFF); + else + flareCoeff = r_flareCoeff->value; +} + +/* +================== +R_ClearFlares +================== +*/ +void R_ClearFlares( void ) { + int i; + + Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) ); + r_activeFlares = NULL; + r_inactiveFlares = NULL; + + for ( i = 0 ; i < MAX_FLARES ; i++ ) { + r_flareStructs[i].next = r_inactiveFlares; + r_inactiveFlares = &r_flareStructs[i]; + } + + R_SetFlareCoeff(); +} + + +/* +================== +RB_AddFlare + +This is called at surface tesselation time +================== +*/ +void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) { + int i; + flare_t *f; + vec3_t local; + float d = 1; + vec4_t eye, clip, normalized, window; + + backEnd.pc.c_flareAdds++; + + if(normal && (normal[0] || normal[1] || normal[2])) + { + VectorSubtract( backEnd.viewParms.orientation.origin, point, local ); + VectorNormalizeFast(local); + d = DotProduct(local, normal); + + // If the viewer is behind the flare don't add it. + if(d < 0) + return; + } + + // if the point is off the screen, don't bother adding it + // calculate screen coordinates and depth + R_TransformModelToClip( point, backEnd.orientation.modelMatrix, + backEnd.viewParms.projectionMatrix, eye, clip ); + + // check to see if the point is completely off screen + for ( i = 0 ; i < 3 ; i++ ) { + if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) { + return; + } + } + + R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window ); + + if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth + || window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) { + return; // shouldn't happen, since we check the clip[] above, except for FP rounding + } + + // see if a flare with a matching surface, scene, and view exists + for ( f = r_activeFlares ; f ; f = f->next ) { + if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum + && f->inPortal == backEnd.viewParms.isPortal ) { + break; + } + } + + // allocate a new one + if (!f ) { + if ( !r_inactiveFlares ) { + // the list is completely full + return; + } + f = r_inactiveFlares; + r_inactiveFlares = r_inactiveFlares->next; + f->next = r_activeFlares; + r_activeFlares = f; + + f->surface = surface; + f->frameSceneNum = backEnd.viewParms.frameSceneNum; + f->inPortal = backEnd.viewParms.isPortal; + f->addedFrame = -1; + } + + if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) { + f->visible = false; + f->fadeTime = backEnd.refdef.time - 2000; + } + + f->addedFrame = backEnd.viewParms.frameCount; + f->fogNum = fogNum; + + VectorCopy(point, f->origin); + VectorCopy( color, f->color ); + + // fade the intensity of the flare down as the + // light surface turns away from the viewer + VectorScale( f->color, d, f->color ); + + // save info needed to test + f->windowX = backEnd.viewParms.viewportX + window[0]; + f->windowY = backEnd.viewParms.viewportY + window[1]; + + f->eyeZ = eye[2]; +} + +/* +================== +RB_AddDlightFlares +================== +*/ +void RB_AddDlightFlares( void ) { + dlight_t *l; + int i, j, k; + fog_t *fog = NULL; + + if ( !r_flares->integer ) { + return; + } + + l = backEnd.refdef.dlights; + + if(tr.world) + fog = tr.world->fogs; + + for (i=0 ; inumfogs ; j++ ) { + fog = &tr.world->fogs[j]; + for ( k = 0 ; k < 3 ; k++ ) { + if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) { + break; + } + } + if ( k == 3 ) { + break; + } + } + if ( j == tr.world->numfogs ) { + j = 0; + } + } + else + j = 0; + + RB_AddFlare( (void *)l, j, l->origin, l->color, NULL ); + } +} + +/* +=============================================================================== + +FLARE BACK END + +=============================================================================== +*/ + +/* +================== +RB_TestFlare +================== +*/ +void RB_TestFlare( flare_t *f ) { + float depth; + bool visible; + float fade; + float screenZ; + FBO_t *oldFbo; + + backEnd.pc.c_flareTests++; + + // doing a readpixels is as good as doing a glFinish(), so + // don't bother with another sync + glState.finishCalled = false; + + // if we're doing multisample rendering, read from the correct FBO + oldFbo = glState.currentFBO; + if (tr.msaaResolveFbo) + { + FBO_Bind(tr.msaaResolveFbo); + } + + // read back the z buffer contents + qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth ); + + // if we're doing multisample rendering, switch to the old FBO + if (tr.msaaResolveFbo) + { + FBO_Bind(oldFbo); + } + + screenZ = backEnd.viewParms.projectionMatrix[14] / + ( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] ); + + visible = ( -f->eyeZ - -screenZ ) < 24; + + if ( visible ) { + if ( !f->visible ) { + f->visible = true; + f->fadeTime = backEnd.refdef.time - 1; + } + fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value; + } else { + if ( f->visible ) { + f->visible = false; + f->fadeTime = backEnd.refdef.time - 1; + } + fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value; + } + + if ( fade < 0 ) { + fade = 0; + } + if ( fade > 1 ) { + fade = 1; + } + + f->drawIntensity = fade; +} + + +/* +================== +RB_RenderFlare +================== +*/ +void RB_RenderFlare( flare_t *f ) { + float size; + vec3_t color; + int iColor[3]; + float distance, intensity, factor; + byte fogFactors[3] = {255, 255, 255}; + + backEnd.pc.c_flareRenders++; + + // We don't want too big values anyways when dividing by distance. + if(f->eyeZ > -1.0f) + distance = 1.0f; + else + distance = -f->eyeZ; + + // calculate the flare size.. + size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / distance ); + +/* + * This is an alternative to intensity scaling. It changes the size of the flare on screen instead + * with growing distance. See in the description at the top why this is not the way to go. + // size will change ~ 1/r. + size = backEnd.viewParms.viewportWidth * (r_flareSize->value / (distance * -2.0f)); +*/ + +/* + * As flare sizes stay nearly constant with increasing distance we must decrease the intensity + * to achieve a reasonable visual result. The intensity is ~ (size^2 / distance^2) which can be + * got by considering the ratio of + * (flaresurface on screen) : (Surface of sphere defined by flare origin and distance from flare) + * An important requirement is: + * intensity <= 1 for all distances. + * + * The formula used here to compute the intensity is as follows: + * intensity = flareCoeff * size^2 / (distance + size*sqrt(flareCoeff))^2 + * As you can see, the intensity will have a max. of 1 when the distance is 0. + * The coefficient flareCoeff will determine the falloff speed with increasing distance. + */ + + factor = distance + size * sqrt(flareCoeff); + + intensity = flareCoeff * size * size / (factor * factor); + + VectorScale(f->color, f->drawIntensity * intensity, color); + + // Calculations for fogging + if(tr.world && f->fogNum > 0 && f->fogNum < tr.world->numfogs) + { + tess.numVertexes = 1; + VectorCopy(f->origin, tess.xyz[0]); + tess.fogNum = f->fogNum; + + RB_CalcModulateColorsByFog(fogFactors); + + // We don't need to render the flare if colors are 0 anyways. + if(!(fogFactors[0] || fogFactors[1] || fogFactors[2])) + return; + } + + iColor[0] = color[0] * fogFactors[0] * 257; + iColor[1] = color[1] * fogFactors[1] * 257; + iColor[2] = color[2] * fogFactors[2] * 257; + + RB_BeginSurface( tr.flareShader, f->fogNum, 0 ); + + // FIXME: use quadstamp? + tess.xyz[tess.numVertexes][0] = f->windowX - size; + tess.xyz[tess.numVertexes][1] = f->windowY - size; + tess.texCoords[tess.numVertexes][0] = 0; + tess.texCoords[tess.numVertexes][1] = 0; + tess.color[tess.numVertexes][0] = iColor[0]; + tess.color[tess.numVertexes][1] = iColor[1]; + tess.color[tess.numVertexes][2] = iColor[2]; + tess.color[tess.numVertexes][3] = 65535; + tess.numVertexes++; + + tess.xyz[tess.numVertexes][0] = f->windowX - size; + tess.xyz[tess.numVertexes][1] = f->windowY + size; + tess.texCoords[tess.numVertexes][0] = 0; + tess.texCoords[tess.numVertexes][1] = 1; + tess.color[tess.numVertexes][0] = iColor[0]; + tess.color[tess.numVertexes][1] = iColor[1]; + tess.color[tess.numVertexes][2] = iColor[2]; + tess.color[tess.numVertexes][3] = 65535; + tess.numVertexes++; + + tess.xyz[tess.numVertexes][0] = f->windowX + size; + tess.xyz[tess.numVertexes][1] = f->windowY + size; + tess.texCoords[tess.numVertexes][0] = 1; + tess.texCoords[tess.numVertexes][1] = 1; + tess.color[tess.numVertexes][0] = iColor[0]; + tess.color[tess.numVertexes][1] = iColor[1]; + tess.color[tess.numVertexes][2] = iColor[2]; + tess.color[tess.numVertexes][3] = 65535; + tess.numVertexes++; + + tess.xyz[tess.numVertexes][0] = f->windowX + size; + tess.xyz[tess.numVertexes][1] = f->windowY - size; + tess.texCoords[tess.numVertexes][0] = 1; + tess.texCoords[tess.numVertexes][1] = 0; + tess.color[tess.numVertexes][0] = iColor[0]; + tess.color[tess.numVertexes][1] = iColor[1]; + tess.color[tess.numVertexes][2] = iColor[2]; + tess.color[tess.numVertexes][3] = 65535; + tess.numVertexes++; + + tess.indexes[tess.numIndexes++] = 0; + tess.indexes[tess.numIndexes++] = 1; + tess.indexes[tess.numIndexes++] = 2; + tess.indexes[tess.numIndexes++] = 0; + tess.indexes[tess.numIndexes++] = 2; + tess.indexes[tess.numIndexes++] = 3; + + RB_EndSurface(); +} + +/* +================== +RB_RenderFlares + +Because flares are simulating an occular effect, they should be drawn after +everything (all views) in the entire frame has been drawn. + +Because of the way portals use the depth buffer to mark off areas, the +needed information would be lost after each view, so we are forced to draw +flares after each view. + +The resulting artifact is that flares in mirrors or portals don't dim properly +when occluded by something in the main view, and portal flares that should +extend past the portal edge will be overwritten. +================== +*/ +void RB_RenderFlares (void) { + flare_t *f; + flare_t **prev; + bool draw; + mat4_t oldmodelview, oldprojection, matrix; + + if ( !r_flares->integer ) { + return; + } + + if(r_flareCoeff->modified) + { + R_SetFlareCoeff(); + r_flareCoeff->modified = false; + } + + // Reset currentEntity to world so that any previously referenced entities + // don't have influence on the rendering of these flares (i.e. RF_ renderer flags). + backEnd.currentEntity = &tr.worldEntity; + backEnd.orientation = backEnd.viewParms.world; + +// RB_AddDlightFlares(); + + // perform z buffer readback on each flare in this view + draw = false; + prev = &r_activeFlares; + while ( ( f = *prev ) != NULL ) { + // throw out any flares that weren't added last frame + if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) { + *prev = f->next; + f->next = r_inactiveFlares; + r_inactiveFlares = f; + continue; + } + + // don't draw any here that aren't from this scene / portal + f->drawIntensity = 0; + if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum + && f->inPortal == backEnd.viewParms.isPortal ) { + RB_TestFlare( f ); + if ( f->drawIntensity ) { + draw = true; + } else { + // this flare has completely faded out, so remove it from the chain + *prev = f->next; + f->next = r_inactiveFlares; + r_inactiveFlares = f; + continue; + } + } + + prev = &f->next; + } + + if ( !draw ) { + return; // none visible + } + + if ( backEnd.viewParms.isPortal ) { + qglDisable (GL_CLIP_PLANE0); + } + + Mat4Copy(glState.projection, oldprojection); + Mat4Copy(glState.modelview, oldmodelview); + Mat4Identity(matrix); + GL_SetModelviewMatrix(matrix); + Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth, + backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, + -99999, 99999, matrix ); + GL_SetProjectionMatrix(matrix); + + for ( f = r_activeFlares ; f ; f = f->next ) { + if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum + && f->inPortal == backEnd.viewParms.isPortal + && f->drawIntensity ) { + RB_RenderFlare( f ); + } + } + + GL_SetProjectionMatrix(oldprojection); + GL_SetModelviewMatrix(oldmodelview); +} diff --git a/src/renderergl2/tr_glsl.cpp b/src/renderergl2/tr_glsl.cpp new file mode 100644 index 0000000..469cb7c --- /dev/null +++ b/src/renderergl2/tr_glsl.cpp @@ -0,0 +1,1470 @@ +/* +=========================================================================== +Copyright (C) 2006-2009 Robert Beckebans +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_glsl.c +#include "tr_local.h" + +#include "tr_dsa.h" + +extern const char *fallbackShader_bokeh_vp; +extern const char *fallbackShader_bokeh_fp; +extern const char *fallbackShader_calclevels4x_vp; +extern const char *fallbackShader_calclevels4x_fp; +extern const char *fallbackShader_depthblur_vp; +extern const char *fallbackShader_depthblur_fp; +extern const char *fallbackShader_dlight_vp; +extern const char *fallbackShader_dlight_fp; +extern const char *fallbackShader_down4x_vp; +extern const char *fallbackShader_down4x_fp; +extern const char *fallbackShader_fogpass_vp; +extern const char *fallbackShader_fogpass_fp; +extern const char *fallbackShader_generic_vp; +extern const char *fallbackShader_generic_fp; +extern const char *fallbackShader_lightall_vp; +extern const char *fallbackShader_lightall_fp; +extern const char *fallbackShader_pshadow_vp; +extern const char *fallbackShader_pshadow_fp; +extern const char *fallbackShader_shadowfill_vp; +extern const char *fallbackShader_shadowfill_fp; +extern const char *fallbackShader_shadowmask_vp; +extern const char *fallbackShader_shadowmask_fp; +extern const char *fallbackShader_ssao_vp; +extern const char *fallbackShader_ssao_fp; +extern const char *fallbackShader_texturecolor_vp; +extern const char *fallbackShader_texturecolor_fp; +extern const char *fallbackShader_tonemap_vp; +extern const char *fallbackShader_tonemap_fp; + +struct uniformInfo_t +{ + const char *name; + int type; +}; + +// These must be in the same order as in uniform_t in tr_local.h. +static uniformInfo_t uniformsInfo[] = +{ + { "u_DiffuseMap", GLSL_INT }, + { "u_LightMap", GLSL_INT }, + { "u_NormalMap", GLSL_INT }, + { "u_DeluxeMap", GLSL_INT }, + { "u_SpecularMap", GLSL_INT }, + + { "u_TextureMap", GLSL_INT }, + { "u_LevelsMap", GLSL_INT }, + { "u_CubeMap", GLSL_INT }, + + { "u_ScreenImageMap", GLSL_INT }, + { "u_ScreenDepthMap", GLSL_INT }, + + { "u_ShadowMap", GLSL_INT }, + { "u_ShadowMap2", GLSL_INT }, + { "u_ShadowMap3", GLSL_INT }, + { "u_ShadowMap4", GLSL_INT }, + + { "u_ShadowMvp", GLSL_MAT16 }, + { "u_ShadowMvp2", GLSL_MAT16 }, + { "u_ShadowMvp3", GLSL_MAT16 }, + { "u_ShadowMvp4", GLSL_MAT16 }, + + { "u_EnableTextures", GLSL_VEC4 }, + + { "u_DiffuseTexMatrix", GLSL_VEC4 }, + { "u_DiffuseTexOffTurb", GLSL_VEC4 }, + + { "u_TCGen0", GLSL_INT }, + { "u_TCGen0Vector0", GLSL_VEC3 }, + { "u_TCGen0Vector1", GLSL_VEC3 }, + + { "u_DeformGen", GLSL_INT }, + { "u_DeformParams", GLSL_FLOAT5 }, + + { "u_ColorGen", GLSL_INT }, + { "u_AlphaGen", GLSL_INT }, + { "u_Color", GLSL_VEC4 }, + { "u_BaseColor", GLSL_VEC4 }, + { "u_VertColor", GLSL_VEC4 }, + + { "u_DlightInfo", GLSL_VEC4 }, + { "u_LightForward", GLSL_VEC3 }, + { "u_LightUp", GLSL_VEC3 }, + { "u_LightRight", GLSL_VEC3 }, + { "u_LightOrigin", GLSL_VEC4 }, + { "u_ModelLightDir", GLSL_VEC3 }, + { "u_LightRadius", GLSL_FLOAT }, + { "u_AmbientLight", GLSL_VEC3 }, + { "u_DirectedLight", GLSL_VEC3 }, + + { "u_PortalRange", GLSL_FLOAT }, + + { "u_FogDistance", GLSL_VEC4 }, + { "u_FogDepth", GLSL_VEC4 }, + { "u_FogEyeT", GLSL_FLOAT }, + { "u_FogColorMask", GLSL_VEC4 }, + + { "u_ModelMatrix", GLSL_MAT16 }, + { "u_ModelViewProjectionMatrix", GLSL_MAT16 }, + + { "u_Time", GLSL_FLOAT }, + { "u_VertexLerp" , GLSL_FLOAT }, + { "u_NormalScale", GLSL_VEC4 }, + { "u_SpecularScale", GLSL_VEC4 }, + + { "u_ViewInfo", GLSL_VEC4 }, + { "u_ViewOrigin", GLSL_VEC3 }, + { "u_LocalViewOrigin", GLSL_VEC3 }, + { "u_ViewForward", GLSL_VEC3 }, + { "u_ViewLeft", GLSL_VEC3 }, + { "u_ViewUp", GLSL_VEC3 }, + + { "u_InvTexRes", GLSL_VEC2 }, + { "u_AutoExposureMinMax", GLSL_VEC2 }, + { "u_ToneMinAvgMaxLinear", GLSL_VEC3 }, + + { "u_PrimaryLightOrigin", GLSL_VEC4 }, + { "u_PrimaryLightColor", GLSL_VEC3 }, + { "u_PrimaryLightAmbient", GLSL_VEC3 }, + { "u_PrimaryLightRadius", GLSL_FLOAT }, + + { "u_CubeMapInfo", GLSL_VEC4 }, + + { "u_AlphaTest", GLSL_INT }, +}; + +typedef enum +{ + GLSL_PRINTLOG_PROGRAM_INFO, + GLSL_PRINTLOG_SHADER_INFO, + GLSL_PRINTLOG_SHADER_SOURCE +} +glslPrintLog_t; + +static void GLSL_PrintLog(GLuint programOrShader, glslPrintLog_t type, bool developerOnly) +{ + char *msg; + static char msgPart[1024]; + int maxLength = 0; + int i; + int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL; + + switch (type) + { + case GLSL_PRINTLOG_PROGRAM_INFO: + ri.Printf(printLevel, "Program info log:\n"); + qglGetProgramiv(programOrShader, GL_INFO_LOG_LENGTH, &maxLength); + break; + + case GLSL_PRINTLOG_SHADER_INFO: + ri.Printf(printLevel, "Shader info log:\n"); + qglGetShaderiv(programOrShader, GL_INFO_LOG_LENGTH, &maxLength); + break; + + case GLSL_PRINTLOG_SHADER_SOURCE: + ri.Printf(printLevel, "Shader source:\n"); + qglGetShaderiv(programOrShader, GL_SHADER_SOURCE_LENGTH, &maxLength); + break; + } + + if (maxLength <= 0) + { + ri.Printf(printLevel, "None.\n"); + return; + } + + if (maxLength < 1023) + msg = msgPart; + else + msg = (char*)ri.Malloc(maxLength); + + switch (type) + { + case GLSL_PRINTLOG_PROGRAM_INFO: + qglGetProgramInfoLog(programOrShader, maxLength, &maxLength, msg); + break; + + case GLSL_PRINTLOG_SHADER_INFO: + qglGetShaderInfoLog(programOrShader, maxLength, &maxLength, msg); + break; + + case GLSL_PRINTLOG_SHADER_SOURCE: + qglGetShaderSource(programOrShader, maxLength, &maxLength, msg); + break; + } + + if (maxLength < 1023) + { + msgPart[maxLength + 1] = '\0'; + + ri.Printf(printLevel, "%s\n", msgPart); + } + else + { + for(i = 0; i < maxLength; i += 1023) + { + Q_strncpyz(msgPart, msg + i, sizeof(msgPart)); + + ri.Printf(printLevel, "%s", msgPart); + } + + ri.Printf(printLevel, "\n"); + + ri.Free(msg); + } + +} + +static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *extra, char *dest, int size ) +{ + float fbufWidthScale, fbufHeightScale; + + dest[0] = '\0'; + + // HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones + if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30)) + { + Q_strcat(dest, size, "#version 150\n"); + + if(shaderType == GL_VERTEX_SHADER) + { + Q_strcat(dest, size, "#define attribute in\n"); + Q_strcat(dest, size, "#define varying out\n"); + } + else + { + Q_strcat(dest, size, "#define varying in\n"); + + Q_strcat(dest, size, "out vec4 out_Color;\n"); + Q_strcat(dest, size, "#define gl_FragColor out_Color\n"); + Q_strcat(dest, size, "#define texture2D texture\n"); + Q_strcat(dest, size, "#define textureCubeLod textureLod\n"); + Q_strcat(dest, size, "#define shadow2D texture\n"); + } + } + else + { + Q_strcat(dest, size, "#version 120\n"); + Q_strcat(dest, size, "#define shadow2D(a,b) shadow2D(a,b).r \n"); + } + + // HACK: add some macros to avoid extra uniforms and save speed and code maintenance + //Q_strcat(dest, size, + // va("#ifndef r_SpecularExponent\n#define r_SpecularExponent %f\n#endif\n", r_specularExponent->value)); + //Q_strcat(dest, size, + // va("#ifndef r_SpecularScale\n#define r_SpecularScale %f\n#endif\n", r_specularScale->value)); + //Q_strcat(dest, size, + // va("#ifndef r_NormalScale\n#define r_NormalScale %f\n#endif\n", r_normalScale->value)); + + + Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846\n#endif\n"); + + //Q_strcat(dest, size, va("#ifndef MAX_SHADOWMAPS\n#define MAX_SHADOWMAPS %i\n#endif\n", MAX_SHADOWMAPS)); + + Q_strcat(dest, size, + va("#ifndef deformGen_t\n" + "#define deformGen_t\n" + "#define DGEN_WAVE_SIN %i\n" + "#define DGEN_WAVE_SQUARE %i\n" + "#define DGEN_WAVE_TRIANGLE %i\n" + "#define DGEN_WAVE_SAWTOOTH %i\n" + "#define DGEN_WAVE_INVERSE_SAWTOOTH %i\n" + "#define DGEN_BULGE %i\n" + "#define DGEN_MOVE %i\n" + "#endif\n", + DGEN_WAVE_SIN, + DGEN_WAVE_SQUARE, + DGEN_WAVE_TRIANGLE, + DGEN_WAVE_SAWTOOTH, + DGEN_WAVE_INVERSE_SAWTOOTH, + DGEN_BULGE, + DGEN_MOVE)); + + Q_strcat(dest, size, + va("#ifndef tcGen_t\n" + "#define tcGen_t\n" + "#define TCGEN_LIGHTMAP %i\n" + "#define TCGEN_TEXTURE %i\n" + "#define TCGEN_ENVIRONMENT_MAPPED %i\n" + "#define TCGEN_FOG %i\n" + "#define TCGEN_VECTOR %i\n" + "#endif\n", + TCGEN_LIGHTMAP, + TCGEN_TEXTURE, + TCGEN_ENVIRONMENT_MAPPED, + TCGEN_FOG, + TCGEN_VECTOR)); + + Q_strcat(dest, size, + va("#ifndef colorGen_t\n" + "#define colorGen_t\n" + "#define CGEN_LIGHTING_DIFFUSE %i\n" + "#endif\n", + CGEN_LIGHTING_DIFFUSE)); + + Q_strcat(dest, size, + va("#ifndef alphaGen_t\n" + "#define alphaGen_t\n" + "#define AGEN_LIGHTING_SPECULAR %i\n" + "#define AGEN_PORTAL %i\n" + "#endif\n", + AGEN_LIGHTING_SPECULAR, + AGEN_PORTAL)); + + Q_strcat(dest, size, + va("#ifndef texenv_t\n" + "#define texenv_t\n" + "#define TEXENV_MODULATE %i\n" + "#define TEXENV_ADD %i\n" + "#define TEXENV_REPLACE %i\n" + "#endif\n", + GL_MODULATE, + GL_ADD, + GL_REPLACE)); + + fbufWidthScale = 1.0f / ((float)glConfig.vidWidth); + fbufHeightScale = 1.0f / ((float)glConfig.vidHeight); + Q_strcat(dest, size, + va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale)); + + if (r_pbr->integer) + Q_strcat(dest, size, "#define USE_PBR\n"); + + if (r_cubeMapping->integer) + { + int cubeMipSize = r_cubemapSize->integer; + int numRoughnessMips = 0; + + while (cubeMipSize) + { + cubeMipSize >>= 1; + numRoughnessMips++; + } + numRoughnessMips = MAX(1, numRoughnessMips - 2); + Q_strcat(dest, size, va("#define ROUGHNESS_MIPS float(%d)\n", numRoughnessMips)); + } + + if (extra) + { + Q_strcat(dest, size, extra); + } + + // OK we added a lot of stuff but if we do something bad in the GLSL shaders then we want the proper line + // so we have to reset the line counting + Q_strcat(dest, size, "#line 0\n"); +} + +static int GLSL_CompileGPUShader(GLuint program, GLuint *prevShader, const GLchar *buffer, int size, GLenum shaderType) +{ + GLint compiled; + GLuint shader; + + shader = qglCreateShader(shaderType); + + qglShaderSource(shader, 1, (const GLchar **)&buffer, &size); + + // compile shader + qglCompileShader(shader); + + // check if shader compiled + qglGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); + if(!compiled) + { + GLSL_PrintLog(shader, GLSL_PRINTLOG_SHADER_SOURCE, false); + GLSL_PrintLog(shader, GLSL_PRINTLOG_SHADER_INFO, false); + ri.Error(ERR_DROP, "Couldn't compile shader"); + return 0; + } + + if (*prevShader) + { + qglDetachShader(program, *prevShader); + qglDeleteShader(*prevShader); + } + + // attach shader to program + qglAttachShader(program, shader); + + *prevShader = shader; + + return 1; +} + +static int GLSL_LoadGPUShaderText(const char *name, const char *fallback, + GLenum shaderType, char *dest, int destSize) +{ + char filename[MAX_QPATH]; + GLchar *buffer = NULL; + const GLchar *shaderText = NULL; + int size; + int result; + + if(shaderType == GL_VERTEX_SHADER) + { + Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name); + } + else + { + Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name); + } + + if ( r_externalGLSL->integer ) { + size = ri.FS_ReadFile(filename, (void **)&buffer); + } else { + size = 0; + buffer = NULL; + } + + if(!buffer) + { + if (fallback) + { + ri.Printf(PRINT_DEVELOPER, "...loading built-in '%s'\n", filename); + shaderText = fallback; + size = strlen(shaderText); + } + else + { + ri.Printf(PRINT_DEVELOPER, "couldn't load '%s'\n", filename); + return 0; + } + } + else + { + ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename); + shaderText = buffer; + } + + if (size > destSize) + { + result = 0; + } + else + { + Q_strncpyz(dest, shaderText, size + 1); + result = 1; + } + + if (buffer) + { + ri.FS_FreeFile(buffer); + } + + return result; +} + +static void GLSL_LinkProgram(GLuint program) +{ + GLint linked; + + qglLinkProgram(program); + + qglGetProgramiv(program, GL_LINK_STATUS, &linked); + if(!linked) + { + GLSL_PrintLog(program, GLSL_PRINTLOG_PROGRAM_INFO, false); + ri.Error(ERR_DROP, "shaders failed to link"); + } +} + +static void GLSL_ValidateProgram(GLuint program) +{ + GLint validated; + + qglValidateProgram(program); + + qglGetProgramiv(program, GL_VALIDATE_STATUS, &validated); + if(!validated) + { + GLSL_PrintLog(program, GLSL_PRINTLOG_PROGRAM_INFO, false); + ri.Error(ERR_DROP, "shaders failed to validate"); + } +} + +static void GLSL_ShowProgramUniforms(GLuint program) +{ + int i, count, size; + GLenum type; + char uniformName[1000]; + + // query the number of active uniforms + qglGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count); + + // Loop over each of the active uniforms, and set their value + for(i = 0; i < count; i++) + { + qglGetActiveUniform(program, i, sizeof(uniformName), NULL, &size, &type, uniformName); + + ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName); + } +} + +static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode) +{ + ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n"); + + if(strlen(name) >= MAX_QPATH) + { + ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name); + } + + Q_strncpyz(program->name, name, sizeof(program->name)); + + program->program = qglCreateProgram(); + program->attribs = attribs; + + if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER))) + { + ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER\n", name); + qglDeleteProgram(program->program); + return 0; + } + + if(fpCode) + { + if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER))) + { + ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER\n", name); + qglDeleteProgram(program->program); + return 0; + } + } + + if(attribs & ATTR_POSITION) + qglBindAttribLocation(program->program, ATTR_INDEX_POSITION, "attr_Position"); + + if(attribs & ATTR_TEXCOORD) + qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD, "attr_TexCoord0"); + + if(attribs & ATTR_LIGHTCOORD) + qglBindAttribLocation(program->program, ATTR_INDEX_LIGHTCOORD, "attr_TexCoord1"); + +// if(attribs & ATTR_TEXCOORD2) +// qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2"); + +// if(attribs & ATTR_TEXCOORD3) +// qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3"); + + if(attribs & ATTR_TANGENT) + qglBindAttribLocation(program->program, ATTR_INDEX_TANGENT, "attr_Tangent"); + + if(attribs & ATTR_NORMAL) + qglBindAttribLocation(program->program, ATTR_INDEX_NORMAL, "attr_Normal"); + + if(attribs & ATTR_COLOR) + qglBindAttribLocation(program->program, ATTR_INDEX_COLOR, "attr_Color"); + + if(attribs & ATTR_PAINTCOLOR) + qglBindAttribLocation(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor"); + + if(attribs & ATTR_LIGHTDIRECTION) + qglBindAttribLocation(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection"); + + if(attribs & ATTR_POSITION2) + qglBindAttribLocation(program->program, ATTR_INDEX_POSITION2, "attr_Position2"); + + if(attribs & ATTR_NORMAL2) + qglBindAttribLocation(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2"); + + if(attribs & ATTR_TANGENT2) + qglBindAttribLocation(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2"); + + GLSL_LinkProgram(program->program); + + return 1; +} + +static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name, + int attribs, bool fragmentShader, const GLchar *extra, bool addHeader, + const char *fallback_vp, const char *fallback_fp) +{ + char vpCode[32000]; + char fpCode[32000]; + char *postHeader; + int size; + int result; + + size = sizeof(vpCode); + if (addHeader) + { + GLSL_GetShaderHeader(GL_VERTEX_SHADER, extra, vpCode, size); + postHeader = &vpCode[strlen(vpCode)]; + size -= strlen(vpCode); + } + else + { + postHeader = &vpCode[0]; + } + + if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER, postHeader, size)) + { + return 0; + } + + if (fragmentShader) + { + size = sizeof(fpCode); + if (addHeader) + { + GLSL_GetShaderHeader(GL_FRAGMENT_SHADER, extra, fpCode, size); + postHeader = &fpCode[strlen(fpCode)]; + size -= strlen(fpCode); + } + else + { + postHeader = &fpCode[0]; + } + + if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER, postHeader, size)) + { + return 0; + } + } + + result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL); + + return result; +} + +void GLSL_InitUniforms(shaderProgram_t *program) +{ + int i, size; + + GLint *uniforms = program->uniforms; + + size = 0; + for (i = 0; i < UNIFORM_COUNT; i++) + { + uniforms[i] = qglGetUniformLocation(program->program, uniformsInfo[i].name); + + if (uniforms[i] == -1) + continue; + + program->uniformBufferOffsets[i] = size; + + switch(uniformsInfo[i].type) + { + case GLSL_INT: + size += sizeof(GLint); + break; + case GLSL_FLOAT: + size += sizeof(GLfloat); + break; + case GLSL_FLOAT5: + size += sizeof(vec_t) * 5; + break; + case GLSL_VEC2: + size += sizeof(vec_t) * 2; + break; + case GLSL_VEC3: + size += sizeof(vec_t) * 3; + break; + case GLSL_VEC4: + size += sizeof(vec_t) * 4; + break; + case GLSL_MAT16: + size += sizeof(vec_t) * 16; + break; + default: + break; + } + } + + program->uniformBuffer = (char*)ri.Malloc(size); +} + +void GLSL_FinishGPUShader(shaderProgram_t *program) +{ + //GLSL_ValidateProgram(program->program); + GLSL_ShowProgramUniforms(program->program); + GL_CheckErrors(); +} + +void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value) +{ + GLint *uniforms = program->uniforms; + GLint *compare = (GLint *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); + + if (uniforms[uniformNum] == -1) + return; + + if (uniformsInfo[uniformNum].type != GLSL_INT) + { + ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name); + return; + } + + if (value == *compare) + { + return; + } + + *compare = value; + + qglProgramUniform1iEXT(program->program, uniforms[uniformNum], value); +} + +void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value) +{ + GLint *uniforms = program->uniforms; + GLfloat *compare = (GLfloat *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); + + if (uniforms[uniformNum] == -1) + return; + + if (uniformsInfo[uniformNum].type != GLSL_FLOAT) + { + ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name); + return; + } + + if (value == *compare) + { + return; + } + + *compare = value; + + qglProgramUniform1fEXT(program->program, uniforms[uniformNum], value); +} + +void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v) +{ + GLint *uniforms = program->uniforms; + vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); + + if (uniforms[uniformNum] == -1) + return; + + if (uniformsInfo[uniformNum].type != GLSL_VEC2) + { + ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name); + return; + } + + if (v[0] == compare[0] && v[1] == compare[1]) + { + return; + } + + compare[0] = v[0]; + compare[1] = v[1]; + + qglProgramUniform2fEXT(program->program, uniforms[uniformNum], v[0], v[1]); +} + +void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v) +{ + GLint *uniforms = program->uniforms; + vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); + + if (uniforms[uniformNum] == -1) + return; + + if (uniformsInfo[uniformNum].type != GLSL_VEC3) + { + ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name); + return; + } + + if (VectorCompare(v, compare)) + { + return; + } + + VectorCopy(v, compare); + + qglProgramUniform3fEXT(program->program, uniforms[uniformNum], v[0], v[1], v[2]); +} + +void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v) +{ + GLint *uniforms = program->uniforms; + vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); + + if (uniforms[uniformNum] == -1) + return; + + if (uniformsInfo[uniformNum].type != GLSL_VEC4) + { + ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name); + return; + } + + if (VectorCompare4(v, compare)) + { + return; + } + + VectorCopy4(v, compare); + + qglProgramUniform4fEXT(program->program, uniforms[uniformNum], v[0], v[1], v[2], v[3]); +} + +void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v) +{ + GLint *uniforms = program->uniforms; + vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); + + if (uniforms[uniformNum] == -1) + return; + + if (uniformsInfo[uniformNum].type != GLSL_FLOAT5) + { + ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name); + return; + } + + if (VectorCompare5(v, compare)) + { + return; + } + + VectorCopy5(v, compare); + + qglProgramUniform1fvEXT(program->program, uniforms[uniformNum], 5, v); +} + +void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix) +{ + GLint *uniforms = program->uniforms; + vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); + + if (uniforms[uniformNum] == -1) + return; + + if (uniformsInfo[uniformNum].type != GLSL_MAT16) + { + ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4: wrong type for uniform %i in program %s\n", uniformNum, program->name); + return; + } + + if (Mat4Compare(matrix, compare)) + { + return; + } + + Mat4Copy(matrix, compare); + + qglProgramUniformMatrix4fvEXT(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix); +} + +void GLSL_DeleteGPUShader(shaderProgram_t *program) +{ + if(program->program) + { + if (program->vertexShader) + { + qglDetachShader(program->program, program->vertexShader); + qglDeleteShader(program->vertexShader); + } + + if (program->fragmentShader) + { + qglDetachShader(program->program, program->fragmentShader); + qglDeleteShader(program->fragmentShader); + } + + qglDeleteProgram(program->program); + + if (program->uniformBuffer) + { + ri.Free(program->uniformBuffer); + } + + Com_Memset(program, 0, sizeof(*program)); + } +} + +void GLSL_InitGPUShaders(void) +{ + int startTime, endTime; + int i; + char extradefines[1024]; + int attribs; + int numGenShaders = 0, numLightShaders = 0, numEtcShaders = 0; + + ri.Printf(PRINT_ALL, "------- GLSL_InitGPUShaders -------\n"); + + R_IssuePendingRenderCommands(); + + startTime = ri.Milliseconds(); + + for (i = 0; i < GENERICDEF_COUNT; i++) + { + attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_NORMAL | ATTR_COLOR; + extradefines[0] = '\0'; + + if (i & GENERICDEF_USE_DEFORM_VERTEXES) + Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n"); + + if (i & GENERICDEF_USE_TCGEN_AND_TCMOD) + { + Q_strcat(extradefines, 1024, "#define USE_TCGEN\n"); + Q_strcat(extradefines, 1024, "#define USE_TCMOD\n"); + } + + if (i & GENERICDEF_USE_VERTEX_ANIMATION) + { + Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n"); + attribs |= ATTR_POSITION2 | ATTR_NORMAL2; + } + + if (i & GENERICDEF_USE_FOG) + Q_strcat(extradefines, 1024, "#define USE_FOG\n"); + + if (i & GENERICDEF_USE_RGBAGEN) + Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n"); + + if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, true, extradefines, true, fallbackShader_generic_vp, fallbackShader_generic_fp)) + { + ri.Error(ERR_FATAL, "Could not load generic shader!"); + } + + GLSL_InitUniforms(&tr.genericShader[i]); + + GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); + GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP); + + GLSL_FinishGPUShader(&tr.genericShader[i]); + + numGenShaders++; + } + + + attribs = ATTR_POSITION | ATTR_TEXCOORD; + + if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, true, extradefines, true, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp)) + { + ri.Error(ERR_FATAL, "Could not load texturecolor shader!"); + } + + GLSL_InitUniforms(&tr.textureColorShader); + + GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); + + GLSL_FinishGPUShader(&tr.textureColorShader); + + numEtcShaders++; + + for (i = 0; i < FOGDEF_COUNT; i++) + { + attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (i & FOGDEF_USE_DEFORM_VERTEXES) + Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n"); + + if (i & FOGDEF_USE_VERTEX_ANIMATION) + Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n"); + + if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, true, extradefines, true, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp)) + { + ri.Error(ERR_FATAL, "Could not load fogpass shader!"); + } + + GLSL_InitUniforms(&tr.fogShader[i]); + GLSL_FinishGPUShader(&tr.fogShader[i]); + + numEtcShaders++; + } + + + for (i = 0; i < DLIGHTDEF_COUNT; i++) + { + attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (i & DLIGHTDEF_USE_DEFORM_VERTEXES) + { + Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n"); + } + + if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, true, extradefines, true, fallbackShader_dlight_vp, fallbackShader_dlight_fp)) + { + ri.Error(ERR_FATAL, "Could not load dlight shader!"); + } + + GLSL_InitUniforms(&tr.dlightShader[i]); + + GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); + + GLSL_FinishGPUShader(&tr.dlightShader[i]); + + numEtcShaders++; + } + + + for (i = 0; i < LIGHTDEF_COUNT; i++) + { + int lightType = i & LIGHTDEF_LIGHTTYPE_MASK; + bool fastLight = !(r_normalMapping->integer || r_specularMapping->integer); + + // skip impossible combos + if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer) + continue; + + if ((i & LIGHTDEF_USE_SHADOWMAP) && (!lightType || !r_sunlightMode->integer)) + continue; + + attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL; + + extradefines[0] = '\0'; + + if (r_dlightMode->integer >= 2) + Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n"); + + if (glRefConfig.swizzleNormalmap) + Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n"); + + if (lightType) + { + Q_strcat(extradefines, 1024, "#define USE_LIGHT\n"); + + if (fastLight) + Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n"); + + switch (lightType) + { + case LIGHTDEF_USE_LIGHTMAP: + Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n"); + if (r_deluxeMapping->integer && !fastLight) + Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n"); + attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION; + break; + case LIGHTDEF_USE_LIGHT_VECTOR: + Q_strcat(extradefines, 1024, "#define USE_LIGHT_VECTOR\n"); + break; + case LIGHTDEF_USE_LIGHT_VERTEX: + Q_strcat(extradefines, 1024, "#define USE_LIGHT_VERTEX\n"); + attribs |= ATTR_LIGHTDIRECTION; + break; + default: + break; + } + + if (r_normalMapping->integer) + { + Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n"); + + attribs |= ATTR_TANGENT; + + if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer) + { + Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n"); + if (r_parallaxMapping->integer > 1) + Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n"); + } + } + + if (r_specularMapping->integer) + Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n"); + + if (r_cubeMapping->integer) + Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n"); + + switch (r_glossType->integer) + { + case 0: + default: + Q_strcat(extradefines, 1024, "#define GLOSS_IS_GLOSS\n"); + break; + case 1: + Q_strcat(extradefines, 1024, "#define GLOSS_IS_SMOOTHNESS\n"); + break; + case 2: + Q_strcat(extradefines, 1024, "#define GLOSS_IS_ROUGHNESS\n"); + break; + case 3: + Q_strcat(extradefines, 1024, "#define GLOSS_IS_SHININESS\n"); + break; + } + } + + if (i & LIGHTDEF_USE_SHADOWMAP) + { + Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n"); + + if (r_sunlightMode->integer == 1) + Q_strcat(extradefines, 1024, "#define SHADOWMAP_MODULATE\n"); + else if (r_sunlightMode->integer == 2) + Q_strcat(extradefines, 1024, "#define USE_PRIMARY_LIGHT\n"); + } + + if (i & LIGHTDEF_USE_TCGEN_AND_TCMOD) + { + Q_strcat(extradefines, 1024, "#define USE_TCGEN\n"); + Q_strcat(extradefines, 1024, "#define USE_TCMOD\n"); + } + + if (i & LIGHTDEF_ENTITY) + { + Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n"); + attribs |= ATTR_POSITION2 | ATTR_NORMAL2; + + if (r_normalMapping->integer) + { + attribs |= ATTR_TANGENT2; + } + } + + if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, true, extradefines, true, fallbackShader_lightall_vp, fallbackShader_lightall_fp)) + { + ri.Error(ERR_FATAL, "Could not load lightall shader!"); + } + + GLSL_InitUniforms(&tr.lightallShader[i]); + + GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); + GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP); + GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP); + GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DELUXEMAP, TB_DELUXEMAP); + GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP); + GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP); + GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP); + + GLSL_FinishGPUShader(&tr.lightallShader[i]); + + numLightShaders++; + } + + attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD; + + extradefines[0] = '\0'; + + if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, true, extradefines, true, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp)) + { + ri.Error(ERR_FATAL, "Could not load shadowfill shader!"); + } + + GLSL_InitUniforms(&tr.shadowmapShader); + GLSL_FinishGPUShader(&tr.shadowmapShader); + + numEtcShaders++; + + attribs = ATTR_POSITION | ATTR_NORMAL; + extradefines[0] = '\0'; + + Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n"); + + if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, true, extradefines, true, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp)) + { + ri.Error(ERR_FATAL, "Could not load pshadow shader!"); + } + + GLSL_InitUniforms(&tr.pshadowShader); + + GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP); + + GLSL_FinishGPUShader(&tr.pshadowShader); + + numEtcShaders++; + + + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, true, extradefines, true, fallbackShader_down4x_vp, fallbackShader_down4x_fp)) + { + ri.Error(ERR_FATAL, "Could not load down4x shader!"); + } + + GLSL_InitUniforms(&tr.down4xShader); + + GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); + + GLSL_FinishGPUShader(&tr.down4xShader); + + numEtcShaders++; + + + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, true, extradefines, true, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp)) + { + ri.Error(ERR_FATAL, "Could not load bokeh shader!"); + } + + GLSL_InitUniforms(&tr.bokehShader); + + GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); + + GLSL_FinishGPUShader(&tr.bokehShader); + + numEtcShaders++; + + + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, true, extradefines, true, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp)) + { + ri.Error(ERR_FATAL, "Could not load tonemap shader!"); + } + + GLSL_InitUniforms(&tr.tonemapShader); + + GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP); + GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP); + + GLSL_FinishGPUShader(&tr.tonemapShader); + + numEtcShaders++; + + + for (i = 0; i < 2; i++) + { + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (!i) + Q_strcat(extradefines, 1024, "#define FIRST_PASS\n"); + + if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, true, extradefines, true, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp)) + { + ri.Error(ERR_FATAL, "Could not load calclevels4x shader!"); + } + + GLSL_InitUniforms(&tr.calclevels4xShader[i]); + + GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); + + GLSL_FinishGPUShader(&tr.calclevels4xShader[i]); + + numEtcShaders++; + } + + + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (r_shadowFilter->integer >= 1) + Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n"); + + if (r_shadowFilter->integer >= 2) + Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n"); + + if (r_shadowCascadeZFar->integer != 0) + Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n"); + + Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %f\n", r_shadowMapSize->value)); + Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value)); + + + if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, true, extradefines, true, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp)) + { + ri.Error(ERR_FATAL, "Could not load shadowmask shader!"); + } + + GLSL_InitUniforms(&tr.shadowmaskShader); + + GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP); + GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP); + GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2); + GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3); + GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4); + + GLSL_FinishGPUShader(&tr.shadowmaskShader); + + numEtcShaders++; + + + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, true, extradefines, true, fallbackShader_ssao_vp, fallbackShader_ssao_fp)) + { + ri.Error(ERR_FATAL, "Could not load ssao shader!"); + } + + GLSL_InitUniforms(&tr.ssaoShader); + + GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP); + + GLSL_FinishGPUShader(&tr.ssaoShader); + + numEtcShaders++; + + + for (i = 0; i < 4; i++) + { + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (i & 1) + Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n"); + else + Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n"); + + if (!(i & 2)) + Q_strcat(extradefines, 1024, "#define USE_DEPTH\n"); + + + if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, true, extradefines, true, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp)) + { + ri.Error(ERR_FATAL, "Could not load depthBlur shader!"); + } + + GLSL_InitUniforms(&tr.depthBlurShader[i]); + + GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP); + GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP); + + GLSL_FinishGPUShader(&tr.depthBlurShader[i]); + + numEtcShaders++; + } + +#if 0 + attribs = ATTR_POSITION | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (!GLSL_InitGPUShader(&tr.testcubeShader, "testcube", attribs, true, extradefines, true, NULL, NULL)) + { + ri.Error(ERR_FATAL, "Could not load testcube shader!"); + } + + GLSL_InitUniforms(&tr.testcubeShader); + + GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP); + + GLSL_FinishGPUShader(&tr.testcubeShader); + + numEtcShaders++; +#endif + + + endTime = ri.Milliseconds(); + + ri.Printf(PRINT_ALL, "loaded %i GLSL shaders (%i gen %i light %i etc) in %5.2f seconds\n", + numGenShaders + numLightShaders + numEtcShaders, numGenShaders, numLightShaders, + numEtcShaders, (endTime - startTime) / 1000.0); +} + +void GLSL_ShutdownGPUShaders(void) +{ + int i; + + ri.Printf(PRINT_ALL, "------- GLSL_ShutdownGPUShaders -------\n"); + + for (i = 0; i < ATTR_INDEX_COUNT; i++) + qglDisableVertexAttribArray(i); + + GL_BindNullProgram(); + + for ( i = 0; i < GENERICDEF_COUNT; i++) + GLSL_DeleteGPUShader(&tr.genericShader[i]); + + GLSL_DeleteGPUShader(&tr.textureColorShader); + + for ( i = 0; i < FOGDEF_COUNT; i++) + GLSL_DeleteGPUShader(&tr.fogShader[i]); + + for ( i = 0; i < DLIGHTDEF_COUNT; i++) + GLSL_DeleteGPUShader(&tr.dlightShader[i]); + + for ( i = 0; i < LIGHTDEF_COUNT; i++) + GLSL_DeleteGPUShader(&tr.lightallShader[i]); + + GLSL_DeleteGPUShader(&tr.shadowmapShader); + GLSL_DeleteGPUShader(&tr.pshadowShader); + GLSL_DeleteGPUShader(&tr.down4xShader); + GLSL_DeleteGPUShader(&tr.bokehShader); + GLSL_DeleteGPUShader(&tr.tonemapShader); + + for ( i = 0; i < 2; i++) + GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]); + + GLSL_DeleteGPUShader(&tr.shadowmaskShader); + GLSL_DeleteGPUShader(&tr.ssaoShader); + + for ( i = 0; i < 4; i++) + GLSL_DeleteGPUShader(&tr.depthBlurShader[i]); +} + + +void GLSL_BindProgram(shaderProgram_t * program) +{ + GLuint programObject = program ? program->program : 0; + const char *name = program ? program->name : "NULL"; + + if(r_logFile->integer) + { + // don't just call LogComment, or we will get a call to va() every frame! + GLimp_LogComment((char*)va("--- GLSL_BindProgram( %s ) ---\n", name)); + } + + if (GL_UseProgram(programObject)) + backEnd.pc.c_glslShaderBinds++; +} + + +shaderProgram_t *GLSL_GetGenericShaderProgram(int stage) +{ + shaderStage_t *pStage = tess.xstages[stage]; + int shaderAttribs = 0; + + if (tess.fogNum && pStage->adjustColorsForFog) + { + shaderAttribs |= GENERICDEF_USE_FOG; + } + + switch (pStage->rgbGen) + { + case CGEN_LIGHTING_DIFFUSE: + shaderAttribs |= GENERICDEF_USE_RGBAGEN; + break; + default: + break; + } + + switch (pStage->alphaGen) + { + case AGEN_LIGHTING_SPECULAR: + case AGEN_PORTAL: + shaderAttribs |= GENERICDEF_USE_RGBAGEN; + break; + default: + break; + } + + if (pStage->bundle[0].tcGen != TCGEN_TEXTURE) + { + shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; + } + + if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader)) + { + shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES; + } + + if (glState.vertexAnimation) + { + shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION; + } + + if (pStage->bundle[0].numTexMods) + { + shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; + } + + return &tr.genericShader[shaderAttribs]; +} diff --git a/src/renderergl2/tr_image.cpp b/src/renderergl2/tr_image.cpp new file mode 100644 index 0000000..5e29ff7 --- /dev/null +++ b/src/renderergl2/tr_image.cpp @@ -0,0 +1,3235 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_image.c +#include "tr_local.h" + +#include "tr_dsa.h" + +static byte s_intensitytable[256]; +static unsigned char s_gammatable[256]; + +int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST; +int gl_filter_max = GL_LINEAR; + +#define FILE_HASH_SIZE 1024 +static image_t* hashTable[FILE_HASH_SIZE]; + +/* +** R_GammaCorrect +*/ +void R_GammaCorrect( byte *buffer, int bufSize ) { + int i; + + for ( i = 0; i < bufSize; i++ ) { + buffer[i] = s_gammatable[buffer[i]]; + } +} + +struct textureMode_t { + const char *name; + int minimize, maximize; +}; + +textureMode_t modes[] = { + {"GL_NEAREST", GL_NEAREST, GL_NEAREST}, + {"GL_LINEAR", GL_LINEAR, GL_LINEAR}, + {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, + {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR}, + {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST}, + {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} +}; + +/* +================ +return a hash value for the filename +================ +*/ +static long generateHashValue( const char *fname ) { + int i; + long hash; + char letter; + + hash = 0; + i = 0; + while (fname[i] != '\0') { + letter = tolower(fname[i]); + if (letter =='.') break; // don't include extension + if (letter =='\\') letter = '/'; // damn path names + hash+=(long)(letter)*(i+119); + i++; + } + hash &= (FILE_HASH_SIZE-1); + return hash; +} + +/* +=============== +GL_TextureMode +=============== +*/ +void GL_TextureMode( const char *string ) { + int i; + image_t *glt; + + for ( i=0 ; i< 6 ; i++ ) { + if ( !Q_stricmp( modes[i].name, string ) ) { + break; + } + } + + // hack to prevent trilinear from being set on voodoo, + // because their driver freaks... + if ( i == 5 && glConfig.hardwareType == GLHW_3DFX_2D3D ) { + ri.Printf( PRINT_ALL, "Refusing to set trilinear on a voodoo.\n" ); + i = 3; + } + + + if ( i == 6 ) { + ri.Printf (PRINT_ALL, "bad filter name\n"); + return; + } + + gl_filter_min = modes[i].minimize; + gl_filter_max = modes[i].maximize; + + // change all the existing mipmap texture objects + for ( i = 0 ; i < tr.numImages ; i++ ) { + glt = tr.images[ i ]; + if ( glt->flags & IMGFLAG_MIPMAP && !(glt->flags & IMGFLAG_CUBEMAP)) { + qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); + qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); + } + } +} + +/* +=============== +R_SumOfUsedImages +=============== +*/ +int R_SumOfUsedImages( void ) { + int total; + int i; + + total = 0; + for ( i = 0; i < tr.numImages; i++ ) { + if ( tr.images[i]->frameUsed == tr.frameCount ) { + total += tr.images[i]->uploadWidth * tr.images[i]->uploadHeight; + } + } + + return total; +} + +/* +=============== +R_ImageList_f +=============== +*/ +void R_ImageList_f( void ) { + int i; + int estTotalSize = 0; + + ri.Printf(PRINT_ALL, "\n -w-- -h-- -type-- -size- --name-------\n"); + + for ( i = 0 ; i < tr.numImages ; i++ ) + { + image_t *image = tr.images[i]; + const char *format = "???? "; + const char *sizeSuffix; + int estSize; + int displaySize; + + estSize = image->uploadHeight * image->uploadWidth; + + switch(image->internalFormat) + { + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: + format = "sDXT1 "; + // 64 bits per 16 pixels, so 4 bits per pixel + estSize /= 2; + break; + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: + format = "sDXT5 "; + // 128 bits per 16 pixels, so 1 byte per pixel + break; + case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB: + format = "sBPTC "; + // 128 bits per 16 pixels, so 1 byte per pixel + break; + case GL_COMPRESSED_RG_RGTC2: + format = "RGTC2 "; + // 128 bits per 16 pixels, so 1 byte per pixel + break; + case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: + format = "DXT1 "; + // 64 bits per 16 pixels, so 4 bits per pixel + estSize /= 2; + break; + case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: + format = "DXT1a "; + // 64 bits per 16 pixels, so 4 bits per pixel + estSize /= 2; + break; + case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: + format = "DXT5 "; + // 128 bits per 16 pixels, so 1 byte per pixel + break; + case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB: + format = "BPTC "; + // 128 bits per 16 pixels, so 1 byte per pixel + break; + case GL_RGB4_S3TC: + format = "S3TC "; + // same as DXT1? + estSize /= 2; + break; + case GL_RGBA16F: + format = "RGBA16F"; + // 8 bytes per pixel + estSize *= 8; + break; + case GL_RGBA16: + format = "RGBA16 "; + // 8 bytes per pixel + estSize *= 8; + break; + case GL_RGBA4: + case GL_RGBA8: + case GL_RGBA: + format = "RGBA "; + // 4 bytes per pixel + estSize *= 4; + break; + case GL_LUMINANCE8: + case GL_LUMINANCE16: + case GL_LUMINANCE: + format = "L "; + // 1 byte per pixel? + break; + case GL_RGB5: + case GL_RGB8: + case GL_RGB: + format = "RGB "; + // 3 bytes per pixel? + estSize *= 3; + break; + case GL_LUMINANCE8_ALPHA8: + case GL_LUMINANCE16_ALPHA16: + case GL_LUMINANCE_ALPHA: + format = "LA "; + // 2 bytes per pixel? + estSize *= 2; + break; + case GL_SRGB_EXT: + case GL_SRGB8_EXT: + format = "sRGB "; + // 3 bytes per pixel? + estSize *= 3; + break; + case GL_SRGB_ALPHA_EXT: + case GL_SRGB8_ALPHA8_EXT: + format = "sRGBA "; + // 4 bytes per pixel? + estSize *= 4; + break; + case GL_SLUMINANCE_EXT: + case GL_SLUMINANCE8_EXT: + format = "sL "; + // 1 byte per pixel? + break; + case GL_SLUMINANCE_ALPHA_EXT: + case GL_SLUMINANCE8_ALPHA8_EXT: + format = "sLA "; + // 2 byte per pixel? + estSize *= 2; + break; + case GL_DEPTH_COMPONENT16: + format = "Depth16"; + // 2 bytes per pixel + estSize *= 2; + break; + case GL_DEPTH_COMPONENT24: + format = "Depth24"; + // 3 bytes per pixel + estSize *= 3; + break; + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT32: + format = "Depth32"; + // 4 bytes per pixel + estSize *= 4; + break; + } + + // mipmap adds about 50% + if (image->flags & IMGFLAG_MIPMAP) + estSize += estSize / 2; + + sizeSuffix = "b "; + displaySize = estSize; + + if (displaySize > 1024) + { + displaySize /= 1024; + sizeSuffix = "kb"; + } + + if (displaySize > 1024) + { + displaySize /= 1024; + sizeSuffix = "Mb"; + } + + if (displaySize > 1024) + { + displaySize /= 1024; + sizeSuffix = "Gb"; + } + + ri.Printf(PRINT_ALL, "%4i: %4ix%4i %s %4i%s %s\n", i, image->uploadWidth, image->uploadHeight, format, displaySize, sizeSuffix, image->imgName); + estTotalSize += estSize; + } + + ri.Printf (PRINT_ALL, " ---------\n"); + ri.Printf (PRINT_ALL, " approx %i bytes\n", estTotalSize); + ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages ); +} + +//======================================================================= + +/* +================ +ResampleTexture + +Used to resample images in a more general than quartering fashion. + +This will only be filtered properly if the resampled size +is greater than half the original size. + +If a larger shrinking is needed, use the mipmap function +before or after. +================ +*/ +static void ResampleTexture( byte *in, int inwidth, int inheight, byte *out, + int outwidth, int outheight ) { + int i, j; + byte *inrow, *inrow2; + int frac, fracstep; + int p1[2048], p2[2048]; + byte *pix1, *pix2, *pix3, *pix4; + + if (outwidth>2048) + ri.Error(ERR_DROP, "ResampleTexture: max width"); + + fracstep = inwidth*0x10000/outwidth; + + frac = fracstep>>2; + for ( i=0 ; i>16); + frac += fracstep; + } + frac = 3*(fracstep>>2); + for ( i=0 ; i>16); + frac += fracstep; + } + + for (i=0 ; i>2; + *out++ = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2; + *out++ = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2; + *out++ = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2; + } + } +} + +static void RGBAtoYCoCgA(const byte *in, byte *out, int width, int height) +{ + int x, y; + + for (y = 0; y < height; y++) + { + const byte *inbyte = in + y * width * 4; + byte *outbyte = out + y * width * 4; + + for (x = 0; x < width; x++) + { + byte r, g, b, a, rb2; + + r = *inbyte++; + g = *inbyte++; + b = *inbyte++; + a = *inbyte++; + rb2 = (r + b) >> 1; + + *outbyte++ = (g + rb2) >> 1; // Y = R/4 + G/2 + B/4 + *outbyte++ = (r - b + 256) >> 1; // Co = R/2 - B/2 + *outbyte++ = (g - rb2 + 256) >> 1; // Cg = -R/4 + G/2 - B/4 + *outbyte++ = a; + } + } +} + +static void YCoCgAtoRGBA(const byte *in, byte *out, int width, int height) +{ + int x, y; + + for (y = 0; y < height; y++) + { + const byte *inbyte = in + y * width * 4; + byte *outbyte = out + y * width * 4; + + for (x = 0; x < width; x++) + { + byte _Y, Co, Cg, a; + + _Y = *inbyte++; + Co = *inbyte++; + Cg = *inbyte++; + a = *inbyte++; + + *outbyte++ = CLAMP(_Y + Co - Cg, 0, 255); // R = Y + Co - Cg + *outbyte++ = CLAMP(_Y + Cg - 128, 0, 255); // G = Y + Cg + *outbyte++ = CLAMP(_Y - Co - Cg + 256, 0, 255); // B = Y - Co - Cg + *outbyte++ = a; + } + } +} + + +// uses a sobel filter to change a texture to a normal map +static void RGBAtoNormal(const byte *in, byte *out, int width, int height, bool clampToEdge) +{ + int x, y, max; + + // convert to heightmap, storing in alpha + // same as converting to Y in YCoCg + max = 1; + for (y = 0; y < height; y++) + { + const byte *inbyte = in + y * width * 4; + byte *outbyte = out + y * width * 4 + 3; + + for (x = 0; x < width; x++) + { + byte result = (inbyte[0] >> 2) + (inbyte[1] >> 1) + (inbyte[2] >> 2); + result = result * result / 255; // Make linear + *outbyte = result; + max = MAX(max, *outbyte); + outbyte += 4; + inbyte += 4; + } + } + + // level out heights + if (max < 255) + { + for (y = 0; y < height; y++) + { + byte *outbyte = out + y * width * 4 + 3; + + for (x = 0; x < width; x++) + { + *outbyte = *outbyte + (255 - max); + outbyte += 4; + } + } + } + + + // now run sobel filter over height values to generate X and Y + // then normalize + for (y = 0; y < height; y++) + { + byte *outbyte = out + y * width * 4; + + for (x = 0; x < width; x++) + { + // 0 1 2 + // 3 4 5 + // 6 7 8 + + byte s[9]; + int x2, y2, i; + vec3_t normal; + + i = 0; + for (y2 = -1; y2 <= 1; y2++) + { + int src_y = y + y2; + + if (clampToEdge) + { + src_y = CLAMP(src_y, 0, height - 1); + } + else + { + src_y = (src_y + height) % height; + } + + + for (x2 = -1; x2 <= 1; x2++) + { + int src_x = x + x2; + + if (clampToEdge) + { + src_x = CLAMP(src_x, 0, width - 1); + } + else + { + src_x = (src_x + width) % width; + } + + s[i++] = *(out + (src_y * width + src_x) * 4 + 3); + } + } + + normal[0] = s[0] - s[2] + + 2 * s[3] - 2 * s[5] + + s[6] - s[8]; + + normal[1] = s[0] + 2 * s[1] + s[2] + + - s[6] - 2 * s[7] - s[8]; + + normal[2] = s[4] * 4; + + if (!VectorNormalize2(normal, normal)) + { + VectorSet(normal, 0, 0, 1); + } + + *outbyte++ = FloatToOffsetByte(normal[0]); + *outbyte++ = FloatToOffsetByte(normal[1]); + *outbyte++ = FloatToOffsetByte(normal[2]); + outbyte++; + } + } +} + +#define COPYSAMPLE(a,b) *(unsigned int *)(a) = *(unsigned int *)(b) + +// based on Fast Curve Based Interpolation +// from Fast Artifacts-Free Image Interpolation (http://www.andreagiachetti.it/icbi/) +// assumes data has a 2 pixel thick border of clamped or wrapped data +// expects data to be a grid with even (0, 0), (2, 0), (0, 2), (2, 2) etc pixels filled +// only performs FCBI on specified component +static void DoFCBI(byte *in, byte *out, int width, int height, int component) +{ + int x, y; + byte *outbyte, *inbyte; + + // copy in to out + for (y = 2; y < height - 2; y += 2) + { + inbyte = in + (y * width + 2) * 4 + component; + outbyte = out + (y * width + 2) * 4 + component; + + for (x = 2; x < width - 2; x += 2) + { + *outbyte = *inbyte; + outbyte += 8; + inbyte += 8; + } + } + + for (y = 3; y < height - 3; y += 2) + { + // diagonals + // + // NWp - northwest interpolated pixel + // NEp - northeast interpolated pixel + // NWd - northwest first derivative + // NEd - northeast first derivative + // NWdd - northwest second derivative + // NEdd - northeast second derivative + // + // Uses these samples: + // + // 0 + // - - a - b - - + // - - - - - - - + // c - d - e - f + // 0 - - - - - - - + // g - h - i - j + // - - - - - - - + // - - k - l - - + // + // x+2 uses these samples: + // + // 0 + // - - - - a - b - - + // - - - - - - - - - + // - - c - d - e - f + // 0 - - - - - - - - - + // - - g - h - i - j + // - - - - - - - - - + // - - - - k - l - - + // + // so we can reuse 8 of them on next iteration + // + // a=b, c=d, d=e, e=f, g=h, h=i, i=j, k=l + // + // only b, f, j, and l need to be sampled on next iteration + + byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl; + byte *line1, *line2, *line3, *line4; + + x = 3; + + // optimization one + // SAMPLE2(sa, x-1, y-3); + //SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1); + //SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1); + // SAMPLE2(sk, x-1, y+3); + + // optimization two + line1 = in + ((y - 3) * width + (x - 1)) * 4 + component; + line2 = in + ((y - 1) * width + (x - 3)) * 4 + component; + line3 = in + ((y + 1) * width + (x - 3)) * 4 + component; + line4 = in + ((y + 3) * width + (x - 1)) * 4 + component; + + // COPYSAMPLE(sa, line1); line1 += 8; + //COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8; COPYSAMPLE(se, line2); line2 += 8; + //COPYSAMPLE(sg, line3); line3 += 8; COPYSAMPLE(sh, line3); line3 += 8; COPYSAMPLE(si, line3); line3 += 8; + // COPYSAMPLE(sk, line4); line4 += 8; + + sa = *line1; line1 += 8; + sc = *line2; line2 += 8; sd = *line2; line2 += 8; se = *line2; line2 += 8; + sg = *line3; line3 += 8; sh = *line3; line3 += 8; si = *line3; line3 += 8; + sk = *line4; line4 += 8; + + outbyte = out + (y * width + x) * 4 + component; + + for ( ; x < width - 3; x += 2) + { + int NWd, NEd, NWp, NEp; + + // original + // SAMPLE2(sa, x-1, y-3); SAMPLE2(sb, x+1, y-3); + //SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1); SAMPLE2(sf, x+3, y-1); + //SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1); SAMPLE2(sj, x+3, y+1); + // SAMPLE2(sk, x-1, y+3); SAMPLE2(sl, x+1, y+3); + + // optimization one + //SAMPLE2(sb, x+1, y-3); + //SAMPLE2(sf, x+3, y-1); + //SAMPLE2(sj, x+3, y+1); + //SAMPLE2(sl, x+1, y+3); + + // optimization two + //COPYSAMPLE(sb, line1); line1 += 8; + //COPYSAMPLE(sf, line2); line2 += 8; + //COPYSAMPLE(sj, line3); line3 += 8; + //COPYSAMPLE(sl, line4); line4 += 8; + + sb = *line1; line1 += 8; + sf = *line2; line2 += 8; + sj = *line3; line3 += 8; + sl = *line4; line4 += 8; + + NWp = sd + si; + NEp = se + sh; + NWd = abs(sd - si); + NEd = abs(se - sh); + + if (NWd > 100 || NEd > 100 || abs(NWp-NEp) > 200) + { + if (NWd < NEd) + *outbyte = NWp >> 1; + else + *outbyte = NEp >> 1; + } + else + { + int NWdd, NEdd; + + //NEdd = abs(sg + sd + sb - 3 * (se + sh) + sk + si + sf); + //NWdd = abs(sa + se + sj - 3 * (sd + si) + sc + sh + sl); + NEdd = abs(sg + sb - 3 * NEp + sk + sf + NWp); + NWdd = abs(sa + sj - 3 * NWp + sc + sl + NEp); + + if (NWdd > NEdd) + *outbyte = NWp >> 1; + else + *outbyte = NEp >> 1; + } + + outbyte += 8; + + // COPYSAMPLE(sa, sb); + //COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se); COPYSAMPLE(se, sf); + //COPYSAMPLE(sg, sh); COPYSAMPLE(sh, si); COPYSAMPLE(si, sj); + // COPYSAMPLE(sk, sl); + + sa = sb; + sc = sd; sd = se; se = sf; + sg = sh; sh = si; si = sj; + sk = sl; + } + } + + // hack: copy out to in again + for (y = 3; y < height - 3; y += 2) + { + inbyte = out + (y * width + 3) * 4 + component; + outbyte = in + (y * width + 3) * 4 + component; + + for (x = 3; x < width - 3; x += 2) + { + *outbyte = *inbyte; + outbyte += 8; + inbyte += 8; + } + } + + for (y = 2; y < height - 3; y++) + { + // horizontal & vertical + // + // hp - horizontally interpolated pixel + // vp - vertically interpolated pixel + // hd - horizontal first derivative + // vd - vertical first derivative + // hdd - horizontal second derivative + // vdd - vertical second derivative + // Uses these samples: + // + // 0 + // - a - b - + // c - d - e + // 0 - f - g - + // h - i - j + // - k - l - + // + // x+2 uses these samples: + // + // 0 + // - - - a - b - + // - - c - d - e + // 0 - - - f - g - + // - - h - i - j + // - - - k - l - + // + // so we can reuse 7 of them on next iteration + // + // a=b, c=d, d=e, f=g, h=i, i=j, k=l + // + // only b, e, g, j, and l need to be sampled on next iteration + + byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl; + byte *line1, *line2, *line3, *line4, *line5; + + //x = (y + 1) % 2; + x = (y + 1) % 2 + 2; + + // optimization one + // SAMPLE2(sa, x-1, y-2); + //SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1); + // SAMPLE2(sf, x-1, y ); + //SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1); + // SAMPLE2(sk, x-1, y+2); + + line1 = in + ((y - 2) * width + (x - 1)) * 4 + component; + line2 = in + ((y - 1) * width + (x - 2)) * 4 + component; + line3 = in + ((y ) * width + (x - 1)) * 4 + component; + line4 = in + ((y + 1) * width + (x - 2)) * 4 + component; + line5 = in + ((y + 2) * width + (x - 1)) * 4 + component; + + // COPYSAMPLE(sa, line1); line1 += 8; + //COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8; + // COPYSAMPLE(sf, line3); line3 += 8; + //COPYSAMPLE(sh, line4); line4 += 8; COPYSAMPLE(si, line4); line4 += 8; + // COPYSAMPLE(sk, line5); line5 += 8; + + sa = *line1; line1 += 8; + sc = *line2; line2 += 8; sd = *line2; line2 += 8; + sf = *line3; line3 += 8; + sh = *line4; line4 += 8; si = *line4; line4 += 8; + sk = *line5; line5 += 8; + + outbyte = out + (y * width + x) * 4 + component; + + for ( ; x < width - 3; x+=2) + { + int hd, vd, hp, vp; + + // SAMPLE2(sa, x-1, y-2); SAMPLE2(sb, x+1, y-2); + //SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1); SAMPLE2(se, x+2, y-1); + // SAMPLE2(sf, x-1, y ); SAMPLE2(sg, x+1, y ); + //SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1); SAMPLE2(sj, x+2, y+1); + // SAMPLE2(sk, x-1, y+2); SAMPLE2(sl, x+1, y+2); + + // optimization one + //SAMPLE2(sb, x+1, y-2); + //SAMPLE2(se, x+2, y-1); + //SAMPLE2(sg, x+1, y ); + //SAMPLE2(sj, x+2, y+1); + //SAMPLE2(sl, x+1, y+2); + + //COPYSAMPLE(sb, line1); line1 += 8; + //COPYSAMPLE(se, line2); line2 += 8; + //COPYSAMPLE(sg, line3); line3 += 8; + //COPYSAMPLE(sj, line4); line4 += 8; + //COPYSAMPLE(sl, line5); line5 += 8; + + sb = *line1; line1 += 8; + se = *line2; line2 += 8; + sg = *line3; line3 += 8; + sj = *line4; line4 += 8; + sl = *line5; line5 += 8; + + hp = sf + sg; + vp = sd + si; + hd = abs(sf - sg); + vd = abs(sd - si); + + if (hd > 100 || vd > 100 || abs(hp-vp) > 200) + { + if (hd < vd) + *outbyte = hp >> 1; + else + *outbyte = vp >> 1; + } + else + { + int hdd, vdd; + + //hdd = abs(sc[i] + sd[i] + se[i] - 3 * (sf[i] + sg[i]) + sh[i] + si[i] + sj[i]); + //vdd = abs(sa[i] + sf[i] + sk[i] - 3 * (sd[i] + si[i]) + sb[i] + sg[i] + sl[i]); + + hdd = abs(sc + se - 3 * hp + sh + sj + vp); + vdd = abs(sa + sk - 3 * vp + sb + sl + hp); + + if (hdd > vdd) + *outbyte = hp >> 1; + else + *outbyte = vp >> 1; + } + + outbyte += 8; + + // COPYSAMPLE(sa, sb); + //COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se); + // COPYSAMPLE(sf, sg); + //COPYSAMPLE(sh, si); COPYSAMPLE(si, sj); + // COPYSAMPLE(sk, sl); + sa = sb; + sc = sd; sd = se; + sf = sg; + sh = si; si = sj; + sk = sl; + } + } +} + +// Similar to FCBI, but throws out the second order derivatives for speed +static void DoFCBIQuick(byte *in, byte *out, int width, int height, int component) +{ + int x, y; + byte *outbyte, *inbyte; + + // copy in to out + for (y = 2; y < height - 2; y += 2) + { + inbyte = in + (y * width + 2) * 4 + component; + outbyte = out + (y * width + 2) * 4 + component; + + for (x = 2; x < width - 2; x += 2) + { + *outbyte = *inbyte; + outbyte += 8; + inbyte += 8; + } + } + + for (y = 3; y < height - 4; y += 2) + { + byte sd, se, sh, si; + byte *line2, *line3; + + x = 3; + + line2 = in + ((y - 1) * width + (x - 1)) * 4 + component; + line3 = in + ((y + 1) * width + (x - 1)) * 4 + component; + + sd = *line2; line2 += 8; + sh = *line3; line3 += 8; + + outbyte = out + (y * width + x) * 4 + component; + + for ( ; x < width - 4; x += 2) + { + int NWd, NEd, NWp, NEp; + + se = *line2; line2 += 8; + si = *line3; line3 += 8; + + NWp = sd + si; + NEp = se + sh; + NWd = abs(sd - si); + NEd = abs(se - sh); + + if (NWd < NEd) + *outbyte = NWp >> 1; + else + *outbyte = NEp >> 1; + + outbyte += 8; + + sd = se; + sh = si; + } + } + + // hack: copy out to in again + for (y = 3; y < height - 3; y += 2) + { + inbyte = out + (y * width + 3) * 4 + component; + outbyte = in + (y * width + 3) * 4 + component; + + for (x = 3; x < width - 3; x += 2) + { + *outbyte = *inbyte; + outbyte += 8; + inbyte += 8; + } + } + + for (y = 2; y < height - 3; y++) + { + byte sd, sf, sg, si; + byte *line2, *line3, *line4; + + x = (y + 1) % 2 + 2; + + line2 = in + ((y - 1) * width + (x )) * 4 + component; + line3 = in + ((y ) * width + (x - 1)) * 4 + component; + line4 = in + ((y + 1) * width + (x )) * 4 + component; + + outbyte = out + (y * width + x) * 4 + component; + + sf = *line3; line3 += 8; + + for ( ; x < width - 3; x+=2) + { + int hd, vd, hp, vp; + + sd = *line2; line2 += 8; + sg = *line3; line3 += 8; + si = *line4; line4 += 8; + + hp = sf + sg; + vp = sd + si; + hd = abs(sf - sg); + vd = abs(sd - si); + + if (hd < vd) + *outbyte = hp >> 1; + else + *outbyte = vp >> 1; + + outbyte += 8; + + sf = sg; + } + } +} + +// Similar to DoFCBIQuick, but just takes the average instead of checking derivatives +// as well, this operates on all four components +static void DoLinear(byte *in, byte *out, int width, int height) +{ + int x, y, i; + byte *outbyte, *inbyte; + + // copy in to out + for (y = 2; y < height - 2; y += 2) + { + x = 2; + + inbyte = in + (y * width + x) * 4; + outbyte = out + (y * width + x) * 4; + + for ( ; x < width - 2; x += 2) + { + COPYSAMPLE(outbyte, inbyte); + outbyte += 8; + inbyte += 8; + } + } + + for (y = 1; y < height - 1; y += 2) + { + byte sd[4] = {0}, se[4] = {0}, sh[4] = {0}, si[4] = {0}; + byte *line2, *line3; + + x = 1; + + line2 = in + ((y - 1) * width + (x - 1)) * 4; + line3 = in + ((y + 1) * width + (x - 1)) * 4; + + COPYSAMPLE(sd, line2); line2 += 8; + COPYSAMPLE(sh, line3); line3 += 8; + + outbyte = out + (y * width + x) * 4; + + for ( ; x < width - 1; x += 2) + { + COPYSAMPLE(se, line2); line2 += 8; + COPYSAMPLE(si, line3); line3 += 8; + + for (i = 0; i < 4; i++) + { + *outbyte++ = (sd[i] + si[i] + se[i] + sh[i]) >> 2; + } + + outbyte += 4; + + COPYSAMPLE(sd, se); + COPYSAMPLE(sh, si); + } + } + + // hack: copy out to in again + for (y = 1; y < height - 1; y += 2) + { + x = 1; + + inbyte = out + (y * width + x) * 4; + outbyte = in + (y * width + x) * 4; + + for ( ; x < width - 1; x += 2) + { + COPYSAMPLE(outbyte, inbyte); + outbyte += 8; + inbyte += 8; + } + } + + for (y = 1; y < height - 1; y++) + { + byte sd[4], sf[4], sg[4], si[4]; + byte *line2, *line3, *line4; + + x = y % 2 + 1; + + line2 = in + ((y - 1) * width + (x )) * 4; + line3 = in + ((y ) * width + (x - 1)) * 4; + line4 = in + ((y + 1) * width + (x )) * 4; + + COPYSAMPLE(sf, line3); line3 += 8; + + outbyte = out + (y * width + x) * 4; + + for ( ; x < width - 1; x += 2) + { + COPYSAMPLE(sd, line2); line2 += 8; + COPYSAMPLE(sg, line3); line3 += 8; + COPYSAMPLE(si, line4); line4 += 8; + + for (i = 0; i < 4; i++) + { + *outbyte++ = (sf[i] + sg[i] + sd[i] + si[i]) >> 2; + } + + outbyte += 4; + + COPYSAMPLE(sf, sg); + } + } +} + + +static void ExpandHalfTextureToGrid( byte *data, int width, int height) +{ + int x, y; + + for (y = height / 2; y > 0; y--) + { + byte *outbyte = data + ((y * 2 - 1) * (width) - 2) * 4; + byte *inbyte = data + (y * (width / 2) - 1) * 4; + + for (x = width / 2; x > 0; x--) + { + COPYSAMPLE(outbyte, inbyte); + + outbyte -= 8; + inbyte -= 4; + } + } +} + +static void FillInNormalizedZ(const byte *in, byte *out, int width, int height) +{ + int x, y; + + for (y = 0; y < height; y++) + { + const byte *inbyte = in + y * width * 4; + byte *outbyte = out + y * width * 4; + + for (x = 0; x < width; x++) + { + byte nx, ny, nz, h; + float fnx, fny, fll, fnz; + + nx = *inbyte++; + ny = *inbyte++; + inbyte++; + h = *inbyte++; + + fnx = OffsetByteToFloat(nx); + fny = OffsetByteToFloat(ny); + fll = 1.0f - fnx * fnx - fny * fny; + if (fll >= 0.0f) + fnz = (float)sqrt(fll); + else + fnz = 0.0f; + + nz = FloatToOffsetByte(fnz); + + *outbyte++ = nx; + *outbyte++ = ny; + *outbyte++ = nz; + *outbyte++ = h; + } + } +} + + +// size must be even +#define WORKBLOCK_SIZE 128 +#define WORKBLOCK_BORDER 4 +#define WORKBLOCK_REALSIZE (WORKBLOCK_SIZE + WORKBLOCK_BORDER * 2) + +// assumes that data has already been expanded into a 2x2 grid +static void FCBIByBlock(byte *data, int width, int height, bool clampToEdge, bool normalized) +{ + byte workdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4]; + byte outdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4]; + byte *inbyte, *outbyte; + int x, y; + int srcx, srcy; + + ExpandHalfTextureToGrid(data, width, height); + + for (y = 0; y < height; y += WORKBLOCK_SIZE) + { + for (x = 0; x < width; x += WORKBLOCK_SIZE) + { + int x2, y2; + int workwidth, workheight, fullworkwidth, fullworkheight; + + workwidth = MIN(WORKBLOCK_SIZE, width - x); + workheight = MIN(WORKBLOCK_SIZE, height - y); + + fullworkwidth = workwidth + WORKBLOCK_BORDER * 2; + fullworkheight = workheight + WORKBLOCK_BORDER * 2; + + //memset(workdata, 0, WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4); + + // fill in work block + for (y2 = 0; y2 < fullworkheight; y2 += 2) + { + srcy = y + y2 - WORKBLOCK_BORDER; + + if (clampToEdge) + { + srcy = CLAMP(srcy, 0, height - 2); + } + else + { + srcy = (srcy + height) % height; + } + + outbyte = workdata + y2 * fullworkwidth * 4; + inbyte = data + srcy * width * 4; + + for (x2 = 0; x2 < fullworkwidth; x2 += 2) + { + srcx = x + x2 - WORKBLOCK_BORDER; + + if (clampToEdge) + { + srcx = CLAMP(srcx, 0, width - 2); + } + else + { + srcx = (srcx + width) % width; + } + + COPYSAMPLE(outbyte, inbyte + srcx * 4); + outbyte += 8; + } + } + + // submit work block + DoLinear(workdata, outdata, fullworkwidth, fullworkheight); + + if (!normalized) + { + switch (r_imageUpsampleType->integer) + { + case 0: + break; + case 1: + DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0); + break; + case 2: + default: + DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0); + break; + } + } + else + { + switch (r_imageUpsampleType->integer) + { + case 0: + break; + case 1: + DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0); + DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 1); + break; + case 2: + default: + DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0); + DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 1); + break; + } + } + + // copy back work block + for (y2 = 0; y2 < workheight; y2++) + { + inbyte = outdata + ((y2 + WORKBLOCK_BORDER) * fullworkwidth + WORKBLOCK_BORDER) * 4; + outbyte = data + ((y + y2) * width + x) * 4; + for (x2 = 0; x2 < workwidth; x2++) + { + COPYSAMPLE(outbyte, inbyte); + outbyte += 4; + inbyte += 4; + } + } + } + } +} +#undef COPYSAMPLE + +/* +================ +R_LightScaleTexture + +Scale up the pixel values in a texture to increase the +lighting range +================ +*/ +void R_LightScaleTexture (byte *in, int inwidth, int inheight, bool only_gamma ) +{ + if ( only_gamma ) + { + if ( !glConfig.deviceSupportsGamma ) + { + int i, c; + byte *p; + + p = in; + + c = inwidth*inheight; + for (i=0 ; i> 1; x; x--) { + for (c = 3; c; c--, in++) { + total = (downmipSrgbLookup[*(in)] + downmipSrgbLookup[*(in + 4)]) * 2.0f; + + *out++ = (byte)(powf(total, 1.0f / 2.2f) * 255.0f); + } + *out++ = (*(in) + *(in + 4)) >> 1; in += 5; + } + + return; + } + + stride = inWidth * 4; + inWidth >>= 1; inHeight >>= 1; + + in2 = in + stride; + for (y = inHeight; y; y--, in += stride, in2 += stride) { + for (x = inWidth; x; x--) { + for (c = 3; c; c--, in++, in2++) { + total = downmipSrgbLookup[*(in)] + downmipSrgbLookup[*(in + 4)] + + downmipSrgbLookup[*(in2)] + downmipSrgbLookup[*(in2 + 4)]; + + *out++ = (byte)(powf(total, 1.0f / 2.2f) * 255.0f); + } + + *out++ = (*(in) + *(in + 4) + *(in2) + *(in2 + 4)) >> 2; in += 5, in2 += 5; + } + } +} + + +static void R_MipMapNormalHeight (const byte *in, byte *out, int width, int height, bool swizzle) +{ + int i, j; + int row; + int sx = swizzle ? 3 : 0; + int sa = swizzle ? 0 : 3; + + if ( width == 1 && height == 1 ) { + return; + } + + row = width * 4; + width >>= 1; + height >>= 1; + + for (i=0 ; i> 9; + data[1] = ( data[1] * inverseAlpha + premult[1] ) >> 9; + data[2] = ( data[2] * inverseAlpha + premult[2] ) >> 9; + } +} + +byte mipBlendColors[16][4] = { + {0,0,0,0}, + {255,0,0,128}, + {0,255,0,128}, + {0,0,255,128}, + {255,0,0,128}, + {0,255,0,128}, + {0,0,255,128}, + {255,0,0,128}, + {0,255,0,128}, + {0,0,255,128}, + {255,0,0,128}, + {0,255,0,128}, + {0,0,255,128}, + {255,0,0,128}, + {0,255,0,128}, + {0,0,255,128}, +}; + +static void RawImage_SwizzleRA( byte *data, int width, int height ) +{ + int i; + byte *ptr = data, swap; + + for (i=0; iinteger && scaled_width > width ) + scaled_width >>= 1; + if ( r_roundImagesDown->integer && scaled_height > height ) + scaled_height >>= 1; + + if ( picmip && data && resampledBuffer && r_imageUpsample->integer && + scaled_width < r_imageUpsampleMaxSize->integer && scaled_height < r_imageUpsampleMaxSize->integer) + { + int finalwidth, finalheight; + //int startTime, endTime; + + //startTime = ri.Milliseconds(); + + finalwidth = scaled_width << r_imageUpsample->integer; + finalheight = scaled_height << r_imageUpsample->integer; + + while ( finalwidth > r_imageUpsampleMaxSize->integer + || finalheight > r_imageUpsampleMaxSize->integer ) { + finalwidth >>= 1; + finalheight >>= 1; + } + + while ( finalwidth > glConfig.maxTextureSize + || finalheight > glConfig.maxTextureSize ) { + finalwidth >>= 1; + finalheight >>= 1; + } + + *resampledBuffer = (byte*)ri.Hunk_AllocateTempMemory( finalwidth * finalheight * 4 ); + + if (scaled_width != width || scaled_height != height) + ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height); + else + Com_Memcpy(*resampledBuffer, *data, width * height * 4); + + if (type == IMGTYPE_COLORALPHA) + RGBAtoYCoCgA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height); + + while (scaled_width < finalwidth || scaled_height < finalheight) + { + scaled_width <<= 1; + scaled_height <<= 1; + + FCBIByBlock(*resampledBuffer, scaled_width, scaled_height, clampToEdge, (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)); + } + + if (type == IMGTYPE_COLORALPHA) + YCoCgAtoRGBA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height); + else if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT) + FillInNormalizedZ(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height); + + //endTime = ri.Milliseconds(); + + //ri.Printf(PRINT_ALL, "upsampled %dx%d to %dx%d in %dms\n", width, height, scaled_width, scaled_height, endTime - startTime); + + *data = *resampledBuffer; + } + else if ( scaled_width != width || scaled_height != height ) + { + if (data && resampledBuffer) + { + *resampledBuffer = (byte*)ri.Hunk_AllocateTempMemory( scaled_width * scaled_height * 4 ); + ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height); + *data = *resampledBuffer; + } + } + + width = scaled_width; + height = scaled_height; + + // + // perform optional picmip operation + // + if ( picmip ) { + scaled_width >>= r_picmip->integer; + scaled_height >>= r_picmip->integer; + } + + // + // clamp to the current upper OpenGL limit + // scale both axis down equally so we don't have to + // deal with a half mip resampling + // + while ( scaled_width > glConfig.maxTextureSize + || scaled_height > glConfig.maxTextureSize ) { + scaled_width >>= 1; + scaled_height >>= 1; + } + + // + // clamp to minimum size + // + scaled_width = MAX(1, scaled_width); + scaled_height = MAX(1, scaled_height); + + scaled = (width != scaled_width) || (height != scaled_height); + + // + // rescale texture to new size using existing mipmap functions + // + if (data) + { + while (width > scaled_width || height > scaled_height) + { + if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT) + R_MipMapNormalHeight(*data, *data, width, height, false); + else + R_MipMapsRGB(*data, width, height); + + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + } + } + + *inout_width = width; + *inout_height = height; + + return scaled; +} + + +static bool RawImage_HasAlpha(const byte *scan, int numPixels) +{ + int i; + + if (!scan) + return true; + + for ( i = 0; i < numPixels; i++ ) + { + if ( scan[i*4 + 3] != 255 ) + { + return true; + } + } + + return false; +} + +static GLenum RawImage_GetFormat(const byte *data, int numPixels, GLenum picFormat, bool lightMap, imgType_t type, int/*imgFlags_t*/ flags) +{ + int samples = 3; + GLenum internalFormat = GL_RGB; + bool forceNoCompression = (flags & IMGFLAG_NO_COMPRESSION); + bool normalmap = (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT); + + if (picFormat != GL_RGBA8) + return picFormat; + + if(normalmap) + { + if ((type == IMGTYPE_NORMALHEIGHT) && RawImage_HasAlpha(data, numPixels) && r_parallaxMapping->integer) + { + if (!forceNoCompression && glRefConfig.textureCompression & TCR_BPTC) + { + internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; + } + else if (!forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB) + { + internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + } + else if ( r_texturebits->integer == 16 ) + { + internalFormat = GL_RGBA4; + } + else if ( r_texturebits->integer == 32 ) + { + internalFormat = GL_RGBA8; + } + else + { + internalFormat = GL_RGBA; + } + } + else + { + if (!forceNoCompression && glRefConfig.textureCompression & TCR_RGTC) + { + internalFormat = GL_COMPRESSED_RG_RGTC2; + } + else if (!forceNoCompression && glRefConfig.textureCompression & TCR_BPTC) + { + internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; + } + else if (!forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB) + { + internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + } + else if (r_texturebits->integer == 16) + { + internalFormat = GL_RGB5; + } + else if (r_texturebits->integer == 32) + { + internalFormat = GL_RGB8; + } + else + { + internalFormat = GL_RGB; + } + } + } + else if(lightMap) + { + if(r_greyscale->integer) + internalFormat = GL_LUMINANCE; + else + internalFormat = GL_RGBA; + } + else + { + if (RawImage_HasAlpha(data, numPixels)) + { + samples = 4; + } + + // select proper internal format + if ( samples == 3 ) + { + if(r_greyscale->integer) + { + if(r_texturebits->integer == 16) + internalFormat = GL_LUMINANCE8; + else if(r_texturebits->integer == 32) + internalFormat = GL_LUMINANCE16; + else + internalFormat = GL_LUMINANCE; + } + else + { + if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) ) + { + internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; + } + else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB ) + { + internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + } + else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC ) + { + internalFormat = GL_RGB4_S3TC; + } + else if ( r_texturebits->integer == 16 ) + { + internalFormat = GL_RGB5; + } + else if ( r_texturebits->integer == 32 ) + { + internalFormat = GL_RGB8; + } + else + { + internalFormat = GL_RGB; + } + } + } + else if ( samples == 4 ) + { + if(r_greyscale->integer) + { + if(r_texturebits->integer == 16) + internalFormat = GL_LUMINANCE8_ALPHA8; + else if(r_texturebits->integer == 32) + internalFormat = GL_LUMINANCE16_ALPHA16; + else + internalFormat = GL_LUMINANCE_ALPHA; + } + else + { + if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) ) + { + internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; + } + else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB ) + { + internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + } + else if ( r_texturebits->integer == 16 ) + { + internalFormat = GL_RGBA4; + } + else if ( r_texturebits->integer == 32 ) + { + internalFormat = GL_RGBA8; + } + else + { + internalFormat = GL_RGBA; + } + } + } + } + + return internalFormat; +} + +static void CompressMonoBlock(byte outdata[8], const byte indata[16]) +{ + int hi, lo, diff, bias, outbyte, shift, i; + byte *p = outdata; + + hi = lo = indata[0]; + for (i = 1; i < 16; i++) + { + hi = MAX(indata[i], hi); + lo = MIN(indata[i], lo); + } + + *p++ = hi; + *p++ = lo; + + diff = hi - lo; + + if (diff == 0) + { + outbyte = (hi == 255) ? 255 : 0; + + for (i = 0; i < 6; i++) + *p++ = outbyte; + + return; + } + + bias = diff / 2 - lo * 7; + outbyte = shift = 0; + for (i = 0; i < 16; i++) + { + const byte fixIndex[8] = { 1, 7, 6, 5, 4, 3, 2, 0 }; + byte index = fixIndex[(indata[i] * 7 + bias) / diff]; + + outbyte |= index << shift; + shift += 3; + if (shift >= 8) + { + *p++ = outbyte & 0xff; + shift -= 8; + outbyte >>= 8; + } + } +} + +static void RawImage_UploadToRgtc2Texture(GLuint texture, int miplevel, int x, int y, int width, int height, byte *data) +{ + int wBlocks, hBlocks, iy, ix, size; + byte *compressedData, *p; + + wBlocks = (width + 3) / 4; + hBlocks = (height + 3) / 4; + size = wBlocks * hBlocks * 16; + + p = compressedData = (byte*)ri.Hunk_AllocateTempMemory(size); + for (iy = 0; iy < height; iy += 4) + { + int oh = MIN(4, height - iy); + + for (ix = 0; ix < width; ix += 4) + { + byte workingData[16]; + int component; + + int ow = MIN(4, width - ix); + + for (component = 0; component < 2; component++) + { + int ox, oy; + + for (oy = 0; oy < oh; oy++) + for (ox = 0; ox < ow; ox++) + workingData[oy * 4 + ox] = data[((iy + oy) * width + ix + ox) * 4 + component]; + + // dupe data to fill + for (oy = 0; oy < 4; oy++) + for (ox = (oy < oh) ? ow : 0; ox < 4; ox++) + workingData[oy * 4 + ox] = workingData[(oy % oh) * 4 + ox % ow]; + + CompressMonoBlock(p, workingData); + p += 8; + } + } + } + + // FIXME: Won't work for x/y that aren't multiples of 4. + qglCompressedTextureSubImage2DEXT(texture, GL_TEXTURE_2D, miplevel, x, y, width, height, GL_COMPRESSED_RG_RGTC2, size, compressedData); + + ri.Hunk_FreeTempMemory(compressedData); +} + +static int CalculateMipSize(int width, int height, GLenum picFormat) +{ + int numBlocks = ((width + 3) / 4) * ((height + 3) / 4); + int numPixels = width * height; + + switch (picFormat) + { + case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: + case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: + case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: + case GL_COMPRESSED_RED_RGTC1: + case GL_COMPRESSED_SIGNED_RED_RGTC1: + return numBlocks * 8; + + case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: + case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: + case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: + case GL_COMPRESSED_RG_RGTC2: + case GL_COMPRESSED_SIGNED_RG_RGTC2: + case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB: + case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB: + case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB: + case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB: + return numBlocks * 16; + + case GL_RGBA8: + case GL_SRGB8_ALPHA8_EXT: + return numPixels * 4; + + case GL_RGBA16: + return numPixels * 8; + + default: + ri.Printf(PRINT_ALL, "Unsupported texture format %08x\n", picFormat); + return 0; + } + + return 0; +} + + +static GLenum PixelDataFormatFromInternalFormat(GLenum internalFormat) +{ + switch (internalFormat) + { + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16_ARB: + case GL_DEPTH_COMPONENT24_ARB: + case GL_DEPTH_COMPONENT32_ARB: + return GL_DEPTH_COMPONENT; + default: + return GL_RGBA; + break; + } +} + +static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, + int width, int height, GLenum target, GLenum picFormat, + int numMips, GLenum internalFormat, imgType_t type, int/*imgFlags_t*/ flags, bool subtexture ) +{ + GLenum dataFormat, dataType; + bool rgtc = internalFormat == GL_COMPRESSED_RG_RGTC2; + bool rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT; + bool rgba = rgba8 || picFormat == GL_RGBA16; + bool mipmap = !!(flags & IMGFLAG_MIPMAP); + int size, miplevel; + bool lastMip = false; + + dataFormat = PixelDataFormatFromInternalFormat(internalFormat); + dataType = picFormat == GL_RGBA16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE; + + miplevel = 0; + do + { + lastMip = (width == 1 && height == 1) || !mipmap; + size = CalculateMipSize(width, height, picFormat); + + if (!rgba) + { + qglCompressedTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, picFormat, size, data); + } + else + { + if (rgba8 && miplevel != 0 && r_colorMipLevels->integer) + R_BlendOverTexture((byte *)data, width * height, mipBlendColors[miplevel]); + + if (rgba8 && rgtc) + RawImage_UploadToRgtc2Texture(texture, miplevel, x, y, width, height, data); + else + qglTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, dataFormat, dataType, data); + } + + if (!lastMip && numMips < 2) + { + if (glRefConfig.framebufferObject) + { + qglGenerateTextureMipmapEXT(texture, target); + break; + } + else if (rgba8) + { + if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT) + R_MipMapNormalHeight(data, data, width, height, glRefConfig.swizzleNormalmap); + else + R_MipMapsRGB(data, width, height); + } + } + + x >>= 1; + y >>= 1; + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + miplevel++; + + if (numMips > 1) + { + data += size; + numMips--; + } + } + while (!lastMip); +} + + +/* +=============== +Upload32 + +=============== +*/ +static void Upload32(byte *data, int x, int y, int width, int height, GLenum picFormat, int numMips, image_t *image, bool scaled) +{ + int i, c; + byte *scan; + + imgType_t type = image->type; + int/*imgFlags_t*/ flags = image->flags; + GLenum internalFormat = image->internalFormat; + bool rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT; + bool mipmap = !!(flags & IMGFLAG_MIPMAP) && (rgba8 || numMips > 1); + bool cubemap = !!(flags & IMGFLAG_CUBEMAP); + + // These operations cannot be performed on non-rgba8 images. + if (rgba8 && !cubemap) + { + c = width*height; + scan = data; + + if (type == IMGTYPE_COLORALPHA) + { + if( r_greyscale->integer ) + { + for ( i = 0; i < c; i++ ) + { + byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]); + scan[i*4] = luma; + scan[i*4 + 1] = luma; + scan[i*4 + 2] = luma; + } + } + else if( r_greyscale->value ) + { + for ( i = 0; i < c; i++ ) + { + float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]); + scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value); + scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value); + scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value); + } + } + + // This corresponds to what the OpenGL1 renderer does. + if (!(flags & IMGFLAG_NOLIGHTSCALE) && (scaled || mipmap)) + R_LightScaleTexture(data, width, height, !mipmap); + } + + if (glRefConfig.swizzleNormalmap && (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)) + RawImage_SwizzleRA(data, width, height); + } + + if (cubemap) + { + for (i = 0; i < 6; i++) + { + int w2 = width, h2 = height; + RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, picFormat, numMips, internalFormat, type, flags, false); + for (c = numMips; c; c--) + { + data += CalculateMipSize(w2, h2, picFormat); + w2 = MAX(1, w2 >> 1); + h2 = MAX(1, h2 >> 1); + } + } + } + else + { + RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_2D, picFormat, numMips, internalFormat, type, flags, false); + } + + GL_CheckErrors(); +} + + +/* +================ +R_CreateImage2 + +This is the only way any image_t are created +================ +*/ +image_t *R_CreateImage2( const char *name, byte *pic, int width, int height, GLenum picFormat, int numMips, imgType_t type, int/*imgFlags_t*/ flags, int internalFormat ) { + byte *resampledBuffer = NULL; + image_t *image; + bool isLightmap = false, scaled = false; + long hash; + int glWrapClampMode, mipWidth, mipHeight, miplevel; + bool rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT; + bool mipmap = !!(flags & IMGFLAG_MIPMAP); + bool cubemap = !!(flags & IMGFLAG_CUBEMAP); + bool picmip = !!(flags & IMGFLAG_PICMIP); + bool lastMip; + GLenum textureTarget = cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; + GLenum dataFormat; + + if (strlen(name) >= MAX_QPATH ) { + ri.Error (ERR_DROP, "R_CreateImage: \"%s\" is too long", name); + } + if ( !strncmp( name, "*lightmap", 9 ) ) { + isLightmap = true; + } + + if ( tr.numImages == MAX_DRAWIMAGES ) { + ri.Error( ERR_DROP, "R_CreateImage: MAX_DRAWIMAGES hit"); + } + + image = tr.images[tr.numImages] = (image_t*)ri.Hunk_Alloc( sizeof( image_t ), h_low ); + qglGenTextures(1, &image->texnum); + tr.numImages++; + + image->type = type; + image->flags = flags; + + strcpy (image->imgName, name); + + image->width = width; + image->height = height; + if (flags & IMGFLAG_CLAMPTOEDGE) + glWrapClampMode = GL_CLAMP_TO_EDGE; + else + glWrapClampMode = GL_REPEAT; + + if (!internalFormat) + internalFormat = RawImage_GetFormat(pic, width * height, picFormat, isLightmap, image->type, image->flags); + + image->internalFormat = internalFormat; + + // Possibly scale image before uploading. + // if not rgba8 and uploading an image, skip picmips. + if (!cubemap) + { + if (rgba8) + scaled = RawImage_ScaleToPower2(&pic, &width, &height, type, flags, &resampledBuffer); + else if (pic && picmip) + { + for (miplevel = r_picmip->integer; miplevel > 0 && numMips > 1; miplevel--, numMips--) + { + int size = CalculateMipSize(width, height, picFormat); + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + pic += size; + } + } + } + + image->uploadWidth = width; + image->uploadHeight = height; + + // Allocate texture storage so we don't have to worry about it later. + dataFormat = PixelDataFormatFromInternalFormat(internalFormat); + mipWidth = width; + mipHeight = height; + miplevel = 0; + do + { + lastMip = !mipmap || (mipWidth == 1 && mipHeight == 1); + if (cubemap) + { + int i; + + for (i = 0; i < 6; i++) + qglTextureImage2DEXT(image->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, GL_UNSIGNED_BYTE, NULL); + } + else + { + qglTextureImage2DEXT(image->texnum, GL_TEXTURE_2D, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, GL_UNSIGNED_BYTE, NULL); + } + + mipWidth = MAX(1, mipWidth >> 1); + mipHeight = MAX(1, mipHeight >> 1); + miplevel++; + } + while (!lastMip); + + // Upload data. + if (pic) + Upload32(pic, 0, 0, width, height, picFormat, numMips, image, scaled); + + if (resampledBuffer != NULL) + ri.Hunk_FreeTempMemory(resampledBuffer); + + // Set all necessary texture parameters. + qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_S, glWrapClampMode); + qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_T, glWrapClampMode); + + if (cubemap) + qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_R, glWrapClampMode); + + if (glConfig.textureFilterAnisotropic && !cubemap) + qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, + mipmap ? (GLint)Com_Clamp(1, glConfig.maxAnisotropy, r_ext_max_anisotropy->integer) : 1); + + switch(internalFormat) + { + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16_ARB: + case GL_DEPTH_COMPONENT24_ARB: + case GL_DEPTH_COMPONENT32_ARB: + // Fix for sampling depth buffer on old nVidia cards. + // from http://www.idevgames.com/forums/thread-4141-post-34844.html#pid34844 + qglTextureParameterfEXT(image->texnum, textureTarget, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); + qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + break; + default: + qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, mipmap ? gl_filter_min : GL_LINEAR); + qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, mipmap ? gl_filter_max : GL_LINEAR); + break; + } + + GL_CheckErrors(); + + hash = generateHashValue(name); + image->next = hashTable[hash]; + hashTable[hash] = image; + + return image; +} + + +/* +================ +R_CreateImage + +Wrapper for R_CreateImage2(), for the old parameters. +================ +*/ +image_t *R_CreateImage(const char *name, byte *pic, int width, int height, + imgType_t type, int/*imgFlags_t*/ flags, int internalFormat) +{ + return R_CreateImage2(name, pic, width, height, GL_RGBA8, 0, type, flags, internalFormat); +} + + +void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat ) +{ + Upload32(pic, x, y, width, height, picFormat, 0, image, false); +} + +//=================================================================== + +// Prototype for dds loader function which isn't common to both renderers +void R_LoadDDS(const char *filename, byte **pic, int *width, int *height, GLenum *picFormat, int *numMips); + +typedef struct +{ + const char *ext; + void (*ImageLoader)( const char *, unsigned char **, int *, int * ); +} imageExtToLoaderMap_t; + +// Note that the ordering indicates the order of preference used +// when there are multiple images of different formats available +static imageExtToLoaderMap_t imageLoaders[ ] = +{ + { "png", R_LoadPNG }, + { "tga", R_LoadTGA }, + { "jpg", R_LoadJPG }, + { "jpeg", R_LoadJPG }, + { "pcx", R_LoadPCX }, + { "bmp", R_LoadBMP } +}; + +static int numImageLoaders = ARRAY_LEN( imageLoaders ); + +/* +================= +R_LoadImage + +Loads any of the supported image types into a cannonical +32 bit format. +================= +*/ +void R_LoadImage( const char *name, byte **pic, int *width, int *height, GLenum *picFormat, int *numMips ) +{ + bool orgNameFailed = false; + int orgLoader = -1; + int i; + char localName[ MAX_QPATH ]; + const char *ext; + const char *altName; + + *pic = NULL; + *width = 0; + *height = 0; + *picFormat = GL_RGBA8; + *numMips = 0; + + Q_strncpyz( localName, name, MAX_QPATH ); + + ext = COM_GetExtension( localName ); + + // If compressed textures are enabled, try loading a DDS first, it'll load fastest + if (r_ext_compressed_textures->integer) + { + char ddsName[MAX_QPATH]; + + COM_StripExtension(name, ddsName, MAX_QPATH); + Q_strcat(ddsName, MAX_QPATH, ".dds"); + + R_LoadDDS(ddsName, pic, width, height, picFormat, numMips); + + // If loaded, we're done. + if (*pic) + return; + } + + if( *ext ) + { + // Look for the correct loader and use it + for( i = 0; i < numImageLoaders; i++ ) + { + if( !Q_stricmp( ext, imageLoaders[ i ].ext ) ) + { + // Load + imageLoaders[ i ].ImageLoader( localName, pic, width, height ); + break; + } + } + + // A loader was found + if( i < numImageLoaders ) + { + if( *pic == NULL ) + { + // Loader failed, most likely because the file isn't there; + // try again without the extension + orgNameFailed = true; + orgLoader = i; + COM_StripExtension( name, localName, MAX_QPATH ); + } + else + { + // Something loaded + return; + } + } + } + + // Try and find a suitable match using all + // the image formats supported + for( i = 0; i < numImageLoaders; i++ ) + { + if (i == orgLoader) + continue; + + altName = va( "%s.%s", localName, imageLoaders[ i ].ext ); + + // Load + imageLoaders[ i ].ImageLoader( altName, pic, width, height ); + + if( *pic ) + { + if( orgNameFailed ) + { + ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n", + name, altName ); + } + + break; + } + } +} + + +/* +=============== +R_FindImageFile + +Finds or loads the given image. +Returns NULL if it fails, not a default image. +============== +*/ +image_t *R_FindImageFile( const char *name, imgType_t type, int/*imgFlags_t*/ flags ) +{ + image_t *image; + int width, height; + byte *pic; + GLenum picFormat; + int picNumMips; + long hash; + int/*imgFlags_t*/ checkFlagsTrue, checkFlagsFalse; + + if (!name) { + return NULL; + } + + hash = generateHashValue(name); + + // + // see if the image is already loaded + // + for (image=hashTable[hash]; image; image=image->next) { + if ( !strcmp( name, image->imgName ) ) { + // the white image can be used with any set of parms, but other mismatches are errors + if ( strcmp( name, "*white" ) ) { + if ( image->flags != flags ) { + ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed flags (%i vs %i)\n", name, image->flags, flags ); + } + } + return image; + } + } + + // + // load the pic from disk + // + R_LoadImage( name, &pic, &width, &height, &picFormat, &picNumMips ); + if ( pic == NULL ) { + return NULL; + } + + checkFlagsTrue = IMGFLAG_PICMIP | IMGFLAG_MIPMAP | IMGFLAG_GENNORMALMAP; + checkFlagsFalse = IMGFLAG_CUBEMAP; + if (r_normalMapping->integer && (picFormat == GL_RGBA8) && (type == IMGTYPE_COLORALPHA) && + ((flags & checkFlagsTrue) == checkFlagsTrue) && !(flags & checkFlagsFalse)) + { + char normalName[MAX_QPATH]; + image_t *normalImage; + int normalWidth, normalHeight; + int/*imgFlags_t*/ normalFlags; + + normalFlags = (flags & ~IMGFLAG_GENNORMALMAP) | IMGFLAG_NOLIGHTSCALE; + + COM_StripExtension(name, normalName, MAX_QPATH); + Q_strcat(normalName, MAX_QPATH, "_n"); + + // find normalmap in case it's there + normalImage = R_FindImageFile(normalName, IMGTYPE_NORMAL, normalFlags); + + // if not, generate it + if (normalImage == NULL) + { + byte *normalPic; + int x, y; + + normalWidth = width; + normalHeight = height; + normalPic = (byte*)ri.Malloc(width * height * 4); + RGBAtoNormal(pic, normalPic, width, height, flags & IMGFLAG_CLAMPTOEDGE); + +#if 1 + // Brighten up the original image to work with the normal map + RGBAtoYCoCgA(pic, pic, width, height); + for (y = 0; y < height; y++) + { + byte *picbyte = pic + y * width * 4; + byte *normbyte = normalPic + y * width * 4; + for (x = 0; x < width; x++) + { + int div = MAX(normbyte[2] - 127, 16); + picbyte[0] = CLAMP(picbyte[0] * 128 / div, 0, 255); + picbyte += 4; + normbyte += 4; + } + } + YCoCgAtoRGBA(pic, pic, width, height); +#else + // Blur original image's luma to work with the normal map + { + byte *blurPic; + + RGBAtoYCoCgA(pic, pic, width, height); + blurPic = ri.Malloc(width * height); + + for (y = 1; y < height - 1; y++) + { + byte *picbyte = pic + y * width * 4; + byte *blurbyte = blurPic + y * width; + + picbyte += 4; + blurbyte += 1; + + for (x = 1; x < width - 1; x++) + { + int result; + + result = *(picbyte - (width + 1) * 4) + *(picbyte - width * 4) + *(picbyte - (width - 1) * 4) + + *(picbyte - 1 * 4) + *(picbyte ) + *(picbyte + 1 * 4) + + *(picbyte + (width - 1) * 4) + *(picbyte + width * 4) + *(picbyte + (width + 1) * 4); + + result /= 9; + + *blurbyte = result; + picbyte += 4; + blurbyte += 1; + } + } + + // FIXME: do borders + + for (y = 1; y < height - 1; y++) + { + byte *picbyte = pic + y * width * 4; + byte *blurbyte = blurPic + y * width; + + picbyte += 4; + blurbyte += 1; + + for (x = 1; x < width - 1; x++) + { + picbyte[0] = *blurbyte; + picbyte += 4; + blurbyte += 1; + } + } + + ri.Free(blurPic); + + YCoCgAtoRGBA(pic, pic, width, height); + } +#endif + + R_CreateImage( normalName, normalPic, normalWidth, normalHeight, IMGTYPE_NORMAL, normalFlags, 0 ); + ri.Free( normalPic ); + } + } + + // force mipmaps off if image is compressed but doesn't have enough mips + if ((flags & IMGFLAG_MIPMAP) && picFormat != GL_RGBA8 && picFormat != GL_SRGB8_ALPHA8_EXT) + { + int wh = MAX(width, height); + int neededMips = 0; + while (wh) + { + neededMips++; + wh >>= 1; + } + if (neededMips > picNumMips) + flags &= ~IMGFLAG_MIPMAP; + } + + image = R_CreateImage2( ( char * ) name, pic, width, height, picFormat, picNumMips, type, flags, 0 ); + ri.Free( pic ); + return image; +} + + +/* +================ +R_CreateDlightImage +================ +*/ +#define DLIGHT_SIZE 16 +static void R_CreateDlightImage( void ) { + int x,y; + byte data[DLIGHT_SIZE][DLIGHT_SIZE][4]; + int b; + + // make a centered inverse-square falloff blob for dynamic lighting + for (x=0 ; x 255) { + b = 255; + } else if ( b < 75 ) { + b = 0; + } + data[y][x][0] = + data[y][x][1] = + data[y][x][2] = b; + data[y][x][3] = 255; + } + } + tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 ); +} + + +/* +================= +R_InitFogTable +================= +*/ +void R_InitFogTable( void ) { + int i; + float d; + float exp; + + exp = 0.5; + + for ( i = 0 ; i < FOG_TABLE_SIZE ; i++ ) { + d = pow ( (float)i/(FOG_TABLE_SIZE-1), exp ); + + tr.fogTable[i] = d; + } +} + +/* +================ +R_FogFactor + +Returns a 0.0 to 1.0 fog density value +This is called for each texel of the fog texture on startup +and for each vertex of transparent shaders in fog dynamically +================ +*/ +float R_FogFactor( float s, float t ) { + float d; + + s -= 1.0/512; + if ( s < 0 ) { + return 0; + } + if ( t < 1.0/32 ) { + return 0; + } + if ( t < 31.0/32 ) { + s *= (t - 1.0f/32.0f) / (30.0f/32.0f); + } + + // we need to leave a lot of clamp range + s *= 8; + + if ( s > 1.0 ) { + s = 1.0; + } + + d = tr.fogTable[ (int)(s * (FOG_TABLE_SIZE-1)) ]; + + return d; +} + +/* +================ +R_CreateFogImage +================ +*/ +#define FOG_S 256 +#define FOG_T 32 +static void R_CreateFogImage( void ) { + int x,y; + byte *data; + float d; + + data = (byte*)ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 ); + + // S is distance, T is depth + for (x=0 ; xinteger >= 2) + { + for( x = 0; x < MAX_DLIGHTS; x++) + { + tr.shadowCubemaps[x] = R_CreateImage(va("*shadowcubemap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE | IMGFLAG_CUBEMAP, 0); + } + } + + // with overbright bits active, we need an image which is some fraction of full color, + // for default lightmaps, etc + for (x=0 ; xinteger && glRefConfig.textureFloat) + hdrFormat = GL_RGBA16F_ARB; + + rgbFormat = GL_RGBA8; + + tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat); + + if (r_shadowBlur->integer) + tr.screenScratchImage = R_CreateImage("screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat); + + //if (r_shadowBlur->integer || r_ssao->integer) + // tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB); + if (r_shadowBlur->integer || r_ssao->integer) + tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_R32F); + + if (r_drawSunRays->integer) + tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat); + + tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB); + tr.textureDepthImage = R_CreateImage("*texturedepth", NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB); + + { + byte *p; + + data[0][0][0] = 0; + data[0][0][1] = 0.45f * 255; + data[0][0][2] = 255; + data[0][0][3] = 255; + p = (byte*)data; + + tr.calcLevelsImage = R_CreateImage("*calcLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat); + tr.targetLevelsImage = R_CreateImage("*targetLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat); + tr.fixedLevelsImage = R_CreateImage("*fixedLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat); + } + + for (x = 0; x < 2; x++) + { + tr.textureScratchImage[x] = R_CreateImage(va("*textureScratch%d", x), NULL, 256, 256, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); + } + for (x = 0; x < 2; x++) + { + tr.quarterImage[x] = R_CreateImage(va("*quarter%d", x), NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); + } + + if (r_ssao->integer) + { + tr.screenSsaoImage = R_CreateImage("*screenSsao", NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); + } + + for( x = 0; x < MAX_DRAWN_PSHADOWS; x++) + { + tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24); + //qglTextureParameterfEXT(tr.pshadowMaps[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + //qglTextureParameterfEXT(tr.pshadowMaps[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + } + + if (r_sunlightMode->integer) + { + for ( x = 0; x < 4; x++) + { + tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB); + qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + } + + tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); + } + + if (r_cubeMapping->integer) + { + tr.renderCubeImage = R_CreateImage("*renderCube", NULL, r_cubemapSize->integer, r_cubemapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, rgbFormat); + } + } +} + + +/* +=============== +R_SetColorMappings +=============== +*/ +void R_SetColorMappings( void ) { + int i, j; + float g; + int inf; + + // setup the overbright lighting + tr.overbrightBits = r_overBrightBits->integer; + + // allow 2 overbright bits + if ( tr.overbrightBits > 2 ) { + tr.overbrightBits = 2; + } else if ( tr.overbrightBits < 0 ) { + tr.overbrightBits = 0; + } + + // don't allow more overbright bits than map overbright bits + if ( tr.overbrightBits > r_mapOverBrightBits->integer ) { + tr.overbrightBits = r_mapOverBrightBits->integer; + } + + tr.identityLight = 1.0f / ( 1 << tr.overbrightBits ); + tr.identityLightByte = 255 * tr.identityLight; + + + if ( r_intensity->value <= 1 ) { + ri.Cvar_Set( "r_intensity", "1" ); + } + + if ( r_gamma->value < 0.5f ) { + ri.Cvar_Set( "r_gamma", "0.5" ); + } else if ( r_gamma->value > 3.0f ) { + ri.Cvar_Set( "r_gamma", "3.0" ); + } + + g = r_gamma->value; + + for ( i = 0; i < 256; i++ ) { + if ( g == 1 ) { + inf = i; + } else { + inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f; + } + + if (inf < 0) { + inf = 0; + } + if (inf > 255) { + inf = 255; + } + s_gammatable[i] = inf; + } + + for (i=0 ; i<256 ; i++) { + j = i * r_intensity->value; + if (j > 255) { + j = 255; + } + s_intensitytable[i] = j; + } + + if ( glConfig.deviceSupportsGamma ) + { + GLimp_SetGamma( s_gammatable, s_gammatable, s_gammatable ); + } +} + +/* +=============== +R_InitImages +=============== +*/ +void R_InitImages( void ) { + Com_Memset(hashTable, 0, sizeof(hashTable)); + // build brightness translation tables + R_SetColorMappings(); + + // create default texture and white texture + R_CreateBuiltinImages(); +} + +/* +=============== +R_DeleteTextures +=============== +*/ +void R_DeleteTextures( void ) { + int i; + + for ( i=0; itexnum ); + } + Com_Memset( tr.images, 0, sizeof( tr.images ) ); + + tr.numImages = 0; + + GL_BindNullTextures(); +} + +/* +============================================================================ + +SKINS + +============================================================================ +*/ + +/* +================== +CommaParse + +This is unfortunate, but the skin files aren't +compatable with our normal parsing rules. +================== +*/ +static const char *CommaParse( char **data_p ) { + int c = 0, len; + char *data; + static char com_token[MAX_TOKEN_CHARS]; + + data = *data_p; + len = 0; + com_token[0] = 0; + + // make sure incoming data is valid + if ( !data ) { + *data_p = NULL; + return com_token; + } + + while ( 1 ) { + // skip whitespace + while( (c = *data) <= ' ') { + if( !c ) { + break; + } + data++; + } + + + c = *data; + + // skip double slash comments + if ( c == '/' && data[1] == '/' ) + { + data += 2; + while (*data && *data != '\n') { + data++; + } + } + // skip /* */ comments + else if ( c=='/' && data[1] == '*' ) + { + data += 2; + while ( *data && ( *data != '*' || data[1] != '/' ) ) + { + data++; + } + if ( *data ) + { + data += 2; + } + } + else + { + break; + } + } + + if ( c == 0 ) { + return ""; + } + + // handle quoted strings + if (c == '\"') + { + data++; + while (1) + { + c = *data++; + if (c=='\"' || !c) + { + com_token[len] = 0; + *data_p = ( char * ) data; + return com_token; + } + if (len < MAX_TOKEN_CHARS - 1) + { + com_token[len] = c; + len++; + } + } + } + + // parse a regular word + do + { + if (len < MAX_TOKEN_CHARS - 1) + { + com_token[len] = c; + len++; + } + data++; + c = *data; + } while (c>32 && c != ',' ); + + com_token[len] = 0; + + *data_p = ( char * ) data; + return com_token; +} + + +/* +=============== +RE_RegisterSkin + +=============== +*/ +qhandle_t RE_RegisterSkin( const char *name ) { + skinSurface_t parseSurfaces[MAX_SKIN_SURFACES]; + qhandle_t hSkin; + skin_t *skin; + skinSurface_t *surf; + union { + char *c; + void *v; + } text; + char *text_p; + const char *token; + char surfName[MAX_QPATH]; + + if ( !name || !name[0] ) { + ri.Printf( PRINT_DEVELOPER, "Empty name passed to RE_RegisterSkin\n" ); + return 0; + } + + if ( strlen( name ) >= MAX_QPATH ) { + ri.Printf( PRINT_DEVELOPER, "Skin name exceeds MAX_QPATH\n" ); + return 0; + } + + + // see if the skin is already loaded + for ( hSkin = 1; hSkin < tr.numSkins ; hSkin++ ) { + skin = tr.skins[hSkin]; + if ( !Q_stricmp( skin->name, name ) ) { + if( skin->numSurfaces == 0 ) { + return 0; // default skin + } + return hSkin; + } + } + + // allocate a new skin + if ( tr.numSkins == MAX_SKINS ) { + ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) MAX_SKINS hit\n", name ); + return 0; + } + tr.numSkins++; + skin = (skin_t*)ri.Hunk_Alloc( sizeof( skin_t ), h_low ); + tr.skins[hSkin] = skin; + Q_strncpyz( skin->name, name, sizeof( skin->name ) ); + skin->numSurfaces = 0; + + R_IssuePendingRenderCommands(); + + // If not a .skin file, load as a single shader + if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) { + skin->numSurfaces = 1; + skin->surfaces = (skinSurface_t*)ri.Hunk_Alloc( sizeof( skinSurface_t ), h_low ); + skin->surfaces[0].shader = R_FindShader( name, LIGHTMAP_NONE, true ); + return hSkin; + } + + // load and parse the skin file + ri.FS_ReadFile( name, &text.v ); + if ( !text.c ) { + return 0; + } + + int totalSurfaces = 0; + text_p = text.c; + while ( text_p && *text_p ) { + // get surface name + token = CommaParse( &text_p ); + Q_strncpyz( surfName, token, sizeof( surfName ) ); + + if ( !token[0] ) { + break; + } + // lowercase the surface name so skin compares are faster + Q_strlwr( surfName ); + + if ( *text_p == ',' ) { + text_p++; + } + + if ( strstr( token, "tag_" ) ) { + continue; + } + + // parse the shader name + token = CommaParse( &text_p ); + + if ( skin->numSurfaces < MAX_SKIN_SURFACES ) { + surf = &parseSurfaces[skin->numSurfaces]; + Q_strncpyz( surf->name, surfName, sizeof( surf->name ) ); + surf->shader = R_FindShader( token, LIGHTMAP_NONE, true ); + skin->numSurfaces++; + } + + totalSurfaces++; + } + + ri.FS_FreeFile( text.v ); + + if ( totalSurfaces > MAX_SKIN_SURFACES ) { + ri.Printf( PRINT_WARNING, "WARNING: Ignoring excess surfaces (found %d, max is %d) in skin '%s'!\n", + totalSurfaces, MAX_SKIN_SURFACES, name ); + } + + // never let a skin have 0 shaders + if ( skin->numSurfaces == 0 ) { + return 0; // use default skin + } + + // copy surfaces to skin + skin->surfaces = (skinSurface_t*)ri.Hunk_Alloc( skin->numSurfaces * sizeof( skinSurface_t ), h_low ); + memcpy( skin->surfaces, parseSurfaces, skin->numSurfaces * sizeof( skinSurface_t ) ); + + return hSkin; +} + + +/* +=============== +R_InitSkins +=============== +*/ +void R_InitSkins( void ) { + skin_t *skin; + + tr.numSkins = 1; + + // make the default skin have all default shaders + skin = tr.skins[0] = (skin_t*)ri.Hunk_Alloc( sizeof( skin_t ), h_low ); + Q_strncpyz( skin->name, "", sizeof( skin->name ) ); + skin->numSurfaces = 1; + skin->surfaces = (skinSurface_t*)ri.Hunk_Alloc( sizeof( skinSurface_t ), h_low ); + skin->surfaces[0].shader = tr.defaultShader; +} + +/* +=============== +R_GetSkinByHandle +=============== +*/ +skin_t *R_GetSkinByHandle( qhandle_t hSkin ) { + if ( hSkin < 1 || hSkin >= tr.numSkins ) { + return tr.skins[0]; + } + return tr.skins[ hSkin ]; +} + +/* +=============== +R_SkinList_f +=============== +*/ +void R_SkinList_f( void ) { + int i, j; + skin_t *skin; + + ri.Printf (PRINT_ALL, "------------------\n"); + + for ( i = 0 ; i < tr.numSkins ; i++ ) { + skin = tr.skins[i]; + + ri.Printf( PRINT_ALL, "%3i:%s (%d surfaces)\n", i, skin->name, skin->numSurfaces ); + for ( j = 0 ; j < skin->numSurfaces ; j++ ) { + ri.Printf( PRINT_ALL, " %s = %s\n", + skin->surfaces[j].name, skin->surfaces[j].shader->name ); + } + } + ri.Printf (PRINT_ALL, "------------------\n"); +} diff --git a/src/renderergl2/tr_image_dds.cpp b/src/renderergl2/tr_image_dds.cpp new file mode 100644 index 0000000..7c52ffb --- /dev/null +++ b/src/renderergl2/tr_image_dds.cpp @@ -0,0 +1,499 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + 2015 James Canete +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#include "renderercommon/tr_common.h" + +typedef unsigned int ui32_t; + +typedef struct ddsHeader_s +{ + ui32_t headerSize; + ui32_t flags; + ui32_t height; + ui32_t width; + ui32_t pitchOrFirstMipSize; + ui32_t volumeDepth; + ui32_t numMips; + ui32_t reserved1[11]; + ui32_t always_0x00000020; + ui32_t pixelFormatFlags; + ui32_t fourCC; + ui32_t rgbBitCount; + ui32_t rBitMask; + ui32_t gBitMask; + ui32_t bBitMask; + ui32_t aBitMask; + ui32_t caps; + ui32_t caps2; + ui32_t caps3; + ui32_t caps4; + ui32_t reserved2; +} +ddsHeader_t; + +// flags: +#define _DDSFLAGS_REQUIRED 0x001007 +#define _DDSFLAGS_PITCH 0x8 +#define _DDSFLAGS_MIPMAPCOUNT 0x20000 +#define _DDSFLAGS_FIRSTMIPSIZE 0x80000 +#define _DDSFLAGS_VOLUMEDEPTH 0x800000 + +// pixelFormatFlags: +#define DDSPF_ALPHAPIXELS 0x1 +#define DDSPF_ALPHA 0x2 +#define DDSPF_FOURCC 0x4 +#define DDSPF_RGB 0x40 +#define DDSPF_YUV 0x200 +#define DDSPF_LUMINANCE 0x20000 + +// caps: +#define DDSCAPS_COMPLEX 0x8 +#define DDSCAPS_MIPMAP 0x400000 +#define DDSCAPS_REQUIRED 0x1000 + +// caps2: +#define DDSCAPS2_CUBEMAP 0xFE00 +#define DDSCAPS2_VOLUME 0x200000 + +typedef struct ddsHeaderDxt10_s +{ + ui32_t dxgiFormat; + ui32_t dimensions; + ui32_t miscFlags; + ui32_t arraySize; + ui32_t miscFlags2; +} +ddsHeaderDxt10_t; + +// dxgiFormat +// from http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx +typedef enum DXGI_FORMAT { + DXGI_FORMAT_UNKNOWN = 0, + DXGI_FORMAT_R32G32B32A32_TYPELESS = 1, + DXGI_FORMAT_R32G32B32A32_FLOAT = 2, + DXGI_FORMAT_R32G32B32A32_UINT = 3, + DXGI_FORMAT_R32G32B32A32_SINT = 4, + DXGI_FORMAT_R32G32B32_TYPELESS = 5, + DXGI_FORMAT_R32G32B32_FLOAT = 6, + DXGI_FORMAT_R32G32B32_UINT = 7, + DXGI_FORMAT_R32G32B32_SINT = 8, + DXGI_FORMAT_R16G16B16A16_TYPELESS = 9, + DXGI_FORMAT_R16G16B16A16_FLOAT = 10, + DXGI_FORMAT_R16G16B16A16_UNORM = 11, + DXGI_FORMAT_R16G16B16A16_UINT = 12, + DXGI_FORMAT_R16G16B16A16_SNORM = 13, + DXGI_FORMAT_R16G16B16A16_SINT = 14, + DXGI_FORMAT_R32G32_TYPELESS = 15, + DXGI_FORMAT_R32G32_FLOAT = 16, + DXGI_FORMAT_R32G32_UINT = 17, + DXGI_FORMAT_R32G32_SINT = 18, + DXGI_FORMAT_R32G8X24_TYPELESS = 19, + DXGI_FORMAT_D32_FLOAT_S8X24_UINT = 20, + DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS = 21, + DXGI_FORMAT_X32_TYPELESS_G8X24_UINT = 22, + DXGI_FORMAT_R10G10B10A2_TYPELESS = 23, + DXGI_FORMAT_R10G10B10A2_UNORM = 24, + DXGI_FORMAT_R10G10B10A2_UINT = 25, + DXGI_FORMAT_R11G11B10_FLOAT = 26, + DXGI_FORMAT_R8G8B8A8_TYPELESS = 27, + DXGI_FORMAT_R8G8B8A8_UNORM = 28, + DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29, + DXGI_FORMAT_R8G8B8A8_UINT = 30, + DXGI_FORMAT_R8G8B8A8_SNORM = 31, + DXGI_FORMAT_R8G8B8A8_SINT = 32, + DXGI_FORMAT_R16G16_TYPELESS = 33, + DXGI_FORMAT_R16G16_FLOAT = 34, + DXGI_FORMAT_R16G16_UNORM = 35, + DXGI_FORMAT_R16G16_UINT = 36, + DXGI_FORMAT_R16G16_SNORM = 37, + DXGI_FORMAT_R16G16_SINT = 38, + DXGI_FORMAT_R32_TYPELESS = 39, + DXGI_FORMAT_D32_FLOAT = 40, + DXGI_FORMAT_R32_FLOAT = 41, + DXGI_FORMAT_R32_UINT = 42, + DXGI_FORMAT_R32_SINT = 43, + DXGI_FORMAT_R24G8_TYPELESS = 44, + DXGI_FORMAT_D24_UNORM_S8_UINT = 45, + DXGI_FORMAT_R24_UNORM_X8_TYPELESS = 46, + DXGI_FORMAT_X24_TYPELESS_G8_UINT = 47, + DXGI_FORMAT_R8G8_TYPELESS = 48, + DXGI_FORMAT_R8G8_UNORM = 49, + DXGI_FORMAT_R8G8_UINT = 50, + DXGI_FORMAT_R8G8_SNORM = 51, + DXGI_FORMAT_R8G8_SINT = 52, + DXGI_FORMAT_R16_TYPELESS = 53, + DXGI_FORMAT_R16_FLOAT = 54, + DXGI_FORMAT_D16_UNORM = 55, + DXGI_FORMAT_R16_UNORM = 56, + DXGI_FORMAT_R16_UINT = 57, + DXGI_FORMAT_R16_SNORM = 58, + DXGI_FORMAT_R16_SINT = 59, + DXGI_FORMAT_R8_TYPELESS = 60, + DXGI_FORMAT_R8_UNORM = 61, + DXGI_FORMAT_R8_UINT = 62, + DXGI_FORMAT_R8_SNORM = 63, + DXGI_FORMAT_R8_SINT = 64, + DXGI_FORMAT_A8_UNORM = 65, + DXGI_FORMAT_R1_UNORM = 66, + DXGI_FORMAT_R9G9B9E5_SHAREDEXP = 67, + DXGI_FORMAT_R8G8_B8G8_UNORM = 68, + DXGI_FORMAT_G8R8_G8B8_UNORM = 69, + DXGI_FORMAT_BC1_TYPELESS = 70, + DXGI_FORMAT_BC1_UNORM = 71, + DXGI_FORMAT_BC1_UNORM_SRGB = 72, + DXGI_FORMAT_BC2_TYPELESS = 73, + DXGI_FORMAT_BC2_UNORM = 74, + DXGI_FORMAT_BC2_UNORM_SRGB = 75, + DXGI_FORMAT_BC3_TYPELESS = 76, + DXGI_FORMAT_BC3_UNORM = 77, + DXGI_FORMAT_BC3_UNORM_SRGB = 78, + DXGI_FORMAT_BC4_TYPELESS = 79, + DXGI_FORMAT_BC4_UNORM = 80, + DXGI_FORMAT_BC4_SNORM = 81, + DXGI_FORMAT_BC5_TYPELESS = 82, + DXGI_FORMAT_BC5_UNORM = 83, + DXGI_FORMAT_BC5_SNORM = 84, + DXGI_FORMAT_B5G6R5_UNORM = 85, + DXGI_FORMAT_B5G5R5A1_UNORM = 86, + DXGI_FORMAT_B8G8R8A8_UNORM = 87, + DXGI_FORMAT_B8G8R8X8_UNORM = 88, + DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM = 89, + DXGI_FORMAT_B8G8R8A8_TYPELESS = 90, + DXGI_FORMAT_B8G8R8A8_UNORM_SRGB = 91, + DXGI_FORMAT_B8G8R8X8_TYPELESS = 92, + DXGI_FORMAT_B8G8R8X8_UNORM_SRGB = 93, + DXGI_FORMAT_BC6H_TYPELESS = 94, + DXGI_FORMAT_BC6H_UF16 = 95, + DXGI_FORMAT_BC6H_SF16 = 96, + DXGI_FORMAT_BC7_TYPELESS = 97, + DXGI_FORMAT_BC7_UNORM = 98, + DXGI_FORMAT_BC7_UNORM_SRGB = 99, + DXGI_FORMAT_AYUV = 100, + DXGI_FORMAT_Y410 = 101, + DXGI_FORMAT_Y416 = 102, + DXGI_FORMAT_NV12 = 103, + DXGI_FORMAT_P010 = 104, + DXGI_FORMAT_P016 = 105, + DXGI_FORMAT_420_OPAQUE = 106, + DXGI_FORMAT_YUY2 = 107, + DXGI_FORMAT_Y210 = 108, + DXGI_FORMAT_Y216 = 109, + DXGI_FORMAT_NV11 = 110, + DXGI_FORMAT_AI44 = 111, + DXGI_FORMAT_IA44 = 112, + DXGI_FORMAT_P8 = 113, + DXGI_FORMAT_A8P8 = 114, + DXGI_FORMAT_B4G4R4A4_UNORM = 115, + DXGI_FORMAT_FORCE_UINT = 0xffffffffUL +} DXGI_FORMAT; + +#define EncodeFourCC(x) ((((ui32_t)((x)[0])) ) | \ + (((ui32_t)((x)[1])) << 8 ) | \ + (((ui32_t)((x)[2])) << 16) | \ + (((ui32_t)((x)[3])) << 24) ) + + +void R_LoadDDS ( const char *filename, byte **pic, int *width, int *height, GLenum *picFormat, int *numMips ) +{ + union { + byte *b; + void *v; + } buffer; + int len; + ddsHeader_t *ddsHeader = NULL; + ddsHeaderDxt10_t *ddsHeaderDxt10 = NULL; + byte *data; + + if (!picFormat) + { + ri.Printf(PRINT_ERROR, "R_LoadDDS() called without picFormat parameter!"); + return; + } + + if (width) + *width = 0; + if (height) + *height = 0; + if (picFormat) + *picFormat = GL_RGBA8; + if (numMips) + *numMips = 1; + + *pic = NULL; + + // + // load the file + // + len = ri.FS_ReadFile( ( char * ) filename, &buffer.v); + if (!buffer.b || len < 0) { + return; + } + + // + // reject files that are too small to hold even a header + // + if (len < 4 + sizeof(*ddsHeader)) + { + ri.Printf(PRINT_ALL, "File %s is too small to be a DDS file.\n", filename); + ri.FS_FreeFile(buffer.v); + return; + } + + // + // reject files that don't start with "DDS " + // + if (*((ui32_t *)(buffer.b)) != EncodeFourCC("DDS ")) + { + ri.Printf(PRINT_ALL, "File %s is not a DDS file.\n", filename); + ri.FS_FreeFile(buffer.v); + return; + } + + // + // parse header and dx10 header if available + // + ddsHeader = (ddsHeader_t *)(buffer.b + 4); + if ((ddsHeader->pixelFormatFlags & DDSPF_FOURCC) && ddsHeader->fourCC == EncodeFourCC("DX10")) + { + if (len < 4 + sizeof(*ddsHeader) + sizeof(*ddsHeaderDxt10)) + { + ri.Printf(PRINT_ALL, "File %s indicates a DX10 header it is too small to contain.\n", filename); + ri.FS_FreeFile(buffer.v); + return; + } + + ddsHeaderDxt10 = (ddsHeaderDxt10_t *)(buffer.b + 4 + sizeof(ddsHeader_t)); + data = buffer.b + 4 + sizeof(*ddsHeader) + sizeof(*ddsHeaderDxt10); + len -= 4 + sizeof(*ddsHeader) + sizeof(*ddsHeaderDxt10); + } + else + { + data = buffer.b + 4 + sizeof(*ddsHeader); + len -= 4 + sizeof(*ddsHeader); + } + + if (width) + *width = ddsHeader->width; + if (height) + *height = ddsHeader->height; + + if (numMips) + { + if (ddsHeader->flags & _DDSFLAGS_MIPMAPCOUNT) + *numMips = ddsHeader->numMips; + else + *numMips = 1; + } + + // FIXME: handle cube map + //if ((ddsHeader->caps2 & DDSCAPS2_CUBEMAP) == DDSCAPS2_CUBEMAP) + + // + // Convert DXGI format/FourCC into OpenGL format + // + if (ddsHeaderDxt10) + { + switch (ddsHeaderDxt10->dxgiFormat) + { + case DXGI_FORMAT_BC1_TYPELESS: + case DXGI_FORMAT_BC1_UNORM: + // FIXME: check for GL_COMPRESSED_RGBA_S3TC_DXT1_EXT + *picFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; + break; + + case DXGI_FORMAT_BC1_UNORM_SRGB: + // FIXME: check for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT + *picFormat = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT; + break; + + case DXGI_FORMAT_BC2_TYPELESS: + case DXGI_FORMAT_BC2_UNORM: + *picFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + break; + + case DXGI_FORMAT_BC2_UNORM_SRGB: + *picFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; + break; + + case DXGI_FORMAT_BC3_TYPELESS: + case DXGI_FORMAT_BC3_UNORM: + *picFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + break; + + case DXGI_FORMAT_BC3_UNORM_SRGB: + *picFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; + break; + + case DXGI_FORMAT_BC4_TYPELESS: + case DXGI_FORMAT_BC4_UNORM: + *picFormat = GL_COMPRESSED_RED_RGTC1; + break; + + case DXGI_FORMAT_BC4_SNORM: + *picFormat = GL_COMPRESSED_SIGNED_RED_RGTC1; + break; + + case DXGI_FORMAT_BC5_TYPELESS: + case DXGI_FORMAT_BC5_UNORM: + *picFormat = GL_COMPRESSED_RG_RGTC2; + break; + + case DXGI_FORMAT_BC5_SNORM: + *picFormat = GL_COMPRESSED_SIGNED_RG_RGTC2; + break; + + case DXGI_FORMAT_BC6H_TYPELESS: + case DXGI_FORMAT_BC6H_UF16: + *picFormat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB; + break; + + case DXGI_FORMAT_BC6H_SF16: + *picFormat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB; + break; + + case DXGI_FORMAT_BC7_TYPELESS: + case DXGI_FORMAT_BC7_UNORM: + *picFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; + break; + + case DXGI_FORMAT_BC7_UNORM_SRGB: + *picFormat = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB; + break; + + case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: + *picFormat = GL_SRGB8_ALPHA8_EXT; + break; + + case DXGI_FORMAT_R8G8B8A8_UNORM: + case DXGI_FORMAT_R8G8B8A8_SNORM: + *picFormat = GL_RGBA8; + break; + + default: + ri.Printf(PRINT_ALL, "DDS File %s has unsupported DXGI format %d.", filename, ddsHeaderDxt10->dxgiFormat); + ri.FS_FreeFile(buffer.v); + return; + break; + } + } + else + { + if (ddsHeader->pixelFormatFlags & DDSPF_FOURCC) + { + if (ddsHeader->fourCC == EncodeFourCC("DXT1")) + *picFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; + else if (ddsHeader->fourCC == EncodeFourCC("DXT2")) + *picFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + else if (ddsHeader->fourCC == EncodeFourCC("DXT3")) + *picFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + else if (ddsHeader->fourCC == EncodeFourCC("DXT4")) + *picFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + else if (ddsHeader->fourCC == EncodeFourCC("DXT5")) + *picFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + else if (ddsHeader->fourCC == EncodeFourCC("ATI1")) + *picFormat = GL_COMPRESSED_RED_RGTC1; + else if (ddsHeader->fourCC == EncodeFourCC("BC4U")) + *picFormat = GL_COMPRESSED_RED_RGTC1; + else if (ddsHeader->fourCC == EncodeFourCC("BC4S")) + *picFormat = GL_COMPRESSED_SIGNED_RED_RGTC1; + else if (ddsHeader->fourCC == EncodeFourCC("ATI2")) + *picFormat = GL_COMPRESSED_RG_RGTC2; + else if (ddsHeader->fourCC == EncodeFourCC("BC5U")) + *picFormat = GL_COMPRESSED_RG_RGTC2; + else if (ddsHeader->fourCC == EncodeFourCC("BC5S")) + *picFormat = GL_COMPRESSED_SIGNED_RG_RGTC2; + else + { + ri.Printf(PRINT_ALL, "DDS File %s has unsupported FourCC.", filename); + ri.FS_FreeFile(buffer.v); + return; + } + } + else if (ddsHeader->pixelFormatFlags == (DDSPF_RGB | DDSPF_ALPHAPIXELS) + && ddsHeader->rgbBitCount == 32 + && ddsHeader->rBitMask == 0x000000ff + && ddsHeader->gBitMask == 0x0000ff00 + && ddsHeader->bBitMask == 0x00ff0000 + && ddsHeader->aBitMask == 0xff000000) + { + *picFormat = GL_RGBA8; + } + else + { + ri.Printf(PRINT_ALL, "DDS File %s has unsupported RGBA format.", filename); + ri.FS_FreeFile(buffer.v); + return; + } + } + + *pic = (byte*)ri.Malloc(len); + Com_Memcpy(*pic, data, len); + + ri.FS_FreeFile(buffer.v); +} + +void R_SaveDDS(const char *filename, byte *pic, int width, int height, int depth) +{ + byte *data; + ddsHeader_t *ddsHeader; + int picSize, size; + + if (!depth) + depth = 1; + + picSize = width * height * depth * 4; + size = 4 + sizeof(*ddsHeader) + picSize; + data = (byte*)ri.Malloc(size); + + data[0] = 'D'; + data[1] = 'D'; + data[2] = 'S'; + data[3] = ' '; + + ddsHeader = (ddsHeader_t *)(data + 4); + memset(ddsHeader, 0, sizeof(ddsHeader_t)); + + ddsHeader->headerSize = 0x7c; + ddsHeader->flags = _DDSFLAGS_REQUIRED; + ddsHeader->height = height; + ddsHeader->width = width; + ddsHeader->always_0x00000020 = 0x00000020; + ddsHeader->caps = DDSCAPS_COMPLEX | DDSCAPS_REQUIRED; + + if (depth == 6) + ddsHeader->caps2 = DDSCAPS2_CUBEMAP; + + ddsHeader->pixelFormatFlags = DDSPF_RGB | DDSPF_ALPHAPIXELS; + ddsHeader->rgbBitCount = 32; + ddsHeader->rBitMask = 0x000000ff; + ddsHeader->gBitMask = 0x0000ff00; + ddsHeader->bBitMask = 0x00ff0000; + ddsHeader->aBitMask = 0xff000000; + + Com_Memcpy(data + 4 + sizeof(*ddsHeader), pic, picSize); + + ri.FS_WriteFile(filename, data, size); + + ri.Free(data); +} diff --git a/src/renderergl2/tr_init.cpp b/src/renderergl2/tr_init.cpp new file mode 100644 index 0000000..12e46a2 --- /dev/null +++ b/src/renderergl2/tr_init.cpp @@ -0,0 +1,1534 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_init.c -- functions that are not called every frame + +#include "tr_local.h" + +#include "tr_dsa.h" + +glconfig_t glConfig; +glRefConfig_t glRefConfig; +bool textureFilterAnisotropic = false; +int maxAnisotropy = 0; +float displayAspect = 0.0f; + +glstate_t glState; + +static void GfxInfo_f( void ); +static void GfxMemInfo_f( void ); + +#ifdef USE_RENDERER_DLOPEN +cvar_t *com_altivec; +#endif + +cvar_t *r_flareSize; +cvar_t *r_flareFade; +cvar_t *r_flareCoeff; + +cvar_t *r_railWidth; +cvar_t *r_railCoreWidth; +cvar_t *r_railSegmentLength; + +cvar_t *r_verbose; +cvar_t *r_ignore; + +cvar_t *r_detailTextures; + +cvar_t *r_znear; +cvar_t *r_zproj; +cvar_t *r_stereoSeparation; + +cvar_t *r_skipBackEnd; + +cvar_t *r_stereoEnabled; +cvar_t *r_anaglyphMode; + +cvar_t *r_greyscale; + +cvar_t *r_ignorehwgamma; +cvar_t *r_measureOverdraw; + +cvar_t *r_inGameVideo; +cvar_t *r_fastsky; +cvar_t *r_drawSun; +cvar_t *r_dynamiclight; +cvar_t *r_dlightBacks; + +cvar_t *r_lodbias; +cvar_t *r_lodscale; + +cvar_t *r_norefresh; +cvar_t *r_drawentities; +cvar_t *r_drawworld; +cvar_t *r_speeds; +cvar_t *r_fullbright; +cvar_t *r_novis; +cvar_t *r_nocull; +cvar_t *r_facePlaneCull; +cvar_t *r_showcluster; +cvar_t *r_nocurves; + +cvar_t *r_allowExtensions; + +cvar_t *r_ext_compressed_textures; +cvar_t *r_ext_multitexture; +cvar_t *r_ext_compiled_vertex_array; +cvar_t *r_ext_texture_env_add; +cvar_t *r_ext_texture_filter_anisotropic; +cvar_t *r_ext_max_anisotropy; + +cvar_t *r_ext_framebuffer_object; +cvar_t *r_ext_texture_float; +cvar_t *r_ext_framebuffer_multisample; +cvar_t *r_arb_seamless_cube_map; +cvar_t *r_arb_vertex_array_object; +cvar_t *r_ext_direct_state_access; + +cvar_t *r_cameraExposure; + +cvar_t *r_externalGLSL; + +cvar_t *r_hdr; +cvar_t *r_floatLightmap; +cvar_t *r_postProcess; + +cvar_t *r_toneMap; +cvar_t *r_forceToneMap; +cvar_t *r_forceToneMapMin; +cvar_t *r_forceToneMapAvg; +cvar_t *r_forceToneMapMax; + +cvar_t *r_autoExposure; +cvar_t *r_forceAutoExposure; +cvar_t *r_forceAutoExposureMin; +cvar_t *r_forceAutoExposureMax; + +cvar_t *r_depthPrepass; +cvar_t *r_ssao; + +cvar_t *r_normalMapping; +cvar_t *r_specularMapping; +cvar_t *r_deluxeMapping; +cvar_t *r_parallaxMapping; +cvar_t *r_cubeMapping; +cvar_t *r_cubemapSize; +cvar_t *r_pbr; +cvar_t *r_baseNormalX; +cvar_t *r_baseNormalY; +cvar_t *r_baseParallax; +cvar_t *r_baseSpecular; +cvar_t *r_baseGloss; +cvar_t *r_glossType; +cvar_t *r_mergeLightmaps; +cvar_t *r_dlightMode; +cvar_t *r_pshadowDist; +cvar_t *r_imageUpsample; +cvar_t *r_imageUpsampleMaxSize; +cvar_t *r_imageUpsampleType; +cvar_t *r_genNormalMaps; +cvar_t *r_forceSun; +cvar_t *r_forceSunLightScale; +cvar_t *r_forceSunAmbientScale; +cvar_t *r_sunlightMode; +cvar_t *r_drawSunRays; +cvar_t *r_sunShadows; +cvar_t *r_shadowFilter; +cvar_t *r_shadowBlur; +cvar_t *r_shadowMapSize; +cvar_t *r_shadowCascadeZNear; +cvar_t *r_shadowCascadeZFar; +cvar_t *r_shadowCascadeZBias; +cvar_t *r_ignoreDstAlpha; + +cvar_t *r_ignoreGLErrors; +cvar_t *r_logFile; + +cvar_t *r_stencilbits; +cvar_t *r_depthbits; +cvar_t *r_colorbits; +cvar_t *r_alphabits; +cvar_t *r_texturebits; +cvar_t *r_ext_multisample; + +cvar_t *r_drawBuffer; +cvar_t *r_lightmap; +cvar_t *r_vertexLight; +cvar_t *r_uiFullScreen; +cvar_t *r_shadows; +cvar_t *r_flares; +cvar_t *r_mode; +cvar_t *r_nobind; +cvar_t *r_singleShader; +cvar_t *r_roundImagesDown; +cvar_t *r_colorMipLevels; +cvar_t *r_picmip; +cvar_t *r_showtris; +cvar_t *r_showsky; +cvar_t *r_shownormals; +cvar_t *r_finish; +cvar_t *r_clear; +cvar_t *r_swapInterval; +cvar_t *r_textureMode; +cvar_t *r_offsetFactor; +cvar_t *r_offsetUnits; +cvar_t *r_gamma; +cvar_t *r_intensity; +cvar_t *r_lockpvs; +cvar_t *r_noportals; +cvar_t *r_portalOnly; + +cvar_t *r_subdivisions; +cvar_t *r_lodCurveError; + +cvar_t *r_fullscreen; +cvar_t *r_noborder; + +cvar_t *r_width; +cvar_t *r_height; +cvar_t *r_pixelAspect; + +cvar_t *r_overBrightBits; +cvar_t *r_mapOverBrightBits; + +cvar_t *r_mapLightmapMin; + +cvar_t *r_debugSurface; +cvar_t *r_simpleMipMaps; + +cvar_t *r_showImages; + +cvar_t *r_ambientScale; +cvar_t *r_directedScale; +cvar_t *r_debugLight; +cvar_t *r_debugSort; +cvar_t *r_printShaders; +cvar_t *r_saveFontData; + +cvar_t *r_marksOnTriangleMeshes; + +cvar_t *r_aviMotionJpegQuality; +cvar_t *r_screenshotJpegQuality; + +cvar_t *r_maxpolys; +int max_polys; +cvar_t *r_maxpolyverts; +int max_polyverts; + +/* +** InitOpenGL +** +** This function is responsible for initializing a valid OpenGL subsystem. This +** is done by calling GLimp_Init (which gives us a working OGL subsystem) then +** setting variables, checking GL constants, and reporting the gfx system config +** to the user. +*/ +static void InitOpenGL( void ) +{ + char renderer_buffer[1024]; + + // + // initialize OS specific portions of the renderer + // + // GLimp_Init directly or indirectly references the following cvars: + // - r_fullscreen + // - r_mode + // - r_(color|depth|stencil)bits + // - r_ignorehwgamma + // - r_gamma + // + + if ( glConfig.vidWidth == 0 ) + { + GLint temp; + + GLimp_Init( qtrue ); + GLimp_InitExtraExtensions(); + + strcpy( renderer_buffer, glConfig.renderer_string ); + Q_strlwr( renderer_buffer ); + + // OpenGL driver constants + qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp ); + glConfig.maxTextureSize = temp; + + // stubbed or broken drivers may have reported 0... + if ( glConfig.maxTextureSize <= 0 ) + { + glConfig.maxTextureSize = 0; + } + } + + // set default state + GL_SetDefaultState(); +} + +/* +================== +GL_CheckErrors +================== +*/ +void GL_CheckErrs( const char *file, int line ) { + int err; + char s[64]; + + err = qglGetError(); + if ( err == GL_NO_ERROR ) { + return; + } + if ( r_ignoreGLErrors->integer ) { + return; + } + switch( err ) { + case GL_INVALID_ENUM: + strcpy( s, "GL_INVALID_ENUM" ); + break; + case GL_INVALID_VALUE: + strcpy( s, "GL_INVALID_VALUE" ); + break; + case GL_INVALID_OPERATION: + strcpy( s, "GL_INVALID_OPERATION" ); + break; + case GL_STACK_OVERFLOW: + strcpy( s, "GL_STACK_OVERFLOW" ); + break; + case GL_STACK_UNDERFLOW: + strcpy( s, "GL_STACK_UNDERFLOW" ); + break; + case GL_OUT_OF_MEMORY: + strcpy( s, "GL_OUT_OF_MEMORY" ); + break; + default: + Com_sprintf( s, sizeof(s), "%i", err); + break; + } + + ri.Error( ERR_FATAL, "GL_CheckErrors: %s in %s at line %d", s , file, line); +} + + +/* +============================================================================== + + SCREEN SHOTS + +NOTE TTimo +some thoughts about the screenshots system: +screenshots get written in fs_homepath + fs_gamedir +vanilla q3 .. baseq3/screenshots/ *.tga +team arena .. missionpack/screenshots/ *.tga + +two commands: "screenshot" and "screenshotJPEG" +we use statics to store a count and start writing the first screenshot/screenshot????.tga (.jpg) available +(with FS_FileExists / FS_FOpenFileWrite calls) +FIXME: the statics don't get a reinit between fs_game changes + +============================================================================== +*/ + +/* +================== +RB_ReadPixels + +Reads an image but takes care of alignment issues for reading RGB images. + +Reads a minimum offset for where the RGB data starts in the image from +integer stored at pointer offset. When the function has returned the actual +offset was written back to address offset. This address will always have an +alignment of packAlign to ensure efficient copying. + +Stores the length of padding after a line of pixels to address padlen + +Return value must be freed with ri.Hunk_FreeTempMemory() +================== +*/ + +byte *RB_ReadPixels(int x, int y, int width, int height, size_t *offset, int *padlen) +{ + byte *buffer, *bufstart; + int padwidth, linelen; + GLint packAlign; + + qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign); + + linelen = width * 3; + padwidth = PAD(linelen, packAlign); + + // Allocate a few more bytes so that we can choose an alignment we like + buffer = (byte*)ri.Hunk_AllocateTempMemory(padwidth * height + *offset + packAlign - 1); + + bufstart = (byte*)PADP((intptr_t) buffer + *offset, packAlign); + + qglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, bufstart); + + *offset = bufstart - buffer; + *padlen = padwidth - linelen; + + return buffer; +} + +/* +================== +RB_TakeScreenshot +================== +*/ +void RB_TakeScreenshot(int x, int y, int width, int height, char *fileName) +{ + byte *allbuf, *buffer; + byte *srcptr, *destptr; + byte *endline, *endmem; + byte temp; + + int linelen, padlen; + size_t offset = 18, memcount; + + allbuf = RB_ReadPixels(x, y, width, height, &offset, &padlen); + buffer = allbuf + offset - 18; + + Com_Memset (buffer, 0, 18); + buffer[2] = 2; // uncompressed type + buffer[12] = width & 255; + buffer[13] = width >> 8; + buffer[14] = height & 255; + buffer[15] = height >> 8; + buffer[16] = 24; // pixel size + + // swap rgb to bgr and remove padding from line endings + linelen = width * 3; + + srcptr = destptr = allbuf + offset; + endmem = srcptr + (linelen + padlen) * height; + + while(srcptr < endmem) + { + endline = srcptr + linelen; + + while(srcptr < endline) + { + temp = srcptr[0]; + *destptr++ = srcptr[2]; + *destptr++ = srcptr[1]; + *destptr++ = temp; + + srcptr += 3; + } + + // Skip the pad + srcptr += padlen; + } + + memcount = linelen * height; + + // gamma correct + if(glConfig.deviceSupportsGamma) + R_GammaCorrect(allbuf + offset, memcount); + + ri.FS_WriteFile(fileName, buffer, memcount + 18); + + ri.Hunk_FreeTempMemory(allbuf); +} + +/* +================== +RB_TakeScreenshotJPEG +================== +*/ + +void RB_TakeScreenshotJPEG(int x, int y, int width, int height, char *fileName) +{ + byte *buffer; + size_t offset = 0, memcount; + int padlen; + + buffer = RB_ReadPixels(x, y, width, height, &offset, &padlen); + memcount = (width * 3 + padlen) * height; + + // gamma correct + if(glConfig.deviceSupportsGamma) + R_GammaCorrect(buffer + offset, memcount); + + RE_SaveJPG(fileName, r_screenshotJpegQuality->integer, width, height, buffer + offset, padlen); + ri.Hunk_FreeTempMemory(buffer); +} + +/* +================== +RB_TakeScreenshotCmd +================== +*/ +const void *RB_TakeScreenshotCmd( const void *data ) { + const screenshotCommand_t *cmd; + + cmd = (const screenshotCommand_t *)data; + + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + if (cmd->jpeg) + RB_TakeScreenshotJPEG( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName); + else + RB_TakeScreenshot( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName); + + return (const void *)(cmd + 1); +} + +/* +================== +R_TakeScreenshot +================== +*/ +void R_TakeScreenshot( int x, int y, int width, int height, char *name, bool jpeg ) { + static char fileName[MAX_OSPATH]; // bad things if two screenshots per frame? + screenshotCommand_t *cmd; + + cmd = (screenshotCommand_t*)R_GetCommandBuffer( sizeof( *cmd ) ); + if ( !cmd ) { + return; + } + cmd->commandId = RC_SCREENSHOT; + + cmd->x = x; + cmd->y = y; + cmd->width = width; + cmd->height = height; + Q_strncpyz( fileName, name, sizeof(fileName) ); + cmd->fileName = fileName; + cmd->jpeg = jpeg; +} + +/* +================== +R_ScreenshotFilename +================== +*/ +void R_ScreenshotFilename( int lastNumber, char *fileName ) { + int a,b,c,d; + + if ( lastNumber < 0 || lastNumber > 9999 ) { + Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.tga" ); + return; + } + + a = lastNumber / 1000; + lastNumber -= a*1000; + b = lastNumber / 100; + lastNumber -= b*100; + c = lastNumber / 10; + lastNumber -= c*10; + d = lastNumber; + + Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.tga" + , a, b, c, d ); +} + +/* +================== +R_ScreenshotFilename +================== +*/ +void R_ScreenshotFilenameJPEG( int lastNumber, char *fileName ) { + int a,b,c,d; + + if ( lastNumber < 0 || lastNumber > 9999 ) { + Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.jpg" ); + return; + } + + a = lastNumber / 1000; + lastNumber -= a*1000; + b = lastNumber / 100; + lastNumber -= b*100; + c = lastNumber / 10; + lastNumber -= c*10; + d = lastNumber; + + Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.jpg" + , a, b, c, d ); +} + +/* +==================== +R_LevelShot + +levelshots are specialized 128*128 thumbnails for +the menu system, sampled down from full screen distorted images +==================== +*/ +void R_LevelShot( void ) { + char checkname[MAX_OSPATH]; + byte *buffer; + byte *source, *allsource; + byte *src, *dst; + size_t offset = 0; + int padlen; + int x, y; + int r, g, b; + float xScale, yScale; + int xx, yy; + + Com_sprintf(checkname, sizeof(checkname), "levelshots/%s.tga", tr.world->baseName); + + allsource = RB_ReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, &offset, &padlen); + source = allsource + offset; + + buffer = (byte*)ri.Hunk_AllocateTempMemory(128 * 128*3 + 18); + Com_Memset (buffer, 0, 18); + buffer[2] = 2; // uncompressed type + buffer[12] = 128; + buffer[14] = 128; + buffer[16] = 24; // pixel size + + // resample from source + xScale = glConfig.vidWidth / 512.0f; + yScale = glConfig.vidHeight / 384.0f; + for ( y = 0 ; y < 128 ; y++ ) { + for ( x = 0 ; x < 128 ; x++ ) { + r = g = b = 0; + for ( yy = 0 ; yy < 3 ; yy++ ) { + for ( xx = 0 ; xx < 4 ; xx++ ) { + src = source + (3 * glConfig.vidWidth + padlen) * (int)((y*3 + yy) * yScale) + + 3 * (int) ((x*4 + xx) * xScale); + r += src[0]; + g += src[1]; + b += src[2]; + } + } + dst = buffer + 18 + 3 * ( y * 128 + x ); + dst[0] = b / 12; + dst[1] = g / 12; + dst[2] = r / 12; + } + } + + // gamma correct + if ( glConfig.deviceSupportsGamma ) { + R_GammaCorrect( buffer + 18, 128 * 128 * 3 ); + } + + ri.FS_WriteFile( checkname, buffer, 128 * 128*3 + 18 ); + + ri.Hunk_FreeTempMemory(buffer); + ri.Hunk_FreeTempMemory(allsource); + + ri.Printf( PRINT_ALL, "Wrote %s\n", checkname ); +} + +/* +================== +R_ScreenShot_f + +screenshot +screenshot [silent] +screenshot [levelshot] +screenshot [filename] + +Doesn't print the pacifier message if there is a second arg +================== +*/ +void R_ScreenShot_f (void) { + char checkname[MAX_OSPATH]; + static int lastNumber = -1; + bool silent; + + if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) { + R_LevelShot(); + return; + } + + if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) { + silent = true; + } else { + silent = false; + } + + if ( ri.Cmd_Argc() == 2 && !silent ) { + // explicit filename + Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.tga", ri.Cmd_Argv( 1 ) ); + } else { + // scan for a free filename + + // if we have saved a previous screenshot, don't scan + // again, because recording demo avis can involve + // thousands of shots + if ( lastNumber == -1 ) { + lastNumber = 0; + } + // scan for a free number + for ( ; lastNumber <= 9999 ; lastNumber++ ) { + R_ScreenshotFilename( lastNumber, checkname ); + + if (!ri.FS_FileExists( checkname )) + { + break; // file doesn't exist + } + } + + if ( lastNumber >= 9999 ) { + ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n"); + return; + } + + lastNumber++; + } + + R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, false ); + + if ( !silent ) { + ri.Printf (PRINT_ALL, "Wrote %s\n", checkname); + } +} + +void R_ScreenShotJPEG_f (void) { + char checkname[MAX_OSPATH]; + static int lastNumber = -1; + bool silent; + + if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) { + R_LevelShot(); + return; + } + + if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) { + silent = true; + } else { + silent = false; + } + + if ( ri.Cmd_Argc() == 2 && !silent ) { + // explicit filename + Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.jpg", ri.Cmd_Argv( 1 ) ); + } else { + // scan for a free filename + + // if we have saved a previous screenshot, don't scan + // again, because recording demo avis can involve + // thousands of shots + if ( lastNumber == -1 ) { + lastNumber = 0; + } + // scan for a free number + for ( ; lastNumber <= 9999 ; lastNumber++ ) { + R_ScreenshotFilenameJPEG( lastNumber, checkname ); + + if (!ri.FS_FileExists( checkname )) + { + break; // file doesn't exist + } + } + + if ( lastNumber == 10000 ) { + ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n"); + return; + } + + lastNumber++; + } + + R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, true ); + + if ( !silent ) { + ri.Printf (PRINT_ALL, "Wrote %s\n", checkname); + } +} + +//============================================================================ + +/* +================== +R_ExportCubemaps +================== +*/ +void R_ExportCubemaps(void) +{ + exportCubemapsCommand_t *cmd; + + cmd = (exportCubemapsCommand_t*)R_GetCommandBuffer(sizeof(*cmd)); + if (!cmd) { + return; + } + cmd->commandId = RC_EXPORT_CUBEMAPS; +} + + +/* +================== +R_ExportCubemaps_f +================== +*/ +void R_ExportCubemaps_f(void) +{ + R_ExportCubemaps(); +} + +//============================================================================ + +/* +================== +RB_TakeVideoFrameCmd +================== +*/ +const void *RB_TakeVideoFrameCmd( const void *data ) +{ + const videoFrameCommand_t *cmd; + byte *cBuf; + size_t memcount, linelen; + int padwidth, avipadwidth, padlen, avipadlen; + GLint packAlign; + + // finish any 2D drawing if needed + if(tess.numIndexes) + RB_EndSurface(); + + cmd = (const videoFrameCommand_t *)data; + + qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign); + + linelen = cmd->width * 3; + + // Alignment stuff for glReadPixels + padwidth = PAD(linelen, packAlign); + padlen = padwidth - linelen; + // AVI line padding + avipadwidth = PAD(linelen, AVI_LINE_PADDING); + avipadlen = avipadwidth - linelen; + + cBuf = (byte*)PADP(cmd->captureBuffer, packAlign); + + qglReadPixels(0, 0, cmd->width, cmd->height, GL_RGB, + GL_UNSIGNED_BYTE, cBuf); + + memcount = padwidth * cmd->height; + + // gamma correct + if(glConfig.deviceSupportsGamma) + R_GammaCorrect(cBuf, memcount); + + if(cmd->motionJpeg) + { + memcount = RE_SaveJPGToBuffer(cmd->encodeBuffer, linelen * cmd->height, + r_aviMotionJpegQuality->integer, + cmd->width, cmd->height, cBuf, padlen); + ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, memcount); + } + else + { + byte *lineend, *memend; + byte *srcptr, *destptr; + + srcptr = cBuf; + destptr = cmd->encodeBuffer; + memend = srcptr + memcount; + + // swap R and B and remove line paddings + while(srcptr < memend) + { + lineend = srcptr + linelen; + while(srcptr < lineend) + { + *destptr++ = srcptr[2]; + *destptr++ = srcptr[1]; + *destptr++ = srcptr[0]; + srcptr += 3; + } + + Com_Memset(destptr, '\0', avipadlen); + destptr += avipadlen; + + srcptr += padlen; + } + + ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, avipadwidth * cmd->height); + } + + return (const void *)(cmd + 1); +} + +//============================================================================ + +/* +** GL_SetDefaultState +*/ +void GL_SetDefaultState( void ) +{ + qglClearDepth( 1.0f ); + + qglCullFace(GL_FRONT); + + GL_BindNullTextures(); + + if (glRefConfig.framebufferObject) + GL_BindNullFramebuffers(); + + GL_TextureMode( r_textureMode->string ); + + //qglShadeModel( GL_SMOOTH ); + qglDepthFunc( GL_LEQUAL ); + + // + // make sure our GL state vector is set correctly + // + glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE; + glState.storedGlState = 0; + glState.faceCulling = CT_TWO_SIDED; + glState.faceCullFront = true; + + GL_BindNullProgram(); + + if (glRefConfig.vertexArrayObject) + qglBindVertexArray(0); + + qglBindBuffer(GL_ARRAY_BUFFER, 0); + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glState.currentVao = NULL; + glState.vertexAttribsEnabled = 0; + + qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); + qglDepthMask( GL_TRUE ); + qglDisable( GL_DEPTH_TEST ); + qglEnable( GL_SCISSOR_TEST ); + qglDisable( GL_CULL_FACE ); + qglDisable( GL_BLEND ); + + if (glRefConfig.seamlessCubeMap) + qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + + // GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used + qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value ); + + qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky +} + +/* +================ +R_PrintLongString + +Workaround for ri.Printf's 1024 characters buffer limit. +================ +*/ +void R_PrintLongString(const char *string) { + char buffer[1024]; + const char *p; + int size = strlen(string); + + p = string; + while(size > 0) + { + Q_strncpyz(buffer, p, sizeof (buffer) ); + ri.Printf( PRINT_ALL, "%s", buffer ); + p += 1023; + size -= 1023; + } +} + +/* +================ +GfxInfo_f +================ +*/ +void GfxInfo_f( void ) +{ + const char *enablestrings[] = + { + "disabled", + "enabled" + }; + const char *fsstrings[] = + { + "windowed", + "fullscreen" + }; + + ri.Printf( PRINT_ALL, "\nGL_VENDOR: %s\n", glConfig.vendor_string ); + ri.Printf( PRINT_ALL, "GL_RENDERER: %s\n", glConfig.renderer_string ); + ri.Printf( PRINT_ALL, "GL_VERSION: %s\n", glConfig.version_string ); + ri.Printf( PRINT_ALL, "GL_EXTENSIONS: " ); + R_PrintLongString( glConfig.extensions_string ); + ri.Printf( PRINT_ALL, "\n" ); + ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize ); + ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_UNITS_ARB: %d\n", glConfig.numTextureUnits ); + ri.Printf( PRINT_ALL, "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits ); + ri.Printf( PRINT_ALL, "MODE: %d, %d x %d %s hz:", r_mode->integer, glConfig.vidWidth, glConfig.vidHeight, fsstrings[r_fullscreen->integer == 1] ); + if ( glConfig.displayFrequency ) + { + ri.Printf( PRINT_ALL, "%d\n", glConfig.displayFrequency ); + } + else + { + ri.Printf( PRINT_ALL, "N/A\n" ); + } + if ( glConfig.deviceSupportsGamma ) + { + ri.Printf( PRINT_ALL, "GAMMA: hardware w/ %d overbright bits\n", tr.overbrightBits ); + } + else + { + ri.Printf( PRINT_ALL, "GAMMA: software w/ %d overbright bits\n", tr.overbrightBits ); + } + + ri.Printf( PRINT_ALL, "texturemode: %s\n", r_textureMode->string ); + ri.Printf( PRINT_ALL, "picmip: %d\n", r_picmip->integer ); + ri.Printf( PRINT_ALL, "texture bits: %d\n", r_texturebits->integer ); + ri.Printf( PRINT_ALL, "compiled vertex arrays: %s\n", enablestrings[qglLockArraysEXT != 0 ] ); + ri.Printf( PRINT_ALL, "texenv add: %s\n", enablestrings[glConfig.textureEnvAddAvailable != 0] ); + ri.Printf( PRINT_ALL, "compressed textures: %s\n", enablestrings[glConfig.textureCompression!=TC_NONE] ); + if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) + { + ri.Printf( PRINT_ALL, "HACK: using vertex lightmap approximation\n" ); + } + if ( glConfig.hardwareType == GLHW_RAGEPRO ) + { + ri.Printf( PRINT_ALL, "HACK: ragePro approximations\n" ); + } + if ( glConfig.hardwareType == GLHW_RIVA128 ) + { + ri.Printf( PRINT_ALL, "HACK: riva128 approximations\n" ); + } + if ( r_finish->integer ) { + ri.Printf( PRINT_ALL, "Forcing glFinish\n" ); + } +} + +/* +================ +GfxMemInfo_f +================ +*/ +void GfxMemInfo_f( void ) +{ + switch (glRefConfig.memInfo) + { + case MI_NONE: + { + ri.Printf(PRINT_ALL, "No extension found for GPU memory info.\n"); + } + break; + case MI_NVX: + { + int value; + + qglGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &value); + ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: %ikb\n", value); + + qglGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &value); + ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX: %ikb\n", value); + + qglGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &value); + ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX: %ikb\n", value); + + qglGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &value); + ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_EVICTION_COUNT_NVX: %i\n", value); + + qglGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &value); + ri.Printf(PRINT_ALL, "GPU_MEMORY_INFO_EVICTED_MEMORY_NVX: %ikb\n", value); + } + break; + case MI_ATI: + { + // GL_ATI_meminfo + int value[4]; + + qglGetIntegerv(GL_VBO_FREE_MEMORY_ATI, &value[0]); + ri.Printf(PRINT_ALL, "VBO_FREE_MEMORY_ATI: %ikb total %ikb largest aux: %ikb total %ikb largest\n", value[0], value[1], value[2], value[3]); + + qglGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, &value[0]); + ri.Printf(PRINT_ALL, "TEXTURE_FREE_MEMORY_ATI: %ikb total %ikb largest aux: %ikb total %ikb largest\n", value[0], value[1], value[2], value[3]); + + qglGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, &value[0]); + ri.Printf(PRINT_ALL, "RENDERBUFFER_FREE_MEMORY_ATI: %ikb total %ikb largest aux: %ikb total %ikb largest\n", value[0], value[1], value[2], value[3]); + } + break; + } +} + +/* +=============== +R_Register +=============== +*/ +void R_Register( void ) +{ + #ifdef USE_RENDERER_DLOPEN + com_altivec = ri.Cvar_Get("com_altivec", "1", CVAR_ARCHIVE); + #endif + + // + // latched and archived variables + // + r_allowExtensions = ri.Cvar_Get( "r_allowExtensions", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_ext_multitexture = ri.Cvar_Get( "r_ext_multitexture", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH); + r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH); + + r_ext_framebuffer_object = ri.Cvar_Get( "r_ext_framebuffer_object", "1", CVAR_ARCHIVE | CVAR_LATCH); + r_ext_texture_float = ri.Cvar_Get( "r_ext_texture_float", "1", CVAR_ARCHIVE | CVAR_LATCH); + r_ext_framebuffer_multisample = ri.Cvar_Get( "r_ext_framebuffer_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH); + r_arb_seamless_cube_map = ri.Cvar_Get( "r_arb_seamless_cube_map", "0", CVAR_ARCHIVE | CVAR_LATCH); + r_arb_vertex_array_object = ri.Cvar_Get( "r_arb_vertex_array_object", "1", CVAR_ARCHIVE | CVAR_LATCH); + r_ext_direct_state_access = ri.Cvar_Get("r_ext_direct_state_access", "1", CVAR_ARCHIVE | CVAR_LATCH); + + r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic", + "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE | CVAR_LATCH ); + + r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH ); + ri.Cvar_CheckRange( r_picmip, 0, 16, true ); + r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_colorbits = ri.Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_alphabits = ri.Cvar_Get( "r_alphabits", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH ); + r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH ); + ri.Cvar_CheckRange( r_ext_multisample, 0, 4, true ); + r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH); + r_mode = ri.Cvar_Get( "r_mode", "-2", CVAR_ARCHIVE | CVAR_LATCH ); + r_fullscreen = ri.Cvar_Get( "r_fullscreen", "1", CVAR_ARCHIVE ); + r_noborder = ri.Cvar_Get("r_noborder", "0", CVAR_ARCHIVE | CVAR_LATCH); + r_width = ri.Cvar_Get( "r_width", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_height = ri.Cvar_Get( "r_height", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_pixelAspect = ri.Cvar_Get( "r_pixelAspect", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0); + r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH); + r_stereoEnabled = ri.Cvar_Get( "r_stereoEnabled", "0", CVAR_ARCHIVE | CVAR_LATCH); + r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH); + ri.Cvar_CheckRange(r_greyscale, 0, 1, false); + + r_externalGLSL = ri.Cvar_Get( "r_externalGLSL", "0", CVAR_LATCH ); + + r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_floatLightmap = ri.Cvar_Get( "r_floatLightmap", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE ); + + r_toneMap = ri.Cvar_Get( "r_toneMap", "1", CVAR_ARCHIVE ); + r_forceToneMap = ri.Cvar_Get( "r_forceToneMap", "0", CVAR_CHEAT ); + r_forceToneMapMin = ri.Cvar_Get( "r_forceToneMapMin", "-8.0", CVAR_CHEAT ); + r_forceToneMapAvg = ri.Cvar_Get( "r_forceToneMapAvg", "-2.0", CVAR_CHEAT ); + r_forceToneMapMax = ri.Cvar_Get( "r_forceToneMapMax", "0.0", CVAR_CHEAT ); + + r_autoExposure = ri.Cvar_Get( "r_autoExposure", "1", CVAR_ARCHIVE ); + r_forceAutoExposure = ri.Cvar_Get( "r_forceAutoExposure", "0", CVAR_CHEAT ); + r_forceAutoExposureMin = ri.Cvar_Get( "r_forceAutoExposureMin", "-2.0", CVAR_CHEAT ); + r_forceAutoExposureMax = ri.Cvar_Get( "r_forceAutoExposureMax", "2.0", CVAR_CHEAT ); + + r_cameraExposure = ri.Cvar_Get( "r_cameraExposure", "0", CVAR_CHEAT ); + + r_depthPrepass = ri.Cvar_Get( "r_depthPrepass", "1", CVAR_ARCHIVE ); + r_ssao = ri.Cvar_Get( "r_ssao", "0", CVAR_LATCH | CVAR_ARCHIVE ); + + r_normalMapping = ri.Cvar_Get( "r_normalMapping", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_specularMapping = ri.Cvar_Get( "r_specularMapping", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_cubemapSize = ri.Cvar_Get( "r_cubemapSize", "128", CVAR_ARCHIVE | CVAR_LATCH ); + r_pbr = ri.Cvar_Get("r_pbr", "0", CVAR_ARCHIVE | CVAR_LATCH); + r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH ); + r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH ); + r_baseParallax = ri.Cvar_Get( "r_baseParallax", "0.05", CVAR_ARCHIVE | CVAR_LATCH ); + r_baseSpecular = ri.Cvar_Get( "r_baseSpecular", "0.04", CVAR_ARCHIVE | CVAR_LATCH ); + r_baseGloss = ri.Cvar_Get( "r_baseGloss", "0.3", CVAR_ARCHIVE | CVAR_LATCH ); + r_glossType = ri.Cvar_Get("r_glossType", "1", CVAR_ARCHIVE | CVAR_LATCH); + r_dlightMode = ri.Cvar_Get( "r_dlightMode", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_pshadowDist = ri.Cvar_Get( "r_pshadowDist", "128", CVAR_ARCHIVE ); + r_mergeLightmaps = ri.Cvar_Get( "r_mergeLightmaps", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_imageUpsample = ri.Cvar_Get( "r_imageUpsample", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_imageUpsampleMaxSize = ri.Cvar_Get( "r_imageUpsampleMaxSize", "1024", CVAR_ARCHIVE | CVAR_LATCH ); + r_imageUpsampleType = ri.Cvar_Get( "r_imageUpsampleType", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH ); + + r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT ); + r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "1.0", CVAR_CHEAT ); + r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.5", CVAR_CHEAT ); + r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_sunlightMode = ri.Cvar_Get( "r_sunlightMode", "1", CVAR_ARCHIVE | CVAR_LATCH ); + + r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_shadowBlur = ri.Cvar_Get("r_shadowBlur", "0", CVAR_ARCHIVE | CVAR_LATCH); + r_shadowMapSize = ri.Cvar_Get("r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH); + r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "8", CVAR_ARCHIVE | CVAR_LATCH ); + r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "1024", CVAR_ARCHIVE | CVAR_LATCH ); + r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_ignoreDstAlpha = ri.Cvar_Get( "r_ignoreDstAlpha", "1", CVAR_ARCHIVE | CVAR_LATCH ); + + // + // temporary latched variables that can only change over a restart + // + r_fullbright = ri.Cvar_Get ("r_fullbright", "0", CVAR_LATCH|CVAR_CHEAT ); + r_mapOverBrightBits = ri.Cvar_Get ("r_mapOverBrightBits", "2", CVAR_LATCH ); + r_mapLightmapMin = ri.Cvar_Get ("r_mapLightmapMin", "0", CVAR_ARCHIVE | CVAR_LATCH ); + r_intensity = ri.Cvar_Get ("r_intensity", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_singleShader = ri.Cvar_Get ("r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH ); + + // + // archived variables that can change at any time + // + r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE|CVAR_CHEAT ); + r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE ); + r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE ); + r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT ); + ri.Cvar_CheckRange( r_znear, 0.001f, 200, false ); + r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE ); + r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE ); + r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE ); + r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE ); + r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE ); + r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE ); + r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE ); + r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE ); + r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE); + r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE ); + r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", + CVAR_ARCHIVE | CVAR_LATCH ); + r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE ); + r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE ); + + r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE ); + r_railCoreWidth = ri.Cvar_Get( "r_railCoreWidth", "6", CVAR_ARCHIVE ); + r_railSegmentLength = ri.Cvar_Get( "r_railSegmentLength", "32", CVAR_ARCHIVE ); + + r_ambientScale = ri.Cvar_Get( "r_ambientScale", "0.6", CVAR_CHEAT ); + r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT ); + + r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE); + + // + // temporary variables that can change at any time + // + r_showImages = ri.Cvar_Get( "r_showImages", "0", CVAR_CHEAT|CVAR_TEMP ); + + r_debugLight = ri.Cvar_Get( "r_debuglight", "0", CVAR_TEMP ); + r_debugSort = ri.Cvar_Get( "r_debugSort", "0", CVAR_CHEAT ); + r_printShaders = ri.Cvar_Get( "r_printShaders", "0", 0 ); + r_saveFontData = ri.Cvar_Get( "r_saveFontData", "0", 0 ); + + r_nocurves = ri.Cvar_Get ("r_nocurves", "0", CVAR_CHEAT ); + r_drawworld = ri.Cvar_Get ("r_drawworld", "1", CVAR_CHEAT ); + r_lightmap = ri.Cvar_Get ("r_lightmap", "0", 0 ); + r_portalOnly = ri.Cvar_Get ("r_portalOnly", "0", CVAR_CHEAT ); + + r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT); + r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT); + r_flareCoeff = ri.Cvar_Get ("r_flareCoeff", FLARE_STDCOEFF, CVAR_CHEAT); + + r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT); + + r_measureOverdraw = ri.Cvar_Get( "r_measureOverdraw", "0", CVAR_CHEAT ); + r_lodscale = ri.Cvar_Get( "r_lodscale", "5", CVAR_CHEAT ); + r_norefresh = ri.Cvar_Get ("r_norefresh", "0", CVAR_CHEAT); + r_drawentities = ri.Cvar_Get ("r_drawentities", "1", CVAR_CHEAT ); + r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT ); + r_nocull = ri.Cvar_Get ("r_nocull", "0", CVAR_CHEAT); + r_novis = ri.Cvar_Get ("r_novis", "0", CVAR_CHEAT); + r_showcluster = ri.Cvar_Get ("r_showcluster", "0", CVAR_CHEAT); + r_speeds = ri.Cvar_Get ("r_speeds", "0", CVAR_CHEAT); + r_verbose = ri.Cvar_Get( "r_verbose", "0", CVAR_CHEAT ); + r_logFile = ri.Cvar_Get( "r_logFile", "0", CVAR_CHEAT ); + r_debugSurface = ri.Cvar_Get ("r_debugSurface", "0", CVAR_CHEAT); + r_nobind = ri.Cvar_Get ("r_nobind", "0", CVAR_CHEAT); + r_showtris = ri.Cvar_Get ("r_showtris", "0", CVAR_CHEAT); + r_showsky = ri.Cvar_Get ("r_showsky", "0", CVAR_CHEAT); + r_shownormals = ri.Cvar_Get ("r_shownormals", "0", CVAR_CHEAT); + r_clear = ri.Cvar_Get ("r_clear", "0", CVAR_CHEAT); + r_offsetFactor = ri.Cvar_Get( "r_offsetfactor", "-1", CVAR_CHEAT ); + r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT ); + r_drawBuffer = ri.Cvar_Get( "r_drawBuffer", "GL_BACK", CVAR_CHEAT ); + r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT); + r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT); + r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 ); + + r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE); + + r_aviMotionJpegQuality = ri.Cvar_Get("r_aviMotionJpegQuality", "90", CVAR_ARCHIVE); + r_screenshotJpegQuality = ri.Cvar_Get("r_screenshotJpegQuality", "90", CVAR_ARCHIVE); + + r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0); + r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0); + + // make sure all the commands added here are also + // removed in R_Shutdown + ri.Cmd_AddCommand( "imagelist", R_ImageList_f ); + ri.Cmd_AddCommand( "shaderlist", R_ShaderList_f ); + ri.Cmd_AddCommand( "skinlist", R_SkinList_f ); + ri.Cmd_AddCommand( "modellist", R_Modellist_f ); + ri.Cmd_AddCommand( "screenshot", R_ScreenShot_f ); + ri.Cmd_AddCommand( "screenshotJPEG", R_ScreenShotJPEG_f ); + ri.Cmd_AddCommand( "gfxinfo", GfxInfo_f ); + ri.Cmd_AddCommand( "minimize", GLimp_Minimize ); + ri.Cmd_AddCommand( "gfxmeminfo", GfxMemInfo_f ); + ri.Cmd_AddCommand( "exportCubemaps", R_ExportCubemaps_f ); +} + +void R_InitQueries(void) +{ + if (!glRefConfig.occlusionQuery) + return; + + if (r_drawSunRays->integer) + qglGenQueries(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery); +} + +void R_ShutDownQueries(void) +{ + if (!glRefConfig.occlusionQuery) + return; + + if (r_drawSunRays->integer) + qglDeleteQueries(ARRAY_LEN(tr.sunFlareQuery), tr.sunFlareQuery); +} + +/* +=============== +R_Init +=============== +*/ +void R_Init( void ) { + int err; + int i; + byte *ptr; + + ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); + + // clear all our internal state + Com_Memset( &tr, 0, sizeof( tr ) ); + Com_Memset( &backEnd, 0, sizeof( backEnd ) ); + Com_Memset( &tess, 0, sizeof( tess ) ); + +// Swap_Init(); + + if ( (intptr_t)tess.xyz & 15 ) { + ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" ); + } + //Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); + + // + // init function tables + // + for ( i = 0; i < FUNCTABLE_SIZE; i++ ) + { + tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); + tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; + tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; + tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; + + if ( i < FUNCTABLE_SIZE / 2 ) + { + if ( i < FUNCTABLE_SIZE / 4 ) + { + tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); + } + else + { + tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; + } + } + else + { + tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; + } + } + + R_InitFogTable(); + + R_NoiseInit(); + + R_Register(); + + max_polys = r_maxpolys->integer; + if (max_polys < MAX_POLYS) + max_polys = MAX_POLYS; + + max_polyverts = r_maxpolyverts->integer; + if (max_polyverts < MAX_POLYVERTS) + max_polyverts = MAX_POLYVERTS; + + ptr = (byte*)ri.Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); + backEndData = (backEndData_t *) ptr; + backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData )); + backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys); + R_InitNextFrame(); + + InitOpenGL(); + + R_InitImages(); + + if (glRefConfig.framebufferObject) + FBO_Init(); + + GLSL_InitGPUShaders(); + + R_InitVaos(); + + R_InitShaders(); + + R_InitSkins(); + + R_ModelInit(); + + R_InitFreeType(); + + R_InitQueries(); + + + err = qglGetError(); + if ( err != GL_NO_ERROR ) + ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); + + // print info + GfxInfo_f(); + ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); +} + +/* +=============== +RE_Shutdown +=============== +*/ +void RE_Shutdown( bool destroyWindow ) { + + ri.Printf( PRINT_ALL, "RE_Shutdown( %i )\n", destroyWindow ); + + ri.Cmd_RemoveCommand("exportCubemaps"); + ri.Cmd_RemoveCommand("gfxinfo"); + ri.Cmd_RemoveCommand("gfxmeminfo"); + ri.Cmd_RemoveCommand("imagelist"); + ri.Cmd_RemoveCommand("minimize"); + ri.Cmd_RemoveCommand("modellist"); + ri.Cmd_RemoveCommand("screenshot"); + ri.Cmd_RemoveCommand("screenshotJPEG"); + ri.Cmd_RemoveCommand("shaderlist"); + ri.Cmd_RemoveCommand("skinlist"); + + if ( tr.registered ) { + R_IssuePendingRenderCommands(); + R_ShutDownQueries(); + if (glRefConfig.framebufferObject) + FBO_Shutdown(); + R_DeleteTextures(); + R_ShutdownVaos(); + GLSL_ShutdownGPUShaders(); + } + + R_DoneFreeType(); + + // shut down platform specific OpenGL stuff + if ( destroyWindow ) { + GLimp_Shutdown(); + + Com_Memset( &glConfig, 0, sizeof( glConfig ) ); + Com_Memset( &glState, 0, sizeof( glState ) ); + } + + tr.registered = false; +} + + +/* +============= +RE_EndRegistration + +Touch all images to make sure they are resident +============= +*/ +void RE_EndRegistration( void ) { + R_IssuePendingRenderCommands(); + if (!ri.Sys_LowPhysicalMemory()) { + RB_ShowImages(); + } +} + + +/* +@@@@@@@@@@@@@@@@@@@@@ +GetRefAPI + +@@@@@@@@@@@@@@@@@@@@@ +*/ +#ifdef USE_RENDERER_DLOPEN +extern "C" Q_EXPORT refexport_t* QDECL GetRefAPI ( int apiVersion, refimport_t *rimp ) { +#else +refexport_t *GetRefAPI ( int apiVersion, refimport_t *rimp ) { +#endif + + static refexport_t re; + + ri = *rimp; + + Com_Memset( &re, 0, sizeof( re ) ); + + if ( apiVersion != REF_API_VERSION ) { + ri.Printf(PRINT_ALL, "Mismatched REF_API_VERSION: expected %i, got %i\n", + REF_API_VERSION, apiVersion ); + return NULL; + } + + // the RE_ functions are Renderer Entry points + + re.Shutdown = RE_Shutdown; + + re.BeginRegistration = RE_BeginRegistration; + re.RegisterModel = RE_RegisterModel; + re.RegisterSkin = RE_RegisterSkin; + re.RegisterShader = RE_RegisterShader; + re.RegisterShaderNoMip = RE_RegisterShaderNoMip; + re.LoadWorld = RE_LoadWorldMap; + re.SetWorldVisData = RE_SetWorldVisData; + re.EndRegistration = RE_EndRegistration; + + re.BeginFrame = RE_BeginFrame; + re.EndFrame = RE_EndFrame; + + re.MarkFragments = R_MarkFragments; + re.LerpTag = R_LerpTag; + re.ModelBounds = R_ModelBounds; + + re.ClearScene = RE_ClearScene; + re.AddRefEntityToScene = RE_AddRefEntityToScene; + re.AddPolyToScene = RE_AddPolyToScene; + re.LightForPoint = R_LightForPoint; + re.AddLightToScene = RE_AddLightToScene; + re.AddAdditiveLightToScene = RE_AddAdditiveLightToScene; + re.RenderScene = RE_RenderScene; + + re.SetColor = RE_SetColor; + re.SetClipRegion = RE_SetClipRegion; + re.DrawStretchPic = RE_StretchPic; + re.DrawStretchRaw = RE_StretchRaw; + re.UploadCinematic = RE_UploadCinematic; + + re.RegisterFont = RE_RegisterFont; + re.RemapShader = R_RemapShader; + re.GetEntityToken = R_GetEntityToken; + re.inPVS = R_inPVS; + + re.TakeVideoFrame = RE_TakeVideoFrame; + + return &re; +} diff --git a/src/renderergl2/tr_light.cpp b/src/renderergl2/tr_light.cpp new file mode 100644 index 0000000..d14217f --- /dev/null +++ b/src/renderergl2/tr_light.cpp @@ -0,0 +1,513 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_light.c + +#include "tr_local.h" + +#define DLIGHT_AT_RADIUS 16 +// at the edge of a dlight's influence, this amount of light will be added + +#define DLIGHT_MINIMUM_RADIUS 16 +// never calculate a range less than this to prevent huge light numbers + + +/* +=============== +R_TransformDlights + +Transforms the origins of an array of dlights. +Used by both the front end (for DlightBmodel) and +the back end (before doing the lighting calculation) +=============== +*/ +void R_TransformDlights( int count, dlight_t *dl, orientationr_t *orientation) { + int i; + vec3_t temp; + + for ( i = 0 ; i < count ; i++, dl++ ) { + VectorSubtract( dl->origin, orientation->origin, temp ); + dl->transformed[0] = DotProduct( temp, orientation->axis[0] ); + dl->transformed[1] = DotProduct( temp, orientation->axis[1] ); + dl->transformed[2] = DotProduct( temp, orientation->axis[2] ); + } +} + +/* +============= +R_DlightBmodel + +Determine which dynamic lights may effect this bmodel +============= +*/ +void R_DlightBmodel( bmodel_t *bmodel ) { + int i, j; + dlight_t *dl; + int mask; + msurface_t *surf; + + // transform all the lights + R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.orientation ); + + mask = 0; + for ( i=0 ; itransformed[j] - bmodel->bounds[1][j] > dl->radius ) { + break; + } + if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) { + break; + } + } + if ( j < 3 ) { + continue; + } + + // we need to check this light + mask |= 1 << i; + } + + tr.currentEntity->needDlights = (mask != 0); + + // set the dlight bits in all the surfaces + for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) { + surf = tr.world->surfaces + bmodel->firstSurface + i; + + switch(*surf->data) + { + case SF_FACE: + case SF_GRID: + case SF_TRIANGLES: + ((srfBspSurface_t *)surf->data)->dlightBits = mask; + break; + + default: + break; + } + } +} + + +/* +============================================================================= + +LIGHT SAMPLING + +============================================================================= +*/ + +extern cvar_t *r_ambientScale; +extern cvar_t *r_directedScale; +extern cvar_t *r_debugLight; + +/* +================= +R_SetupEntityLightingGrid + +================= +*/ +static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) { + vec3_t lightOrigin; + int pos[3]; + int i, j; + byte *gridData; + float frac[3]; + int gridStep[3]; + vec3_t direction; + float totalFactor; + + if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) { + // seperate lightOrigins are needed so an object that is + // sinking into the ground can still be lit, and so + // multi-part models can be lit identically + VectorCopy( ent->e.lightingOrigin, lightOrigin ); + } else { + VectorCopy( ent->e.origin, lightOrigin ); + } + + VectorSubtract( lightOrigin, world->lightGridOrigin, lightOrigin ); + for ( i = 0 ; i < 3 ; i++ ) { + float v; + + v = lightOrigin[i]*world->lightGridInverseSize[i]; + pos[i] = floor( v ); + frac[i] = v - pos[i]; + if ( pos[i] < 0 ) { + pos[i] = 0; + } else if ( pos[i] > world->lightGridBounds[i] - 1 ) { + pos[i] = world->lightGridBounds[i] - 1; + } + } + + VectorClear( ent->ambientLight ); + VectorClear( ent->directedLight ); + VectorClear( direction ); + + assert( world->lightGridData ); // NULL with -nolight maps + + // trilerp the light value + gridStep[0] = 8; + gridStep[1] = 8 * world->lightGridBounds[0]; + gridStep[2] = 8 * world->lightGridBounds[0] * world->lightGridBounds[1]; + gridData = world->lightGridData + pos[0] * gridStep[0] + + pos[1] * gridStep[1] + pos[2] * gridStep[2]; + + totalFactor = 0; + for ( i = 0 ; i < 8 ; i++ ) { + float factor; + byte *data; + int lat, lng; + vec3_t normal; + #if idppc + float d0, d1, d2, d3, d4, d5; + #endif + factor = 1.0; + data = gridData; + for ( j = 0 ; j < 3 ; j++ ) { + if ( i & (1< world->lightGridBounds[j] - 1 ) { + break; // ignore values outside lightgrid + } + factor *= frac[j]; + data += gridStep[j]; + } else { + factor *= (1.0f - frac[j]); + } + } + + if ( j != 3 ) { + continue; + } + + if (world->lightGrid16) + { + uint16_t *data16 = world->lightGrid16 + (int)(data - world->lightGridData) / 8 * 6; + if (!(data16[0]+data16[1]+data16[2]+data16[3]+data16[4]+data16[5])) { + continue; // ignore samples in walls + } + } + else + { + if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) { + continue; // ignore samples in walls + } + } + totalFactor += factor; + #if idppc + d0 = data[0]; d1 = data[1]; d2 = data[2]; + d3 = data[3]; d4 = data[4]; d5 = data[5]; + + ent->ambientLight[0] += factor * d0; + ent->ambientLight[1] += factor * d1; + ent->ambientLight[2] += factor * d2; + + ent->directedLight[0] += factor * d3; + ent->directedLight[1] += factor * d4; + ent->directedLight[2] += factor * d5; + #else + if (world->lightGrid16) + { + // FIXME: this is hideous + uint16_t *data16 = world->lightGrid16 + (int)(data - world->lightGridData) / 8 * 6; + + ent->ambientLight[0] += factor * data16[0] / 257.0f; + ent->ambientLight[1] += factor * data16[1] / 257.0f; + ent->ambientLight[2] += factor * data16[2] / 257.0f; + + ent->directedLight[0] += factor * data16[3] / 257.0f; + ent->directedLight[1] += factor * data16[4] / 257.0f; + ent->directedLight[2] += factor * data16[5] / 257.0f; + } + else + { + ent->ambientLight[0] += factor * data[0]; + ent->ambientLight[1] += factor * data[1]; + ent->ambientLight[2] += factor * data[2]; + + ent->directedLight[0] += factor * data[3]; + ent->directedLight[1] += factor * data[4]; + ent->directedLight[2] += factor * data[5]; + } + #endif + lat = data[7]; + lng = data[6]; + lat *= (FUNCTABLE_SIZE/256); + lng *= (FUNCTABLE_SIZE/256); + + // decode X as cos( lat ) * sin( long ) + // decode Y as sin( lat ) * sin( long ) + // decode Z as cos( long ) + + normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng]; + normal[1] = tr.sinTable[lat] * tr.sinTable[lng]; + normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK]; + + VectorMA( direction, factor, normal, direction ); + } + + if ( totalFactor > 0 && totalFactor < 0.99 ) { + totalFactor = 1.0f / totalFactor; + VectorScale( ent->ambientLight, totalFactor, ent->ambientLight ); + VectorScale( ent->directedLight, totalFactor, ent->directedLight ); + } + + VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight ); + VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight ); + + VectorNormalize2( direction, ent->lightDir ); +} + + +/* +=============== +LogLight +=============== +*/ +static void LogLight( trRefEntity_t *ent ) { + int max1, max2; + + if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) { + return; + } + + max1 = ent->ambientLight[0]; + if ( ent->ambientLight[1] > max1 ) { + max1 = ent->ambientLight[1]; + } else if ( ent->ambientLight[2] > max1 ) { + max1 = ent->ambientLight[2]; + } + + max2 = ent->directedLight[0]; + if ( ent->directedLight[1] > max2 ) { + max2 = ent->directedLight[1]; + } else if ( ent->directedLight[2] > max2 ) { + max2 = ent->directedLight[2]; + } + + ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 ); +} + +/* +================= +R_SetupEntityLighting + +Calculates all the lighting values that will be used +by the Calc_* functions +================= +*/ +void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) { + int i; + dlight_t *dl; + float power; + vec3_t dir; + float d; + vec3_t lightDir; + vec3_t lightOrigin; + + // lighting calculations + if ( ent->lightingCalculated ) { + return; + } + ent->lightingCalculated = true; + + // + // trace a sample point down to find ambient light + // + if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) { + // seperate lightOrigins are needed so an object that is + // sinking into the ground can still be lit, and so + // multi-part models can be lit identically + VectorCopy( ent->e.lightingOrigin, lightOrigin ); + } else { + VectorCopy( ent->e.origin, lightOrigin ); + } + + // if NOWORLDMODEL, only use dynamic lights (menu system, etc) + if ( !(refdef->rdflags & RDF_NOWORLDMODEL ) + && tr.world->lightGridData ) { + R_SetupEntityLightingGrid( ent, tr.world ); + } else { + ent->ambientLight[0] = ent->ambientLight[1] = + ent->ambientLight[2] = tr.identityLight * 150; + ent->directedLight[0] = ent->directedLight[1] = + ent->directedLight[2] = tr.identityLight * 150; + VectorCopy( tr.sunDirection, ent->lightDir ); + } + + // bonus items and view weapons have a fixed minimum add + if ( !r_hdr->integer /* ent->e.renderfx & RF_MINLIGHT */ ) { + // give everything a minimum light add + ent->ambientLight[0] += tr.identityLight * 32; + ent->ambientLight[1] += tr.identityLight * 32; + ent->ambientLight[2] += tr.identityLight * 32; + } + + // + // modify the light by dynamic lights + // + d = VectorLength( ent->directedLight ); + VectorScale( ent->lightDir, d, lightDir ); + + for ( i = 0 ; i < refdef->num_dlights ; i++ ) { + dl = &refdef->dlights[i]; + VectorSubtract( dl->origin, lightOrigin, dir ); + d = VectorNormalize( dir ); + + power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius ); + if ( d < DLIGHT_MINIMUM_RADIUS ) { + d = DLIGHT_MINIMUM_RADIUS; + } + d = power / ( d * d ); + + VectorMA( ent->directedLight, d, dl->color, ent->directedLight ); + VectorMA( lightDir, d, dir, lightDir ); + } + + // clamp lights + // FIXME: old renderer clamps (ambient + NL * directed) per vertex + // check if that's worth implementing + { + float r, g, b, max; + + r = ent->ambientLight[0]; + g = ent->ambientLight[1]; + b = ent->ambientLight[2]; + + max = MAX(MAX(r, g), b); + + if (max > 255.0f) + { + max = 255.0f / max; + ent->ambientLight[0] *= max; + ent->ambientLight[1] *= max; + ent->ambientLight[2] *= max; + } + + r = ent->directedLight[0]; + g = ent->directedLight[1]; + b = ent->directedLight[2]; + + max = MAX(MAX(r, g), b); + + if (max > 255.0f) + { + max = 255.0f / max; + ent->directedLight[0] *= max; + ent->directedLight[1] *= max; + ent->directedLight[2] *= max; + } + } + + + if ( r_debugLight->integer ) { + LogLight( ent ); + } + + // save out the byte packet version + ((byte *)&ent->ambientLightInt)[0] = static_cast(ent->ambientLight[0]); + ((byte *)&ent->ambientLightInt)[1] = static_cast(ent->ambientLight[1]); + ((byte *)&ent->ambientLightInt)[2] = static_cast(ent->ambientLight[2]); + ((byte *)&ent->ambientLightInt)[3] = 0xff; + + // transform the direction to local space + VectorNormalize( lightDir ); + ent->modelLightDir[0] = DotProduct( lightDir, ent->e.axis[0] ); + ent->modelLightDir[1] = DotProduct( lightDir, ent->e.axis[1] ); + ent->modelLightDir[2] = DotProduct( lightDir, ent->e.axis[2] ); + + VectorCopy(lightDir, ent->lightDir); +} + +/* +================= +R_LightForPoint +================= +*/ +bool R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) +{ + trRefEntity_t ent; + + if ( tr.world->lightGridData == NULL ) + return false; + + Com_Memset(&ent, 0, sizeof(ent)); + VectorCopy( point, ent.e.origin ); + R_SetupEntityLightingGrid( &ent, tr.world ); + VectorCopy(ent.ambientLight, ambientLight); + VectorCopy(ent.directedLight, directedLight); + VectorCopy(ent.lightDir, lightDir); + + return true; +} + + +bool R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world ) +{ + trRefEntity_t ent; + + if ( world->lightGridData == NULL ) + return false; + + Com_Memset(&ent, 0, sizeof(ent)); + VectorCopy( point, ent.e.origin ); + R_SetupEntityLightingGrid( &ent, world ); + + if (DotProduct(ent.lightDir, normal) > 0.2f) + VectorCopy(ent.lightDir, lightDir); + else + VectorCopy(normal, lightDir); + + return true; +} + + +int R_CubemapForPoint( vec3_t point ) +{ + int cubemapIndex = -1; + + if (r_cubeMapping->integer && tr.numCubemaps) + { + int i; + vec_t shortest = (float)WORLD_SIZE * (float)WORLD_SIZE; + + for (i = 0; i < tr.numCubemaps; i++) + { + vec3_t diff; + vec_t length; + + VectorSubtract(point, tr.cubemaps[i].origin, diff); + length = DotProduct(diff, diff); + + if (shortest > length) + { + shortest = length; + cubemapIndex = i; + } + } + } + + return cubemapIndex + 1; +} diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h new file mode 100644 index 0000000..39df925 --- /dev/null +++ b/src/renderergl2/tr_local.h @@ -0,0 +1,2422 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + + +#ifndef TR_LOCAL_H +#define TR_LOCAL_H + +#include + +#include "qcommon/cvar.h" +#include "qcommon/q_shared.h" +#include "qcommon/qfiles.h" +#include "qcommon/qcommon.h" +#include "renderercommon/tr_public.h" +#include "renderercommon/tr_common.h" +#include "tr_extratypes.h" +#include "tr_extramath.h" +#include "tr_fbo.h" +#include "tr_postprocess.h" +#include "renderercommon/iqm.h" + +#define GL_INDEX_TYPE GL_UNSIGNED_INT +typedef unsigned int glIndex_t; + +#define BUFFER_OFFSET(i) ((char *)NULL + (i)) + +// 14 bits +// can't be increased without changing bit packing for drawsurfs +// see QSORT_SHADERNUM_SHIFT +#define SHADERNUM_BITS 14 +#define MAX_SHADERS (1<or.origin in local coordinates + float modelMatrix[16]; + float transformMatrix[16]; +} orientationr_t; + +// Ensure this is >= the ATTR_INDEX_COUNT enum below +#define VAO_MAX_ATTRIBS 16 + +typedef enum +{ + VAO_USAGE_STATIC, + VAO_USAGE_DYNAMIC +} vaoUsage_t; + +typedef struct vaoAttrib_s +{ + uint32_t enabled; + uint32_t count; + uint32_t type; + uint32_t normalized; + uint32_t stride; + uint32_t offset; +} +vaoAttrib_t; + +typedef struct vao_s +{ + char name[MAX_QPATH]; + + uint32_t vao; + + uint32_t vertexesVBO; + int vertexesSize; // amount of memory data allocated for all vertices in bytes + vaoAttrib_t attribs[VAO_MAX_ATTRIBS]; + + uint32_t frameSize; // bytes to skip per frame when doing vertex animation + + uint32_t indexesIBO; + int indexesSize; // amount of memory data allocated for all triangles in bytes +} vao_t; + +//=============================================================================== + +typedef enum { + SS_BAD, + SS_PORTAL, // mirrors, portals, viewscreens + SS_ENVIRONMENT, // sky box + SS_OPAQUE, // opaque + + SS_DECAL, // scorch marks, etc. + SS_SEE_THROUGH, // ladders, grates, grills that may have small blended edges + // in addition to alpha test + SS_BANNER, + + SS_FOG, + + SS_UNDERWATER, // for items that should be drawn in front of the water plane + + SS_BLEND0, // regular transparency and filters + SS_BLEND1, // generally only used for additive type effects + SS_BLEND2, + SS_BLEND3, + + SS_BLEND6, + SS_STENCIL_SHADOW, + SS_ALMOST_NEAREST, // gun smoke puffs + + SS_NEAREST // blood blobs +} shaderSort_t; + + +#define MAX_SHADER_STAGES 8 + +typedef enum { + GF_NONE, + + GF_SIN, + GF_SQUARE, + GF_TRIANGLE, + GF_SAWTOOTH, + GF_INVERSE_SAWTOOTH, + + GF_NOISE + +} genFunc_t; + + +typedef enum { + DEFORM_NONE, + DEFORM_WAVE, + DEFORM_NORMALS, + DEFORM_BULGE, + DEFORM_MOVE, + DEFORM_PROJECTION_SHADOW, + DEFORM_AUTOSPRITE, + DEFORM_AUTOSPRITE2, + DEFORM_TEXT0, + DEFORM_TEXT1, + DEFORM_TEXT2, + DEFORM_TEXT3, + DEFORM_TEXT4, + DEFORM_TEXT5, + DEFORM_TEXT6, + DEFORM_TEXT7 +} deform_t; + +// deformVertexes types that can be handled by the GPU +typedef enum +{ + // do not edit: same as genFunc_t + + DGEN_NONE, + DGEN_WAVE_SIN, + DGEN_WAVE_SQUARE, + DGEN_WAVE_TRIANGLE, + DGEN_WAVE_SAWTOOTH, + DGEN_WAVE_INVERSE_SAWTOOTH, + DGEN_WAVE_NOISE, + + // do not edit until this line + + DGEN_BULGE, + DGEN_MOVE +} deformGen_t; + +typedef enum { + AGEN_IDENTITY, + AGEN_SKIP, + AGEN_ENTITY, + AGEN_ONE_MINUS_ENTITY, + AGEN_VERTEX, + AGEN_ONE_MINUS_VERTEX, + AGEN_LIGHTING_SPECULAR, + AGEN_WAVEFORM, + AGEN_PORTAL, + AGEN_CONST, +} alphaGen_t; + +typedef enum { + CGEN_BAD, + CGEN_IDENTITY_LIGHTING, // tr.identityLight + CGEN_IDENTITY, // always (1,1,1,1) + CGEN_ENTITY, // grabbed from entity's modulate field + CGEN_ONE_MINUS_ENTITY, // grabbed from 1 - entity.modulate + CGEN_EXACT_VERTEX, // tess.vertexColors + CGEN_VERTEX, // tess.vertexColors * tr.identityLight + CGEN_EXACT_VERTEX_LIT, // like CGEN_EXACT_VERTEX but takes a light direction from the lightgrid + CGEN_VERTEX_LIT, // like CGEN_VERTEX but takes a light direction from the lightgrid + CGEN_ONE_MINUS_VERTEX, + CGEN_WAVEFORM, // programmatically generated + CGEN_LIGHTING_DIFFUSE, + CGEN_FOG, // standard fog + CGEN_CONST // fixed color +} colorGen_t; + +typedef enum { + TCGEN_BAD, + TCGEN_IDENTITY, // clear to 0,0 + TCGEN_LIGHTMAP, + TCGEN_TEXTURE, + TCGEN_ENVIRONMENT_MAPPED, + TCGEN_FOG, + TCGEN_VECTOR // S and T from world coordinates +} texCoordGen_t; + +typedef enum { + ACFF_NONE, + ACFF_MODULATE_RGB, + ACFF_MODULATE_RGBA, + ACFF_MODULATE_ALPHA +} acff_t; + +typedef struct { + genFunc_t func; + + float base; + float amplitude; + float phase; + float frequency; +} waveForm_t; + +#define TR_MAX_TEXMODS 4 + +typedef enum { + TMOD_NONE, + TMOD_TRANSFORM, + TMOD_TURBULENT, + TMOD_SCROLL, + TMOD_SCALE, + TMOD_STRETCH, + TMOD_ROTATE, + TMOD_ENTITY_TRANSLATE +} texMod_t; + +#define MAX_SHADER_DEFORMS 3 +typedef struct { + deform_t deformation; // vertex coordinate modification type + + vec3_t moveVector; + waveForm_t deformationWave; + float deformationSpread; + + float bulgeWidth; + float bulgeHeight; + float bulgeSpeed; +} deformStage_t; + + +typedef struct { + texMod_t type; + + // used for TMOD_TURBULENT and TMOD_STRETCH + waveForm_t wave; + + // used for TMOD_TRANSFORM + float matrix[2][2]; // s' = s * m[0][0] + t * m[1][0] + trans[0] + float translate[2]; // t' = s * m[0][1] + t * m[0][1] + trans[1] + + // used for TMOD_SCALE + float scale[2]; // s *= scale[0] + // t *= scale[1] + + // used for TMOD_SCROLL + float scroll[2]; // s' = s + scroll[0] * time + // t' = t + scroll[1] * time + + // + = clockwise + // - = counterclockwise + float rotateSpeed; + +} texModInfo_t; + + +#define MAX_IMAGE_ANIMATIONS 8 + +typedef struct { + image_t *image[MAX_IMAGE_ANIMATIONS]; + int numImageAnimations; + float imageAnimationSpeed; + + texCoordGen_t tcGen; + vec3_t tcGenVectors[2]; + + int numTexMods; + texModInfo_t *texMods; + + int videoMapHandle; + bool isLightmap; + bool isVideoMap; +} textureBundle_t; + +enum +{ + TB_COLORMAP = 0, + TB_DIFFUSEMAP = 0, + TB_LIGHTMAP = 1, + TB_LEVELSMAP = 1, + TB_SHADOWMAP3 = 1, + TB_NORMALMAP = 2, + TB_DELUXEMAP = 3, + TB_SHADOWMAP2 = 3, + TB_SPECULARMAP = 4, + TB_SHADOWMAP = 5, + TB_CUBEMAP = 6, + TB_SHADOWMAP4 = 6, + NUM_TEXTURE_BUNDLES = 7 +}; + +typedef enum +{ + // material shader stage types + ST_COLORMAP = 0, // vanilla Q3A style shader treatening + ST_DIFFUSEMAP = 0, // treat color and diffusemap the same + ST_NORMALMAP, + ST_NORMALPARALLAXMAP, + ST_SPECULARMAP, + ST_GLSL +} stageType_t; + +typedef struct { + bool active; + + textureBundle_t bundle[NUM_TEXTURE_BUNDLES]; + + waveForm_t rgbWave; + colorGen_t rgbGen; + + waveForm_t alphaWave; + alphaGen_t alphaGen; + + byte constantColor[4]; // for CGEN_CONST and AGEN_CONST + + unsigned stateBits; // GLS_xxxx mask + + acff_t adjustColorsForFog; + + bool isDetail; + + stageType_t type; + struct shaderProgram_s *glslShaderGroup; + int glslShaderIndex; + + vec4_t normalScale; + vec4_t specularScale; + +} shaderStage_t; + +struct shaderCommands_s; + +typedef enum { + CT_FRONT_SIDED, + CT_BACK_SIDED, + CT_TWO_SIDED +} cullType_t; + +typedef enum { + FP_NONE, // surface is translucent and will just be adjusted properly + FP_EQUAL, // surface is opaque but possibly alpha tested + FP_LE // surface is trnaslucent, but still needs a fog pass (fog surface) +} fogPass_t; + +typedef struct { + float cloudHeight; + image_t *outerbox[6], *innerbox[6]; +} skyParms_t; + +typedef struct { + vec3_t color; + float depthForOpaque; +} fogParms_t; + + +typedef struct shader_s { + char name[MAX_QPATH]; // game path, including extension + int lightmapIndex; // for a shader to match, both name and lightmapIndex must match + + int index; // this shader == tr.shaders[index] + int sortedIndex; // this shader == tr.sortedShaders[sortedIndex] + + float sort; // lower numbered shaders draw before higher numbered + + bool defaultShader; // we want to return index 0 if the shader failed to + // load for some reason, but R_FindShader should + // still keep a name allocated for it, so if + // something calls RE_RegisterShader again with + // the same name, we don't try looking for it again + + bool explicitlyDefined; // found in a .shader file + + int surfaceFlags; // if explicitlyDefined, this will have SURF_* flags + int contentFlags; + + bool entityMergable; // merge across entites optimizable (smoke, blood) + + bool isSky; + skyParms_t sky; + fogParms_t fogParms; + + float portalRange; // distance to fog out at + bool isPortal; + + cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED + bool polygonOffset; // set for decals and other items that must be offset + bool noMipMaps; // for console fonts, 2D elements, etc. + bool noPicMip; // for images that must always be full resolution + + fogPass_t fogPass; // draw a blended pass, possibly with depth test equals + + int vertexAttribs; // not all shaders will need all data to be gathered + + int numDeforms; + deformStage_t deforms[MAX_SHADER_DEFORMS]; + + int numUnfoggedPasses; + shaderStage_t *stages[MAX_SHADER_STAGES]; + + void (*optimalStageIteratorFunc)( void ); + + double clampTime; // time this shader is clamped to + double timeOffset; // current time offset for this shader + + struct shader_s *remappedShader; // current shader this one is remapped too + + struct shader_s *next; +} shader_t; + +bool ShaderRequiresCPUDeforms(const shader_t*); + +enum +{ + ATTR_INDEX_POSITION = 0, + ATTR_INDEX_TEXCOORD = 1, + ATTR_INDEX_LIGHTCOORD = 2, + ATTR_INDEX_TANGENT = 3, + ATTR_INDEX_NORMAL = 4, + ATTR_INDEX_COLOR = 5, + ATTR_INDEX_PAINTCOLOR = 6, + ATTR_INDEX_LIGHTDIRECTION = 7, + ATTR_INDEX_BONE_INDEXES = 8, + ATTR_INDEX_BONE_WEIGHTS = 9, + + // GPU vertex animations + ATTR_INDEX_POSITION2 = 10, + ATTR_INDEX_TANGENT2 = 11, + ATTR_INDEX_NORMAL2 = 12, + + ATTR_INDEX_COUNT = 13 +}; + +enum +{ + ATTR_POSITION = 1 << ATTR_INDEX_POSITION, + ATTR_TEXCOORD = 1 << ATTR_INDEX_TEXCOORD, + ATTR_LIGHTCOORD = 1 << ATTR_INDEX_LIGHTCOORD, + ATTR_TANGENT = 1 << ATTR_INDEX_TANGENT, + ATTR_NORMAL = 1 << ATTR_INDEX_NORMAL, + ATTR_COLOR = 1 << ATTR_INDEX_COLOR, + ATTR_PAINTCOLOR = 1 << ATTR_INDEX_PAINTCOLOR, + ATTR_LIGHTDIRECTION = 1 << ATTR_INDEX_LIGHTDIRECTION, + ATTR_BONE_INDEXES = 1 << ATTR_INDEX_BONE_INDEXES, + ATTR_BONE_WEIGHTS = 1 << ATTR_INDEX_BONE_WEIGHTS, + + // for .md3 interpolation + ATTR_POSITION2 = 1 << ATTR_INDEX_POSITION2, + ATTR_TANGENT2 = 1 << ATTR_INDEX_TANGENT2, + ATTR_NORMAL2 = 1 << ATTR_INDEX_NORMAL2, + + ATTR_DEFAULT = ATTR_POSITION, + ATTR_BITS = ATTR_POSITION | + ATTR_TEXCOORD | + ATTR_LIGHTCOORD | + ATTR_TANGENT | + ATTR_NORMAL | + ATTR_COLOR | + ATTR_PAINTCOLOR | + ATTR_LIGHTDIRECTION | + ATTR_BONE_INDEXES | + ATTR_BONE_WEIGHTS | + ATTR_POSITION2 | + ATTR_TANGENT2 | + ATTR_NORMAL2 +}; + +enum +{ + GENERICDEF_USE_DEFORM_VERTEXES = 0x0001, + GENERICDEF_USE_TCGEN_AND_TCMOD = 0x0002, + GENERICDEF_USE_VERTEX_ANIMATION = 0x0004, + GENERICDEF_USE_FOG = 0x0008, + GENERICDEF_USE_RGBAGEN = 0x0010, + GENERICDEF_ALL = 0x001F, + GENERICDEF_COUNT = 0x0020, +}; + +enum +{ + FOGDEF_USE_DEFORM_VERTEXES = 0x0001, + FOGDEF_USE_VERTEX_ANIMATION = 0x0002, + FOGDEF_ALL = 0x0003, + FOGDEF_COUNT = 0x0004, +}; + +enum +{ + DLIGHTDEF_USE_DEFORM_VERTEXES = 0x0001, + DLIGHTDEF_ALL = 0x0001, + DLIGHTDEF_COUNT = 0x0002, +}; + +enum +{ + LIGHTDEF_USE_LIGHTMAP = 0x0001, + LIGHTDEF_USE_LIGHT_VECTOR = 0x0002, + LIGHTDEF_USE_LIGHT_VERTEX = 0x0003, + LIGHTDEF_LIGHTTYPE_MASK = 0x0003, + LIGHTDEF_ENTITY = 0x0004, + LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008, + LIGHTDEF_USE_PARALLAXMAP = 0x0010, + LIGHTDEF_USE_SHADOWMAP = 0x0020, + LIGHTDEF_ALL = 0x003F, + LIGHTDEF_COUNT = 0x0040 +}; + +enum +{ + GLSL_INT, + GLSL_FLOAT, + GLSL_FLOAT5, + GLSL_VEC2, + GLSL_VEC3, + GLSL_VEC4, + GLSL_MAT16 +}; + +typedef enum +{ + UNIFORM_DIFFUSEMAP = 0, + UNIFORM_LIGHTMAP, + UNIFORM_NORMALMAP, + UNIFORM_DELUXEMAP, + UNIFORM_SPECULARMAP, + + UNIFORM_TEXTUREMAP, + UNIFORM_LEVELSMAP, + UNIFORM_CUBEMAP, + + UNIFORM_SCREENIMAGEMAP, + UNIFORM_SCREENDEPTHMAP, + + UNIFORM_SHADOWMAP, + UNIFORM_SHADOWMAP2, + UNIFORM_SHADOWMAP3, + UNIFORM_SHADOWMAP4, + + UNIFORM_SHADOWMVP, + UNIFORM_SHADOWMVP2, + UNIFORM_SHADOWMVP3, + UNIFORM_SHADOWMVP4, + + UNIFORM_ENABLETEXTURES, + + UNIFORM_DIFFUSETEXMATRIX, + UNIFORM_DIFFUSETEXOFFTURB, + + UNIFORM_TCGEN0, + UNIFORM_TCGEN0VECTOR0, + UNIFORM_TCGEN0VECTOR1, + + UNIFORM_DEFORMGEN, + UNIFORM_DEFORMPARAMS, + + UNIFORM_COLORGEN, + UNIFORM_ALPHAGEN, + UNIFORM_COLOR, + UNIFORM_BASECOLOR, + UNIFORM_VERTCOLOR, + + UNIFORM_DLIGHTINFO, + UNIFORM_LIGHTFORWARD, + UNIFORM_LIGHTUP, + UNIFORM_LIGHTRIGHT, + UNIFORM_LIGHTORIGIN, + UNIFORM_MODELLIGHTDIR, + UNIFORM_LIGHTRADIUS, + UNIFORM_AMBIENTLIGHT, + UNIFORM_DIRECTEDLIGHT, + + UNIFORM_PORTALRANGE, + + UNIFORM_FOGDISTANCE, + UNIFORM_FOGDEPTH, + UNIFORM_FOGEYET, + UNIFORM_FOGCOLORMASK, + + UNIFORM_MODELMATRIX, + UNIFORM_MODELVIEWPROJECTIONMATRIX, + + UNIFORM_TIME, + UNIFORM_VERTEXLERP, + UNIFORM_NORMALSCALE, + UNIFORM_SPECULARSCALE, + + UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2 + UNIFORM_VIEWORIGIN, + UNIFORM_LOCALVIEWORIGIN, + UNIFORM_VIEWFORWARD, + UNIFORM_VIEWLEFT, + UNIFORM_VIEWUP, + + UNIFORM_INVTEXRES, + UNIFORM_AUTOEXPOSUREMINMAX, + UNIFORM_TONEMINAVGMAXLINEAR, + + UNIFORM_PRIMARYLIGHTORIGIN, + UNIFORM_PRIMARYLIGHTCOLOR, + UNIFORM_PRIMARYLIGHTAMBIENT, + UNIFORM_PRIMARYLIGHTRADIUS, + + UNIFORM_CUBEMAPINFO, + + UNIFORM_ALPHATEST, + + UNIFORM_COUNT +} uniform_t; + +// shaderProgram_t represents a pair of one +// GLSL vertex and one GLSL fragment shader +typedef struct shaderProgram_s +{ + char name[MAX_QPATH]; + + GLuint program; + GLuint vertexShader; + GLuint fragmentShader; + uint32_t attribs; // vertex array attributes + + // uniform parameters + GLint uniforms[UNIFORM_COUNT]; + short uniformBufferOffsets[UNIFORM_COUNT]; // max 32767/64=511 uniforms + char *uniformBuffer; +} shaderProgram_t; + +// trRefdef_t holds everything that comes in refdef_t, +// as well as the locally generated scene information +typedef struct { + int x, y, width, height; + float fov_x, fov_y; + vec3_t vieworg; + vec3_t viewaxis[3]; // transformation matrix + + stereoFrame_t stereoFrame; + + int time; // time in milliseconds for shader effects and other time dependent rendering issues + int rdflags; // RDF_NOWORLDMODEL, etc + + // 1 bits will prevent the associated area from rendering at all + byte areamask[MAX_MAP_AREA_BYTES]; + bool areamaskModified; // true if areamask changed since last scene + + double floatTime; // tr.refdef.time / 1000.0 + + float blurFactor; + + // text messages for deform text shaders + char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH]; + + int num_entities; + trRefEntity_t *entities; + + int num_dlights; + struct dlight_s *dlights; + + int numPolys; + struct srfPoly_s *polys; + + int numDrawSurfs; + struct drawSurf_s *drawSurfs; + + unsigned int dlightMask; + int num_pshadows; + struct pshadow_s *pshadows; + + float sunShadowMvp[4][16]; + float sunDir[4]; + float sunCol[4]; + float sunAmbCol[4]; + + float autoExposureMinMax[2]; + float toneMinAvgMaxLinear[3]; +} trRefdef_t; + + +//================================================================================= + +// max surfaces per-skin +// This is an arbitry limit. Vanilla Q3 only supported 32 surfaces in skins but failed to +// enforce the maximum limit when reading skin files. It was possile to use more than 32 +// surfaces which accessed out of bounds memory past end of skin->surfaces hunk block. +#define MAX_SKIN_SURFACES 256 + +// skins allow models to be retextured without modifying the model file +typedef struct { + char name[MAX_QPATH]; + shader_t *shader; +} skinSurface_t; + +typedef struct skin_s { + char name[MAX_QPATH]; // game path, including extension + int numSurfaces; + skinSurface_t *surfaces; // dynamically allocated array of surfaces +} skin_t; + + +typedef struct { + int originalBrushNumber; + vec3_t bounds[2]; + + unsigned colorInt; // in packed byte format + float tcScale; // texture coordinate vector scales + fogParms_t parms; + + // for clipping distance in fog when outside + bool hasSurface; + float surface[4]; +} fog_t; + +typedef enum { + VPF_NONE = 0x00, + VPF_NOVIEWMODEL = 0x01, + VPF_SHADOWMAP = 0x02, + VPF_DEPTHSHADOW = 0x04, + VPF_DEPTHCLAMP = 0x08, + VPF_ORTHOGRAPHIC = 0x10, + VPF_USESUNLIGHT = 0x20, + VPF_FARPLANEFRUSTUM = 0x40, + VPF_NOCUBEMAPS = 0x80 +} viewParmFlags_t; + +typedef struct { + orientationr_t orientation; + orientationr_t world; + vec3_t pvsOrigin; // may be different than or.origin for portals + bool isPortal; // true if this view is through a portal + bool isMirror; // the portal is a mirror, invert the face culling + int/*viewParmFlags_t*/ flags; + int frameSceneNum; // copied from tr.frameSceneNum + int frameCount; // copied from tr.frameCount + cplane_t portalPlane; // clip anything behind this if mirroring + int viewportX, viewportY, viewportWidth, viewportHeight; + FBO_t *targetFbo; + int targetFboLayer; + int targetFboCubemapIndex; + float fovX, fovY; + float projectionMatrix[16]; + cplane_t frustum[5]; + vec3_t visBounds[2]; + float zFar; + float zNear; + stereoFrame_t stereoFrame; +} viewParms_t; + + +/* +============================================================================== + +SURFACES + +============================================================================== +*/ +typedef byte color4ub_t[4]; + +// any changes in surfaceType must be mirrored in rb_surfaceTable[] +typedef enum { + SF_BAD, + SF_SKIP, // ignore + SF_FACE, + SF_GRID, + SF_TRIANGLES, + SF_POLY, + SF_MDV, + SF_MDR, + SF_IQM, + SF_FLARE, + SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity + SF_VAO_MDVMESH, + + SF_NUM_SURFACE_TYPES, + SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int ) +} surfaceType_t; + +typedef struct drawSurf_s { + unsigned int sort; // bit combination for fast compares + int cubemapIndex; + surfaceType_t *surface; // any of surface*_t +} drawSurf_t; + +#define MAX_FACE_POINTS 64 + +#define MAX_PATCH_SIZE 32 // max dimensions of a patch mesh in map file +#define MAX_GRID_SIZE 65 // max dimensions of a grid mesh in memory + +// when cgame directly specifies a polygon, it becomes a srfPoly_t +// as soon as it is called +typedef struct srfPoly_s { + surfaceType_t surfaceType; + qhandle_t hShader; + int fogIndex; + int numVerts; + polyVert_t *verts; +} srfPoly_t; + + +typedef struct srfFlare_s { + surfaceType_t surfaceType; + vec3_t origin; + vec3_t normal; + vec3_t color; +} srfFlare_t; + +typedef struct +{ + vec3_t xyz; + vec2_t st; + vec2_t lightmap; + int16_t normal[4]; + int16_t tangent[4]; + int16_t lightdir[4]; + uint16_t color[4]; + +#if DEBUG_OPTIMIZEVERTICES + unsigned int id; +#endif +} srfVert_t; + +#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}} + +// srfBspSurface_t covers SF_GRID, SF_TRIANGLES and SF_POLY +typedef struct srfBspSurface_s +{ + surfaceType_t surfaceType; + + // dynamic lighting information + int dlightBits; + int pshadowBits; + + // culling information + vec3_t cullBounds[2]; + vec3_t cullOrigin; + float cullRadius; + cplane_t cullPlane; + + // indexes + int numIndexes; + glIndex_t *indexes; + + // vertexes + int numVerts; + srfVert_t *verts; + + // SF_GRID specific variables after here + + // lod information, which may be different + // than the culling information to allow for + // groups of curves that LOD as a unit + vec3_t lodOrigin; + float lodRadius; + int lodFixed; + int lodStitched; + + // vertexes + int width, height; + float *widthLodError; + float *heightLodError; +} srfBspSurface_t; + +// inter-quake-model +typedef struct { + int num_vertexes; + int num_triangles; + int num_frames; + int num_surfaces; + int num_joints; + int num_poses; + struct srfIQModel_s *surfaces; + + float *positions; + float *texcoords; + float *normals; + float *tangents; + byte *blendIndexes; + union { + float *f; + byte *b; + } blendWeights; + byte *colors; + int *triangles; + + // depending upon the exporter, blend indices and weights might be int/float + // as opposed to the recommended byte/byte, for example Noesis exports + // int/float whereas the official IQM tool exports byte/byte + byte blendWeightsType; // IQM_UBYTE or IQM_FLOAT + + int *jointParents; + float *jointMats; + float *poseMats; + float *bounds; + char *names; +} iqmData_t; + +// inter-quake-model surface +typedef struct srfIQModel_s { + surfaceType_t surfaceType; + char name[MAX_QPATH]; + shader_t *shader; + iqmData_t *data; + int first_vertex, num_vertexes; + int first_triangle, num_triangles; +} srfIQModel_t; + +typedef struct srfVaoMdvMesh_s +{ + surfaceType_t surfaceType; + + struct mdvModel_s *mdvModel; + struct mdvSurface_s *mdvSurface; + + // backEnd stats + int numIndexes; + int numVerts; + glIndex_t minIndex; + glIndex_t maxIndex; + + // static render data + vao_t *vao; +} srfVaoMdvMesh_t; + +extern void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *); + +/* +============================================================================== + +SHADOWS + +============================================================================== +*/ + +typedef struct pshadow_s +{ + float sort; + + int numEntities; + int entityNums[8]; + vec3_t entityOrigins[8]; + float entityRadiuses[8]; + + float viewRadius; + vec3_t viewOrigin; + + vec3_t lightViewAxis[3]; + vec3_t lightOrigin; + float lightRadius; + cplane_t cullPlane; +} pshadow_t; + + +/* +============================================================================== + +BRUSH MODELS + +============================================================================== +*/ + + +// +// in memory representation +// + +#define SIDE_FRONT 0 +#define SIDE_BACK 1 +#define SIDE_ON 2 + +#define CULLINFO_NONE 0 +#define CULLINFO_BOX 1 +#define CULLINFO_SPHERE 2 +#define CULLINFO_PLANE 4 + +typedef struct cullinfo_s { + int type; + vec3_t bounds[2]; + vec3_t localOrigin; + float radius; + cplane_t plane; +} cullinfo_t; + +typedef struct msurface_s { + //int viewCount; // if == tr.viewCount, already added + struct shader_s *shader; + int fogIndex; + int cubemapIndex; + cullinfo_t cullinfo; + + surfaceType_t *data; // any of srf*_t +} msurface_t; + + +#define CONTENTS_NODE -1 +typedef struct mnode_s { + // common with leaf and node + int contents; // -1 for nodes, to differentiate from leafs + int visCounts[MAX_VISCOUNTS]; // node needs to be traversed if current + vec3_t mins, maxs; // for bounding box culling + struct mnode_s *parent; + + // node specific + cplane_t *plane; + struct mnode_s *children[2]; + + // leaf specific + int cluster; + int area; + + int firstmarksurface; + int nummarksurfaces; +} mnode_t; + +typedef struct { + vec3_t bounds[2]; // for culling + int firstSurface; + int numSurfaces; +} bmodel_t; + +typedef struct { + char name[MAX_QPATH]; // ie: maps/tim_dm2.bsp + char baseName[MAX_QPATH]; // ie: tim_dm2 + + int dataSize; + + int numShaders; + dshader_t *shaders; + + int numBModels; + bmodel_t *bmodels; + + int numplanes; + cplane_t *planes; + + int numnodes; // includes leafs + int numDecisionNodes; + mnode_t *nodes; + + int numWorldSurfaces; + + int numsurfaces; + msurface_t *surfaces; + int *surfacesViewCount; + int *surfacesDlightBits; + int *surfacesPshadowBits; + + int nummarksurfaces; + int *marksurfaces; + + int numfogs; + fog_t *fogs; + + vec3_t lightGridOrigin; + vec3_t lightGridSize; + vec3_t lightGridInverseSize; + int lightGridBounds[3]; + byte *lightGridData; + uint16_t *lightGrid16; + + + int numClusters; + int clusterBytes; + const byte *vis; // may be passed in by CM_LoadMap to save space + + char *entityString; + char *entityParsePoint; +} world_t; + + +/* +============================================================================== +MDV MODELS - meta format for vertex animation models like .md2, .md3, .mdc +============================================================================== +*/ +typedef struct +{ + float bounds[2][3]; + float localOrigin[3]; + float radius; +} mdvFrame_t; + +typedef struct +{ + float origin[3]; + float axis[3][3]; +} mdvTag_t; + +typedef struct +{ + char name[MAX_QPATH]; // tag name +} mdvTagName_t; + +typedef struct +{ + vec3_t xyz; + int16_t normal[4]; + int16_t tangent[4]; +} mdvVertex_t; + +typedef struct +{ + float st[2]; +} mdvSt_t; + +typedef struct mdvSurface_s +{ + surfaceType_t surfaceType; + + char name[MAX_QPATH]; // polyset name + + int numShaderIndexes; + int *shaderIndexes; + + int numVerts; + mdvVertex_t *verts; + mdvSt_t *st; + + int numIndexes; + glIndex_t *indexes; + + struct mdvModel_s *model; +} mdvSurface_t; + +typedef struct mdvModel_s +{ + int numFrames; + mdvFrame_t *frames; + + int numTags; + mdvTag_t *tags; + mdvTagName_t *tagNames; + + int numSurfaces; + mdvSurface_t *surfaces; + + int numVaoSurfaces; + srfVaoMdvMesh_t *vaoSurfaces; + + int numSkins; +} mdvModel_t; + + +//====================================================================== + +typedef enum { + MOD_BAD, + MOD_BRUSH, + MOD_MESH, + MOD_MDR, + MOD_IQM +} modtype_t; + +typedef struct model_s { + char name[MAX_QPATH]; + modtype_t type; + int index; // model = tr.models[model->index] + + int dataSize; // just for listing purposes + bmodel_t *bmodel; // only if type == MOD_BRUSH + mdvModel_t *mdv[MD3_MAX_LODS]; // only if type == MOD_MESH + void *modelData; // only if type == (MOD_MDR | MOD_IQM) + + int numLods; +} model_t; + + +#define MAX_MOD_KNOWN 1024 + +void R_ModelInit (void); +model_t *R_GetModelByHandle( qhandle_t hModel ); +int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, + float frac, const char *tagName ); +void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ); + +void R_Modellist_f (void); + +//==================================================== + +#define MAX_DRAWIMAGES 2048 +#define MAX_SKINS 1024 + + +#define MAX_DRAWSURFS 0x10000 +#define DRAWSURF_MASK (MAX_DRAWSURFS-1) + +/* + +the drawsurf sort data is packed into a single 32 bit value so it can be +compared quickly during the qsorting process + +the bits are allocated as follows: + +0 - 1 : dlightmap index +//2 : used to be clipped flag REMOVED - 03.21.00 rad +2 - 6 : fog index +11 - 20 : entity index +21 - 31 : sorted shader index + + TTimo - 1.32 +0-1 : dlightmap index +2-6 : fog index +7-16 : entity index +17-30 : sorted shader index + + SmileTheory - for pshadows +17-31 : sorted shader index +7-16 : entity index +2-6 : fog index +1 : pshadow flag +0 : dlight flag +*/ +#define QSORT_FOGNUM_SHIFT 2 +#define QSORT_REFENTITYNUM_SHIFT 7 +#define QSORT_SHADERNUM_SHIFT (QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS) +#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32 + #error "Need to update sorting, too many bits." +#endif +#define QSORT_PSHADOW_SHIFT 1 + +extern int gl_filter_min, gl_filter_max; + +/* +** performanceCounters_t +*/ +typedef struct { + int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out; + int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out; + int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out; + int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out; + + int c_leafs; + int c_dlightSurfaces; + int c_dlightSurfacesCulled; +} frontEndCounters_t; + +#define FOG_TABLE_SIZE 256 +#define FUNCTABLE_SIZE 1024 +#define FUNCTABLE_SIZE2 10 +#define FUNCTABLE_MASK (FUNCTABLE_SIZE-1) + + +// the renderer front end should never modify glstate_t +typedef struct { + bool finishCalled; + int texEnv[2]; + int faceCulling; + int faceCullFront; + uint32_t glStateBits; + uint32_t storedGlState; + float vertexAttribsInterpolation; + bool vertexAnimation; + uint32_t vertexAttribsEnabled; // global if no VAOs, tess only otherwise + FBO_t *currentFBO; + vao_t *currentVao; + mat4_t modelview; + mat4_t projection; + mat4_t modelviewProjection; +} glstate_t; + +typedef enum { + MI_NONE, + MI_NVX, + MI_ATI +} memInfo_t; + +typedef enum { + TCR_NONE = 0x0000, + TCR_RGTC = 0x0001, + TCR_BPTC = 0x0002, +} textureCompressionRef_t; + +// We can't change glConfig_t without breaking DLL/vms compatibility, so +// store extensions we have here. +typedef struct { + int openglMajorVersion; + int openglMinorVersion; + + bool intelGraphics; + + bool occlusionQuery; + + int glslMajorVersion; + int glslMinorVersion; + + memInfo_t memInfo; + + bool framebufferObject; + int maxRenderbufferSize; + int maxColorAttachments; + + bool textureFloat; + int /*textureCompressionRef_t*/ textureCompression; + bool swizzleNormalmap; + + bool framebufferMultisample; + bool framebufferBlit; + + bool depthClamp; + bool seamlessCubeMap; + + bool vertexArrayObject; + bool directStateAccess; +} glRefConfig_t; + + +typedef struct { + int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes; + int c_surfBatches; + float c_overDraw; + + int c_vaoBinds; + int c_vaoVertexes; + int c_vaoIndexes; + + int c_staticVaoDraws; + int c_dynamicVaoDraws; + + int c_dlightVertexes; + int c_dlightIndexes; + + int c_flareAdds; + int c_flareTests; + int c_flareRenders; + + int c_glslShaderBinds; + int c_genericDraws; + int c_lightallDraws; + int c_fogDraws; + int c_dlightDraws; + + int msec; // total msec for backend run +} backEndCounters_t; + +// all state modified by the back end is seperated +// from the front end state +typedef struct { + trRefdef_t refdef; + viewParms_t viewParms; + orientationr_t orientation; + backEndCounters_t pc; + bool isHyperspace; + trRefEntity_t *currentEntity; + bool skyRenderedThisView; // flag for drawing sun + + bool projection2D; // if true, drawstretchpic doesn't need to change modes + byte color2D[4]; + bool vertexes2D; // shader needs to be finished + trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering + + FBO_t *last2DFBO; + bool colorMask[4]; + bool framePostProcessed; + bool depthFill; +} backEndState_t; + +/* +** trGlobals_t +** +** Most renderer globals are defined here. +** backend functions should never modify any of these fields, +** but may read fields that aren't dynamically modified +** by the frontend. +*/ +typedef struct { + bool registered; // cleared at shutdown, set at beginRegistration + + int visIndex; + int visClusters[MAX_VISCOUNTS]; + int visCounts[MAX_VISCOUNTS]; // incremented every time a new vis cluster is entered + + int frameCount; // incremented every frame + int sceneCount; // incremented every scene + int viewCount; // incremented every view (twice a scene if portaled) + // and every R_MarkFragments call + + int frameSceneNum; // zeroed at RE_BeginFrame + + bool worldMapLoaded; + bool worldDeluxeMapping; + vec2_t autoExposureMinMax; + vec3_t toneMinAvgMaxLevel; + world_t *world; + + const byte *externalVisData; // from RE_SetWorldVisData, shared with CM_Load + + image_t *defaultImage; + image_t *scratchImage[32]; + image_t *fogImage; + image_t *dlightImage; // inverse-quare highlight for projective adding + image_t *flareImage; + image_t *whiteImage; // full of 0xff + image_t *identityLightImage; // full of tr.identityLightByte + + image_t *shadowCubemaps[MAX_DLIGHTS]; + + + image_t *renderImage; + image_t *sunRaysImage; + image_t *renderDepthImage; + image_t *pshadowMaps[MAX_DRAWN_PSHADOWS]; + image_t *screenScratchImage; + image_t *textureScratchImage[2]; + image_t *quarterImage[2]; + image_t *calcLevelsImage; + image_t *targetLevelsImage; + image_t *fixedLevelsImage; + image_t *sunShadowDepthImage[4]; + image_t *screenShadowImage; + image_t *screenSsaoImage; + image_t *hdrDepthImage; + image_t *renderCubeImage; + + image_t *textureDepthImage; + + FBO_t *renderFbo; + FBO_t *msaaResolveFbo; + FBO_t *sunRaysFbo; + FBO_t *depthFbo; + FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS]; + FBO_t *screenScratchFbo; + FBO_t *textureScratchFbo[2]; + FBO_t *quarterFbo[2]; + FBO_t *calcLevelsFbo; + FBO_t *targetLevelsFbo; + FBO_t *sunShadowFbo[4]; + FBO_t *screenShadowFbo; + FBO_t *screenSsaoFbo; + FBO_t *hdrDepthFbo; + FBO_t *renderCubeFbo; + + shader_t *defaultShader; + shader_t *shadowShader; + shader_t *projectionShadowShader; + + shader_t *flareShader; + shader_t *sunShader; + shader_t *sunFlareShader; + + int numLightmaps; + int lightmapSize; + image_t **lightmaps; + image_t **deluxemaps; + + int fatLightmapCols; + int fatLightmapRows; + + int numCubemaps; + cubemap_t *cubemaps; + + trRefEntity_t *currentEntity; + trRefEntity_t worldEntity; // point currentEntity at this when rendering world + int currentEntityNum; + int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT + model_t *currentModel; + + // + // GPU shader programs + // + shaderProgram_t genericShader[GENERICDEF_COUNT]; + shaderProgram_t textureColorShader; + shaderProgram_t fogShader[FOGDEF_COUNT]; + shaderProgram_t dlightShader[DLIGHTDEF_COUNT]; + shaderProgram_t lightallShader[LIGHTDEF_COUNT]; + shaderProgram_t shadowmapShader; + shaderProgram_t pshadowShader; + shaderProgram_t down4xShader; + shaderProgram_t bokehShader; + shaderProgram_t tonemapShader; + shaderProgram_t calclevels4xShader[2]; + shaderProgram_t shadowmaskShader; + shaderProgram_t ssaoShader; + shaderProgram_t depthBlurShader[4]; + shaderProgram_t testcubeShader; + + + // ----------------------------------------- + + viewParms_t viewParms; + + float identityLight; // 1.0 / ( 1 << overbrightBits ) + int identityLightByte; // identityLight * 255 + int overbrightBits; // r_overbrightBits->integer, but set to 0 if no hw gamma + + orientationr_t orientation; // for current entity + + trRefdef_t refdef; + + int viewCluster; + + float sunShadowScale; + + bool sunShadows; + vec3_t sunLight; // from the sky shader for this level + vec3_t sunDirection; + vec3_t lastCascadeSunDirection; + float lastCascadeSunMvp[16]; + + frontEndCounters_t pc; + int frontEndMsec; // not in pc due to clearing issue + + vec4_t clipRegion; // 2D clipping region + + // + // put large tables at the end, so most elements will be + // within the +/32K indexed range on risc processors + // + model_t *models[MAX_MOD_KNOWN]; + int numModels; + + int numImages; + image_t *images[MAX_DRAWIMAGES]; + + int numFBOs; + FBO_t *fbos[MAX_FBOS]; + + int numVaos; + vao_t *vaos[MAX_VAOS]; + + // shader indexes from other modules will be looked up in tr.shaders[] + // shader indexes from drawsurfs will be looked up in sortedShaders[] + // lower indexed sortedShaders must be rendered first (opaque surfaces before translucent) + int numShaders; + shader_t *shaders[MAX_SHADERS]; + shader_t *sortedShaders[MAX_SHADERS]; + + int numSkins; + skin_t *skins[MAX_SKINS]; + + GLuint sunFlareQuery[2]; + int sunFlareQueryIndex; + bool sunFlareQueryActive[2]; + + float sinTable[FUNCTABLE_SIZE]; + float squareTable[FUNCTABLE_SIZE]; + float triangleTable[FUNCTABLE_SIZE]; + float sawToothTable[FUNCTABLE_SIZE]; + float inverseSawToothTable[FUNCTABLE_SIZE]; + float fogTable[FOG_TABLE_SIZE]; +} trGlobals_t; + +extern backEndState_t backEnd; +extern trGlobals_t tr; +extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init +extern glRefConfig_t glRefConfig; + +// +// cvars +// +extern cvar_t *r_flareSize; +extern cvar_t *r_flareFade; +// coefficient for the flare intensity falloff function. +#define FLARE_STDCOEFF "150" +extern cvar_t *r_flareCoeff; + +extern cvar_t *r_railWidth; +extern cvar_t *r_railCoreWidth; +extern cvar_t *r_railSegmentLength; + +extern cvar_t *r_ignore; // used for debugging anything +extern cvar_t *r_verbose; // used for verbose debug spew + +extern cvar_t *r_znear; // near Z clip plane +extern cvar_t *r_zproj; // z distance of projection plane +extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering + +extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement + +extern cvar_t *r_lodbias; // push/pull LOD transitions +extern cvar_t *r_lodscale; + +extern cvar_t *r_inGameVideo; // controls whether in game video should be draw +extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn +extern cvar_t *r_drawSun; // controls drawing of sun quad +extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled +extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity + +extern cvar_t *r_norefresh; // bypasses the ref rendering +extern cvar_t *r_drawentities; // disable/enable entity rendering +extern cvar_t *r_drawworld; // disable/enable world rendering +extern cvar_t *r_speeds; // various levels of information display +extern cvar_t *r_detailTextures; // enables/disables detail texturing stages +extern cvar_t *r_novis; // disable/enable usage of PVS +extern cvar_t *r_nocull; +extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test +extern cvar_t *r_nocurves; +extern cvar_t *r_showcluster; + +extern cvar_t *r_gamma; + +extern cvar_t *r_ext_framebuffer_object; +extern cvar_t *r_ext_texture_float; +extern cvar_t *r_ext_framebuffer_multisample; +extern cvar_t *r_arb_seamless_cube_map; +extern cvar_t *r_arb_vertex_array_object; +extern cvar_t *r_ext_direct_state_access; + +extern cvar_t *r_nobind; // turns off binding to appropriate textures +extern cvar_t *r_singleShader; // make most world faces use default shader +extern cvar_t *r_roundImagesDown; +extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage +extern cvar_t *r_picmip; // controls picmip values +extern cvar_t *r_finish; +extern cvar_t *r_textureMode; +extern cvar_t *r_offsetFactor; +extern cvar_t *r_offsetUnits; + +extern cvar_t *r_fullbright; // avoid lightmap pass +extern cvar_t *r_lightmap; // render lightmaps only +extern cvar_t *r_vertexLight; // vertex lighting mode for better performance +extern cvar_t *r_uiFullScreen; // ui is running fullscreen + +extern cvar_t *r_logFile; // number of frames to emit GL logs +extern cvar_t *r_showtris; // enables wireframe rendering of the world +extern cvar_t *r_showsky; // forces sky in front of all surfaces +extern cvar_t *r_shownormals; // draws wireframe normals +extern cvar_t *r_clear; // force screen clear every frame + +extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection +extern cvar_t *r_flares; // light flares + +extern cvar_t *r_intensity; + +extern cvar_t *r_lockpvs; +extern cvar_t *r_noportals; +extern cvar_t *r_portalOnly; + +extern cvar_t *r_subdivisions; +extern cvar_t *r_lodCurveError; +extern cvar_t *r_skipBackEnd; + +extern cvar_t *r_anaglyphMode; + +extern cvar_t *r_externalGLSL; + +extern cvar_t *r_hdr; +extern cvar_t *r_floatLightmap; +extern cvar_t *r_postProcess; + +extern cvar_t *r_toneMap; +extern cvar_t *r_forceToneMap; +extern cvar_t *r_forceToneMapMin; +extern cvar_t *r_forceToneMapAvg; +extern cvar_t *r_forceToneMapMax; + +extern cvar_t *r_autoExposure; +extern cvar_t *r_forceAutoExposure; +extern cvar_t *r_forceAutoExposureMin; +extern cvar_t *r_forceAutoExposureMax; + +extern cvar_t *r_cameraExposure; + +extern cvar_t *r_depthPrepass; +extern cvar_t *r_ssao; + +extern cvar_t *r_normalMapping; +extern cvar_t *r_specularMapping; +extern cvar_t *r_deluxeMapping; +extern cvar_t *r_parallaxMapping; +extern cvar_t *r_cubeMapping; +extern cvar_t *r_cubemapSize; +extern cvar_t *r_pbr; +extern cvar_t *r_baseNormalX; +extern cvar_t *r_baseNormalY; +extern cvar_t *r_baseParallax; +extern cvar_t *r_baseSpecular; +extern cvar_t *r_baseGloss; +extern cvar_t *r_glossType; +extern cvar_t *r_dlightMode; +extern cvar_t *r_pshadowDist; +extern cvar_t *r_mergeLightmaps; +extern cvar_t *r_imageUpsample; +extern cvar_t *r_imageUpsampleMaxSize; +extern cvar_t *r_imageUpsampleType; +extern cvar_t *r_genNormalMaps; +extern cvar_t *r_forceSun; +extern cvar_t *r_forceSunLightScale; +extern cvar_t *r_forceSunAmbientScale; +extern cvar_t *r_sunlightMode; +extern cvar_t *r_drawSunRays; +extern cvar_t *r_sunShadows; +extern cvar_t *r_shadowFilter; +extern cvar_t *r_shadowBlur; +extern cvar_t *r_shadowMapSize; +extern cvar_t *r_shadowCascadeZNear; +extern cvar_t *r_shadowCascadeZFar; +extern cvar_t *r_shadowCascadeZBias; +extern cvar_t *r_ignoreDstAlpha; + +extern cvar_t *r_greyscale; + +extern cvar_t *r_ignoreGLErrors; + +extern cvar_t *r_overBrightBits; +extern cvar_t *r_mapOverBrightBits; + +extern cvar_t *r_mapLightmapMin; + +extern cvar_t *r_debugSurface; +extern cvar_t *r_simpleMipMaps; + +extern cvar_t *r_showImages; +extern cvar_t *r_debugSort; + +extern cvar_t *r_printShaders; + +extern cvar_t *r_marksOnTriangleMeshes; + +//==================================================================== + +void R_SwapBuffers( int ); + +void R_RenderView( viewParms_t *parms ); +void R_RenderDlightCubemaps(const refdef_t *fd); +void R_RenderPshadowMaps(const refdef_t *fd); +void R_RenderSunShadowMaps(const refdef_t *fd, int level); +void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, bool subscene ); + +void R_AddMD3Surfaces( trRefEntity_t *e ); +void R_AddNullModelSurfaces( trRefEntity_t *e ); +void R_AddBeamSurfaces( trRefEntity_t *e ); +void R_AddRailSurfaces( trRefEntity_t *e, bool isUnderwater ); +void R_AddLightningBoltSurfaces( trRefEntity_t *e ); + +void R_AddPolygonSurfaces( void ); + +void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader, + int *fogNum, int *dlightMap, int *pshadowMap ); + +void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, + int fogIndex, int dlightMap, int pshadowMap, int cubemap ); + +void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2, + const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3); +vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir); +bool R_CalcTangentVectors(srfVert_t * dv[3]); + +#define CULL_IN 0 // completely unclipped +#define CULL_CLIP 1 // clipped by one or more planes +#define CULL_OUT 2 // completely outside the clipping planes +void R_LocalNormalToWorld (const vec3_t local, vec3_t world); +void R_LocalPointToWorld (const vec3_t local, vec3_t world); +int R_CullBox (vec3_t bounds[2]); +int R_CullLocalBox (vec3_t bounds[2]); +int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes ); +int R_CullPointAndRadius( const vec3_t origin, float radius ); +int R_CullLocalPointAndRadius( const vec3_t origin, float radius ); + +void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, bool computeFrustum); +void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *orientation ); + +/* +** GL wrapper/helper functions +*/ +void GL_BindToTMU( image_t *image, int tmu ); +void GL_SetDefaultState (void); +void GL_TextureMode( const char *string ); +void GL_CheckErrs( const char *file, int line ); +#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__) +void GL_State( unsigned long stateVector ); +void GL_SetProjectionMatrix(mat4_t matrix); +void GL_SetModelviewMatrix(mat4_t matrix); +void GL_Cull( int cullType ); + +#define GLS_SRCBLEND_ZERO 0x00000001 +#define GLS_SRCBLEND_ONE 0x00000002 +#define GLS_SRCBLEND_DST_COLOR 0x00000003 +#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR 0x00000004 +#define GLS_SRCBLEND_SRC_ALPHA 0x00000005 +#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA 0x00000006 +#define GLS_SRCBLEND_DST_ALPHA 0x00000007 +#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA 0x00000008 +#define GLS_SRCBLEND_ALPHA_SATURATE 0x00000009 +#define GLS_SRCBLEND_BITS 0x0000000f + +#define GLS_DSTBLEND_ZERO 0x00000010 +#define GLS_DSTBLEND_ONE 0x00000020 +#define GLS_DSTBLEND_SRC_COLOR 0x00000030 +#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR 0x00000040 +#define GLS_DSTBLEND_SRC_ALPHA 0x00000050 +#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA 0x00000060 +#define GLS_DSTBLEND_DST_ALPHA 0x00000070 +#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA 0x00000080 +#define GLS_DSTBLEND_BITS 0x000000f0 + +#define GLS_DEPTHMASK_TRUE 0x00000100 + +#define GLS_POLYMODE_LINE 0x00001000 + +#define GLS_DEPTHTEST_DISABLE 0x00010000 +#define GLS_DEPTHFUNC_EQUAL 0x00020000 +#define GLS_DEPTHFUNC_GREATER 0x00040000 +#define GLS_DEPTHFUNC_BITS 0x00060000 + +#define GLS_ATEST_GT_0 0x10000000 +#define GLS_ATEST_LT_80 0x20000000 +#define GLS_ATEST_GE_80 0x40000000 +#define GLS_ATEST_BITS 0x70000000 + +#define GLS_DEFAULT GLS_DEPTHMASK_TRUE + +void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, bool dirty); +void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, bool dirty); + +void RE_BeginFrame( stereoFrame_t stereoFrame ); +void RE_BeginRegistration( glconfig_t *glconfig ); +void RE_LoadWorldMap( const char *mapname ); +void RE_SetWorldVisData( const byte *vis ); +qhandle_t RE_RegisterModel( const char *name ); +qhandle_t RE_RegisterSkin( const char *name ); +void RE_Shutdown( bool destroyWindow ); + +bool R_GetEntityToken( char *buffer, int size ); + +model_t *R_AllocModel( void ); + +void R_Init( void ); +void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat ); + +void R_SetColorMappings( void ); +void R_GammaCorrect( byte *buffer, int bufSize ); + +void R_ImageList_f( void ); +void R_SkinList_f( void ); +// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516 +const void *RB_TakeScreenshotCmd( const void *data ); +void R_ScreenShot_f( void ); + +void R_InitFogTable( void ); +float R_FogFactor( float s, float t ); +void R_InitImages( void ); +void R_DeleteTextures( void ); +int R_SumOfUsedImages( void ); +void R_InitSkins( void ); +skin_t *R_GetSkinByHandle( qhandle_t hSkin ); + +int R_ComputeLOD( trRefEntity_t *ent ); + +const void *RB_TakeVideoFrameCmd( const void *data ); + +// +// tr_shader.c +// +shader_t *R_FindShader( const char *name, int lightmapIndex, bool mipRawImage ); +shader_t *R_GetShaderByHandle( qhandle_t hShader ); +shader_t *R_GetShaderByState( int index, long *cycleTime ); +shader_t *R_FindShaderByName( const char *name ); +void R_InitShaders( void ); +void R_ShaderList_f( void ); +void R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset); + +/* +==================================================================== + +IMPLEMENTATION SPECIFIC FUNCTIONS + +==================================================================== +*/ + +void GLimp_InitExtraExtensions( void ); + +/* +==================================================================== + +TESSELATOR/SHADER DECLARATIONS + +==================================================================== +*/ + +typedef struct stageVars +{ + color4ub_t colors[SHADER_MAX_VERTEXES]; + vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES]; +} stageVars_t; + +typedef struct shaderCommands_s +{ + glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16); + vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16); + int16_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16); + int16_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16); + vec2_t texCoords[SHADER_MAX_VERTEXES] QALIGN(16); + vec2_t lightCoords[SHADER_MAX_VERTEXES] QALIGN(16); + uint16_t color[SHADER_MAX_VERTEXES][4] QALIGN(16); + int16_t lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16); + //int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16); + + void *attribPointers[ATTR_INDEX_COUNT]; + vao_t *vao; + bool useInternalVao; + bool useCacheVao; + + stageVars_t svars QALIGN(16); + + //color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16); + + shader_t *shader; + double shaderTime; + int fogNum; + int cubemapIndex; + + int dlightBits; // or together of all vertexDlightBits + int pshadowBits; + + int firstIndex; + int numIndexes; + int numVertexes; + + // info extracted from current shader + int numPasses; + void (*currentStageIteratorFunc)( void ); + shaderStage_t **xstages; +} shaderCommands_t; + +extern shaderCommands_t tess; + +void RB_BeginSurface(shader_t *shader, int fogNum, int cubemapIndex ); +void RB_EndSurface(void); +void RB_CheckOverflow( int verts, int indexes ); +#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);} + +void R_DrawElements( int numIndexes, glIndex_t firstIndex ); +void RB_StageIteratorGeneric( void ); +void RB_StageIteratorSky( void ); +void RB_StageIteratorVertexLitTexture( void ); +void RB_StageIteratorLightmappedMultitexture( void ); + +void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] ); +void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 ); +void RB_InstantQuad( vec4_t quadVerts[4] ); +//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes); +void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]); + +void RB_ShowImages( void ); + + +/* +============================================================ + +WORLD MAP + +============================================================ +*/ + +void R_AddBrushModelSurfaces( trRefEntity_t *e ); +void R_AddWorldSurfaces( void ); +bool R_inPVS( const vec3_t p1, const vec3_t p2 ); + + +/* +============================================================ + +FLARES + +============================================================ +*/ + +void R_ClearFlares( void ); + +void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ); +void RB_AddDlightFlares( void ); +void RB_RenderFlares (void); + +/* +============================================================ + +LIGHTS + +============================================================ +*/ + +void R_DlightBmodel( bmodel_t *bmodel ); +void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ); +void R_TransformDlights( int count, dlight_t *dl, orientationr_t *orientation ); +bool R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); +bool R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world ); +int R_CubemapForPoint( vec3_t point ); + + +/* +============================================================ + +SHADOWS + +============================================================ +*/ + +void RB_ShadowTessEnd( void ); +void RB_ShadowFinish( void ); +void RB_ProjectionShadowDeform( void ); + +/* +============================================================ + +SKIES + +============================================================ +*/ + +void R_BuildCloudData( shaderCommands_t *shader ); +void R_InitSkyTexCoords( float cloudLayerHeight ); +void R_DrawSkyBox( shaderCommands_t *shader ); +void RB_DrawSun( float scale, shader_t *shader ); +void RB_ClipSkyPolygons( shaderCommands_t *shader ); + +/* +============================================================ + +CURVE TESSELATION + +============================================================ +*/ + +#define PATCH_STITCHING + +void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height, + srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ); +void R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t point, float loderror ); +void R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point, float loderror ); + +/* +============================================================ + +MARKERS, POLYGON PROJECTION ON WORLD POLYGONS + +============================================================ +*/ + +int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection, + int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ); + + +/* +============================================================ + +VERTEX BUFFER OBJECTS + +============================================================ +*/ + +void R_VaoPackTangent(int16_t *out, vec4_t v); +void R_VaoPackNormal(int16_t *out, vec3_t v); +void R_VaoPackColor(uint16_t *out, vec4_t c); +void R_VaoUnpackTangent(vec4_t v, int16_t *pack); +void R_VaoUnpackNormal(vec3_t v, int16_t *pack); + +vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage); +vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *inIndexes); + +void R_BindVao(vao_t *vao); +void R_BindNullVao(void); + +void Vao_SetVertexPointers(vao_t *vao); + +void R_InitVaos(void); +void R_ShutdownVaos(void); +void R_VaoList_f(void); + +void RB_UpdateTessVao(unsigned int attribBits); + +void VaoCache_Commit(void); +void VaoCache_Init(void); +void VaoCache_BindVao(void); +void VaoCache_CheckAdd(bool *endSurface, bool *recycleVertexBuffer, bool *recycleIndexBuffer, int numVerts, int numIndexes); +void VaoCache_RecycleVertexBuffer(void); +void VaoCache_RecycleIndexBuffer(void); +void VaoCache_InitNewSurfaceSet(void); +void VaoCache_AddSurface(srfVert_t *verts, int numVerts, glIndex_t *indexes, int numIndexes); + +/* +============================================================ + +GLSL + +============================================================ +*/ + +void GLSL_InitGPUShaders(void); +void GLSL_ShutdownGPUShaders(void); +void GLSL_VertexAttribPointers(uint32_t attribBits); +void GLSL_BindProgram(shaderProgram_t * program); + +void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value); +void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value); +void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v); +void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v); +void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v); +void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v); +void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix); + +shaderProgram_t *GLSL_GetGenericShaderProgram(int stage); + +/* +============================================================ + +SCENE GENERATION + +============================================================ +*/ + +void R_InitNextFrame( void ); + +void RE_ClearScene( void ); +void RE_AddRefEntityToScene( const refEntity_t *ent ); +void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num ); +void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +void RE_BeginScene( const refdef_t *fd ); +void RE_RenderScene( const refdef_t *fd ); +void RE_EndScene( void ); + +/* +============================================================= + +UNCOMPRESSING BONES + +============================================================= +*/ + +#define MC_BITS_X (16) +#define MC_BITS_Y (16) +#define MC_BITS_Z (16) +#define MC_BITS_VECT (16) + +#define MC_SCALE_X (1.0f/64) +#define MC_SCALE_Y (1.0f/64) +#define MC_SCALE_Z (1.0f/64) + +void MC_UnCompress(float mat[3][4],const unsigned char * comp); + +/* +============================================================= + +ANIMATED MODELS + +============================================================= +*/ + +void R_MDRAddAnimSurfaces( trRefEntity_t *ent ); +void RB_MDRSurfaceAnim( mdrSurface_t *surface ); +bool R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name ); +void R_AddIQMSurfaces( trRefEntity_t *ent ); +void RB_IQMSurfaceAnim( surfaceType_t *surface ); +int R_IQMLerpTag( orientation_t *tag, iqmData_t *data, + int startFrame, int endFrame, + float frac, const char *tagName ); + +/* +============================================================= +============================================================= +*/ +void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix, + vec4_t eye, vec4_t dst ); +void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ); + +void RB_DeformTessGeometry( void ); + +void RB_CalcFogTexCoords( float *dstTexCoords ); + +void RB_CalcScaleTexMatrix( const float scale[2], float *matrix ); +void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix ); +void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix ); +void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now ); +void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix ); +void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix ); + +void RB_CalcModulateColorsByFog( unsigned char *dstColors ); +float RB_CalcWaveAlphaSingle( const waveForm_t *wf ); +float RB_CalcWaveColorSingle( const waveForm_t *wf ); + +/* +============================================================= + +RENDERER BACK END FUNCTIONS + +============================================================= +*/ + +void RB_ExecuteRenderCommands( const void *data ); + +/* +============================================================= + +RENDERER BACK END COMMAND QUEUE + +============================================================= +*/ + +#define MAX_RENDER_COMMANDS 0x40000 + +typedef struct { + byte cmds[MAX_RENDER_COMMANDS]; + int used; +} renderCommandList_t; + +typedef struct { + int commandId; + float color[4]; +} setColorCommand_t; + +typedef struct { + int commandId; + int buffer; +} drawBufferCommand_t; + +typedef struct { + int commandId; + image_t *image; + int width; + int height; + void *data; +} subImageCommand_t; + +typedef struct { + int commandId; +} swapBuffersCommand_t; + +typedef struct { + int commandId; + int buffer; +} endFrameCommand_t; + +typedef struct { + int commandId; + shader_t *shader; + float x, y; + float w, h; + float s1, t1; + float s2, t2; +} stretchPicCommand_t; + +typedef struct { + int commandId; + trRefdef_t refdef; + viewParms_t viewParms; + drawSurf_t *drawSurfs; + int numDrawSurfs; +} drawSurfsCommand_t; + +typedef struct { + int commandId; + int x; + int y; + int width; + int height; + char *fileName; + bool jpeg; +} screenshotCommand_t; + +typedef struct { + int commandId; + int width; + int height; + byte *captureBuffer; + byte *encodeBuffer; + bool motionJpeg; +} videoFrameCommand_t; + +typedef struct +{ + int commandId; + + GLboolean rgba[4]; +} colorMaskCommand_t; + +typedef struct +{ + int commandId; +} clearDepthCommand_t; + +typedef struct { + int commandId; + int map; + int cubeSide; +} capShadowmapCommand_t; + +typedef struct { + int commandId; + trRefdef_t refdef; + viewParms_t viewParms; +} postProcessCommand_t; + +typedef struct { + int commandId; +} exportCubemapsCommand_t; + +typedef enum { + RC_END_OF_LIST, + RC_SET_COLOR, + RC_STRETCH_PIC, + RC_DRAW_SURFS, + RC_DRAW_BUFFER, + RC_SWAP_BUFFERS, + RC_SCREENSHOT, + RC_VIDEOFRAME, + RC_COLORMASK, + RC_CLEARDEPTH, + RC_CAPSHADOWMAP, + RC_POSTPROCESS, + RC_EXPORT_CUBEMAPS +} renderCommand_t; + + +// these are sort of arbitrary limits. +// the limits apply to the sum of all scenes in a frame -- +// the main view, all the 3D icons, etc +#define MAX_POLYS 600 +#define MAX_POLYVERTS 3000 + +// all of the information needed by the back end must be +// contained in a backEndData_t +typedef struct { + drawSurf_t drawSurfs[MAX_DRAWSURFS]; + dlight_t dlights[MAX_DLIGHTS]; + trRefEntity_t entities[MAX_REFENTITIES]; + srfPoly_t *polys;//[MAX_POLYS]; + polyVert_t *polyVerts;//[MAX_POLYVERTS]; + pshadow_t pshadows[MAX_CALC_PSHADOWS]; + renderCommandList_t commands; +} backEndData_t; + +extern int max_polys; +extern int max_polyverts; + +extern backEndData_t *backEndData; // the second one may not be allocated + + +void *R_GetCommandBuffer( int bytes ); +void RB_ExecuteRenderCommands( const void *data ); + +void R_IssuePendingRenderCommands( void ); + +void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ); +void R_AddCapShadowmapCmd( int dlight, int cubeSide ); +void R_AddPostProcessCmd (void); + +void RE_SetColor( const float *rgba ); +void RE_SetClipRegion( const float *region ); +void RE_StretchPic ( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ); +void RE_BeginFrame( stereoFrame_t stereoFrame ); +void RE_EndFrame( int *frontEndMsec, int *backEndMsec ); +void RE_SaveJPG(char * filename, int quality, int image_width, int image_height, + unsigned char *image_buffer, int padding); +size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality, + int image_width, int image_height, byte *image_buffer, int padding); +void RE_TakeVideoFrame( int width, int height, + byte *captureBuffer, byte *encodeBuffer, bool motionJpeg ); + + +#endif //TR_LOCAL_H diff --git a/src/renderergl2/tr_main.cpp b/src/renderergl2/tr_main.cpp new file mode 100644 index 0000000..d9eb3ee --- /dev/null +++ b/src/renderergl2/tr_main.cpp @@ -0,0 +1,2669 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_main.c -- main control flow for each frame + +#include "tr_local.h" + +#include // memcpy + +trGlobals_t tr; + +static float s_flipMatrix[16] = { + // convert from our coordinate system (looking down X) + // to OpenGL's coordinate system (looking down -Z) + 0, 0, -1, 0, + -1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 0, 1 +}; + + +refimport_t ri; + +// entities that will have procedurally generated surfaces will just +// point at this for their sorting surface +surfaceType_t entitySurface = SF_ENTITY; + +/* +================ +R_CompareVert +================ +*/ +bool R_CompareVert(srfVert_t * v1, srfVert_t * v2, bool checkST) +{ + int i; + + for(i = 0; i < 3; i++) + { + if(floor(v1->xyz[i] + 0.1) != floor(v2->xyz[i] + 0.1)) + { + return false; + } + + if(checkST && ((v1->st[0] != v2->st[0]) || (v1->st[1] != v2->st[1]))) + { + return false; + } + } + + return true; +} + +/* +http://www.terathon.com/code/tangent.html +*/ +void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2, + const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3) +{ + float x1, x2, y1, y2, z1, z2; + float s1, s2, t1, t2, r; + + x1 = v2[0] - v1[0]; + x2 = v3[0] - v1[0]; + y1 = v2[1] - v1[1]; + y2 = v3[1] - v1[1]; + z1 = v2[2] - v1[2]; + z2 = v3[2] - v1[2]; + + s1 = w2[0] - w1[0]; + s2 = w3[0] - w1[0]; + t1 = w2[1] - w1[1]; + t2 = w3[1] - w1[1]; + + r = s1 * t2 - s2 * t1; + if (r) r = 1.0f / r; + + VectorSet(sdir, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r); + VectorSet(tdir, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r); +} + +/* +============= +R_CalcTangentSpace + +Lengyel, Eric. �Computing Tangent Space Basis Vectors for an Arbitrary Mesh�. Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/src/tangent.html +============= +*/ +vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal, const vec3_t sdir, const vec3_t tdir) +{ + vec3_t n_cross_t; + vec_t n_dot_t, handedness; + + // Gram-Schmidt orthogonalize + n_dot_t = DotProduct(normal, sdir); + VectorMA(sdir, -n_dot_t, normal, tangent); + VectorNormalize(tangent); + + // Calculate handedness + CrossProduct(normal, sdir, n_cross_t); + handedness = (DotProduct(n_cross_t, tdir) < 0.0f) ? -1.0f : 1.0f; + + // Calculate orthogonal bitangent, if necessary + if (bitangent) + CrossProduct(normal, tangent, bitangent); + + return handedness; +} + +bool R_CalcTangentVectors(srfVert_t * dv[3]) +{ + int i; + float bb, s, t; + vec3_t bary; + + + /* calculate barycentric basis for the triangle */ + bb = (dv[1]->st[0] - dv[0]->st[0]) * (dv[2]->st[1] - dv[0]->st[1]) - (dv[2]->st[0] - dv[0]->st[0]) * (dv[1]->st[1] - dv[0]->st[1]); + if(fabs(bb) < 0.00000001f) + return false; + + /* do each vertex */ + for(i = 0; i < 3; i++) + { + vec4_t tangent; + vec3_t normal, bitangent, nxt; + + // calculate s tangent vector + s = dv[i]->st[0] + 10.0f; + t = dv[i]->st[1]; + bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb; + bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb; + bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb; + + tangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0]; + tangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1]; + tangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2]; + + VectorSubtract(tangent, dv[i]->xyz, tangent); + VectorNormalize(tangent); + + // calculate t tangent vector + s = dv[i]->st[0]; + t = dv[i]->st[1] + 10.0f; + bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb; + bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb; + bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb; + + bitangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0]; + bitangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1]; + bitangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2]; + + VectorSubtract(bitangent, dv[i]->xyz, bitangent); + VectorNormalize(bitangent); + + // store bitangent handedness + R_VaoUnpackNormal(normal, dv[i]->normal); + CrossProduct(normal, tangent, nxt); + tangent[3] = (DotProduct(nxt, bitangent) < 0.0f) ? -1.0f : 1.0f; + + R_VaoPackTangent(dv[i]->tangent, tangent); + + // debug code + //% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i, + //% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] ); + } + + return true; +} + + +/* +================= +R_CullLocalBox + +Returns CULL_IN, CULL_CLIP, or CULL_OUT +================= +*/ +int R_CullLocalBox(vec3_t localBounds[2]) { +#if 0 + int i, j; + vec3_t transformed[8]; + float dists[8]; + vec3_t v; + cplane_t *frust; + int anyBack; + int front, back; + + if ( r_nocull->integer ) { + return CULL_CLIP; + } + + // transform into world space + for (i = 0 ; i < 8 ; i++) { + v[0] = bounds[i&1][0]; + v[1] = bounds[(i>>1)&1][1]; + v[2] = bounds[(i>>2)&1][2]; + + VectorCopy( tr.orientation.origin, transformed[i] ); + VectorMA( transformed[i], v[0], tr.orientation.axis[0], transformed[i] ); + VectorMA( transformed[i], v[1], tr.orientation.axis[1], transformed[i] ); + VectorMA( transformed[i], v[2], tr.orientation.axis[2], transformed[i] ); + } + + // check against frustum planes + anyBack = 0; + for (i = 0 ; i < 4 ; i++) { + frust = &tr.viewParms.frustum[i]; + + front = back = 0; + for (j = 0 ; j < 8 ; j++) { + dists[j] = DotProduct(transformed[j], frust->normal); + if ( dists[j] > frust->dist ) { + front = 1; + if ( back ) { + break; // a point is in front + } + } else { + back = 1; + } + } + if ( !front ) { + // all points were behind one of the planes + return CULL_OUT; + } + anyBack |= back; + } + + if ( !anyBack ) { + return CULL_IN; // completely inside frustum + } + + return CULL_CLIP; // partially clipped +#else + int j; + vec3_t transformed; + vec3_t v; + vec3_t worldBounds[2]; + + if(r_nocull->integer) + { + return CULL_CLIP; + } + + // transform into world space + ClearBounds(worldBounds[0], worldBounds[1]); + + for(j = 0; j < 8; j++) + { + v[0] = localBounds[j & 1][0]; + v[1] = localBounds[(j >> 1) & 1][1]; + v[2] = localBounds[(j >> 2) & 1][2]; + + R_LocalPointToWorld(v, transformed); + + AddPointToBounds(transformed, worldBounds[0], worldBounds[1]); + } + + return R_CullBox(worldBounds); +#endif +} + +/* +================= +R_CullBox + +Returns CULL_IN, CULL_CLIP, or CULL_OUT +================= +*/ +int R_CullBox(vec3_t worldBounds[2]) { + int i; + cplane_t *frust; + bool anyClip; + int r, numPlanes; + + numPlanes = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4; + + // check against frustum planes + anyClip = false; + for(i = 0; i < numPlanes; i++) + { + frust = &tr.viewParms.frustum[i]; + + r = BoxOnPlaneSide(worldBounds[0], worldBounds[1], frust); + + if(r == 2) + { + // completely outside frustum + return CULL_OUT; + } + if(r == 3) + { + anyClip = true; + } + } + + if(!anyClip) + { + // completely inside frustum + return CULL_IN; + } + + // partially clipped + return CULL_CLIP; +} + +/* +** R_CullLocalPointAndRadius +*/ +int R_CullLocalPointAndRadius( const vec3_t pt, float radius ) +{ + vec3_t transformed; + + R_LocalPointToWorld( pt, transformed ); + + return R_CullPointAndRadius( transformed, radius ); +} + +/* +** R_CullPointAndRadius +*/ +int R_CullPointAndRadiusEx( const vec3_t pt, float radius, const cplane_t* frustum, int numPlanes ) +{ + int i; + float dist; + const cplane_t *frust; + bool mightBeClipped = false; + + if ( r_nocull->integer ) { + return CULL_CLIP; + } + + // check against frustum planes + for (i = 0 ; i < numPlanes ; i++) + { + frust = &frustum[i]; + + dist = DotProduct( pt, frust->normal) - frust->dist; + if ( dist < -radius ) + { + return CULL_OUT; + } + else if ( dist <= radius ) + { + mightBeClipped = true; + } + } + + if ( mightBeClipped ) + { + return CULL_CLIP; + } + + return CULL_IN; // completely inside frustum +} + +/* +** R_CullPointAndRadius +*/ +int R_CullPointAndRadius( const vec3_t pt, float radius ) +{ + return R_CullPointAndRadiusEx(pt, radius, tr.viewParms.frustum, (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4); +} + +/* +================= +R_LocalNormalToWorld + +================= +*/ +void R_LocalNormalToWorld (const vec3_t local, vec3_t world) { + world[0] = local[0] * tr.orientation.axis[0][0] + local[1] * tr.orientation.axis[1][0] + local[2] * tr.orientation.axis[2][0]; + world[1] = local[0] * tr.orientation.axis[0][1] + local[1] * tr.orientation.axis[1][1] + local[2] * tr.orientation.axis[2][1]; + world[2] = local[0] * tr.orientation.axis[0][2] + local[1] * tr.orientation.axis[1][2] + local[2] * tr.orientation.axis[2][2]; +} + +/* +================= +R_LocalPointToWorld + +================= +*/ +void R_LocalPointToWorld (const vec3_t local, vec3_t world) { + world[0] = local[0] * tr.orientation.axis[0][0] + local[1] * tr.orientation.axis[1][0] + local[2] * tr.orientation.axis[2][0] + tr.orientation.origin[0]; + world[1] = local[0] * tr.orientation.axis[0][1] + local[1] * tr.orientation.axis[1][1] + local[2] * tr.orientation.axis[2][1] + tr.orientation.origin[1]; + world[2] = local[0] * tr.orientation.axis[0][2] + local[1] * tr.orientation.axis[1][2] + local[2] * tr.orientation.axis[2][2] + tr.orientation.origin[2]; +} + +/* +================= +R_WorldToLocal + +================= +*/ +void R_WorldToLocal (const vec3_t world, vec3_t local) { + local[0] = DotProduct(world, tr.orientation.axis[0]); + local[1] = DotProduct(world, tr.orientation.axis[1]); + local[2] = DotProduct(world, tr.orientation.axis[2]); +} + +/* +========================== +R_TransformModelToClip + +========================== +*/ +void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix, + vec4_t eye, vec4_t dst ) { + int i; + + for ( i = 0 ; i < 4 ; i++ ) { + eye[i] = + src[0] * modelMatrix[ i + 0 * 4 ] + + src[1] * modelMatrix[ i + 1 * 4 ] + + src[2] * modelMatrix[ i + 2 * 4 ] + + 1 * modelMatrix[ i + 3 * 4 ]; + } + + for ( i = 0 ; i < 4 ; i++ ) { + dst[i] = + eye[0] * projectionMatrix[ i + 0 * 4 ] + + eye[1] * projectionMatrix[ i + 1 * 4 ] + + eye[2] * projectionMatrix[ i + 2 * 4 ] + + eye[3] * projectionMatrix[ i + 3 * 4 ]; + } +} + +/* +========================== +R_TransformClipToWindow + +========================== +*/ +void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) { + normalized[0] = clip[0] / clip[3]; + normalized[1] = clip[1] / clip[3]; + normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] ); + + window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth; + window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight; + window[2] = normalized[2]; + + window[0] = (int) ( window[0] + 0.5 ); + window[1] = (int) ( window[1] + 0.5 ); +} + + +/* +========================== +myGlMultMatrix + +========================== +*/ +void myGlMultMatrix( const float *a, const float *b, float *out ) { + int i, j; + + for ( i = 0 ; i < 4 ; i++ ) { + for ( j = 0 ; j < 4 ; j++ ) { + out[ i * 4 + j ] = + a [ i * 4 + 0 ] * b [ 0 * 4 + j ] + + a [ i * 4 + 1 ] * b [ 1 * 4 + j ] + + a [ i * 4 + 2 ] * b [ 2 * 4 + j ] + + a [ i * 4 + 3 ] * b [ 3 * 4 + j ]; + } + } +} + +/* +================= +R_RotateForEntity + +Generates an orientation for an entity and viewParms +Does NOT produce any GL calls +Called by both the front end and the back end +================= +*/ +void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, + orientationr_t *orientation ) { + float glMatrix[16]; + vec3_t delta; + float axisLength; + + if ( ent->e.reType != RT_MODEL ) { + *orientation = viewParms->world; + return; + } + + VectorCopy( ent->e.origin, orientation->origin ); + + VectorCopy( ent->e.axis[0], orientation->axis[0] ); + VectorCopy( ent->e.axis[1], orientation->axis[1] ); + VectorCopy( ent->e.axis[2], orientation->axis[2] ); + + glMatrix[0] = orientation->axis[0][0]; + glMatrix[4] = orientation->axis[1][0]; + glMatrix[8] = orientation->axis[2][0]; + glMatrix[12] = orientation->origin[0]; + + glMatrix[1] = orientation->axis[0][1]; + glMatrix[5] = orientation->axis[1][1]; + glMatrix[9] = orientation->axis[2][1]; + glMatrix[13] = orientation->origin[1]; + + glMatrix[2] = orientation->axis[0][2]; + glMatrix[6] = orientation->axis[1][2]; + glMatrix[10] = orientation->axis[2][2]; + glMatrix[14] = orientation->origin[2]; + + glMatrix[3] = 0; + glMatrix[7] = 0; + glMatrix[11] = 0; + glMatrix[15] = 1; + + Mat4Copy(glMatrix, orientation->transformMatrix); + myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, orientation->modelMatrix ); + + // calculate the viewer origin in the model's space + // needed for fog, specular, and environment mapping + VectorSubtract( viewParms->orientation.origin, orientation->origin, delta ); + + // compensate for scale in the axes if necessary + if ( ent->e.nonNormalizedAxes ) { + axisLength = VectorLength( ent->e.axis[0] ); + if ( !axisLength ) { + axisLength = 0; + } else { + axisLength = 1.0f / axisLength; + } + } else { + axisLength = 1.0f; + } + + orientation->viewOrigin[0] = DotProduct( delta, orientation->axis[0] ) * axisLength; + orientation->viewOrigin[1] = DotProduct( delta, orientation->axis[1] ) * axisLength; + orientation->viewOrigin[2] = DotProduct( delta, orientation->axis[2] ) * axisLength; +} + +/* +================= +R_RotateForViewer + +Sets up the modelview matrix for a given viewParm +================= +*/ +void R_RotateForViewer (void) +{ + float viewerMatrix[16]; + vec3_t origin; + + Com_Memset (&tr.orientation, 0, sizeof(tr.orientation)); + tr.orientation.axis[0][0] = 1; + tr.orientation.axis[1][1] = 1; + tr.orientation.axis[2][2] = 1; + VectorCopy (tr.viewParms.orientation.origin, tr.orientation.viewOrigin); + + // transform by the camera placement + VectorCopy( tr.viewParms.orientation.origin, origin ); + + viewerMatrix[0] = tr.viewParms.orientation.axis[0][0]; + viewerMatrix[4] = tr.viewParms.orientation.axis[0][1]; + viewerMatrix[8] = tr.viewParms.orientation.axis[0][2]; + viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8]; + + viewerMatrix[1] = tr.viewParms.orientation.axis[1][0]; + viewerMatrix[5] = tr.viewParms.orientation.axis[1][1]; + viewerMatrix[9] = tr.viewParms.orientation.axis[1][2]; + viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9]; + + viewerMatrix[2] = tr.viewParms.orientation.axis[2][0]; + viewerMatrix[6] = tr.viewParms.orientation.axis[2][1]; + viewerMatrix[10] = tr.viewParms.orientation.axis[2][2]; + viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10]; + + viewerMatrix[3] = 0; + viewerMatrix[7] = 0; + viewerMatrix[11] = 0; + viewerMatrix[15] = 1; + + // convert from our coordinate system (looking down X) + // to OpenGL's coordinate system (looking down -Z) + myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.orientation.modelMatrix ); + + tr.viewParms.world = tr.orientation; + +} + +/* +** SetFarClip +*/ +static void R_SetFarClip( void ) +{ + float farthestCornerDistance = 0; + int i; + + // if not rendering the world (icons, menus, etc) + // set a 2k far clip plane + if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { + tr.viewParms.zFar = 2048; + return; + } + + // + // set far clipping planes dynamically + // + farthestCornerDistance = 0; + for ( i = 0; i < 8; i++ ) + { + vec3_t v; + vec3_t vecTo; + float distance; + + if ( i & 1 ) + { + v[0] = tr.viewParms.visBounds[0][0]; + } + else + { + v[0] = tr.viewParms.visBounds[1][0]; + } + + if ( i & 2 ) + { + v[1] = tr.viewParms.visBounds[0][1]; + } + else + { + v[1] = tr.viewParms.visBounds[1][1]; + } + + if ( i & 4 ) + { + v[2] = tr.viewParms.visBounds[0][2]; + } + else + { + v[2] = tr.viewParms.visBounds[1][2]; + } + + VectorSubtract( v, tr.viewParms.orientation.origin, vecTo ); + + distance = vecTo[0] * vecTo[0] + vecTo[1] * vecTo[1] + vecTo[2] * vecTo[2]; + + if ( distance > farthestCornerDistance ) + { + farthestCornerDistance = distance; + } + } + tr.viewParms.zFar = sqrt( farthestCornerDistance ); +} + +/* +================= +R_SetupFrustum + +Set up the culling frustum planes for the current view using the results we got from computing the first two rows of +the projection matrix. +================= +*/ +void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float zFar, float stereoSep) +{ + vec3_t ofsorigin; + float oppleg, adjleg, length; + int i; + + if(stereoSep == 0 && xmin == -xmax) + { + // symmetric case can be simplified + VectorCopy(dest->orientation.origin, ofsorigin); + + length = sqrt(xmax * xmax + zProj * zProj); + oppleg = xmax / length; + adjleg = zProj / length; + + VectorScale(dest->orientation.axis[0], oppleg, dest->frustum[0].normal); + VectorMA(dest->frustum[0].normal, adjleg, dest->orientation.axis[1], dest->frustum[0].normal); + + VectorScale(dest->orientation.axis[0], oppleg, dest->frustum[1].normal); + VectorMA(dest->frustum[1].normal, -adjleg, dest->orientation.axis[1], dest->frustum[1].normal); + } + else + { + // In stereo rendering, due to the modification of the projection matrix, dest->orientation.origin is not the + // actual origin that we're rendering so offset the tip of the view pyramid. + VectorMA(dest->orientation.origin, stereoSep, dest->orientation.axis[1], ofsorigin); + + oppleg = xmax + stereoSep; + length = sqrt(oppleg * oppleg + zProj * zProj); + VectorScale(dest->orientation.axis[0], oppleg / length, dest->frustum[0].normal); + VectorMA(dest->frustum[0].normal, zProj / length, dest->orientation.axis[1], dest->frustum[0].normal); + + oppleg = xmin + stereoSep; + length = sqrt(oppleg * oppleg + zProj * zProj); + VectorScale(dest->orientation.axis[0], -oppleg / length, dest->frustum[1].normal); + VectorMA(dest->frustum[1].normal, -zProj / length, dest->orientation.axis[1], dest->frustum[1].normal); + } + + length = sqrt(ymax * ymax + zProj * zProj); + oppleg = ymax / length; + adjleg = zProj / length; + + VectorScale(dest->orientation.axis[0], oppleg, dest->frustum[2].normal); + VectorMA(dest->frustum[2].normal, adjleg, dest->orientation.axis[2], dest->frustum[2].normal); + + VectorScale(dest->orientation.axis[0], oppleg, dest->frustum[3].normal); + VectorMA(dest->frustum[3].normal, -adjleg, dest->orientation.axis[2], dest->frustum[3].normal); + + for (i=0 ; i<4 ; i++) { + dest->frustum[i].type = PLANE_NON_AXIAL; + dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal); + SetPlaneSignbits( &dest->frustum[i] ); + } + + if (zFar != 0.0f) + { + vec3_t farpoint; + + VectorMA(ofsorigin, zFar, dest->orientation.axis[0], farpoint); + VectorScale(dest->orientation.axis[0], -1.0f, dest->frustum[4].normal); + + dest->frustum[4].type = PLANE_NON_AXIAL; + dest->frustum[4].dist = DotProduct (farpoint, dest->frustum[4].normal); + SetPlaneSignbits( &dest->frustum[4] ); + dest->flags |= VPF_FARPLANEFRUSTUM; + } +} + +/* +=============== +R_SetupProjection +=============== +*/ +void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, bool computeFrustum) +{ + float xmin, xmax, ymin, ymax; + float width, height, stereoSep = r_stereoSeparation->value; + + /* + * offset the view origin of the viewer for stereo rendering + * by setting the projection matrix appropriately. + */ + + if(stereoSep != 0) + { + if(dest->stereoFrame == STEREO_LEFT) + stereoSep = zProj / stereoSep; + else if(dest->stereoFrame == STEREO_RIGHT) + stereoSep = zProj / -stereoSep; + else + stereoSep = 0; + } + + ymax = zProj * tan(dest->fovY * M_PI / 360.0f); + ymin = -ymax; + + xmax = zProj * tan(dest->fovX * M_PI / 360.0f); + xmin = -xmax; + + width = xmax - xmin; + height = ymax - ymin; + + dest->projectionMatrix[0] = 2 * zProj / width; + dest->projectionMatrix[4] = 0; + dest->projectionMatrix[8] = (xmax + xmin + 2 * stereoSep) / width; + dest->projectionMatrix[12] = 2 * zProj * stereoSep / width; + + dest->projectionMatrix[1] = 0; + dest->projectionMatrix[5] = 2 * zProj / height; + dest->projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0 + dest->projectionMatrix[13] = 0; + + dest->projectionMatrix[3] = 0; + dest->projectionMatrix[7] = 0; + dest->projectionMatrix[11] = -1; + dest->projectionMatrix[15] = 0; + + // Now that we have all the data for the projection matrix we can also setup the view frustum. + if(computeFrustum) + R_SetupFrustum(dest, xmin, xmax, ymax, zProj, zFar, stereoSep); +} + +/* +=============== +R_SetupProjectionZ + +Sets the z-component transformation part in the projection matrix +=============== +*/ +void R_SetupProjectionZ(viewParms_t *dest) +{ + float zNear, zFar, depth; + + zNear = r_znear->value; + zFar = dest->zFar; + + depth = zFar - zNear; + + dest->projectionMatrix[2] = 0; + dest->projectionMatrix[6] = 0; + dest->projectionMatrix[10] = -( zFar + zNear ) / depth; + dest->projectionMatrix[14] = -2 * zFar * zNear / depth; + + if (dest->isPortal) + { + float plane[4]; + float plane2[4]; + vec4_t q, c; + + // transform portal plane into camera space + plane[0] = dest->portalPlane.normal[0]; + plane[1] = dest->portalPlane.normal[1]; + plane[2] = dest->portalPlane.normal[2]; + plane[3] = dest->portalPlane.dist; + + plane2[0] = -DotProduct (dest->orientation.axis[1], plane); + plane2[1] = DotProduct (dest->orientation.axis[2], plane); + plane2[2] = -DotProduct (dest->orientation.axis[0], plane); + plane2[3] = DotProduct (plane, dest->orientation.origin) - plane[3]; + + // Lengyel, Eric. "Modifying the Projection Matrix to Perform Oblique Near-plane Clipping". + // Terathon Software 3D Graphics Library, 2004. http://www.terathon.com/code/oblique.html + q[0] = (SGN(plane2[0]) + dest->projectionMatrix[8]) / dest->projectionMatrix[0]; + q[1] = (SGN(plane2[1]) + dest->projectionMatrix[9]) / dest->projectionMatrix[5]; + q[2] = -1.0f; + q[3] = (1.0f + dest->projectionMatrix[10]) / dest->projectionMatrix[14]; + + VectorScale4(plane2, 2.0f / DotProduct4(plane2, q), c); + + dest->projectionMatrix[2] = c[0]; + dest->projectionMatrix[6] = c[1]; + dest->projectionMatrix[10] = c[2] + 1.0f; + dest->projectionMatrix[14] = c[3]; + + } + +} + +/* +=============== +R_SetupProjectionOrtho +=============== +*/ +void R_SetupProjectionOrtho(viewParms_t *dest, vec3_t viewBounds[2]) +{ + float xmin, xmax, ymin, ymax, znear, zfar; + //viewParms_t *dest = &tr.viewParms; + int i; + vec3_t pop; + + // Quake3: Projection: + // + // Z X Y Z + // | / | / + // |/ |/ + // Y--+ +--X + + xmin = viewBounds[0][1]; + xmax = viewBounds[1][1]; + ymin = -viewBounds[1][2]; + ymax = -viewBounds[0][2]; + znear = viewBounds[0][0]; + zfar = viewBounds[1][0]; + + dest->projectionMatrix[0] = 2 / (xmax - xmin); + dest->projectionMatrix[4] = 0; + dest->projectionMatrix[8] = 0; + dest->projectionMatrix[12] = (xmax + xmin) / (xmax - xmin); + + dest->projectionMatrix[1] = 0; + dest->projectionMatrix[5] = 2 / (ymax - ymin); + dest->projectionMatrix[9] = 0; + dest->projectionMatrix[13] = (ymax + ymin) / (ymax - ymin); + + dest->projectionMatrix[2] = 0; + dest->projectionMatrix[6] = 0; + dest->projectionMatrix[10] = -2 / (zfar - znear); + dest->projectionMatrix[14] = -(zfar + znear) / (zfar - znear); + + dest->projectionMatrix[3] = 0; + dest->projectionMatrix[7] = 0; + dest->projectionMatrix[11] = 0; + dest->projectionMatrix[15] = 1; + + VectorScale(dest->orientation.axis[1], 1.0f, dest->frustum[0].normal); + VectorMA(dest->orientation.origin, viewBounds[0][1], dest->frustum[0].normal, pop); + dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal); + + VectorScale(dest->orientation.axis[1], -1.0f, dest->frustum[1].normal); + VectorMA(dest->orientation.origin, -viewBounds[1][1], dest->frustum[1].normal, pop); + dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal); + + VectorScale(dest->orientation.axis[2], 1.0f, dest->frustum[2].normal); + VectorMA(dest->orientation.origin, viewBounds[0][2], dest->frustum[2].normal, pop); + dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal); + + VectorScale(dest->orientation.axis[2], -1.0f, dest->frustum[3].normal); + VectorMA(dest->orientation.origin, -viewBounds[1][2], dest->frustum[3].normal, pop); + dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal); + + VectorScale(dest->orientation.axis[0], -1.0f, dest->frustum[4].normal); + VectorMA(dest->orientation.origin, -viewBounds[1][0], dest->frustum[4].normal, pop); + dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal); + + for (i = 0; i < 5; i++) + { + dest->frustum[i].type = PLANE_NON_AXIAL; + SetPlaneSignbits (&dest->frustum[i]); + } + + dest->flags |= VPF_FARPLANEFRUSTUM; +} + +/* +================= +R_MirrorPoint +================= +*/ +void R_MirrorPoint (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) { + int i; + vec3_t local; + vec3_t transformed; + float d; + + VectorSubtract( in, surface->origin, local ); + + VectorClear( transformed ); + for ( i = 0 ; i < 3 ; i++ ) { + d = DotProduct(local, surface->axis[i]); + VectorMA( transformed, d, camera->axis[i], transformed ); + } + + VectorAdd( transformed, camera->origin, out ); +} + +void R_MirrorVector (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) { + int i; + float d; + + VectorClear( out ); + for ( i = 0 ; i < 3 ; i++ ) { + d = DotProduct(in, surface->axis[i]); + VectorMA( out, d, camera->axis[i], out ); + } +} + + +/* +============= +R_PlaneForSurface +============= +*/ +void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) { + srfBspSurface_t *tri; + srfPoly_t *poly; + srfVert_t *v1, *v2, *v3; + vec4_t plane4; + + if (!surfType) { + Com_Memset (plane, 0, sizeof(*plane)); + plane->normal[0] = 1; + return; + } + switch (*surfType) { + case SF_FACE: + *plane = ((srfBspSurface_t *)surfType)->cullPlane; + return; + case SF_TRIANGLES: + tri = (srfBspSurface_t *)surfType; + v1 = tri->verts + tri->indexes[0]; + v2 = tri->verts + tri->indexes[1]; + v3 = tri->verts + tri->indexes[2]; + PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz ); + VectorCopy( plane4, plane->normal ); + plane->dist = plane4[3]; + return; + case SF_POLY: + poly = (srfPoly_t *)surfType; + PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz ); + VectorCopy( plane4, plane->normal ); + plane->dist = plane4[3]; + return; + default: + Com_Memset (plane, 0, sizeof(*plane)); + plane->normal[0] = 1; + return; + } +} + +/* +================= +R_GetPortalOrientation + +entityNum is the entity that the portal surface is a part of, which may +be moving and rotating. + +Returns true if it should be mirrored +================= +*/ +bool R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum, + orientation_t *surface, orientation_t *camera, + vec3_t pvsOrigin, bool *mirror ) { + int i; + cplane_t originalPlane, plane; + trRefEntity_t *e; + float d; + vec3_t transformed; + + // create plane axis for the portal we are seeing + R_PlaneForSurface( drawSurf->surface, &originalPlane ); + + // rotate the plane if necessary + if ( entityNum != REFENTITYNUM_WORLD ) { + tr.currentEntityNum = entityNum; + tr.currentEntity = &tr.refdef.entities[entityNum]; + + // get the orientation of the entity + R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.orientation ); + + // rotate the plane, but keep the non-rotated version for matching + // against the portalSurface entities + R_LocalNormalToWorld( originalPlane.normal, plane.normal ); + plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.orientation.origin ); + + // translate the original plane + originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.orientation.origin ); + } else { + plane = originalPlane; + } + + VectorCopy( plane.normal, surface->axis[0] ); + PerpendicularVector( surface->axis[1], surface->axis[0] ); + CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] ); + + // locate the portal entity closest to this plane. + // origin will be the origin of the portal, origin2 will be + // the origin of the camera + for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) { + e = &tr.refdef.entities[i]; + if ( e->e.reType != RT_PORTALSURFACE ) { + continue; + } + + d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist; + if ( d > 64 || d < -64) { + continue; + } + + // get the pvsOrigin from the entity + VectorCopy( e->e.oldorigin, pvsOrigin ); + + // if the entity is just a mirror, don't use as a camera point + if ( e->e.oldorigin[0] == e->e.origin[0] && + e->e.oldorigin[1] == e->e.origin[1] && + e->e.oldorigin[2] == e->e.origin[2] ) { + VectorScale( plane.normal, plane.dist, surface->origin ); + VectorCopy( surface->origin, camera->origin ); + VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] ); + VectorCopy( surface->axis[1], camera->axis[1] ); + VectorCopy( surface->axis[2], camera->axis[2] ); + + *mirror = true; + return true; + } + + // project the origin onto the surface plane to get + // an origin point we can rotate around + d = DotProduct( e->e.origin, plane.normal ) - plane.dist; + VectorMA( e->e.origin, -d, surface->axis[0], surface->origin ); + + // now get the camera origin and orientation + VectorCopy( e->e.oldorigin, camera->origin ); + AxisCopy( e->e.axis, camera->axis ); + VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] ); + VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] ); + + // optionally rotate + if ( e->e.oldframe ) { + // if a speed is specified + if ( e->e.frame ) { + // continuous rotate + d = (tr.refdef.time/1000.0f) * e->e.frame; + VectorCopy( camera->axis[1], transformed ); + RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d ); + CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] ); + } else { + // bobbing rotate, with skinNum being the rotation offset + d = sin( tr.refdef.time * 0.003f ); + d = e->e.skinNum + d * 4; + VectorCopy( camera->axis[1], transformed ); + RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d ); + CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] ); + } + } + else if ( e->e.skinNum ) { + d = e->e.skinNum; + VectorCopy( camera->axis[1], transformed ); + RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d ); + CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] ); + } + *mirror = false; + return true; + } + + // if we didn't locate a portal entity, don't render anything. + // We don't want to just treat it as a mirror, because without a + // portal entity the server won't have communicated a proper entity set + // in the snapshot + + // unfortunately, with local movement prediction it is easily possible + // to see a surface before the server has communicated the matching + // portal surface entity, so we don't want to print anything here... + + //ri.Printf( PRINT_ALL, "Portal surface without a portal entity\n" ); + + return false; +} + +static bool IsMirror( const drawSurf_t *drawSurf, int entityNum ) +{ + int i; + cplane_t originalPlane, plane; + trRefEntity_t *e; + float d; + + // create plane axis for the portal we are seeing + R_PlaneForSurface( drawSurf->surface, &originalPlane ); + + // rotate the plane if necessary + if ( entityNum != REFENTITYNUM_WORLD ) + { + tr.currentEntityNum = entityNum; + tr.currentEntity = &tr.refdef.entities[entityNum]; + + // get the orientation of the entity + R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.orientation ); + + // rotate the plane, but keep the non-rotated version for matching + // against the portalSurface entities + R_LocalNormalToWorld( originalPlane.normal, plane.normal ); + plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.orientation.origin ); + + // translate the original plane + originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.orientation.origin ); + } + + // locate the portal entity closest to this plane. + // origin will be the origin of the portal, origin2 will be + // the origin of the camera + for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) + { + e = &tr.refdef.entities[i]; + if ( e->e.reType != RT_PORTALSURFACE ) { + continue; + } + + d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist; + if ( d > 64 || d < -64) { + continue; + } + + // if the entity is just a mirror, don't use as a camera point + if ( e->e.oldorigin[0] == e->e.origin[0] && + e->e.oldorigin[1] == e->e.origin[1] && + e->e.oldorigin[2] == e->e.origin[2] ) + { + return true; + } + + return false; + } + return false; +} + +/* +** SurfIsOffscreen +** +** Determines if a surface is completely offscreen. +*/ +static bool SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) { + float shortest = 100000000; + int entityNum; + int numTriangles; + shader_t *shader; + int fogNum; + int dlighted; + int pshadowed; + vec4_t clip, eye; + int i; + unsigned int pointOr = 0; + unsigned int pointAnd = (unsigned int)~0; + + R_RotateForViewer(); + + R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed ); + RB_BeginSurface( shader, fogNum, drawSurf->cubemapIndex); + rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); + + assert( tess.numVertexes < 128 ); + + for ( i = 0; i < tess.numVertexes; i++ ) + { + int j; + unsigned int pointFlags = 0; + + R_TransformModelToClip( tess.xyz[i], tr.orientation.modelMatrix, tr.viewParms.projectionMatrix, eye, clip ); + + for ( j = 0; j < 3; j++ ) + { + if ( clip[j] >= clip[3] ) + { + pointFlags |= (1 << (j*2)); + } + else if ( clip[j] <= -clip[3] ) + { + pointFlags |= ( 1 << (j*2+1)); + } + } + pointAnd &= pointFlags; + pointOr |= pointFlags; + } + + // trivially reject + if ( pointAnd ) + { + return true; + } + + // determine if this surface is backfaced and also determine the distance + // to the nearest vertex so we can cull based on portal range. Culling + // based on vertex distance isn't 100% correct (we should be checking for + // range to the surface), but it's good enough for the types of portals + // we have in the game right now. + numTriangles = tess.numIndexes / 3; + + for ( i = 0; i < tess.numIndexes; i += 3 ) + { + vec3_t normal, tNormal; + + float len; + + VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.orientation.origin, normal ); + + len = VectorLengthSquared( normal ); // lose the sqrt + if ( len < shortest ) + { + shortest = len; + } + + R_VaoUnpackNormal(tNormal, tess.normal[tess.indexes[i]]); + + if ( DotProduct( normal, tNormal ) >= 0 ) + { + numTriangles--; + } + } + if ( !numTriangles ) + { + return true; + } + + // mirrors can early out at this point, since we don't do a fade over distance + // with them (although we could) + if ( IsMirror( drawSurf, entityNum ) ) + { + return false; + } + + if ( shortest > (tess.shader->portalRange*tess.shader->portalRange) ) + { + return true; + } + + return false; +} + +/* +======================== +R_MirrorViewBySurface + +Returns true if another view has been rendered +======================== +*/ +bool R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) { + vec4_t clipDest[128]; + viewParms_t newParms; + viewParms_t oldParms; + orientation_t surface, camera; + + // don't recursively mirror + if (tr.viewParms.isPortal) { + ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" ); + return false; + } + + if ( r_noportals->integer || (r_fastsky->integer == 1) ) { + return false; + } + + // trivially reject portal/mirror + if ( SurfIsOffscreen( drawSurf, clipDest ) ) { + return false; + } + + // save old viewParms so we can return to it after the mirror view + oldParms = tr.viewParms; + + newParms = tr.viewParms; + newParms.isPortal = true; + newParms.zFar = 0.0f; + newParms.flags &= ~VPF_FARPLANEFRUSTUM; + if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera, + newParms.pvsOrigin, &newParms.isMirror ) ) { + return false; // bad portal, no portalentity + } + + // Never draw viewmodels in portal or mirror views. + newParms.flags |= VPF_NOVIEWMODEL; + + R_MirrorPoint (oldParms.orientation.origin, &surface, &camera, newParms.orientation.origin ); + + VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal ); + newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal ); + + R_MirrorVector (oldParms.orientation.axis[0], &surface, &camera, newParms.orientation.axis[0]); + R_MirrorVector (oldParms.orientation.axis[1], &surface, &camera, newParms.orientation.axis[1]); + R_MirrorVector (oldParms.orientation.axis[2], &surface, &camera, newParms.orientation.axis[2]); + + // OPTIMIZE: restrict the viewport on the mirrored view + + // render the mirror view + R_RenderView (&newParms); + + tr.viewParms = oldParms; + + return true; +} + +/* +================= +R_SpriteFogNum + +See if a sprite is inside a fog volume +================= +*/ +int R_SpriteFogNum( trRefEntity_t *ent ) { + int i, j; + fog_t *fog; + + if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { + return 0; + } + + if ( ent->e.renderfx & RF_CROSSHAIR ) { + return 0; + } + + for ( i = 1 ; i < tr.world->numfogs ; i++ ) { + fog = &tr.world->fogs[i]; + for ( j = 0 ; j < 3 ; j++ ) { + if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) { + break; + } + if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) { + break; + } + } + if ( j == 3 ) { + return i; + } + } + + return 0; +} + +/* +========================================================================================== + +DRAWSURF SORTING + +========================================================================================== +*/ + +/* +=============== +R_Radix +=============== +*/ +static ID_INLINE void R_Radix( int byte, int size, drawSurf_t *source, drawSurf_t *dest ) +{ + int count[ 256 ] = { 0 }; + int index[ 256 ]; + int i; + unsigned char *sortKey = NULL; + unsigned char *end = NULL; + + sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte; + end = sortKey + ( size * sizeof( drawSurf_t ) ); + for( ; sortKey < end; sortKey += sizeof( drawSurf_t ) ) + ++count[ *sortKey ]; + + index[ 0 ] = 0; + + for( i = 1; i < 256; ++i ) + index[ i ] = index[ i - 1 ] + count[ i - 1 ]; + + sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte; + for( i = 0; i < size; ++i, sortKey += sizeof( drawSurf_t ) ) + dest[ index[ *sortKey ]++ ] = source[ i ]; +} + +/* +=============== +R_RadixSort + +Radix sort with 4 byte size buckets +=============== +*/ +static void R_RadixSort( drawSurf_t *source, int size ) +{ + static drawSurf_t scratch[ MAX_DRAWSURFS ]; +#ifdef Q3_LITTLE_ENDIAN + R_Radix( 0, size, source, scratch ); + R_Radix( 1, size, scratch, source ); + R_Radix( 2, size, source, scratch ); + R_Radix( 3, size, scratch, source ); +#else + R_Radix( 3, size, source, scratch ); + R_Radix( 2, size, scratch, source ); + R_Radix( 1, size, source, scratch ); + R_Radix( 0, size, scratch, source ); +#endif //Q3_LITTLE_ENDIAN +} + +//========================================================================================== + +/* +================= +R_AddDrawSurf +================= +*/ +void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, + int fogIndex, int dlightMap, int pshadowMap, int cubemap ) { + int index; + + // instead of checking for overflow, we just mask the index + // so it wraps around + index = tr.refdef.numDrawSurfs & DRAWSURF_MASK; + // the sort data is packed into a single 32 bit value so it can be + // compared quickly during the qsorting process + tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT) + | tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT ) + | ((int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap; + tr.refdef.drawSurfs[index].cubemapIndex = cubemap; + tr.refdef.drawSurfs[index].surface = surface; + tr.refdef.numDrawSurfs++; +} + +/* +================= +R_DecomposeSort +================= +*/ +void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader, + int *fogNum, int *dlightMap, int *pshadowMap ) { + *fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31; + *shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ]; + *entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK; + *pshadowMap = (sort >> QSORT_PSHADOW_SHIFT ) & 1; + *dlightMap = sort & 1; +} + +/* +================= +R_SortDrawSurfs +================= +*/ +void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) { + shader_t *shader; + int fogNum; + int entityNum; + int dlighted; + int pshadowed; + int i; + + //ri.Printf(PRINT_ALL, "firstDrawSurf %d numDrawSurfs %d\n", (int)(drawSurfs - tr.refdef.drawSurfs), numDrawSurfs); + + // it is possible for some views to not have any surfaces + if ( numDrawSurfs < 1 ) { + // we still need to add it for hyperspace cases + R_AddDrawSurfCmd( drawSurfs, numDrawSurfs ); + return; + } + + // sort the drawsurfs by sort type, then orientation, then shader + R_RadixSort( drawSurfs, numDrawSurfs ); + + // skip pass through drawing if rendering a shadow map + if (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)) + { + R_AddDrawSurfCmd( drawSurfs, numDrawSurfs ); + return; + } + + // check for any pass through drawing, which + // may cause another view to be rendered first + for ( i = 0 ; i < numDrawSurfs ; i++ ) { + R_DecomposeSort( (drawSurfs+i)->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed ); + + if ( shader->sort > SS_PORTAL ) { + break; + } + + // no shader should ever have this sort type + if ( shader->sort == SS_BAD ) { + ri.Error (ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name ); + } + + // if the mirror was completely clipped away, we may need to check another surface + if ( R_MirrorViewBySurface( (drawSurfs+i), entityNum) ) { + // this is a debug option to see exactly what is being mirrored + if ( r_portalOnly->integer ) { + return; + } + break; // only one mirror view at a time + } + } + + R_AddDrawSurfCmd( drawSurfs, numDrawSurfs ); +} + +static void R_AddEntitySurface (int entityNum) +{ + trRefEntity_t *ent; + shader_t *shader; + + tr.currentEntityNum = entityNum; + + ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum]; + + ent->needDlights = false; + + // preshift the value we are going to OR into the drawsurf sort + tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT; + + // + // the weapon model must be handled special -- + // we don't want the hacked weapon position showing in + // mirrors, because the true body position will already be drawn + // + if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.flags & VPF_NOVIEWMODEL)) { + return; + } + + // simple generated models, like sprites and beams, are not culled + switch ( ent->e.reType ) { + case RT_PORTALSURFACE: + break; // don't draw anything + case RT_SPRITE: + case RT_BEAM: + case RT_LIGHTNING: + case RT_RAIL_CORE: + case RT_RAIL_RINGS: + // self blood sprites, talk balloons, etc should not be drawn in the primary + // view. We can't just do this check for all entities, because md3 + // entities may still want to cast shadows from them + if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) { + return; + } + shader = R_GetShaderByHandle( ent->e.customShader ); + R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0, 0 /*cubeMap*/ ); + break; + + case RT_MODEL: + // we must set up parts of tr.or for model culling + R_RotateForEntity( ent, &tr.viewParms, &tr.orientation ); + + tr.currentModel = R_GetModelByHandle( ent->e.hModel ); + if (!tr.currentModel) { + R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 /*cubeMap*/ ); + } else { + switch ( tr.currentModel->type ) { + case MOD_MESH: + R_AddMD3Surfaces( ent ); + break; + case MOD_MDR: + R_MDRAddAnimSurfaces( ent ); + break; + case MOD_IQM: + R_AddIQMSurfaces( ent ); + break; + case MOD_BRUSH: + R_AddBrushModelSurfaces( ent ); + break; + case MOD_BAD: // null model axis + if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) { + break; + } + R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 ); + break; + default: + ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" ); + break; + } + } + break; + default: + ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" ); + } +} + +/* +============= +R_AddEntitySurfaces +============= +*/ +void R_AddEntitySurfaces (void) { + int i; + + if ( !r_drawentities->integer ) { + return; + } + + for ( i = 0; i < tr.refdef.num_entities; i++) + R_AddEntitySurface(i); +} + + +/* +==================== +R_GenerateDrawSurfs +==================== +*/ +void R_GenerateDrawSurfs( void ) { + R_AddWorldSurfaces (); + + R_AddPolygonSurfaces(); + + // set the projection matrix with the minimum zfar + // now that we have the world bounded + // this needs to be done before entities are + // added, because they use the projection + // matrix for lod calculation + + // dynamically compute far clip plane distance + if (!(tr.viewParms.flags & VPF_SHADOWMAP)) + { + R_SetFarClip(); + } + + // we know the size of the clipping volume. Now set the rest of the projection matrix. + R_SetupProjectionZ (&tr.viewParms); + + R_AddEntitySurfaces (); +} + +/* +================ +R_DebugPolygon +================ +*/ +void R_DebugPolygon( int color, int numPoints, float *points ) { + // FIXME: implement this +#if 0 + int i; + + GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); + + // draw solid shade + + qglColor3f( color&1, (color>>1)&1, (color>>2)&1 ); + qglBegin( GL_POLYGON ); + for ( i = 0 ; i < numPoints ; i++ ) { + qglVertex3fv( points + i * 3 ); + } + qglEnd(); + + // draw wireframe outline + GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); + qglDepthRange( 0, 0 ); + qglColor3f( 1, 1, 1 ); + qglBegin( GL_POLYGON ); + for ( i = 0 ; i < numPoints ; i++ ) { + qglVertex3fv( points + i * 3 ); + } + qglEnd(); + qglDepthRange( 0, 1 ); +#endif +} + +/* +==================== +R_DebugGraphics + +Visualization aid for movement clipping debugging +==================== +*/ +void R_DebugGraphics( void ) { + if ( !r_debugSurface->integer ) { + return; + } + + R_IssuePendingRenderCommands(); + + GL_BindToTMU(tr.whiteImage, TB_COLORMAP); + GL_Cull( CT_FRONT_SIDED ); + ri.CM_DrawDebugSurface( R_DebugPolygon ); +} + + +/* +================ +R_RenderView + +A view may be either the actual camera view, +or a mirror / remote location +================ +*/ +void R_RenderView (viewParms_t *parms) { + int firstDrawSurf; + int numDrawSurfs; + + if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) { + return; + } + + tr.viewCount++; + + tr.viewParms = *parms; + tr.viewParms.frameSceneNum = tr.frameSceneNum; + tr.viewParms.frameCount = tr.frameCount; + + firstDrawSurf = tr.refdef.numDrawSurfs; + + tr.viewCount++; + + // set viewParms.world + R_RotateForViewer (); + + R_SetupProjection(&tr.viewParms, r_zproj->value, tr.viewParms.zFar, true); + + R_GenerateDrawSurfs(); + + // if we overflowed MAX_DRAWSURFS, the drawsurfs + // wrapped around in the buffer and we will be missing + // the first surfaces, not the last ones + numDrawSurfs = tr.refdef.numDrawSurfs; + if ( numDrawSurfs > MAX_DRAWSURFS ) { + numDrawSurfs = MAX_DRAWSURFS; + } + + R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, numDrawSurfs - firstDrawSurf ); + + // draw main system development information (surface outlines, etc) + R_DebugGraphics(); +} + + +void R_RenderDlightCubemaps(const refdef_t *fd) +{ + int i; + + for (i = 0; i < tr.refdef.num_dlights; i++) + { + viewParms_t shadowParms; + int j; + + // use previous frame to determine visible dlights + if ((1 << i) & tr.refdef.dlightMask) + continue; + + Com_Memset( &shadowParms, 0, sizeof( shadowParms ) ); + + shadowParms.viewportX = tr.refdef.x; + shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE ); + shadowParms.viewportWidth = PSHADOW_MAP_SIZE; + shadowParms.viewportHeight = PSHADOW_MAP_SIZE; + shadowParms.isPortal = false; + shadowParms.isMirror = true; // because it is + + shadowParms.fovX = 90; + shadowParms.fovY = 90; + + shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL; + shadowParms.zFar = tr.refdef.dlights[i].radius; + + VectorCopy( tr.refdef.dlights[i].origin, shadowParms.orientation.origin ); + + for (j = 0; j < 6; j++) + { + switch(j) + { + case 0: + // -X + VectorSet( shadowParms.orientation.axis[0], -1, 0, 0); + VectorSet( shadowParms.orientation.axis[1], 0, 0, -1); + VectorSet( shadowParms.orientation.axis[2], 0, 1, 0); + break; + case 1: + // +X + VectorSet( shadowParms.orientation.axis[0], 1, 0, 0); + VectorSet( shadowParms.orientation.axis[1], 0, 0, 1); + VectorSet( shadowParms.orientation.axis[2], 0, 1, 0); + break; + case 2: + // -Y + VectorSet( shadowParms.orientation.axis[0], 0, -1, 0); + VectorSet( shadowParms.orientation.axis[1], 1, 0, 0); + VectorSet( shadowParms.orientation.axis[2], 0, 0, -1); + break; + case 3: + // +Y + VectorSet( shadowParms.orientation.axis[0], 0, 1, 0); + VectorSet( shadowParms.orientation.axis[1], 1, 0, 0); + VectorSet( shadowParms.orientation.axis[2], 0, 0, 1); + break; + case 4: + // -Z + VectorSet( shadowParms.orientation.axis[0], 0, 0, -1); + VectorSet( shadowParms.orientation.axis[1], 1, 0, 0); + VectorSet( shadowParms.orientation.axis[2], 0, 1, 0); + break; + case 5: + // +Z + VectorSet( shadowParms.orientation.axis[0], 0, 0, 1); + VectorSet( shadowParms.orientation.axis[1], -1, 0, 0); + VectorSet( shadowParms.orientation.axis[2], 0, 1, 0); + break; + } + + R_RenderView(&shadowParms); + R_AddCapShadowmapCmd( i, j ); + } + } +} + + +void R_RenderPshadowMaps(const refdef_t *fd) +{ + viewParms_t shadowParms; + int i; + + // first, make a list of shadows + for ( i = 0; i < tr.refdef.num_entities; i++) + { + trRefEntity_t *ent = &tr.refdef.entities[i]; + + if((ent->e.renderfx & (RF_FIRST_PERSON | RF_NOSHADOW))) + continue; + + //if((ent->e.renderfx & RF_THIRD_PERSON)) + //continue; + + if (ent->e.reType == RT_MODEL) + { + model_t *model = R_GetModelByHandle( ent->e.hModel ); + pshadow_t shadow; + float radius = 0.0f; + float scale = 1.0f; + vec3_t diff; + int j; + + if (!model) + continue; + + if (ent->e.nonNormalizedAxes) + { + scale = VectorLength( ent->e.axis[0] ); + } + + switch (model->type) + { + case MOD_MESH: + { + mdvFrame_t *frame = &model->mdv[0]->frames[ent->e.frame]; + + radius = frame->radius * scale; + } + break; + + case MOD_MDR: + { + // FIXME: never actually tested this + mdrHeader_t *header = (mdrHeader_t*)model->modelData; + int frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); + mdrFrame_t *frame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame); + + radius = frame->radius; + } + break; + case MOD_IQM: + { + // FIXME: never actually tested this + iqmData_t *data = (iqmData_t*)model->modelData; + vec3_t diag; + float *framebounds; + + framebounds = data->bounds + 6*ent->e.frame; + VectorSubtract( framebounds+3, framebounds, diag ); + radius = 0.5f * VectorLength( diag ); + } + break; + + default: + break; + } + + if (!radius) + continue; + + // Cull entities that are behind the viewer by more than lightRadius + VectorSubtract(ent->e.origin, fd->vieworg, diff); + if (DotProduct(diff, fd->viewaxis[0]) < -r_pshadowDist->value) + continue; + + memset(&shadow, 0, sizeof(shadow)); + + shadow.numEntities = 1; + shadow.entityNums[0] = i; + shadow.viewRadius = radius; + shadow.lightRadius = r_pshadowDist->value; + VectorCopy(ent->e.origin, shadow.viewOrigin); + shadow.sort = DotProduct(diff, diff) / (radius * radius); + VectorCopy(ent->e.origin, shadow.entityOrigins[0]); + shadow.entityRadiuses[0] = radius; + + for (j = 0; j < MAX_CALC_PSHADOWS; j++) + { + pshadow_t swap; + + if (j + 1 > tr.refdef.num_pshadows) + { + tr.refdef.num_pshadows = j + 1; + tr.refdef.pshadows[j] = shadow; + break; + } + + // sort shadows by distance from camera divided by radius + // FIXME: sort better + if (tr.refdef.pshadows[j].sort <= shadow.sort) + continue; + + swap = tr.refdef.pshadows[j]; + tr.refdef.pshadows[j] = shadow; + shadow = swap; + } + } + } + + // next, merge touching pshadows + for ( i = 0; i < tr.refdef.num_pshadows; i++) + { + pshadow_t *ps1 = &tr.refdef.pshadows[i]; + int j; + + for (j = i + 1; j < tr.refdef.num_pshadows; j++) + { + pshadow_t *ps2 = &tr.refdef.pshadows[j]; + int k; + bool touch; + + if (ps1->numEntities == 8) + break; + + touch = false; + if (SpheresIntersect(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius)) + { + for (k = 0; k < ps1->numEntities; k++) + { + if (SpheresIntersect(ps1->entityOrigins[k], ps1->entityRadiuses[k], ps2->viewOrigin, ps2->viewRadius)) + { + touch = true; + break; + } + } + } + + if (touch) + { + vec3_t newOrigin; + float newRadius; + + BoundingSphereOfSpheres(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius, newOrigin, &newRadius); + VectorCopy(newOrigin, ps1->viewOrigin); + ps1->viewRadius = newRadius; + + ps1->entityNums[ps1->numEntities] = ps2->entityNums[0]; + VectorCopy(ps2->viewOrigin, ps1->entityOrigins[ps1->numEntities]); + ps1->entityRadiuses[ps1->numEntities] = ps2->viewRadius; + + ps1->numEntities++; + + for (k = j; k < tr.refdef.num_pshadows - 1; k++) + { + tr.refdef.pshadows[k] = tr.refdef.pshadows[k + 1]; + } + + j--; + tr.refdef.num_pshadows--; + } + } + } + + // cap number of drawn pshadows + if (tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS) + { + tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS; + } + + // next, fill up the rest of the shadow info + for ( i = 0; i < tr.refdef.num_pshadows; i++) + { + pshadow_t *shadow = &tr.refdef.pshadows[i]; + vec3_t up; + vec3_t ambientLight, directedLight, lightDir; + + VectorSet(lightDir, 0.57735f, 0.57735f, 0.57735f); +#if 1 + R_LightForPoint(shadow->viewOrigin, ambientLight, directedLight, lightDir); + + // sometimes there's no light + if (DotProduct(lightDir, lightDir) < 0.9f) + VectorSet(lightDir, 0.0f, 0.0f, 1.0f); +#endif + + if (shadow->viewRadius * 3.0f > shadow->lightRadius) + { + shadow->lightRadius = shadow->viewRadius * 3.0f; + } + + VectorMA(shadow->viewOrigin, shadow->viewRadius, lightDir, shadow->lightOrigin); + + // make up a projection, up doesn't matter + VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]); + VectorSet(up, 0, 0, -1); + + if ( fabsf(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f ) + { + VectorSet(up, -1, 0, 0); + } + + CrossProduct(shadow->lightViewAxis[0], up, shadow->lightViewAxis[1]); + VectorNormalize(shadow->lightViewAxis[1]); + CrossProduct(shadow->lightViewAxis[0], shadow->lightViewAxis[1], shadow->lightViewAxis[2]); + + VectorCopy(shadow->lightViewAxis[0], shadow->cullPlane.normal); + shadow->cullPlane.dist = DotProduct(shadow->cullPlane.normal, shadow->lightOrigin); + shadow->cullPlane.type = PLANE_NON_AXIAL; + SetPlaneSignbits(&shadow->cullPlane); + } + + // next, render shadowmaps + for ( i = 0; i < tr.refdef.num_pshadows; i++) + { + int firstDrawSurf; + pshadow_t *shadow = &tr.refdef.pshadows[i]; + int j; + + Com_Memset( &shadowParms, 0, sizeof( shadowParms ) ); + + if (glRefConfig.framebufferObject) + { + shadowParms.viewportX = 0; + shadowParms.viewportY = 0; + } + else + { + shadowParms.viewportX = tr.refdef.x; + shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE ); + } + shadowParms.viewportWidth = PSHADOW_MAP_SIZE; + shadowParms.viewportHeight = PSHADOW_MAP_SIZE; + shadowParms.isPortal = false; + shadowParms.isMirror = false; + + shadowParms.fovX = 90; + shadowParms.fovY = 90; + + if (glRefConfig.framebufferObject) + shadowParms.targetFbo = tr.pshadowFbos[i]; + + shadowParms.flags = VPF_DEPTHSHADOW | VPF_NOVIEWMODEL; + shadowParms.zFar = shadow->lightRadius; + + VectorCopy(shadow->lightOrigin, shadowParms.orientation.origin); + + VectorCopy(shadow->lightViewAxis[0], shadowParms.orientation.axis[0]); + VectorCopy(shadow->lightViewAxis[1], shadowParms.orientation.axis[1]); + VectorCopy(shadow->lightViewAxis[2], shadowParms.orientation.axis[2]); + + { + tr.viewCount++; + + tr.viewParms = shadowParms; + tr.viewParms.frameSceneNum = tr.frameSceneNum; + tr.viewParms.frameCount = tr.frameCount; + + firstDrawSurf = tr.refdef.numDrawSurfs; + + tr.viewCount++; + + // set viewParms.world + R_RotateForViewer (); + + { + float xmin, xmax, ymin, ymax, znear, zfar; + viewParms_t *dest = &tr.viewParms; + vec3_t pop; + + xmin = ymin = -shadow->viewRadius; + xmax = ymax = shadow->viewRadius; + znear = 0; + zfar = shadow->lightRadius; + + dest->projectionMatrix[0] = 2 / (xmax - xmin); + dest->projectionMatrix[4] = 0; + dest->projectionMatrix[8] = (xmax + xmin) / (xmax - xmin); + dest->projectionMatrix[12] =0; + + dest->projectionMatrix[1] = 0; + dest->projectionMatrix[5] = 2 / (ymax - ymin); + dest->projectionMatrix[9] = ( ymax + ymin ) / (ymax - ymin); // normally 0 + dest->projectionMatrix[13] = 0; + + dest->projectionMatrix[2] = 0; + dest->projectionMatrix[6] = 0; + dest->projectionMatrix[10] = 2 / (zfar - znear); + dest->projectionMatrix[14] = 0; + + dest->projectionMatrix[3] = 0; + dest->projectionMatrix[7] = 0; + dest->projectionMatrix[11] = 0; + dest->projectionMatrix[15] = 1; + + VectorScale(dest->orientation.axis[1], 1.0f, dest->frustum[0].normal); + VectorMA(dest->orientation.origin, -shadow->viewRadius, dest->frustum[0].normal, pop); + dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal); + + VectorScale(dest->orientation.axis[1], -1.0f, dest->frustum[1].normal); + VectorMA(dest->orientation.origin, -shadow->viewRadius, dest->frustum[1].normal, pop); + dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal); + + VectorScale(dest->orientation.axis[2], 1.0f, dest->frustum[2].normal); + VectorMA(dest->orientation.origin, -shadow->viewRadius, dest->frustum[2].normal, pop); + dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal); + + VectorScale(dest->orientation.axis[2], -1.0f, dest->frustum[3].normal); + VectorMA(dest->orientation.origin, -shadow->viewRadius, dest->frustum[3].normal, pop); + dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal); + + VectorScale(dest->orientation.axis[0], -1.0f, dest->frustum[4].normal); + VectorMA(dest->orientation.origin, -shadow->lightRadius, dest->frustum[4].normal, pop); + dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal); + + for (j = 0; j < 5; j++) + { + dest->frustum[j].type = PLANE_NON_AXIAL; + SetPlaneSignbits (&dest->frustum[j]); + } + + dest->flags |= VPF_FARPLANEFRUSTUM; + } + + for (j = 0; j < shadow->numEntities; j++) + { + R_AddEntitySurface(shadow->entityNums[j]); + } + + R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf ); + + if (!glRefConfig.framebufferObject) + R_AddCapShadowmapCmd( i, -1 ); + } + } +} + +static float CalcSplit(float n, float f, float i, float m) +{ + return (n * pow(f / n, i / m) + (f - n) * i / m) / 2.0f; +} + + +void R_RenderSunShadowMaps(const refdef_t *fd, int level) +{ + viewParms_t shadowParms; + vec4_t lightDir, lightCol; + vec3_t lightViewAxis[3]; + vec3_t lightOrigin; + float splitZNear, splitZFar, splitBias; + float viewZNear, viewZFar; + vec3_t lightviewBounds[2]; + bool lightViewIndependentOfCameraView = false; + + if (r_forceSun->integer == 2) + { + int scale = 32768; + float angle = (fd->time % scale) / (float)scale * M_PI; + lightDir[0] = cos(angle); + lightDir[1] = sin(35.0f * M_PI / 180.0f); + lightDir[2] = sin(angle) * cos(35.0f * M_PI / 180.0f); + lightDir[3] = 0.0f; + + if (1) //((fd->time % (scale * 2)) < scale) + { + lightCol[0] = + lightCol[1] = + lightCol[2] = CLAMP(sin(angle) * 2.0f, 0.0f, 1.0f) * 2.0f; + lightCol[3] = 1.0f; + } + else + { + lightCol[0] = + lightCol[1] = + lightCol[2] = CLAMP(sin(angle) * 2.0f * 0.1f, 0.0f, 0.1f); + lightCol[3] = 1.0f; + } + + VectorCopy4(lightDir, tr.refdef.sunDir); + VectorCopy4(lightCol, tr.refdef.sunCol); + VectorScale4(lightCol, 0.2f, tr.refdef.sunAmbCol); + } + else + { + VectorCopy4(tr.refdef.sunDir, lightDir); + } + + viewZNear = r_shadowCascadeZNear->value; + viewZFar = r_shadowCascadeZFar->value; + splitBias = r_shadowCascadeZBias->value; + + switch(level) + { + case 0: + default: + //splitZNear = r_znear->value; + //splitZFar = 256; + splitZNear = viewZNear; + splitZFar = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias; + break; + case 1: + splitZNear = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias; + splitZFar = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias; + //splitZNear = 256; + //splitZFar = 896; + break; + case 2: + splitZNear = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias; + splitZFar = viewZFar; + //splitZNear = 896; + //splitZFar = 3072; + break; + } + + if (level != 3) + VectorCopy(fd->vieworg, lightOrigin); + else + VectorCopy(tr.world->lightGridOrigin, lightOrigin); + + // Make up a projection + VectorScale(lightDir, -1.0f, lightViewAxis[0]); + + if (level == 3 || lightViewIndependentOfCameraView) + { + // Use world up as light view up + VectorSet(lightViewAxis[2], 0, 0, 1); + } + else if (level == 0) + { + // Level 0 tries to use a diamond texture orientation relative to camera view + // Use halfway between camera view forward and left for light view up + VectorAdd(fd->viewaxis[0], fd->viewaxis[1], lightViewAxis[2]); + } + else + { + // Use camera view up as light view up + VectorCopy(fd->viewaxis[2], lightViewAxis[2]); + } + + // Check if too close to parallel to light direction + if (fabsf(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f) + { + if (level == 3 || lightViewIndependentOfCameraView) + { + // Use world left as light view up + VectorSet(lightViewAxis[2], 0, 1, 0); + } + else if (level == 0) + { + // Level 0 tries to use a diamond texture orientation relative to camera view + // Use halfway between camera view forward and up for light view up + VectorAdd(fd->viewaxis[0], fd->viewaxis[2], lightViewAxis[2]); + } + else + { + // Use camera view left as light view up + VectorCopy(fd->viewaxis[1], lightViewAxis[2]); + } + } + + // clean axes + CrossProduct(lightViewAxis[2], lightViewAxis[0], lightViewAxis[1]); + VectorNormalize(lightViewAxis[1]); + CrossProduct(lightViewAxis[0], lightViewAxis[1], lightViewAxis[2]); + + // Create bounds for light projection using slice of view projection + { + mat4_t lightViewMatrix; + vec4_t point, base, lightViewPoint; + float lx, ly; + + base[3] = 1; + point[3] = 1; + lightViewPoint[3] = 1; + + Mat4View(lightViewAxis, lightOrigin, lightViewMatrix); + + ClearBounds(lightviewBounds[0], lightviewBounds[1]); + + if (level != 3) + { + // add view near plane + lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f); + ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f); + VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base); + + VectorMA(base, lx, fd->viewaxis[1], point); + VectorMA(point, ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + VectorMA(base, -lx, fd->viewaxis[1], point); + VectorMA(point, ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + VectorMA(base, lx, fd->viewaxis[1], point); + VectorMA(point, -ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + VectorMA(base, -lx, fd->viewaxis[1], point); + VectorMA(point, -ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + + // add view far plane + lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f); + ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f); + VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base); + + VectorMA(base, lx, fd->viewaxis[1], point); + VectorMA(point, ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + VectorMA(base, -lx, fd->viewaxis[1], point); + VectorMA(point, ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + VectorMA(base, lx, fd->viewaxis[1], point); + VectorMA(point, -ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + VectorMA(base, -lx, fd->viewaxis[1], point); + VectorMA(point, -ly, fd->viewaxis[2], point); + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + } + else + { + // use light grid size as level size + // FIXME: could be tighter + vec3_t bounds; + + bounds[0] = tr.world->lightGridSize[0] * tr.world->lightGridBounds[0]; + bounds[1] = tr.world->lightGridSize[1] * tr.world->lightGridBounds[1]; + bounds[2] = tr.world->lightGridSize[2] * tr.world->lightGridBounds[2]; + + point[0] = tr.world->lightGridOrigin[0]; + point[1] = tr.world->lightGridOrigin[1]; + point[2] = tr.world->lightGridOrigin[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + point[0] = tr.world->lightGridOrigin[0] + bounds[0]; + point[1] = tr.world->lightGridOrigin[1]; + point[2] = tr.world->lightGridOrigin[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + point[0] = tr.world->lightGridOrigin[0]; + point[1] = tr.world->lightGridOrigin[1] + bounds[1]; + point[2] = tr.world->lightGridOrigin[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + point[0] = tr.world->lightGridOrigin[0] + bounds[0]; + point[1] = tr.world->lightGridOrigin[1] + bounds[1]; + point[2] = tr.world->lightGridOrigin[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + point[0] = tr.world->lightGridOrigin[0]; + point[1] = tr.world->lightGridOrigin[1]; + point[2] = tr.world->lightGridOrigin[2] + bounds[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + point[0] = tr.world->lightGridOrigin[0] + bounds[0]; + point[1] = tr.world->lightGridOrigin[1]; + point[2] = tr.world->lightGridOrigin[2] + bounds[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + point[0] = tr.world->lightGridOrigin[0]; + point[1] = tr.world->lightGridOrigin[1] + bounds[1]; + point[2] = tr.world->lightGridOrigin[2] + bounds[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + + point[0] = tr.world->lightGridOrigin[0] + bounds[0]; + point[1] = tr.world->lightGridOrigin[1] + bounds[1]; + point[2] = tr.world->lightGridOrigin[2] + bounds[2]; + Mat4Transform(lightViewMatrix, point, lightViewPoint); + AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]); + } + + if (!glRefConfig.depthClamp) + lightviewBounds[0][0] = lightviewBounds[1][0] - 8192; + + // Moving the Light in Texel-Sized Increments + // from http://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx + // + if (lightViewIndependentOfCameraView) + { + float cascadeBound, worldUnitsPerTexel, invWorldUnitsPerTexel; + + cascadeBound = MAX(lightviewBounds[1][0] - lightviewBounds[0][0], lightviewBounds[1][1] - lightviewBounds[0][1]); + cascadeBound = MAX(cascadeBound, lightviewBounds[1][2] - lightviewBounds[0][2]); + worldUnitsPerTexel = cascadeBound / tr.sunShadowFbo[level]->width; + invWorldUnitsPerTexel = 1.0f / worldUnitsPerTexel; + + VectorScale(lightviewBounds[0], invWorldUnitsPerTexel, lightviewBounds[0]); + lightviewBounds[0][0] = floor(lightviewBounds[0][0]); + lightviewBounds[0][1] = floor(lightviewBounds[0][1]); + lightviewBounds[0][2] = floor(lightviewBounds[0][2]); + VectorScale(lightviewBounds[0], worldUnitsPerTexel, lightviewBounds[0]); + + VectorScale(lightviewBounds[1], invWorldUnitsPerTexel, lightviewBounds[1]); + lightviewBounds[1][0] = floor(lightviewBounds[1][0]); + lightviewBounds[1][1] = floor(lightviewBounds[1][1]); + lightviewBounds[1][2] = floor(lightviewBounds[1][2]); + VectorScale(lightviewBounds[1], worldUnitsPerTexel, lightviewBounds[1]); + } + + //ri.Printf(PRINT_ALL, "level %d znear %f zfar %f\n", level, lightviewBounds[0][0], lightviewBounds[1][0]); + //ri.Printf(PRINT_ALL, "xmin %f xmax %f ymin %f ymax %f\n", lightviewBounds[0][1], lightviewBounds[1][1], -lightviewBounds[1][2], -lightviewBounds[0][2]); + } + + { + int firstDrawSurf; + + Com_Memset( &shadowParms, 0, sizeof( shadowParms ) ); + + if (glRefConfig.framebufferObject) + { + shadowParms.viewportX = 0; + shadowParms.viewportY = 0; + } + else + { + shadowParms.viewportX = tr.refdef.x; + shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.sunShadowFbo[level]->height ); + } + shadowParms.viewportWidth = tr.sunShadowFbo[level]->width; + shadowParms.viewportHeight = tr.sunShadowFbo[level]->height; + shadowParms.isPortal = false; + shadowParms.isMirror = false; + + shadowParms.fovX = 90; + shadowParms.fovY = 90; + + if (glRefConfig.framebufferObject) + shadowParms.targetFbo = tr.sunShadowFbo[level]; + + shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC | VPF_NOVIEWMODEL; + shadowParms.zFar = lightviewBounds[1][0]; + + VectorCopy(lightOrigin, shadowParms.orientation.origin); + + VectorCopy(lightViewAxis[0], shadowParms.orientation.axis[0]); + VectorCopy(lightViewAxis[1], shadowParms.orientation.axis[1]); + VectorCopy(lightViewAxis[2], shadowParms.orientation.axis[2]); + + VectorCopy(lightOrigin, shadowParms.pvsOrigin ); + + { + tr.viewCount++; + + tr.viewParms = shadowParms; + tr.viewParms.frameSceneNum = tr.frameSceneNum; + tr.viewParms.frameCount = tr.frameCount; + + firstDrawSurf = tr.refdef.numDrawSurfs; + + tr.viewCount++; + + // set viewParms.world + R_RotateForViewer (); + + R_SetupProjectionOrtho(&tr.viewParms, lightviewBounds); + + R_AddWorldSurfaces (); + + R_AddPolygonSurfaces(); + + R_AddEntitySurfaces (); + + R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf ); + } + + Mat4Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]); + } +} + +void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, bool subscene ) +{ + refdef_t refdef; + viewParms_t parms; + + memset( &refdef, 0, sizeof( refdef ) ); + refdef.rdflags = 0; + VectorCopy(tr.cubemaps[cubemapIndex].origin, refdef.vieworg); + + switch(cubemapSide) + { + case 0: + // -X + VectorSet( refdef.viewaxis[0], -1, 0, 0); + VectorSet( refdef.viewaxis[1], 0, 0, -1); + VectorSet( refdef.viewaxis[2], 0, 1, 0); + break; + case 1: + // +X + VectorSet( refdef.viewaxis[0], 1, 0, 0); + VectorSet( refdef.viewaxis[1], 0, 0, 1); + VectorSet( refdef.viewaxis[2], 0, 1, 0); + break; + case 2: + // -Y + VectorSet( refdef.viewaxis[0], 0, -1, 0); + VectorSet( refdef.viewaxis[1], 1, 0, 0); + VectorSet( refdef.viewaxis[2], 0, 0, -1); + break; + case 3: + // +Y + VectorSet( refdef.viewaxis[0], 0, 1, 0); + VectorSet( refdef.viewaxis[1], 1, 0, 0); + VectorSet( refdef.viewaxis[2], 0, 0, 1); + break; + case 4: + // -Z + VectorSet( refdef.viewaxis[0], 0, 0, -1); + VectorSet( refdef.viewaxis[1], 1, 0, 0); + VectorSet( refdef.viewaxis[2], 0, 1, 0); + break; + case 5: + // +Z + VectorSet( refdef.viewaxis[0], 0, 0, 1); + VectorSet( refdef.viewaxis[1], -1, 0, 0); + VectorSet( refdef.viewaxis[2], 0, 1, 0); + break; + } + + refdef.fov_x = 90; + refdef.fov_y = 90; + + refdef.x = 0; + refdef.y = 0; + refdef.width = tr.renderCubeFbo->width; + refdef.height = tr.renderCubeFbo->height; + + refdef.time = 0; + + if (!subscene) + { + RE_BeginScene(&refdef); + + // FIXME: sun shadows aren't rendered correctly in cubemaps + // fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first + if(0) //(glRefConfig.framebufferObject && r_sunlightMode->integer && (r_forceSun->integer || tr.sunShadows)) + { + R_RenderSunShadowMaps(&refdef, 0); + R_RenderSunShadowMaps(&refdef, 1); + R_RenderSunShadowMaps(&refdef, 2); + R_RenderSunShadowMaps(&refdef, 3); + } + } + + { + vec3_t ambient, directed, lightDir; + float scale; + + R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir); + scale = directed[0] + directed[1] + directed[2] + ambient[0] + ambient[1] + ambient[2] + 1.0f; + + // only print message for first side + if (scale < 1.0001f && cubemapSide == 0) + { + ri.Printf(PRINT_ALL, "cubemap %d %s (%f, %f, %f) is outside the lightgrid or inside a wall!\n", cubemapIndex, tr.cubemaps[cubemapIndex].name, tr.refdef.vieworg[0], tr.refdef.vieworg[1], tr.refdef.vieworg[2]); + } + } + + Com_Memset( &parms, 0, sizeof( parms ) ); + + parms.viewportX = 0; + parms.viewportY = 0; + parms.viewportWidth = tr.renderCubeFbo->width; + parms.viewportHeight = tr.renderCubeFbo->height; + parms.isPortal = false; + parms.isMirror = true; + parms.flags = VPF_NOVIEWMODEL | VPF_NOCUBEMAPS; + + parms.fovX = 90; + parms.fovY = 90; + + VectorCopy( refdef.vieworg, parms.orientation.origin ); + VectorCopy( refdef.viewaxis[0], parms.orientation.axis[0] ); + VectorCopy( refdef.viewaxis[1], parms.orientation.axis[1] ); + VectorCopy( refdef.viewaxis[2], parms.orientation.axis[2] ); + + VectorCopy( refdef.vieworg, parms.pvsOrigin ); + + // FIXME: sun shadows aren't rendered correctly in cubemaps + // fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first + if (0) //(r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows)) + { + parms.flags = VPF_USESUNLIGHT; + } + + parms.targetFbo = tr.renderCubeFbo; + parms.targetFboLayer = cubemapSide; + parms.targetFboCubemapIndex = cubemapIndex; + + R_RenderView(&parms); + + if (!subscene) + RE_EndScene(); +} diff --git a/src/renderergl2/tr_marks.cpp b/src/renderergl2/tr_marks.cpp new file mode 100644 index 0000000..b56005a --- /dev/null +++ b/src/renderergl2/tr_marks.cpp @@ -0,0 +1,472 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_marks.c -- polygon projection on the world polygons + +#include "tr_local.h" +//#include "assert.h" + +#define MAX_VERTS_ON_POLY 64 + +#define MARKER_OFFSET 0 // 1 + +/* +============= +R_ChopPolyBehindPlane + +Out must have space for two more vertexes than in +============= +*/ +#define SIDE_FRONT 0 +#define SIDE_BACK 1 +#define SIDE_ON 2 +static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY], + int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY], + vec3_t normal, vec_t dist, vec_t epsilon) { + float dists[MAX_VERTS_ON_POLY+4] = { 0 }; + int sides[MAX_VERTS_ON_POLY+4] = { 0 }; + int counts[3]; + float dot; + int i, j; + float *p1, *p2, *clip; + float d; + + // don't clip if it might overflow + if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) { + *numOutPoints = 0; + return; + } + + counts[0] = counts[1] = counts[2] = 0; + + // determine sides for each point + for ( i = 0 ; i < numInPoints ; i++ ) { + dot = DotProduct( inPoints[i], normal ); + dot -= dist; + dists[i] = dot; + if ( dot > epsilon ) { + sides[i] = SIDE_FRONT; + } else if ( dot < -epsilon ) { + sides[i] = SIDE_BACK; + } else { + sides[i] = SIDE_ON; + } + counts[sides[i]]++; + } + sides[i] = sides[0]; + dists[i] = dists[0]; + + *numOutPoints = 0; + + if ( !counts[0] ) { + return; + } + if ( !counts[1] ) { + *numOutPoints = numInPoints; + Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) ); + return; + } + + for ( i = 0 ; i < numInPoints ; i++ ) { + p1 = inPoints[i]; + clip = outPoints[ *numOutPoints ]; + + if ( sides[i] == SIDE_ON ) { + VectorCopy( p1, clip ); + (*numOutPoints)++; + continue; + } + + if ( sides[i] == SIDE_FRONT ) { + VectorCopy( p1, clip ); + (*numOutPoints)++; + clip = outPoints[ *numOutPoints ]; + } + + if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) { + continue; + } + + // generate a split point + p2 = inPoints[ (i+1) % numInPoints ]; + + d = dists[i] - dists[i+1]; + if ( d == 0 ) { + dot = 0; + } else { + dot = dists[i] / d; + } + + // clip xyz + + for (j=0 ; j<3 ; j++) { + clip[j] = p1[j] + dot * ( p2[j] - p1[j] ); + } + + (*numOutPoints)++; + } +} + +/* +================= +R_BoxSurfaces_r + +================= +*/ +void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) { + + int s, c; + msurface_t *surf; + int *mark; + + // do the tail recursion in a loop + while ( node->contents == -1 ) { + s = BoxOnPlaneSide( mins, maxs, node->plane ); + if (s == 1) { + node = node->children[0]; + } else if (s == 2) { + node = node->children[1]; + } else { + R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir); + node = node->children[1]; + } + } + + // add the individual surfaces + mark = tr.world->marksurfaces + node->firstmarksurface; + c = node->nummarksurfaces; + while (c--) { + int *surfViewCount; + // + if (*listlength >= listsize) break; + // + surfViewCount = &tr.world->surfacesViewCount[*mark]; + surf = tr.world->surfaces + *mark; + // check if the surface has NOIMPACT or NOMARKS set + if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) ) + || ( surf->shader->contentFlags & CONTENTS_FOG ) ) { + *surfViewCount = tr.viewCount; + } + // extra check for surfaces to avoid list overflows + else if (*(surf->data) == SF_FACE) { + // the face plane should go through the box + s = BoxOnPlaneSide( mins, maxs, &surf->cullinfo.plane ); + if (s == 1 || s == 2) { + *surfViewCount = tr.viewCount; + } else if (DotProduct(surf->cullinfo.plane.normal, dir) > -0.5) { + // don't add faces that make sharp angles with the projection direction + *surfViewCount = tr.viewCount; + } + } + else if (*(surf->data) != SF_GRID && + *(surf->data) != SF_TRIANGLES) + *surfViewCount = tr.viewCount; + // check the viewCount because the surface may have + // already been added if it spans multiple leafs + if (*surfViewCount != tr.viewCount) { + *surfViewCount = tr.viewCount; + list[*listlength] = surf->data; + (*listlength)++; + } + mark++; + } +} + +/* +================= +R_AddMarkFragments + +================= +*/ +void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY], + int numPlanes, vec3_t *normals, float *dists, + int maxPoints, vec3_t pointBuffer, + int maxFragments, markFragment_t *fragmentBuffer, + int *returnedPoints, int *returnedFragments, + vec3_t mins, vec3_t maxs) { + int pingPong, i; + markFragment_t *mf; + + // chop the surface by all the bounding planes of the to be projected polygon + pingPong = 0; + + for ( i = 0 ; i < numPlanes ; i++ ) { + + R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong], + &numClipPoints, clipPoints[!pingPong], + normals[i], dists[i], 0.5 ); + pingPong ^= 1; + if ( numClipPoints == 0 ) { + break; + } + } + // completely clipped away? + if ( numClipPoints == 0 ) { + return; + } + + // add this fragment to the returned list + if ( numClipPoints + (*returnedPoints) > maxPoints ) { + return; // not enough space for this polygon + } + /* + // all the clip points should be within the bounding box + for ( i = 0 ; i < numClipPoints ; i++ ) { + int j; + for ( j = 0 ; j < 3 ; j++ ) { + if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break; + if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break; + } + if (j < 3) break; + } + if (i < numClipPoints) return; + */ + + mf = fragmentBuffer + (*returnedFragments); + mf->firstPoint = (*returnedPoints); + mf->numPoints = numClipPoints; + Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) ); + + (*returnedPoints) += numClipPoints; + (*returnedFragments)++; +} + +/* +================= +R_MarkFragments + +================= +*/ +int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection, + int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) { + int numsurfaces, numPlanes; + int i, j, k, m, n; + surfaceType_t *surfaces[64]; + vec3_t mins, maxs; + int returnedFragments; + int returnedPoints; + vec3_t normals[MAX_VERTS_ON_POLY+2]; + float dists[MAX_VERTS_ON_POLY+2]; + vec3_t clipPoints[2][MAX_VERTS_ON_POLY]; + int numClipPoints; + float *v; + srfBspSurface_t *cv; + glIndex_t *tri; + srfVert_t *dv; + vec3_t normal; + vec3_t projectionDir; + vec3_t v1, v2; + + if (numPoints <= 0) { + return 0; + } + + //increment view count for double check prevention + tr.viewCount++; + + // + VectorNormalize2( projection, projectionDir ); + // find all the brushes that are to be considered + ClearBounds( mins, maxs ); + for ( i = 0 ; i < numPoints ; i++ ) { + vec3_t temp; + + AddPointToBounds( points[i], mins, maxs ); + VectorAdd( points[i], projection, temp ); + AddPointToBounds( temp, mins, maxs ); + // make sure we get all the leafs (also the one(s) in front of the hit surface) + VectorMA( points[i], -20, projectionDir, temp ); + AddPointToBounds( temp, mins, maxs ); + } + + if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY; + // create the bounding planes for the to be projected polygon + for ( i = 0 ; i < numPoints ; i++ ) { + VectorSubtract(points[(i+1)%numPoints], points[i], v1); + VectorAdd(points[i], projection, v2); + VectorSubtract(points[i], v2, v2); + CrossProduct(v1, v2, normals[i]); + VectorNormalizeFast(normals[i]); + dists[i] = DotProduct(normals[i], points[i]); + } + // add near and far clipping planes for projection + VectorCopy(projectionDir, normals[numPoints]); + dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32; + VectorCopy(projectionDir, normals[numPoints+1]); + VectorInverse(normals[numPoints+1]); + dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20; + numPlanes = numPoints + 2; + + numsurfaces = 0; + R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir); + //assert(numsurfaces <= 64); + //assert(numsurfaces != 64); + + returnedPoints = 0; + returnedFragments = 0; + + for ( i = 0 ; i < numsurfaces ; i++ ) { + + if (*surfaces[i] == SF_GRID) { + + cv = (srfBspSurface_t *) surfaces[i]; + for ( m = 0 ; m < cv->height - 1 ; m++ ) { + for ( n = 0 ; n < cv->width - 1 ; n++ ) { + // We triangulate the grid and chop all triangles within + // the bounding planes of the to be projected polygon. + // LOD is not taken into account, not such a big deal though. + // + // It's probably much nicer to chop the grid itself and deal + // with this grid as a normal SF_GRID surface so LOD will + // be applied. However the LOD of that chopped grid must + // be synced with the LOD of the original curve. + // One way to do this; the chopped grid shares vertices with + // the original curve. When LOD is applied to the original + // curve the unused vertices are flagged. Now the chopped curve + // should skip the flagged vertices. This still leaves the + // problems with the vertices at the chopped grid edges. + // + // To avoid issues when LOD applied to "hollow curves" (like + // the ones around many jump pads) we now just add a 2 unit + // offset to the triangle vertices. + // The offset is added in the vertex normal vector direction + // so all triangles will still fit together. + // The 2 unit offset should avoid pretty much all LOD problems. + vec3_t fNormal; + + numClipPoints = 3; + + dv = cv->verts + m * cv->width + n; + + VectorCopy(dv[0].xyz, clipPoints[0][0]); + R_VaoUnpackNormal(fNormal, dv[0].normal); + VectorMA(clipPoints[0][0], MARKER_OFFSET, fNormal, clipPoints[0][0]); + VectorCopy(dv[cv->width].xyz, clipPoints[0][1]); + R_VaoUnpackNormal(fNormal, dv[cv->width].normal); + VectorMA(clipPoints[0][1], MARKER_OFFSET, fNormal, clipPoints[0][1]); + VectorCopy(dv[1].xyz, clipPoints[0][2]); + R_VaoUnpackNormal(fNormal, dv[1].normal); + VectorMA(clipPoints[0][2], MARKER_OFFSET, fNormal, clipPoints[0][2]); + // check the normal of this triangle + VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1); + VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2); + CrossProduct(v1, v2, normal); + VectorNormalizeFast(normal); + if (DotProduct(normal, projectionDir) < -0.1) { + // add the fragments of this triangle + R_AddMarkFragments(numClipPoints, clipPoints, + numPlanes, normals, dists, + maxPoints, pointBuffer, + maxFragments, fragmentBuffer, + &returnedPoints, &returnedFragments, mins, maxs); + + if ( returnedFragments == maxFragments ) { + return returnedFragments; // not enough space for more fragments + } + } + + VectorCopy(dv[1].xyz, clipPoints[0][0]); + R_VaoUnpackNormal(fNormal, dv[1].normal); + VectorMA(clipPoints[0][0], MARKER_OFFSET, fNormal, clipPoints[0][0]); + VectorCopy(dv[cv->width].xyz, clipPoints[0][1]); + R_VaoUnpackNormal(fNormal, dv[cv->width].normal); + VectorMA(clipPoints[0][1], MARKER_OFFSET, fNormal, clipPoints[0][1]); + VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]); + R_VaoUnpackNormal(fNormal, dv[cv->width + 1].normal); + VectorMA(clipPoints[0][2], MARKER_OFFSET, fNormal, clipPoints[0][2]); + // check the normal of this triangle + VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1); + VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2); + CrossProduct(v1, v2, normal); + VectorNormalizeFast(normal); + if (DotProduct(normal, projectionDir) < -0.05) { + // add the fragments of this triangle + R_AddMarkFragments(numClipPoints, clipPoints, + numPlanes, normals, dists, + maxPoints, pointBuffer, + maxFragments, fragmentBuffer, + &returnedPoints, &returnedFragments, mins, maxs); + + if ( returnedFragments == maxFragments ) { + return returnedFragments; // not enough space for more fragments + } + } + } + } + } + else if (*surfaces[i] == SF_FACE) { + + srfBspSurface_t *surf = ( srfBspSurface_t * ) surfaces[i]; + + // check the normal of this face + if (DotProduct(surf->cullPlane.normal, projectionDir) > -0.5) { + continue; + } + + for(k = 0, tri = surf->indexes; k < surf->numIndexes; k += 3, tri += 3) + { + for(j = 0; j < 3; j++) + { + v = surf->verts[tri[j]].xyz; + VectorMA(v, MARKER_OFFSET, surf->cullPlane.normal, clipPoints[0][j]); + } + + // add the fragments of this face + R_AddMarkFragments( 3 , clipPoints, + numPlanes, normals, dists, + maxPoints, pointBuffer, + maxFragments, fragmentBuffer, + &returnedPoints, &returnedFragments, mins, maxs); + if ( returnedFragments == maxFragments ) { + return returnedFragments; // not enough space for more fragments + } + } + } + else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) { + + srfBspSurface_t *surf = (srfBspSurface_t *) surfaces[i]; + + for(k = 0, tri = surf->indexes; k < surf->numIndexes; k += 3, tri += 3) + { + for(j = 0; j < 3; j++) + { + vec3_t fNormal; + v = surf->verts[tri[j]].xyz; + R_VaoUnpackNormal(fNormal, surf->verts[tri[j]].normal); + VectorMA(v, MARKER_OFFSET, fNormal, clipPoints[0][j]); + } + + // add the fragments of this face + R_AddMarkFragments(3, clipPoints, + numPlanes, normals, dists, + maxPoints, pointBuffer, + maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs); + if(returnedFragments == maxFragments) + { + return returnedFragments; // not enough space for more fragments + } + } + } + } + return returnedFragments; +} diff --git a/src/renderergl2/tr_mesh.cpp b/src/renderergl2/tr_mesh.cpp new file mode 100644 index 0000000..2761f83 --- /dev/null +++ b/src/renderergl2/tr_mesh.cpp @@ -0,0 +1,418 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_mesh.c: triangle model functions + +#include "tr_local.h" + +static float ProjectRadius( float r, vec3_t location ) +{ + float pr; + float dist; + float c; + vec3_t p; + float projected[4]; + + c = DotProduct( tr.viewParms.orientation.axis[0], tr.viewParms.orientation.origin ); + dist = DotProduct( tr.viewParms.orientation.axis[0], location ) - c; + + if ( dist <= 0 ) + return 0; + + p[0] = 0; + p[1] = fabs( r ); + p[2] = -dist; + + projected[0] = p[0] * tr.viewParms.projectionMatrix[0] + + p[1] * tr.viewParms.projectionMatrix[4] + + p[2] * tr.viewParms.projectionMatrix[8] + + tr.viewParms.projectionMatrix[12]; + + projected[1] = p[0] * tr.viewParms.projectionMatrix[1] + + p[1] * tr.viewParms.projectionMatrix[5] + + p[2] * tr.viewParms.projectionMatrix[9] + + tr.viewParms.projectionMatrix[13]; + + projected[2] = p[0] * tr.viewParms.projectionMatrix[2] + + p[1] * tr.viewParms.projectionMatrix[6] + + p[2] * tr.viewParms.projectionMatrix[10] + + tr.viewParms.projectionMatrix[14]; + + projected[3] = p[0] * tr.viewParms.projectionMatrix[3] + + p[1] * tr.viewParms.projectionMatrix[7] + + p[2] * tr.viewParms.projectionMatrix[11] + + tr.viewParms.projectionMatrix[15]; + + + pr = projected[1] / projected[3]; + + if ( pr > 1.0f ) + pr = 1.0f; + + return pr; +} + +/* +============= +R_CullModel +============= +*/ +static int R_CullModel( mdvModel_t *model, trRefEntity_t *ent ) { + vec3_t bounds[2]; + mdvFrame_t *oldFrame, *newFrame; + int i; + + // compute frame pointers + newFrame = model->frames + ent->e.frame; + oldFrame = model->frames + ent->e.oldframe; + + // cull bounding sphere ONLY if this is not an upscaled entity + if ( !ent->e.nonNormalizedAxes ) + { + if ( ent->e.frame == ent->e.oldframe ) + { + switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) ) + { + case CULL_OUT: + tr.pc.c_sphere_cull_md3_out++; + return CULL_OUT; + + case CULL_IN: + tr.pc.c_sphere_cull_md3_in++; + return CULL_IN; + + case CULL_CLIP: + tr.pc.c_sphere_cull_md3_clip++; + break; + } + } + else + { + int sphereCull, sphereCullB; + + sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ); + if ( newFrame == oldFrame ) { + sphereCullB = sphereCull; + } else { + sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius ); + } + + if ( sphereCull == sphereCullB ) + { + if ( sphereCull == CULL_OUT ) + { + tr.pc.c_sphere_cull_md3_out++; + return CULL_OUT; + } + else if ( sphereCull == CULL_IN ) + { + tr.pc.c_sphere_cull_md3_in++; + return CULL_IN; + } + else + { + tr.pc.c_sphere_cull_md3_clip++; + } + } + } + } + + // calculate a bounding box in the current coordinate system + for (i = 0 ; i < 3 ; i++) { + bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i]; + bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i]; + } + + switch ( R_CullLocalBox( bounds ) ) + { + case CULL_IN: + tr.pc.c_box_cull_md3_in++; + return CULL_IN; + case CULL_CLIP: + tr.pc.c_box_cull_md3_clip++; + return CULL_CLIP; + case CULL_OUT: + default: + tr.pc.c_box_cull_md3_out++; + return CULL_OUT; + } +} + + +/* +================= +R_ComputeLOD + +================= +*/ +int R_ComputeLOD( trRefEntity_t *ent ) { + float radius; + float flod, lodscale; + float projectedRadius; + mdvFrame_t *frame; + mdrHeader_t *mdr; + mdrFrame_t *mdrframe; + int lod; + + if ( tr.currentModel->numLods < 2 ) + { + // model has only 1 LOD level, skip computations and bias + lod = 0; + } + else + { + // multiple LODs exist, so compute projected bounding sphere + // and use that as a criteria for selecting LOD + + if(tr.currentModel->type == MOD_MDR) + { + int frameSize; + mdr = (mdrHeader_t *) tr.currentModel->modelData; + frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]); + + mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame); + + radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]); + } + else + { + //frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames ); + frame = tr.currentModel->mdv[0]->frames; + + frame += ent->e.frame; + + radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] ); + } + + if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 ) + { + lodscale = r_lodscale->value; + if (lodscale > 20) lodscale = 20; + flod = 1.0f - projectedRadius * lodscale; + } + else + { + // object intersects near view plane, e.g. view weapon + flod = 0; + } + + flod *= tr.currentModel->numLods; + lod = static_cast(flod); + + if ( lod < 0 ) + { + lod = 0; + } + else if ( lod >= tr.currentModel->numLods ) + { + lod = tr.currentModel->numLods - 1; + } + } + + lod += r_lodbias->integer; + + if ( lod >= tr.currentModel->numLods ) + lod = tr.currentModel->numLods - 1; + if ( lod < 0 ) + lod = 0; + + return lod; +} + +/* +================= +R_ComputeFogNum + +================= +*/ +int R_ComputeFogNum( mdvModel_t *model, trRefEntity_t *ent ) { + int i, j; + fog_t *fog; + mdvFrame_t *mdvFrame; + vec3_t localOrigin; + + if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { + return 0; + } + + // FIXME: non-normalized axis issues + mdvFrame = model->frames + ent->e.frame; + VectorAdd( ent->e.origin, mdvFrame->localOrigin, localOrigin ); + for ( i = 1 ; i < tr.world->numfogs ; i++ ) { + fog = &tr.world->fogs[i]; + for ( j = 0 ; j < 3 ; j++ ) { + if ( localOrigin[j] - mdvFrame->radius >= fog->bounds[1][j] ) { + break; + } + if ( localOrigin[j] + mdvFrame->radius <= fog->bounds[0][j] ) { + break; + } + } + if ( j == 3 ) { + return i; + } + } + + return 0; +} + +/* +================= +R_AddMD3Surfaces + +================= +*/ +void R_AddMD3Surfaces( trRefEntity_t *ent ) { + int i; + mdvModel_t *model = NULL; + mdvSurface_t *surface = NULL; + shader_t *shader = NULL; + int cull; + int lod; + int fogNum; + int cubemapIndex; + bool personalModel; + + // don't add third_person objects if not in a portal + personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal + || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))); + + if ( ent->e.renderfx & RF_WRAP_FRAMES ) { + ent->e.frame %= tr.currentModel->mdv[0]->numFrames; + ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames; + } + + // + // Validate the frames so there is no chance of a crash. + // This will write directly into the entity structure, so + // when the surfaces are rendered, they don't need to be + // range checked again. + // + if ( (ent->e.frame >= tr.currentModel->mdv[0]->numFrames) + || (ent->e.frame < 0) + || (ent->e.oldframe >= tr.currentModel->mdv[0]->numFrames) + || (ent->e.oldframe < 0) ) { + ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n", + ent->e.oldframe, ent->e.frame, + tr.currentModel->name ); + ent->e.frame = 0; + ent->e.oldframe = 0; + } + + // + // compute LOD + // + lod = R_ComputeLOD( ent ); + + model = tr.currentModel->mdv[lod]; + + // + // cull the entire model if merged bounding box of both frames + // is outside the view frustum. + // + cull = R_CullModel ( model, ent ); + if ( cull == CULL_OUT ) { + return; + } + + // + // set up lighting now that we know we aren't culled + // + if ( !personalModel || r_shadows->integer > 1 ) { + R_SetupEntityLighting( &tr.refdef, ent ); + } + + // + // see if we are in a fog volume + // + fogNum = R_ComputeFogNum( model, ent ); + + cubemapIndex = R_CubemapForPoint(ent->e.origin); + + // + // draw all surfaces + // + surface = model->surfaces; + for ( i = 0 ; i < model->numSurfaces ; i++ ) { + + if ( ent->e.customShader ) { + shader = R_GetShaderByHandle( ent->e.customShader ); + } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { + skin_t *skin; + int j; + + skin = R_GetSkinByHandle( ent->e.customSkin ); + + // match the surface name to something in the skin file + shader = tr.defaultShader; + for ( j = 0 ; j < skin->numSurfaces ; j++ ) { + // the names have both been lowercased + if ( !strcmp( skin->surfaces[j].name, surface->name ) ) { + shader = skin->surfaces[j].shader; + break; + } + } + if (shader == tr.defaultShader) { + ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name); + } + else if (shader->defaultShader) { + ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); + } + //} else if ( surface->numShaders <= 0 ) { + //shader = tr.defaultShader; + } else { + //md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders ); + //md3Shader += ent->e.skinNum % surface->numShaders; + //shader = tr.shaders[ md3Shader->shaderIndex ]; + shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ]; + } + + // we will add shadows even if the main object isn't visible in the view + + // stencil shadows can't do personal models unless I polyhedron clip + if ( !personalModel + && r_shadows->integer == 2 + && fogNum == 0 + && !(ent->e.renderfx & (RF_NOSHADOW|RF_DEPTHHACK)) + && shader->sort == SS_OPAQUE ) + { + R_AddDrawSurf( (surfaceType_t*)&model->vaoSurfaces[i], tr.shadowShader, 0, false, false, 0); + } + + // projection shadows work fine with personal models + if ( r_shadows->integer == 3 + && fogNum == 0 + && (ent->e.renderfx & RF_SHADOW_PLANE ) + && shader->sort == SS_OPAQUE ) + { + R_AddDrawSurf( (surfaceType_t*)&model->vaoSurfaces[i], tr.projectionShadowShader, 0, false, false, 0 ); + } + + // don't add third_person objects if not viewing through a portal + if ( !personalModel ) + R_AddDrawSurf((surfaceType_t*)&model->vaoSurfaces[i], shader, fogNum, false, false, cubemapIndex ); + + surface++; + } + +} diff --git a/src/renderergl2/tr_model.cpp b/src/renderergl2/tr_model.cpp new file mode 100644 index 0000000..6e3b984 --- /dev/null +++ b/src/renderergl2/tr_model.cpp @@ -0,0 +1,1419 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_models.c -- model loading and caching + +#include "tr_local.h" + +#define LL(x) x=LittleLong(x) + +static bool R_LoadMD3(model_t *mod, int lod, void *buffer, int bufferSize, const char *modName); +static bool R_LoadMDR(model_t *mod, void *buffer, int filesize, const char *name ); + +/* +==================== +R_RegisterMD3 +==================== +*/ +qhandle_t R_RegisterMD3(const char *name, model_t *mod) +{ + union { + unsigned *u; + void *v; + } buf; + int size; + int lod; + int ident; + bool loaded = false; + int numLoaded; + char filename[MAX_QPATH], namebuf[MAX_QPATH+20]; + char *fext, defex[] = "md3"; + + numLoaded = 0; + + strcpy(filename, name); + + fext = strchr(filename, '.'); + if(!fext) + fext = defex; + else + { + *fext = '\0'; + fext++; + } + + for (lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod--) + { + if(lod) + Com_sprintf(namebuf, sizeof(namebuf), "%s_%d.%s", filename, lod, fext); + else + Com_sprintf(namebuf, sizeof(namebuf), "%s.%s", filename, fext); + + size = ri.FS_ReadFile( namebuf, &buf.v ); + if(!buf.u) + continue; + + ident = LittleLong(* (unsigned *) buf.u); + if (ident == MD3_IDENT) + loaded = R_LoadMD3(mod, lod, buf.u, size, name); + else + ri.Printf(PRINT_WARNING,"R_RegisterMD3: unknown fileid for %s\n", name); + + ri.FS_FreeFile(buf.v); + + if(loaded) + { + mod->numLods++; + numLoaded++; + } + else + break; + } + + if(numLoaded) + { + // duplicate into higher lod spots that weren't + // loaded, in case the user changes r_lodbias on the fly + for(lod--; lod >= 0; lod--) + { + mod->numLods++; + mod->mdv[lod] = mod->mdv[lod + 1]; + } + + return mod->index; + } + + ri.Printf(PRINT_DEVELOPER, "R_RegisterMD3: couldn't load %s\n", name); + + mod->type = MOD_BAD; + return 0; +} + +/* +==================== +R_RegisterMDR +==================== +*/ +qhandle_t R_RegisterMDR(const char *name, model_t *mod) +{ + union { + unsigned *u; + void *v; + } buf; + int ident; + bool loaded = false; + int filesize; + + filesize = ri.FS_ReadFile(name, (void **) &buf.v); + if(!buf.u) + { + mod->type = MOD_BAD; + return 0; + } + + ident = LittleLong(*(unsigned *)buf.u); + if(ident == MDR_IDENT) + loaded = R_LoadMDR(mod, buf.u, filesize, name); + + ri.FS_FreeFile (buf.v); + + if(!loaded) + { + ri.Printf(PRINT_WARNING,"R_RegisterMDR: couldn't load mdr file %s\n", name); + mod->type = MOD_BAD; + return 0; + } + + return mod->index; +} + +/* +==================== +R_RegisterIQM +==================== +*/ +qhandle_t R_RegisterIQM(const char *name, model_t *mod) +{ + union { + unsigned *u; + void *v; + } buf; + bool loaded = false; + int filesize; + + filesize = ri.FS_ReadFile(name, (void **) &buf.v); + if(!buf.u) + { + mod->type = MOD_BAD; + return 0; + } + + loaded = R_LoadIQM(mod, buf.u, filesize, name); + + ri.FS_FreeFile (buf.v); + + if(!loaded) + { + ri.Printf(PRINT_WARNING,"R_RegisterIQM: couldn't load iqm file %s\n", name); + mod->type = MOD_BAD; + return 0; + } + + return mod->index; +} + + +struct modelExtToLoaderMap_t +{ + const char *ext; + qhandle_t (*ModelLoader)( const char *, model_t * ); +}; + +// Note that the ordering indicates the order of preference used +// when there are multiple models of different formats available +static modelExtToLoaderMap_t modelLoaders[ ] = +{ + { "iqm", R_RegisterIQM }, + { "mdr", R_RegisterMDR }, + { "md3", R_RegisterMD3 } +}; + +static int numModelLoaders = ARRAY_LEN(modelLoaders); + +//=============================================================================== + +/* +** R_GetModelByHandle +*/ +model_t *R_GetModelByHandle( qhandle_t index ) { + model_t *mod; + + // out of range gets the defualt model + if ( index < 1 || index >= tr.numModels ) { + return tr.models[0]; + } + + mod = tr.models[index]; + + return mod; +} + +//=============================================================================== + +/* +** R_AllocModel +*/ +model_t *R_AllocModel( void ) { + model_t *mod; + + if ( tr.numModels == MAX_MOD_KNOWN ) { + return NULL; + } + + mod = (model_t*)ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low ); + mod->index = tr.numModels; + tr.models[tr.numModels] = mod; + tr.numModels++; + + return mod; +} + +/* +==================== +RE_RegisterModel + +Loads in a model for the given name + +Zero will be returned if the model fails to load. +An entry will be retained for failed models as an +optimization to prevent disk rescanning if they are +asked for again. +==================== +*/ +qhandle_t RE_RegisterModel( const char *name ) { + model_t *mod; + qhandle_t hModel; + bool orgNameFailed = false; + int orgLoader = -1; + int i; + char localName[ MAX_QPATH ]; + const char *ext; + char altName[ MAX_QPATH ]; + + if ( !name || !name[0] ) { + ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" ); + return 0; + } + + if ( strlen( name ) >= MAX_QPATH ) { + ri.Printf( PRINT_ALL, "Model name exceeds MAX_QPATH\n" ); + return 0; + } + + // + // search the currently loaded models + // + for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) { + mod = tr.models[hModel]; + if ( !strcmp( mod->name, name ) ) { + if( mod->type == MOD_BAD ) { + return 0; + } + return hModel; + } + } + + // allocate a new model_t + + if ( ( mod = R_AllocModel() ) == NULL ) { + ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name); + return 0; + } + + // only set the name after the model has been successfully loaded + Q_strncpyz( mod->name, name, sizeof( mod->name ) ); + + + R_IssuePendingRenderCommands(); + + mod->type = MOD_BAD; + mod->numLods = 0; + + // + // load the files + // + Q_strncpyz( localName, name, MAX_QPATH ); + + ext = COM_GetExtension( localName ); + + if( *ext ) + { + // Look for the correct loader and use it + for( i = 0; i < numModelLoaders; i++ ) + { + if( !Q_stricmp( ext, modelLoaders[ i ].ext ) ) + { + // Load + hModel = modelLoaders[ i ].ModelLoader( localName, mod ); + break; + } + } + + // A loader was found + if( i < numModelLoaders ) + { + if( !hModel ) + { + // Loader failed, most likely because the file isn't there; + // try again without the extension + orgNameFailed = true; + orgLoader = i; + COM_StripExtension( name, localName, MAX_QPATH ); + } + else + { + // Something loaded + return mod->index; + } + } + } + + // Try and find a suitable match using all + // the model formats supported + for( i = 0; i < numModelLoaders; i++ ) + { + if (i == orgLoader) + continue; + + Com_sprintf( altName, sizeof (altName), "%s.%s", localName, modelLoaders[ i ].ext ); + + // Load + hModel = modelLoaders[ i ].ModelLoader( altName, mod ); + + if( hModel ) + { + if( orgNameFailed ) + { + ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n", + name, altName ); + } + + break; + } + } + + return hModel; +} + +/* +================= +R_LoadMD3 +================= +*/ +static bool R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize, const char *modName) +{ + int f, i, j; + + md3Header_t *md3Model; + md3Frame_t *md3Frame; + md3Surface_t *md3Surf; + md3Shader_t *md3Shader; + md3Triangle_t *md3Tri; + md3St_t *md3st; + md3XyzNormal_t *md3xyz; + md3Tag_t *md3Tag; + + mdvModel_t *mdvModel; + mdvFrame_t *frame; + mdvSurface_t *surf;//, *surface; + int *shaderIndex; + glIndex_t *tri; + mdvVertex_t *v; + mdvSt_t *st; + mdvTag_t *tag; + mdvTagName_t *tagName; + + int version; + int size; + + md3Model = (md3Header_t *) buffer; + + version = LittleLong(md3Model->version); + if(version != MD3_VERSION) + { + ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n", modName, version, MD3_VERSION); + return false; + } + + mod->type = MOD_MESH; + size = LittleLong(md3Model->ofsEnd); + mod->dataSize += size; + mdvModel = mod->mdv[lod] = (mdvModel_t*)ri.Hunk_Alloc(sizeof(mdvModel_t), h_low); + +// Com_Memcpy(mod->md3[lod], buffer, LittleLong(md3Model->ofsEnd)); + + LL(md3Model->ident); + LL(md3Model->version); + LL(md3Model->numFrames); + LL(md3Model->numTags); + LL(md3Model->numSurfaces); + LL(md3Model->ofsFrames); + LL(md3Model->ofsTags); + LL(md3Model->ofsSurfaces); + LL(md3Model->ofsEnd); + + if(md3Model->numFrames < 1) + { + ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has no frames\n", modName); + return false; + } + + // swap all the frames + mdvModel->numFrames = md3Model->numFrames; + mdvModel->frames = frame = (mdvFrame_t*)ri.Hunk_Alloc(sizeof(*frame) * md3Model->numFrames, h_low); + + md3Frame = (md3Frame_t *) ((byte *) md3Model + md3Model->ofsFrames); + for(i = 0; i < md3Model->numFrames; i++, frame++, md3Frame++) + { + frame->radius = LittleFloat(md3Frame->radius); + for(j = 0; j < 3; j++) + { + frame->bounds[0][j] = LittleFloat(md3Frame->bounds[0][j]); + frame->bounds[1][j] = LittleFloat(md3Frame->bounds[1][j]); + frame->localOrigin[j] = LittleFloat(md3Frame->localOrigin[j]); + } + } + + // swap all the tags + mdvModel->numTags = md3Model->numTags; + mdvModel->tags = tag = (mdvTag_t*)ri.Hunk_Alloc(sizeof(*tag) * (md3Model->numTags * md3Model->numFrames), h_low); + + md3Tag = (md3Tag_t *) ((byte *) md3Model + md3Model->ofsTags); + for(i = 0; i < md3Model->numTags * md3Model->numFrames; i++, tag++, md3Tag++) + { + for(j = 0; j < 3; j++) + { + tag->origin[j] = LittleFloat(md3Tag->origin[j]); + tag->axis[0][j] = LittleFloat(md3Tag->axis[0][j]); + tag->axis[1][j] = LittleFloat(md3Tag->axis[1][j]); + tag->axis[2][j] = LittleFloat(md3Tag->axis[2][j]); + } + } + + + mdvModel->tagNames = tagName = (mdvTagName_t*)ri.Hunk_Alloc(sizeof(*tagName) * (md3Model->numTags), h_low); + + md3Tag = (md3Tag_t *) ((byte *) md3Model + md3Model->ofsTags); + for(i = 0; i < md3Model->numTags; i++, tagName++, md3Tag++) + { + Q_strncpyz(tagName->name, md3Tag->name, sizeof(tagName->name)); + } + + // swap all the surfaces + mdvModel->numSurfaces = md3Model->numSurfaces; + mdvModel->surfaces = surf = (mdvSurface_t*)ri.Hunk_Alloc(sizeof(*surf) * md3Model->numSurfaces, h_low); + + md3Surf = (md3Surface_t *) ((byte *) md3Model + md3Model->ofsSurfaces); + for(i = 0; i < md3Model->numSurfaces; i++) + { + LL(md3Surf->ident); + LL(md3Surf->flags); + LL(md3Surf->numFrames); + LL(md3Surf->numShaders); + LL(md3Surf->numTriangles); + LL(md3Surf->ofsTriangles); + LL(md3Surf->numVerts); + LL(md3Surf->ofsShaders); + LL(md3Surf->ofsSt); + LL(md3Surf->ofsXyzNormals); + LL(md3Surf->ofsEnd); + + if(md3Surf->numVerts >= SHADER_MAX_VERTEXES) + { + ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i verts on %s (%i).\n", + modName, SHADER_MAX_VERTEXES - 1, md3Surf->name[0] ? md3Surf->name : "a surface", + md3Surf->numVerts ); + return false; + } + if(md3Surf->numTriangles * 3 >= SHADER_MAX_INDEXES) + { + ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i triangles on %s (%i).\n", + modName, ( SHADER_MAX_INDEXES / 3 ) - 1, md3Surf->name[0] ? md3Surf->name : "a surface", + md3Surf->numTriangles ); + return false; + } + + // change to surface identifier + surf->surfaceType = SF_MDV; + + // give pointer to model for Tess_SurfaceMDX + surf->model = mdvModel; + + // copy surface name + Q_strncpyz(surf->name, md3Surf->name, sizeof(surf->name)); + + // lowercase the surface name so skin compares are faster + Q_strlwr(surf->name); + + // strip off a trailing _1 or _2 + // this is a crutch for q3data being a mess + j = strlen(surf->name); + if(j > 2 && surf->name[j - 2] == '_') + { + surf->name[j - 2] = 0; + } + + // register the shaders + surf->numShaderIndexes = md3Surf->numShaders; + surf->shaderIndexes = shaderIndex = (int*)ri.Hunk_Alloc(sizeof(*shaderIndex) * md3Surf->numShaders, h_low); + + md3Shader = (md3Shader_t *) ((byte *) md3Surf + md3Surf->ofsShaders); + for(j = 0; j < md3Surf->numShaders; j++, shaderIndex++, md3Shader++) + { + shader_t *sh; + + sh = R_FindShader(md3Shader->name, LIGHTMAP_NONE, true); + if(sh->defaultShader) + { + *shaderIndex = 0; + } + else + { + *shaderIndex = sh->index; + } + } + + // swap all the triangles + surf->numIndexes = md3Surf->numTriangles * 3; + surf->indexes = tri = (glIndex_t*)ri.Hunk_Alloc(sizeof(*tri) * 3 * md3Surf->numTriangles, h_low); + + md3Tri = (md3Triangle_t *) ((byte *) md3Surf + md3Surf->ofsTriangles); + for(j = 0; j < md3Surf->numTriangles; j++, tri += 3, md3Tri++) + { + tri[0] = LittleLong(md3Tri->indexes[0]); + tri[1] = LittleLong(md3Tri->indexes[1]); + tri[2] = LittleLong(md3Tri->indexes[2]); + } + + // swap all the XyzNormals + surf->numVerts = md3Surf->numVerts; + surf->verts = v = (mdvVertex_t*)ri.Hunk_Alloc(sizeof(*v) * (md3Surf->numVerts * md3Surf->numFrames), h_low); + + md3xyz = (md3XyzNormal_t *) ((byte *) md3Surf + md3Surf->ofsXyzNormals); + for(j = 0; j < md3Surf->numVerts * md3Surf->numFrames; j++, md3xyz++, v++) + { + unsigned lat, lng; + unsigned short normal; + vec3_t fNormal; + + v->xyz[0] = LittleShort(md3xyz->xyz[0]) * MD3_XYZ_SCALE; + v->xyz[1] = LittleShort(md3xyz->xyz[1]) * MD3_XYZ_SCALE; + v->xyz[2] = LittleShort(md3xyz->xyz[2]) * MD3_XYZ_SCALE; + + normal = LittleShort(md3xyz->normal); + + lat = ( normal >> 8 ) & 0xff; + lng = ( normal & 0xff ); + lat *= (FUNCTABLE_SIZE/256); + lng *= (FUNCTABLE_SIZE/256); + + // decode X as cos( lat ) * sin( long ) + // decode Y as sin( lat ) * sin( long ) + // decode Z as cos( long ) + + fNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng]; + fNormal[1] = tr.sinTable[lat] * tr.sinTable[lng]; + fNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK]; + + R_VaoPackNormal(v->normal, fNormal); + } + + // swap all the ST + surf->st = st = (mdvSt_t*)ri.Hunk_Alloc(sizeof(*st) * md3Surf->numVerts, h_low); + + md3st = (md3St_t *) ((byte *) md3Surf + md3Surf->ofsSt); + for(j = 0; j < md3Surf->numVerts; j++, md3st++, st++) + { + st->st[0] = LittleFloat(md3st->st[0]); + st->st[1] = LittleFloat(md3st->st[1]); + } + + // calc tangent spaces + { + vec3_t *sdirs = (vec3_t*)ri.Malloc(sizeof(*sdirs) * surf->numVerts * mdvModel->numFrames); + vec3_t *tdirs = (vec3_t*)ri.Malloc(sizeof(*tdirs) * surf->numVerts * mdvModel->numFrames); + + for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++) + { + VectorClear(sdirs[j]); + VectorClear(tdirs[j]); + } + + for(f = 0; f < mdvModel->numFrames; f++) + { + for(j = 0, tri = surf->indexes; j < surf->numIndexes; j += 3, tri += 3) + { + vec3_t sdir, tdir; + const float *v0, *v1, *v2, *t0, *t1, *t2; + glIndex_t index0, index1, index2; + + index0 = surf->numVerts * f + tri[0]; + index1 = surf->numVerts * f + tri[1]; + index2 = surf->numVerts * f + tri[2]; + + v0 = surf->verts[index0].xyz; + v1 = surf->verts[index1].xyz; + v2 = surf->verts[index2].xyz; + + t0 = surf->st[tri[0]].st; + t1 = surf->st[tri[1]].st; + t2 = surf->st[tri[2]].st; + + R_CalcTexDirs(sdir, tdir, v0, v1, v2, t0, t1, t2); + + VectorAdd(sdir, sdirs[index0], sdirs[index0]); + VectorAdd(sdir, sdirs[index1], sdirs[index1]); + VectorAdd(sdir, sdirs[index2], sdirs[index2]); + VectorAdd(tdir, tdirs[index0], tdirs[index0]); + VectorAdd(tdir, tdirs[index1], tdirs[index1]); + VectorAdd(tdir, tdirs[index2], tdirs[index2]); + } + } + + for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++) + { + vec3_t normal; + vec4_t tangent; + + VectorNormalize(sdirs[j]); + VectorNormalize(tdirs[j]); + + R_VaoUnpackNormal(normal, v->normal); + + tangent[3] = R_CalcTangentSpace(tangent, NULL, normal, sdirs[j], tdirs[j]); + + R_VaoPackTangent(v->tangent, tangent); + } + + ri.Free(sdirs); + ri.Free(tdirs); + } + + // find the next surface + md3Surf = (md3Surface_t *) ((byte *) md3Surf + md3Surf->ofsEnd); + surf++; + } + + { + srfVaoMdvMesh_t *vaoSurf; + + mdvModel->numVaoSurfaces = mdvModel->numSurfaces; + mdvModel->vaoSurfaces = (srfVaoMdvMesh_t*)ri.Hunk_Alloc(sizeof(*mdvModel->vaoSurfaces) * mdvModel->numSurfaces, h_low); + + vaoSurf = mdvModel->vaoSurfaces; + surf = mdvModel->surfaces; + for (i = 0; i < mdvModel->numSurfaces; i++, vaoSurf++, surf++) + { + uint32_t offset_xyz, offset_st, offset_normal, offset_tangent; + uint32_t stride_xyz, stride_st, stride_normal, stride_tangent; + uint32_t dataSize, dataOfs; + uint8_t *data; + + if (mdvModel->numFrames > 1) + { + // vertex animation, store texcoords first, then position/normal/tangents + offset_st = 0; + offset_xyz = surf->numVerts * sizeof(vec2_t); + offset_normal = offset_xyz + sizeof(vec3_t); + offset_tangent = offset_normal + sizeof(int16_t) * 4; + stride_st = sizeof(vec2_t); + stride_xyz = sizeof(vec3_t) + sizeof(int16_t) * 4; + stride_xyz += sizeof(int16_t) * 4; + stride_normal = stride_tangent = stride_xyz; + + dataSize = offset_xyz + surf->numVerts * mdvModel->numFrames * stride_xyz; + } + else + { + // no animation, interleave everything + offset_xyz = 0; + offset_st = offset_xyz + sizeof(vec3_t); + offset_normal = offset_st + sizeof(vec2_t); + offset_tangent = offset_normal + sizeof(int16_t) * 4; + stride_xyz = offset_tangent + sizeof(int16_t) * 4; + stride_st = stride_normal = stride_tangent = stride_xyz; + + dataSize = surf->numVerts * stride_xyz; + } + + + data = (uint8_t*)ri.Malloc(dataSize); + dataOfs = 0; + + if (mdvModel->numFrames > 1) + { + st = surf->st; + for ( j = 0 ; j < surf->numVerts ; j++, st++ ) { + memcpy(data + dataOfs, &st->st, sizeof(vec2_t)); + dataOfs += sizeof(st->st); + } + + v = surf->verts; + for ( j = 0; j < surf->numVerts * mdvModel->numFrames ; j++, v++ ) + { + // xyz + memcpy(data + dataOfs, &v->xyz, sizeof(vec3_t)); + dataOfs += sizeof(vec3_t); + + // normal + memcpy(data + dataOfs, &v->normal, sizeof(int16_t) * 4); + dataOfs += sizeof(int16_t) * 4; + + // tangent + memcpy(data + dataOfs, &v->tangent, sizeof(int16_t) * 4); + dataOfs += sizeof(int16_t) * 4; + } + } + else + { + v = surf->verts; + st = surf->st; + for ( j = 0; j < surf->numVerts; j++, v++, st++ ) + { + // xyz + memcpy(data + dataOfs, &v->xyz, sizeof(vec3_t)); + dataOfs += sizeof(v->xyz); + + // st + memcpy(data + dataOfs, &st->st, sizeof(vec2_t)); + dataOfs += sizeof(st->st); + + // normal + memcpy(data + dataOfs, &v->normal, sizeof(int16_t) * 4); + dataOfs += sizeof(int16_t) * 4; + + // tangent + memcpy(data + dataOfs, &v->tangent, sizeof(int16_t) * 4); + dataOfs += sizeof(int16_t) * 4; + } + } + + vaoSurf->surfaceType = SF_VAO_MDVMESH; + vaoSurf->mdvModel = mdvModel; + vaoSurf->mdvSurface = surf; + vaoSurf->numIndexes = surf->numIndexes; + vaoSurf->numVerts = surf->numVerts; + + vaoSurf->minIndex = 0; + vaoSurf->maxIndex = surf->numVerts - 1; + + vaoSurf->vao = R_CreateVao(va("staticMD3Mesh_VAO '%s'", surf->name), data, dataSize, (byte *)surf->indexes, surf->numIndexes * sizeof(*surf->indexes), VAO_USAGE_STATIC); + + vaoSurf->vao->attribs[ATTR_INDEX_POSITION].enabled = 1; + vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].enabled = 1; + vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1; + vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1; + + vaoSurf->vao->attribs[ATTR_INDEX_POSITION].count = 3; + vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].count = 2; + vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].count = 4; + vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].count = 4; + + vaoSurf->vao->attribs[ATTR_INDEX_POSITION].type = GL_FLOAT; + vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].type = GL_FLOAT; + vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT; + vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT; + + vaoSurf->vao->attribs[ATTR_INDEX_POSITION].normalized = GL_FALSE; + vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].normalized = GL_FALSE; + vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE; + vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE; + + vaoSurf->vao->attribs[ATTR_INDEX_POSITION].offset = offset_xyz; + vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].offset = offset_st; + vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].offset = offset_normal; + vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].offset = offset_tangent; + + vaoSurf->vao->attribs[ATTR_INDEX_POSITION].stride = stride_xyz; + vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].stride = stride_st; + vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].stride = stride_normal; + vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].stride = stride_tangent; + + if (mdvModel->numFrames > 1) + { + vaoSurf->vao->attribs[ATTR_INDEX_POSITION2] = vaoSurf->vao->attribs[ATTR_INDEX_POSITION]; + vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ] = vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ]; + vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ] = vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ]; + + vaoSurf->vao->frameSize = stride_xyz * surf->numVerts; + } + + Vao_SetVertexPointers(vaoSurf->vao); + + ri.Free(data); + } + } + + return true; +} + + + +/* +================= +R_LoadMDR +================= +*/ +static bool R_LoadMDR( model_t *mod, void *buffer, int filesize, const char *mod_name ) +{ + int i, j, k, l; + mdrHeader_t *pinmodel, *mdr; + mdrFrame_t *frame; + mdrLOD_t *lod, *curlod; + mdrSurface_t *surf, *cursurf; + mdrTriangle_t *tri, *curtri; + mdrVertex_t *v, *curv; + mdrWeight_t *weight, *curweight; + mdrTag_t *tag, *curtag; + int size; + shader_t *sh; + + pinmodel = (mdrHeader_t *)buffer; + + pinmodel->version = LittleLong(pinmodel->version); + if (pinmodel->version != MDR_VERSION) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has wrong version (%i should be %i)\n", mod_name, pinmodel->version, MDR_VERSION); + return false; + } + + size = LittleLong(pinmodel->ofsEnd); + + if(size > filesize) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: Header of %s is broken. Wrong filesize declared!\n", mod_name); + return false; + } + + mod->type = MOD_MDR; + + LL(pinmodel->numFrames); + LL(pinmodel->numBones); + LL(pinmodel->ofsFrames); + + // This is a model that uses some type of compressed Bones. We don't want to uncompress every bone for each rendered frame + // over and over again, we'll uncompress it in this function already, so we must adjust the size of the target mdr. + if(pinmodel->ofsFrames < 0) + { + // mdrFrame_t is larger than mdrCompFrame_t: + size += pinmodel->numFrames * sizeof(frame->name); + // now add enough space for the uncompressed bones. + size += pinmodel->numFrames * pinmodel->numBones * ((sizeof(mdrBone_t) - sizeof(mdrCompBone_t))); + } + + // simple bounds check + if(pinmodel->numBones < 0 || + sizeof(*mdr) + pinmodel->numFrames * (sizeof(*frame) + (pinmodel->numBones - 1) * sizeof(*frame->bones)) > size) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); + return false; + } + + mod->dataSize += size; + mod->modelData = mdr = (mdrHeader_t*)ri.Hunk_Alloc( size, h_low ); + + // Copy all the values over from the file and fix endian issues in the process, if necessary. + + mdr->ident = LittleLong(pinmodel->ident); + mdr->version = pinmodel->version; // Don't need to swap byte order on this one, we already did above. + Q_strncpyz(mdr->name, pinmodel->name, sizeof(mdr->name)); + mdr->numFrames = pinmodel->numFrames; + mdr->numBones = pinmodel->numBones; + mdr->numLODs = LittleLong(pinmodel->numLODs); + mdr->numTags = LittleLong(pinmodel->numTags); + // We don't care about the other offset values, we'll generate them ourselves while loading. + + mod->numLods = mdr->numLODs; + + if ( mdr->numFrames < 1 ) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has no frames\n", mod_name); + return false; + } + + /* The first frame will be put into the first free space after the header */ + frame = (mdrFrame_t *)(mdr + 1); + mdr->ofsFrames = (int)((byte *) frame - (byte *) mdr); + + if (pinmodel->ofsFrames < 0) + { + mdrCompFrame_t *cframe; + + // compressed model... + cframe = (mdrCompFrame_t *)((byte *) pinmodel - pinmodel->ofsFrames); + + for(i = 0; i < mdr->numFrames; i++) + { + for(j = 0; j < 3; j++) + { + frame->bounds[0][j] = LittleFloat(cframe->bounds[0][j]); + frame->bounds[1][j] = LittleFloat(cframe->bounds[1][j]); + frame->localOrigin[j] = LittleFloat(cframe->localOrigin[j]); + } + + frame->radius = LittleFloat(cframe->radius); + frame->name[0] = '\0'; // No name supplied in the compressed version. + + for(j = 0; j < mdr->numBones; j++) + { + for(k = 0; k < (sizeof(cframe->bones[j].Comp) / 2); k++) + { + // Do swapping for the uncompressing functions. They seem to use shorts + // values only, so I assume this will work. Never tested it on other + // platforms, though. + + ((unsigned short *)(cframe->bones[j].Comp))[k] = + LittleShort( ((unsigned short *)(cframe->bones[j].Comp))[k] ); + } + + /* Now do the actual uncompressing */ + MC_UnCompress(frame->bones[j].matrix, cframe->bones[j].Comp); + } + + // Next Frame... + cframe = (mdrCompFrame_t *) &cframe->bones[j]; + frame = (mdrFrame_t *) &frame->bones[j]; + } + } + else + { + mdrFrame_t *curframe; + + // uncompressed model... + // + + curframe = (mdrFrame_t *)((byte *) pinmodel + pinmodel->ofsFrames); + + // swap all the frames + for ( i = 0 ; i < mdr->numFrames ; i++) + { + for(j = 0; j < 3; j++) + { + frame->bounds[0][j] = LittleFloat(curframe->bounds[0][j]); + frame->bounds[1][j] = LittleFloat(curframe->bounds[1][j]); + frame->localOrigin[j] = LittleFloat(curframe->localOrigin[j]); + } + + frame->radius = LittleFloat(curframe->radius); + Q_strncpyz(frame->name, curframe->name, sizeof(frame->name)); + + for (j = 0; j < (int) (mdr->numBones * sizeof(mdrBone_t) / 4); j++) + { + ((float *)frame->bones)[j] = LittleFloat( ((float *)curframe->bones)[j] ); + } + + curframe = (mdrFrame_t *) &curframe->bones[mdr->numBones]; + frame = (mdrFrame_t *) &frame->bones[mdr->numBones]; + } + } + + // frame should now point to the first free address after all frames. + lod = (mdrLOD_t *) frame; + mdr->ofsLODs = (int) ((byte *) lod - (byte *)mdr); + + curlod = (mdrLOD_t *)((byte *) pinmodel + LittleLong(pinmodel->ofsLODs)); + + // swap all the LOD's + for ( l = 0 ; l < mdr->numLODs ; l++) + { + // simple bounds check + if((byte *) (lod + 1) > (byte *) mdr + size) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); + return false; + } + + lod->numSurfaces = LittleLong(curlod->numSurfaces); + + // swap all the surfaces + surf = (mdrSurface_t *) (lod + 1); + lod->ofsSurfaces = (int)((byte *) surf - (byte *) lod); + cursurf = (mdrSurface_t *) ((byte *)curlod + LittleLong(curlod->ofsSurfaces)); + + for ( i = 0 ; i < lod->numSurfaces ; i++) + { + // simple bounds check + if((byte *) (surf + 1) > (byte *) mdr + size) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); + return false; + } + + // first do some copying stuff + + surf->ident = SF_MDR; + Q_strncpyz(surf->name, cursurf->name, sizeof(surf->name)); + Q_strncpyz(surf->shader, cursurf->shader, sizeof(surf->shader)); + + surf->ofsHeader = (byte *) mdr - (byte *) surf; + + surf->numVerts = LittleLong(cursurf->numVerts); + surf->numTriangles = LittleLong(cursurf->numTriangles); + // numBoneReferences and BoneReferences generally seem to be unused + + // now do the checks that may fail. + if ( surf->numVerts >= SHADER_MAX_VERTEXES ) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on %s (%i).\n", + mod_name, SHADER_MAX_VERTEXES - 1, surf->name[0] ? surf->name : "a surface", + surf->numVerts ); + return false; + } + if ( surf->numTriangles*3 >= SHADER_MAX_INDEXES ) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on %s (%i).\n", + mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, surf->name[0] ? surf->name : "a surface", + surf->numTriangles ); + return false; + } + // lowercase the surface name so skin compares are faster + Q_strlwr( surf->name ); + + // register the shaders + sh = R_FindShader(surf->shader, LIGHTMAP_NONE, true); + if ( sh->defaultShader ) { + surf->shaderIndex = 0; + } else { + surf->shaderIndex = sh->index; + } + + // now copy the vertexes. + v = (mdrVertex_t *) (surf + 1); + surf->ofsVerts = (int)((byte *) v - (byte *) surf); + curv = (mdrVertex_t *) ((byte *)cursurf + LittleLong(cursurf->ofsVerts)); + + for(j = 0; j < surf->numVerts; j++) + { + LL(curv->numWeights); + + // simple bounds check + if(curv->numWeights < 0 || (byte *) (v + 1) + (curv->numWeights - 1) * sizeof(*weight) > (byte *) mdr + size) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); + return false; + } + + v->normal[0] = LittleFloat(curv->normal[0]); + v->normal[1] = LittleFloat(curv->normal[1]); + v->normal[2] = LittleFloat(curv->normal[2]); + + v->texCoords[0] = LittleFloat(curv->texCoords[0]); + v->texCoords[1] = LittleFloat(curv->texCoords[1]); + + v->numWeights = curv->numWeights; + weight = &v->weights[0]; + curweight = &curv->weights[0]; + + // Now copy all the weights + for(k = 0; k < v->numWeights; k++) + { + weight->boneIndex = LittleLong(curweight->boneIndex); + weight->boneWeight = LittleFloat(curweight->boneWeight); + + weight->offset[0] = LittleFloat(curweight->offset[0]); + weight->offset[1] = LittleFloat(curweight->offset[1]); + weight->offset[2] = LittleFloat(curweight->offset[2]); + + weight++; + curweight++; + } + + v = (mdrVertex_t *) weight; + curv = (mdrVertex_t *) curweight; + } + + // we know the offset to the triangles now: + tri = (mdrTriangle_t *) v; + surf->ofsTriangles = (int)((byte *) tri - (byte *) surf); + curtri = (mdrTriangle_t *)((byte *) cursurf + LittleLong(cursurf->ofsTriangles)); + + // simple bounds check + if(surf->numTriangles < 0 || (byte *) (tri + surf->numTriangles) > (byte *) mdr + size) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); + return false; + } + + for(j = 0; j < surf->numTriangles; j++) + { + tri->indexes[0] = LittleLong(curtri->indexes[0]); + tri->indexes[1] = LittleLong(curtri->indexes[1]); + tri->indexes[2] = LittleLong(curtri->indexes[2]); + + tri++; + curtri++; + } + + // tri now points to the end of the surface. + surf->ofsEnd = (byte *) tri - (byte *) surf; + surf = (mdrSurface_t *) tri; + + // find the next surface. + cursurf = (mdrSurface_t *) ((byte *) cursurf + LittleLong(cursurf->ofsEnd)); + } + + // surf points to the next lod now. + lod->ofsEnd = (int)((byte *) surf - (byte *) lod); + lod = (mdrLOD_t *) surf; + + // find the next LOD. + curlod = (mdrLOD_t *)((byte *) curlod + LittleLong(curlod->ofsEnd)); + } + + // lod points to the first tag now, so update the offset too. + tag = (mdrTag_t *) lod; + mdr->ofsTags = (int)((byte *) tag - (byte *) mdr); + curtag = (mdrTag_t *) ((byte *)pinmodel + LittleLong(pinmodel->ofsTags)); + + // simple bounds check + if(mdr->numTags < 0 || (byte *) (tag + mdr->numTags) > (byte *) mdr + size) + { + ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); + return false; + } + + for (i = 0 ; i < mdr->numTags ; i++) + { + tag->boneIndex = LittleLong(curtag->boneIndex); + Q_strncpyz(tag->name, curtag->name, sizeof(tag->name)); + + tag++; + curtag++; + } + + // And finally we know the real offset to the end. + mdr->ofsEnd = (int)((byte *) tag - (byte *) mdr); + + // phew! we're done. + + return true; +} + + + +//============================================================================= + +/* +** RE_BeginRegistration +*/ +void RE_BeginRegistration( glconfig_t *glconfigOut ) { + int i; + + R_Init(); + + *glconfigOut = glConfig; + + R_IssuePendingRenderCommands(); + + tr.visIndex = 0; + // force markleafs to regenerate + for(i = 0; i < MAX_VISCOUNTS; i++) { + tr.visClusters[i] = -2; + } + + R_ClearFlares(); + RE_ClearScene(); + + tr.registered = true; +} + +//============================================================================= + +/* +=============== +R_ModelInit +=============== +*/ +void R_ModelInit( void ) { + model_t *mod; + + // leave a space for NULL model + tr.numModels = 0; + + mod = R_AllocModel(); + mod->type = MOD_BAD; +} + + +/* +================ +R_Modellist_f +================ +*/ +void R_Modellist_f( void ) { + int i, j; + model_t *mod; + int total; + int lods; + + total = 0; + for ( i = 1 ; i < tr.numModels; i++ ) { + mod = tr.models[i]; + lods = 1; + for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) { + if ( mod->mdv[j] && mod->mdv[j] != mod->mdv[j-1] ) { + lods++; + } + } + ri.Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name ); + total += mod->dataSize; + } + ri.Printf( PRINT_ALL, "%8i : Total models\n", total ); + +#if 0 // not working right with new hunk + if ( tr.world ) { + ri.Printf( PRINT_ALL, "\n%8i : %s\n", tr.world->dataSize, tr.world->name ); + } +#endif +} + + +//============================================================================= + + +/* +================ +R_GetTag +================ +*/ +static mdvTag_t *R_GetTag( mdvModel_t *mod, int frame, const char *_tagName ) { + int i; + mdvTag_t *tag; + mdvTagName_t *tagName; + + if ( frame >= mod->numFrames ) { + // it is possible to have a bad frame while changing models, so don't error + frame = mod->numFrames - 1; + } + + tag = mod->tags + frame * mod->numTags; + tagName = mod->tagNames; + for(i = 0; i < mod->numTags; i++, tag++, tagName++) + { + if(!strcmp(tagName->name, _tagName)) + { + return tag; + } + } + + return NULL; +} + +mdvTag_t *R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, mdvTag_t * dest) +{ + int i, j, k; + int frameSize; + mdrFrame_t *frame; + mdrTag_t *tag; + + if ( framenum >= mod->numFrames ) + { + // it is possible to have a bad frame while changing models, so don't error + framenum = mod->numFrames - 1; + } + + tag = (mdrTag_t *)((byte *)mod + mod->ofsTags); + for ( i = 0 ; i < mod->numTags ; i++, tag++ ) + { + if ( !strcmp( tag->name, tagName ) ) + { + // uncompressed model... + // + frameSize = (intptr_t)( &((mdrFrame_t *)0)->bones[ mod->numBones ] ); + frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize ); + + for (j = 0; j < 3; j++) + { + for (k = 0; k < 3; k++) + dest->axis[j][k] = frame->bones[tag->boneIndex].matrix[k][j]; + } + + dest->origin[0] = frame->bones[tag->boneIndex].matrix[0][3]; + dest->origin[1] = frame->bones[tag->boneIndex].matrix[1][3]; + dest->origin[2] = frame->bones[tag->boneIndex].matrix[2][3]; + + return dest; + } + } + + return NULL; +} + +/* +================ +R_LerpTag +================ +*/ +int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, + float frac, const char *tagName ) { + mdvTag_t *start, *end; + mdvTag_t start_space, end_space; + int i; + float frontLerp, backLerp; + model_t *model; + + model = R_GetModelByHandle( handle ); + if ( !model->mdv[0] ) + { + if(model->type == MOD_MDR) + { + start = R_GetAnimTag((mdrHeader_t *) model->modelData, startFrame, tagName, &start_space); + end = R_GetAnimTag((mdrHeader_t *) model->modelData, endFrame, tagName, &end_space); + } + else if( model->type == MOD_IQM ) { + return R_IQMLerpTag( tag, (iqmData_t*)model->modelData, startFrame, endFrame, frac, tagName ); + } else { + start = end = NULL; + } + } + else + { + start = R_GetTag( model->mdv[0], startFrame, tagName ); + end = R_GetTag( model->mdv[0], endFrame, tagName ); + } + + if ( !start || !end ) { + AxisClear( tag->axis ); + VectorClear( tag->origin ); + return false; + } + + frontLerp = frac; + backLerp = 1.0f - frac; + + for ( i = 0 ; i < 3 ; i++ ) { + tag->origin[i] = start->origin[i] * backLerp + end->origin[i] * frontLerp; + tag->axis[0][i] = start->axis[0][i] * backLerp + end->axis[0][i] * frontLerp; + tag->axis[1][i] = start->axis[1][i] * backLerp + end->axis[1][i] * frontLerp; + tag->axis[2][i] = start->axis[2][i] * backLerp + end->axis[2][i] * frontLerp; + } + VectorNormalize( tag->axis[0] ); + VectorNormalize( tag->axis[1] ); + VectorNormalize( tag->axis[2] ); + return true; +} + + +/* +==================== +R_ModelBounds +==================== +*/ +void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) { + model_t *model; + + model = R_GetModelByHandle( handle ); + + if(model->type == MOD_BRUSH) { + VectorCopy( model->bmodel->bounds[0], mins ); + VectorCopy( model->bmodel->bounds[1], maxs ); + + return; + } else if (model->type == MOD_MESH) { + mdvModel_t *header; + mdvFrame_t *frame; + + header = model->mdv[0]; + frame = header->frames; + + VectorCopy( frame->bounds[0], mins ); + VectorCopy( frame->bounds[1], maxs ); + + return; + } else if (model->type == MOD_MDR) { + mdrHeader_t *header; + mdrFrame_t *frame; + + header = (mdrHeader_t *)model->modelData; + frame = (mdrFrame_t *) ((byte *)header + header->ofsFrames); + + VectorCopy( frame->bounds[0], mins ); + VectorCopy( frame->bounds[1], maxs ); + + return; + } else if(model->type == MOD_IQM) { + iqmData_t *iqmData; + + iqmData = (iqmData_t*)model->modelData; + + if(iqmData->bounds) + { + VectorCopy(iqmData->bounds, mins); + VectorCopy(iqmData->bounds + 3, maxs); + return; + } + } + + VectorClear( mins ); + VectorClear( maxs ); +} diff --git a/src/renderergl2/tr_model_iqm.cpp b/src/renderergl2/tr_model_iqm.cpp new file mode 100644 index 0000000..40ce9da --- /dev/null +++ b/src/renderergl2/tr_model_iqm.cpp @@ -0,0 +1,1196 @@ +/* +=========================================================================== +Copyright (C) 2011 Thilo Schulz +Copyright (C) 2011 Matthias Bentrup +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#include "tr_local.h" + +#define LL(x) x=LittleLong(x) + +// 3x4 identity matrix +static float identityMatrix[12] = { + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0 +}; + +static bool IQM_CheckRange( iqmHeader_t *header, int offset, + int count,int size ) { + // return true if the range specified by offset, count and size + // doesn't fit into the file + return ( count <= 0 || + offset < 0 || + offset > header->filesize || + offset + count * size < 0 || + offset + count * size > header->filesize ); +} +// "multiply" 3x4 matrices, these are assumed to be the top 3 rows +// of a 4x4 matrix with the last row = (0 0 0 1) +static void Matrix34Multiply( float *a, float *b, float *out ) { + out[ 0] = a[0] * b[0] + a[1] * b[4] + a[ 2] * b[ 8]; + out[ 1] = a[0] * b[1] + a[1] * b[5] + a[ 2] * b[ 9]; + out[ 2] = a[0] * b[2] + a[1] * b[6] + a[ 2] * b[10]; + out[ 3] = a[0] * b[3] + a[1] * b[7] + a[ 2] * b[11] + a[ 3]; + out[ 4] = a[4] * b[0] + a[5] * b[4] + a[ 6] * b[ 8]; + out[ 5] = a[4] * b[1] + a[5] * b[5] + a[ 6] * b[ 9]; + out[ 6] = a[4] * b[2] + a[5] * b[6] + a[ 6] * b[10]; + out[ 7] = a[4] * b[3] + a[5] * b[7] + a[ 6] * b[11] + a[ 7]; + out[ 8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[ 8]; + out[ 9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[ 9]; + out[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10]; + out[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11]; +} +static void Matrix34Multiply_OnlySetOrigin( float *a, float *b, float *out ) { + out[ 3] = a[0] * b[3] + a[1] * b[7] + a[ 2] * b[11] + a[ 3]; + out[ 7] = a[4] * b[3] + a[5] * b[7] + a[ 6] * b[11] + a[ 7]; + out[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11]; +} +static void InterpolateMatrix( float *a, float *b, float lerp, float *mat ) { + float unLerp = 1.0f - lerp; + + mat[ 0] = a[ 0] * unLerp + b[ 0] * lerp; + mat[ 1] = a[ 1] * unLerp + b[ 1] * lerp; + mat[ 2] = a[ 2] * unLerp + b[ 2] * lerp; + mat[ 3] = a[ 3] * unLerp + b[ 3] * lerp; + mat[ 4] = a[ 4] * unLerp + b[ 4] * lerp; + mat[ 5] = a[ 5] * unLerp + b[ 5] * lerp; + mat[ 6] = a[ 6] * unLerp + b[ 6] * lerp; + mat[ 7] = a[ 7] * unLerp + b[ 7] * lerp; + mat[ 8] = a[ 8] * unLerp + b[ 8] * lerp; + mat[ 9] = a[ 9] * unLerp + b[ 9] * lerp; + mat[10] = a[10] * unLerp + b[10] * lerp; + mat[11] = a[11] * unLerp + b[11] * lerp; +} +static void JointToMatrix( vec4_t rot, vec3_t scale, vec3_t trans, + float *mat ) { + float xx = 2.0f * rot[0] * rot[0]; + float yy = 2.0f * rot[1] * rot[1]; + float zz = 2.0f * rot[2] * rot[2]; + float xy = 2.0f * rot[0] * rot[1]; + float xz = 2.0f * rot[0] * rot[2]; + float yz = 2.0f * rot[1] * rot[2]; + float wx = 2.0f * rot[3] * rot[0]; + float wy = 2.0f * rot[3] * rot[1]; + float wz = 2.0f * rot[3] * rot[2]; + + mat[ 0] = scale[0] * (1.0f - (yy + zz)); + mat[ 1] = scale[0] * (xy - wz); + mat[ 2] = scale[0] * (xz + wy); + mat[ 3] = trans[0]; + mat[ 4] = scale[1] * (xy + wz); + mat[ 5] = scale[1] * (1.0f - (xx + zz)); + mat[ 6] = scale[1] * (yz - wx); + mat[ 7] = trans[1]; + mat[ 8] = scale[2] * (xz - wy); + mat[ 9] = scale[2] * (yz + wx); + mat[10] = scale[2] * (1.0f - (xx + yy)); + mat[11] = trans[2]; +} +static void Matrix34Invert( float *inMat, float *outMat ) +{ + vec3_t trans; + float invSqrLen, *v; + + outMat[ 0] = inMat[ 0]; outMat[ 1] = inMat[ 4]; outMat[ 2] = inMat[ 8]; + outMat[ 4] = inMat[ 1]; outMat[ 5] = inMat[ 5]; outMat[ 6] = inMat[ 9]; + outMat[ 8] = inMat[ 2]; outMat[ 9] = inMat[ 6]; outMat[10] = inMat[10]; + + v = outMat + 0; invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); + v = outMat + 4; invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); + v = outMat + 8; invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); + + trans[0] = inMat[ 3]; + trans[1] = inMat[ 7]; + trans[2] = inMat[11]; + + outMat[ 3] = -DotProduct(outMat + 0, trans); + outMat[ 7] = -DotProduct(outMat + 4, trans); + outMat[11] = -DotProduct(outMat + 8, trans); +} + +/* +================= +R_LoadIQM + +Load an IQM model and compute the joint matrices for every frame. +================= +*/ +bool R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_name ) { + iqmHeader_t *header; + iqmVertexArray_t *vertexarray; + iqmTriangle_t *triangle; + iqmMesh_t *mesh; + iqmJoint_t *joint; + iqmPose_t *pose; + iqmBounds_t *bounds; + unsigned short *framedata; + char *str; + int i, j; + float jointInvMats[IQM_MAX_JOINTS * 12] = {0.0f}; + float *mat, *matInv; + size_t size, joint_names; + iqmData_t *iqmData; + srfIQModel_t *surface; + char meshName[MAX_QPATH]; + byte blendIndexesType, blendWeightsType; + + if( filesize < sizeof(iqmHeader_t) ) { + return false; + } + + header = (iqmHeader_t *)buffer; + if( Q_strncmp( header->magic, IQM_MAGIC, sizeof(header->magic) ) ) { + return false; + } + + LL( header->version ); + if( header->version != IQM_VERSION ) { + ri.Printf(PRINT_WARNING, "R_LoadIQM: %s is a unsupported IQM version (%d), only version %d is supported.\n", + mod_name, header->version, IQM_VERSION); + return false; + } + + LL( header->filesize ); + if( header->filesize > filesize || header->filesize > 16<<20 ) { + return false; + } + + LL( header->flags ); + LL( header->num_text ); + LL( header->ofs_text ); + LL( header->num_meshes ); + LL( header->ofs_meshes ); + LL( header->num_vertexarrays ); + LL( header->num_vertexes ); + LL( header->ofs_vertexarrays ); + LL( header->num_triangles ); + LL( header->ofs_triangles ); + LL( header->ofs_adjacency ); + LL( header->num_joints ); + LL( header->ofs_joints ); + LL( header->num_poses ); + LL( header->ofs_poses ); + LL( header->num_anims ); + LL( header->ofs_anims ); + LL( header->num_frames ); + LL( header->num_framechannels ); + LL( header->ofs_frames ); + LL( header->ofs_bounds ); + LL( header->num_comment ); + LL( header->ofs_comment ); + LL( header->num_extensions ); + LL( header->ofs_extensions ); + + // check ioq3 joint limit + if ( header->num_joints > IQM_MAX_JOINTS ) { + ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %d joints (%d).\n", + mod_name, IQM_MAX_JOINTS, header->num_joints); + return false; + } + + blendIndexesType = blendWeightsType = IQM_UBYTE; + + // check and swap vertex arrays + if( IQM_CheckRange( header, header->ofs_vertexarrays, + header->num_vertexarrays, + sizeof(iqmVertexArray_t) ) ) { + return false; + } + vertexarray = (iqmVertexArray_t *)((byte *)header + header->ofs_vertexarrays); + for( i = 0; i < header->num_vertexarrays; i++, vertexarray++ ) { + int n, *intPtr; + + if( vertexarray->size <= 0 || vertexarray->size > 4 ) { + return false; + } + + // total number of values + n = header->num_vertexes * vertexarray->size; + + switch( vertexarray->format ) { + case IQM_BYTE: + case IQM_UBYTE: + // 1 byte, no swapping necessary + if( IQM_CheckRange( header, vertexarray->offset, + n, sizeof(byte) ) ) { + return false; + } + break; + case IQM_INT: + case IQM_UINT: + case IQM_FLOAT: + // 4-byte swap + if( IQM_CheckRange( header, vertexarray->offset, + n, sizeof(float) ) ) { + return false; + } + intPtr = (int *)((byte *)header + vertexarray->offset); + for( j = 0; j < n; j++, intPtr++ ) { + LL( *intPtr ); + } + break; + default: + // not supported + return false; + break; + } + + switch( vertexarray->type ) { + case IQM_POSITION: + case IQM_NORMAL: + if( vertexarray->format != IQM_FLOAT || + vertexarray->size != 3 ) { + return false; + } + break; + case IQM_TANGENT: + if( vertexarray->format != IQM_FLOAT || + vertexarray->size != 4 ) { + return false; + } + break; + case IQM_TEXCOORD: + if( vertexarray->format != IQM_FLOAT || + vertexarray->size != 2 ) { + return false; + } + break; + case IQM_BLENDINDEXES: + if( (vertexarray->format != IQM_INT && + vertexarray->format != IQM_UBYTE) || + vertexarray->size != 4 ) { + return false; + } + blendIndexesType = vertexarray->format; + break; + case IQM_BLENDWEIGHTS: + if( (vertexarray->format != IQM_FLOAT && + vertexarray->format != IQM_UBYTE) || + vertexarray->size != 4 ) { + return false; + } + blendWeightsType = vertexarray->format; + break; + case IQM_COLOR: + if( vertexarray->format != IQM_UBYTE || + vertexarray->size != 4 ) { + return false; + } + break; + } + } + + // check and swap triangles + if( IQM_CheckRange( header, header->ofs_triangles, + header->num_triangles, sizeof(iqmTriangle_t) ) ) { + return false; + } + triangle = (iqmTriangle_t *)((byte *)header + header->ofs_triangles); + for( i = 0; i < header->num_triangles; i++, triangle++ ) { + LL( triangle->vertex[0] ); + LL( triangle->vertex[1] ); + LL( triangle->vertex[2] ); + + if( triangle->vertex[0] > header->num_vertexes || + triangle->vertex[1] > header->num_vertexes || + triangle->vertex[2] > header->num_vertexes ) { + return false; + } + } + + // check and swap meshes + if( IQM_CheckRange( header, header->ofs_meshes, + header->num_meshes, sizeof(iqmMesh_t) ) ) { + return false; + } + mesh = (iqmMesh_t *)((byte *)header + header->ofs_meshes); + for( i = 0; i < header->num_meshes; i++, mesh++) { + LL( mesh->name ); + LL( mesh->material ); + LL( mesh->first_vertex ); + LL( mesh->num_vertexes ); + LL( mesh->first_triangle ); + LL( mesh->num_triangles ); + + if ( mesh->name < header->num_text ) { + Q_strncpyz( meshName, (char*)header + header->ofs_text + mesh->name, sizeof (meshName) ); + } else { + meshName[0] = '\0'; + } + + // check ioq3 limits + if ( mesh->num_vertexes >= SHADER_MAX_VERTEXES ) + { + ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i verts on %s (%i).\n", + mod_name, SHADER_MAX_VERTEXES - 1, meshName[0] ? meshName : "a surface", + mesh->num_vertexes ); + return false; + } + if ( mesh->num_triangles*3 >= SHADER_MAX_INDEXES ) + { + ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i triangles on %s (%i).\n", + mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, meshName[0] ? meshName : "a surface", + mesh->num_triangles ); + return false; + } + + if( mesh->first_vertex >= header->num_vertexes || + mesh->first_vertex + mesh->num_vertexes > header->num_vertexes || + mesh->first_triangle >= header->num_triangles || + mesh->first_triangle + mesh->num_triangles > header->num_triangles || + mesh->name >= header->num_text || + mesh->material >= header->num_text ) { + return false; + } + } + + if( header->num_poses != header->num_joints && header->num_poses != 0 ) { + ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has %d poses and %d joints, must have the same number or 0 poses\n", + mod_name, header->num_poses, header->num_joints ); + return false; + } + + joint_names = 0; + + if ( header->num_joints ) + { + // check and swap joints + if( IQM_CheckRange( header, header->ofs_joints, + header->num_joints, sizeof(iqmJoint_t) ) ) { + return false; + } + joint = (iqmJoint_t *)((byte *)header + header->ofs_joints); + for( i = 0; i < header->num_joints; i++, joint++ ) { + LL( joint->name ); + LL( joint->parent ); + LL( joint->translate[0] ); + LL( joint->translate[1] ); + LL( joint->translate[2] ); + LL( joint->rotate[0] ); + LL( joint->rotate[1] ); + LL( joint->rotate[2] ); + LL( joint->rotate[3] ); + LL( joint->scale[0] ); + LL( joint->scale[1] ); + LL( joint->scale[2] ); + + if( joint->parent < -1 || + joint->parent >= (int)header->num_joints || + joint->name >= (int)header->num_text ) { + return false; + } + joint_names += strlen( (char *)header + header->ofs_text + + joint->name ) + 1; + } + } + + if ( header->num_poses ) + { + // check and swap poses + if( IQM_CheckRange( header, header->ofs_poses, + header->num_poses, sizeof(iqmPose_t) ) ) { + return false; + } + pose = (iqmPose_t *)((byte *)header + header->ofs_poses); + for( i = 0; i < header->num_poses; i++, pose++ ) { + LL( pose->parent ); + LL( pose->mask ); + LL( pose->channeloffset[0] ); + LL( pose->channeloffset[1] ); + LL( pose->channeloffset[2] ); + LL( pose->channeloffset[3] ); + LL( pose->channeloffset[4] ); + LL( pose->channeloffset[5] ); + LL( pose->channeloffset[6] ); + LL( pose->channeloffset[7] ); + LL( pose->channeloffset[8] ); + LL( pose->channeloffset[9] ); + LL( pose->channelscale[0] ); + LL( pose->channelscale[1] ); + LL( pose->channelscale[2] ); + LL( pose->channelscale[3] ); + LL( pose->channelscale[4] ); + LL( pose->channelscale[5] ); + LL( pose->channelscale[6] ); + LL( pose->channelscale[7] ); + LL( pose->channelscale[8] ); + LL( pose->channelscale[9] ); + } + } + + if (header->ofs_bounds) + { + // check and swap model bounds + if(IQM_CheckRange(header, header->ofs_bounds, + header->num_frames, sizeof(*bounds))) + { + return false; + } + bounds = (iqmBounds_t *) ((byte *) header + header->ofs_bounds); + for(i = 0; i < header->num_frames; i++) + { + LL(bounds->bbmin[0]); + LL(bounds->bbmin[1]); + LL(bounds->bbmin[2]); + LL(bounds->bbmax[0]); + LL(bounds->bbmax[1]); + LL(bounds->bbmax[2]); + + bounds++; + } + } + + // allocate the model and copy the data + size = sizeof(iqmData_t); + size += header->num_meshes * sizeof( srfIQModel_t ); + size += header->num_joints * 12 * sizeof( float ); // joint mats + size += header->num_poses * header->num_frames * 12 * sizeof( float ); // pose mats + if(header->ofs_bounds) + size += header->num_frames * 6 * sizeof(float); // model bounds + size += header->num_vertexes * 3 * sizeof(float); // positions + size += header->num_vertexes * 2 * sizeof(float); // texcoords + size += header->num_vertexes * 3 * sizeof(float); // normals + size += header->num_vertexes * 4 * sizeof(float); // tangents + size += header->num_vertexes * 4 * sizeof(byte); // blendIndexes + size += header->num_vertexes * 4 * sizeof(byte); // colors + size += header->num_joints * sizeof(int); // parents + size += header->num_triangles * 3 * sizeof(int); // triangles + size += joint_names; // joint names + + // blendWeights + if (blendWeightsType == IQM_FLOAT) { + size += header->num_vertexes * 4 * sizeof(float); + } else { + size += header->num_vertexes * 4 * sizeof(byte); + } + + mod->type = MOD_IQM; + iqmData = (iqmData_t *)ri.Hunk_Alloc( size, h_low ); + mod->modelData = iqmData; + + // fill header + iqmData->num_vertexes = header->num_vertexes; + iqmData->num_triangles = header->num_triangles; + iqmData->num_frames = header->num_frames; + iqmData->num_surfaces = header->num_meshes; + iqmData->num_joints = header->num_joints; + iqmData->num_poses = header->num_poses; + iqmData->blendWeightsType = blendWeightsType; + iqmData->surfaces = (srfIQModel_t *)(iqmData + 1); + iqmData->jointMats = (float *) (iqmData->surfaces + iqmData->num_surfaces); + iqmData->poseMats = iqmData->jointMats + 12 * header->num_joints; + if(header->ofs_bounds) + { + iqmData->bounds = iqmData->poseMats + 12 * header->num_poses * header->num_frames; + iqmData->positions = iqmData->bounds + 6 * header->num_frames; + } + else + iqmData->positions = iqmData->poseMats + 12 * header->num_poses * header->num_frames; + iqmData->texcoords = iqmData->positions + 3 * header->num_vertexes; + iqmData->normals = iqmData->texcoords + 2 * header->num_vertexes; + iqmData->tangents = iqmData->normals + 3 * header->num_vertexes; + iqmData->blendIndexes = (byte *)(iqmData->tangents + 4 * header->num_vertexes); + + if(blendWeightsType == IQM_FLOAT) { + iqmData->blendWeights.f = (float *)(iqmData->blendIndexes + 4 * header->num_vertexes); + iqmData->colors = (byte *)(iqmData->blendWeights.f + 4 * header->num_vertexes); + } else { + iqmData->blendWeights.b = iqmData->blendIndexes + 4 * header->num_vertexes; + iqmData->colors = iqmData->blendWeights.b + 4 * header->num_vertexes; + } + + iqmData->jointParents = (int *)(iqmData->colors + 4 * header->num_vertexes); + iqmData->triangles = iqmData->jointParents + header->num_joints; + iqmData->names = (char *)(iqmData->triangles + 3 * header->num_triangles); + + if ( header->num_joints == 0 ) + iqmData->jointMats = NULL; + + if ( header->num_poses == 0 ) + iqmData->poseMats = NULL; + + // calculate joint matrices and their inverses + // joint inverses are needed only until the pose matrices are calculated + mat = iqmData->jointMats; + matInv = jointInvMats; + joint = (iqmJoint_t *)((byte *)header + header->ofs_joints); + for( i = 0; i < header->num_joints; i++, joint++ ) { + float baseFrame[12], invBaseFrame[12]; + + JointToMatrix( joint->rotate, joint->scale, joint->translate, baseFrame ); + Matrix34Invert( baseFrame, invBaseFrame ); + + if ( joint->parent >= 0 ) + { + Matrix34Multiply( iqmData->jointMats + 12 * joint->parent, baseFrame, mat ); + mat += 12; + Matrix34Multiply( invBaseFrame, jointInvMats + 12 * joint->parent, matInv ); + matInv += 12; + } + else + { + Com_Memcpy( mat, baseFrame, sizeof(baseFrame) ); + mat += 12; + Com_Memcpy( matInv, invBaseFrame, sizeof(invBaseFrame) ); + matInv += 12; + } + } + + // calculate pose matrices + framedata = (unsigned short *)((byte *)header + header->ofs_frames); + mat = iqmData->poseMats; + for( i = 0; i < header->num_frames; i++ ) { + pose = (iqmPose_t *)((byte *)header + header->ofs_poses); + for( j = 0; j < header->num_poses; j++, pose++ ) { + vec3_t translate; + vec4_t rotate; + vec3_t scale; + float mat1[12], mat2[12]; + + translate[0] = pose->channeloffset[0]; + if( pose->mask & 0x001) + translate[0] += *framedata++ * pose->channelscale[0]; + translate[1] = pose->channeloffset[1]; + if( pose->mask & 0x002) + translate[1] += *framedata++ * pose->channelscale[1]; + translate[2] = pose->channeloffset[2]; + if( pose->mask & 0x004) + translate[2] += *framedata++ * pose->channelscale[2]; + + rotate[0] = pose->channeloffset[3]; + if( pose->mask & 0x008) + rotate[0] += *framedata++ * pose->channelscale[3]; + rotate[1] = pose->channeloffset[4]; + if( pose->mask & 0x010) + rotate[1] += *framedata++ * pose->channelscale[4]; + rotate[2] = pose->channeloffset[5]; + if( pose->mask & 0x020) + rotate[2] += *framedata++ * pose->channelscale[5]; + rotate[3] = pose->channeloffset[6]; + if( pose->mask & 0x040) + rotate[3] += *framedata++ * pose->channelscale[6]; + + scale[0] = pose->channeloffset[7]; + if( pose->mask & 0x080) + scale[0] += *framedata++ * pose->channelscale[7]; + scale[1] = pose->channeloffset[8]; + if( pose->mask & 0x100) + scale[1] += *framedata++ * pose->channelscale[8]; + scale[2] = pose->channeloffset[9]; + if( pose->mask & 0x200) + scale[2] += *framedata++ * pose->channelscale[9]; + + // construct transformation matrix + JointToMatrix( rotate, scale, translate, mat1 ); + + if( pose->parent >= 0 ) { + Matrix34Multiply( iqmData->jointMats + 12 * pose->parent, + mat1, mat2 ); + } else { + Com_Memcpy( mat2, mat1, sizeof(mat1) ); + } + + Matrix34Multiply( mat2, jointInvMats + 12 * j, mat ); + mat += 12; + } + } + + // register shaders + // overwrite the material offset with the shader index + mesh = (iqmMesh_t *)((byte *)header + header->ofs_meshes); + surface = iqmData->surfaces; + str = (char *)header + header->ofs_text; + for( i = 0; i < header->num_meshes; i++, mesh++, surface++ ) { + surface->surfaceType = SF_IQM; + Q_strncpyz(surface->name, str + mesh->name, sizeof (surface->name)); + Q_strlwr(surface->name); // lowercase the surface name so skin compares are faster + surface->shader = R_FindShader( str + mesh->material, LIGHTMAP_NONE, true ); + if( surface->shader->defaultShader ) + surface->shader = tr.defaultShader; + surface->data = iqmData; + surface->first_vertex = mesh->first_vertex; + surface->num_vertexes = mesh->num_vertexes; + surface->first_triangle = mesh->first_triangle; + surface->num_triangles = mesh->num_triangles; + } + + // copy vertexarrays and indexes + vertexarray = (iqmVertexArray_t *)((byte *)header + header->ofs_vertexarrays); + for( i = 0; i < header->num_vertexarrays; i++, vertexarray++ ) { + int n; + + // total number of values + n = header->num_vertexes * vertexarray->size; + + switch( vertexarray->type ) { + case IQM_POSITION: + Com_Memcpy( iqmData->positions, + (byte *)header + vertexarray->offset, + n * sizeof(float) ); + break; + case IQM_NORMAL: + Com_Memcpy( iqmData->normals, + (byte *)header + vertexarray->offset, + n * sizeof(float) ); + break; + case IQM_TANGENT: + Com_Memcpy( iqmData->tangents, + (byte *)header + vertexarray->offset, + n * sizeof(float) ); + break; + case IQM_TEXCOORD: + Com_Memcpy( iqmData->texcoords, + (byte *)header + vertexarray->offset, + n * sizeof(float) ); + break; + case IQM_BLENDINDEXES: + if( blendIndexesType == IQM_INT ) { + int *data = (int*)((byte*)header + vertexarray->offset); + for ( j = 0; j < n; j++ ) { + iqmData->blendIndexes[j] = (byte)data[j]; + } + } else { + Com_Memcpy( iqmData->blendIndexes, + (byte *)header + vertexarray->offset, + n * sizeof(byte) ); + } + break; + case IQM_BLENDWEIGHTS: + if( blendWeightsType == IQM_FLOAT ) { + Com_Memcpy( iqmData->blendWeights.f, + (byte *)header + vertexarray->offset, + n * sizeof(float) ); + } else { + Com_Memcpy( iqmData->blendWeights.b, + (byte *)header + vertexarray->offset, + n * sizeof(byte) ); + } + break; + case IQM_COLOR: + Com_Memcpy( iqmData->colors, + (byte *)header + vertexarray->offset, + n * sizeof(byte) ); + break; + } + } + + // copy joint parents + joint = (iqmJoint_t *)((byte *)header + header->ofs_joints); + for( i = 0; i < header->num_joints; i++, joint++ ) { + iqmData->jointParents[i] = joint->parent; + } + + // copy triangles + triangle = (iqmTriangle_t *)((byte *)header + header->ofs_triangles); + for( i = 0; i < header->num_triangles; i++, triangle++ ) { + iqmData->triangles[3*i+0] = triangle->vertex[0]; + iqmData->triangles[3*i+1] = triangle->vertex[1]; + iqmData->triangles[3*i+2] = triangle->vertex[2]; + } + + // copy joint names + str = iqmData->names; + joint = (iqmJoint_t *)((byte *)header + header->ofs_joints); + for( i = 0; i < header->num_joints; i++, joint++ ) { + char *name = (char *)header + header->ofs_text + + joint->name; + int len = strlen( name ) + 1; + Com_Memcpy( str, name, len ); + str += len; + } + + // copy model bounds + if(header->ofs_bounds) + { + mat = iqmData->bounds; + bounds = (iqmBounds_t *) ((byte *) header + header->ofs_bounds); + for(i = 0; i < header->num_frames; i++) + { + mat[0] = bounds->bbmin[0]; + mat[1] = bounds->bbmin[1]; + mat[2] = bounds->bbmin[2]; + mat[3] = bounds->bbmax[0]; + mat[4] = bounds->bbmax[1]; + mat[5] = bounds->bbmax[2]; + + mat += 6; + bounds++; + } + } + + return true; +} + +/* +============= +R_CullIQM +============= +*/ +static int R_CullIQM( iqmData_t *data, trRefEntity_t *ent ) { + vec3_t bounds[2]; + vec_t *oldBounds, *newBounds; + int i; + + if (!data->bounds) { + tr.pc.c_box_cull_md3_clip++; + return CULL_CLIP; + } + + // compute bounds pointers + oldBounds = data->bounds + 6*ent->e.oldframe; + newBounds = data->bounds + 6*ent->e.frame; + + // calculate a bounding box in the current coordinate system + for (i = 0 ; i < 3 ; i++) { + bounds[0][i] = oldBounds[i] < newBounds[i] ? oldBounds[i] : newBounds[i]; + bounds[1][i] = oldBounds[i+3] > newBounds[i+3] ? oldBounds[i+3] : newBounds[i+3]; + } + + switch ( R_CullLocalBox( bounds ) ) + { + case CULL_IN: + tr.pc.c_box_cull_md3_in++; + return CULL_IN; + case CULL_CLIP: + tr.pc.c_box_cull_md3_clip++; + return CULL_CLIP; + case CULL_OUT: + default: + tr.pc.c_box_cull_md3_out++; + return CULL_OUT; + } +} + +/* +================= +R_ComputeIQMFogNum + +================= +*/ +int R_ComputeIQMFogNum( iqmData_t *data, trRefEntity_t *ent ) { + int i, j; + fog_t *fog; + const vec_t *bounds; + const vec_t defaultBounds[6] = { -8, -8, -8, 8, 8, 8 }; + vec3_t diag, center; + vec3_t localOrigin; + vec_t radius; + + if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { + return 0; + } + + // FIXME: non-normalized axis issues + if (data->bounds) { + bounds = data->bounds + 6*ent->e.frame; + } else { + bounds = defaultBounds; + } + VectorSubtract( bounds+3, bounds, diag ); + VectorMA( bounds, 0.5f, diag, center ); + VectorAdd( ent->e.origin, center, localOrigin ); + radius = 0.5f * VectorLength( diag ); + + for ( i = 1 ; i < tr.world->numfogs ; i++ ) { + fog = &tr.world->fogs[i]; + for ( j = 0 ; j < 3 ; j++ ) { + if ( localOrigin[j] - radius >= fog->bounds[1][j] ) { + break; + } + if ( localOrigin[j] + radius <= fog->bounds[0][j] ) { + break; + } + } + if ( j == 3 ) { + return i; + } + } + + return 0; +} + +/* +================= +R_AddIQMSurfaces + +Add all surfaces of this model +================= +*/ +void R_AddIQMSurfaces( trRefEntity_t *ent ) { + iqmData_t *data; + srfIQModel_t *surface; + int i, j; + bool personalModel; + int cull; + int fogNum; + int cubemapIndex; + shader_t *shader; + skin_t *skin; + + data = (iqmData_t*)tr.currentModel->modelData; + surface = data->surfaces; + + // don't add third_person objects if not in a portal + personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal + || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))); + + + if ( ent->e.renderfx & RF_WRAP_FRAMES ) { + ent->e.frame %= data->num_frames; + ent->e.oldframe %= data->num_frames; + } + + // + // Validate the frames so there is no chance of a crash. + // This will write directly into the entity structure, so + // when the surfaces are rendered, they don't need to be + // range checked again. + // + if ( (ent->e.frame >= data->num_frames) + || (ent->e.frame < 0) + || (ent->e.oldframe >= data->num_frames) + || (ent->e.oldframe < 0) ) { + ri.Printf( PRINT_DEVELOPER, "R_AddIQMSurfaces: no such frame %d to %d for '%s'\n", + ent->e.oldframe, ent->e.frame, + tr.currentModel->name ); + ent->e.frame = 0; + ent->e.oldframe = 0; + } + + // + // cull the entire model if merged bounding box of both frames + // is outside the view frustum. + // + cull = R_CullIQM ( data, ent ); + if ( cull == CULL_OUT ) { + return; + } + + // + // set up lighting now that we know we aren't culled + // + if ( !personalModel || r_shadows->integer > 1 ) { + R_SetupEntityLighting( &tr.refdef, ent ); + } + + // + // see if we are in a fog volume + // + fogNum = R_ComputeIQMFogNum( data, ent ); + + cubemapIndex = R_CubemapForPoint(ent->e.origin); + + for ( i = 0 ; i < data->num_surfaces ; i++ ) { + if(ent->e.customShader) + shader = R_GetShaderByHandle( ent->e.customShader ); + else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) + { + skin = R_GetSkinByHandle(ent->e.customSkin); + shader = tr.defaultShader; + + for(j = 0; j < skin->numSurfaces; j++) + { + if (!strcmp(skin->surfaces[j].name, surface->name)) + { + shader = skin->surfaces[j].shader; + break; + } + } + } else { + shader = surface->shader; + } + + // we will add shadows even if the main object isn't visible in the view + + // stencil shadows can't do personal models unless I polyhedron clip + if ( !personalModel + && r_shadows->integer == 2 + && fogNum == 0 + && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) + && shader->sort == SS_OPAQUE ) { + R_AddDrawSurf( (surfaceType_t*)surface, tr.shadowShader, 0, 0, 0, 0 ); + } + + // projection shadows work fine with personal models + if ( r_shadows->integer == 3 + && fogNum == 0 + && (ent->e.renderfx & RF_SHADOW_PLANE ) + && shader->sort == SS_OPAQUE ) { + R_AddDrawSurf( (surfaceType_t*)surface, tr.projectionShadowShader, 0, 0, 0, 0 ); + } + + if( !personalModel ) { + R_AddDrawSurf( (surfaceType_t*)surface, shader, fogNum, 0, 0, cubemapIndex ); + } + + surface++; + } +} + + +static void ComputePoseMats( iqmData_t *data, int frame, int oldframe, + float backlerp, float *mat ) { + float *mat1, *mat2; + int *joint = data->jointParents; + int i; + + if ( data->num_poses == 0 ) { + for( i = 0; i < data->num_joints; i++, joint++ ) { + if( *joint >= 0 ) { + Matrix34Multiply( mat + 12 * *joint, + identityMatrix, mat + 12*i ); + } else { + Com_Memcpy( mat + 12*i, identityMatrix, 12 * sizeof(float) ); + } + } + return; + } + + if ( oldframe == frame ) { + mat1 = data->poseMats + 12 * data->num_poses * frame; + for( i = 0; i < data->num_poses; i++, joint++ ) { + if( *joint >= 0 ) { + Matrix34Multiply( mat + 12 * *joint, + mat1 + 12*i, mat + 12*i ); + } else { + Com_Memcpy( mat + 12*i, mat1 + 12*i, 12 * sizeof(float) ); + } + } + } else { + mat1 = data->poseMats + 12 * data->num_poses * frame; + mat2 = data->poseMats + 12 * data->num_poses * oldframe; + + for( i = 0; i < data->num_poses; i++, joint++ ) { + if( *joint >= 0 ) { + float tmpMat[12]; + InterpolateMatrix( mat1 + 12*i, mat2 + 12*i, + backlerp, tmpMat ); + Matrix34Multiply( mat + 12 * *joint, + tmpMat, mat + 12*i ); + + } else { + InterpolateMatrix( mat1 + 12*i, mat2 + 12*i, + backlerp, mat ); + } + } + } +} + +static void ComputeJointMats( iqmData_t *data, int frame, int oldframe, + float backlerp, float *mat ) { + float *mat1; + int i; + + ComputePoseMats( data, frame, oldframe, backlerp, mat ); + + for( i = 0; i < data->num_joints; i++ ) { + float outmat[12]; + mat1 = mat + 12 * i; + + Com_Memcpy(outmat, mat1, sizeof(outmat)); + + Matrix34Multiply_OnlySetOrigin( outmat, data->jointMats + 12 * i, mat1 ); + } +} + + +/* +================= +RB_AddIQMSurfaces + +Compute vertices for this model surface +================= +*/ +void RB_IQMSurfaceAnim( surfaceType_t *surface ) { + srfIQModel_t *surf = (srfIQModel_t *)surface; + iqmData_t *data = surf->data; + float jointMats[IQM_MAX_JOINTS * 12]; + int i; + + vec4_t *outXYZ; + int16_t *outNormal; + int16_t *outTangent; + vec2_t *outTexCoord; + uint16_t *outColor; + + int frame = data->num_frames ? backEnd.currentEntity->e.frame % data->num_frames : 0; + int oldframe = data->num_frames ? backEnd.currentEntity->e.oldframe % data->num_frames : 0; + float backlerp = backEnd.currentEntity->e.backlerp; + + int *tri; + glIndex_t *ptr; + glIndex_t base; + + RB_CHECKOVERFLOW( surf->num_vertexes, surf->num_triangles * 3 ); + + outXYZ = &tess.xyz[tess.numVertexes]; + outNormal = tess.normal[tess.numVertexes]; + outTangent = tess.tangent[tess.numVertexes]; + outTexCoord = &tess.texCoords[tess.numVertexes]; + outColor = tess.color[tess.numVertexes]; + + // compute interpolated joint matrices + if ( data->num_poses > 0 ) { + ComputePoseMats( data, frame, oldframe, backlerp, jointMats ); + } + + // transform vertexes and fill other data + for( i = 0; i < surf->num_vertexes; + i++, outXYZ++, outNormal+=4, outTexCoord++, outColor+=4 ) { + int j, k; + float vtxMat[12]; + float nrmMat[9]; + int vtx = i + surf->first_vertex; + float blendWeights[4]; + int numWeights; + + for ( numWeights = 0; numWeights < 4; numWeights++ ) { + if ( data->blendWeightsType == IQM_FLOAT ) + blendWeights[numWeights] = data->blendWeights.f[4*vtx + numWeights]; + else + blendWeights[numWeights] = (float)data->blendWeights.b[4*vtx + numWeights] / 255.0f; + + if ( blendWeights[numWeights] <= 0 ) + break; + } + + if ( data->num_poses == 0 || numWeights == 0 ) { + // no blend joint, use identity matrix. + Com_Memcpy( vtxMat, identityMatrix, 12 * sizeof (float) ); + } else { + // compute the vertex matrix by blending the up to + // four blend weights + Com_Memset( vtxMat, 0, 12 * sizeof (float) ); + for( j = 0; j < numWeights; j++ ) { + for( k = 0; k < 12; k++ ) { + vtxMat[k] += blendWeights[j] * jointMats[12*data->blendIndexes[4*vtx + j] + k]; + } + } + } + + // compute the normal matrix as transpose of the adjoint + // of the vertex matrix + nrmMat[ 0] = vtxMat[ 5]*vtxMat[10] - vtxMat[ 6]*vtxMat[ 9]; + nrmMat[ 1] = vtxMat[ 6]*vtxMat[ 8] - vtxMat[ 4]*vtxMat[10]; + nrmMat[ 2] = vtxMat[ 4]*vtxMat[ 9] - vtxMat[ 5]*vtxMat[ 8]; + nrmMat[ 3] = vtxMat[ 2]*vtxMat[ 9] - vtxMat[ 1]*vtxMat[10]; + nrmMat[ 4] = vtxMat[ 0]*vtxMat[10] - vtxMat[ 2]*vtxMat[ 8]; + nrmMat[ 5] = vtxMat[ 1]*vtxMat[ 8] - vtxMat[ 0]*vtxMat[ 9]; + nrmMat[ 6] = vtxMat[ 1]*vtxMat[ 6] - vtxMat[ 2]*vtxMat[ 5]; + nrmMat[ 7] = vtxMat[ 2]*vtxMat[ 4] - vtxMat[ 0]*vtxMat[ 6]; + nrmMat[ 8] = vtxMat[ 0]*vtxMat[ 5] - vtxMat[ 1]*vtxMat[ 4]; + + (*outTexCoord)[0] = data->texcoords[2*vtx + 0]; + (*outTexCoord)[1] = data->texcoords[2*vtx + 1]; + + (*outXYZ)[0] = + vtxMat[ 0] * data->positions[3*vtx+0] + + vtxMat[ 1] * data->positions[3*vtx+1] + + vtxMat[ 2] * data->positions[3*vtx+2] + + vtxMat[ 3]; + (*outXYZ)[1] = + vtxMat[ 4] * data->positions[3*vtx+0] + + vtxMat[ 5] * data->positions[3*vtx+1] + + vtxMat[ 6] * data->positions[3*vtx+2] + + vtxMat[ 7]; + (*outXYZ)[2] = + vtxMat[ 8] * data->positions[3*vtx+0] + + vtxMat[ 9] * data->positions[3*vtx+1] + + vtxMat[10] * data->positions[3*vtx+2] + + vtxMat[11]; + (*outXYZ)[3] = 1.0f; + + { + vec3_t normal; + vec4_t tangent; + + normal[0] = DotProduct(&nrmMat[0], &data->normals[3*vtx]); + normal[1] = DotProduct(&nrmMat[3], &data->normals[3*vtx]); + normal[2] = DotProduct(&nrmMat[6], &data->normals[3*vtx]); + + R_VaoPackNormal(outNormal, normal); + + tangent[0] = DotProduct(&nrmMat[0], &data->tangents[4*vtx]); + tangent[1] = DotProduct(&nrmMat[3], &data->tangents[4*vtx]); + tangent[2] = DotProduct(&nrmMat[6], &data->tangents[4*vtx]); + tangent[3] = data->tangents[4*vtx+3]; + + R_VaoPackTangent(outTangent, tangent); + outTangent+=4; + } + + outColor[0] = data->colors[4*vtx+0] * 257; + outColor[1] = data->colors[4*vtx+1] * 257; + outColor[2] = data->colors[4*vtx+2] * 257; + outColor[3] = data->colors[4*vtx+3] * 257; + } + + tri = data->triangles + 3 * surf->first_triangle; + ptr = &tess.indexes[tess.numIndexes]; + base = tess.numVertexes; + + for( i = 0; i < surf->num_triangles; i++ ) { + *ptr++ = base + (*tri++ - surf->first_vertex); + *ptr++ = base + (*tri++ - surf->first_vertex); + *ptr++ = base + (*tri++ - surf->first_vertex); + } + + tess.numIndexes += 3 * surf->num_triangles; + tess.numVertexes += surf->num_vertexes; +} + +int R_IQMLerpTag( orientation_t *tag, iqmData_t *data, + int startFrame, int endFrame, + float frac, const char *tagName ) { + float jointMats[IQM_MAX_JOINTS * 12]; + int joint; + char *names = data->names; + + // get joint number by reading the joint names + for( joint = 0; joint < data->num_joints; joint++ ) { + if( !strcmp( tagName, names ) ) + break; + names += strlen( names ) + 1; + } + if( joint >= data->num_joints ) { + AxisClear( tag->axis ); + VectorClear( tag->origin ); + return false; + } + + ComputeJointMats( data, startFrame, endFrame, frac, jointMats ); + + tag->axis[0][0] = jointMats[12 * joint + 0]; + tag->axis[1][0] = jointMats[12 * joint + 1]; + tag->axis[2][0] = jointMats[12 * joint + 2]; + tag->origin[0] = jointMats[12 * joint + 3]; + tag->axis[0][1] = jointMats[12 * joint + 4]; + tag->axis[1][1] = jointMats[12 * joint + 5]; + tag->axis[2][1] = jointMats[12 * joint + 6]; + tag->origin[1] = jointMats[12 * joint + 7]; + tag->axis[0][2] = jointMats[12 * joint + 8]; + tag->axis[1][2] = jointMats[12 * joint + 9]; + tag->axis[2][2] = jointMats[12 * joint + 10]; + tag->origin[2] = jointMats[12 * joint + 11]; + + return true; +} diff --git a/src/renderergl2/tr_postprocess.cpp b/src/renderergl2/tr_postprocess.cpp new file mode 100644 index 0000000..7d00d01 --- /dev/null +++ b/src/renderergl2/tr_postprocess.cpp @@ -0,0 +1,484 @@ +/* +=========================================================================== +Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#include "tr_local.h" + +void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure) +{ + ivec4_t srcBox, dstBox; + vec4_t color; + static int lastFrameCount = 0; + + if (autoExposure) + { + if (lastFrameCount == 0 || tr.frameCount < lastFrameCount || tr.frameCount - lastFrameCount > 5) + { + // determine average log luminance + FBO_t *srcFbo, *dstFbo, *tmp; + int size = 256; + + lastFrameCount = tr.frameCount; + + VectorSet4(dstBox, 0, 0, size, size); + + FBO_Blit(hdrFbo, hdrBox, NULL, tr.textureScratchFbo[0], dstBox, &tr.calclevels4xShader[0], NULL, 0); + + srcFbo = tr.textureScratchFbo[0]; + dstFbo = tr.textureScratchFbo[1]; + + // downscale to 1x1 texture + while (size > 1) + { + VectorSet4(srcBox, 0, 0, size, size); + //size >>= 2; + size >>= 1; + VectorSet4(dstBox, 0, 0, size, size); + + if (size == 1) + dstFbo = tr.targetLevelsFbo; + + //FBO_Blit(targetFbo, srcBox, NULL, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], NULL, 0); + FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_LINEAR); + + tmp = srcFbo; + srcFbo = dstFbo; + dstFbo = tmp; + } + } + + // blend with old log luminance for gradual change + VectorSet4(srcBox, 0, 0, 0, 0); + + color[0] = + color[1] = + color[2] = 1.0f; + if (glRefConfig.textureFloat) + color[3] = 0.03f; + else + color[3] = 0.1f; + + FBO_Blit(tr.targetLevelsFbo, srcBox, NULL, tr.calcLevelsFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); + } + + // tonemap + color[0] = + color[1] = + color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value); + color[3] = 1.0f; + + if (autoExposure) + GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP); + else + GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP); + + FBO_Blit(hdrFbo, hdrBox, NULL, ldrFbo, ldrBox, &tr.tonemapShader, color, 0); +} + +/* +============= +RB_BokehBlur + + +Blurs a part of one framebuffer to another. + +Framebuffers can be identical. +============= +*/ +void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur) +{ +// ivec4_t srcBox, dstBox; + vec4_t color; + + blur *= 10.0f; + + if (blur < 0.004f) + return; + + if (glRefConfig.framebufferObject) + { + // bokeh blur + if (blur > 0.0f) + { + ivec4_t quarterBox; + + quarterBox[0] = 0; + quarterBox[1] = tr.quarterFbo[0]->height; + quarterBox[2] = tr.quarterFbo[0]->width; + quarterBox[3] = -tr.quarterFbo[0]->height; + + // create a quarter texture + //FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0); + FBO_FastBlit(src, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR); + } + +#ifndef HQ_BLUR + if (blur > 1.0f) + { + // create a 1/16th texture + //FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0); + FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + } +#endif + + if (blur > 0.0f && blur <= 1.0f) + { + // Crossfade original with quarter texture + VectorSet4(color, 1, 1, 1, blur); + + FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); + } +#ifndef HQ_BLUR + // ok blur, but can see some pixelization + else if (blur > 1.0f && blur <= 2.0f) + { + // crossfade quarter texture with 1/16th texture + FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, NULL, 0); + + VectorSet4(color, 1, 1, 1, blur - 1.0f); + + FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); + } + else if (blur > 2.0f) + { + // blur 1/16th texture then replace + int i; + + for (i = 0; i < 2; i++) + { + vec2_t blurTexScale; + float subblur; + + subblur = ((blur - 2.0f) / 2.0f) / 3.0f * (float)(i + 1); + + blurTexScale[0] = + blurTexScale[1] = subblur; + + color[0] = + color[1] = + color[2] = 0.5f; + color[3] = 1.0f; + + if (i != 0) + FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + else + FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0); + } + + FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0); + } +#else // higher quality blur, but slower + else if (blur > 1.0f) + { + // blur quarter texture then replace + int i; + + src = tr.quarterFbo[0]; + dst = tr.quarterFbo[1]; + + VectorSet4(color, 0.5f, 0.5f, 0.5f, 1); + + for (i = 0; i < 2; i++) + { + vec2_t blurTexScale; + float subblur; + + subblur = (blur - 1.0f) / 2.0f * (float)(i + 1); + + blurTexScale[0] = + blurTexScale[1] = subblur; + + color[0] = + color[1] = + color[2] = 1.0f; + if (i != 0) + color[3] = 1.0f; + else + color[3] = 0.5f; + + FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); + } + + FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0); + } +#endif + } +} + + +static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha) +{ + ivec4_t srcBox, dstBox; + int srcWidth, srcHeight; + vec4_t color; + const float inc = 1.f / passes; + const float mul = powf(stretch, inc); + float scale; + + alpha *= inc; + VectorSet4(color, alpha, alpha, alpha, 1.0f); + + srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth; + srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight; + + VectorSet4(srcBox, 0, 0, srcWidth, srcHeight); + + VectorSet4(dstBox, x, y, w, h); + FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0); + + --passes; + scale = mul; + while (passes > 0) + { + float iscale = 1.f / scale; + float s0 = xcenter * (1.f - iscale); + float t0 = (1.0f - ycenter) * (1.f - iscale); + + srcBox[0] = s0 * srcWidth; + srcBox[1] = t0 * srcHeight; + srcBox[2] = iscale * srcWidth; + srcBox[3] = iscale * srcHeight; + + FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); + + scale *= mul; + --passes; + } +} + + +static bool RB_UpdateSunFlareVis(void) +{ + GLuint sampleCount = 0; + if (!glRefConfig.occlusionQuery) + return true; + + tr.sunFlareQueryIndex ^= 1; + if (!tr.sunFlareQueryActive[tr.sunFlareQueryIndex]) + return true; + + /* debug code */ + if (0) + { + int iter; + for (iter=0 ; ; ++iter) + { + GLint available = 0; + qglGetQueryObjectiv(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_AVAILABLE, &available); + if (available) + break; + } + + ri.Printf(PRINT_DEVELOPER, "Waited %d iterations\n", iter); + } + + qglGetQueryObjectuiv(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT, &sampleCount); + return sampleCount > 0; +} + +void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox) +{ + vec4_t color; + float dot; + const float cutoff = 0.25f; + bool colorize = true; + +// float w, h, w2, h2; + mat4_t mvp; + vec4_t pos, hpos; + + dot = DotProduct(tr.sunDirection, backEnd.viewParms.orientation.axis[0]); + if (dot < cutoff) + return; + + if (!RB_UpdateSunFlareVis()) + return; + + // From RB_DrawSun() + { + float dist; + mat4_t trans, model; + + Mat4Translation( backEnd.viewParms.orientation.origin, trans ); + Mat4Multiply( backEnd.viewParms.world.modelMatrix, trans, model ); + Mat4Multiply(backEnd.viewParms.projectionMatrix, model, mvp); + + dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) + + VectorScale( tr.sunDirection, dist, pos ); + } + + // project sun point + //Mat4Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp); + Mat4Transform(mvp, pos, hpos); + + // transform to UV coords + hpos[3] = 0.5f / hpos[3]; + + pos[0] = 0.5f + hpos[0] * hpos[3]; + pos[1] = 0.5f + hpos[1] * hpos[3]; + + // initialize quarter buffers + { + float mul = 1.f; + ivec4_t rayBox, quarterBox; + int srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth; + int srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight; + + VectorSet4(color, mul, mul, mul, 1); + + rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcWidth; + rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcHeight; + rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcWidth; + rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcHeight; + + quarterBox[0] = 0; + quarterBox[1] = tr.quarterFbo[0]->height; + quarterBox[2] = tr.quarterFbo[0]->width; + quarterBox[3] = -tr.quarterFbo[0]->height; + + // first, downsample the framebuffer + if (colorize) + { + FBO_FastBlit(srcFbo, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR); + FBO_Blit(tr.sunRaysFbo, rayBox, NULL, tr.quarterFbo[0], quarterBox, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); + } + else + { + FBO_FastBlit(tr.sunRaysFbo, rayBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR); + } + } + + // radial blur passes, ping-ponging between the two quarter-size buffers + { + const float stretch_add = 2.f/3.f; + float stretch = 1.f + stretch_add; + int i; + for (i=0; i<2; ++i) + { + RB_RadialBlur(tr.quarterFbo[i&1], tr.quarterFbo[(~i) & 1], 5, stretch, 0.f, 0.f, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height, pos[0], pos[1], 1.125f); + stretch += stretch_add; + } + } + + // add result back on top of the main buffer + { + float mul = 1.f; + + VectorSet4(color, mul, mul, mul, 1); + + FBO_Blit(tr.quarterFbo[0], NULL, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + } +} + +static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, bool horizontal) +{ + float dx, dy; + float xmul, ymul; + float weights[3] = { + 0.227027027f, + 0.316216216f, + 0.070270270f, + }; + float offsets[3] = { + 0.f, + 1.3846153846f, + 3.2307692308f, + }; + + xmul = horizontal; + ymul = 1.f - xmul; + + xmul *= strength; + ymul *= strength; + + { + ivec4_t srcBox, dstBox; + vec4_t color; + + VectorSet4(color, weights[0], weights[0], weights[0], 1.0f); + VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height); + VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height); + FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0); + + VectorSet4(color, weights[1], weights[1], weights[1], 1.0f); + dx = offsets[1] * xmul; + dy = offsets[1] * ymul; + VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height); + FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height); + FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + + VectorSet4(color, weights[2], weights[2], weights[2], 1.0f); + dx = offsets[2] * xmul; + dy = offsets[2] * ymul; + VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height); + FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height); + FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + } +} + +static void RB_HBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength) +{ + RB_BlurAxis(srcFbo, dstFbo, strength, true); +} + +static void RB_VBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength) +{ + RB_BlurAxis(srcFbo, dstFbo, strength, false); +} + +void RB_GaussianBlur(float blur) +{ + //float mul = 1.f; + float factor = Com_Clamp(0.f, 1.f, blur); + + if (factor <= 0.f) + return; + + { + ivec4_t srcBox, dstBox; + vec4_t color; + + VectorSet4(color, 1, 1, 1, 1); + + // first, downsample the framebuffer + FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + + // set the alpha channel + qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); + FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, color, GLS_DEPTHTEST_DISABLE); + qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + + // blur the tiny buffer horizontally and vertically + RB_HBlur(tr.textureScratchFbo[0], tr.textureScratchFbo[1], factor); + RB_VBlur(tr.textureScratchFbo[1], tr.textureScratchFbo[0], factor); + + // finally, merge back to framebuffer + VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height); + VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight); + color[3] = factor; + FBO_Blit(tr.textureScratchFbo[0], srcBox, NULL, NULL, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); + } +} diff --git a/src/renderergl2/tr_postprocess.h b/src/renderergl2/tr_postprocess.h new file mode 100644 index 0000000..de00b88 --- /dev/null +++ b/src/renderergl2/tr_postprocess.h @@ -0,0 +1,34 @@ +/* +=========================================================================== +Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#ifndef TR_POSTPROCESS_H +#define TR_POSTPROCESS_H + +#include "tr_fbo.h" + +void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure); +void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur); +void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox); +void RB_GaussianBlur(float blur); + +#endif diff --git a/src/renderergl2/tr_scene.cpp b/src/renderergl2/tr_scene.cpp new file mode 100644 index 0000000..67ab0d3 --- /dev/null +++ b/src/renderergl2/tr_scene.cpp @@ -0,0 +1,575 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#include "tr_local.h" + +int r_firstSceneDrawSurf; + +int r_numdlights; +int r_firstSceneDlight; + +int r_numentities; +int r_firstSceneEntity; + +int r_numpolys; +int r_firstScenePoly; + +int r_numpolyverts; + + +/* +==================== +R_InitNextFrame + +==================== +*/ +void R_InitNextFrame( void ) { + backEndData->commands.used = 0; + + r_firstSceneDrawSurf = 0; + + r_numdlights = 0; + r_firstSceneDlight = 0; + + r_numentities = 0; + r_firstSceneEntity = 0; + + r_numpolys = 0; + r_firstScenePoly = 0; + + r_numpolyverts = 0; +} + + +/* +==================== +RE_ClearScene + +==================== +*/ +void RE_ClearScene( void ) { + r_firstSceneDlight = r_numdlights; + r_firstSceneEntity = r_numentities; + r_firstScenePoly = r_numpolys; +} + +/* +=========================================================================== + +DISCRETE POLYS + +=========================================================================== +*/ + +/* +===================== +R_AddPolygonSurfaces + +Adds all the scene's polys into this view's drawsurf list +===================== +*/ +void R_AddPolygonSurfaces( void ) { + int i; + shader_t *sh; + srfPoly_t *poly; + int fogMask; + + tr.currentEntityNum = REFENTITYNUM_WORLD; + tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT; + fogMask = -((tr.refdef.rdflags & RDF_NOFOG) == 0); + + for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) { + sh = R_GetShaderByHandle( poly->hShader ); + R_AddDrawSurf( (surfaceType_t*)poly, sh, poly->fogIndex & fogMask, false, false, 0 /*cubeMap*/ ); + } +} + +/* +===================== +RE_AddPolyToScene + +===================== +*/ +void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) { + srfPoly_t *poly; + int i, j; + int fogIndex; + fog_t *fog; + vec3_t bounds[2]; + + if ( !tr.registered ) { + return; + } + + if ( !hShader ) { + // This isn't a useful warning, and an hShader of zero isn't a null shader, it's + // the default shader. + //ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n"); + //return; + } + + for ( j = 0; j < numPolys; j++ ) { + if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) { + /* + NOTE TTimo this was initially a PRINT_WARNING + but it happens a lot with high fighting scenes and particles + since we don't plan on changing the const and making for room for those effects + simply cut this message to developer only + */ + ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n"); + return; + } + + poly = &backEndData->polys[r_numpolys]; + poly->surfaceType = SF_POLY; + poly->hShader = hShader; + poly->numVerts = numVerts; + poly->verts = &backEndData->polyVerts[r_numpolyverts]; + + Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) ); + + if ( glConfig.hardwareType == GLHW_RAGEPRO ) { + poly->verts->modulate[0] = 255; + poly->verts->modulate[1] = 255; + poly->verts->modulate[2] = 255; + poly->verts->modulate[3] = 255; + } + // done. + r_numpolys++; + r_numpolyverts += numVerts; + + // if no world is loaded + if ( tr.world == NULL ) { + fogIndex = 0; + } + // see if it is in a fog volume + else if ( tr.world->numfogs == 1 ) { + fogIndex = 0; + } else { + // find which fog volume the poly is in + VectorCopy( poly->verts[0].xyz, bounds[0] ); + VectorCopy( poly->verts[0].xyz, bounds[1] ); + for ( i = 1 ; i < poly->numVerts ; i++ ) { + AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] ); + } + for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) { + fog = &tr.world->fogs[fogIndex]; + if ( bounds[1][0] >= fog->bounds[0][0] + && bounds[1][1] >= fog->bounds[0][1] + && bounds[1][2] >= fog->bounds[0][2] + && bounds[0][0] <= fog->bounds[1][0] + && bounds[0][1] <= fog->bounds[1][1] + && bounds[0][2] <= fog->bounds[1][2] ) { + break; + } + } + if ( fogIndex == tr.world->numfogs ) { + fogIndex = 0; + } + } + poly->fogIndex = fogIndex; + } +} + + +//================================================================================= + + +/* +===================== +RE_AddRefEntityToScene + +===================== +*/ +void RE_AddRefEntityToScene( const refEntity_t *ent ) { + vec3_t cross; + + if ( !tr.registered ) { + return; + } + if ( r_numentities >= MAX_REFENTITIES ) { + ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n"); + return; + } + if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) { + static bool firstTime = true; + if (firstTime) { + firstTime = false; + ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n"); + } + return; + } + if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) { + ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType ); + } + + backEndData->entities[r_numentities].e = *ent; + backEndData->entities[r_numentities].lightingCalculated = false; + + CrossProduct(ent->axis[0], ent->axis[1], cross); + backEndData->entities[r_numentities].mirrored = (DotProduct(ent->axis[2], cross) < 0.f); + + r_numentities++; +} + + +/* +===================== +RE_AddDynamicLightToScene + +===================== +*/ +void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) { + dlight_t *dl; + + if ( !tr.registered ) { + return; + } + if ( r_numdlights >= MAX_DLIGHTS ) { + return; + } + if ( intensity <= 0 ) { + return; + } + // these cards don't have the correct blend mode + if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) { + return; + } + dl = &backEndData->dlights[r_numdlights++]; + VectorCopy (org, dl->origin); + dl->radius = intensity; + dl->color[0] = r; + dl->color[1] = g; + dl->color[2] = b; + dl->additive = additive; +} + +/* +===================== +RE_AddLightToScene + +===================== +*/ +void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { + RE_AddDynamicLightToScene( org, intensity, r, g, b, false ); +} + +/* +===================== +RE_AddAdditiveLightToScene + +===================== +*/ +void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { + RE_AddDynamicLightToScene( org, intensity, r, g, b, true ); +} + + +void RE_BeginScene(const refdef_t *fd) +{ + Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) ); + + tr.refdef.x = fd->x; + tr.refdef.y = fd->y; + tr.refdef.width = fd->width; + tr.refdef.height = fd->height; + tr.refdef.fov_x = fd->fov_x; + tr.refdef.fov_y = fd->fov_y; + + VectorCopy( fd->vieworg, tr.refdef.vieworg ); + VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] ); + VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] ); + VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] ); + + tr.refdef.time = fd->time; + tr.refdef.rdflags = fd->rdflags; + + // copy the areamask data over and note if it has changed, which + // will force a reset of the visible leafs even if the view hasn't moved + tr.refdef.areamaskModified = false; + if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) { + int areaDiff; + int i; + + // compare the area bits + areaDiff = 0; + for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) { + areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i]; + ((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i]; + } + + if ( areaDiff ) { + // a door just opened or something + tr.refdef.areamaskModified = true; + } + } + + tr.refdef.sunDir[3] = 0.0f; + tr.refdef.sunCol[3] = 1.0f; + tr.refdef.sunAmbCol[3] = 1.0f; + + VectorCopy(tr.sunDirection, tr.refdef.sunDir); + if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){ + VectorSet(tr.refdef.sunCol, 0, 0, 0); + VectorSet(tr.refdef.sunAmbCol, 0, 0, 0); + } + else + { + float scale = (1 << r_mapOverBrightBits->integer) / 255.0f; + + if (r_forceSun->integer) + VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol); + else + VectorScale(tr.sunLight, scale, tr.refdef.sunCol); + + if (r_sunlightMode->integer == 1) + { + tr.refdef.sunAmbCol[0] = + tr.refdef.sunAmbCol[1] = + tr.refdef.sunAmbCol[2] = r_forceSun->integer ? r_forceSunAmbientScale->value : tr.sunShadowScale; + } + else + { + if (r_forceSun->integer) + VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol); + else + VectorScale(tr.sunLight, scale * tr.sunShadowScale, tr.refdef.sunAmbCol); + } + } + + if (r_forceAutoExposure->integer) + { + tr.refdef.autoExposureMinMax[0] = r_forceAutoExposureMin->value; + tr.refdef.autoExposureMinMax[1] = r_forceAutoExposureMax->value; + } + else + { + tr.refdef.autoExposureMinMax[0] = tr.autoExposureMinMax[0]; + tr.refdef.autoExposureMinMax[1] = tr.autoExposureMinMax[1]; + } + + if (r_forceToneMap->integer) + { + tr.refdef.toneMinAvgMaxLinear[0] = pow(2, r_forceToneMapMin->value); + tr.refdef.toneMinAvgMaxLinear[1] = pow(2, r_forceToneMapAvg->value); + tr.refdef.toneMinAvgMaxLinear[2] = pow(2, r_forceToneMapMax->value); + } + else + { + tr.refdef.toneMinAvgMaxLinear[0] = pow(2, tr.toneMinAvgMaxLevel[0]); + tr.refdef.toneMinAvgMaxLinear[1] = pow(2, tr.toneMinAvgMaxLevel[1]); + tr.refdef.toneMinAvgMaxLinear[2] = pow(2, tr.toneMinAvgMaxLevel[2]); + } + + // Makro - copy exta info if present + if (fd->rdflags & RDF_EXTRA) { + const refdefex_t* extra = (const refdefex_t*) (fd+1); + + tr.refdef.blurFactor = extra->blurFactor; + + if (fd->rdflags & RDF_SUNLIGHT) + { + VectorCopy(extra->sunDir, tr.refdef.sunDir); + VectorCopy(extra->sunCol, tr.refdef.sunCol); + VectorCopy(extra->sunAmbCol, tr.refdef.sunAmbCol); + } + } + else + { + tr.refdef.blurFactor = 0.0f; + } + + // derived info + + tr.refdef.floatTime = tr.refdef.time * 0.001; + + tr.refdef.numDrawSurfs = r_firstSceneDrawSurf; + tr.refdef.drawSurfs = backEndData->drawSurfs; + + tr.refdef.num_entities = r_numentities - r_firstSceneEntity; + tr.refdef.entities = &backEndData->entities[r_firstSceneEntity]; + + tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight; + tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight]; + + tr.refdef.numPolys = r_numpolys - r_firstScenePoly; + tr.refdef.polys = &backEndData->polys[r_firstScenePoly]; + + tr.refdef.num_pshadows = 0; + tr.refdef.pshadows = &backEndData->pshadows[0]; + + // turn off dynamic lighting globally by clearing all the + // dlights if it needs to be disabled or if vertex lighting is enabled + if ( r_dynamiclight->integer == 0 || + r_vertexLight->integer == 1 || + glConfig.hardwareType == GLHW_PERMEDIA2 ) { + tr.refdef.num_dlights = 0; + } + + // a single frame may have multiple scenes draw inside it -- + // a 3D game view, 3D status bar renderings, 3D menus, etc. + // They need to be distinguished by the light flare code, because + // the visibility state for a given surface may be different in + // each scene / view. + tr.frameSceneNum++; + tr.sceneCount++; +} + + +void RE_EndScene() +{ + // the next scene rendered in this frame will tack on after this one + r_firstSceneDrawSurf = tr.refdef.numDrawSurfs; + r_firstSceneEntity = r_numentities; + r_firstSceneDlight = r_numdlights; + r_firstScenePoly = r_numpolys; +} + +/* +@@@@@@@@@@@@@@@@@@@@@ +RE_RenderScene + +Draw a 3D view into a part of the window, then return +to 2D drawing. + +Rendering a scene may require multiple views to be rendered +to handle mirrors, +@@@@@@@@@@@@@@@@@@@@@ +*/ +void RE_RenderScene( const refdef_t *fd ) { + viewParms_t parms; + int startTime; + + if ( !tr.registered ) { + return; + } + GLimp_LogComment( "====== RE_RenderScene =====\n" ); + + if ( r_norefresh->integer ) { + return; + } + + startTime = ri.Milliseconds(); + + if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) { + ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel"); + } + + RE_BeginScene(fd); + + // SmileTheory: playing with shadow mapping + if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2) + { + R_RenderDlightCubemaps(fd); + } + + /* playing with more shadows */ + if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4) + { + R_RenderPshadowMaps(fd); + } + + // playing with even more shadows + if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows)) + { + if (r_shadowCascadeZFar->integer != 0) + { + R_RenderSunShadowMaps(fd, 0); + R_RenderSunShadowMaps(fd, 1); + R_RenderSunShadowMaps(fd, 2); + } + else + { + Mat4Zero(tr.refdef.sunShadowMvp[0]); + Mat4Zero(tr.refdef.sunShadowMvp[1]); + Mat4Zero(tr.refdef.sunShadowMvp[2]); + } + + // only rerender last cascade if sun has changed position + if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection)) + { + VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection); + R_RenderSunShadowMaps(fd, 3); + Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp); + } + else + { + Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]); + } + } + + // playing with cube maps + // this is where dynamic cubemaps would be rendered + if (0) //(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL )) + { + int i, j; + + for (i = 0; i < tr.numCubemaps; i++) + { + for (j = 0; j < 6; j++) + { + R_RenderCubemapSide(i, j, true); + } + } + } + + // setup view parms for the initial view + // + // set up viewport + // The refdef takes 0-at-the-top y coordinates, so + // convert to GL's 0-at-the-bottom space + // + Com_Memset( &parms, 0, sizeof( parms ) ); + parms.viewportX = tr.refdef.x; + parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height ); + parms.viewportWidth = tr.refdef.width; + parms.viewportHeight = tr.refdef.height; + parms.isPortal = false; + + parms.fovX = tr.refdef.fov_x; + parms.fovY = tr.refdef.fov_y; + + parms.stereoFrame = tr.refdef.stereoFrame; + + VectorCopy( fd->vieworg, parms.orientation.origin ); + VectorCopy( fd->viewaxis[0], parms.orientation.axis[0] ); + VectorCopy( fd->viewaxis[1], parms.orientation.axis[1] ); + VectorCopy( fd->viewaxis[2], parms.orientation.axis[2] ); + + VectorCopy( fd->vieworg, parms.pvsOrigin ); + + if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows)) + { + parms.flags = VPF_USESUNLIGHT; + } + + R_RenderView( &parms ); + + if(!( fd->rdflags & RDF_NOWORLDMODEL )) + R_AddPostProcessCmd(); + + RE_EndScene(); + + tr.frontEndMsec += ri.Milliseconds() - startTime; +} diff --git a/src/renderergl2/tr_shade.cpp b/src/renderergl2/tr_shade.cpp new file mode 100644 index 0000000..8f9e871 --- /dev/null +++ b/src/renderergl2/tr_shade.cpp @@ -0,0 +1,1634 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_shade.c + +#include "tr_local.h" +#if idppc_altivec && !defined(__APPLE__) +#include +#endif + +/* + + THIS ENTIRE FILE IS BACK END + + This file deals with applying shaders to surface data in the tess struct. +*/ + + +/* +================== +R_DrawElements + +================== +*/ + +void R_DrawElements( int numIndexes, glIndex_t firstIndex) +{ + qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(glIndex_t))); +} + + +/* +============================================================= + +SURFACE SHADERS + +============================================================= +*/ + +shaderCommands_t tess; + + +/* +================= +R_BindAnimatedImageToTMU + +================= +*/ +static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) { + + if ( bundle->isVideoMap ) { + ri.CIN_RunCinematic(bundle->videoMapHandle); + ri.CIN_UploadCinematic(bundle->videoMapHandle); + GL_BindToTMU(tr.scratchImage[bundle->videoMapHandle], tmu); + return; + } + + if ( bundle->numImageAnimations <= 1 ) { + GL_BindToTMU( bundle->image[0], tmu); + return; + } + + // it is necessary to do this messy calc to make sure animations line up + // exactly with waveforms of the same frequency + int i = static_cast(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE) >> FUNCTABLE_SIZE2; + + if ( i < 0 ) + { + i = 0; // may happen with shader time offsets + } + i %= bundle->numImageAnimations; + + GL_BindToTMU( bundle->image[ i ], tmu ); +} + + +/* +================ +DrawTris + +Draws triangle outlines for debugging +================ +*/ +static void DrawTris (shaderCommands_t *input) { + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + + GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE ); + qglDepthRange( 0, 0 ); + + { + shaderProgram_t *sp = &tr.textureColorShader; + vec4_t color; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + VectorSet4(color, 1, 1, 1, 1); + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + R_DrawElements(input->numIndexes, input->firstIndex); + } + + qglDepthRange( 0, 1 ); +} + + +/* +================ +DrawNormals + +Draws vertex normals for debugging +================ +*/ +static void DrawNormals (shaderCommands_t *input) { + //FIXME: implement this +} + +/* +============== +RB_BeginSurface + +We must set some things up before beginning any tesselation, +because a surface may be forced to perform a RB_End due +to overflow. +============== +*/ +void RB_BeginSurface( shader_t *shader, int fogNum, int cubemapIndex ) { + + shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader; + + tess.numIndexes = 0; + tess.firstIndex = 0; + tess.numVertexes = 0; + tess.shader = state; + tess.fogNum = fogNum; + tess.cubemapIndex = cubemapIndex; + tess.dlightBits = 0; // will be OR'd in by surface functions + tess.pshadowBits = 0; // will be OR'd in by surface functions + tess.xstages = state->stages; + tess.numPasses = state->numUnfoggedPasses; + tess.currentStageIteratorFunc = state->optimalStageIteratorFunc; + tess.useInternalVao = true; + tess.useCacheVao = false; + + tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) { + tess.shaderTime = tess.shader->clampTime; + } + + if (backEnd.viewParms.flags & VPF_SHADOWMAP) + { + tess.currentStageIteratorFunc = RB_StageIteratorGeneric; + } +} + + + +extern float EvalWaveForm( const waveForm_t *wf ); +extern float EvalWaveFormClamped( const waveForm_t *wf ); + + +static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatrix, float *outOffTurb) +{ + int tm; + float matrix[6], currentmatrix[6]; + textureBundle_t *bundle = &pStage->bundle[bundleNum]; + + matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f; + matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f; + + currentmatrix[0] = 1.0f; currentmatrix[2] = 0.0f; currentmatrix[4] = 0.0f; + currentmatrix[1] = 0.0f; currentmatrix[3] = 1.0f; currentmatrix[5] = 0.0f; + + outMatrix[0] = 1.0f; outMatrix[2] = 0.0f; + outMatrix[1] = 0.0f; outMatrix[3] = 1.0f; + + outOffTurb[0] = 0.0f; outOffTurb[1] = 0.0f; outOffTurb[2] = 0.0f; outOffTurb[3] = 0.0f; + + for ( tm = 0; tm < bundle->numTexMods ; tm++ ) { + switch ( bundle->texMods[tm].type ) + { + + case TMOD_NONE: + tm = TR_MAX_TEXMODS; // break out of for loop + break; + + case TMOD_TURBULENT: + RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &outOffTurb[2], &outOffTurb[3]); + break; + + case TMOD_ENTITY_TRANSLATE: + RB_CalcScrollTexMatrix( backEnd.currentEntity->e.shaderTexCoord, matrix ); + break; + + case TMOD_SCROLL: + RB_CalcScrollTexMatrix( bundle->texMods[tm].scroll, + matrix ); + break; + + case TMOD_SCALE: + RB_CalcScaleTexMatrix( bundle->texMods[tm].scale, + matrix ); + break; + + case TMOD_STRETCH: + RB_CalcStretchTexMatrix( &bundle->texMods[tm].wave, + matrix ); + break; + + case TMOD_TRANSFORM: + RB_CalcTransformTexMatrix( &bundle->texMods[tm], + matrix ); + break; + + case TMOD_ROTATE: + RB_CalcRotateTexMatrix( bundle->texMods[tm].rotateSpeed, + matrix ); + break; + + default: + ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name ); + break; + } + + switch ( bundle->texMods[tm].type ) + { + case TMOD_NONE: + case TMOD_TURBULENT: + default: + break; + + case TMOD_ENTITY_TRANSLATE: + case TMOD_SCROLL: + case TMOD_SCALE: + case TMOD_STRETCH: + case TMOD_TRANSFORM: + case TMOD_ROTATE: + outMatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1]; + outMatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1]; + + outMatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3]; + outMatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3]; + + outOffTurb[0] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4]; + outOffTurb[1] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5]; + + currentmatrix[0] = outMatrix[0]; + currentmatrix[1] = outMatrix[1]; + currentmatrix[2] = outMatrix[2]; + currentmatrix[3] = outMatrix[3]; + currentmatrix[4] = outOffTurb[0]; + currentmatrix[5] = outOffTurb[1]; + break; + } + } +} + + +static void ComputeDeformValues(int *deformGen, vec5_t deformParams) +{ + // u_DeformGen + *deformGen = DGEN_NONE; + if(!ShaderRequiresCPUDeforms(tess.shader)) + { + deformStage_t *ds; + + // only support the first one + ds = &tess.shader->deforms[0]; + + switch (ds->deformation) + { + case DEFORM_WAVE: + *deformGen = ds->deformationWave.func; + + deformParams[0] = ds->deformationWave.base; + deformParams[1] = ds->deformationWave.amplitude; + deformParams[2] = ds->deformationWave.phase; + deformParams[3] = ds->deformationWave.frequency; + deformParams[4] = ds->deformationSpread; + break; + + case DEFORM_BULGE: + *deformGen = DGEN_BULGE; + + deformParams[0] = 0; + deformParams[1] = ds->bulgeHeight; // amplitude + deformParams[2] = ds->bulgeWidth; // phase + deformParams[3] = ds->bulgeSpeed; // frequency + deformParams[4] = 0; + break; + + default: + break; + } + } +} + + +static void ProjectDlightTexture( void ) { + int l; + vec3_t origin; + float scale; + float radius; + int deformGen; + vec5_t deformParams; + + if ( !backEnd.refdef.num_dlights ) { + return; + } + + ComputeDeformValues(&deformGen, deformParams); + + for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { + dlight_t *dl; + shaderProgram_t *sp; + vec4_t vector; + + if ( !( tess.dlightBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this light + } + + dl = &backEnd.refdef.dlights[l]; + VectorCopy( dl->transformed, origin ); + radius = dl->radius; + scale = 1.0f / radius; + + sp = &tr.dlightShader[deformGen == DGEN_NONE ? 0 : 1]; + + backEnd.pc.c_dlightDraws++; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + vector[0] = dl->color[0]; + vector[1] = dl->color[1]; + vector[2] = dl->color[2]; + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, vector); + + vector[0] = origin[0]; + vector[1] = origin[1]; + vector[2] = origin[2]; + vector[3] = scale; + GLSL_SetUniformVec4(sp, UNIFORM_DLIGHTINFO, vector); + + GL_BindToTMU( tr.dlightImage, TB_COLORMAP ); + + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + if ( dl->additive ) { + GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + else { + GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 1); + + R_DrawElements(tess.numIndexes, tess.firstIndex); + + backEnd.pc.c_totalIndexes += tess.numIndexes; + backEnd.pc.c_dlightIndexes += tess.numIndexes; + backEnd.pc.c_dlightVertexes += tess.numVertexes; + } +} + + +static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor, int blend ) +{ + bool isBlend = ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR) + || ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR) + || ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR) + || ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR); + + bool is2DDraw = backEnd.currentEntity == &backEnd.entity2D; + + float overbright = (isBlend || is2DDraw) ? 1.0f : (float)(1 << tr.overbrightBits); + + fog_t *fog; + + baseColor[0] = + baseColor[1] = + baseColor[2] = + baseColor[3] = 1.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = + vertColor[3] = 0.0f; + + // + // rgbGen + // + switch ( pStage->rgbGen ) + { + case CGEN_EXACT_VERTEX: + case CGEN_EXACT_VERTEX_LIT: + baseColor[0] = + baseColor[1] = + baseColor[2] = + baseColor[3] = 0.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = overbright; + vertColor[3] = 1.0f; + break; + case CGEN_CONST: + baseColor[0] = pStage->constantColor[0] / 255.0f; + baseColor[1] = pStage->constantColor[1] / 255.0f; + baseColor[2] = pStage->constantColor[2] / 255.0f; + baseColor[3] = pStage->constantColor[3] / 255.0f; + break; + case CGEN_VERTEX: + case CGEN_VERTEX_LIT: + baseColor[0] = + baseColor[1] = + baseColor[2] = + baseColor[3] = 0.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = + vertColor[3] = 1.0f; + break; + case CGEN_ONE_MINUS_VERTEX: + baseColor[0] = + baseColor[1] = + baseColor[2] = 1.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = -1.0f; + break; + case CGEN_FOG: + fog = tr.world->fogs + tess.fogNum; + + baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f; + baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f; + baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f; + baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f; + break; + case CGEN_WAVEFORM: + baseColor[0] = + baseColor[1] = + baseColor[2] = RB_CalcWaveColorSingle( &pStage->rgbWave ); + break; + case CGEN_ENTITY: + if (backEnd.currentEntity) + { + baseColor[0] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f; + baseColor[1] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f; + baseColor[2] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f; + baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + break; + case CGEN_ONE_MINUS_ENTITY: + if (backEnd.currentEntity) + { + baseColor[0] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f; + baseColor[1] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f; + baseColor[2] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f; + baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + break; + case CGEN_IDENTITY: + case CGEN_LIGHTING_DIFFUSE: + baseColor[0] = + baseColor[1] = + baseColor[2] = overbright; + break; + case CGEN_IDENTITY_LIGHTING: + case CGEN_BAD: + break; + } + + // + // alphaGen + // + switch ( pStage->alphaGen ) + { + case AGEN_SKIP: + break; + case AGEN_CONST: + baseColor[3] = pStage->constantColor[3] / 255.0f; + vertColor[3] = 0.0f; + break; + case AGEN_WAVEFORM: + baseColor[3] = RB_CalcWaveAlphaSingle( &pStage->alphaWave ); + vertColor[3] = 0.0f; + break; + case AGEN_ENTITY: + if (backEnd.currentEntity) + { + baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + vertColor[3] = 0.0f; + break; + case AGEN_ONE_MINUS_ENTITY: + if (backEnd.currentEntity) + { + baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + vertColor[3] = 0.0f; + break; + case AGEN_VERTEX: + baseColor[3] = 0.0f; + vertColor[3] = 1.0f; + break; + case AGEN_ONE_MINUS_VERTEX: + baseColor[3] = 1.0f; + vertColor[3] = -1.0f; + break; + case AGEN_IDENTITY: + case AGEN_LIGHTING_SPECULAR: + case AGEN_PORTAL: + // Done entirely in vertex program + baseColor[3] = 1.0f; + vertColor[3] = 0.0f; + break; + } + + // FIXME: find some way to implement this. +#if 0 + // if in greyscale rendering mode turn all color values into greyscale. + if(r_greyscale->integer) + { + int scale; + + for(i = 0; i < tess.numVertexes; i++) + { + scale = (tess.svars.colors[i][0] + tess.svars.colors[i][1] + tess.svars.colors[i][2]) / 3; + tess.svars.colors[i][0] = tess.svars.colors[i][1] = tess.svars.colors[i][2] = scale; + } + } +#endif +} + + +static void ComputeFogValues(vec4_t fogDistanceVector, vec4_t fogDepthVector, float *eyeT) +{ + // from RB_CalcFogTexCoords() + fog_t *fog; + vec3_t local; + + if (!tess.fogNum) + return; + + fog = tr.world->fogs + tess.fogNum; + + VectorSubtract( backEnd.orientation.origin, backEnd.viewParms.orientation.origin, local ); + fogDistanceVector[0] = -backEnd.orientation.modelMatrix[2]; + fogDistanceVector[1] = -backEnd.orientation.modelMatrix[6]; + fogDistanceVector[2] = -backEnd.orientation.modelMatrix[10]; + fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.orientation.axis[0] ); + + // scale the fog vectors based on the fog's thickness + VectorScale4(fogDistanceVector, fog->tcScale, fogDistanceVector); + + // rotate the gradient vector for this orientation + if ( fog->hasSurface ) { + fogDepthVector[0] = fog->surface[0] * backEnd.orientation.axis[0][0] + + fog->surface[1] * backEnd.orientation.axis[0][1] + fog->surface[2] * backEnd.orientation.axis[0][2]; + fogDepthVector[1] = fog->surface[0] * backEnd.orientation.axis[1][0] + + fog->surface[1] * backEnd.orientation.axis[1][1] + fog->surface[2] * backEnd.orientation.axis[1][2]; + fogDepthVector[2] = fog->surface[0] * backEnd.orientation.axis[2][0] + + fog->surface[1] * backEnd.orientation.axis[2][1] + fog->surface[2] * backEnd.orientation.axis[2][2]; + fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.orientation.origin, fog->surface ); + + *eyeT = DotProduct( backEnd.orientation.viewOrigin, fogDepthVector ) + fogDepthVector[3]; + } else { + *eyeT = 1; // non-surface fog always has eye inside + } +} + + +static void ComputeFogColorMask( shaderStage_t *pStage, vec4_t fogColorMask ) +{ + switch(pStage->adjustColorsForFog) + { + case ACFF_MODULATE_RGB: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = 1.0f; + fogColorMask[3] = 0.0f; + break; + case ACFF_MODULATE_ALPHA: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = 0.0f; + fogColorMask[3] = 1.0f; + break; + case ACFF_MODULATE_RGBA: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = + fogColorMask[3] = 1.0f; + break; + default: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = + fogColorMask[3] = 0.0f; + break; + } +} + + +static void ForwardDlight( void ) { + int l; + //vec3_t origin; + //float scale; + float radius; + + int deformGen; + vec5_t deformParams; + + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + float eyeT = 0; + + shaderCommands_t *input = &tess; + shaderStage_t *pStage = tess.xstages[0]; + + if ( !backEnd.refdef.num_dlights ) { + return; + } + + ComputeDeformValues(&deformGen, deformParams); + + ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT); + + for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { + dlight_t *dl; + shaderProgram_t *sp; + vec4_t vector; + vec4_t texMatrix; + vec4_t texOffTurb; + + if ( !( tess.dlightBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this light + } + + dl = &backEnd.refdef.dlights[l]; + //VectorCopy( dl->transformed, origin ); + radius = dl->radius; + //scale = 1.0f / radius; + + //if (pStage->glslShaderGroup == tr.lightallShader) + { + int index = pStage->glslShaderIndex; + + index &= ~LIGHTDEF_LIGHTTYPE_MASK; + index |= LIGHTDEF_USE_LIGHT_VECTOR; + + sp = &tr.lightallShader[index]; + } + + backEnd.pc.c_lightallDraws++; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.orientation.origin); + GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.orientation.viewOrigin); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + if ( input->fogNum ) { + vec4_t fogColorMask; + + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); + + ComputeFogColorMask(pStage, fogColorMask); + + GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask); + } + + { + vec4_t baseColor; + vec4_t vertColor; + + ComputeShaderColors(pStage, baseColor, vertColor, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor); + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor); + } + + if (pStage->alphaGen == AGEN_PORTAL) + { + GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange); + } + + GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen); + GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen); + + GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, dl->color); + + VectorSet(vector, 0, 0, 0); + GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vector); + + VectorCopy(dl->origin, vector); + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); + + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius); + + GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale); + GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale); + + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.orientation.transformMatrix); + + if (pStage->bundle[TB_DIFFUSEMAP].image[0]) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); + + // bind textures that are sampled and used in the glsl shader, and + // bind whiteImage to textures that are sampled but zeroed in the glsl shader + // + // alternatives: + // - use the last bound texture + // -> costs more to sample a higher res texture then throw out the result + // - disable texture sampling in glsl shader with #ifdefs, as before + // -> increases the number of shaders that must be compiled + // + + if (pStage->bundle[TB_NORMALMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP); + } + else if (r_normalMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_NORMALMAP ); + + if (pStage->bundle[TB_SPECULARMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP); + } + else if (r_specularMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP ); + + { + vec4_t enableTextures; + + VectorSet4(enableTextures, 0.0f, 0.0f, 0.0f, 0.0f); + GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures); + } + + if (r_dlightMode->integer >= 2) + GL_BindToTMU(tr.shadowCubemaps[l], TB_SHADOWMAP); + + ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb ); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb); + + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen); + + // + // draw + // + + R_DrawElements(input->numIndexes, input->firstIndex); + + backEnd.pc.c_totalIndexes += tess.numIndexes; + backEnd.pc.c_dlightIndexes += tess.numIndexes; + backEnd.pc.c_dlightVertexes += tess.numVertexes; + } +} + + +static void ProjectPshadowVBOGLSL( void ) { + int l; + vec3_t origin; + float radius; + + int deformGen; + vec5_t deformParams; + + shaderCommands_t *input = &tess; + + if ( !backEnd.refdef.num_pshadows ) { + return; + } + + ComputeDeformValues(&deformGen, deformParams); + + for ( l = 0 ; l < backEnd.refdef.num_pshadows ; l++ ) { + pshadow_t *ps; + shaderProgram_t *sp; + vec4_t vector; + + if ( !( tess.pshadowBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this shadow + } + + ps = &backEnd.refdef.pshadows[l]; + VectorCopy( ps->lightOrigin, origin ); + radius = ps->lightRadius; + + sp = &tr.pshadowShader; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + VectorCopy(origin, vector); + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); + + VectorScale(ps->lightViewAxis[0], 1.0f / ps->viewRadius, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTFORWARD, vector); + + VectorScale(ps->lightViewAxis[1], 1.0f / ps->viewRadius, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTRIGHT, vector); + + VectorScale(ps->lightViewAxis[2], 1.0f / ps->viewRadius, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTUP, vector); + + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius); + + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + GL_BindToTMU( tr.pshadowMaps[l], TB_DIFFUSEMAP ); + + // + // draw + // + + R_DrawElements(input->numIndexes, input->firstIndex); + + backEnd.pc.c_totalIndexes += tess.numIndexes; + //backEnd.pc.c_dlightIndexes += tess.numIndexes; + } +} + + + +/* +=================== +RB_FogPass + +Blends a fog texture on top of everything else +=================== +*/ +static void RB_FogPass( void ) { + fog_t *fog; + vec4_t color; + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + float eyeT = 0; + shaderProgram_t *sp; + + int deformGen; + vec5_t deformParams; + + ComputeDeformValues(&deformGen, deformParams); + + { + int index = 0; + + if (deformGen != DGEN_NONE) + index |= FOGDEF_USE_DEFORM_VERTEXES; + + if (glState.vertexAnimation) + index |= FOGDEF_USE_VERTEX_ANIMATION; + + sp = &tr.fogShader[index]; + } + + backEnd.pc.c_fogDraws++; + + GLSL_BindProgram(sp); + + fog = tr.world->fogs + tess.fogNum; + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + color[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f; + color[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f; + color[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f; + color[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f; + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); + + ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT); + + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); + + if ( tess.shader->fogPass == FP_EQUAL ) { + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); + } else { + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); + } + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + R_DrawElements(tess.numIndexes, tess.firstIndex); +} + + +static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input ) +{ + unsigned int vertexAttribs = input->shader->vertexAttribs; + + if(glState.vertexAnimation) + { + vertexAttribs |= ATTR_POSITION2; + if (vertexAttribs & ATTR_NORMAL) + { + vertexAttribs |= ATTR_NORMAL2; + vertexAttribs |= ATTR_TANGENT2; + } + } + + return vertexAttribs; +} + +static void RB_IterateStagesGeneric( shaderCommands_t *input ) +{ + int stage; + + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + float eyeT = 0; + + int deformGen; + vec5_t deformParams; + + bool renderToCubemap = tr.renderCubeFbo && glState.currentFBO == tr.renderCubeFbo; + + ComputeDeformValues(&deformGen, deformParams); + + ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT); + + for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) + { + shaderStage_t *pStage = input->xstages[stage]; + shaderProgram_t *sp; + vec4_t texMatrix; + vec4_t texOffTurb; + + if ( !pStage ) + { + break; + } + + if (backEnd.depthFill) + { + if (pStage->glslShaderGroup == tr.lightallShader) + { + int index = 0; + + if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity) + { + index |= LIGHTDEF_ENTITY; + } + + if (pStage->stateBits & GLS_ATEST_BITS) + { + index |= LIGHTDEF_USE_TCGEN_AND_TCMOD; + } + + sp = &pStage->glslShaderGroup[index]; + } + else + { + int shaderAttribs = 0; + + if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader)) + { + shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES; + } + + if (glState.vertexAnimation) + { + shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION; + } + + if (pStage->stateBits & GLS_ATEST_BITS) + { + shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; + } + + sp = &tr.genericShader[shaderAttribs]; + } + } + else if (pStage->glslShaderGroup == tr.lightallShader) + { + int index = pStage->glslShaderIndex; + + if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity) + { + index |= LIGHTDEF_ENTITY; + } + + if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (index & LIGHTDEF_LIGHTTYPE_MASK)) + { + index |= LIGHTDEF_USE_SHADOWMAP; + } + + if (r_lightmap->integer && ((index & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP)) + { + index = LIGHTDEF_USE_TCGEN_AND_TCMOD; + } + + sp = &pStage->glslShaderGroup[index]; + + backEnd.pc.c_lightallDraws++; + } + else + { + sp = GLSL_GetGenericShaderProgram(stage); + + backEnd.pc.c_genericDraws++; + } + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.orientation.origin); + GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.orientation.viewOrigin); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + if ( input->fogNum ) { + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); + } + + GL_State( pStage->stateBits ); + if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_GT_0) + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 1); + } + else if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_LT_80) + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 2); + } + else if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_GE_80) + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 3); + } + else + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + } + + + { + vec4_t baseColor; + vec4_t vertColor; + + ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits); + + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor); + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor); + } + + if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE) + { + vec4_t vec; + + VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec); + GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec); + + VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec); + GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec); + + VectorCopy(backEnd.currentEntity->lightDir, vec); + vec[3] = 0.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec); + GLSL_SetUniformVec3(sp, UNIFORM_MODELLIGHTDIR, backEnd.currentEntity->modelLightDir); + + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 0.0f); + } + + if (pStage->alphaGen == AGEN_PORTAL) + { + GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange); + } + + GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen); + GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen); + + if ( input->fogNum ) + { + vec4_t fogColorMask; + + ComputeFogColorMask(pStage, fogColorMask); + + GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask); + } + + if (r_lightmap->integer) + { + vec4_t v; + VectorSet4(v, 1.0f, 0.0f, 0.0f, 1.0f); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, v); + VectorSet4(v, 0.0f, 0.0f, 0.0f, 0.0f); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, v); + + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, TCGEN_LIGHTMAP); + } + else + { + ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb); + + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen); + if (pStage->bundle[0].tcGen == TCGEN_VECTOR) + { + vec3_t vec; + + VectorCopy(pStage->bundle[0].tcGenVectors[0], vec); + GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR0, vec); + VectorCopy(pStage->bundle[0].tcGenVectors[1], vec); + GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec); + } + } + + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.orientation.transformMatrix); + + GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale); + + { + vec4_t specularScale; + Vector4Copy(pStage->specularScale, specularScale); + + if (renderToCubemap) + { + // force specular to nonmetal if rendering cubemaps + if (r_pbr->integer) + specularScale[1] = 0.0f; + } + + GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, specularScale); + } + + //GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale); + + // + // do multitexture + // + if ( backEnd.depthFill ) + { + if (!(pStage->stateBits & GLS_ATEST_BITS)) + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + else if ( pStage->bundle[TB_COLORMAP].image[0] != 0 ) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_COLORMAP], TB_COLORMAP ); + } + else if ( pStage->glslShaderGroup == tr.lightallShader ) + { + int i; + vec4_t enableTextures; + + if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)) + { + // FIXME: screenShadowImage is NULL if no framebuffers + if (tr.screenShadowImage) + GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP); + GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol); + if (r_pbr->integer) + { + vec3_t color; + + color[0] = backEnd.refdef.sunCol[0] * backEnd.refdef.sunCol[0]; + color[1] = backEnd.refdef.sunCol[1] * backEnd.refdef.sunCol[1]; + color[2] = backEnd.refdef.sunCol[2] * backEnd.refdef.sunCol[2]; + GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, color); + } + else + { + GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol); + } + GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir); + } + + VectorSet4(enableTextures, 0, 0, 0, 0); + if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0]) + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + if (i == TB_COLORMAP) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i); + else + GL_BindToTMU( tr.whiteImage, i ); + } + } + else if (r_lightmap->integer == 3 && pStage->bundle[TB_DELUXEMAP].image[0]) + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + if (i == TB_COLORMAP) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i); + else + GL_BindToTMU( tr.whiteImage, i ); + } + } + else + { + bool light = (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) != 0; + bool fastLight = !(r_normalMapping->integer || r_specularMapping->integer); + + if (pStage->bundle[TB_DIFFUSEMAP].image[0]) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); + + if (pStage->bundle[TB_LIGHTMAP].image[0]) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], TB_LIGHTMAP); + + // bind textures that are sampled and used in the glsl shader, and + // bind whiteImage to textures that are sampled but zeroed in the glsl shader + // + // alternatives: + // - use the last bound texture + // -> costs more to sample a higher res texture then throw out the result + // - disable texture sampling in glsl shader with #ifdefs, as before + // -> increases the number of shaders that must be compiled + // + if (light && !fastLight) + { + if (pStage->bundle[TB_NORMALMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP); + enableTextures[0] = 1.0f; + } + else if (r_normalMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_NORMALMAP ); + + if (pStage->bundle[TB_DELUXEMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], TB_DELUXEMAP); + enableTextures[1] = 1.0f; + } + else if (r_deluxeMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_DELUXEMAP ); + + if (pStage->bundle[TB_SPECULARMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP); + enableTextures[2] = 1.0f; + } + else if (r_specularMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP ); + } + + enableTextures[3] = (r_cubeMapping->integer && !(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex) ? 1.0f : 0.0f; + } + + GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures); + } + else if ( pStage->bundle[1].image[0] != 0 ) + { + R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 ); + R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 ); + } + else + { + // + // set state + // + R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 ); + } + + // + // testing cube map + // + if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex && r_cubeMapping->integer) + { + vec4_t vec; + cubemap_t *cubemap = &tr.cubemaps[input->cubemapIndex - 1]; + + // FIXME: cubemap image could be NULL if cubemap isn't renderer or loaded + if (cubemap->image) + GL_BindToTMU( cubemap->image, TB_CUBEMAP); + + VectorSubtract(cubemap->origin, backEnd.viewParms.orientation.origin, vec); + vec[3] = 1.0f; + + VectorScale4(vec, 1.0f / cubemap->parallaxRadius, vec); + + GLSL_SetUniformVec4(sp, UNIFORM_CUBEMAPINFO, vec); + } + + // + // draw + // + R_DrawElements(input->numIndexes, input->firstIndex); + + // allow skipping out to show just lightmaps during development + if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap ) ) + { + break; + } + + if (backEnd.depthFill) + break; + } +} + + +static void RB_RenderShadowmap( shaderCommands_t *input ) +{ + int deformGen; + vec5_t deformParams; + + ComputeDeformValues(&deformGen, deformParams); + + { + shaderProgram_t *sp = &tr.shadowmapShader; + + vec4_t vector; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.orientation.transformMatrix); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + VectorCopy(backEnd.viewParms.orientation.origin, vector); + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar); + + GL_State( 0 ); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + // + // do multitexture + // + //if ( pStage->glslShaderGroup ) + { + // + // draw + // + + R_DrawElements(input->numIndexes, input->firstIndex); + } + } +} + + + +/* +** RB_StageIteratorGeneric +*/ +void RB_StageIteratorGeneric( void ) +{ + shaderCommands_t *input; + unsigned int vertexAttribs = 0; + + input = &tess; + + if (!input->numVertexes || !input->numIndexes) + { + return; + } + + if (tess.useInternalVao) + { + RB_DeformTessGeometry(); + } + + vertexAttribs = RB_CalcShaderVertexAttribs( input ); + + if (tess.useInternalVao) + { + RB_UpdateTessVao(vertexAttribs); + } + else + { + backEnd.pc.c_staticVaoDraws++; + } + + // + // log this call + // + if ( r_logFile->integer ) + { + // don't just call LogComment, or we will get + // a call to va() every frame! + GLimp_LogComment( (char*)va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) ); + } + + // + // set face culling appropriately + // + if (input->shader->cullType == CT_TWO_SIDED) + { + GL_Cull( CT_TWO_SIDED ); + } + else + { + bool cullFront = (input->shader->cullType == CT_FRONT_SIDED); + + if ( backEnd.viewParms.flags & VPF_DEPTHSHADOW ) + cullFront = !cullFront; + + if ( backEnd.viewParms.isMirror ) + cullFront = !cullFront; + + if ( backEnd.currentEntity && backEnd.currentEntity->mirrored ) + cullFront = !cullFront; + + if (cullFront) + GL_Cull( CT_FRONT_SIDED ); + else + GL_Cull( CT_BACK_SIDED ); + } + + // set polygon offset if necessary + if ( input->shader->polygonOffset ) + { + qglEnable( GL_POLYGON_OFFSET_FILL ); + } + + // + // render depth if in depthfill mode + // + if (backEnd.depthFill) + { + RB_IterateStagesGeneric( input ); + + // + // reset polygon offset + // + if ( input->shader->polygonOffset ) + { + qglDisable( GL_POLYGON_OFFSET_FILL ); + } + + return; + } + + // + // render shadowmap if in shadowmap mode + // + if (backEnd.viewParms.flags & VPF_SHADOWMAP) + { + if ( input->shader->sort == SS_OPAQUE ) + { + RB_RenderShadowmap( input ); + } + // + // reset polygon offset + // + if ( input->shader->polygonOffset ) + { + qglDisable( GL_POLYGON_OFFSET_FILL ); + } + + return; + } + + // + // + // call shader function + // + RB_IterateStagesGeneric( input ); + + // + // pshadows! + // + if (glRefConfig.framebufferObject && r_shadows->integer == 4 && tess.pshadowBits + && tess.shader->sort <= SS_OPAQUE && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { + ProjectPshadowVBOGLSL(); + } + + + // + // now do any dynamic lighting needed + // + if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE && r_lightmap->integer == 0 + && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { + if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader + && (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer) + { + ForwardDlight(); + } + else + { + ProjectDlightTexture(); + } + } + + // + // now do fog + // + if ( tess.fogNum && tess.shader->fogPass ) { + RB_FogPass(); + } + + // + // reset polygon offset + // + if ( input->shader->polygonOffset ) + { + qglDisable( GL_POLYGON_OFFSET_FILL ); + } +} + +/* +** RB_EndSurface +*/ +void RB_EndSurface( void ) { + shaderCommands_t *input; + + input = &tess; + + if (input->numIndexes == 0 || input->numVertexes == 0) { + return; + } + + if (input->indexes[SHADER_MAX_INDEXES-1] != 0) { + ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit"); + } + if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) { + ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit"); + } + + if ( tess.shader == tr.shadowShader ) { + RB_ShadowTessEnd(); + return; + } + + // for debugging of sort order issues, stop rendering after a given sort value + if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort ) { + return; + } + + if (tess.useCacheVao) + { + // upload indexes now + VaoCache_Commit(); + } + + // + // update performance counters + // + backEnd.pc.c_shaders++; + backEnd.pc.c_vertexes += tess.numVertexes; + backEnd.pc.c_indexes += tess.numIndexes; + backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses; + + // + // call off to shader specific tess end function + // + tess.currentStageIteratorFunc(); + + // + // draw debugging stuff + // + if ( r_showtris->integer ) { + DrawTris (input); + } + if ( r_shownormals->integer ) { + DrawNormals (input); + } + // clear shader so we can tell we don't have any unclosed surfaces + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.firstIndex = 0; + + GLimp_LogComment( "----------\n" ); +} diff --git a/src/renderergl2/tr_shade_calc.cpp b/src/renderergl2/tr_shade_calc.cpp new file mode 100644 index 0000000..182020b --- /dev/null +++ b/src/renderergl2/tr_shade_calc.cpp @@ -0,0 +1,843 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_shade_calc.c + +#include "tr_local.h" +#if idppc_altivec && !defined(__APPLE__) +#include +#endif + + +#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ static_cast( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude)) + +static float *TableForFunc( genFunc_t func ) +{ + switch ( func ) + { + case GF_SIN: + return tr.sinTable; + case GF_TRIANGLE: + return tr.triangleTable; + case GF_SQUARE: + return tr.squareTable; + case GF_SAWTOOTH: + return tr.sawToothTable; + case GF_INVERSE_SAWTOOTH: + return tr.inverseSawToothTable; + case GF_NONE: + default: + break; + } + + ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'", func, tess.shader->name ); + return NULL; +} + +/* +** EvalWaveForm +** +** Evaluates a given waveForm_t, referencing backEnd.refdef.time directly +*/ +static float EvalWaveForm( const waveForm_t *wf ) +{ + float *table; + + table = TableForFunc( wf->func ); + + return WAVEVALUE( table, wf->base, wf->amplitude, wf->phase, wf->frequency ); +} + +static float EvalWaveFormClamped( const waveForm_t *wf ) +{ + float glow = EvalWaveForm( wf ); + + if ( glow < 0 ) + { + return 0; + } + + if ( glow > 1 ) + { + return 1; + } + + return glow; +} + +/* +** RB_CalcStretchTexMatrix +*/ +void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix ) +{ + float p; + + p = 1.0f / EvalWaveForm( wf ); + + matrix[0] = p; matrix[2] = 0; matrix[4] = 0.5f - 0.5f * p; + matrix[1] = 0; matrix[3] = p; matrix[5] = 0.5f - 0.5f * p; +} + +/* +==================================================================== + +DEFORMATIONS + +==================================================================== +*/ + +/* +======================== +RB_CalcDeformVertexes + +======================== +*/ +void RB_CalcDeformVertexes( deformStage_t *ds ) +{ + int i; + vec3_t offset; + float scale; + float *xyz = ( float * ) tess.xyz; + int16_t *normal = tess.normal[0]; + float *table; + + if ( ds->deformationWave.frequency == 0 ) + { + scale = EvalWaveForm( &ds->deformationWave ); + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) + { + R_VaoUnpackNormal(offset, normal); + + xyz[0] += offset[0] * scale; + xyz[1] += offset[1] * scale; + xyz[2] += offset[2] * scale; + } + } + else + { + table = TableForFunc( ds->deformationWave.func ); + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) + { + float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread; + + scale = WAVEVALUE( table, ds->deformationWave.base, + ds->deformationWave.amplitude, + ds->deformationWave.phase + off, + ds->deformationWave.frequency ); + + R_VaoUnpackNormal(offset, normal); + + xyz[0] += offset[0] * scale; + xyz[1] += offset[1] * scale; + xyz[2] += offset[2] * scale; + } + } +} + +/* +========================= +RB_CalcDeformNormals + +Wiggle the normals for wavy environment mapping +========================= +*/ +void RB_CalcDeformNormals( deformStage_t *ds ) { + int i; + float scale; + float *xyz = ( float * ) tess.xyz; + int16_t *normal = tess.normal[0]; + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) { + vec3_t fNormal; + + R_VaoUnpackNormal(fNormal, normal); + + scale = 0.98f; + scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale, + tess.shaderTime * ds->deformationWave.frequency ); + fNormal[ 0 ] += ds->deformationWave.amplitude * scale; + + scale = 0.98f; + scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale, + tess.shaderTime * ds->deformationWave.frequency ); + fNormal[ 1 ] += ds->deformationWave.amplitude * scale; + + scale = 0.98f; + scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale, + tess.shaderTime * ds->deformationWave.frequency ); + fNormal[ 2 ] += ds->deformationWave.amplitude * scale; + + VectorNormalizeFast( fNormal ); + + R_VaoPackNormal(normal, fNormal); + } +} + +/* +======================== +RB_CalcBulgeVertexes + +======================== +*/ +void RB_CalcBulgeVertexes( deformStage_t *ds ) { + int i; + const float *st = ( const float * ) tess.texCoords[0]; + float *xyz = ( float * ) tess.xyz; + int16_t *normal = tess.normal[0]; + + double now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed; + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) { + int64_t off; + float scale; + vec3_t fNormal; + + R_VaoUnpackNormal(fNormal, normal); + + off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now ); + + scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight; + + xyz[0] += fNormal[0] * scale; + xyz[1] += fNormal[1] * scale; + xyz[2] += fNormal[2] * scale; + } +} + + +/* +====================== +RB_CalcMoveVertexes + +A deformation that can move an entire surface along a wave path +====================== +*/ +void RB_CalcMoveVertexes( deformStage_t *ds ) { + int i; + float *xyz; + float *table; + float scale; + vec3_t offset; + + table = TableForFunc( ds->deformationWave.func ); + + scale = WAVEVALUE( table, ds->deformationWave.base, + ds->deformationWave.amplitude, + ds->deformationWave.phase, + ds->deformationWave.frequency ); + + VectorScale( ds->moveVector, scale, offset ); + + xyz = ( float * ) tess.xyz; + for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) { + VectorAdd( xyz, offset, xyz ); + } +} + + +/* +============= +DeformText + +Change a polygon into a bunch of text polygons +============= +*/ +void DeformText( const char *text ) { + int i; + vec3_t origin, width, height; + int len; + int ch; + float color[4]; + float bottom, top; + vec3_t mid; + vec3_t fNormal; + + height[0] = 0; + height[1] = 0; + height[2] = -1; + + R_VaoUnpackNormal(fNormal, tess.normal[0]); + CrossProduct( fNormal, height, width ); + + // find the midpoint of the box + VectorClear( mid ); + bottom = 999999; + top = -999999; + for ( i = 0 ; i < 4 ; i++ ) { + VectorAdd( tess.xyz[i], mid, mid ); + if ( tess.xyz[i][2] < bottom ) { + bottom = tess.xyz[i][2]; + } + if ( tess.xyz[i][2] > top ) { + top = tess.xyz[i][2]; + } + } + VectorScale( mid, 0.25f, origin ); + + // determine the individual character size + height[0] = 0; + height[1] = 0; + height[2] = ( top - bottom ) * 0.5f; + + VectorScale( width, height[2] * -0.75f, width ); + + // determine the starting position + len = strlen( text ); + VectorMA( origin, (len-1), width, origin ); + + // clear the shader indexes + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.firstIndex = 0; + + color[0] = color[1] = color[2] = color[3] = 1.0f; + + // draw each character + for ( i = 0 ; i < len ; i++ ) { + ch = text[i]; + ch &= 255; + + if ( ch != ' ' ) { + int row, col; + float frow, fcol, size; + + row = ch>>4; + col = ch&15; + + frow = row*0.0625f; + fcol = col*0.0625f; + size = 0.0625f; + + RB_AddQuadStampExt( origin, width, height, color, fcol, frow, fcol + size, frow + size ); + } + VectorMA( origin, -2, width, origin ); + } +} + +/* +================== +GlobalVectorToLocal +================== +*/ +static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) { + out[0] = DotProduct( in, backEnd.orientation.axis[0] ); + out[1] = DotProduct( in, backEnd.orientation.axis[1] ); + out[2] = DotProduct( in, backEnd.orientation.axis[2] ); +} + +/* +===================== +AutospriteDeform + +Assuming all the triangles for this shader are independant +quads, rebuild them as forward facing sprites +===================== +*/ +static void AutospriteDeform( void ) { + int i; + int oldVerts; + float *xyz; + vec3_t mid, delta; + float radius; + vec3_t left, up; + vec3_t leftDir, upDir; + + if ( tess.numVertexes & 3 ) { + ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count\n", tess.shader->name ); + } + if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) { + ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count\n", tess.shader->name ); + } + + oldVerts = tess.numVertexes; + tess.numVertexes = 0; + tess.numIndexes = 0; + tess.firstIndex = 0; + + if ( backEnd.currentEntity != &tr.worldEntity ) { + GlobalVectorToLocal( backEnd.viewParms.orientation.axis[1], leftDir ); + GlobalVectorToLocal( backEnd.viewParms.orientation.axis[2], upDir ); + } else { + VectorCopy( backEnd.viewParms.orientation.axis[1], leftDir ); + VectorCopy( backEnd.viewParms.orientation.axis[2], upDir ); + } + + for ( i = 0 ; i < oldVerts ; i+=4 ) { + vec4_t color; + // find the midpoint + xyz = tess.xyz[i]; + + mid[0] = 0.25f * (xyz[0] + xyz[4] + xyz[8] + xyz[12]); + mid[1] = 0.25f * (xyz[1] + xyz[5] + xyz[9] + xyz[13]); + mid[2] = 0.25f * (xyz[2] + xyz[6] + xyz[10] + xyz[14]); + + VectorSubtract( xyz, mid, delta ); + radius = VectorLength( delta ) * 0.707f; // / sqrt(2) + + VectorScale( leftDir, radius, left ); + VectorScale( upDir, radius, up ); + + if ( backEnd.viewParms.isMirror ) { + VectorSubtract( vec3_origin, left, left ); + } + + // compensate for scale in the axes if necessary + if ( backEnd.currentEntity->e.nonNormalizedAxes ) { + float axisLength; + axisLength = VectorLength( backEnd.currentEntity->e.axis[0] ); + if ( !axisLength ) { + axisLength = 0; + } else { + axisLength = 1.0f / axisLength; + } + VectorScale(left, axisLength, left); + VectorScale(up, axisLength, up); + } + + VectorScale4(tess.color[i], 1.0f / 65535.0f, color); + RB_AddQuadStamp( mid, left, up, color ); + } +} + + +/* +===================== +Autosprite2Deform + +Autosprite2 will pivot a rectangular quad along the center of its long axis +===================== +*/ +int edgeVerts[6][2] = { + { 0, 1 }, + { 0, 2 }, + { 0, 3 }, + { 1, 2 }, + { 1, 3 }, + { 2, 3 } +}; + +static void Autosprite2Deform( void ) { + int i, j, k; + int indexes; + float *xyz; + vec3_t forward; + + if ( tess.numVertexes & 3 ) { + ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count\n", tess.shader->name ); + } + if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) { + ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count\n", tess.shader->name ); + } + + if ( backEnd.currentEntity != &tr.worldEntity ) { + GlobalVectorToLocal( backEnd.viewParms.orientation.axis[0], forward ); + } else { + VectorCopy( backEnd.viewParms.orientation.axis[0], forward ); + } + + // this is a lot of work for two triangles... + // we could precalculate a lot of it is an issue, but it would mess up + // the shader abstraction + for ( i = 0, indexes = 0 ; i < tess.numVertexes ; i+=4, indexes+=6 ) { + float lengths[2]; + int nums[2]; + vec3_t mid[2]; + vec3_t major, minor; + float *v1, *v2; + + // find the midpoint + xyz = tess.xyz[i]; + + // identify the two shortest edges + nums[0] = nums[1] = 0; + lengths[0] = lengths[1] = 999999; + + for ( j = 0 ; j < 6 ; j++ ) { + float l; + vec3_t temp; + + v1 = xyz + 4 * edgeVerts[j][0]; + v2 = xyz + 4 * edgeVerts[j][1]; + + VectorSubtract( v1, v2, temp ); + + l = DotProduct( temp, temp ); + if ( l < lengths[0] ) { + nums[1] = nums[0]; + lengths[1] = lengths[0]; + nums[0] = j; + lengths[0] = l; + } else if ( l < lengths[1] ) { + nums[1] = j; + lengths[1] = l; + } + } + + for ( j = 0 ; j < 2 ; j++ ) { + v1 = xyz + 4 * edgeVerts[nums[j]][0]; + v2 = xyz + 4 * edgeVerts[nums[j]][1]; + + mid[j][0] = 0.5f * (v1[0] + v2[0]); + mid[j][1] = 0.5f * (v1[1] + v2[1]); + mid[j][2] = 0.5f * (v1[2] + v2[2]); + } + + // find the vector of the major axis + VectorSubtract( mid[1], mid[0], major ); + + // cross this with the view direction to get minor axis + CrossProduct( major, forward, minor ); + VectorNormalize( minor ); + + // re-project the points + for ( j = 0 ; j < 2 ; j++ ) { + float l; + + v1 = xyz + 4 * edgeVerts[nums[j]][0]; + v2 = xyz + 4 * edgeVerts[nums[j]][1]; + + l = 0.5 * sqrt( lengths[j] ); + + // we need to see which direction this edge + // is used to determine direction of projection + for ( k = 0 ; k < 5 ; k++ ) { + if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0] + && tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) { + break; + } + } + + if ( k == 5 ) { + VectorMA( mid[j], l, minor, v1 ); + VectorMA( mid[j], -l, minor, v2 ); + } else { + VectorMA( mid[j], -l, minor, v1 ); + VectorMA( mid[j], l, minor, v2 ); + } + } + } +} + + +/* +===================== +RB_DeformTessGeometry + +===================== +*/ +void RB_DeformTessGeometry( void ) { + int i; + deformStage_t *ds; + + if(!ShaderRequiresCPUDeforms(tess.shader)) + { + // we don't need the following CPU deforms + return; + } + + for ( i = 0 ; i < tess.shader->numDeforms ; i++ ) { + ds = &tess.shader->deforms[ i ]; + + switch ( ds->deformation ) { + case DEFORM_NONE: + break; + case DEFORM_NORMALS: + RB_CalcDeformNormals( ds ); + break; + case DEFORM_WAVE: + RB_CalcDeformVertexes( ds ); + break; + case DEFORM_BULGE: + RB_CalcBulgeVertexes( ds ); + break; + case DEFORM_MOVE: + RB_CalcMoveVertexes( ds ); + break; + case DEFORM_PROJECTION_SHADOW: + RB_ProjectionShadowDeform(); + break; + case DEFORM_AUTOSPRITE: + AutospriteDeform(); + break; + case DEFORM_AUTOSPRITE2: + Autosprite2Deform(); + break; + case DEFORM_TEXT0: + case DEFORM_TEXT1: + case DEFORM_TEXT2: + case DEFORM_TEXT3: + case DEFORM_TEXT4: + case DEFORM_TEXT5: + case DEFORM_TEXT6: + case DEFORM_TEXT7: + DeformText( backEnd.refdef.text[ds->deformation - DEFORM_TEXT0] ); + break; + } + } +} + +/* +==================================================================== + +COLORS + +==================================================================== +*/ + + +/* +** RB_CalcWaveColorSingle +*/ +float RB_CalcWaveColorSingle( const waveForm_t *wf ) +{ + float glow; + + if ( wf->func == GF_NOISE ) { + glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( tess.shaderTime + wf->phase ) * wf->frequency ) * wf->amplitude; + } else { + glow = EvalWaveForm( wf ) * tr.identityLight; + } + + if ( glow < 0 ) { + glow = 0; + } + else if ( glow > 1 ) { + glow = 1; + } + + return glow; +} + +/* +** RB_CalcWaveAlphaSingle +*/ +float RB_CalcWaveAlphaSingle( const waveForm_t *wf ) +{ + return EvalWaveFormClamped( wf ); +} + +/* +** RB_CalcModulateColorsByFog +*/ +void RB_CalcModulateColorsByFog( unsigned char *colors ) { + int i; + float texCoords[SHADER_MAX_VERTEXES][2] = {{0.0f}}; + + // calculate texcoords so we can derive density + // this is not wasted, because it would only have + // been previously called if the surface was opaque + RB_CalcFogTexCoords( texCoords[0] ); + + for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) { + float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] ); + colors[0] *= f; + colors[1] *= f; + colors[2] *= f; + } +} + + +/* +==================================================================== + +TEX COORDS + +==================================================================== +*/ + +/* +======================== +RB_CalcFogTexCoords + +To do the clipped fog plane really correctly, we should use +projected textures, but I don't trust the drivers and it +doesn't fit our shader data. +======================== +*/ +void RB_CalcFogTexCoords( float *st ) { + int i; + float *v; + float s, t; + float eyeT; + bool eyeOutside; + fog_t *fog; + vec3_t local; + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + + fog = tr.world->fogs + tess.fogNum; + + // all fogging distance is based on world Z units + VectorSubtract( backEnd.orientation.origin, backEnd.viewParms.orientation.origin, local ); + fogDistanceVector[0] = -backEnd.orientation.modelMatrix[2]; + fogDistanceVector[1] = -backEnd.orientation.modelMatrix[6]; + fogDistanceVector[2] = -backEnd.orientation.modelMatrix[10]; + fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.orientation.axis[0] ); + + // scale the fog vectors based on the fog's thickness + fogDistanceVector[0] *= fog->tcScale; + fogDistanceVector[1] *= fog->tcScale; + fogDistanceVector[2] *= fog->tcScale; + fogDistanceVector[3] *= fog->tcScale; + + // rotate the gradient vector for this orientation + if ( fog->hasSurface ) { + fogDepthVector[0] = fog->surface[0] * backEnd.orientation.axis[0][0] + + fog->surface[1] * backEnd.orientation.axis[0][1] + fog->surface[2] * backEnd.orientation.axis[0][2]; + fogDepthVector[1] = fog->surface[0] * backEnd.orientation.axis[1][0] + + fog->surface[1] * backEnd.orientation.axis[1][1] + fog->surface[2] * backEnd.orientation.axis[1][2]; + fogDepthVector[2] = fog->surface[0] * backEnd.orientation.axis[2][0] + + fog->surface[1] * backEnd.orientation.axis[2][1] + fog->surface[2] * backEnd.orientation.axis[2][2]; + fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.orientation.origin, fog->surface ); + + eyeT = DotProduct( backEnd.orientation.viewOrigin, fogDepthVector ) + fogDepthVector[3]; + } else { + eyeT = 1; // non-surface fog always has eye inside + } + + // see if the viewpoint is outside + // this is needed for clipping distance even for constant fog + + if ( eyeT < 0 ) { + eyeOutside = true; + } else { + eyeOutside = false; + } + + fogDistanceVector[3] += 1.0/512; + + // calculate density for each point + for (i = 0, v = tess.xyz[0] ; i < tess.numVertexes ; i++, v += 4) { + // calculate the length in fog + s = DotProduct( v, fogDistanceVector ) + fogDistanceVector[3]; + t = DotProduct( v, fogDepthVector ) + fogDepthVector[3]; + + // partially clipped fogs use the T axis + if ( eyeOutside ) { + if ( t < 1.0 ) { + t = 1.0/32; // point is outside, so no fogging + } else { + t = 1.0/32 + 30.0/32 * t / ( t - eyeT ); // cut the distance at the fog plane + } + } else { + if ( t < 0 ) { + t = 1.0/32; // point is outside, so no fogging + } else { + t = 31.0/32; + } + } + + st[0] = s; + st[1] = t; + st += 2; + } +} + +/* +** RB_CalcTurbulentFactors +*/ +void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now ) +{ + *now = wf->phase + tess.shaderTime * wf->frequency; + *amplitude = wf->amplitude; +} + +/* +** RB_CalcScaleTexMatrix +*/ +void RB_CalcScaleTexMatrix( const float scale[2], float *matrix ) +{ + matrix[0] = scale[0]; matrix[2] = 0.0f; matrix[4] = 0.0f; + matrix[1] = 0.0f; matrix[3] = scale[1]; matrix[5] = 0.0f; +} + +/* +** RB_CalcScrollTexMatrix +*/ +void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix ) +{ + double timeScale = tess.shaderTime; + double adjustedScrollS = scrollSpeed[0] * timeScale; + double adjustedScrollT = scrollSpeed[1] * timeScale; + + // clamp so coordinates don't continuously get larger, causing problems + // with hardware limits + adjustedScrollS -= floor( adjustedScrollS ); + adjustedScrollT -= floor( adjustedScrollT ); + + matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS; + matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT; +} + +/* +** RB_CalcTransformTexMatrix +*/ +void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix ) +{ + matrix[0] = tmi->matrix[0][0]; matrix[2] = tmi->matrix[1][0]; matrix[4] = tmi->translate[0]; + matrix[1] = tmi->matrix[0][1]; matrix[3] = tmi->matrix[1][1]; matrix[5] = tmi->translate[1]; +} + +/* +** RB_CalcRotateTexMatrix +*/ +void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix ) +{ + double timeScale = tess.shaderTime; + double degs; + float sinValue, cosValue; + + degs = -degsPerSecond * timeScale; + int i = degs * ( FUNCTABLE_SIZE / 360.0f ); + + sinValue = tr.sinTable[ i & FUNCTABLE_MASK ]; + cosValue = tr.sinTable[ ( i + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ]; + + matrix[0] = cosValue; matrix[2] = -sinValue; matrix[4] = 0.5 - 0.5 * cosValue + 0.5 * sinValue; + matrix[1] = sinValue; matrix[3] = cosValue; matrix[5] = 0.5 - 0.5 * sinValue - 0.5 * cosValue; +} + +bool ShaderRequiresCPUDeforms(const shader_t * shader) +{ + if(shader->numDeforms) + { + const deformStage_t *ds = &shader->deforms[0]; + + if (shader->numDeforms > 1) + return true; + + switch (ds->deformation) + { + case DEFORM_WAVE: + case DEFORM_BULGE: + // need CPU deforms at high level-times to avoid floating point percision loss + return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime ); + + default: + return true; + } + } + + return false; +} diff --git a/src/renderergl2/tr_shader.cpp b/src/renderergl2/tr_shader.cpp new file mode 100644 index 0000000..b3ebacf --- /dev/null +++ b/src/renderergl2/tr_shader.cpp @@ -0,0 +1,3891 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +#include "tr_local.h" + +// tr_shader.c -- this file deals with the parsing and definition of shaders + +static char *s_shaderText; + +// the shader is parsed into these global variables, then copied into +// dynamically allocated memory if it is valid. +static shaderStage_t stages[MAX_SHADER_STAGES]; +static shader_t shader; +static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS]; + +#define FILE_HASH_SIZE 1024 +static shader_t* hashTable[FILE_HASH_SIZE]; + +#define MAX_SHADERTEXT_HASH 2048 +static char **shaderTextHashTable[MAX_SHADERTEXT_HASH]; + +/* +================ +return a hash value for the filename +================ +*/ +#ifdef __GNUCC__ + #warning TODO: check if long is ok here +#endif +static long generateHashValue( const char *fname, const int size ) { + int i; + long hash; + char letter; + + hash = 0; + i = 0; + while (fname[i] != '\0') { + letter = tolower(fname[i]); + if (letter =='.') break; // don't include extension + if (letter =='\\') letter = '/'; // damn path names + if (letter == PATH_SEP) letter = '/'; // damn path names + hash+=(long)(letter)*(i+119); + i++; + } + hash = (hash ^ (hash >> 10) ^ (hash >> 20)); + hash &= (size-1); + return hash; +} + +void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) { + char strippedName[MAX_QPATH]; + int hash; + shader_t *sh, *sh2; + qhandle_t h; + + sh = R_FindShaderByName( shaderName ); + if (sh == NULL || sh == tr.defaultShader) { + h = RE_RegisterShaderLightMap(shaderName, 0); + sh = R_GetShaderByHandle(h); + } + if (sh == NULL || sh == tr.defaultShader) { + ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName ); + return; + } + + sh2 = R_FindShaderByName( newShaderName ); + if (sh2 == NULL || sh2 == tr.defaultShader) { + h = RE_RegisterShaderLightMap(newShaderName, 0); + sh2 = R_GetShaderByHandle(h); + } + + if (sh2 == NULL || sh2 == tr.defaultShader) { + ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName ); + return; + } + + // remap all the shaders with the given name + // even tho they might have different lightmaps + COM_StripExtension(shaderName, strippedName, sizeof(strippedName)); + hash = generateHashValue(strippedName, FILE_HASH_SIZE); + for (sh = hashTable[hash]; sh; sh = sh->next) { + if (Q_stricmp(sh->name, strippedName) == 0) { + if (sh != sh2) { + sh->remappedShader = sh2; + } else { + sh->remappedShader = NULL; + } + } + } + if (timeOffset) { + sh2->timeOffset = atof(timeOffset); + } +} + +/* +=============== +ParseVector +=============== +*/ +static bool ParseVector( char **text, int count, float *v ) { + char *token; + int i; + + // FIXME: spaces are currently required after parens, should change parseext... + token = COM_ParseExt( text, qfalse ); + if ( strcmp( token, "(" ) ) { + ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name ); + return false; + } + + for ( i = 0 ; i < count ; i++ ) { + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) { + ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name ); + return false; + } + v[i] = atof( token ); + } + + token = COM_ParseExt( text, qfalse ); + if ( strcmp( token, ")" ) ) { + ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name ); + return false; + } + + return true; +} + + +/* +=============== +NameToAFunc +=============== +*/ +static unsigned NameToAFunc( const char *funcname ) +{ + if ( !Q_stricmp( funcname, "GT0" ) ) + { + return GLS_ATEST_GT_0; + } + else if ( !Q_stricmp( funcname, "LT128" ) ) + { + return GLS_ATEST_LT_80; + } + else if ( !Q_stricmp( funcname, "GE128" ) ) + { + return GLS_ATEST_GE_80; + } + + ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name ); + return 0; +} + + +/* +=============== +NameToSrcBlendMode +=============== +*/ +static int NameToSrcBlendMode( const char *name ) +{ + if ( !Q_stricmp( name, "GL_ONE" ) ) + { + return GLS_SRCBLEND_ONE; + } + else if ( !Q_stricmp( name, "GL_ZERO" ) ) + { + return GLS_SRCBLEND_ZERO; + } + else if ( !Q_stricmp( name, "GL_DST_COLOR" ) ) + { + return GLS_SRCBLEND_DST_COLOR; + } + else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) ) + { + return GLS_SRCBLEND_ONE_MINUS_DST_COLOR; + } + else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) + { + return GLS_SRCBLEND_SRC_ALPHA; + } + else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) + { + return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA; + } + else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) + { + if (r_ignoreDstAlpha->integer) + return GLS_SRCBLEND_ONE; + + return GLS_SRCBLEND_DST_ALPHA; + } + else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) + { + if (r_ignoreDstAlpha->integer) + return GLS_SRCBLEND_ZERO; + + return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA; + } + else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) ) + { + return GLS_SRCBLEND_ALPHA_SATURATE; + } + + ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name ); + return GLS_SRCBLEND_ONE; +} + +/* +=============== +NameToDstBlendMode +=============== +*/ +static int NameToDstBlendMode( const char *name ) +{ + if ( !Q_stricmp( name, "GL_ONE" ) ) + { + return GLS_DSTBLEND_ONE; + } + else if ( !Q_stricmp( name, "GL_ZERO" ) ) + { + return GLS_DSTBLEND_ZERO; + } + else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) + { + return GLS_DSTBLEND_SRC_ALPHA; + } + else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) + { + return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; + } + else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) + { + if (r_ignoreDstAlpha->integer) + return GLS_DSTBLEND_ONE; + + return GLS_DSTBLEND_DST_ALPHA; + } + else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) + { + if (r_ignoreDstAlpha->integer) + return GLS_DSTBLEND_ZERO; + + return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA; + } + else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) ) + { + return GLS_DSTBLEND_SRC_COLOR; + } + else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) ) + { + return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR; + } + + ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name ); + return GLS_DSTBLEND_ONE; +} + +/* +=============== +NameToGenFunc +=============== +*/ +static genFunc_t NameToGenFunc( const char *funcname ) +{ + if ( !Q_stricmp( funcname, "sin" ) ) + { + return GF_SIN; + } + else if ( !Q_stricmp( funcname, "square" ) ) + { + return GF_SQUARE; + } + else if ( !Q_stricmp( funcname, "triangle" ) ) + { + return GF_TRIANGLE; + } + else if ( !Q_stricmp( funcname, "sawtooth" ) ) + { + return GF_SAWTOOTH; + } + else if ( !Q_stricmp( funcname, "inversesawtooth" ) ) + { + return GF_INVERSE_SAWTOOTH; + } + else if ( !Q_stricmp( funcname, "noise" ) ) + { + return GF_NOISE; + } + + ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name ); + return GF_SIN; +} + + +/* +=================== +ParseWaveForm +=================== +*/ +static void ParseWaveForm( char **text, waveForm_t *wave ) +{ + char *token; + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); + return; + } + wave->func = NameToGenFunc( token ); + + // BASE, AMP, PHASE, FREQ + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); + return; + } + wave->base = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); + return; + } + wave->amplitude = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); + return; + } + wave->phase = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); + return; + } + wave->frequency = atof( token ); +} + + +/* +=================== +ParseTexMod +=================== +*/ +static void ParseTexMod( char *_text, shaderStage_t *stage ) +{ + const char *token; + char **text = &_text; + texModInfo_t *tmi; + + if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) { + ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'", shader.name ); + return; + } + + tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods]; + stage->bundle[0].numTexMods++; + + token = COM_ParseExt( text, qfalse ); + + // + // turb + // + if ( !Q_stricmp( token, "turb" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name ); + return; + } + tmi->wave.base = atof( token ); + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name ); + return; + } + tmi->wave.amplitude = atof( token ); + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name ); + return; + } + tmi->wave.phase = atof( token ); + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name ); + return; + } + tmi->wave.frequency = atof( token ); + + tmi->type = TMOD_TURBULENT; + } + // + // scale + // + else if ( !Q_stricmp( token, "scale" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name ); + return; + } + tmi->scale[0] = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name ); + return; + } + tmi->scale[1] = atof( token ); + tmi->type = TMOD_SCALE; + } + // + // scroll + // + else if ( !Q_stricmp( token, "scroll" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name ); + return; + } + tmi->scroll[0] = atof( token ); + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name ); + return; + } + tmi->scroll[1] = atof( token ); + tmi->type = TMOD_SCROLL; + } + // + // stretch + // + else if ( !Q_stricmp( token, "stretch" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); + return; + } + tmi->wave.func = NameToGenFunc( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); + return; + } + tmi->wave.base = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); + return; + } + tmi->wave.amplitude = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); + return; + } + tmi->wave.phase = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); + return; + } + tmi->wave.frequency = atof( token ); + + tmi->type = TMOD_STRETCH; + } + // + // transform + // + else if ( !Q_stricmp( token, "transform" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); + return; + } + tmi->matrix[0][0] = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); + return; + } + tmi->matrix[0][1] = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); + return; + } + tmi->matrix[1][0] = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); + return; + } + tmi->matrix[1][1] = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); + return; + } + tmi->translate[0] = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); + return; + } + tmi->translate[1] = atof( token ); + + tmi->type = TMOD_TRANSFORM; + } + // + // rotate + // + else if ( !Q_stricmp( token, "rotate" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name ); + return; + } + tmi->rotateSpeed = atof( token ); + tmi->type = TMOD_ROTATE; + } + // + // entityTranslate + // + else if ( !Q_stricmp( token, "entityTranslate" ) ) + { + tmi->type = TMOD_ENTITY_TRANSLATE; + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name ); + } +} + + +/* +=================== +ParseStage +=================== +*/ +static bool ParseStage( shaderStage_t *stage, char **text ) +{ + char *token; + int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0; + bool depthMaskExplicit = false; + + stage->active = true; + + while ( 1 ) + { + token = COM_ParseExt( text, qtrue ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" ); + return false; + } + + if ( token[0] == '}' ) + { + break; + } + // + // map + // + else if ( !Q_stricmp( token, "map" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name ); + return false; + } + + if ( !Q_stricmp( token, "$whiteimage" ) ) + { + stage->bundle[0].image[0] = tr.whiteImage; + continue; + } + else if ( !Q_stricmp( token, "$lightmap" ) ) + { + stage->bundle[0].isLightmap = true; + if ( shader.lightmapIndex < 0 || !tr.lightmaps ) { + stage->bundle[0].image[0] = tr.whiteImage; + } else { + stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex]; + } + continue; + } + else if ( !Q_stricmp( token, "$deluxemap" ) ) + { + if (!tr.worldDeluxeMapping) + { + ri.Printf( PRINT_WARNING, "WARNING: shader '%s' wants a deluxe map in a map compiled without them\n", shader.name ); + return false; + } + + stage->bundle[0].isLightmap = true; + if ( shader.lightmapIndex < 0 ) { + stage->bundle[0].image[0] = tr.whiteImage; + } else { + stage->bundle[0].image[0] = tr.deluxemaps[shader.lightmapIndex]; + } + continue; + } + else + { + imgType_t type = IMGTYPE_COLORALPHA; + int/*imgFlags_t*/ flags = IMGFLAG_NONE; + + if (!shader.noMipMaps) + flags |= IMGFLAG_MIPMAP; + + if (!shader.noPicMip) + flags |= IMGFLAG_PICMIP; + + if (stage->type == ST_NORMALMAP || stage->type == ST_NORMALPARALLAXMAP) + { + type = IMGTYPE_NORMAL; + flags |= IMGFLAG_NOLIGHTSCALE; + + if (stage->type == ST_NORMALPARALLAXMAP) + type = IMGTYPE_NORMALHEIGHT; + } + else + { + if (r_genNormalMaps->integer) + flags |= IMGFLAG_GENNORMALMAP; + } + + stage->bundle[0].image[0] = R_FindImageFile( token, type, flags ); + + if ( !stage->bundle[0].image[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); + return false; + } + } + } + // + // clampmap + // + else if ( !Q_stricmp( token, "clampmap" ) ) + { + imgType_t type = IMGTYPE_COLORALPHA; + int/*imgFlags_t*/ flags = IMGFLAG_CLAMPTOEDGE; + + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name ); + return false; + } + + if (!shader.noMipMaps) + flags |= IMGFLAG_MIPMAP; + + if (!shader.noPicMip) + flags |= IMGFLAG_PICMIP; + + if (stage->type == ST_NORMALMAP || stage->type == ST_NORMALPARALLAXMAP) + { + type = IMGTYPE_NORMAL; + flags |= IMGFLAG_NOLIGHTSCALE; + + if (stage->type == ST_NORMALPARALLAXMAP) + type = IMGTYPE_NORMALHEIGHT; + } + else + { + if (r_genNormalMaps->integer) + flags |= IMGFLAG_GENNORMALMAP; + } + + + stage->bundle[0].image[0] = R_FindImageFile( token, type, flags ); + if ( !stage->bundle[0].image[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); + return false; + } + } + // + // animMap .... + // + else if ( !Q_stricmp( token, "animMap" ) ) + { + int totalImages = 0; + + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMap' keyword in shader '%s'\n", shader.name ); + return false; + } + stage->bundle[0].imageAnimationSpeed = atof( token ); + + // parse up to MAX_IMAGE_ANIMATIONS animations + while ( 1 ) { + int num; + + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) { + break; + } + num = stage->bundle[0].numImageAnimations; + if ( num < MAX_IMAGE_ANIMATIONS ) { + int/*imgFlags_t*/ flags = IMGFLAG_NONE; + + if (!shader.noMipMaps) + flags |= IMGFLAG_MIPMAP; + + if (!shader.noPicMip) + flags |= IMGFLAG_PICMIP; + + stage->bundle[0].image[num] = R_FindImageFile( token, IMGTYPE_COLORALPHA, flags ); + if ( !stage->bundle[0].image[num] ) + { + ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); + return false; + } + stage->bundle[0].numImageAnimations++; + } + totalImages++; + } + + if ( totalImages > MAX_IMAGE_ANIMATIONS ) + { + ri.Printf( PRINT_WARNING, "WARNING: ignoring excess images for 'animMap' (found %d, max is %d) in shader '%s'\n", + totalImages, MAX_IMAGE_ANIMATIONS, shader.name ); + } + } + else if ( !Q_stricmp( token, "videoMap" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMap' keyword in shader '%s'\n", shader.name ); + return false; + } + stage->bundle[0].videoMapHandle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader)); + if (stage->bundle[0].videoMapHandle != -1) { + stage->bundle[0].isVideoMap = true; + stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle]; + } else { + ri.Printf( PRINT_WARNING, "WARNING: could not load '%s' for 'videoMap' keyword in shader '%s'\n", token, shader.name ); + } + } + // + // alphafunc + // + else if ( !Q_stricmp( token, "alphaFunc" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name ); + return false; + } + + atestBits = NameToAFunc( token ); + } + // + // depthFunc + // + else if ( !Q_stricmp( token, "depthfunc" ) ) + { + token = COM_ParseExt( text, qfalse ); + + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name ); + return false; + } + + if ( !Q_stricmp( token, "lequal" ) ) + { + depthFuncBits = 0; + } + else if ( !Q_stricmp( token, "equal" ) ) + { + depthFuncBits = GLS_DEPTHFUNC_EQUAL; + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name ); + continue; + } + } + // + // detail + // + else if ( !Q_stricmp( token, "detail" ) ) + { + stage->isDetail = true; + } + // + // blendfunc + // or blendfunc + // + else if ( !Q_stricmp( token, "blendfunc" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name ); + continue; + } + // check for "simple" blends first + if ( !Q_stricmp( token, "add" ) ) { + blendSrcBits = GLS_SRCBLEND_ONE; + blendDstBits = GLS_DSTBLEND_ONE; + } else if ( !Q_stricmp( token, "filter" ) ) { + blendSrcBits = GLS_SRCBLEND_DST_COLOR; + blendDstBits = GLS_DSTBLEND_ZERO; + } else if ( !Q_stricmp( token, "blend" ) ) { + blendSrcBits = GLS_SRCBLEND_SRC_ALPHA; + blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; + } else { + // complex double blends + blendSrcBits = NameToSrcBlendMode( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name ); + continue; + } + blendDstBits = NameToDstBlendMode( token ); + } + + // clear depth mask for blended surfaces + if ( !depthMaskExplicit ) + { + depthMaskBits = 0; + } + } + // + // stage + // + else if(!Q_stricmp(token, "stage")) + { + token = COM_ParseExt(text, qfalse); + if(token[0] == 0) + { + ri.Printf(PRINT_WARNING, "WARNING: missing parameters for stage in shader '%s'\n", shader.name); + continue; + } + + if(!Q_stricmp(token, "diffuseMap")) + { + stage->type = ST_DIFFUSEMAP; + } + else if(!Q_stricmp(token, "normalMap") || !Q_stricmp(token, "bumpMap")) + { + stage->type = ST_NORMALMAP; + VectorSet4(stage->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value); + } + else if(!Q_stricmp(token, "normalParallaxMap") || !Q_stricmp(token, "bumpParallaxMap")) + { + if (r_parallaxMapping->integer) + stage->type = ST_NORMALPARALLAXMAP; + else + stage->type = ST_NORMALMAP; + VectorSet4(stage->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value); + } + else if(!Q_stricmp(token, "specularMap")) + { + stage->type = ST_SPECULARMAP; + VectorSet4(stage->specularScale, 1.0f, 1.0f, 1.0f, 1.0f); + } + else + { + ri.Printf(PRINT_WARNING, "WARNING: unknown stage parameter '%s' in shader '%s'\n", token, shader.name); + continue; + } + } + // + // specularReflectance + // + else if (!Q_stricmp(token, "specularreflectance")) + { + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular reflectance in shader '%s'\n", shader.name ); + continue; + } + + if (r_pbr->integer) + { + // interpret specularReflectance < 0.5 as nonmetal + stage->specularScale[1] = (atof(token) < 0.5f) ? 0.0f : 1.0f; + } + else + { + stage->specularScale[0] = + stage->specularScale[1] = + stage->specularScale[2] = atof( token ); + } + } + // + // specularExponent + // + else if (!Q_stricmp(token, "specularexponent")) + { + float exponent; + + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular exponent in shader '%s'\n", shader.name ); + continue; + } + + exponent = atof( token ); + + if (r_pbr->integer) + stage->specularScale[0] = 1.0f - powf(2.0f / (exponent + 2.0), 0.25); + else + { + // Change shininess to gloss + // Assumes max exponent of 8190 and min of 0, must change here if altered in lightall_fp.glsl + exponent = CLAMP(exponent, 0.0f, 8190.0f); + stage->specularScale[3] = (log2f(exponent + 2.0f) - 1.0f) / 12.0f; + } + } + // + // gloss + // + else if (!Q_stricmp(token, "gloss")) + { + float gloss; + + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for gloss in shader '%s'\n", shader.name ); + continue; + } + + gloss = atof(token); + + if (r_pbr->integer) + stage->specularScale[0] = 1.0f - exp2f(-3.0f * gloss); + else + stage->specularScale[3] = gloss; + } + // + // roughness + // + else if (!Q_stricmp(token, "roughness")) + { + float roughness; + + token = COM_ParseExt(text, qfalse); + if (token[0] == 0) + { + ri.Printf(PRINT_WARNING, "WARNING: missing parameter for roughness in shader '%s'\n", shader.name); + continue; + } + + roughness = atof(token); + + if (r_pbr->integer) + stage->specularScale[0] = 1.0 - roughness; + else + { + if (roughness >= 0.125) + stage->specularScale[3] = log2f(1.0f / roughness) / 3.0f; + else + stage->specularScale[3] = 1.0f; + } + } + // + // parallaxDepth + // + else if (!Q_stricmp(token, "parallaxdepth")) + { + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for parallaxDepth in shader '%s'\n", shader.name ); + continue; + } + + stage->normalScale[3] = atof( token ); + } + // + // normalScale + // or normalScale + // or normalScale + // + else if (!Q_stricmp(token, "normalscale")) + { + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for normalScale in shader '%s'\n", shader.name ); + continue; + } + + stage->normalScale[0] = atof( token ); + + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + // one value, applies to X/Y + stage->normalScale[1] = stage->normalScale[0]; + continue; + } + + stage->normalScale[1] = atof( token ); + + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + // two values, no height + continue; + } + + stage->normalScale[3] = atof( token ); + } + // + // specularScale + // or specularScale with r_pbr 1 + // or specularScale + // or specularScale + // + else if (!Q_stricmp(token, "specularscale")) + { + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specularScale in shader '%s'\n", shader.name ); + continue; + } + + stage->specularScale[0] = atof( token ); + + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specularScale in shader '%s'\n", shader.name ); + continue; + } + + stage->specularScale[1] = atof( token ); + + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + if (r_pbr->integer) + { + // two values, metallic then smoothness + float smoothness = stage->specularScale[1]; + stage->specularScale[1] = (stage->specularScale[0] < 0.5f) ? 0.0f : 1.0f; + stage->specularScale[0] = smoothness; + } + { + // two values, rgb then gloss + stage->specularScale[3] = stage->specularScale[1]; + stage->specularScale[1] = + stage->specularScale[2] = stage->specularScale[0]; + } + continue; + } + + stage->specularScale[2] = atof( token ); + + token = COM_ParseExt(text, qfalse); + if ( token[0] == 0 ) + { + // three values, rgb + continue; + } + + stage->specularScale[2] = atof( token ); + + } + // + // rgbGen + // + else if ( !Q_stricmp( token, "rgbGen" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name ); + continue; + } + + if ( !Q_stricmp( token, "wave" ) ) + { + ParseWaveForm( text, &stage->rgbWave ); + stage->rgbGen = CGEN_WAVEFORM; + } + else if ( !Q_stricmp( token, "const" ) ) + { + vec3_t color; + + VectorClear( color ); + + ParseVector( text, 3, color ); + stage->constantColor[0] = 255 * color[0]; + stage->constantColor[1] = 255 * color[1]; + stage->constantColor[2] = 255 * color[2]; + + stage->rgbGen = CGEN_CONST; + } + else if ( !Q_stricmp( token, "identity" ) ) + { + stage->rgbGen = CGEN_IDENTITY; + } + else if ( !Q_stricmp( token, "identityLighting" ) ) + { + stage->rgbGen = CGEN_IDENTITY_LIGHTING; + } + else if ( !Q_stricmp( token, "entity" ) ) + { + stage->rgbGen = CGEN_ENTITY; + } + else if ( !Q_stricmp( token, "oneMinusEntity" ) ) + { + stage->rgbGen = CGEN_ONE_MINUS_ENTITY; + } + else if ( !Q_stricmp( token, "vertex" ) ) + { + stage->rgbGen = CGEN_VERTEX; + if ( stage->alphaGen == 0 ) { + stage->alphaGen = AGEN_VERTEX; + } + } + else if ( !Q_stricmp( token, "exactVertex" ) ) + { + stage->rgbGen = CGEN_EXACT_VERTEX; + } + else if ( !Q_stricmp( token, "vertexLit" ) ) + { + stage->rgbGen = CGEN_VERTEX_LIT; + if ( stage->alphaGen == 0 ) { + stage->alphaGen = AGEN_VERTEX; + } + } + else if ( !Q_stricmp( token, "exactVertexLit" ) ) + { + stage->rgbGen = CGEN_EXACT_VERTEX_LIT; + } + else if ( !Q_stricmp( token, "lightingDiffuse" ) ) + { + stage->rgbGen = CGEN_LIGHTING_DIFFUSE; + } + else if ( !Q_stricmp( token, "oneMinusVertex" ) ) + { + stage->rgbGen = CGEN_ONE_MINUS_VERTEX; + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name ); + continue; + } + } + // + // alphaGen + // + else if ( !Q_stricmp( token, "alphaGen" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name ); + continue; + } + + if ( !Q_stricmp( token, "wave" ) ) + { + ParseWaveForm( text, &stage->alphaWave ); + stage->alphaGen = AGEN_WAVEFORM; + } + else if ( !Q_stricmp( token, "const" ) ) + { + token = COM_ParseExt( text, qfalse ); + stage->constantColor[3] = 255 * atof( token ); + stage->alphaGen = AGEN_CONST; + } + else if ( !Q_stricmp( token, "identity" ) ) + { + stage->alphaGen = AGEN_IDENTITY; + } + else if ( !Q_stricmp( token, "entity" ) ) + { + stage->alphaGen = AGEN_ENTITY; + } + else if ( !Q_stricmp( token, "oneMinusEntity" ) ) + { + stage->alphaGen = AGEN_ONE_MINUS_ENTITY; + } + else if ( !Q_stricmp( token, "vertex" ) ) + { + stage->alphaGen = AGEN_VERTEX; + } + else if ( !Q_stricmp( token, "lightingSpecular" ) ) + { + stage->alphaGen = AGEN_LIGHTING_SPECULAR; + } + else if ( !Q_stricmp( token, "oneMinusVertex" ) ) + { + stage->alphaGen = AGEN_ONE_MINUS_VERTEX; + } + else if ( !Q_stricmp( token, "portal" ) ) + { + stage->alphaGen = AGEN_PORTAL; + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + shader.portalRange = 256; + ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name ); + } + else + { + shader.portalRange = atof( token ); + } + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name ); + continue; + } + } + // + // tcGen + // + else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name ); + continue; + } + + if ( !Q_stricmp( token, "environment" ) ) + { + stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED; + } + else if ( !Q_stricmp( token, "lightmap" ) ) + { + stage->bundle[0].tcGen = TCGEN_LIGHTMAP; + } + else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) ) + { + stage->bundle[0].tcGen = TCGEN_TEXTURE; + } + else if ( !Q_stricmp( token, "vector" ) ) + { + ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] ); + ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] ); + + stage->bundle[0].tcGen = TCGEN_VECTOR; + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name ); + } + } + // + // tcMod <...> + // + else if ( !Q_stricmp( token, "tcMod" ) ) + { + char buffer[1024] = ""; + + while ( 1 ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + break; + Q_strcat( buffer, sizeof (buffer), token ); + Q_strcat( buffer, sizeof (buffer), " " ); + } + + ParseTexMod( buffer, stage ); + + continue; + } + // + // depthmask + // + else if ( !Q_stricmp( token, "depthwrite" ) ) + { + depthMaskBits = GLS_DEPTHMASK_TRUE; + depthMaskExplicit = true; + + continue; + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name ); + return false; + } + } + + // + // if cgen isn't explicitly specified, use either identity or identitylighting + // + if ( stage->rgbGen == CGEN_BAD ) { + if ( blendSrcBits == 0 || + blendSrcBits == GLS_SRCBLEND_ONE || + blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) { + stage->rgbGen = CGEN_IDENTITY_LIGHTING; + } else { + stage->rgbGen = CGEN_IDENTITY; + } + } + + + // + // implicitly assume that a GL_ONE GL_ZERO blend mask disables blending + // + if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && + ( blendDstBits == GLS_DSTBLEND_ZERO ) ) + { + blendDstBits = blendSrcBits = 0; + depthMaskBits = GLS_DEPTHMASK_TRUE; + } + + // decide which agens we can skip + if ( stage->alphaGen == AGEN_IDENTITY ) { + if ( stage->rgbGen == CGEN_IDENTITY + || stage->rgbGen == CGEN_LIGHTING_DIFFUSE ) { + stage->alphaGen = AGEN_SKIP; + } + } + + // + // compute state bits + // + stage->stateBits = depthMaskBits | + blendSrcBits | blendDstBits | + atestBits | + depthFuncBits; + + return true; +} + +/* +=============== +ParseDeform + +deformVertexes wave +deformVertexes normal +deformVertexes move +deformVertexes bulge +deformVertexes projectionShadow +deformVertexes autoSprite +deformVertexes autoSprite2 +deformVertexes text[0-7] +=============== +*/ +static void ParseDeform( char **text ) { + char *token; + deformStage_t *ds; + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name ); + return; + } + + if ( shader.numDeforms == MAX_SHADER_DEFORMS ) { + ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name ); + return; + } + + ds = &shader.deforms[ shader.numDeforms ]; + shader.numDeforms++; + + if ( !Q_stricmp( token, "projectionShadow" ) ) { + ds->deformation = DEFORM_PROJECTION_SHADOW; + return; + } + + if ( !Q_stricmp( token, "autosprite" ) ) { + ds->deformation = DEFORM_AUTOSPRITE; + return; + } + + if ( !Q_stricmp( token, "autosprite2" ) ) { + ds->deformation = DEFORM_AUTOSPRITE2; + return; + } + + if ( !Q_stricmpn( token, "text", 4 ) ) { + int n; + + n = token[4] - '0'; + if ( n < 0 || n > 7 ) { + n = 0; + } + ds->deformation = (deform_t)(DEFORM_TEXT0 + n); + return; + } + + if ( !Q_stricmp( token, "bulge" ) ) { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); + return; + } + ds->bulgeWidth = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); + return; + } + ds->bulgeHeight = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); + return; + } + ds->bulgeSpeed = atof( token ); + + ds->deformation = DEFORM_BULGE; + return; + } + + if ( !Q_stricmp( token, "wave" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); + return; + } + + if ( atof( token ) != 0 ) + { + ds->deformationSpread = 1.0f / atof( token ); + } + else + { + ds->deformationSpread = 100.0f; + ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name ); + } + + ParseWaveForm( text, &ds->deformationWave ); + ds->deformation = DEFORM_WAVE; + return; + } + + if ( !Q_stricmp( token, "normal" ) ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); + return; + } + ds->deformationWave.amplitude = atof( token ); + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); + return; + } + ds->deformationWave.frequency = atof( token ); + + ds->deformation = DEFORM_NORMALS; + return; + } + + if ( !Q_stricmp( token, "move" ) ) { + int i; + + for ( i = 0 ; i < 3 ; i++ ) { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) { + ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); + return; + } + ds->moveVector[i] = atof( token ); + } + + ParseWaveForm( text, &ds->deformationWave ); + ds->deformation = DEFORM_MOVE; + return; + } + + ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name ); +} + + +/* +=============== +ParseSkyParms + +skyParms +=============== +*/ +static void ParseSkyParms( char **text ) { + char *token; + static const char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; + char pathname[MAX_QPATH]; + int i; + int/*imgFlags_t*/ imgFlags = IMGFLAG_MIPMAP | IMGFLAG_PICMIP; + + // outerbox + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) { + ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); + return; + } + if ( strcmp( token, "-" ) ) { + for (i=0 ; i<6 ; i++) { + Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga" + , token, suf[i] ); + shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, IMGTYPE_COLORALPHA, imgFlags | IMGFLAG_CLAMPTOEDGE ); + + if ( !shader.sky.outerbox[i] ) { + shader.sky.outerbox[i] = tr.defaultImage; + } + } + } + + // cloudheight + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) { + ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); + return; + } + shader.sky.cloudHeight = atof( token ); + if ( !shader.sky.cloudHeight ) { + shader.sky.cloudHeight = 512; + } + R_InitSkyTexCoords( shader.sky.cloudHeight ); + + + // innerbox + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) { + ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); + return; + } + if ( strcmp( token, "-" ) ) { + for (i=0 ; i<6 ; i++) { + Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga" + , token, suf[i] ); + shader.sky.innerbox[i] = R_FindImageFile( ( char * ) pathname, IMGTYPE_COLORALPHA, imgFlags ); + if ( !shader.sky.innerbox[i] ) { + shader.sky.innerbox[i] = tr.defaultImage; + } + } + } + + shader.isSky = true; +} + + +/* +================= +ParseSort +================= +*/ +void ParseSort( char **text ) { + char *token; + + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) { + ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name ); + return; + } + + if ( !Q_stricmp( token, "portal" ) ) { + shader.sort = SS_PORTAL; + } else if ( !Q_stricmp( token, "sky" ) ) { + shader.sort = SS_ENVIRONMENT; + } else if ( !Q_stricmp( token, "opaque" ) ) { + shader.sort = SS_OPAQUE; + }else if ( !Q_stricmp( token, "decal" ) ) { + shader.sort = SS_DECAL; + } else if ( !Q_stricmp( token, "seeThrough" ) ) { + shader.sort = SS_SEE_THROUGH; + } else if ( !Q_stricmp( token, "banner" ) ) { + shader.sort = SS_BANNER; + } else if ( !Q_stricmp( token, "additive" ) ) { + shader.sort = SS_BLEND1; + } else if ( !Q_stricmp( token, "nearest" ) ) { + shader.sort = SS_NEAREST; + } else if ( !Q_stricmp( token, "underwater" ) ) { + shader.sort = SS_UNDERWATER; + } else { + shader.sort = atof( token ); + } +} + + + +// this table is also present in q3map + +typedef struct { + const char *name; + unsigned clearSolid, surfaceFlags, contents; +} infoParm_t; + +infoParm_t infoParms[] = { + // server relevant contents + {"water", 1, 0, CONTENTS_WATER }, + {"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging + {"lava", 1, 0, CONTENTS_LAVA }, // very damaging + {"playerclip", 1, 0, CONTENTS_PLAYERCLIP }, + {"monsterclip", 1, 0, CONTENTS_MONSTERCLIP }, + {"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc) + {"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag + + // utility relevant attributes + {"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes + {"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces + {"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp + {"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas + {"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas + {"clusterportal", 1,0, CONTENTS_CLUSTERPORTAL }, // for bots + {"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots + + {"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering + {"sky", 0, SURF_SKY, 0 }, // emit light from an environment map + {"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it + {"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis + {"hint", 0, SURF_HINT, 0 }, // use as a primary splitter + + // server attributes + {"slick", 0, SURF_SLICK, 0 }, + {"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks + {"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode + {"ladder", 0, SURF_LADDER, 0 }, + {"nodamage", 0, SURF_NODAMAGE, 0 }, + {"metalsteps", 0, SURF_METALSTEPS,0 }, + {"flesh", 0, SURF_FLESH, 0 }, + {"nosteps", 0, SURF_NOSTEPS, 0 }, + + // drawsurf attributes + {"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap) + {"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes + {"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap + {"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights + {"dust", 0, SURF_DUST, 0} // leave a dust trail when walking on this surface +}; + + +/* +=============== +ParseSurfaceParm + +surfaceparm +=============== +*/ +static void ParseSurfaceParm( char **text ) { + char *token; + int numInfoParms = ARRAY_LEN( infoParms ); + int i; + + token = COM_ParseExt( text, qfalse ); + for ( i = 0 ; i < numInfoParms ; i++ ) { + if ( !Q_stricmp( token, infoParms[i].name ) ) { + shader.surfaceFlags |= infoParms[i].surfaceFlags; + shader.contentFlags |= infoParms[i].contents; +#if 0 + if ( infoParms[i].clearSolid ) { + si->contents &= ~CONTENTS_SOLID; + } +#endif + break; + } + } +} + +/* +================= +ParseShader + +The current text pointer is at the explicit text definition of the +shader. Parse it into the global shader variable. Later functions +will optimize it. +================= +*/ +static bool ParseShader( char **text ) +{ + char *token; + int s; + + s = 0; + + token = COM_ParseExt( text, qtrue ); + if ( token[0] != '{' ) + { + ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name ); + return false; + } + + while ( 1 ) + { + token = COM_ParseExt( text, qtrue ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name ); + return false; + } + + // end of shader definition + if ( token[0] == '}' ) + { + break; + } + // stage definition + else if ( token[0] == '{' ) + { + if ( s >= MAX_SHADER_STAGES ) { + ri.Printf( PRINT_WARNING, "WARNING: too many stages in shader %s (max is %i)\n", shader.name, MAX_SHADER_STAGES ); + return false; + } + + if ( !ParseStage( &stages[s], text ) ) + { + return false; + } + stages[s].active = true; + s++; + + continue; + } + // skip stuff that only the QuakeEdRadient needs + else if ( !Q_stricmpn( token, "qer", 3 ) ) { + SkipRestOfLine( text ); + continue; + } + // sun parms + else if ( !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) || !Q_stricmp( token, "q3gl2_sun" ) ) { + float a, b; + bool isGL2Sun = false; + + if (!Q_stricmp( token, "q3gl2_sun" ) && r_sunShadows->integer ) + { + isGL2Sun = true; + tr.sunShadows = true; + } + + token = COM_ParseExt( text, qfalse ); + tr.sunLight[0] = atof( token ); + token = COM_ParseExt( text, qfalse ); + tr.sunLight[1] = atof( token ); + token = COM_ParseExt( text, qfalse ); + tr.sunLight[2] = atof( token ); + + VectorNormalize( tr.sunLight ); + + token = COM_ParseExt( text, qfalse ); + a = atof( token ); + VectorScale( tr.sunLight, a, tr.sunLight); + + token = COM_ParseExt( text, qfalse ); + a = atof( token ); + a = a / 180 * M_PI; + + token = COM_ParseExt( text, qfalse ); + b = atof( token ); + b = b / 180 * M_PI; + + tr.sunDirection[0] = cos( a ) * cos( b ); + tr.sunDirection[1] = sin( a ) * cos( b ); + tr.sunDirection[2] = sin( b ); + + if (isGL2Sun) + { + token = COM_ParseExt( text, qfalse ); + tr.sunShadowScale = atof(token); + + // parse twice, since older shaders may include mapLightScale before sunShadowScale + token = COM_ParseExt( text, qfalse ); + if (token[0]) + tr.sunShadowScale = atof(token); + } + + SkipRestOfLine( text ); + continue; + } + // tonemap parms + else if ( !Q_stricmp( token, "q3gl2_tonemap" ) ) { + token = COM_ParseExt( text, qfalse ); + tr.toneMinAvgMaxLevel[0] = atof( token ); + token = COM_ParseExt( text, qfalse ); + tr.toneMinAvgMaxLevel[1] = atof( token ); + token = COM_ParseExt( text, qfalse ); + tr.toneMinAvgMaxLevel[2] = atof( token ); + + token = COM_ParseExt( text, qfalse ); + tr.autoExposureMinMax[0] = atof( token ); + token = COM_ParseExt( text, qfalse ); + tr.autoExposureMinMax[1] = atof( token ); + + SkipRestOfLine( text ); + continue; + } + else if ( !Q_stricmp( token, "deformVertexes" ) ) { + ParseDeform( text ); + continue; + } + else if ( !Q_stricmp( token, "tesssize" ) ) { + SkipRestOfLine( text ); + continue; + } + else if ( !Q_stricmp( token, "clampTime" ) ) { + token = COM_ParseExt( text, qfalse ); + if (token[0]) { + shader.clampTime = atof(token); + } + } + // skip stuff that only the q3map needs + else if ( !Q_stricmpn( token, "q3map", 5 ) ) { + SkipRestOfLine( text ); + continue; + } + // skip stuff that only q3map or the server needs + else if ( !Q_stricmp( token, "surfaceParm" ) ) { + ParseSurfaceParm( text ); + continue; + } + // no mip maps + else if ( !Q_stricmp( token, "nomipmaps" ) ) + { + shader.noMipMaps = true; + shader.noPicMip = true; + continue; + } + // no picmip adjustment + else if ( !Q_stricmp( token, "nopicmip" ) ) + { + shader.noPicMip = true; + continue; + } + // polygonOffset + else if ( !Q_stricmp( token, "polygonOffset" ) ) + { + shader.polygonOffset = true; + continue; + } + // entityMergable, allowing sprite surfaces from multiple entities + // to be merged into one batch. This is a savings for smoke + // puffs and blood, but can't be used for anything where the + // shader calcs (not the surface function) reference the entity color or scroll + else if ( !Q_stricmp( token, "entityMergable" ) ) + { + shader.entityMergable = true; + continue; + } + // fogParms + else if ( !Q_stricmp( token, "fogParms" ) ) + { + if ( !ParseVector( text, 3, shader.fogParms.color ) ) { + return false; + } + + if ( r_greyscale->integer ) + { + float luminance; + + luminance = LUMA( shader.fogParms.color[0], shader.fogParms.color[1], shader.fogParms.color[2] ); + VectorSet( shader.fogParms.color, luminance, luminance, luminance ); + } + else if ( r_greyscale->value ) + { + float luminance; + + luminance = LUMA( shader.fogParms.color[0], shader.fogParms.color[1], shader.fogParms.color[2] ); + shader.fogParms.color[0] = LERP( shader.fogParms.color[0], luminance, r_greyscale->value ); + shader.fogParms.color[1] = LERP( shader.fogParms.color[1], luminance, r_greyscale->value ); + shader.fogParms.color[2] = LERP( shader.fogParms.color[2], luminance, r_greyscale->value ); + } + + token = COM_ParseExt( text, qfalse ); + if ( !token[0] ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name ); + continue; + } + shader.fogParms.depthForOpaque = atof( token ); + + // skip any old gradient directions + SkipRestOfLine( text ); + continue; + } + // portal + else if ( !Q_stricmp(token, "portal") ) + { + shader.sort = SS_PORTAL; + shader.isPortal = true; + continue; + } + // skyparms + else if ( !Q_stricmp( token, "skyparms" ) ) + { + ParseSkyParms( text ); + continue; + } + // light determines flaring in q3map, not needed here + else if ( !Q_stricmp(token, "light") ) + { + COM_ParseExt( text, qfalse ); + continue; + } + // cull + else if ( !Q_stricmp( token, "cull") ) + { + token = COM_ParseExt( text, qfalse ); + if ( token[0] == 0 ) + { + ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name ); + continue; + } + + if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) ) + { + shader.cullType = CT_TWO_SIDED; + } + else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) ) + { + shader.cullType = CT_BACK_SIDED; + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name ); + } + continue; + } + // sort + else if ( !Q_stricmp( token, "sort" ) ) + { + ParseSort( text ); + continue; + } + else + { + ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name ); + return false; + } + } + + // + // ignore shaders that don't have any stages, unless it is a sky or fog + // + if ( s == 0 && !shader.isSky && !(shader.contentFlags & CONTENTS_FOG ) ) { + return false; + } + + shader.explicitlyDefined = true; + + return true; +} + +/* +======================================================================================== + +SHADER OPTIMIZATION AND FOGGING + +======================================================================================== +*/ + +/* +=================== +ComputeStageIteratorFunc + +See if we can use on of the simple fastpath stage functions, +otherwise set to the generic stage function +=================== +*/ +static void ComputeStageIteratorFunc( void ) +{ + shader.optimalStageIteratorFunc = RB_StageIteratorGeneric; + + // + // see if this should go into the sky path + // + if ( shader.isSky ) + { + shader.optimalStageIteratorFunc = RB_StageIteratorSky; + return; + } +} + +/* +=================== +ComputeVertexAttribs + +Check which vertex attributes we only need, so we +don't need to submit/copy all of them. +=================== +*/ +static void ComputeVertexAttribs(void) +{ + int i, stage; + + // dlights always need ATTR_NORMAL + shader.vertexAttribs = ATTR_POSITION | ATTR_NORMAL; + + // portals always need normals, for SurfIsOffscreen() + if (shader.isPortal) + { + shader.vertexAttribs |= ATTR_NORMAL; + } + + if (shader.defaultShader) + { + shader.vertexAttribs |= ATTR_TEXCOORD; + return; + } + + if(shader.numDeforms) + { + for ( i = 0; i < shader.numDeforms; i++) + { + deformStage_t *ds = &shader.deforms[i]; + + switch (ds->deformation) + { + case DEFORM_BULGE: + shader.vertexAttribs |= ATTR_NORMAL | ATTR_TEXCOORD; + break; + + case DEFORM_AUTOSPRITE: + shader.vertexAttribs |= ATTR_NORMAL | ATTR_COLOR; + break; + + case DEFORM_WAVE: + case DEFORM_NORMALS: + case DEFORM_TEXT0: + case DEFORM_TEXT1: + case DEFORM_TEXT2: + case DEFORM_TEXT3: + case DEFORM_TEXT4: + case DEFORM_TEXT5: + case DEFORM_TEXT6: + case DEFORM_TEXT7: + shader.vertexAttribs |= ATTR_NORMAL; + break; + + default: + case DEFORM_NONE: + case DEFORM_MOVE: + case DEFORM_PROJECTION_SHADOW: + case DEFORM_AUTOSPRITE2: + break; + } + } + } + + for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) + { + shaderStage_t *pStage = &stages[stage]; + + if ( !pStage->active ) + { + break; + } + + if (pStage->glslShaderGroup == tr.lightallShader) + { + shader.vertexAttribs |= ATTR_NORMAL; + + if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0)) + { + shader.vertexAttribs |= ATTR_TANGENT; + } + + switch (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) + { + case LIGHTDEF_USE_LIGHTMAP: + case LIGHTDEF_USE_LIGHT_VERTEX: + shader.vertexAttribs |= ATTR_LIGHTDIRECTION; + break; + default: + break; + } + } + + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + if ( pStage->bundle[i].image[0] == 0 ) + { + continue; + } + + switch(pStage->bundle[i].tcGen) + { + case TCGEN_TEXTURE: + shader.vertexAttribs |= ATTR_TEXCOORD; + break; + case TCGEN_LIGHTMAP: + shader.vertexAttribs |= ATTR_LIGHTCOORD; + break; + case TCGEN_ENVIRONMENT_MAPPED: + shader.vertexAttribs |= ATTR_NORMAL; + break; + + default: + break; + } + } + + switch(pStage->rgbGen) + { + case CGEN_EXACT_VERTEX: + case CGEN_VERTEX: + case CGEN_EXACT_VERTEX_LIT: + case CGEN_VERTEX_LIT: + case CGEN_ONE_MINUS_VERTEX: + shader.vertexAttribs |= ATTR_COLOR; + break; + + case CGEN_LIGHTING_DIFFUSE: + shader.vertexAttribs |= ATTR_NORMAL; + break; + + default: + break; + } + + switch(pStage->alphaGen) + { + case AGEN_LIGHTING_SPECULAR: + shader.vertexAttribs |= ATTR_NORMAL; + break; + + case AGEN_VERTEX: + case AGEN_ONE_MINUS_VERTEX: + shader.vertexAttribs |= ATTR_COLOR; + break; + + default: + break; + } + } +} + + +static void CollapseStagesToLightall(shaderStage_t *diffuse, + shaderStage_t *normal, shaderStage_t *specular, shaderStage_t *lightmap, + bool useLightVector, bool useLightVertex, bool parallax, bool tcgen) +{ + int defs = 0; + + //ri.Printf(PRINT_ALL, "shader %s has diffuse %s", shader.name, diffuse->bundle[0].image[0]->imgName); + + // reuse diffuse, mark others inactive + diffuse->type = ST_GLSL; + + if (lightmap) + { + //ri.Printf(PRINT_ALL, ", lightmap"); + diffuse->bundle[TB_LIGHTMAP] = lightmap->bundle[0]; + defs |= LIGHTDEF_USE_LIGHTMAP; + } + else if (useLightVector) + { + defs |= LIGHTDEF_USE_LIGHT_VECTOR; + } + else if (useLightVertex) + { + defs |= LIGHTDEF_USE_LIGHT_VERTEX; + } + + if (r_deluxeMapping->integer && tr.worldDeluxeMapping && lightmap) + { + //ri.Printf(PRINT_ALL, ", deluxemap"); + diffuse->bundle[TB_DELUXEMAP] = lightmap->bundle[0]; + diffuse->bundle[TB_DELUXEMAP].image[0] = tr.deluxemaps[shader.lightmapIndex]; + } + + if (r_normalMapping->integer) + { + image_t *diffuseImg; + if (normal) + { + //ri.Printf(PRINT_ALL, ", normalmap %s", normal->bundle[0].image[0]->imgName); + diffuse->bundle[TB_NORMALMAP] = normal->bundle[0]; + if (parallax && r_parallaxMapping->integer) + defs |= LIGHTDEF_USE_PARALLAXMAP; + + VectorCopy4(normal->normalScale, diffuse->normalScale); + } + else if ((lightmap || useLightVector || useLightVertex) && (diffuseImg = diffuse->bundle[TB_DIFFUSEMAP].image[0])) + { + char normalName[MAX_QPATH]; + image_t *normalImg; + int/*imgFlags_t*/ normalFlags = (diffuseImg->flags & ~IMGFLAG_GENNORMALMAP) | IMGFLAG_NOLIGHTSCALE; + + // try a normalheight image first + COM_StripExtension(diffuseImg->imgName, normalName, MAX_QPATH); + Q_strcat(normalName, MAX_QPATH, "_nh"); + + normalImg = R_FindImageFile(normalName, IMGTYPE_NORMALHEIGHT, normalFlags); + + if (normalImg) + { + parallax = true; + } + else + { + // try a normal image ("_n" suffix) + normalName[strlen(normalName) - 1] = '\0'; + normalImg = R_FindImageFile(normalName, IMGTYPE_NORMAL, normalFlags); + } + + if (normalImg) + { + diffuse->bundle[TB_NORMALMAP] = diffuse->bundle[0]; + diffuse->bundle[TB_NORMALMAP].numImageAnimations = 0; + diffuse->bundle[TB_NORMALMAP].image[0] = normalImg; + + if (parallax && r_parallaxMapping->integer) + defs |= LIGHTDEF_USE_PARALLAXMAP; + + VectorSet4(diffuse->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value); + } + } + } + + if (r_specularMapping->integer) + { + image_t *diffuseImg; + if (specular) + { + //ri.Printf(PRINT_ALL, ", specularmap %s", specular->bundle[0].image[0]->imgName); + diffuse->bundle[TB_SPECULARMAP] = specular->bundle[0]; + VectorCopy4(specular->specularScale, diffuse->specularScale); + } + else if ((lightmap || useLightVector || useLightVertex) && (diffuseImg = diffuse->bundle[TB_DIFFUSEMAP].image[0])) + { + char specularName[MAX_QPATH]; + image_t *specularImg; + int/*imgFlags_t*/ specularFlags = (diffuseImg->flags & ~IMGFLAG_GENNORMALMAP) | IMGFLAG_NOLIGHTSCALE; + + COM_StripExtension(diffuseImg->imgName, specularName, MAX_QPATH); + Q_strcat(specularName, MAX_QPATH, "_s"); + + specularImg = R_FindImageFile(specularName, IMGTYPE_COLORALPHA, specularFlags); + + if (specularImg) + { + diffuse->bundle[TB_SPECULARMAP] = diffuse->bundle[0]; + diffuse->bundle[TB_SPECULARMAP].numImageAnimations = 0; + diffuse->bundle[TB_SPECULARMAP].image[0] = specularImg; + + VectorSet4(diffuse->specularScale, 1.0f, 1.0f, 1.0f, 1.0f); + } + } + } + + if (tcgen || diffuse->bundle[0].numTexMods) + { + defs |= LIGHTDEF_USE_TCGEN_AND_TCMOD; + } + + //ri.Printf(PRINT_ALL, ".\n"); + + diffuse->glslShaderGroup = tr.lightallShader; + diffuse->glslShaderIndex = defs; +} + + +static int CollapseStagesToGLSL(void) +{ + int i, j, numStages; + bool skip = false; + + // skip shaders with deforms + if (shader.numDeforms != 0) + { + skip = true; + } + + if (!skip) + { + // if 2+ stages and first stage is lightmap, switch them + // this makes it easier for the later bits to process + if (stages[0].active && stages[0].bundle[0].tcGen == TCGEN_LIGHTMAP && stages[1].active) + { + int blendBits = stages[1].stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); + + if (blendBits == (GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO) + || blendBits == (GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR)) + { + int stateBits0 = stages[0].stateBits; + int stateBits1 = stages[1].stateBits; + shaderStage_t swapStage; + + swapStage = stages[0]; + stages[0] = stages[1]; + stages[1] = swapStage; + + stages[0].stateBits = stateBits0; + stages[1].stateBits = stateBits1; + } + } + } + + if (!skip) + { + // scan for shaders that aren't supported + for (i = 0; i < MAX_SHADER_STAGES; i++) + { + shaderStage_t *pStage = &stages[i]; + + if (!pStage->active) + continue; + + if (pStage->adjustColorsForFog) + { + skip = true; + break; + } + + if (pStage->bundle[0].tcGen == TCGEN_LIGHTMAP) + { + int blendBits = pStage->stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); + + if (blendBits != (GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO) + && blendBits != (GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR)) + { + skip = true; + break; + } + } + + switch(pStage->bundle[0].tcGen) + { + case TCGEN_TEXTURE: + case TCGEN_LIGHTMAP: + case TCGEN_ENVIRONMENT_MAPPED: + case TCGEN_VECTOR: + break; + default: + skip = true; + break; + } + + switch(pStage->alphaGen) + { + case AGEN_LIGHTING_SPECULAR: + case AGEN_PORTAL: + skip = true; + break; + default: + break; + } + } + } + + if (!skip) + { + for (i = 0; i < MAX_SHADER_STAGES; i++) + { + shaderStage_t *pStage = &stages[i]; + shaderStage_t *diffuse, *normal, *specular, *lightmap; + bool parallax, tcgen, diffuselit, vertexlit; + + if (!pStage->active) + continue; + + // skip normal and specular maps + if (pStage->type != ST_COLORMAP) + continue; + + // skip lightmaps + if (pStage->bundle[0].tcGen == TCGEN_LIGHTMAP) + continue; + + diffuse = pStage; + normal = NULL; + parallax = false; + specular = NULL; + lightmap = NULL; + + // we have a diffuse map, find matching normal, specular, and lightmap + for (j = i + 1; j < MAX_SHADER_STAGES; j++) + { + shaderStage_t *pStage2 = &stages[j]; + + if (!pStage2->active) + continue; + + switch(pStage2->type) + { + case ST_NORMALMAP: + if (!normal) + { + normal = pStage2; + } + break; + + case ST_NORMALPARALLAXMAP: + if (!normal) + { + normal = pStage2; + parallax = true; + } + break; + + case ST_SPECULARMAP: + if (!specular) + { + specular = pStage2; + } + break; + + case ST_COLORMAP: + if (pStage2->bundle[0].tcGen == TCGEN_LIGHTMAP) + { + lightmap = pStage2; + } + break; + + default: + break; + } + } + + tcgen = false; + if (diffuse->bundle[0].tcGen == TCGEN_ENVIRONMENT_MAPPED + || diffuse->bundle[0].tcGen == TCGEN_LIGHTMAP + || diffuse->bundle[0].tcGen == TCGEN_VECTOR) + { + tcgen = true; + } + + diffuselit = false; + if (diffuse->rgbGen == CGEN_LIGHTING_DIFFUSE) + { + diffuselit = true; + } + + vertexlit = false; + if (diffuse->rgbGen == CGEN_VERTEX_LIT || diffuse->rgbGen == CGEN_EXACT_VERTEX_LIT) + { + vertexlit = true; + } + + CollapseStagesToLightall(diffuse, normal, specular, lightmap, diffuselit, vertexlit, parallax, tcgen); + } + + // deactivate lightmap stages + for (i = 0; i < MAX_SHADER_STAGES; i++) + { + shaderStage_t *pStage = &stages[i]; + + if (!pStage->active) + continue; + + if (pStage->bundle[0].tcGen == TCGEN_LIGHTMAP) + { + pStage->active = false; + } + } + } + + // deactivate normal and specular stages + for (i = 0; i < MAX_SHADER_STAGES; i++) + { + shaderStage_t *pStage = &stages[i]; + + if (!pStage->active) + continue; + + if (pStage->type == ST_NORMALMAP) + { + pStage->active = false; + } + + if (pStage->type == ST_NORMALPARALLAXMAP) + { + pStage->active = false; + } + + if (pStage->type == ST_SPECULARMAP) + { + pStage->active = false; + } + } + + // remove inactive stages + numStages = 0; + for (i = 0; i < MAX_SHADER_STAGES; i++) + { + if (!stages[i].active) + continue; + + if (i == numStages) + { + numStages++; + continue; + } + + stages[numStages] = stages[i]; + stages[i].active = false; + numStages++; + } + + // convert any remaining lightmap stages to a lighting pass with a white texture + // only do this with r_sunlightMode non-zero, as it's only for correct shadows. + if (r_sunlightMode->integer && shader.numDeforms == 0) + { + for (i = 0; i < MAX_SHADER_STAGES; i++) + { + shaderStage_t *pStage = &stages[i]; + + if (!pStage->active) + continue; + + if (pStage->adjustColorsForFog) + continue; + + if (pStage->bundle[TB_DIFFUSEMAP].tcGen == TCGEN_LIGHTMAP) + { + pStage->glslShaderGroup = tr.lightallShader; + pStage->glslShaderIndex = LIGHTDEF_USE_LIGHTMAP; + pStage->bundle[TB_LIGHTMAP] = pStage->bundle[TB_DIFFUSEMAP]; + pStage->bundle[TB_DIFFUSEMAP].image[0] = tr.whiteImage; + pStage->bundle[TB_DIFFUSEMAP].isLightmap = false; + pStage->bundle[TB_DIFFUSEMAP].tcGen = TCGEN_TEXTURE; + } + } + } + + // convert any remaining lightingdiffuse stages to a lighting pass + if (shader.numDeforms == 0) + { + for (i = 0; i < MAX_SHADER_STAGES; i++) + { + shaderStage_t *pStage = &stages[i]; + + if (!pStage->active) + continue; + + if (pStage->adjustColorsForFog) + continue; + + if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE) + { + pStage->glslShaderGroup = tr.lightallShader; + pStage->glslShaderIndex = LIGHTDEF_USE_LIGHT_VECTOR; + + if (pStage->bundle[0].tcGen != TCGEN_TEXTURE || pStage->bundle[0].numTexMods != 0) + pStage->glslShaderIndex |= LIGHTDEF_USE_TCGEN_AND_TCMOD; + } + } + } + + return numStages; +} + +/* +============= + +FixRenderCommandList +https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493 +Arnout: this is a nasty issue. Shaders can be registered after drawsurfaces are generated +but before the frame is rendered. This will, for the duration of one frame, cause drawsurfaces +to be rendered with bad shaders. To fix this, need to go through all render commands and fix +sortedIndex. +============== +*/ +static void FixRenderCommandList( int newShader ) { + renderCommandList_t *cmdList = &backEndData->commands; + + if( cmdList ) { + const void *curCmd = cmdList->cmds; + + while ( 1 ) { + curCmd = PADP(curCmd, sizeof(void *)); + + switch ( *(const int *)curCmd ) { + case RC_SET_COLOR: + { + const setColorCommand_t *sc_cmd = (const setColorCommand_t *)curCmd; + curCmd = (const void *)(sc_cmd + 1); + break; + } + case RC_STRETCH_PIC: + { + const stretchPicCommand_t *sp_cmd = (const stretchPicCommand_t *)curCmd; + curCmd = (const void *)(sp_cmd + 1); + break; + } + case RC_DRAW_SURFS: + { + int i; + drawSurf_t *drawSurf; + shader_t *shader; + int fogNum; + int entityNum; + int dlightMap; + int pshadowMap; + int sortedIndex; + const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd; + + for( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) { + R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlightMap, &pshadowMap ); + sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1)); + if( sortedIndex >= newShader ) { + sortedIndex++; + drawSurf->sort = (sortedIndex << QSORT_SHADERNUM_SHIFT) | entityNum | ( fogNum << QSORT_FOGNUM_SHIFT ) | ( (int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap; + } + } + curCmd = (const void *)(ds_cmd + 1); + break; + } + case RC_DRAW_BUFFER: + { + const drawBufferCommand_t *db_cmd = (const drawBufferCommand_t *)curCmd; + curCmd = (const void *)(db_cmd + 1); + break; + } + case RC_SWAP_BUFFERS: + { + const swapBuffersCommand_t *sb_cmd = (const swapBuffersCommand_t *)curCmd; + curCmd = (const void *)(sb_cmd + 1); + break; + } + case RC_END_OF_LIST: + default: + return; + } + } + } +} + +/* +============== +SortNewShader + +Positions the most recently created shader in the tr.sortedShaders[] +array so that the shader->sort key is sorted reletive to the other +shaders. + +Sets shader->sortedIndex +============== +*/ +static void SortNewShader( void ) { + int i; + float sort; + shader_t *newShader; + + newShader = tr.shaders[ tr.numShaders - 1 ]; + sort = newShader->sort; + + for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) { + if ( tr.sortedShaders[ i ]->sort <= sort ) { + break; + } + tr.sortedShaders[i+1] = tr.sortedShaders[i]; + tr.sortedShaders[i+1]->sortedIndex++; + } + + // Arnout: fix rendercommandlist + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493 + FixRenderCommandList( i+1 ); + + newShader->sortedIndex = i+1; + tr.sortedShaders[i+1] = newShader; +} + + +/* +==================== +GeneratePermanentShader +==================== +*/ +static shader_t *GeneratePermanentShader( void ) { + shader_t *newShader; + int i, b; + int size, hash; + + if ( tr.numShaders == MAX_SHADERS ) { + ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n"); + return tr.defaultShader; + } + + newShader = (shader_t*)ri.Hunk_Alloc( sizeof( shader_t ), h_low ); + + *newShader = shader; + + if ( shader.sort <= SS_OPAQUE ) { + newShader->fogPass = FP_EQUAL; + } else if ( shader.contentFlags & CONTENTS_FOG ) { + newShader->fogPass = FP_LE; + } + + tr.shaders[ tr.numShaders ] = newShader; + newShader->index = tr.numShaders; + + tr.sortedShaders[ tr.numShaders ] = newShader; + newShader->sortedIndex = tr.numShaders; + + tr.numShaders++; + + for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) { + if ( !stages[i].active ) { + break; + } + newShader->stages[i] = (shaderStage_t*)ri.Hunk_Alloc( sizeof( stages[i] ), h_low ); + *newShader->stages[i] = stages[i]; + + for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) { + size = newShader->stages[i]->bundle[b].numTexMods * sizeof( texModInfo_t ); + newShader->stages[i]->bundle[b].texMods = (texModInfo_t*)ri.Hunk_Alloc( size, h_low ); + Com_Memcpy( newShader->stages[i]->bundle[b].texMods, stages[i].bundle[b].texMods, size ); + } + } + + SortNewShader(); + + hash = generateHashValue(newShader->name, FILE_HASH_SIZE); + newShader->next = hashTable[hash]; + hashTable[hash] = newShader; + + return newShader; +} + +/* +================= +VertexLightingCollapse + +If vertex lighting is enabled, only render a single +pass, trying to guess which is the correct one to best aproximate +what it is supposed to look like. +================= +*/ +static void VertexLightingCollapse( void ) { + int stage; + shaderStage_t *bestStage; + int bestImageRank; + int rank; + + // if we aren't opaque, just use the first pass + if ( shader.sort == SS_OPAQUE ) { + + // pick the best texture for the single pass + bestStage = &stages[0]; + bestImageRank = -999999; + + for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) { + shaderStage_t *pStage = &stages[stage]; + + if ( !pStage->active ) { + break; + } + rank = 0; + + if ( pStage->bundle[0].isLightmap ) { + rank -= 100; + } + if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) { + rank -= 5; + } + if ( pStage->bundle[0].numTexMods ) { + rank -= 5; + } + if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) { + rank -= 3; + } + + if ( rank > bestImageRank ) { + bestImageRank = rank; + bestStage = pStage; + } + } + + stages[0].bundle[0] = bestStage->bundle[0]; + stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); + stages[0].stateBits |= GLS_DEPTHMASK_TRUE; + if ( shader.lightmapIndex == LIGHTMAP_NONE ) { + stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; + } else { + stages[0].rgbGen = CGEN_EXACT_VERTEX; + } + stages[0].alphaGen = AGEN_SKIP; + } else { + // don't use a lightmap (tesla coils) + if ( stages[0].bundle[0].isLightmap ) { + stages[0] = stages[1]; + } + + // if we were in a cross-fade cgen, hack it to normal + if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) { + stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; + } + if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH ) + && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) { + stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; + } + if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH ) + && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) { + stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; + } + } + + for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) { + shaderStage_t *pStage = &stages[stage]; + + if ( !pStage->active ) { + break; + } + + Com_Memset( pStage, 0, sizeof( *pStage ) ); + } +} + +/* +=============== +InitShader +=============== +*/ +static void InitShader( const char *name, int lightmapIndex ) { + int i; + + // clear the global shader + Com_Memset( &shader, 0, sizeof( shader ) ); + Com_Memset( &stages, 0, sizeof( stages ) ); + + Q_strncpyz( shader.name, name, sizeof( shader.name ) ); + shader.lightmapIndex = lightmapIndex; + + for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) { + stages[i].bundle[0].texMods = texMods[i]; + + // default normal/specular + VectorSet4(stages[i].normalScale, 0.0f, 0.0f, 0.0f, 0.0f); + if (r_pbr->integer) + { + stages[i].specularScale[0] = r_baseGloss->value; + } + else + { + stages[i].specularScale[0] = + stages[i].specularScale[1] = + stages[i].specularScale[2] = r_baseSpecular->value; + stages[i].specularScale[3] = r_baseGloss->value; + } + } +} + +/* +========================= +FinishShader + +Returns a freshly allocated shader with all the needed info +from the current global working shader +========================= +*/ +static shader_t *FinishShader( void ) { + int stage; + bool hasLightmapStage; + bool vertexLightmap; + + hasLightmapStage = false; + vertexLightmap = false; + + // + // set sky stuff appropriate + // + if ( shader.isSky ) { + shader.sort = SS_ENVIRONMENT; + } + + // + // set polygon offset + // + if ( shader.polygonOffset && !shader.sort ) { + shader.sort = SS_DECAL; + } + + // + // set appropriate stage information + // + for ( stage = 0; stage < MAX_SHADER_STAGES; ) { + shaderStage_t *pStage = &stages[stage]; + + if ( !pStage->active ) { + break; + } + + // check for a missing texture + if ( !pStage->bundle[0].image[0] ) { + ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name ); + pStage->active = false; + stage++; + continue; + } + + // + // ditch this stage if it's detail and detail textures are disabled + // + if ( pStage->isDetail && !r_detailTextures->integer ) + { + int index; + + for(index = stage + 1; index < MAX_SHADER_STAGES; index++) + { + if(!stages[index].active) + break; + } + + if(index < MAX_SHADER_STAGES) + memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage)); + else + { + if(stage + 1 < MAX_SHADER_STAGES) + memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage - 1)); + + Com_Memset(&stages[index - 1], 0, sizeof(*stages)); + } + + continue; + } + + // + // default texture coordinate generation + // + if ( pStage->bundle[0].isLightmap ) { + if ( pStage->bundle[0].tcGen == TCGEN_BAD ) { + pStage->bundle[0].tcGen = TCGEN_LIGHTMAP; + } + hasLightmapStage = true; + } else { + if ( pStage->bundle[0].tcGen == TCGEN_BAD ) { + pStage->bundle[0].tcGen = TCGEN_TEXTURE; + } + } + + + // not a true lightmap but we want to leave existing + // behaviour in place and not print out a warning + //if (pStage->rgbGen == CGEN_VERTEX) { + // vertexLightmap = true; + //} + + + + // + // determine sort order and fog color adjustment + // + if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) && + ( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) { + int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS; + int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS; + + // fog color adjustment only works for blend modes that have a contribution + // that aproaches 0 as the modulate values aproach 0 -- + // GL_ONE, GL_ONE + // GL_ZERO, GL_ONE_MINUS_SRC_COLOR + // GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA + + // modulate, additive + if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) || + ( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) { + pStage->adjustColorsForFog = ACFF_MODULATE_RGB; + } + // strict blend + else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) + { + pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA; + } + // premultiplied alpha + else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) + { + pStage->adjustColorsForFog = ACFF_MODULATE_RGBA; + } else { + // we can't adjust this one correctly, so it won't be exactly correct in fog + } + + // don't screw with sort order if this is a portal or environment + if ( !shader.sort ) { + // see through item, like a grill or grate + if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) { + shader.sort = SS_SEE_THROUGH; + } else { + shader.sort = SS_BLEND0; + } + } + } + + stage++; + } + + // there are times when you will need to manually apply a sort to + // opaque alpha tested shaders that have later blend passes + if ( !shader.sort ) { + shader.sort = SS_OPAQUE; + } + + // + // if we are in r_vertexLight mode, never use a lightmap texture + // + if ( stage > 1 && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) ) { + VertexLightingCollapse(); + hasLightmapStage = false; + } + + // + // look for multitexture potential + // + stage = CollapseStagesToGLSL(); + + if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) { + if (vertexLightmap) { + ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has VERTEX forced lightmap!\n", shader.name ); + } else { + ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name ); + // Don't set this, it will just add duplicate shaders to the hash + //shader.lightmapIndex = LIGHTMAP_NONE; + } + } + + + // + // compute number of passes + // + shader.numUnfoggedPasses = stage; + + // fogonly shaders don't have any normal passes + if (stage == 0 && !shader.isSky) + shader.sort = SS_FOG; + + // determine which stage iterator function is appropriate + ComputeStageIteratorFunc(); + + // determine which vertex attributes this shader needs + ComputeVertexAttribs(); + + return GeneratePermanentShader(); +} + +//======================================================================================== + +/* +==================== +FindShaderInShaderText + +Scans the combined text description of all the shader files for +the given shader name. + +return NULL if not found + +If found, it will return a valid shader +===================== +*/ +static char *FindShaderInShaderText( const char *shadername ) { + + char *token, *p; + + int i, hash; + + hash = generateHashValue(shadername, MAX_SHADERTEXT_HASH); + + if(shaderTextHashTable[hash]) + { + for (i = 0; shaderTextHashTable[hash][i]; i++) + { + p = shaderTextHashTable[hash][i]; + token = COM_ParseExt(&p, qtrue); + + if(!Q_stricmp(token, shadername)) + return p; + } + } + + p = s_shaderText; + + if ( !p ) { + return NULL; + } + + // look for label + while ( 1 ) { + token = COM_ParseExt( &p, qtrue ); + if ( token[0] == 0 ) { + break; + } + + if ( !Q_stricmp( token, shadername ) ) { + return p; + } + else { + // skip the definition + SkipBracedSection( &p, 0 ); + } + } + + return NULL; +} + + +/* +================== +R_FindShaderByName + +Will always return a valid shader, but it might be the +default shader if the real one can't be found. +================== +*/ +shader_t *R_FindShaderByName( const char *name ) { + char strippedName[MAX_QPATH]; + int hash; + shader_t *sh; + + if ( (name==NULL) || (name[0] == 0) ) { + return tr.defaultShader; + } + + COM_StripExtension(name, strippedName, sizeof(strippedName)); + + hash = generateHashValue(strippedName, FILE_HASH_SIZE); + + // + // see if the shader is already loaded + // + for (sh=hashTable[hash]; sh; sh=sh->next) { + // NOTE: if there was no shader or image available with the name strippedName + // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we + // have to check all default shaders otherwise for every call to R_FindShader + // with that same strippedName a new default shader is created. + if (Q_stricmp(sh->name, strippedName) == 0) { + // match found + return sh; + } + } + + return tr.defaultShader; +} + + +/* +=============== +R_FindShader + +Will always return a valid shader, but it might be the +default shader if the real one can't be found. + +In the interest of not requiring an explicit shader text entry to +be defined for every single image used in the game, three default +shader behaviors can be auto-created for any image: + +If lightmapIndex == LIGHTMAP_NONE, then the image will have +dynamic diffuse lighting applied to it, as apropriate for most +entity skin surfaces. + +If lightmapIndex == LIGHTMAP_2D, then the image will be used +for 2D rendering unless an explicit shader is found + +If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use +the vertex rgba modulate values, as apropriate for misc_model +pre-lit surfaces. + +Other lightmapIndex values will have a lightmap stage created +and src*dest blending applied with the texture, as apropriate for +most world construction surfaces. + +=============== +*/ +shader_t *R_FindShader( const char *name, int lightmapIndex, bool mipRawImage ) { + char strippedName[MAX_QPATH]; + int hash; + char *shaderText; + image_t *image; + shader_t *sh; + + if ( name[0] == 0 ) { + return tr.defaultShader; + } + + // use (fullbright) vertex lighting if the bsp file doesn't have + // lightmaps + if ( lightmapIndex >= 0 && lightmapIndex >= tr.numLightmaps ) { + lightmapIndex = LIGHTMAP_BY_VERTEX; + } else if ( lightmapIndex < LIGHTMAP_2D ) { + // negative lightmap indexes cause stray pointers (think tr.lightmaps[lightmapIndex]) + ri.Printf( PRINT_WARNING, "WARNING: shader '%s' has invalid lightmap index of %d\n", name, lightmapIndex ); + lightmapIndex = LIGHTMAP_BY_VERTEX; + } + + COM_StripExtension(name, strippedName, sizeof(strippedName)); + + hash = generateHashValue(strippedName, FILE_HASH_SIZE); + + // + // see if the shader is already loaded + // + for (sh = hashTable[hash]; sh; sh = sh->next) { + // NOTE: if there was no shader or image available with the name strippedName + // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we + // have to check all default shaders otherwise for every call to R_FindShader + // with that same strippedName a new default shader is created. + if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) && + !Q_stricmp(sh->name, strippedName)) { + // match found + return sh; + } + } + + InitShader( strippedName, lightmapIndex ); + + // + // attempt to define shader from an explicit parameter file + // + shaderText = FindShaderInShaderText( strippedName ); + if ( shaderText ) { + // enable this when building a pak file to get a global list + // of all explicit shaders + if ( r_printShaders->integer ) { + ri.Printf( PRINT_ALL, "*SHADER* %s\n", name ); + } + + if ( !ParseShader( &shaderText ) ) { + // had errors, so use default shader + shader.defaultShader = true; + } + sh = FinishShader(); + return sh; + } + + + // + // if not defined in the in-memory shader descriptions, + // look for a single supported image file + // + { + int/*imgFlags_t*/ flags; + + flags = IMGFLAG_NONE; + + if (mipRawImage) + { + flags |= IMGFLAG_MIPMAP | IMGFLAG_PICMIP; + + if (r_genNormalMaps->integer) + flags |= IMGFLAG_GENNORMALMAP; + } + else + { + flags |= IMGFLAG_CLAMPTOEDGE; + } + + image = R_FindImageFile( name, IMGTYPE_COLORALPHA, flags ); + if ( !image ) { + ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name ); + shader.defaultShader = true; + return FinishShader(); + } + } + + // + // create the default shading commands + // + if ( shader.lightmapIndex == LIGHTMAP_NONE ) { + // dynamic colors at vertexes + stages[0].bundle[0].image[0] = image; + stages[0].active = true; + stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; + stages[0].stateBits = GLS_DEFAULT; + } else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) { + // explicit colors at vertexes + stages[0].bundle[0].image[0] = image; + stages[0].active = true; + stages[0].rgbGen = CGEN_EXACT_VERTEX; + stages[0].alphaGen = AGEN_SKIP; + stages[0].stateBits = GLS_DEFAULT; + } else if ( shader.lightmapIndex == LIGHTMAP_2D ) { + // GUI elements + stages[0].bundle[0].image[0] = image; + stages[0].active = true; + stages[0].rgbGen = CGEN_VERTEX; + stages[0].alphaGen = AGEN_VERTEX; + stages[0].stateBits = GLS_DEPTHTEST_DISABLE | + GLS_SRCBLEND_SRC_ALPHA | + GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; + } else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) { + // fullbright level + stages[0].bundle[0].image[0] = tr.whiteImage; + stages[0].active = true; + stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; + stages[0].stateBits = GLS_DEFAULT; + + stages[1].bundle[0].image[0] = image; + stages[1].active = true; + stages[1].rgbGen = CGEN_IDENTITY; + stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; + } else { + // two pass lightmap + stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex]; + stages[0].bundle[0].isLightmap = true; + stages[0].active = true; + stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation + // for identitylight + stages[0].stateBits = GLS_DEFAULT; + + stages[1].bundle[0].image[0] = image; + stages[1].active = true; + stages[1].rgbGen = CGEN_IDENTITY; + stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; + } + + return FinishShader(); +} + + +qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, bool mipRawImage) { + int hash; + shader_t *sh; + + hash = generateHashValue(name, FILE_HASH_SIZE); + + // probably not necessary since this function + // only gets called from tr_font.c with lightmapIndex == LIGHTMAP_2D + // but better safe than sorry. + if ( lightmapIndex >= tr.numLightmaps ) { + lightmapIndex = LIGHTMAP_WHITEIMAGE; + } + + // + // see if the shader is already loaded + // + for (sh=hashTable[hash]; sh; sh=sh->next) { + // NOTE: if there was no shader or image available with the name strippedName + // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we + // have to check all default shaders otherwise for every call to R_FindShader + // with that same strippedName a new default shader is created. + if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) && + // index by name + !Q_stricmp(sh->name, name)) { + // match found + return sh->index; + } + } + + InitShader( name, lightmapIndex ); + + // + // create the default shading commands + // + if ( shader.lightmapIndex == LIGHTMAP_NONE ) { + // dynamic colors at vertexes + stages[0].bundle[0].image[0] = image; + stages[0].active = true; + stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; + stages[0].stateBits = GLS_DEFAULT; + } else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) { + // explicit colors at vertexes + stages[0].bundle[0].image[0] = image; + stages[0].active = true; + stages[0].rgbGen = CGEN_EXACT_VERTEX; + stages[0].alphaGen = AGEN_SKIP; + stages[0].stateBits = GLS_DEFAULT; + } else if ( shader.lightmapIndex == LIGHTMAP_2D ) { + // GUI elements + stages[0].bundle[0].image[0] = image; + stages[0].active = true; + stages[0].rgbGen = CGEN_VERTEX; + stages[0].alphaGen = AGEN_VERTEX; + stages[0].stateBits = GLS_DEPTHTEST_DISABLE | + GLS_SRCBLEND_SRC_ALPHA | + GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; + } else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) { + // fullbright level + stages[0].bundle[0].image[0] = tr.whiteImage; + stages[0].active = true; + stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; + stages[0].stateBits = GLS_DEFAULT; + + stages[1].bundle[0].image[0] = image; + stages[1].active = true; + stages[1].rgbGen = CGEN_IDENTITY; + stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; + } else { + // two pass lightmap + stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex]; + stages[0].bundle[0].isLightmap = true; + stages[0].active = true; + stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation + // for identitylight + stages[0].stateBits = GLS_DEFAULT; + + stages[1].bundle[0].image[0] = image; + stages[1].active = true; + stages[1].rgbGen = CGEN_IDENTITY; + stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; + } + + sh = FinishShader(); + return sh->index; +} + + +/* +==================== +RE_RegisterShader + +This is the exported shader entry point for the rest of the system +It will always return an index that will be valid. + +This should really only be used for explicit shaders, because there is no +way to ask for different implicit lighting modes (vertex, lightmap, etc) +==================== +*/ +qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ) { + shader_t *sh; + + if ( strlen( name ) >= MAX_QPATH ) { + ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" ); + return 0; + } + + sh = R_FindShader( name, lightmapIndex, true ); + + // we want to return 0 if the shader failed to + // load for some reason, but R_FindShader should + // still keep a name allocated for it, so if + // something calls RE_RegisterShader again with + // the same name, we don't try looking for it again + if ( sh->defaultShader ) { + return 0; + } + + return sh->index; +} + + +/* +==================== +RE_RegisterShader + +This is the exported shader entry point for the rest of the system +It will always return an index that will be valid. + +This should really only be used for explicit shaders, because there is no +way to ask for different implicit lighting modes (vertex, lightmap, etc) +==================== +*/ +qhandle_t RE_RegisterShader( const char *name ) { + shader_t *sh; + + if ( strlen( name ) >= MAX_QPATH ) { + ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" ); + return 0; + } + + sh = R_FindShader( name, LIGHTMAP_2D, true ); + + // we want to return 0 if the shader failed to + // load for some reason, but R_FindShader should + // still keep a name allocated for it, so if + // something calls RE_RegisterShader again with + // the same name, we don't try looking for it again + if ( sh->defaultShader ) { + return 0; + } + + return sh->index; +} + + +/* +==================== +RE_RegisterShaderNoMip + +For menu graphics that should never be picmiped +==================== +*/ +qhandle_t RE_RegisterShaderNoMip( const char *name ) { + shader_t *sh; + + if ( strlen( name ) >= MAX_QPATH ) { + ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" ); + return 0; + } + + sh = R_FindShader( name, LIGHTMAP_2D, false ); + + // we want to return 0 if the shader failed to + // load for some reason, but R_FindShader should + // still keep a name allocated for it, so if + // something calls RE_RegisterShader again with + // the same name, we don't try looking for it again + if ( sh->defaultShader ) { + return 0; + } + + return sh->index; +} + +/* +==================== +R_GetShaderByHandle + +When a handle is passed in by another module, this range checks +it and returns a valid (possibly default) shader_t to be used internally. +==================== +*/ +shader_t *R_GetShaderByHandle( qhandle_t hShader ) { + if ( hShader < 0 ) { + ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader ); + return tr.defaultShader; + } + if ( hShader >= tr.numShaders ) { + ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader ); + return tr.defaultShader; + } + return tr.shaders[hShader]; +} + +/* +=============== +R_ShaderList_f + +Dump information on all valid shaders to the console +A second parameter will cause it to print in sorted order +=============== +*/ +void R_ShaderList_f (void) { + int i; + int count; + shader_t *shader; + + ri.Printf (PRINT_ALL, "-----------------------\n"); + + count = 0; + for ( i = 0 ; i < tr.numShaders ; i++ ) { + if ( ri.Cmd_Argc() > 1 ) { + shader = tr.sortedShaders[i]; + } else { + shader = tr.shaders[i]; + } + + ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses ); + + if (shader->lightmapIndex >= 0 ) { + ri.Printf (PRINT_ALL, "L "); + } else { + ri.Printf (PRINT_ALL, " "); + } + if ( shader->explicitlyDefined ) { + ri.Printf( PRINT_ALL, "E " ); + } else { + ri.Printf( PRINT_ALL, " " ); + } + + if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) { + ri.Printf( PRINT_ALL, "gen " ); + } else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) { + ri.Printf( PRINT_ALL, "sky " ); + } else { + ri.Printf( PRINT_ALL, " " ); + } + + if ( shader->defaultShader ) { + ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name); + } else { + ri.Printf (PRINT_ALL, ": %s\n", shader->name); + } + count++; + } + ri.Printf (PRINT_ALL, "%i total shaders\n", count); + ri.Printf (PRINT_ALL, "------------------\n"); +} + +/* +==================== +ScanAndLoadShaderFiles + +Finds and loads all .shader files, combining them into +a single large text block that can be scanned for shader names +===================== +*/ +#define MAX_SHADER_FILES 4096 +static void ScanAndLoadShaderFiles( void ) +{ + char **shaderFiles; + char *buffers[MAX_SHADER_FILES] = {NULL}; + char *p; + int numShaderFiles; + int i; + char *oldp, *token, *hashMem, *textEnd; + int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size; + char shaderName[MAX_QPATH]; + int shaderLine; + + long sum = 0, summand; + // scan for shader files + shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles ); + + if ( !shaderFiles || !numShaderFiles ) + { + ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" ); + return; + } + + if ( numShaderFiles > MAX_SHADER_FILES ) { + numShaderFiles = MAX_SHADER_FILES; + } + + // load and parse shader files + for ( i = 0; i < numShaderFiles; i++ ) + { + char filename[MAX_QPATH]; + + // look for a .mtr file first + { + char *ext; + Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] ); + if ( (ext = strrchr(filename, '.')) ) + { + strcpy(ext, ".mtr"); + } + + if ( ri.FS_ReadFile( filename, NULL ) <= 0 ) + { + Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] ); + } + } + + ri.Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename ); + summand = ri.FS_ReadFile( filename, (void **)&buffers[i] ); + + if ( !buffers[i] ) + ri.Error( ERR_DROP, "Couldn't load %s", filename ); + + // Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders. + p = buffers[i]; + COM_BeginParseSession(filename); + while(1) + { + token = COM_ParseExt(&p, qtrue); + + if(!*token) + break; + + Q_strncpyz(shaderName, token, sizeof(shaderName)); + shaderLine = COM_GetCurrentParseLine(); + + token = COM_ParseExt(&p, qtrue); + if(token[0] != '{' || token[1] != '\0') + { + ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing opening brace", + filename, shaderName, shaderLine); + if (token[0]) + { + ri.Printf(PRINT_WARNING, " (found \"%s\" on line %d)", token, COM_GetCurrentParseLine()); + } + ri.Printf(PRINT_WARNING, ".\n"); + ri.FS_FreeFile(buffers[i]); + buffers[i] = NULL; + break; + } + + if(!SkipBracedSection(&p, 1)) + { + ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing closing brace.\n", + filename, shaderName, shaderLine); + ri.FS_FreeFile(buffers[i]); + buffers[i] = NULL; + break; + } + } + + + if (buffers[i]) + sum += summand; + } + + // build single large buffer + s_shaderText = (char*)ri.Hunk_Alloc( sum + numShaderFiles*2, h_low ); + s_shaderText[ 0 ] = '\0'; + textEnd = s_shaderText; + + // free in reverse order, so the temp files are all dumped + for ( i = numShaderFiles - 1; i >= 0 ; i-- ) + { + if ( !buffers[i] ) + continue; + + strcat( textEnd, buffers[i] ); + strcat( textEnd, "\n" ); + textEnd += strlen( textEnd ); + ri.FS_FreeFile( buffers[i] ); + } + + COM_Compress( s_shaderText ); + + // free up memory + ri.FS_FreeFileList( shaderFiles ); + + Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes)); + size = 0; + + p = s_shaderText; + // look for shader names + while ( 1 ) { + token = COM_ParseExt( &p, qtrue ); + if ( token[0] == 0 ) { + break; + } + + hash = generateHashValue(token, MAX_SHADERTEXT_HASH); + shaderTextHashTableSizes[hash]++; + size++; + SkipBracedSection(&p, 0); + } + + size += MAX_SHADERTEXT_HASH; + + hashMem = (char*)ri.Hunk_Alloc( size * sizeof(char *), h_low ); + + for (i = 0; i < MAX_SHADERTEXT_HASH; i++) { + shaderTextHashTable[i] = (char **) hashMem; + hashMem = ((char *) hashMem) + ((shaderTextHashTableSizes[i] + 1) * sizeof(char *)); + } + + Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes)); + + p = s_shaderText; + // look for shader names + while ( 1 ) { + oldp = p; + token = COM_ParseExt( &p, qtrue ); + if ( token[0] == 0 ) { + break; + } + + hash = generateHashValue(token, MAX_SHADERTEXT_HASH); + shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp; + + SkipBracedSection(&p, 0); + } + + return; + +} + + +/* +==================== +CreateInternalShaders +==================== +*/ +static void CreateInternalShaders( void ) { + tr.numShaders = 0; + + // init the default shader + InitShader( "", LIGHTMAP_NONE ); + stages[0].bundle[0].image[0] = tr.defaultImage; + stages[0].active = true; + stages[0].stateBits = GLS_DEFAULT; + tr.defaultShader = FinishShader(); + + // shadow shader is just a marker + Q_strncpyz( shader.name, "", sizeof( shader.name ) ); + shader.sort = SS_STENCIL_SHADOW; + tr.shadowShader = FinishShader(); +} + +static void CreateExternalShaders( void ) { + tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, true ); + tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, true ); + + // Hack to make fogging work correctly on flares. Fog colors are calculated + // in tr_flare.c already. + if(!tr.flareShader->defaultShader) + { + int index; + + for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++) + { + tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE; + tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE; + } + } + + tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, true ); + + tr.sunFlareShader = R_FindShader( "gfx/2d/sunflare", LIGHTMAP_NONE, true); + + // HACK: if sunflare is missing, make one using the flare image or dlight image + if (tr.sunFlareShader->defaultShader) + { + image_t *image; + + if (!tr.flareShader->defaultShader && tr.flareShader->stages[0] && tr.flareShader->stages[0]->bundle[0].image[0]) + image = tr.flareShader->stages[0]->bundle[0].image[0]; + else + image = tr.dlightImage; + + InitShader( "gfx/2d/sunflare", LIGHTMAP_NONE ); + stages[0].bundle[0].image[0] = image; + stages[0].active = true; + stages[0].stateBits = GLS_DEFAULT; + tr.sunFlareShader = FinishShader(); + } + +} + +/* +================== +R_InitShaders +================== +*/ +void R_InitShaders( void ) { + ri.Printf( PRINT_ALL, "Initializing Shaders\n" ); + + Com_Memset(hashTable, 0, sizeof(hashTable)); + + CreateInternalShaders(); + + ScanAndLoadShaderFiles(); + + CreateExternalShaders(); +} diff --git a/src/renderergl2/tr_shadows.cpp b/src/renderergl2/tr_shadows.cpp new file mode 100644 index 0000000..a602c31 --- /dev/null +++ b/src/renderergl2/tr_shadows.cpp @@ -0,0 +1,327 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +#include "tr_local.h" + + +/* + + for a projection shadow: + + point[x] += light vector * ( z - shadow plane ) + point[y] += + point[z] = shadow plane + + 1 0 light[x] / light[z] + +*/ + +typedef struct { + int i2; + int facing; +} edgeDef_t; + +#define MAX_EDGE_DEFS 32 + +static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS]; +static int numEdgeDefs[SHADER_MAX_VERTEXES]; +static int facing[SHADER_MAX_INDEXES/3]; +static vec3_t shadowXyz[SHADER_MAX_VERTEXES]; + +void R_AddEdgeDef( int i1, int i2, int facing ) { + int c; + + c = numEdgeDefs[ i1 ]; + if ( c == MAX_EDGE_DEFS ) { + return; // overflow + } + edgeDefs[ i1 ][ c ].i2 = i2; + edgeDefs[ i1 ][ c ].facing = facing; + + numEdgeDefs[ i1 ]++; +} + +void R_RenderShadowEdges( void ) { + int i; + +#if 0 + int numTris; + + // dumb way -- render every triangle's edges + numTris = tess.numIndexes / 3; + + for ( i = 0 ; i < numTris ; i++ ) { + int i1, i2, i3; + + if ( !facing[i] ) { + continue; + } + + i1 = tess.indexes[ i*3 + 0 ]; + i2 = tess.indexes[ i*3 + 1 ]; + i3 = tess.indexes[ i*3 + 2 ]; + + qglBegin( GL_TRIANGLE_STRIP ); + qglVertex3fv( tess.xyz[ i1 ] ); + qglVertex3fv( shadowXyz[ i1 ] ); + qglVertex3fv( tess.xyz[ i2 ] ); + qglVertex3fv( shadowXyz[ i2 ] ); + qglVertex3fv( tess.xyz[ i3 ] ); + qglVertex3fv( shadowXyz[ i3 ] ); + qglVertex3fv( tess.xyz[ i1 ] ); + qglVertex3fv( shadowXyz[ i1 ] ); + qglEnd(); + } +#else + int c, c2; + int j, k; + int i2; + int c_edges, c_rejected; + int hit[2]; + + // an edge is NOT a silhouette edge if its face doesn't face the light, + // or if it has a reverse paired edge that also faces the light. + // A well behaved polyhedron would have exactly two faces for each edge, + // but lots of models have dangling edges or overfanned edges + c_edges = 0; + c_rejected = 0; + + for ( i = 0 ; i < tess.numVertexes ; i++ ) { + c = numEdgeDefs[ i ]; + for ( j = 0 ; j < c ; j++ ) { + if ( !edgeDefs[ i ][ j ].facing ) { + continue; + } + + hit[0] = 0; + hit[1] = 0; + + i2 = edgeDefs[ i ][ j ].i2; + c2 = numEdgeDefs[ i2 ]; + for ( k = 0 ; k < c2 ; k++ ) { + if ( edgeDefs[ i2 ][ k ].i2 == i ) { + hit[ edgeDefs[ i2 ][ k ].facing ]++; + } + } + + // if it doesn't share the edge with another front facing + // triangle, it is a sil edge + if ( hit[ 1 ] == 0 ) { + qglBegin( GL_TRIANGLE_STRIP ); + qglVertex3fv( tess.xyz[ i ] ); + qglVertex3fv( shadowXyz[ i ] ); + qglVertex3fv( tess.xyz[ i2 ] ); + qglVertex3fv( shadowXyz[ i2 ] ); + qglEnd(); + c_edges++; + } else { + c_rejected++; + } + } + } +#endif +} + +/* +================= +RB_ShadowTessEnd + +triangleFromEdge[ v1 ][ v2 ] + + + set triangle from edge( v1, v2, tri ) + if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) { + } +================= +*/ +void RB_ShadowTessEnd( void ) { + int i; + int numTris; + vec3_t lightDir; + GLboolean rgba[4]; + + if ( glConfig.stencilBits < 4 ) { + return; + } + + VectorCopy( backEnd.currentEntity->modelLightDir, lightDir ); + + // project vertexes away from light direction + for ( i = 0 ; i < tess.numVertexes ; i++ ) { + VectorMA( tess.xyz[i], -512, lightDir, shadowXyz[i] ); + } + + // decide which triangles face the light + Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes ); + + numTris = tess.numIndexes / 3; + for ( i = 0 ; i < numTris ; i++ ) { + int i1, i2, i3; + vec3_t d1, d2, normal; + float *v1, *v2, *v3; + float d; + + i1 = tess.indexes[ i*3 + 0 ]; + i2 = tess.indexes[ i*3 + 1 ]; + i3 = tess.indexes[ i*3 + 2 ]; + + v1 = tess.xyz[ i1 ]; + v2 = tess.xyz[ i2 ]; + v3 = tess.xyz[ i3 ]; + + VectorSubtract( v2, v1, d1 ); + VectorSubtract( v3, v1, d2 ); + CrossProduct( d1, d2, normal ); + + d = DotProduct( normal, lightDir ); + if ( d > 0 ) { + facing[ i ] = 1; + } else { + facing[ i ] = 0; + } + + // create the edges + R_AddEdgeDef( i1, i2, facing[ i ] ); + R_AddEdgeDef( i2, i3, facing[ i ] ); + R_AddEdgeDef( i3, i1, facing[ i ] ); + } + + // draw the silhouette edges + + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO ); + qglColor3f( 0.2f, 0.2f, 0.2f ); + + // don't write to the color buffer + qglGetBooleanv(GL_COLOR_WRITEMASK, rgba); + qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); + + qglEnable( GL_STENCIL_TEST ); + qglStencilFunc( GL_ALWAYS, 1, 255 ); + + GL_Cull( CT_BACK_SIDED ); + qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR ); + + R_RenderShadowEdges(); + + GL_Cull( CT_FRONT_SIDED ); + qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR ); + + R_RenderShadowEdges(); + + + // reenable writing to the color buffer + qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]); +} + + +/* +================= +RB_ShadowFinish + +Darken everything that is is a shadow volume. +We have to delay this until everything has been shadowed, +because otherwise shadows from different body parts would +overlap and double darken. +================= +*/ +void RB_ShadowFinish( void ) { + if ( r_shadows->integer != 2 ) { + return; + } + if ( glConfig.stencilBits < 4 ) { + return; + } + qglEnable( GL_STENCIL_TEST ); + qglStencilFunc( GL_NOTEQUAL, 0, 255 ); + + qglDisable (GL_CLIP_PLANE0); + GL_Cull( CT_TWO_SIDED ); + + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + + qglLoadIdentity (); + + qglColor3f( 0.6f, 0.6f, 0.6f ); + GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ); + +// qglColor3f( 1, 0, 0 ); +// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO ); + + qglBegin( GL_QUADS ); + qglVertex3f( -100, 100, -10 ); + qglVertex3f( 100, 100, -10 ); + qglVertex3f( 100, -100, -10 ); + qglVertex3f( -100, -100, -10 ); + qglEnd (); + + qglColor4f(1,1,1,1); + qglDisable( GL_STENCIL_TEST ); +} + + +/* +================= +RB_ProjectionShadowDeform + +================= +*/ +void RB_ProjectionShadowDeform( void ) { + float *xyz; + int i; + float h; + vec3_t ground; + vec3_t light; + float groundDist; + float d; + vec3_t lightDir; + + xyz = ( float * ) tess.xyz; + + ground[0] = backEnd.orientation.axis[0][2]; + ground[1] = backEnd.orientation.axis[1][2]; + ground[2] = backEnd.orientation.axis[2][2]; + + groundDist = backEnd.orientation.origin[2] - backEnd.currentEntity->e.shadowPlane; + + VectorCopy( backEnd.currentEntity->modelLightDir, lightDir ); + d = DotProduct( lightDir, ground ); + // don't let the shadows get too long or go negative + if ( d < 0.5 ) { + VectorMA( lightDir, (0.5 - d), ground, lightDir ); + d = DotProduct( lightDir, ground ); + } + d = 1.0 / d; + + light[0] = lightDir[0] * d; + light[1] = lightDir[1] * d; + light[2] = lightDir[2] * d; + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) { + h = DotProduct( xyz, ground ) + groundDist; + + xyz[0] -= light[0] * h; + xyz[1] -= light[1] * h; + xyz[2] -= light[2] * h; + } +} diff --git a/src/renderergl2/tr_sky.cpp b/src/renderergl2/tr_sky.cpp new file mode 100644 index 0000000..98fb451 --- /dev/null +++ b/src/renderergl2/tr_sky.cpp @@ -0,0 +1,904 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_sky.c +#include "tr_local.h" + +#define SKY_SUBDIVISIONS 8 +#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2) + +static float s_cloudTexCoords[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2]; +static float s_cloudTexP[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1]; + +/* +=================================================================================== + +POLYGON TO BOX SIDE PROJECTION + +=================================================================================== +*/ + +static vec3_t sky_clip[6] = +{ + {1,1,0}, + {1,-1,0}, + {0,-1,1}, + {0,1,1}, + {1,0,1}, + {-1,0,1} +}; + +static float sky_mins[2][6], sky_maxs[2][6]; +static float sky_min, sky_max; + +/* +================ +AddSkyPolygon +================ +*/ +static void AddSkyPolygon (int nump, vec3_t vecs) +{ + int i,j; + vec3_t v, av; + float s, t, dv; + int axis; + float *vp; + // s = [0]/[2], t = [1]/[2] + static int vec_to_st[6][3] = + { + {-2,3,1}, + {2,3,-1}, + + {1,3,2}, + {-1,3,-2}, + + {-2,-1,3}, + {-2,1,-3} + + // {-1,2,3}, + // {1,2,-3} + }; + + // decide which face it maps to + VectorCopy (vec3_origin, v); + for (i=0, vp=vecs ; i av[1] && av[0] > av[2]) + { + if (v[0] < 0) + axis = 1; + else + axis = 0; + } + else if (av[1] > av[2] && av[1] > av[0]) + { + if (v[1] < 0) + axis = 3; + else + axis = 2; + } + else + { + if (v[2] < 0) + axis = 5; + else + axis = 4; + } + + // project new texture coords + for (i=0 ; i 0) + dv = vecs[j - 1]; + else + dv = -vecs[-j - 1]; + if (dv < 0.001) + continue; // don't divide by zero + j = vec_to_st[axis][0]; + if (j < 0) + s = -vecs[-j -1] / dv; + else + s = vecs[j-1] / dv; + j = vec_to_st[axis][1]; + if (j < 0) + t = -vecs[-j -1] / dv; + else + t = vecs[j-1] / dv; + + if (s < sky_mins[0][axis]) + sky_mins[0][axis] = s; + if (t < sky_mins[1][axis]) + sky_mins[1][axis] = t; + if (s > sky_maxs[0][axis]) + sky_maxs[0][axis] = s; + if (t > sky_maxs[1][axis]) + sky_maxs[1][axis] = t; + } +} + +#define ON_EPSILON 0.1f // point on plane side epsilon +#define MAX_CLIP_VERTS 64 +/* +================ +ClipSkyPolygon +================ +*/ +static void ClipSkyPolygon (int nump, vec3_t vecs, int stage) +{ + float *norm; + float *v; + bool front, back; + float d, e; + float dists[MAX_CLIP_VERTS]; + int sides[MAX_CLIP_VERTS]; + vec3_t newv[2][MAX_CLIP_VERTS]; + int newc[2]; + int i, j; + + if (nump > MAX_CLIP_VERTS-2) + ri.Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS"); + if (stage == 6) + { // fully clipped, so draw it + AddSkyPolygon (nump, vecs); + return; + } + + front = back = false; + norm = sky_clip[stage]; + for (i=0, v = vecs ; i ON_EPSILON) + { + front = true; + sides[i] = SIDE_FRONT; + } + else if (d < -ON_EPSILON) + { + back = true; + sides[i] = SIDE_BACK; + } + else + sides[i] = SIDE_ON; + dists[i] = d; + } + + if (!front || !back) + { // not clipped + ClipSkyPolygon (nump, vecs, stage+1); + return; + } + + // clip it + sides[i] = sides[0]; + dists[i] = dists[0]; + VectorCopy (vecs, (vecs+(i*3)) ); + newc[0] = newc[1] = 0; + + for (i=0, v = vecs ; inumIndexes; i += 3 ) + { + for (j = 0 ; j < 3 ; j++) + { + VectorSubtract( input->xyz[input->indexes[i+j]], + backEnd.viewParms.orientation.origin, + p[j] ); + } + ClipSkyPolygon( 3, p[0], 0 ); + } +} + +/* +=================================================================================== + +CLOUD VERTEX GENERATION + +=================================================================================== +*/ + +/* +** MakeSkyVec +** +** Parms: s, t range from -1 to 1 +*/ +static void MakeSkyVec( float s, float t, int axis, float outSt[2], vec3_t outXYZ ) +{ + // 1 = s, 2 = t, 3 = 2048 + static int st_to_vec[6][3] = + { + {3,-1,2}, + {-3,1,2}, + + {1,3,2}, + {-1,-3,2}, + + {-2,-1,3}, // 0 degrees yaw, look straight up + {2,-1,-3} // look straight down + }; + + vec3_t b; + int j, k; + float boxSize; + + boxSize = backEnd.viewParms.zFar / 1.75; // div sqrt(3) + b[0] = s*boxSize; + b[1] = t*boxSize; + b[2] = boxSize; + + for (j=0 ; j<3 ; j++) + { + k = st_to_vec[axis][j]; + if (k < 0) + { + outXYZ[j] = -b[-k - 1]; + } + else + { + outXYZ[j] = b[k - 1]; + } + } + + // avoid bilerp seam + s = (s+1)*0.5; + t = (t+1)*0.5; + if (s < sky_min) + { + s = sky_min; + } + else if (s > sky_max) + { + s = sky_max; + } + + if (t < sky_min) + { + t = sky_min; + } + else if (t > sky_max) + { + t = sky_max; + } + + t = 1.0 - t; + + + if ( outSt ) + { + outSt[0] = s; + outSt[1] = t; + } +} + +static int sky_texorder[6] = {0,2,1,3,4,5}; +static vec3_t s_skyPoints[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1]; +static float s_skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2]; + +static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] ) +{ + int s, t; + int firstVertex = tess.numVertexes; + //int firstIndex = tess.numIndexes; + vec4_t color; + + //tess.numVertexes = 0; + //tess.numIndexes = 0; + tess.firstIndex = tess.numIndexes; + + GL_BindToTMU( image, TB_COLORMAP ); + GL_Cull( CT_TWO_SIDED ); + + for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ ) + { + for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ ) + { + tess.xyz[tess.numVertexes][0] = s_skyPoints[t][s][0]; + tess.xyz[tess.numVertexes][1] = s_skyPoints[t][s][1]; + tess.xyz[tess.numVertexes][2] = s_skyPoints[t][s][2]; + tess.xyz[tess.numVertexes][3] = 1.0; + + tess.texCoords[tess.numVertexes][0] = s_skyTexCoords[t][s][0]; + tess.texCoords[tess.numVertexes][1] = s_skyTexCoords[t][s][1]; + + tess.numVertexes++; + + if(tess.numVertexes >= SHADER_MAX_VERTEXES) + { + ri.Error(ERR_DROP, "SHADER_MAX_VERTEXES hit in DrawSkySideVBO()"); + } + } + } + + for ( t = 0; t < maxs[1] - mins[1]; t++ ) + { + for ( s = 0; s < maxs[0] - mins[0]; s++ ) + { + if (tess.numIndexes + 6 >= SHADER_MAX_INDEXES) + { + ri.Error(ERR_DROP, "SHADER_MAX_INDEXES hit in DrawSkySideVBO()"); + } + + tess.indexes[tess.numIndexes++] = s + t * (maxs[0] - mins[0] + 1) + firstVertex; + tess.indexes[tess.numIndexes++] = s + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex; + tess.indexes[tess.numIndexes++] = (s + 1) + t * (maxs[0] - mins[0] + 1) + firstVertex; + + tess.indexes[tess.numIndexes++] = (s + 1) + t * (maxs[0] - mins[0] + 1) + firstVertex; + tess.indexes[tess.numIndexes++] = s + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex; + tess.indexes[tess.numIndexes++] = (s + 1) + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex; + } + } + + // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function + RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD); +/* + { + shaderProgram_t *sp = &tr.textureColorShader; + + GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD); + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + color[0] = + color[1] = + color[2] = tr.identityLight; + color[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); + } +*/ + { + shaderProgram_t *sp = &tr.lightallShader[0]; + vec4_t vector; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + color[0] = + color[1] = + color[2] = + color[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color); + + color[0] = + color[1] = + color[2] = + color[3] = 0.0f; + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, color); + + VectorSet4(vector, 1.0, 0.0, 0.0, 1.0); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector); + + VectorSet4(vector, 0.0, 0.0, 0.0, 0.0); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector); + + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + } + + R_DrawElements(tess.numIndexes - tess.firstIndex, tess.firstIndex); + + //qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(glIndex_t))); + + //R_BindNullVBO(); + //R_BindNullIBO(); + + tess.numIndexes = tess.firstIndex; + tess.numVertexes = firstVertex; + tess.firstIndex = 0; +} + +static void DrawSkyBox( shader_t *shader ) +{ + int i; + + sky_min = 0; + sky_max = 1; + + Com_Memset( s_skyTexCoords, 0, sizeof( s_skyTexCoords ) ); + + for (i=0 ; i<6 ; i++) + { + int sky_mins_subd[2], sky_maxs_subd[2]; + int s, t; + + sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + + if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) || + ( sky_mins[1][i] >= sky_maxs[1][i] ) ) + { + continue; + } + + sky_mins_subd[0] = sky_mins[0][i] * HALF_SKY_SUBDIVISIONS; + sky_mins_subd[1] = sky_mins[1][i] * HALF_SKY_SUBDIVISIONS; + sky_maxs_subd[0] = sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS; + sky_maxs_subd[1] = sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS; + + if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS ) + sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS; + else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS ) + sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS; + if ( sky_mins_subd[1] < -HALF_SKY_SUBDIVISIONS ) + sky_mins_subd[1] = -HALF_SKY_SUBDIVISIONS; + else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS ) + sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS; + + if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS ) + sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS; + else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS ) + sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS; + if ( sky_maxs_subd[1] < -HALF_SKY_SUBDIVISIONS ) + sky_maxs_subd[1] = -HALF_SKY_SUBDIVISIONS; + else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS ) + sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS; + + // + // iterate through the subdivisions + // + for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ ) + { + for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ ) + { + MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, + ( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, + i, + s_skyTexCoords[t][s], + s_skyPoints[t][s] ); + } + } + + DrawSkySide( shader->sky.outerbox[sky_texorder[i]], + sky_mins_subd, + sky_maxs_subd ); + } + +} + +static void FillCloudySkySide( const int mins[2], const int maxs[2], bool addIndexes ) +{ + int s, t; + int vertexStart = tess.numVertexes; + int tHeight, sWidth; + + tHeight = maxs[1] - mins[1] + 1; + sWidth = maxs[0] - mins[0] + 1; + + for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ ) + { + for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ ) + { + VectorAdd( s_skyPoints[t][s], backEnd.viewParms.orientation.origin, tess.xyz[tess.numVertexes] ); + tess.texCoords[tess.numVertexes][0] = s_skyTexCoords[t][s][0]; + tess.texCoords[tess.numVertexes][1] = s_skyTexCoords[t][s][1]; + + tess.numVertexes++; + + if ( tess.numVertexes >= SHADER_MAX_VERTEXES ) + { + ri.Error( ERR_DROP, "SHADER_MAX_VERTEXES hit in FillCloudySkySide()" ); + } + } + } + + // only add indexes for one pass, otherwise it would draw multiple times for each pass + if ( addIndexes ) { + for ( t = 0; t < tHeight-1; t++ ) + { + for ( s = 0; s < sWidth-1; s++ ) + { + tess.indexes[tess.numIndexes] = vertexStart + s + t * ( sWidth ); + tess.numIndexes++; + tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth ); + tess.numIndexes++; + tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth ); + tess.numIndexes++; + + tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth ); + tess.numIndexes++; + tess.indexes[tess.numIndexes] = vertexStart + s + 1 + ( t + 1 ) * ( sWidth ); + tess.numIndexes++; + tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth ); + tess.numIndexes++; + } + } + } +} + +static void FillCloudBox( const shader_t *shader, int stage ) +{ + int i; + + for ( i =0; i < 6; i++ ) + { + int sky_mins_subd[2], sky_maxs_subd[2]; + int s, t; + float MIN_T; + + if ( 1 ) // FIXME? shader->sky.fullClouds ) + { + MIN_T = -HALF_SKY_SUBDIVISIONS; + + // still don't want to draw the bottom, even if fullClouds + if ( i == 5 ) + continue; + } + else + { + switch( i ) + { + case 0: + case 1: + case 2: + case 3: + MIN_T = -1; + break; + case 5: + // don't draw clouds beneath you + continue; + case 4: // top + default: + MIN_T = -HALF_SKY_SUBDIVISIONS; + break; + } + } + + sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS; + + if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) || + ( sky_mins[1][i] >= sky_maxs[1][i] ) ) + { + continue; + } + + sky_mins_subd[0] = static_cast(sky_mins[0][i] * HALF_SKY_SUBDIVISIONS); + sky_mins_subd[1] = static_cast(sky_mins[1][i] * HALF_SKY_SUBDIVISIONS); + sky_maxs_subd[0] = static_cast(sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS); + sky_maxs_subd[1] = static_cast(sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS); + + if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS ) + sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS; + else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS ) + sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS; + if ( sky_mins_subd[1] < MIN_T ) + sky_mins_subd[1] = MIN_T; + else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS ) + sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS; + + if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS ) + sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS; + else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS ) + sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS; + if ( sky_maxs_subd[1] < MIN_T ) + sky_maxs_subd[1] = MIN_T; + else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS ) + sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS; + + // + // iterate through the subdivisions + // + for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ ) + { + for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ ) + { + MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, + ( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, + i, + NULL, + s_skyPoints[t][s] ); + + s_skyTexCoords[t][s][0] = s_cloudTexCoords[i][t][s][0]; + s_skyTexCoords[t][s][1] = s_cloudTexCoords[i][t][s][1]; + } + } + + // only add indexes for first stage + FillCloudySkySide( sky_mins_subd, sky_maxs_subd, ( stage == 0 ) ); + } +} + +/* +** R_BuildCloudData +*/ +void R_BuildCloudData( shaderCommands_t *input ) +{ + int i; + shader_t *shader; + + shader = input->shader; + + assert( shader->isSky ); + + sky_min = 1.0 / 256.0f; // FIXME: not correct? + sky_max = 255.0 / 256.0f; + + // set up for drawing + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.firstIndex = 0; + + if ( shader->sky.cloudHeight ) + { + for ( i = 0; i < MAX_SHADER_STAGES; i++ ) + { + if ( !tess.xstages[i] ) { + break; + } + FillCloudBox( shader, i ); + } + } +} + +/* +** R_InitSkyTexCoords +** Called when a sky shader is parsed +*/ +#define SQR( a ) ((a)*(a)) +void R_InitSkyTexCoords( float heightCloud ) +{ + int i, s, t; + float radiusWorld = 4096; + float p; + float sRad, tRad; + vec3_t skyVec; + vec3_t v; + + // init zfar so MakeSkyVec works even though + // a world hasn't been bounded + backEnd.viewParms.zFar = 1024; + + for ( i = 0; i < 6; i++ ) + { + for ( t = 0; t <= SKY_SUBDIVISIONS; t++ ) + { + for ( s = 0; s <= SKY_SUBDIVISIONS; s++ ) + { + // compute vector from view origin to sky side integral point + MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, + ( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, + i, + NULL, + skyVec ); + + // compute parametric value 'p' that intersects with cloud layer + p = ( 1.0f / ( 2 * DotProduct( skyVec, skyVec ) ) ) * + ( -2 * skyVec[2] * radiusWorld + + 2 * sqrt( SQR( skyVec[2] ) * SQR( radiusWorld ) + + 2 * SQR( skyVec[0] ) * radiusWorld * heightCloud + + SQR( skyVec[0] ) * SQR( heightCloud ) + + 2 * SQR( skyVec[1] ) * radiusWorld * heightCloud + + SQR( skyVec[1] ) * SQR( heightCloud ) + + 2 * SQR( skyVec[2] ) * radiusWorld * heightCloud + + SQR( skyVec[2] ) * SQR( heightCloud ) ) ); + + s_cloudTexP[i][t][s] = p; + + // compute intersection point based on p + VectorScale( skyVec, p, v ); + v[2] += radiusWorld; + + // compute vector from world origin to intersection point 'v' + VectorNormalize( v ); + + sRad = Q_acos( v[0] ); + tRad = Q_acos( v[1] ); + + s_cloudTexCoords[i][t][s][0] = sRad; + s_cloudTexCoords[i][t][s][1] = tRad; + } + } + } +} + +//====================================================================================== + +/* +** RB_DrawSun +*/ +void RB_DrawSun( float scale, shader_t *shader ) { + float size; + float dist; + vec3_t origin, vec1, vec2; + + if ( !backEnd.skyRenderedThisView ) { + return; + } + + //qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); + //qglTranslatef (backEnd.viewParms.orientation.origin[0], backEnd.viewParms.orientation.origin[1], backEnd.viewParms.orientation.origin[2]); + { + // FIXME: this could be a lot cleaner + mat4_t translation, modelview; + + Mat4Translation( backEnd.viewParms.orientation.origin, translation ); + Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview ); + GL_SetModelviewMatrix( modelview ); + } + + dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) + size = dist * scale; + + VectorScale( tr.sunDirection, dist, origin ); + PerpendicularVector( vec1, tr.sunDirection ); + CrossProduct( tr.sunDirection, vec1, vec2 ); + + VectorScale( vec1, size, vec1 ); + VectorScale( vec2, size, vec2 ); + + // farthest depth range + qglDepthRange( 1.0, 1.0 ); + + RB_BeginSurface( shader, 0, 0 ); + + RB_AddQuadStamp(origin, vec1, vec2, colorWhite); + + RB_EndSurface(); + + // back to normal depth range + qglDepthRange( 0.0, 1.0 ); +} + + + + +/* +================ +RB_StageIteratorSky + +All of the visible sky triangles are in tess + +Other things could be stuck in here, like birds in the sky, etc +================ +*/ +void RB_StageIteratorSky( void ) { + if ( r_fastsky->integer ) { + return; + } + + // go through all the polygons and project them onto + // the sky box to see which blocks on each side need + // to be drawn + RB_ClipSkyPolygons( &tess ); + + // r_showsky will let all the sky blocks be drawn in + // front of everything to allow developers to see how + // much sky is getting sucked in + if ( r_showsky->integer ) { + qglDepthRange( 0.0, 0.0 ); + } else { + qglDepthRange( 1.0, 1.0 ); + } + + // draw the outer skybox + if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) { + mat4_t oldmodelview; + + GL_State( 0 ); + GL_Cull( CT_FRONT_SIDED ); + //qglTranslatef (backEnd.viewParms.orientation.origin[0], backEnd.viewParms.orientation.origin[1], backEnd.viewParms.orientation.origin[2]); + + { + // FIXME: this could be a lot cleaner + mat4_t trans, product; + + Mat4Copy( glState.modelview, oldmodelview ); + Mat4Translation( backEnd.viewParms.orientation.origin, trans ); + Mat4Multiply( glState.modelview, trans, product ); + GL_SetModelviewMatrix( product ); + + } + + DrawSkyBox( tess.shader ); + + GL_SetModelviewMatrix( oldmodelview ); + } + + // generate the vertexes for all the clouds, which will be drawn + // by the generic shader routine + R_BuildCloudData( &tess ); + + RB_StageIteratorGeneric(); + + // draw the inner skybox + + + // back to normal depth range + qglDepthRange( 0.0, 1.0 ); + + // note that sky was drawn so we will draw a sun later + backEnd.skyRenderedThisView = true; +} diff --git a/src/renderergl2/tr_subs.cpp b/src/renderergl2/tr_subs.cpp new file mode 100644 index 0000000..e7040e5 --- /dev/null +++ b/src/renderergl2/tr_subs.cpp @@ -0,0 +1,49 @@ +/* +=========================================================================== +Copyright (C) 2010 James Canete (use.less01@gmail.com) +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_subs.c - common function replacements for modular renderer + +#include "tr_local.h" + +void QDECL Com_Printf( const char *msg, ... ) +{ + va_list argptr; + char text[1024]; + + va_start(argptr, msg); + Q_vsnprintf(text, sizeof(text), msg, argptr); + va_end(argptr); + + ri.Printf(PRINT_ALL, "%s", text); +} + +void QDECL Com_Error( int level, const char *error, ... ) +{ + va_list argptr; + char text[1024]; + + va_start(argptr, error); + Q_vsnprintf(text, sizeof(text), error, argptr); + va_end(argptr); + + ri.Error(level, "%s", text); +} diff --git a/src/renderergl2/tr_surface.cpp b/src/renderergl2/tr_surface.cpp new file mode 100644 index 0000000..39f2c34 --- /dev/null +++ b/src/renderergl2/tr_surface.cpp @@ -0,0 +1,1320 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_surf.c +#include "tr_local.h" +#if idppc_altivec && !defined(__APPLE__) +#include +#endif + +/* + + THIS ENTIRE FILE IS BACK END + +backEnd.currentEntity will be valid. + +Tess_Begin has already been called for the surface's shader. + +The modelview matrix will be set. + +It is safe to actually issue drawing commands here if you don't want to +use the shader system. +*/ + + +//============================================================================ + + +/* +============== +RB_CheckOverflow +============== +*/ +void RB_CheckOverflow( int verts, int indexes ) { + if (tess.numVertexes + verts < SHADER_MAX_VERTEXES + && tess.numIndexes + indexes < SHADER_MAX_INDEXES) { + return; + } + + RB_EndSurface(); + + if ( verts >= SHADER_MAX_VERTEXES ) { + ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES ); + } + if ( indexes >= SHADER_MAX_INDEXES ) { + ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES ); + } + + RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex ); +} + +void RB_CheckVao(vao_t *vao) +{ + if (vao != glState.currentVao) + { + RB_EndSurface(); + RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex); + + R_BindVao(vao); + } + + if (vao != tess.vao) + tess.useInternalVao = false; +} + + +/* +============== +RB_AddQuadStampExt +============== +*/ +void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 ) { + vec3_t normal; + int16_t iNormal[4]; + uint16_t iColor[4]; + int ndx; + + RB_CheckVao(tess.vao); + + RB_CHECKOVERFLOW( 4, 6 ); + + ndx = tess.numVertexes; + + // triangle indexes for a simple quad + tess.indexes[ tess.numIndexes ] = ndx; + tess.indexes[ tess.numIndexes + 1 ] = ndx + 1; + tess.indexes[ tess.numIndexes + 2 ] = ndx + 3; + + tess.indexes[ tess.numIndexes + 3 ] = ndx + 3; + tess.indexes[ tess.numIndexes + 4 ] = ndx + 1; + tess.indexes[ tess.numIndexes + 5 ] = ndx + 2; + + tess.xyz[ndx][0] = origin[0] + left[0] + up[0]; + tess.xyz[ndx][1] = origin[1] + left[1] + up[1]; + tess.xyz[ndx][2] = origin[2] + left[2] + up[2]; + + tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0]; + tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1]; + tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2]; + + tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0]; + tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1]; + tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2]; + + tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0]; + tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1]; + tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2]; + + + // constant normal all the way around + VectorSubtract( vec3_origin, backEnd.viewParms.orientation.axis[0], normal ); + + R_VaoPackNormal(iNormal, normal); + + VectorCopy4(iNormal, tess.normal[ndx]); + VectorCopy4(iNormal, tess.normal[ndx + 1]); + VectorCopy4(iNormal, tess.normal[ndx + 2]); + VectorCopy4(iNormal, tess.normal[ndx + 3]); + + // standard square texture coordinates + VectorSet2(tess.texCoords[ndx], s1, t1); + VectorSet2(tess.lightCoords[ndx], s1, t1); + + VectorSet2(tess.texCoords[ndx+1], s2, t1); + VectorSet2(tess.lightCoords[ndx+1], s2, t1); + + VectorSet2(tess.texCoords[ndx+2], s2, t2); + VectorSet2(tess.lightCoords[ndx+2], s2, t2); + + VectorSet2(tess.texCoords[ndx+3], s1, t2); + VectorSet2(tess.lightCoords[ndx+3], s1, t2); + + // constant color all the way around + // should this be identity and let the shader specify from entity? + + R_VaoPackColor(iColor, color); + + VectorCopy4(iColor, tess.color[ndx]); + VectorCopy4(iColor, tess.color[ndx + 1]); + VectorCopy4(iColor, tess.color[ndx + 2]); + VectorCopy4(iColor, tess.color[ndx + 3]); + + tess.numVertexes += 4; + tess.numIndexes += 6; +} + +/* +============== +RB_AddQuadStamp +============== +*/ +void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] ) { + RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 ); +} + + +/* +============== +RB_InstantQuad + +based on Tess_InstantQuad from xreal +============== +*/ +void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]) +{ + GLimp_LogComment("--- RB_InstantQuad2 ---\n"); + + tess.numVertexes = 0; + tess.numIndexes = 0; + tess.firstIndex = 0; + + VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]); + VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes]); + tess.numVertexes++; + + VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]); + VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes]); + tess.numVertexes++; + + VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]); + VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes]); + tess.numVertexes++; + + VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]); + VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes]); + tess.numVertexes++; + + tess.indexes[tess.numIndexes++] = 0; + tess.indexes[tess.numIndexes++] = 1; + tess.indexes[tess.numIndexes++] = 2; + tess.indexes[tess.numIndexes++] = 0; + tess.indexes[tess.numIndexes++] = 2; + tess.indexes[tess.numIndexes++] = 3; + + RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD); + + R_DrawElements(tess.numIndexes, tess.firstIndex); + + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.firstIndex = 0; +} + + +void RB_InstantQuad(vec4_t quadVerts[4]) +{ + vec2_t texCoords[4]; + + VectorSet2(texCoords[0], 0.0f, 0.0f); + VectorSet2(texCoords[1], 1.0f, 0.0f); + VectorSet2(texCoords[2], 1.0f, 1.0f); + VectorSet2(texCoords[3], 0.0f, 1.0f); + + GLSL_BindProgram(&tr.textureColorShader); + + GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite); + + RB_InstantQuad2(quadVerts, texCoords); +} + + +/* +============== +RB_SurfaceSprite +============== +*/ +static void RB_SurfaceSprite( void ) { + vec3_t left, up; + float radius; + float colors[4]; + trRefEntity_t *ent = backEnd.currentEntity; + + // calculate the xyz locations for the four corners + radius = ent->e.radius; + if ( ent->e.rotation == 0 ) { + VectorScale( backEnd.viewParms.orientation.axis[1], radius, left ); + VectorScale( backEnd.viewParms.orientation.axis[2], radius, up ); + } else { + float s, c; + float ang; + + ang = M_PI * ent->e.rotation / 180; + s = sin( ang ); + c = cos( ang ); + + VectorScale( backEnd.viewParms.orientation.axis[1], c * radius, left ); + VectorMA( left, -s * radius, backEnd.viewParms.orientation.axis[2], left ); + + VectorScale( backEnd.viewParms.orientation.axis[2], c * radius, up ); + VectorMA( up, s * radius, backEnd.viewParms.orientation.axis[1], up ); + } + if ( backEnd.viewParms.isMirror ) { + VectorSubtract( vec3_origin, left, left ); + } + + VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors); + + RB_AddQuadStamp( ent->e.origin, left, up, colors ); +} + + +/* +============= +RB_SurfacePolychain +============= +*/ +static void RB_SurfacePolychain( srfPoly_t *p ) { + int i; + int numv; + + RB_CheckVao(tess.vao); + + RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) ); + + // fan triangles into the tess array + numv = tess.numVertexes; + for ( i = 0; i < p->numVerts; i++ ) { + VectorCopy( p->verts[i].xyz, tess.xyz[numv] ); + tess.texCoords[numv][0] = p->verts[i].st[0]; + tess.texCoords[numv][1] = p->verts[i].st[1]; + tess.color[numv][0] = (int)p->verts[i].modulate[0] * 257; + tess.color[numv][1] = (int)p->verts[i].modulate[1] * 257; + tess.color[numv][2] = (int)p->verts[i].modulate[2] * 257; + tess.color[numv][3] = (int)p->verts[i].modulate[3] * 257; + + numv++; + } + + // generate fan indexes into the tess array + for ( i = 0; i < p->numVerts-2; i++ ) { + tess.indexes[tess.numIndexes + 0] = tess.numVertexes; + tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1; + tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2; + tess.numIndexes += 3; + } + + tess.numVertexes = numv; +} + +static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIndexes, glIndex_t *indexes, int dlightBits, int pshadowBits) +{ + int i; + glIndex_t *inIndex; + srfVert_t *dv; + float *xyz, *texCoords, *lightCoords; + int16_t *lightdir; + int16_t *normal; + int16_t *tangent; + glIndex_t *outIndex; + uint16_t *color; + + RB_CheckVao(tess.vao); + + RB_CHECKOVERFLOW( numVerts, numIndexes ); + + inIndex = indexes; + outIndex = &tess.indexes[ tess.numIndexes ]; + for ( i = 0 ; i < numIndexes ; i++ ) { + *outIndex++ = tess.numVertexes + *inIndex++; + } + tess.numIndexes += numIndexes; + + if ( tess.shader->vertexAttribs & ATTR_POSITION ) + { + dv = verts; + xyz = tess.xyz[ tess.numVertexes ]; + for ( i = 0 ; i < numVerts ; i++, dv++, xyz+=4 ) + VectorCopy(dv->xyz, xyz); + } + + if ( tess.shader->vertexAttribs & ATTR_NORMAL ) + { + dv = verts; + normal = tess.normal[ tess.numVertexes ]; + for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 ) + VectorCopy4(dv->normal, normal); + } + + if ( tess.shader->vertexAttribs & ATTR_TANGENT ) + { + dv = verts; + tangent = tess.tangent[ tess.numVertexes ]; + for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 ) + VectorCopy4(dv->tangent, tangent); + } + + if ( tess.shader->vertexAttribs & ATTR_TEXCOORD ) + { + dv = verts; + texCoords = tess.texCoords[tess.numVertexes]; + for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=2 ) + VectorCopy2(dv->st, texCoords); + } + + if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD ) + { + dv = verts; + lightCoords = tess.lightCoords[ tess.numVertexes ]; + for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=2 ) + VectorCopy2(dv->lightmap, lightCoords); + } + + if ( tess.shader->vertexAttribs & ATTR_COLOR ) + { + dv = verts; + color = tess.color[ tess.numVertexes ]; + for ( i = 0 ; i < numVerts ; i++, dv++, color+=4 ) + VectorCopy4(dv->color, color); + } + + if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION ) + { + dv = verts; + lightdir = tess.lightdir[ tess.numVertexes ]; + for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 ) + VectorCopy4(dv->lightdir, lightdir); + } + +#if 0 // nothing even uses vertex dlightbits + for ( i = 0 ; i < numVerts ; i++ ) { + tess.vertexDlightBits[ tess.numVertexes + i ] = dlightBits; + } +#endif + + tess.dlightBits |= dlightBits; + tess.pshadowBits |= pshadowBits; + + tess.numVertexes += numVerts; +} + +static bool RB_SurfaceVaoCached(int numVerts, srfVert_t *verts, int numIndexes, glIndex_t *indexes, int dlightBits, int pshadowBits) +{ + bool recycleVertexBuffer = false; + bool recycleIndexBuffer = false; + bool endSurface = false; + + if (!(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal)) + return false; + + if (!numIndexes || !numVerts) + return false; + + VaoCache_BindVao(); + + tess.dlightBits |= dlightBits; + tess.pshadowBits |= pshadowBits; + + VaoCache_CheckAdd(&endSurface, &recycleVertexBuffer, &recycleIndexBuffer, numVerts, numIndexes); + + if (endSurface) + { + RB_EndSurface(); + RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex); + } + + if (recycleVertexBuffer) + VaoCache_RecycleVertexBuffer(); + + if (recycleIndexBuffer) + VaoCache_RecycleIndexBuffer(); + + if (!tess.numVertexes) + VaoCache_InitNewSurfaceSet(); + + VaoCache_AddSurface(verts, numVerts, indexes, numIndexes); + + tess.numIndexes += numIndexes; + tess.numVertexes += numVerts; + tess.useInternalVao = false; + tess.useCacheVao = true; + + return true; +} + +/* +============= +RB_SurfaceTriangles +============= +*/ +static void RB_SurfaceTriangles( srfBspSurface_t *srf ) { + if (RB_SurfaceVaoCached(srf->numVerts, srf->verts, srf->numIndexes, + srf->indexes, srf->dlightBits, srf->pshadowBits)) + { + return; + } + + RB_SurfaceVertsAndIndexes(srf->numVerts, srf->verts, srf->numIndexes, + srf->indexes, srf->dlightBits, srf->pshadowBits); +} + + + +/* +============== +RB_SurfaceBeam +============== +*/ +static void RB_SurfaceBeam( void ) +{ +#define NUM_BEAM_SEGS 6 + refEntity_t *e; + shaderProgram_t *sp = &tr.textureColorShader; + int i; + vec3_t perpvec; + vec3_t direction, normalized_direction; + vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS]; + vec3_t oldorigin, origin; + + e = &backEnd.currentEntity->e; + + oldorigin[0] = e->oldorigin[0]; + oldorigin[1] = e->oldorigin[1]; + oldorigin[2] = e->oldorigin[2]; + + origin[0] = e->origin[0]; + origin[1] = e->origin[1]; + origin[2] = e->origin[2]; + + normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; + normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; + normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; + + if ( VectorNormalize( normalized_direction ) == 0 ) + return; + + PerpendicularVector( perpvec, normalized_direction ); + + VectorScale( perpvec, 4, perpvec ); + + for ( i = 0; i < NUM_BEAM_SEGS ; i++ ) + { + RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); +// VectorAdd( start_points[i], origin, start_points[i] ); + VectorAdd( start_points[i], direction, end_points[i] ); + } + + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + + GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); + + // FIXME: Quake3 doesn't use this, so I never tested it + tess.numVertexes = 0; + tess.numIndexes = 0; + tess.firstIndex = 0; + + for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) { + VectorCopy(start_points[ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]); + VectorCopy(end_points [ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]); + } + + for ( i = 0; i < NUM_BEAM_SEGS; i++ ) { + tess.indexes[tess.numIndexes++] = i * 2; + tess.indexes[tess.numIndexes++] = (i + 1) * 2; + tess.indexes[tess.numIndexes++] = 1 + i * 2; + + tess.indexes[tess.numIndexes++] = 1 + i * 2; + tess.indexes[tess.numIndexes++] = (i + 1) * 2; + tess.indexes[tess.numIndexes++] = 1 + (i + 1) * 2; + } + + // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function + RB_UpdateTessVao(ATTR_POSITION); + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed); + + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + R_DrawElements(tess.numIndexes, tess.firstIndex); + + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.firstIndex = 0; +} + +//================================================================================ + +static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth ) +{ + float spanWidth2; + int vbase; + float t = len / 256.0f; + + RB_CheckVao(tess.vao); + + RB_CHECKOVERFLOW( 4, 6 ); + + vbase = tess.numVertexes; + + spanWidth2 = -spanWidth; + + // FIXME: use quad stamp? + VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] ); + tess.texCoords[tess.numVertexes][0] = 0; + tess.texCoords[tess.numVertexes][1] = 0; + tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25f * 257.0f; + tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25f * 257.0f; + tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25f * 257.0f; + tess.numVertexes++; + + VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] ); + tess.texCoords[tess.numVertexes][0] = 0; + tess.texCoords[tess.numVertexes][1] = 1; + tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257; + tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257; + tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257; + tess.numVertexes++; + + VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] ); + + tess.texCoords[tess.numVertexes][0] = t; + tess.texCoords[tess.numVertexes][1] = 0; + tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257; + tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257; + tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257; + tess.numVertexes++; + + VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] ); + tess.texCoords[tess.numVertexes][0] = t; + tess.texCoords[tess.numVertexes][1] = 1; + tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257; + tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257; + tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257; + tess.numVertexes++; + + tess.indexes[tess.numIndexes++] = vbase; + tess.indexes[tess.numIndexes++] = vbase + 1; + tess.indexes[tess.numIndexes++] = vbase + 2; + + tess.indexes[tess.numIndexes++] = vbase + 2; + tess.indexes[tess.numIndexes++] = vbase + 1; + tess.indexes[tess.numIndexes++] = vbase + 3; +} + +static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up ) +{ + int i; + vec3_t pos[4]; + vec3_t v; + int spanWidth = r_railWidth->integer; + float c, s; + float scale; + + if ( numSegs > 1 ) + numSegs--; + if ( !numSegs ) + return; + + scale = 0.25; + + for ( i = 0; i < 4; i++ ) + { + c = cos( DEG2RAD( 45 + i * 90 ) ); + s = sin( DEG2RAD( 45 + i * 90 ) ); + v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth; + v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth; + v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth; + VectorAdd( start, v, pos[i] ); + + if ( numSegs > 1 ) + { + // offset by 1 segment if we're doing a long distance shot + VectorAdd( pos[i], dir, pos[i] ); + } + } + + RB_CheckVao(tess.vao); + + for ( i = 0; i < numSegs; i++ ) + { + int j; + + RB_CHECKOVERFLOW( 4, 6 ); + + for ( j = 0; j < 4; j++ ) + { + VectorCopy( pos[j], tess.xyz[tess.numVertexes] ); + tess.texCoords[tess.numVertexes][0] = (j < 2); + tess.texCoords[tess.numVertexes][1] = (j && j != 3); + tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257; + tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257; + tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257; + tess.numVertexes++; + + VectorAdd( pos[j], dir, pos[j] ); + } + + tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0; + tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1; + tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3; + tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3; + tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1; + tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2; + } +} + +/* +** RB_SurfaceRailRinges +*/ +static void RB_SurfaceRailRings( void ) { + refEntity_t *e; + int numSegs; + int len; + vec3_t vec; + vec3_t right, up; + vec3_t start, end; + + e = &backEnd.currentEntity->e; + + VectorCopy( e->oldorigin, start ); + VectorCopy( e->origin, end ); + + // compute variables + VectorSubtract( end, start, vec ); + len = VectorNormalize( vec ); + MakeNormalVectors( vec, right, up ); + numSegs = ( len ) / r_railSegmentLength->value; + if ( numSegs <= 0 ) { + numSegs = 1; + } + + VectorScale( vec, r_railSegmentLength->value, vec ); + + DoRailDiscs( numSegs, start, vec, right, up ); +} + +/* +** RB_SurfaceRailCore +*/ +static void RB_SurfaceRailCore( void ) { + refEntity_t *e; + int len; + vec3_t right; + vec3_t vec; + vec3_t start, end; + vec3_t v1, v2; + + e = &backEnd.currentEntity->e; + + VectorCopy( e->oldorigin, start ); + VectorCopy( e->origin, end ); + + VectorSubtract( end, start, vec ); + len = VectorNormalize( vec ); + + // compute side vector + VectorSubtract( start, backEnd.viewParms.orientation.origin, v1 ); + VectorNormalize( v1 ); + VectorSubtract( end, backEnd.viewParms.orientation.origin, v2 ); + VectorNormalize( v2 ); + CrossProduct( v1, v2, right ); + VectorNormalize( right ); + + DoRailCore( start, end, right, len, r_railCoreWidth->integer ); +} + +/* +** RB_SurfaceLightningBolt +*/ +static void RB_SurfaceLightningBolt( void ) { + refEntity_t *e; + int len; + vec3_t right; + vec3_t vec; + vec3_t start, end; + vec3_t v1, v2; + int i; + + e = &backEnd.currentEntity->e; + + VectorCopy( e->oldorigin, end ); + VectorCopy( e->origin, start ); + + // compute variables + VectorSubtract( end, start, vec ); + len = VectorNormalize( vec ); + + // compute side vector + VectorSubtract( start, backEnd.viewParms.orientation.origin, v1 ); + VectorNormalize( v1 ); + VectorSubtract( end, backEnd.viewParms.orientation.origin, v2 ); + VectorNormalize( v2 ); + CrossProduct( v1, v2, right ); + VectorNormalize( right ); + + for ( i = 0 ; i < 4 ; i++ ) { + vec3_t temp; + + DoRailCore( start, end, right, len, 8 ); + RotatePointAroundVector( temp, vec, right, 45 ); + VectorCopy( temp, right ); + } +} + + +static void LerpMeshVertexes(mdvSurface_t *surf, float backlerp) +{ + float *outXyz; + int16_t *outNormal, *outTangent; + mdvVertex_t *newVerts; + int vertNum; + + newVerts = surf->verts + backEnd.currentEntity->e.frame * surf->numVerts; + + outXyz = tess.xyz[tess.numVertexes]; + outNormal = tess.normal[tess.numVertexes]; + outTangent = tess.tangent[tess.numVertexes]; + + if (backlerp == 0) + { + // + // just copy the vertexes + // + + for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++) + { + VectorCopy(newVerts->xyz, outXyz); + VectorCopy4(newVerts->normal, outNormal); + VectorCopy4(newVerts->tangent, outTangent); + + newVerts++; + outXyz += 4; + outNormal += 4; + outTangent += 4; + } + } + else + { + // + // interpolate and copy the vertex and normal + // + + mdvVertex_t *oldVerts; + + oldVerts = surf->verts + backEnd.currentEntity->e.oldframe * surf->numVerts; + + for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++) + { + VectorLerp(newVerts->xyz, oldVerts->xyz, backlerp, outXyz); + + outNormal[0] = (int16_t)(newVerts->normal[0] * (1.0f - backlerp) + oldVerts->normal[0] * backlerp); + outNormal[1] = (int16_t)(newVerts->normal[1] * (1.0f - backlerp) + oldVerts->normal[1] * backlerp); + outNormal[2] = (int16_t)(newVerts->normal[2] * (1.0f - backlerp) + oldVerts->normal[2] * backlerp); + outNormal[3] = 0; + + outTangent[0] = (int16_t)(newVerts->tangent[0] * (1.0f - backlerp) + oldVerts->tangent[0] * backlerp); + outTangent[1] = (int16_t)(newVerts->tangent[1] * (1.0f - backlerp) + oldVerts->tangent[1] * backlerp); + outTangent[2] = (int16_t)(newVerts->tangent[2] * (1.0f - backlerp) + oldVerts->tangent[2] * backlerp); + outTangent[3] = newVerts->tangent[3]; + + newVerts++; + oldVerts++; + outXyz += 4; + outNormal += 4; + outTangent += 4; + } + } + +} + + +/* +============= +RB_SurfaceMesh +============= +*/ +static void RB_SurfaceMesh(mdvSurface_t *surface) { + int j; + float backlerp; + mdvSt_t *texCoords; + int Bob, Doug; + int numVerts; + + if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) { + backlerp = 0; + } else { + backlerp = backEnd.currentEntity->e.backlerp; + } + + RB_CheckVao(tess.vao); + + RB_CHECKOVERFLOW( surface->numVerts, surface->numIndexes ); + + LerpMeshVertexes (surface, backlerp); + + Bob = tess.numIndexes; + Doug = tess.numVertexes; + for (j = 0 ; j < surface->numIndexes ; j++) { + tess.indexes[Bob + j] = Doug + surface->indexes[j]; + } + tess.numIndexes += surface->numIndexes; + + texCoords = surface->st; + + numVerts = surface->numVerts; + for ( j = 0; j < numVerts; j++ ) { + tess.texCoords[Doug + j][0] = texCoords[j].st[0]; + tess.texCoords[Doug + j][1] = texCoords[j].st[1]; + // FIXME: fill in lightmapST for completeness? + } + + tess.numVertexes += surface->numVerts; + +} + + +/* +============== +RB_SurfaceFace +============== +*/ +static void RB_SurfaceFace( srfBspSurface_t *srf ) { + if (RB_SurfaceVaoCached(srf->numVerts, srf->verts, srf->numIndexes, + srf->indexes, srf->dlightBits, srf->pshadowBits)) + { + return; + } + + RB_SurfaceVertsAndIndexes(srf->numVerts, srf->verts, srf->numIndexes, + srf->indexes, srf->dlightBits, srf->pshadowBits); +} + + +static float LodErrorForVolume( vec3_t local, float radius ) { + vec3_t world; + float d; + + // never let it go negative + if ( r_lodCurveError->value < 0 ) { + return 0; + } + + world[0] = local[0] * backEnd.orientation.axis[0][0] + local[1] * backEnd.orientation.axis[1][0] + + local[2] * backEnd.orientation.axis[2][0] + backEnd.orientation.origin[0]; + world[1] = local[0] * backEnd.orientation.axis[0][1] + local[1] * backEnd.orientation.axis[1][1] + + local[2] * backEnd.orientation.axis[2][1] + backEnd.orientation.origin[1]; + world[2] = local[0] * backEnd.orientation.axis[0][2] + local[1] * backEnd.orientation.axis[1][2] + + local[2] * backEnd.orientation.axis[2][2] + backEnd.orientation.origin[2]; + + VectorSubtract( world, backEnd.viewParms.orientation.origin, world ); + d = DotProduct( world, backEnd.viewParms.orientation.axis[0] ); + + if ( d < 0 ) { + d = -d; + } + d -= radius; + if ( d < 1 ) { + d = 1; + } + + return r_lodCurveError->value / d; +} + +/* +============= +RB_SurfaceGrid + +Just copy the grid of points and triangulate +============= +*/ +static void RB_SurfaceGrid( srfBspSurface_t *srf ) { + int i, j; + float *xyz; + float *texCoords, *lightCoords; + int16_t *normal; + int16_t *tangent; + uint16_t *color; + int16_t *lightdir; + srfVert_t *dv; + int rows, irows, vrows; + int used; + int widthTable[MAX_GRID_SIZE]; + int heightTable[MAX_GRID_SIZE]; + float lodError; + int lodWidth, lodHeight; + int numVertexes; + int dlightBits; + int pshadowBits; + //int *vDlightBits; + + if (RB_SurfaceVaoCached(srf->numVerts, srf->verts, srf->numIndexes, + srf->indexes, srf->dlightBits, srf->pshadowBits)) + { + return; + } + + RB_CheckVao(tess.vao); + + dlightBits = srf->dlightBits; + tess.dlightBits |= dlightBits; + + pshadowBits = srf->pshadowBits; + tess.pshadowBits |= pshadowBits; + + // determine the allowable discrepance + lodError = LodErrorForVolume( srf->lodOrigin, srf->lodRadius ); + + // determine which rows and columns of the subdivision + // we are actually going to use + widthTable[0] = 0; + lodWidth = 1; + for ( i = 1 ; i < srf->width-1 ; i++ ) { + if ( srf->widthLodError[i] <= lodError ) { + widthTable[lodWidth] = i; + lodWidth++; + } + } + widthTable[lodWidth] = srf->width-1; + lodWidth++; + + heightTable[0] = 0; + lodHeight = 1; + for ( i = 1 ; i < srf->height-1 ; i++ ) { + if ( srf->heightLodError[i] <= lodError ) { + heightTable[lodHeight] = i; + lodHeight++; + } + } + heightTable[lodHeight] = srf->height-1; + lodHeight++; + + + // very large grids may have more points or indexes than can be fit + // in the tess structure, so we may have to issue it in multiple passes + + used = 0; + while ( used < lodHeight - 1 ) { + // see how many rows of both verts and indexes we can add without overflowing + do { + vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth; + irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 ); + + // if we don't have enough space for at least one strip, flush the buffer + if ( vrows < 2 || irows < 1 ) { + RB_EndSurface(); + RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex ); + } else { + break; + } + } while ( 1 ); + + rows = irows; + if ( vrows < irows + 1 ) { + rows = vrows - 1; + } + if ( used + rows > lodHeight ) { + rows = lodHeight - used; + } + + numVertexes = tess.numVertexes; + + xyz = tess.xyz[numVertexes]; + normal = tess.normal[numVertexes]; + tangent = tess.tangent[numVertexes]; + texCoords = tess.texCoords[numVertexes]; + lightCoords = tess.lightCoords[numVertexes]; + color = tess.color[numVertexes]; + lightdir = tess.lightdir[numVertexes]; + //vDlightBits = &tess.vertexDlightBits[numVertexes]; + + for ( i = 0 ; i < rows ; i++ ) { + for ( j = 0 ; j < lodWidth ; j++ ) { + dv = srf->verts + heightTable[ used + i ] * srf->width + + widthTable[ j ]; + + if ( tess.shader->vertexAttribs & ATTR_POSITION ) + { + VectorCopy(dv->xyz, xyz); + xyz += 4; + } + + if ( tess.shader->vertexAttribs & ATTR_NORMAL ) + { + VectorCopy4(dv->normal, normal); + normal += 4; + } + + if ( tess.shader->vertexAttribs & ATTR_TANGENT ) + { + VectorCopy4(dv->tangent, tangent); + tangent += 4; + } + + if ( tess.shader->vertexAttribs & ATTR_TEXCOORD ) + { + VectorCopy2(dv->st, texCoords); + texCoords += 2; + } + + if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD ) + { + VectorCopy2(dv->lightmap, lightCoords); + lightCoords += 2; + } + + if ( tess.shader->vertexAttribs & ATTR_COLOR ) + { + VectorCopy4(dv->color, color); + color += 4; + } + + if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION ) + { + VectorCopy4(dv->lightdir, lightdir); + lightdir += 4; + } + + //*vDlightBits++ = dlightBits; + } + } + + + // add the indexes + { + int numIndexes; + int w, h; + + h = rows - 1; + w = lodWidth - 1; + numIndexes = tess.numIndexes; + for (i = 0 ; i < h ; i++) { + for (j = 0 ; j < w ; j++) { + int v1, v2, v3, v4; + + // vertex order to be reckognized as tristrips + v1 = numVertexes + i*lodWidth + j + 1; + v2 = v1 - 1; + v3 = v2 + lodWidth; + v4 = v3 + 1; + + tess.indexes[numIndexes] = v2; + tess.indexes[numIndexes+1] = v3; + tess.indexes[numIndexes+2] = v1; + + tess.indexes[numIndexes+3] = v1; + tess.indexes[numIndexes+4] = v3; + tess.indexes[numIndexes+5] = v4; + numIndexes += 6; + } + } + + tess.numIndexes = numIndexes; + } + + tess.numVertexes += rows * lodWidth; + + used += rows - 1; + } +} + + +/* +=========================================================================== + +NULL MODEL + +=========================================================================== +*/ + +/* +=================== +RB_SurfaceAxis + +Draws x/y/z lines from the origin for orientation debugging +=================== +*/ +static void RB_SurfaceAxis( void ) { + // FIXME: implement this +#if 0 + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + GL_State( GLS_DEFAULT ); + qglLineWidth( 3 ); + qglBegin( GL_LINES ); + qglColor3f( 1,0,0 ); + qglVertex3f( 0,0,0 ); + qglVertex3f( 16,0,0 ); + qglColor3f( 0,1,0 ); + qglVertex3f( 0,0,0 ); + qglVertex3f( 0,16,0 ); + qglColor3f( 0,0,1 ); + qglVertex3f( 0,0,0 ); + qglVertex3f( 0,0,16 ); + qglEnd(); + qglLineWidth( 1 ); +#endif +} + +//=========================================================================== + +/* +==================== +RB_SurfaceEntity + +Entities that have a single procedurally generated surface +==================== +*/ +static void RB_SurfaceEntity( surfaceType_t *surfType ) { + switch( backEnd.currentEntity->e.reType ) { + case RT_SPRITE: + RB_SurfaceSprite(); + break; + case RT_BEAM: + RB_SurfaceBeam(); + break; + case RT_RAIL_CORE: + RB_SurfaceRailCore(); + break; + case RT_RAIL_RINGS: + RB_SurfaceRailRings(); + break; + case RT_LIGHTNING: + RB_SurfaceLightningBolt(); + break; + default: + RB_SurfaceAxis(); + break; + } +} + +static void RB_SurfaceBad( surfaceType_t *surfType ) { + ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" ); +} + +static void RB_SurfaceFlare(srfFlare_t *surf) +{ + if (r_flares->integer) + RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal); +} + +void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface) +{ + //mdvModel_t *mdvModel; + //mdvSurface_t *mdvSurface; + refEntity_t *refEnt; + + GLimp_LogComment("--- RB_SurfaceVaoMdvMesh ---\n"); + + if (ShaderRequiresCPUDeforms(tess.shader)) + { + RB_SurfaceMesh(surface->mdvSurface); + return; + } + + if(!surface->vao) + return; + + //RB_CheckVao(surface->vao); + RB_EndSurface(); + RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex); + + R_BindVao(surface->vao); + + tess.useInternalVao = false; + + tess.numIndexes = surface->numIndexes; + tess.numVertexes = surface->numVerts; + + //mdvModel = surface->mdvModel; + //mdvSurface = surface->mdvSurface; + + refEnt = &backEnd.currentEntity->e; + + glState.vertexAttribsInterpolation = (refEnt->oldframe == refEnt->frame) ? 0.0f : refEnt->backlerp; + + if (surface->mdvModel->numFrames > 1) + { + int frameOffset, attribIndex; + vaoAttrib_t *vAtb; + + glState.vertexAnimation = true; + + if (glRefConfig.vertexArrayObject) + { + qglBindBuffer(GL_ARRAY_BUFFER, surface->vao->vertexesVBO); + } + + frameOffset = refEnt->frame * surface->vao->frameSize; + + attribIndex = ATTR_INDEX_POSITION; + vAtb = &surface->vao->attribs[attribIndex]; + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); + + attribIndex = ATTR_INDEX_NORMAL; + vAtb = &surface->vao->attribs[attribIndex]; + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); + + attribIndex = ATTR_INDEX_TANGENT; + vAtb = &surface->vao->attribs[attribIndex]; + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); + + frameOffset = refEnt->oldframe * surface->vao->frameSize; + + attribIndex = ATTR_INDEX_POSITION2; + vAtb = &surface->vao->attribs[attribIndex]; + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); + + attribIndex = ATTR_INDEX_NORMAL2; + vAtb = &surface->vao->attribs[attribIndex]; + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); + + attribIndex = ATTR_INDEX_TANGENT2; + vAtb = &surface->vao->attribs[attribIndex]; + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); + + + if (!glRefConfig.vertexArrayObject) + { + attribIndex = ATTR_INDEX_TEXCOORD; + vAtb = &surface->vao->attribs[attribIndex]; + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset)); + } + } + + RB_EndSurface(); + + // So we don't lerp surfaces that shouldn't be lerped + glState.vertexAnimation = false; +} + +static void RB_SurfaceSkip( void *surf ) { +} + + +void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = { + (void(*)(void*))RB_SurfaceBad, // SF_BAD, + (void(*)(void*))RB_SurfaceSkip, // SF_SKIP, + (void(*)(void*))RB_SurfaceFace, // SF_FACE, + (void(*)(void*))RB_SurfaceGrid, // SF_GRID, + (void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES, + (void(*)(void*))RB_SurfacePolychain, // SF_POLY, + (void(*)(void*))RB_SurfaceMesh, // SF_MDV, + (void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR, + (void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM, + (void(*)(void*))RB_SurfaceFlare, // SF_FLARE, + (void(*)(void*))RB_SurfaceEntity, // SF_ENTITY + (void(*)(void*))RB_SurfaceVaoMdvMesh, // SF_VAO_MDVMESH +}; diff --git a/src/renderergl2/tr_vbo.cpp b/src/renderergl2/tr_vbo.cpp new file mode 100644 index 0000000..58836cd --- /dev/null +++ b/src/renderergl2/tr_vbo.cpp @@ -0,0 +1,945 @@ +/* +=========================================================================== +Copyright (C) 2007-2009 Robert Beckebans +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +// tr_vbo.c +#include "tr_local.h" + + +void R_VaoPackTangent(int16_t *out, vec4_t v) +{ + out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f); + out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f); + out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f); + out[3] = v[3] * 32767.0f + (v[3] > 0.0f ? 0.5f : -0.5f); +} + +void R_VaoPackNormal(int16_t *out, vec3_t v) +{ + out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f); + out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f); + out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f); + out[3] = 0; +} + +void R_VaoPackColor(uint16_t *out, vec4_t c) +{ + out[0] = c[0] * 65535.0f + 0.5f; + out[1] = c[1] * 65535.0f + 0.5f; + out[2] = c[2] * 65535.0f + 0.5f; + out[3] = c[3] * 65535.0f + 0.5f; +} + +void R_VaoUnpackTangent(vec4_t v, int16_t *pack) +{ + v[0] = pack[0] / 32767.0f; + v[1] = pack[1] / 32767.0f; + v[2] = pack[2] / 32767.0f; + v[3] = pack[3] / 32767.0f; +} + +void R_VaoUnpackNormal(vec3_t v, int16_t *pack) +{ + v[0] = pack[0] / 32767.0f; + v[1] = pack[1] / 32767.0f; + v[2] = pack[2] / 32767.0f; +} + +void Vao_SetVertexPointers(vao_t *vao) +{ + int attribIndex; + + // set vertex pointers + for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++) + { + uint32_t attribBit = 1 << attribIndex; + vaoAttrib_t *vAtb = &vao->attribs[attribIndex]; + + if (vAtb->enabled) + { + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset)); + if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit)) + qglEnableVertexAttribArray(attribIndex); + + if (!glRefConfig.vertexArrayObject || vao == tess.vao) + glState.vertexAttribsEnabled |= attribBit; + } + else + { + // don't disable vertex attribs when using vertex array objects + // Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway + if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit)) + qglDisableVertexAttribArray(attribIndex); + + if (!glRefConfig.vertexArrayObject || vao == tess.vao) + glState.vertexAttribsEnabled &= ~attribBit; + } + } +} + +/* +============ +R_CreateVao +============ +*/ +vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage) +{ + vao_t *vao; + int glUsage; + + switch (usage) + { + case VAO_USAGE_STATIC: + glUsage = GL_STATIC_DRAW; + break; + + case VAO_USAGE_DYNAMIC: + glUsage = GL_DYNAMIC_DRAW; + break; + + default: + Com_Error(ERR_FATAL, "bad vaoUsage_t given: %i", usage); + return NULL; + } + + if(strlen(name) >= MAX_QPATH) + { + ri.Error(ERR_DROP, "R_CreateVao: \"%s\" is too long", name); + } + + if ( tr.numVaos == MAX_VAOS ) { + ri.Error( ERR_DROP, "R_CreateVao: MAX_VAOS hit"); + } + + R_IssuePendingRenderCommands(); + + vao = tr.vaos[tr.numVaos] = (vao_t*)ri.Hunk_Alloc(sizeof(*vao), h_low); + tr.numVaos++; + + memset(vao, 0, sizeof(*vao)); + + Q_strncpyz(vao->name, name, sizeof(vao->name)); + + + if (glRefConfig.vertexArrayObject) + { + qglGenVertexArrays(1, &vao->vao); + qglBindVertexArray(vao->vao); + } + + + vao->vertexesSize = vertexesSize; + + qglGenBuffers(1, &vao->vertexesVBO); + + qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO); + qglBufferData(GL_ARRAY_BUFFER, vertexesSize, vertexes, glUsage); + + + vao->indexesSize = indexesSize; + + qglGenBuffers(1, &vao->indexesIBO); + + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO); + qglBufferData(GL_ELEMENT_ARRAY_BUFFER, indexesSize, indexes, glUsage); + + + glState.currentVao = vao; + + GL_CheckErrors(); + + return vao; +} + +/* +============ +R_CreateVao2 +============ +*/ +vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes) +{ + vao_t *vao; + int i; + + byte *data; + int dataSize; + int dataOfs; + + int glUsage = GL_STATIC_DRAW; + + if(!numVertexes || !numIndexes) + return NULL; + + if(strlen(name) >= MAX_QPATH) + { + ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name); + } + + if ( tr.numVaos == MAX_VAOS ) { + ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit"); + } + + R_IssuePendingRenderCommands(); + + vao = tr.vaos[tr.numVaos] = (vao_t*)ri.Hunk_Alloc(sizeof(*vao), h_low); + tr.numVaos++; + + memset(vao, 0, sizeof(*vao)); + + Q_strncpyz(vao->name, name, sizeof(vao->name)); + + // since these vertex attributes are never altered, interleave them + vao->attribs[ATTR_INDEX_POSITION ].enabled = 1; + vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1; + vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1; + vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1; + vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1; + vao->attribs[ATTR_INDEX_COLOR ].enabled = 1; + vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1; + + vao->attribs[ATTR_INDEX_POSITION ].count = 3; + vao->attribs[ATTR_INDEX_NORMAL ].count = 4; + vao->attribs[ATTR_INDEX_TANGENT ].count = 4; + vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2; + vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2; + vao->attribs[ATTR_INDEX_COLOR ].count = 4; + vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4; + + vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT; + vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT; + vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT; + vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT; + vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT; + vao->attribs[ATTR_INDEX_COLOR ].type = GL_UNSIGNED_SHORT; + vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT; + + vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE; + vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE; + vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE; + vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE; + vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE; + vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_TRUE; + vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE; + + vao->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz); + vao->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(verts[0].normal); + vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(verts[0].tangent); + vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += sizeof(verts[0].st); + vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += sizeof(verts[0].lightmap); + vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += sizeof(verts[0].color); + vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(verts[0].lightdir); + + vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize; + vao->attribs[ATTR_INDEX_NORMAL ].stride = dataSize; + vao->attribs[ATTR_INDEX_TANGENT ].stride = dataSize; + vao->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize; + vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize; + vao->attribs[ATTR_INDEX_COLOR ].stride = dataSize; + vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize; + + + if (glRefConfig.vertexArrayObject) + { + qglGenVertexArrays(1, &vao->vao); + qglBindVertexArray(vao->vao); + } + + + // create VBO + dataSize *= numVertexes; + data = (byte*)ri.Hunk_AllocateTempMemory(dataSize); + dataOfs = 0; + + for (i = 0; i < numVertexes; i++) + { + // xyz + memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz)); + dataOfs += sizeof(verts[i].xyz); + + // normal + memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal)); + dataOfs += sizeof(verts[i].normal); + + // tangent + memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent)); + dataOfs += sizeof(verts[i].tangent); + + // texcoords + memcpy(data + dataOfs, &verts[i].st, sizeof(verts[i].st)); + dataOfs += sizeof(verts[i].st); + + // lightmap texcoords + memcpy(data + dataOfs, &verts[i].lightmap, sizeof(verts[i].lightmap)); + dataOfs += sizeof(verts[i].lightmap); + + // colors + memcpy(data + dataOfs, &verts[i].color, sizeof(verts[i].color)); + dataOfs += sizeof(verts[i].color); + + // light directions + memcpy(data + dataOfs, &verts[i].lightdir, sizeof(verts[i].lightdir)); + dataOfs += sizeof(verts[i].lightdir); + } + + vao->vertexesSize = dataSize; + + qglGenBuffers(1, &vao->vertexesVBO); + + qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO); + qglBufferData(GL_ARRAY_BUFFER, vao->vertexesSize, data, glUsage); + + + // create IBO + vao->indexesSize = numIndexes * sizeof(glIndex_t); + + qglGenBuffers(1, &vao->indexesIBO); + + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO); + qglBufferData(GL_ELEMENT_ARRAY_BUFFER, vao->indexesSize, indexes, glUsage); + + + Vao_SetVertexPointers(vao); + + + glState.currentVao = vao; + + GL_CheckErrors(); + + ri.Hunk_FreeTempMemory(data); + + return vao; +} + + +/* +============ +R_BindVao +============ +*/ +void R_BindVao(vao_t * vao) +{ + if(!vao) + { + //R_BindNullVao(); + ri.Error(ERR_DROP, "R_BindVao: NULL vao"); + return; + } + + if(r_logFile->integer) + { + // don't just call LogComment, or we will get a call to va() every frame! + GLimp_LogComment((char*)va("--- R_BindVao( %s ) ---\n", vao->name)); + } + + if(glState.currentVao != vao) + { + glState.currentVao = vao; + + glState.vertexAttribsInterpolation = 0; + glState.vertexAnimation = false; + backEnd.pc.c_vaoBinds++; + + if (glRefConfig.vertexArrayObject) + { + qglBindVertexArray(vao->vao); + + // Intel Graphics doesn't save GL_ELEMENT_ARRAY_BUFFER binding with VAO binding. + if (glRefConfig.intelGraphics || vao == tess.vao) + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO); + + // tess VAO always has buffers bound + if (vao == tess.vao) + qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO); + } + else + { + qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO); + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO); + + // tess VAO doesn't have vertex pointers set until data is uploaded + if (vao != tess.vao) + Vao_SetVertexPointers(vao); + } + } +} + +/* +============ +R_BindNullVao +============ +*/ +void R_BindNullVao(void) +{ + GLimp_LogComment("--- R_BindNullVao ---\n"); + + if(glState.currentVao) + { + if (glRefConfig.vertexArrayObject) + { + qglBindVertexArray(0); + + // why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel? + if (1) qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + else + { + qglBindBuffer(GL_ARRAY_BUFFER, 0); + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + glState.currentVao = NULL; + } + + GL_CheckErrors(); +} + + +/* +============ +R_InitVaos +============ +*/ +void R_InitVaos(void) +{ + int vertexesSize, indexesSize; + int offset; + + ri.Printf(PRINT_ALL, "------- R_InitVaos -------\n"); + + tr.numVaos = 0; + + vertexesSize = sizeof(tess.xyz[0]); + vertexesSize += sizeof(tess.normal[0]); + vertexesSize += sizeof(tess.tangent[0]); + vertexesSize += sizeof(tess.color[0]); + vertexesSize += sizeof(tess.texCoords[0]); + vertexesSize += sizeof(tess.lightCoords[0]); + vertexesSize += sizeof(tess.lightdir[0]); + vertexesSize *= SHADER_MAX_VERTEXES; + + indexesSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES; + + tess.vao = R_CreateVao("tessVertexArray_VAO", NULL, vertexesSize, NULL, indexesSize, VAO_USAGE_DYNAMIC); + + offset = 0; + + tess.vao->attribs[ATTR_INDEX_POSITION ].enabled = 1; + tess.vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1; + tess.vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1; + tess.vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1; + tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1; + tess.vao->attribs[ATTR_INDEX_COLOR ].enabled = 1; + tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1; + + tess.vao->attribs[ATTR_INDEX_POSITION ].count = 3; + tess.vao->attribs[ATTR_INDEX_NORMAL ].count = 4; + tess.vao->attribs[ATTR_INDEX_TANGENT ].count = 4; + tess.vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2; + tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2; + tess.vao->attribs[ATTR_INDEX_COLOR ].count = 4; + tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4; + + tess.vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT; + tess.vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT; + tess.vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT; + tess.vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT; + tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT; + tess.vao->attribs[ATTR_INDEX_COLOR ].type = GL_UNSIGNED_SHORT; + tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT; + + tess.vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE; + tess.vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE; + tess.vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE; + tess.vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE; + tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE; + tess.vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_TRUE; + tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE; + + tess.vao->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES; + tess.vao->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES; + tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES; + tess.vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset; offset += sizeof(tess.texCoords[0]) * SHADER_MAX_VERTEXES; + tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset; offset += sizeof(tess.lightCoords[0]) * SHADER_MAX_VERTEXES; + tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.color[0]) * SHADER_MAX_VERTEXES; + tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset; + + tess.vao->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]); + tess.vao->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]); + tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]); + tess.vao->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0]); + tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.lightCoords[0]); + tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.color[0]); + tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(tess.lightdir[0]); + + tess.attribPointers[ATTR_INDEX_POSITION] = tess.xyz; + tess.attribPointers[ATTR_INDEX_NORMAL] = tess.normal; + tess.attribPointers[ATTR_INDEX_TANGENT] = tess.tangent; + tess.attribPointers[ATTR_INDEX_TEXCOORD] = tess.texCoords; + tess.attribPointers[ATTR_INDEX_LIGHTCOORD] = tess.lightCoords; + tess.attribPointers[ATTR_INDEX_COLOR] = tess.color; + tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir; + + Vao_SetVertexPointers(tess.vao); + + R_BindNullVao(); + + VaoCache_Init(); + + GL_CheckErrors(); +} + +/* +============ +R_ShutdownVaos +============ +*/ +void R_ShutdownVaos(void) +{ + int i; + vao_t *vao; + + ri.Printf(PRINT_ALL, "------- R_ShutdownVaos -------\n"); + + R_BindNullVao(); + + for(i = 0; i < tr.numVaos; i++) + { + vao = tr.vaos[i]; + + if(vao->vao) + qglDeleteVertexArrays(1, &vao->vao); + + if(vao->vertexesVBO) + { + qglDeleteBuffers(1, &vao->vertexesVBO); + } + + if(vao->indexesIBO) + { + qglDeleteBuffers(1, &vao->indexesIBO); + } + } + + tr.numVaos = 0; +} + +/* +============ +R_VaoList_f +============ +*/ +void R_VaoList_f(void) +{ + int i; + vao_t *vao; + int vertexesSize = 0; + int indexesSize = 0; + + ri.Printf(PRINT_ALL, " size name\n"); + ri.Printf(PRINT_ALL, "----------------------------------------------------------\n"); + + for(i = 0; i < tr.numVaos; i++) + { + vao = tr.vaos[i]; + + ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->vertexesSize / (1024 * 1024), + (vao->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name); + + vertexesSize += vao->vertexesSize; + } + + for(i = 0; i < tr.numVaos; i++) + { + vao = tr.vaos[i]; + + ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->indexesSize / (1024 * 1024), + (vao->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name); + + indexesSize += vao->indexesSize; + } + + ri.Printf(PRINT_ALL, " %i total VAOs\n", tr.numVaos); + ri.Printf(PRINT_ALL, " %d.%02d MB total vertices memory\n", vertexesSize / (1024 * 1024), + (vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024)); + ri.Printf(PRINT_ALL, " %d.%02d MB total triangle indices memory\n", indexesSize / (1024 * 1024), + (indexesSize % (1024 * 1024)) * 100 / (1024 * 1024)); +} + + +/* +============== +RB_UpdateTessVao + +Adapted from Tess_UpdateVBOs from xreal + +Update the default VAO to replace the client side vertex arrays +============== +*/ +void RB_UpdateTessVao(unsigned int attribBits) +{ + GLimp_LogComment("--- RB_UpdateTessVao ---\n"); + + backEnd.pc.c_dynamicVaoDraws++; + + // update the default VAO + if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES && tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES) + { + int attribIndex; + int attribUpload; + + R_BindVao(tess.vao); + + // orphan old vertex buffer so we don't stall on it + qglBufferData(GL_ARRAY_BUFFER, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW); + + // if nothing to set, set everything + if(!(attribBits & ATTR_BITS)) + attribBits = ATTR_BITS; + + attribUpload = attribBits; + + for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++) + { + uint32_t attribBit = 1 << attribIndex; + vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex]; + + if (attribUpload & attribBit) + { + // note: tess has a VBO where stride == size + qglBufferSubData(GL_ARRAY_BUFFER, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]); + } + + if (attribBits & attribBit) + { + if (!glRefConfig.vertexArrayObject) + qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset)); + + if (!(glState.vertexAttribsEnabled & attribBit)) + { + qglEnableVertexAttribArray(attribIndex); + glState.vertexAttribsEnabled |= attribBit; + } + } + else + { + if ((glState.vertexAttribsEnabled & attribBit)) + { + qglDisableVertexAttribArray(attribIndex); + glState.vertexAttribsEnabled &= ~attribBit; + } + } + } + + // orphan old index buffer so we don't stall on it + qglBufferData(GL_ELEMENT_ARRAY_BUFFER, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW); + + qglBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes); + } +} + +typedef struct bufferCacheEntry_s +{ + void *data; + int size; + int bufferOffset; +} +bufferCacheEntry_t; + +typedef struct queuedSurface_s +{ + srfVert_t *vertexes; + int numVerts; + glIndex_t *indexes; + int numIndexes; +} +queuedSurface_t; + +#define VAOCACHE_MAX_BUFFERED_SURFACES (1 << 16) +#define VAOCACHE_VERTEX_BUFFER_SIZE 12 * 1024 * 1024 +#define VAOCACHE_INDEX_BUFFER_SIZE 12 * 1024 * 1024 + +#define VAOCACHE_MAX_QUEUED_VERTEXES (1 << 16) +#define VAOCACHE_MAX_QUEUED_INDEXES (VAOCACHE_MAX_QUEUED_VERTEXES * 6 / 4) + +#define VAOCACHE_MAX_QUEUED_SURFACES 4096 + +static struct +{ + vao_t *vao; + bufferCacheEntry_t indexEntries[VAOCACHE_MAX_BUFFERED_SURFACES]; + int indexChainLengths[VAOCACHE_MAX_BUFFERED_SURFACES]; + int numIndexEntries; + int vertexOffset; + int indexOffset; + + srfVert_t vertexes[VAOCACHE_MAX_QUEUED_VERTEXES]; + int vertexCommitSize; + + glIndex_t indexes[VAOCACHE_MAX_QUEUED_INDEXES]; + int indexCommitSize; + + queuedSurface_t surfaceQueue[VAOCACHE_MAX_QUEUED_SURFACES]; + int numSurfacesQueued; +} +vc = { 0 }; + +void VaoCache_Commit(void) +{ + bufferCacheEntry_t *entry1; + queuedSurface_t *surf, *end = vc.surfaceQueue + vc.numSurfacesQueued; + + R_BindVao(vc.vao); + + // search entire cache for exact chain of indexes + // FIXME: use faster search + for (entry1 = vc.indexEntries; entry1 < vc.indexEntries + vc.numIndexEntries;) + { + int chainLength = vc.indexChainLengths[entry1 - vc.indexEntries]; + + if (chainLength == vc.numSurfacesQueued) + { + bufferCacheEntry_t *entry2 = entry1; + for (surf = vc.surfaceQueue; surf < end; surf++, entry2++) + { + if (surf->indexes != entry2->data || (surf->numIndexes * sizeof(glIndex_t)) != entry2->size) + break; + } + + if (surf == end) + break; + } + + entry1 += chainLength; + } + + // if found, use that + if (entry1 < vc.indexEntries + vc.numIndexEntries) + { + tess.firstIndex = entry1->bufferOffset / sizeof(glIndex_t); + //ri.Printf(PRINT_ALL, "firstIndex %d numIndexes %d\n", tess.firstIndex, tess.numIndexes); + //ri.Printf(PRINT_ALL, "vc.numIndexEntries %d\n", vc.numIndexEntries); + } + // if not, rebuffer all the indexes but reuse any existing vertexes + else + { + srfVert_t *dstVertex = vc.vertexes; + glIndex_t *dstIndex = vc.indexes; + int *indexChainLength = vc.indexChainLengths + vc.numIndexEntries; + + tess.firstIndex = vc.indexOffset / sizeof(glIndex_t); + vc.vertexCommitSize = 0; + vc.indexCommitSize = 0; + for (surf = vc.surfaceQueue; surf < end; surf++) + { + srfVert_t *srcVertex = surf->vertexes; + glIndex_t *srcIndex = surf->indexes; + int vertexesSize = surf->numVerts * sizeof(srfVert_t); + int indexesSize = surf->numIndexes * sizeof(glIndex_t); + int i, indexOffset = (vc.vertexOffset + vc.vertexCommitSize) / sizeof(srfVert_t); + + for (i = 0; i < surf->numVerts; i++) + *dstVertex++ = *srcVertex++; + + vc.vertexCommitSize += vertexesSize; + + entry1 = vc.indexEntries + vc.numIndexEntries; + entry1->data = surf->indexes; + entry1->size = indexesSize; + entry1->bufferOffset = vc.indexOffset + vc.indexCommitSize; + vc.numIndexEntries++; + + *indexChainLength++ = ((surf == vc.surfaceQueue) ? vc.numSurfacesQueued : 0); + + for (i = 0; i < surf->numIndexes; i++) + *dstIndex++ = *srcIndex++ + indexOffset; + + vc.indexCommitSize += indexesSize; + } + + //ri.Printf(PRINT_ALL, "committing %d to %d, %d to %d\n", vc.vertexCommitSize, vc.vertexOffset, vc.indexCommitSize, vc.indexOffset); + + if (vc.vertexCommitSize) + { + qglBindBuffer(GL_ARRAY_BUFFER, vc.vao->vertexesVBO); + qglBufferSubData(GL_ARRAY_BUFFER, vc.vertexOffset, vc.vertexCommitSize, vc.vertexes); + vc.vertexOffset += vc.vertexCommitSize; + } + + if (vc.indexCommitSize) + { + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vc.vao->indexesIBO); + qglBufferSubData(GL_ELEMENT_ARRAY_BUFFER, vc.indexOffset, vc.indexCommitSize, vc.indexes); + vc.indexOffset += vc.indexCommitSize; + } + } +} + +void VaoCache_Init(void) +{ + srfVert_t vert; + int dataSize; + + vc.vao = R_CreateVao("VaoCache", NULL, VAOCACHE_VERTEX_BUFFER_SIZE, NULL, VAOCACHE_INDEX_BUFFER_SIZE, VAO_USAGE_DYNAMIC); + + vc.vao->attribs[ATTR_INDEX_POSITION].enabled = 1; + vc.vao->attribs[ATTR_INDEX_TEXCOORD].enabled = 1; + vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].enabled = 1; + vc.vao->attribs[ATTR_INDEX_NORMAL].enabled = 1; + vc.vao->attribs[ATTR_INDEX_TANGENT].enabled = 1; + vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1; + vc.vao->attribs[ATTR_INDEX_COLOR].enabled = 1; + + vc.vao->attribs[ATTR_INDEX_POSITION].count = 3; + vc.vao->attribs[ATTR_INDEX_TEXCOORD].count = 2; + vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].count = 2; + vc.vao->attribs[ATTR_INDEX_NORMAL].count = 4; + vc.vao->attribs[ATTR_INDEX_TANGENT].count = 4; + vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4; + vc.vao->attribs[ATTR_INDEX_COLOR].count = 4; + + vc.vao->attribs[ATTR_INDEX_POSITION].type = GL_FLOAT; + vc.vao->attribs[ATTR_INDEX_TEXCOORD].type = GL_FLOAT; + vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].type = GL_FLOAT; + vc.vao->attribs[ATTR_INDEX_NORMAL].type = GL_SHORT; + vc.vao->attribs[ATTR_INDEX_TANGENT].type = GL_SHORT; + vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT; + vc.vao->attribs[ATTR_INDEX_COLOR].type = GL_UNSIGNED_SHORT; + + vc.vao->attribs[ATTR_INDEX_POSITION].normalized = GL_FALSE; + vc.vao->attribs[ATTR_INDEX_TEXCOORD].normalized = GL_FALSE; + vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].normalized = GL_FALSE; + vc.vao->attribs[ATTR_INDEX_NORMAL].normalized = GL_TRUE; + vc.vao->attribs[ATTR_INDEX_TANGENT].normalized = GL_TRUE; + vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE; + vc.vao->attribs[ATTR_INDEX_COLOR].normalized = GL_TRUE; + + vc.vao->attribs[ATTR_INDEX_POSITION].offset = 0; dataSize = sizeof(vert.xyz); + vc.vao->attribs[ATTR_INDEX_TEXCOORD].offset = dataSize; dataSize += sizeof(vert.st); + vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].offset = dataSize; dataSize += sizeof(vert.lightmap); + vc.vao->attribs[ATTR_INDEX_NORMAL].offset = dataSize; dataSize += sizeof(vert.normal); + vc.vao->attribs[ATTR_INDEX_TANGENT].offset = dataSize; dataSize += sizeof(vert.tangent); + vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(vert.lightdir); + vc.vao->attribs[ATTR_INDEX_COLOR].offset = dataSize; dataSize += sizeof(vert.color); + + vc.vao->attribs[ATTR_INDEX_POSITION].stride = dataSize; + vc.vao->attribs[ATTR_INDEX_TEXCOORD].stride = dataSize; + vc.vao->attribs[ATTR_INDEX_LIGHTCOORD].stride = dataSize; + vc.vao->attribs[ATTR_INDEX_NORMAL].stride = dataSize; + vc.vao->attribs[ATTR_INDEX_TANGENT].stride = dataSize; + vc.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize; + vc.vao->attribs[ATTR_INDEX_COLOR].stride = dataSize; + + Vao_SetVertexPointers(vc.vao); + + vc.numIndexEntries = 0; + vc.vertexOffset = 0; + vc.indexOffset = 0; + vc.vertexCommitSize = 0; + vc.indexCommitSize = 0; + vc.numSurfacesQueued = 0; +} + +void VaoCache_BindVao(void) +{ + R_BindVao(vc.vao); +} + +void VaoCache_CheckAdd(bool *endSurface, bool *recycleVertexBuffer, bool *recycleIndexBuffer, int numVerts, int numIndexes) +{ + int vertexesSize = sizeof(srfVert_t) * numVerts; + int indexesSize = sizeof(glIndex_t) * numIndexes; + + if (vc.vao->vertexesSize < vc.vertexOffset + vc.vertexCommitSize + vertexesSize) + { + //ri.Printf(PRINT_ALL, "out of space in vertex cache: %d < %d + %d + %d\n", vc.vao->vertexesSize, vc.vertexOffset, vc.vertexCommitSize, vertexesSize); + *recycleVertexBuffer = true; + *recycleIndexBuffer = true; + *endSurface = true; + } + + if (vc.vao->indexesSize < vc.indexOffset + vc.indexCommitSize + indexesSize) + { + //ri.Printf(PRINT_ALL, "out of space in index cache\n"); + *recycleIndexBuffer = true; + *endSurface = true; + } + + if (vc.numIndexEntries + vc.numSurfacesQueued >= VAOCACHE_MAX_BUFFERED_SURFACES) + { + //ri.Printf(PRINT_ALL, "out of surfaces in index cache\n"); + *recycleIndexBuffer = true; + *endSurface = true; + } + + if (vc.numSurfacesQueued == VAOCACHE_MAX_QUEUED_SURFACES) + { + //ri.Printf(PRINT_ALL, "out of queued surfaces\n"); + *endSurface = true; + } + + if (VAOCACHE_MAX_QUEUED_VERTEXES * sizeof(srfVert_t) < vc.vertexCommitSize + vertexesSize) + { + //ri.Printf(PRINT_ALL, "out of queued vertexes\n"); + *endSurface = true; + } + + if (VAOCACHE_MAX_QUEUED_INDEXES * sizeof(glIndex_t) < vc.indexCommitSize + indexesSize) + { + //ri.Printf(PRINT_ALL, "out of queued indexes\n"); + *endSurface = true; + } +} + +void VaoCache_RecycleVertexBuffer(void) +{ + qglBindBuffer(GL_ARRAY_BUFFER, vc.vao->vertexesVBO); + qglBufferData(GL_ARRAY_BUFFER, vc.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW); + vc.vertexOffset = 0; +} + +void VaoCache_RecycleIndexBuffer(void) +{ + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vc.vao->indexesIBO); + qglBufferData(GL_ELEMENT_ARRAY_BUFFER, vc.vao->indexesSize, NULL, GL_DYNAMIC_DRAW); + vc.indexOffset = 0; + vc.numIndexEntries = 0; +} + +void VaoCache_InitNewSurfaceSet(void) +{ + vc.vertexCommitSize = 0; + vc.indexCommitSize = 0; + vc.numSurfacesQueued = 0; +} + +void VaoCache_AddSurface(srfVert_t *verts, int numVerts, glIndex_t *indexes, int numIndexes) +{ + int vertexesSize = sizeof(srfVert_t) * numVerts; + int indexesSize = sizeof(glIndex_t) * numIndexes; + queuedSurface_t *queueEntry = vc.surfaceQueue + vc.numSurfacesQueued; + queueEntry->vertexes = verts; + queueEntry->numVerts = numVerts; + queueEntry->indexes = indexes; + queueEntry->numIndexes = numIndexes; + vc.numSurfacesQueued++; + + vc.vertexCommitSize += vertexesSize; + vc.indexCommitSize += indexesSize; +} diff --git a/src/renderergl2/tr_world.cpp b/src/renderergl2/tr_world.cpp new file mode 100644 index 0000000..0361a88 --- /dev/null +++ b/src/renderergl2/tr_world.cpp @@ -0,0 +1,811 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +#include "tr_local.h" + + + +/* +================ +R_CullSurface + +Tries to cull surfaces before they are lighted or +added to the sorting list. +================ +*/ +static bool R_CullSurface( msurface_t *surf ) { + if ( r_nocull->integer || surf->cullinfo.type == CULLINFO_NONE) { + return false; + } + + if ( *surf->data == SF_GRID && r_nocurves->integer ) { + return true; + } + + if (surf->cullinfo.type & CULLINFO_PLANE) + { + // Only true for SF_FACE, so treat like its own function + float d; + cullType_t ct; + + if ( !r_facePlaneCull->integer ) { + return false; + } + + ct = surf->shader->cullType; + + if (ct == CT_TWO_SIDED) + { + return false; + } + + // don't cull for depth shadow + /* + if ( tr.viewParms.flags & VPF_DEPTHSHADOW ) + { + return false; + } + */ + + // shadowmaps draw back surfaces + if ( tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW) ) + { + if (ct == CT_FRONT_SIDED) + { + ct = CT_BACK_SIDED; + } + else + { + ct = CT_FRONT_SIDED; + } + } + + // do proper cull for orthographic projection + if (tr.viewParms.flags & VPF_ORTHOGRAPHIC) { + d = DotProduct(tr.viewParms.orientation.axis[0], surf->cullinfo.plane.normal); + if ( ct == CT_FRONT_SIDED ) { + if (d > 0) + return true; + } else { + if (d < 0) + return true; + } + return false; + } + + d = DotProduct (tr.orientation.viewOrigin, surf->cullinfo.plane.normal); + + // don't cull exactly on the plane, because there are levels of rounding + // through the BSP, ICD, and hardware that may cause pixel gaps if an + // epsilon isn't allowed here + if ( ct == CT_FRONT_SIDED ) { + if ( d < surf->cullinfo.plane.dist - 8 ) { + return true; + } + } else { + if ( d > surf->cullinfo.plane.dist + 8 ) { + return true; + } + } + + return false; + } + + if (surf->cullinfo.type & CULLINFO_SPHERE) + { + int sphereCull; + + if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) { + sphereCull = R_CullLocalPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius ); + } else { + sphereCull = R_CullPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius ); + } + + if ( sphereCull == CULL_OUT ) + { + return true; + } + } + + if (surf->cullinfo.type & CULLINFO_BOX) + { + int boxCull; + + if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) { + boxCull = R_CullLocalBox( surf->cullinfo.bounds ); + } else { + boxCull = R_CullBox( surf->cullinfo.bounds ); + } + + if ( boxCull == CULL_OUT ) + { + return true; + } + } + + return false; +} + + +/* +==================== +R_DlightSurface + +The given surface is going to be drawn, and it touches a leaf +that is touched by one or more dlights, so try to throw out +more dlights if possible. +==================== +*/ +static int R_DlightSurface( msurface_t *surf, int dlightBits ) { + float d; + int i; + dlight_t *dl; + + if ( surf->cullinfo.type & CULLINFO_PLANE ) + { + for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) { + if ( ! ( dlightBits & ( 1 << i ) ) ) { + continue; + } + dl = &tr.refdef.dlights[i]; + d = DotProduct( dl->origin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist; + if ( d < -dl->radius || d > dl->radius ) { + // dlight doesn't reach the plane + dlightBits &= ~( 1 << i ); + } + } + } + + if ( surf->cullinfo.type & CULLINFO_BOX ) + { + for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) { + if ( ! ( dlightBits & ( 1 << i ) ) ) { + continue; + } + dl = &tr.refdef.dlights[i]; + if ( dl->origin[0] - dl->radius > surf->cullinfo.bounds[1][0] + || dl->origin[0] + dl->radius < surf->cullinfo.bounds[0][0] + || dl->origin[1] - dl->radius > surf->cullinfo.bounds[1][1] + || dl->origin[1] + dl->radius < surf->cullinfo.bounds[0][1] + || dl->origin[2] - dl->radius > surf->cullinfo.bounds[1][2] + || dl->origin[2] + dl->radius < surf->cullinfo.bounds[0][2] ) { + // dlight doesn't reach the bounds + dlightBits &= ~( 1 << i ); + } + } + } + + if ( surf->cullinfo.type & CULLINFO_SPHERE ) + { + for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) { + if ( ! ( dlightBits & ( 1 << i ) ) ) { + continue; + } + dl = &tr.refdef.dlights[i]; + if (!SpheresIntersect(dl->origin, dl->radius, surf->cullinfo.localOrigin, surf->cullinfo.radius)) + { + // dlight doesn't reach the bounds + dlightBits &= ~( 1 << i ); + } + } + } + + switch(*surf->data) + { + case SF_FACE: + case SF_GRID: + case SF_TRIANGLES: + ((srfBspSurface_t *)surf->data)->dlightBits = dlightBits; + break; + + default: + dlightBits = 0; + break; + } + + if ( dlightBits ) { + tr.pc.c_dlightSurfaces++; + } else { + tr.pc.c_dlightSurfacesCulled++; + } + + return dlightBits; +} + +/* +==================== +R_PshadowSurface + +Just like R_DlightSurface, cull any we can +==================== +*/ +static int R_PshadowSurface( msurface_t *surf, int pshadowBits ) { + float d; + int i; + pshadow_t *ps; + + if ( surf->cullinfo.type & CULLINFO_PLANE ) + { + for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { + if ( ! ( pshadowBits & ( 1 << i ) ) ) { + continue; + } + ps = &tr.refdef.pshadows[i]; + d = DotProduct( ps->lightOrigin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist; + if ( d < -ps->lightRadius || d > ps->lightRadius ) { + // pshadow doesn't reach the plane + pshadowBits &= ~( 1 << i ); + } + } + } + + if ( surf->cullinfo.type & CULLINFO_BOX ) + { + for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { + if ( ! ( pshadowBits & ( 1 << i ) ) ) { + continue; + } + ps = &tr.refdef.pshadows[i]; + if ( ps->lightOrigin[0] - ps->lightRadius > surf->cullinfo.bounds[1][0] + || ps->lightOrigin[0] + ps->lightRadius < surf->cullinfo.bounds[0][0] + || ps->lightOrigin[1] - ps->lightRadius > surf->cullinfo.bounds[1][1] + || ps->lightOrigin[1] + ps->lightRadius < surf->cullinfo.bounds[0][1] + || ps->lightOrigin[2] - ps->lightRadius > surf->cullinfo.bounds[1][2] + || ps->lightOrigin[2] + ps->lightRadius < surf->cullinfo.bounds[0][2] + || BoxOnPlaneSide(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1], &ps->cullPlane) == 2 ) { + // pshadow doesn't reach the bounds + pshadowBits &= ~( 1 << i ); + } + } + } + + if ( surf->cullinfo.type & CULLINFO_SPHERE ) + { + for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { + if ( ! ( pshadowBits & ( 1 << i ) ) ) { + continue; + } + ps = &tr.refdef.pshadows[i]; + if (!SpheresIntersect(ps->viewOrigin, ps->viewRadius, surf->cullinfo.localOrigin, surf->cullinfo.radius) + || DotProduct( surf->cullinfo.localOrigin, ps->cullPlane.normal ) - ps->cullPlane.dist < -surf->cullinfo.radius) + { + // pshadow doesn't reach the bounds + pshadowBits &= ~( 1 << i ); + } + } + } + + switch(*surf->data) + { + case SF_FACE: + case SF_GRID: + case SF_TRIANGLES: + ((srfBspSurface_t *)surf->data)->pshadowBits = pshadowBits; + break; + + default: + pshadowBits = 0; + break; + } + + if ( pshadowBits ) { + //tr.pc.c_dlightSurfaces++; + } + + return pshadowBits; +} + + +/* +====================== +R_AddWorldSurface +====================== +*/ +static void R_AddWorldSurface( msurface_t *surf, int dlightBits, int pshadowBits ) { + // FIXME: bmodel fog? + + // try to cull before dlighting or adding + if ( R_CullSurface( surf ) ) { + return; + } + + // check for dlighting + /*if ( dlightBits ) */{ + dlightBits = R_DlightSurface( surf, dlightBits ); + dlightBits = ( dlightBits != 0 ); + } + + // check for pshadows + /*if ( pshadowBits ) */{ + pshadowBits = R_PshadowSurface( surf, pshadowBits); + pshadowBits = ( pshadowBits != 0 ); + } + + R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits, pshadowBits, surf->cubemapIndex ); +} + +/* +============================================================= + + BRUSH MODELS + +============================================================= +*/ + +/* +================= +R_AddBrushModelSurfaces +================= +*/ +void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) { + bmodel_t *bmodel; + int clip; + model_t *pModel; + int i; + + pModel = R_GetModelByHandle( ent->e.hModel ); + + bmodel = pModel->bmodel; + + clip = R_CullLocalBox( bmodel->bounds ); + if ( clip == CULL_OUT ) { + return; + } + + R_SetupEntityLighting( &tr.refdef, ent ); + R_DlightBmodel( bmodel ); + + for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) { + int surf = bmodel->firstSurface + i; + + if (tr.world->surfacesViewCount[surf] != tr.viewCount) + { + tr.world->surfacesViewCount[surf] = tr.viewCount; + R_AddWorldSurface( tr.world->surfaces + surf, tr.currentEntity->needDlights, 0 ); + } + } +} + + +/* +============================================================= + + WORLD MODEL + +============================================================= +*/ + + +/* +================ +R_RecursiveWorldNode +================ +*/ +static void R_RecursiveWorldNode( mnode_t *node, uint32_t planeBits, uint32_t dlightBits, uint32_t pshadowBits ) { + + do { + uint32_t newDlights[2]; + uint32_t newPShadows[2]; + + // if the node wasn't marked as potentially visible, exit + // pvs is skipped for depth shadows + if (!(tr.viewParms.flags & VPF_DEPTHSHADOW) && node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) { + return; + } + + // if the bounding volume is outside the frustum, nothing + // inside can be visible OPTIMIZE: don't do this all the way to leafs? + + if ( !r_nocull->integer ) { + int r; + + if ( planeBits & 1 ) { + r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]); + if (r == 2) { + return; // culled + } + if ( r == 1 ) { + planeBits &= ~1; // all descendants will also be in front + } + } + + if ( planeBits & 2 ) { + r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]); + if (r == 2) { + return; // culled + } + if ( r == 1 ) { + planeBits &= ~2; // all descendants will also be in front + } + } + + if ( planeBits & 4 ) { + r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]); + if (r == 2) { + return; // culled + } + if ( r == 1 ) { + planeBits &= ~4; // all descendants will also be in front + } + } + + if ( planeBits & 8 ) { + r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]); + if (r == 2) { + return; // culled + } + if ( r == 1 ) { + planeBits &= ~8; // all descendants will also be in front + } + } + + if ( planeBits & 16 ) { + r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[4]); + if (r == 2) { + return; // culled + } + if ( r == 1 ) { + planeBits &= ~16; // all descendants will also be in front + } + } + } + + if ( node->contents != -1 ) { + break; + } + + // node is just a decision point, so go down both sides + // since we don't care about sort orders, just go positive to negative + + // determine which dlights are needed + newDlights[0] = 0; + newDlights[1] = 0; + if ( dlightBits ) { + int i; + + for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) { + dlight_t *dl; + float dist; + + if ( dlightBits & ( 1 << i ) ) { + dl = &tr.refdef.dlights[i]; + dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist; + + if ( dist > -dl->radius ) { + newDlights[0] |= ( 1 << i ); + } + if ( dist < dl->radius ) { + newDlights[1] |= ( 1 << i ); + } + } + } + } + + newPShadows[0] = 0; + newPShadows[1] = 0; + if ( pshadowBits ) { + int i; + + for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { + pshadow_t *shadow; + float dist; + + if ( pshadowBits & ( 1 << i ) ) { + shadow = &tr.refdef.pshadows[i]; + dist = DotProduct( shadow->lightOrigin, node->plane->normal ) - node->plane->dist; + + if ( dist > -shadow->lightRadius ) { + newPShadows[0] |= ( 1 << i ); + } + if ( dist < shadow->lightRadius ) { + newPShadows[1] |= ( 1 << i ); + } + } + } + } + + // recurse down the children, front side first + R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0], newPShadows[0] ); + + // tail recurse + node = node->children[1]; + dlightBits = newDlights[1]; + pshadowBits = newPShadows[1]; + } while ( 1 ); + + { + // leaf node, so add mark surfaces + int c; + int surf, *view; + + tr.pc.c_leafs++; + + // add to z buffer bounds + if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) { + tr.viewParms.visBounds[0][0] = node->mins[0]; + } + if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) { + tr.viewParms.visBounds[0][1] = node->mins[1]; + } + if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) { + tr.viewParms.visBounds[0][2] = node->mins[2]; + } + + if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) { + tr.viewParms.visBounds[1][0] = node->maxs[0]; + } + if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) { + tr.viewParms.visBounds[1][1] = node->maxs[1]; + } + if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) { + tr.viewParms.visBounds[1][2] = node->maxs[2]; + } + + // add surfaces + view = tr.world->marksurfaces + node->firstmarksurface; + + c = node->nummarksurfaces; + while (c--) { + // just mark it as visible, so we don't jump out of the cache derefencing the surface + surf = *view; + if (tr.world->surfacesViewCount[surf] != tr.viewCount) + { + tr.world->surfacesViewCount[surf] = tr.viewCount; + tr.world->surfacesDlightBits[surf] = dlightBits; + tr.world->surfacesPshadowBits[surf] = pshadowBits; + } + else + { + tr.world->surfacesDlightBits[surf] |= dlightBits; + tr.world->surfacesPshadowBits[surf] |= pshadowBits; + } + view++; + } + } + +} + + +/* +=============== +R_PointInLeaf +=============== +*/ +static mnode_t *R_PointInLeaf( const vec3_t p ) { + mnode_t *node; + float d; + cplane_t *plane; + + if ( !tr.world ) { + ri.Error (ERR_DROP, "R_PointInLeaf: bad model"); + } + + node = tr.world->nodes; + while( 1 ) { + if (node->contents != -1) { + break; + } + plane = node->plane; + d = DotProduct (p,plane->normal) - plane->dist; + if (d > 0) { + node = node->children[0]; + } else { + node = node->children[1]; + } + } + + return node; +} + +/* +============== +R_ClusterPVS +============== +*/ +static const byte *R_ClusterPVS (int cluster) { + if (!tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) { + return NULL; + } + + return tr.world->vis + cluster * tr.world->clusterBytes; +} + +/* +================= +R_inPVS +================= +*/ +bool R_inPVS( const vec3_t p1, const vec3_t p2 ) { + mnode_t *leaf; + byte *vis; + + leaf = R_PointInLeaf( p1 ); + vis = ri.CM_ClusterPVS( leaf->cluster ); // why not R_ClusterPVS ?? + leaf = R_PointInLeaf( p2 ); + + if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) { + return false; + } + return true; +} + +/* +=============== +R_MarkLeaves + +Mark the leaves and nodes that are in the PVS for the current +cluster +=============== +*/ +static void R_MarkLeaves (void) { + const byte *vis; + mnode_t *leaf, *parent; + int i; + int cluster; + + // lockpvs lets designers walk around to determine the + // extent of the current pvs + if ( r_lockpvs->integer ) { + return; + } + + // current viewcluster + leaf = R_PointInLeaf( tr.viewParms.pvsOrigin ); + cluster = leaf->cluster; + + // if the cluster is the same and the area visibility matrix + // hasn't changed, we don't need to mark everything again + + for(i = 0; i < MAX_VISCOUNTS; i++) + { + // if the areamask or r_showcluster was modified, invalidate all visclusters + // this caused doors to open into undrawn areas + if (tr.refdef.areamaskModified || r_showcluster->modified) + { + tr.visClusters[i] = -2; + } + else if(tr.visClusters[i] == cluster) + { + if(tr.visClusters[i] != tr.visClusters[tr.visIndex] && r_showcluster->integer) + { + ri.Printf(PRINT_ALL, "found cluster:%i area:%i index:%i\n", cluster, leaf->area, i); + } + tr.visIndex = i; + return; + } + } + + tr.visIndex = (tr.visIndex + 1) % MAX_VISCOUNTS; + tr.visCounts[tr.visIndex]++; + tr.visClusters[tr.visIndex] = cluster; + + if ( r_showcluster->modified || r_showcluster->integer ) { + r_showcluster->modified = false; + if ( r_showcluster->integer ) { + ri.Printf( PRINT_ALL, "cluster:%i area:%i\n", cluster, leaf->area ); + } + } + + vis = R_ClusterPVS(tr.visClusters[tr.visIndex]); + + for (i=0,leaf=tr.world->nodes ; inumnodes ; i++, leaf++) { + cluster = leaf->cluster; + if ( cluster < 0 || cluster >= tr.world->numClusters ) { + continue; + } + + // check general pvs + if ( vis && !(vis[cluster>>3] & (1<<(cluster&7))) ) { + continue; + } + + // check for door connection + if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) { + continue; // not visible + } + + parent = leaf; + do { + if(parent->visCounts[tr.visIndex] == tr.visCounts[tr.visIndex]) + break; + parent->visCounts[tr.visIndex] = tr.visCounts[tr.visIndex]; + parent = parent->parent; + } while (parent); + } +} + + +/* +============= +R_AddWorldSurfaces +============= +*/ +void R_AddWorldSurfaces (void) { + uint32_t planeBits, dlightBits, pshadowBits; + + if ( !r_drawworld->integer ) { + return; + } + + if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { + return; + } + + tr.currentEntityNum = REFENTITYNUM_WORLD; + tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT; + + // determine which leaves are in the PVS / areamask + if (!(tr.viewParms.flags & VPF_DEPTHSHADOW)) + R_MarkLeaves (); + + // clear out the visible min/max + ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] ); + + // perform frustum culling and flag all the potentially visible surfaces + if ( tr.refdef.num_dlights > MAX_DLIGHTS ) { + tr.refdef.num_dlights = MAX_DLIGHTS ; + } + + if ( tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS ) { + tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS; + } + + planeBits = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 31 : 15; + + if ( tr.viewParms.flags & VPF_DEPTHSHADOW ) + { + dlightBits = 0; + pshadowBits = 0; + } + else if ( !(tr.viewParms.flags & VPF_SHADOWMAP) ) + { + dlightBits = ( 1ULL << tr.refdef.num_dlights ) - 1; + pshadowBits = ( 1ULL << tr.refdef.num_pshadows ) - 1; + } + else + { + dlightBits = ( 1ULL << tr.refdef.num_dlights ) - 1; + pshadowBits = 0; + } + + R_RecursiveWorldNode( tr.world->nodes, planeBits, dlightBits, pshadowBits); + + // now add all the potentially visible surfaces + // also mask invisible dlights for next frame + { + int i; + + tr.refdef.dlightMask = 0; + + for (i = 0; i < tr.world->numWorldSurfaces; i++) + { + if (tr.world->surfacesViewCount[i] != tr.viewCount) + continue; + + R_AddWorldSurface( tr.world->surfaces + i, tr.world->surfacesDlightBits[i], tr.world->surfacesPshadowBits[i] ); + tr.refdef.dlightMask |= tr.world->surfacesDlightBits[i]; + } + + tr.refdef.dlightMask = ~tr.refdef.dlightMask; + } +} -- cgit