diff options
Diffstat (limited to 'src/renderergl2/tr_main.c')
-rw-r--r-- | src/renderergl2/tr_main.c | 150 |
1 files changed, 140 insertions, 10 deletions
diff --git a/src/renderergl2/tr_main.c b/src/renderergl2/tr_main.c index dc8a478c..e10be3a1 100644 --- a/src/renderergl2/tr_main.c +++ b/src/renderergl2/tr_main.c @@ -1608,7 +1608,7 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128 R_RotateForViewer(); R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed ); - RB_BeginSurface( shader, fogNum ); + RB_BeginSurface( shader, fogNum, drawSurf->cubemapIndex); rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); assert( tess.numVertexes < 128 ); @@ -1726,6 +1726,9 @@ qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) { return qfalse; // bad portal, no portalentity } + if (newParms.isMirror) + newParms.flags |= VPF_NOVIEWMODEL; + R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin ); VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal ); @@ -1845,7 +1848,7 @@ R_AddDrawSurf ================= */ void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, - int fogIndex, int dlightMap, int pshadowMap ) { + int fogIndex, int dlightMap, int pshadowMap, int cubemap ) { int index; // instead of checking for overflow, we just mask the index @@ -1856,6 +1859,7 @@ void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, 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++; } @@ -1959,8 +1963,7 @@ static void R_AddEntitySurface (int entityNum) // 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.isPortal - || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))) ) { + if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.flags & VPF_NOVIEWMODEL)) { return; } @@ -1980,7 +1983,7 @@ static void R_AddEntitySurface (int entityNum) return; } shader = R_GetShaderByHandle( ent->e.customShader ); - R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0 ); + R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0, 0 /*cubeMap*/ ); break; case RT_MODEL: @@ -1989,7 +1992,7 @@ static void R_AddEntitySurface (int entityNum) tr.currentModel = R_GetModelByHandle( ent->e.hModel ); if (!tr.currentModel) { - R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 ); + R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 /*cubeMap*/ ); } else { switch ( tr.currentModel->type ) { case MOD_MESH: @@ -2011,7 +2014,7 @@ static void R_AddEntitySurface (int entityNum) if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) { break; } - R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 ); + R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 ); break; default: ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" ); @@ -2187,7 +2190,7 @@ void R_RenderDlightCubemaps(const refdef_t *fd) shadowParms.fovX = 90; shadowParms.fovY = 90; - shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW; + shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL; shadowParms.zFar = tr.refdef.dlights[i].radius; VectorCopy( tr.refdef.dlights[i].origin, shadowParms.or.origin ); @@ -2491,7 +2494,7 @@ void R_RenderPshadowMaps(const refdef_t *fd) if (glRefConfig.framebufferObject) shadowParms.targetFbo = tr.pshadowFbos[i]; - shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW; + shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL; shadowParms.zFar = shadow->lightRadius; VectorCopy(shadow->lightOrigin, shadowParms.or.origin); @@ -2836,7 +2839,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level) if (glRefConfig.framebufferObject) shadowParms.targetFbo = tr.sunShadowFbo[level]; - shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC; + shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC | VPF_NOVIEWMODEL; shadowParms.zFar = lightviewBounds[1][0]; VectorCopy(lightOrigin, shadowParms.or.origin); @@ -2875,3 +2878,130 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level) Matrix16Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]); } } + +void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene ) +{ + refdef_t refdef; + viewParms_t parms; + float oldColorScale = tr.refdef.colorScale; + + memset( &refdef, 0, sizeof( refdef ) ); + refdef.rdflags = 0; + VectorCopy(tr.cubemapOrigins[cubemapIndex], 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_forceSun->integer || tr.sunShadows)) + { + R_RenderSunShadowMaps(&refdef, 0); + R_RenderSunShadowMaps(&refdef, 1); + R_RenderSunShadowMaps(&refdef, 2); + } + } + + { + vec3_t ambient, directed, lightDir; + R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir); + tr.refdef.colorScale = 766.0f / (directed[0] + directed[1] + directed[2] + 1.0f); + if (directed[0] + directed[1] + directed[2] == 0) + { + ri.Printf(PRINT_ALL, "cubemap %d (%f, %f, %f) is outside the lightgrid!\n", cubemapIndex, 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 = qfalse; + parms.isMirror = qtrue; + parms.flags = VPF_NOVIEWMODEL | VPF_NOCUBEMAPS; + + parms.fovX = 90; + parms.fovY = 90; + + VectorCopy( refdef.vieworg, parms.or.origin ); + VectorCopy( refdef.viewaxis[0], parms.or.axis[0] ); + VectorCopy( refdef.viewaxis[1], parms.or.axis[1] ); + VectorCopy( refdef.viewaxis[2], parms.or.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) + { + tr.refdef.colorScale = oldColorScale; + } + else + { + RE_EndScene(); + } +}
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