/* ================== RB_RenderDrawSurfList ================== */ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; qboolean depthRange, oldDepthRange; int i; drawSurf_t *drawSurf; int oldSort; float originalTime; int oldNumVerts, oldNumIndex; //GR - tessellation flag int atiTess = 0, oldAtiTess; #ifdef __MACOS__ int macEventTime; Sys_PumpEvents(); // crutch up the mac's limited buffer queue size // we don't want to pump the event loop too often and waste time, so // we are going to check every shader change macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC; #endif // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; // clear the z buffer, set the modelview, etc RB_BeginDrawingView(); // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; oldDlighted = qfalse; oldSort = -1; depthRange = qfalse; // GR - tessellation also forces to draw everything oldAtiTess = -1; backEnd.pc.c_surfaces += numDrawSurfs; for ( i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++ ) { if ( drawSurf->sort == oldSort ) { // fast path, same as previous sort oldNumVerts = tess.numVertexes; oldNumIndex = tess.numIndexes; rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); /* // RF, convert the newly created vertexes into dust particles, and overwrite if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX) { RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex ); } else if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2) { RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex ); } */ continue; } oldSort = drawSurf->sort; // GR - also extract tesselation flag R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &atiTess ); // // 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 != oldShader || fogNum != oldFogNum || dlighted != oldDlighted // GR - force draw on tessellation flag change || ( atiTess != oldAtiTess ) || ( entityNum != oldEntityNum && !shader->entityMergable ) ) { if ( oldShader != NULL ) { #ifdef __MACOS__ // crutch up the mac's limited buffer queue size int t; t = ri.Milliseconds(); if ( t > macEventTime ) { macEventTime = t + MAC_EVENT_PUMP_MSEC; Sys_PumpEvents(); } #endif // GR - pass tessellation flag to the shader command // make sure to use oldAtiTess!!! tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM ); RB_EndSurface(); } RB_BeginSurface( shader, fogNum ); oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; // GR - update old tessellation flag oldAtiTess = atiTess; } // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { depthRange = qfalse; if ( entityNum != ENTITYNUM_WORLD ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - 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.or ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = 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.or ); } qglLoadMatrixf( backEnd.or.modelMatrix ); // // change depthrange if needed // if ( oldDepthRange != depthRange ) { if ( depthRange ) { qglDepthRange( 0, 0.3 ); } else { qglDepthRange( 0, 1 ); } oldDepthRange = depthRange; } oldEntityNum = entityNum; } // RF, ZOMBIEFX, store the tess indexes, so we can grab the calculated // vertex positions and normals, and convert them into dust particles oldNumVerts = tess.numVertexes; oldNumIndex = tess.numIndexes; // add the triangles for this surface rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); // RF, convert the newly created vertexes into dust particles, and overwrite if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX ) { RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex ); } else if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2 ) { RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex ); } } // draw the contents of the last shader batch if ( oldShader != NULL ) { // GR - pass tessellation flag to the shader command // make sure to use oldAtiTess!!! tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM ); RB_EndSurface(); } // go back to the world modelview matrix backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = backEnd.viewParms.world; R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); if ( depthRange ) { qglDepthRange( 0, 1 ); } // (SA) draw sun RB_DrawSun(); // darken down any stencil shadows RB_ShadowFinish(); // add light flares on lights that aren't obscured RB_RenderFlares(); #ifdef __MACOS__ Sys_PumpEvents(); // crutch up the mac's limited buffer queue size #endif }
/* ================== RB_RenderDrawSurfList ================== */ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; qboolean depthRange, oldDepthRange; int i; drawSurf_t *drawSurf; int oldSort; float originalTime; #ifdef __MACOS__ int macEventTime; Sys_PumpEvents(); // crutch up the mac's limited buffer queue size // we don't want to pump the event loop too often and waste time, so // we are going to check every shader change macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC; #endif // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; // clear the z buffer, set the modelview, etc RB_BeginDrawingView (); // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; oldDlighted = qfalse; oldSort = -1; depthRange = qfalse; backEnd.pc.c_surfaces += numDrawSurfs; for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { if ( drawSurf->sort == oldSort ) { // fast path, same as previous sort rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); continue; } oldSort = drawSurf->sort; R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted ); // // 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 != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || ( entityNum != oldEntityNum && !shader->entityMergable ) ) { if (oldShader != NULL) { #ifdef __MACOS__ // crutch up the mac's limited buffer queue size int t; t = ri.Milliseconds(); if ( t > macEventTime ) { macEventTime = t + MAC_EVENT_PUMP_MSEC; Sys_PumpEvents(); } #endif RB_EndSurface(); } RB_BeginSurface( shader, fogNum ); oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; } // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { depthRange = qfalse; if ( entityNum != ENTITYNUM_WORLD ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - 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.or ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = 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.or ); } qglLoadMatrixf( backEnd.or.modelMatrix ); // // change depthrange if needed // if ( oldDepthRange != depthRange ) { if ( depthRange ) { qglDepthRange (0, 0.3); } else { qglDepthRange (0, 1); } oldDepthRange = depthRange; } 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(); } // go back to the world modelview matrix qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); if ( depthRange ) { qglDepthRange (0, 1); } #if 0 RB_DrawSun(); #endif // darken down any stencil shadows RB_ShadowFinish(); // add light flares on lights that aren't obscured RB_RenderFlares(); #ifdef __MACOS__ Sys_PumpEvents(); // crutch up the mac's limited buffer queue size #endif }
/* * RB_RenderDrawSurfList */ void RB_RenderDrawSurfList(drawSurf_t *drawSurfs, int numDrawSurfs) { material_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; int pshadowed, oldPshadowed; qbool depthRange, oldDepthRange, isCrosshair, wasCrosshair; int i; drawSurf_t *drawSurf; int oldSort; float originalTime; float depth[2]; FBO_t * fbo = NULL; qbool inQuery = qfalse; /* save original time for entity shader offsets */ originalTime = backEnd.refdef.floatTime; /* clear the z buffer, set the modelview, etc */ RB_BeginDrawingView (); fbo = glState.currentFBO; /* draw everything */ oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; wasCrosshair = qfalse; oldDlighted = qfalse; oldPshadowed = qfalse; oldSort = -1; depthRange = qfalse; 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){ /* 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); /* * 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 != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || (entityNum != oldEntityNum && !shader->entityMergable)){ if(oldShader != NULL){ RB_EndSurface(); } RB_BeginSurface(shader, fogNum); backEnd.pc.c_surfBatches++; oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; oldPshadowed = pshadowed; } /* * change the modelview matrix if needed * */ if(entityNum != oldEntityNum){ qbool sunflare = qfalse; depthRange = isCrosshair = qfalse; #ifdef REACTION /* if we were rendering to a FBO and the previous entity was a sunflare * and the current one isn't, switch back to the main fbo */ if(oldEntityNum != -1 && fbo && RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) && 0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE)){ if(inQuery){ inQuery = qfalse; qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } FBO_Bind(fbo); qglDepthRange(depth[0], depth[1]); } #endif if(entityNum != ENTITYNUM_WORLD){ backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - 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.or); /* set up the dynamic lighting if needed */ if(backEnd.currentEntity->needDlights){ R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or); } #ifdef REACTION /* if the current entity is a sunflare */ if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE){ /* if we're rendering to a fbo */ if(fbo){ copyv3(backEnd.currentEntity->e.origin, backEnd.sunFlarePos); /* switch FBO */ FBO_Bind(tr.godRaysFbo); qglClearColor(0.0f, 0.0f, 0.0f, 1.0f); qglClear(GL_COLOR_BUFFER_BIT); qglDepthRange(1.f, 1.f); if(glRefConfig.occlusionQuery && !inQuery && !backEnd.hasSunFlare){ inQuery = qtrue; tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue; qglBeginQueryARB( GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]); } /* backEnd.hasSunFlare = qtrue; */ sunflare = qtrue; }else{ depthRange = qtrue; } } #endif if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK){ /* hack the depth range to prevent view model from poking into walls */ depthRange = qtrue; if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) isCrosshair = qtrue; } }else{ backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = 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.or); } GL_SetModelviewMatrix(backEnd.or.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, qfalse); GL_SetProjectionMatrix(temp.projectionMatrix); } } #ifdef REACTION if(!oldDepthRange){ depth[0] = 0; depth[1] = 0.3f; qglDepthRange (0, 0.3); } #endif }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){ inQuery = qfalse; qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } FBO_Bind(fbo); /* go back to the world modelview matrix */ GL_SetModelviewMatrix(backEnd.viewParms.world.modelMatrix); /* if ( depthRange ) { */ qglDepthRange (0, 1); /* } */ #if 0 RB_DrawSun(); #endif /* darken down any stencil shadows */ RB_ShadowFinish(); /* add light flares on lights that aren't obscured */ RB_RenderFlares(); if(glRefConfig.framebufferObject) FBO_Bind(NULL); }
/* ================== RB_RenderDrawSurfList ================== */ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair; int i; drawSurf_t *drawSurf; int oldSort; float originalTime; // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; // clear the z buffer, set the modelview, etc RB_BeginDrawingView (); // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; wasCrosshair = qfalse; oldDlighted = qfalse; oldSort = -1; depthRange = qfalse; backEnd.pc.c_surfaces += numDrawSurfs; for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { if ( drawSurf->sort == oldSort ) { // fast path, same as previous sort rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); continue; } oldSort = drawSurf->sort; R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted ); // // 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 != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || ( entityNum != oldEntityNum && !shader->entityMergable ) ) { if (oldShader != NULL) { RB_EndSurface(); } RB_BeginSurface( shader, fogNum ); oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; } // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { depthRange = isCrosshair = qfalse; if ( entityNum != REFENTITYNUM_WORLD ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - 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.or ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) isCrosshair = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = 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.or ); } qglLoadMatrixf( backEnd.or.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 qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(backEnd.viewParms.projectionMatrix); qglMatrixMode(GL_MODELVIEW); } } else { viewParms_t temp = backEnd.viewParms; R_SetupProjection(&temp, r_znear->value, qfalse); qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(temp.projectionMatrix); qglMatrixMode(GL_MODELVIEW); } } if(!oldDepthRange) qglDepthRange (0, 0.3); } else { if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER) { qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(backEnd.viewParms.projectionMatrix); qglMatrixMode(GL_MODELVIEW); } qglDepthRange (0, 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(); } // go back to the world modelview matrix qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); if ( depthRange ) { qglDepthRange (0, 1); } #if 0 RB_DrawSun(); #endif // darken down any stencil shadows RB_ShadowFinish(); // add light flares on lights that aren't obscured RB_RenderFlares(); }
/* ============= RB_DrawSurfs ============= */ const void *RB_DrawSurfs( const void *data ) { const drawSurfsCommand_t *cmd; // finish any 2D drawing if needed if ( tess.numIndexes ) { RB_EndSurface(); } cmd = (const drawSurfsCommand_t *)data; backEnd.refdef = cmd->refdef; backEnd.viewParms = cmd->viewParms; // 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 || (backEnd.viewParms.flags & VPF_DEPTHSHADOW))) { FBO_t *oldFbo = glState.currentFBO; backEnd.depthFill = qtrue; 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 = qfalse; 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) { // If we're rendering directly to the screen, copy the depth to a texture GL_BindToTMU(tr.renderDepthImage, 0); qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0); } if (r_ssao->integer) { // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image FBO_BlitFromTexture(tr.renderDepthImage, NULL, 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); { vec4_t viewInfo; 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); float zmin = r_znear->value; 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); VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo); } RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); } if (r_ssao->integer) { vec4_t quadVerts[4]; vec2_t texCoords[4]; 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); { vec4_t viewInfo; float zmax = backEnd.viewParms.zFar; float zmin = r_znear->value; VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo); } RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); 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); { vec4_t viewInfo; float zmax = backEnd.viewParms.zFar; float zmin = r_znear->value; VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); 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); { vec4_t viewInfo; float zmax = backEnd.viewParms.zFar; float zmin = r_znear->value; VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); 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 (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW)) { RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); if (r_drawSun->integer) { RB_DrawSun(0.1, tr.sunShader); } if (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] = qtrue; qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]); } RB_DrawSun(0.3, tr.sunFlareShader); if (glRefConfig.occlusionQuery) { qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } 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) { FBO_Bind(NULL); GL_SelectTexture(TB_CUBEMAP); GL_BindToTMU(tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex], TB_CUBEMAP); qglGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP); GL_SelectTexture(0); } return (const void *)(cmd + 1); }
/** * @brief RB_RenderDrawSurfList * @param[in] drawSurfs * @param[in] numDrawSurfs */ void RB_RenderDrawSurfList(drawSurf_t *drawSurfs, int numDrawSurfs) { shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int frontFace; int dlighted, oldDlighted; qboolean depthRange, oldDepthRange; int i; drawSurf_t *drawSurf; int oldSort; double originalTime = backEnd.refdef.floatTime; // save original time for entity shader offsets // clear the z buffer, set the modelview, etc RB_BeginDrawingView(); // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; oldDlighted = qfalse; oldSort = -1; depthRange = qfalse; backEnd.pc.c_surfaces += numDrawSurfs; for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { if (drawSurf->sort == oldSort) { // fast path, same as previous sort rb_surfaceTable[*drawSurf->surface] (drawSurf->surface); continue; } oldSort = drawSurf->sort; R_DecomposeSort(drawSurf->sort, &entityNum, &shader, &fogNum, &frontFace, &dlighted); // 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 && (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || (entityNum != oldEntityNum && !shader->entityMergable))) { if (oldShader != NULL) { RB_EndSurface(); } RB_BeginSurface(shader, fogNum); oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; } // change the modelview matrix if needed if (entityNum != oldEntityNum) { depthRange = qfalse; if (entityNum != ENTITYNUM_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; // - backEnd.currentEntity->e.shaderTime; // JPW NERVE pulled this to match q3ta // 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 = qtrue; } } 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); } qglLoadMatrixf(backEnd.orientation.modelMatrix); // change depthrange if needed if (oldDepthRange != depthRange) { if (depthRange) { qglDepthRange(0, 0.3); } else { qglDepthRange(0, 1); } oldDepthRange = depthRange; } oldEntityNum = entityNum; } // add the triangles for this surface rb_surfaceTable[*drawSurf->surface] (drawSurf->surface); } // draw the contents of the last shader batch if (oldShader != NULL) { RB_EndSurface(); } // go back to the world modelview matrix backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.orientation = backEnd.viewParms.world; R_TransformDlights(backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation); qglLoadMatrixf(backEnd.viewParms.world.modelMatrix); if (depthRange) { qglDepthRange(0, 1); } // draw sun RB_DrawSun(); // darken down any stencil shadows RB_ShadowFinish(); // add light flares on lights that aren't obscured RB_RenderFlares(); }
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; int depthRange, oldDepthRange; int i; drawSurf_t *drawSurf; unsigned int oldSort; float originalTime; trRefEntity_t *curEnt; postRender_t *pRender; bool didShadowPass = false; #ifdef __MACOS__ int macEventTime; Sys_PumpEvents(); // crutch up the mac's limited buffer queue size // we don't want to pump the event loop too often and waste time, so // we are going to check every shader change macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC; #endif if (g_bRenderGlowingObjects) { //only shadow on initial passes didShadowPass = true; } // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; // clear the z buffer, set the modelview, etc RB_BeginDrawingView (); // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; oldDlighted = qfalse; oldSort = (unsigned int) -1; depthRange = qfalse; backEnd.pc.c_surfaces += numDrawSurfs; for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { if ( drawSurf->sort == oldSort ) { // fast path, same as previous sort rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); continue; } R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted ); // If we're rendering glowing objects, but this shader has no stages with glow, skip it! if ( g_bRenderGlowingObjects && !shader->hasGlow ) { shader = oldShader; entityNum = oldEntityNum; fogNum = oldFogNum; dlighted = oldDlighted; continue; } oldSort = drawSurf->sort; // // 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 (entityNum != TR_WORLDENT && g_numPostRenders < MAX_POST_RENDERS) { if ( (backEnd.refdef.entities[entityNum].e.renderfx & RF_DISTORTION)/* || (backEnd.refdef.entities[entityNum].e.renderfx & RF_FORCE_ENT_ALPHA)*/) //not sure if we need this alpha fix for sp or not, leaving it out for now -rww { //must render last curEnt = &backEnd.refdef.entities[entityNum]; pRender = &g_postRenders[g_numPostRenders]; g_numPostRenders++; depthRange = 0; //figure this stuff out now and store it if ( curEnt->e.renderfx & RF_NODEPTH ) { depthRange = 2; } else if ( curEnt->e.renderfx & RF_DEPTHHACK ) { depthRange = 1; } pRender->depthRange = depthRange; //It is not necessary to update the old* values because //we are not updating now with the current values. depthRange = oldDepthRange; //store off the ent num pRender->entNum = entityNum; //remember the other values necessary for rendering this surf pRender->drawSurf = drawSurf; pRender->dlighted = dlighted; pRender->fogNum = fogNum; pRender->shader = shader; //assure the info is back to the last set state shader = oldShader; entityNum = oldEntityNum; fogNum = oldFogNum; dlighted = oldDlighted; oldSort = (unsigned int)-1; //invalidate this thing, cause we may want to postrender more surfs of the same sort //continue without bothering to begin a draw surf continue; } } if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || ( entityNum != oldEntityNum && !shader->entityMergable ) ) { if (oldShader != NULL) { #ifdef __MACOS__ // crutch up the mac's limited buffer queue size int t; t = ri.Milliseconds(); if ( t > macEventTime ) { macEventTime = t + MAC_EVENT_PUMP_MSEC; Sys_PumpEvents(); } #endif RB_EndSurface(); if (!didShadowPass && shader && shader->sort > SS_BANNER) { RB_ShadowFinish(); didShadowPass = true; } } RB_BeginSurface( shader, fogNum ); oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; } // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { depthRange = qfalse; if ( entityNum != TR_WORLDENT ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime; // set up the transformation matrix R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { #ifdef VV_LIGHTING VVLightMan.R_TransformDlights( &backEnd.ori ); #else R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); #endif } if ( backEnd.currentEntity->e.renderfx & RF_NODEPTH ) { // No depth at all, very rare but some things for seeing through walls depthRange = 2; } else if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.ori = backEnd.viewParms.world; #ifdef VV_LIGHTING VVLightMan.R_TransformDlights( &backEnd.ori ); #else R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); #endif } qglLoadMatrixf( backEnd.ori.modelMatrix ); // // change depthrange if needed // if ( oldDepthRange != depthRange ) { switch ( depthRange ) { default: case 0: qglDepthRange (0, 1); break; case 1: qglDepthRange (0, .3); break; case 2: qglDepthRange (0, 0); break; } oldDepthRange = depthRange; } oldEntityNum = entityNum; } // add the triangles for this surface rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); } // draw the contents of the last shader batch if (oldShader != NULL) { RB_EndSurface(); } if (tr_stencilled && tr_distortionPrePost) { //ok, cap it now RB_CaptureScreenImage(); RB_DistortionFill(); } //render distortion surfs (or anything else that needs to be post-rendered) if (g_numPostRenders > 0) { int lastPostEnt = -1; while (g_numPostRenders > 0) { g_numPostRenders--; pRender = &g_postRenders[g_numPostRenders]; RB_BeginSurface( pRender->shader, pRender->fogNum ); backEnd.currentEntity = &backEnd.refdef.entities[pRender->entNum]; backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime; // set up the transformation matrix R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { #ifdef VV_LIGHTING VVLightMan.R_TransformDlights( &backEnd.ori ); #else R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); #endif } qglLoadMatrixf( backEnd.ori.modelMatrix ); depthRange = pRender->depthRange; switch ( depthRange ) { default: case 0: qglDepthRange (0, 1); break; case 1: qglDepthRange (0, .3); break; case 2: qglDepthRange (0, 0); break; } if ((backEnd.currentEntity->e.renderfx & RF_DISTORTION) && lastPostEnt != pRender->entNum) { //do the capture now, we only need to do it once per ent int x, y; int rad = backEnd.currentEntity->e.radius; //We are going to just bind this, and then the CopyTexImage is going to //stomp over this texture num in texture memory. GL_Bind( tr.screenImage ); if (R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y )) { int cX, cY; cX = glConfig.vidWidth-x-(rad/2); cY = glConfig.vidHeight-y-(rad/2); if (cX+rad > glConfig.vidWidth) { //would it go off screen? cX = glConfig.vidWidth-rad; } else if (cX < 0) { //cap it off at 0 cX = 0; } if (cY+rad > glConfig.vidHeight) { //would it go off screen? cY = glConfig.vidHeight-rad; } else if (cY < 0) { //cap it off at 0 cY = 0; } //now copy a portion of the screen to this texture qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, rad, rad, 0); lastPostEnt = pRender->entNum; } } rb_surfaceTable[ *pRender->drawSurf->surface ]( pRender->drawSurf->surface ); RB_EndSurface(); } } // go back to the world modelview matrix qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); if ( depthRange ) { qglDepthRange (0, 1); } #if 0 RB_DrawSun(); #endif if (tr_stencilled && !tr_distortionPrePost) { //draw in the stencil buffer's cutout RB_DistortionFill(); } if (!didShadowPass) { // darken down any stencil shadows RB_ShadowFinish(); didShadowPass = true; } // add light flares on lights that aren't obscured // RB_RenderFlares(); #ifdef __MACOS__ Sys_PumpEvents(); // crutch up the mac's limited buffer queue size #endif }
/* ================== RB_RenderDrawSurfList ================== */ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair; int i; drawSurf_t *drawSurf; int oldSort; float originalTime; int oldNumVerts, oldNumIndex; //GR - tessellation flag int atiTess = 0, oldAtiTess; // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; // clear the z buffer, set the modelview, etc RB_BeginDrawingView(); // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; wasCrosshair = qfalse; oldDlighted = qfalse; oldSort = -1; depthRange = qfalse; // GR - tessellation also forces to draw everything oldAtiTess = -1; backEnd.pc.c_surfaces += numDrawSurfs; for ( i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++ ) { if ( drawSurf->sort == oldSort ) { // fast path, same as previous sort oldNumVerts = tess.numVertexes; oldNumIndex = tess.numIndexes; rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); // RF, convert the newly created vertexes into dust particles, and overwrite if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX) { RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex ); } else if (backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2) { RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex ); } continue; } oldSort = drawSurf->sort; // GR - also extract tesselation flag R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &atiTess ); // // 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 // GR - force draw on tessellation flag change || ( atiTess != oldAtiTess ) || ( entityNum != oldEntityNum && !shader->entityMergable ) ) ){ if ( oldShader != NULL ) { // GR - pass tessellation flag to the shader command // make sure to use oldAtiTess!!! tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM ); RB_EndSurface(); } RB_BeginSurface( shader, fogNum ); oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; // GR - update old tessellation flag oldAtiTess = atiTess; } // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { depthRange = isCrosshair = qfalse; if ( entityNum != REFENTITYNUM_WORLD ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - 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.or ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) isCrosshair = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = 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.or ); } qglLoadMatrixf( backEnd.or.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 qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(backEnd.viewParms.projectionMatrix); qglMatrixMode(GL_MODELVIEW); } } else { viewParms_t temp = backEnd.viewParms; R_SetupProjection(&temp, r_znear->value, qfalse); qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(temp.projectionMatrix); qglMatrixMode(GL_MODELVIEW); } } if(!oldDepthRange) qglDepthRange (0, 0.3); } else { if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER) { qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(backEnd.viewParms.projectionMatrix); qglMatrixMode(GL_MODELVIEW); } qglDepthRange( 0, 1 ); } oldDepthRange = depthRange; wasCrosshair = isCrosshair; } oldEntityNum = entityNum; } // RF, ZOMBIEFX, store the tess indexes, so we can grab the calculated // vertex positions and normals, and convert them into dust particles oldNumVerts = tess.numVertexes; oldNumIndex = tess.numIndexes; // add the triangles for this surface rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); // RF, convert the newly created vertexes into dust particles, and overwrite if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX ) { RB_ZombieFX( 0, drawSurf, oldNumVerts, oldNumIndex ); } else if ( backEnd.currentEntity->e.reFlags & REFLAG_ZOMBIEFX2 ) { RB_ZombieFX( 1, drawSurf, oldNumVerts, oldNumIndex ); } } // draw the contents of the last shader batch if ( oldShader != NULL ) { // GR - pass tessellation flag to the shader command // make sure to use oldAtiTess!!! tess.ATI_tess = ( oldAtiTess == ATI_TESS_TRUFORM ); RB_EndSurface(); } // go back to the world modelview matrix backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = backEnd.viewParms.world; R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); if ( depthRange ) { qglDepthRange( 0, 1 ); } if (r_drawSun->integer) { RB_DrawSun(0.2, tr.sunShader); } // darken down any stencil shadows RB_ShadowFinish(); // add light flares on lights that aren't obscured RB_RenderFlares(); }
/* ================== RB_RenderDrawSurfList ================== */ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader; int fogNum; qboolean depthRange, oldDepthRange; int i; drawSurf_t *drawSurf; int oldSort; const surfaceType_t *surface; // clear the z buffer, set the modelview, etc RB_BeginDrawingView (); // Prepare initial values that will trigger the needed settings backEnd.currentModel = (sceneModel_t*)-1; oldDepthRange = qfalse; oldSort = -1; depthRange = qfalse; // Clear for endsurface first run tess.numIndexes = 0; backEnd.pc.c_surfaces += numDrawSurfs; if (!(backEnd.refdef->rdflags & RDF_NOWORLDMODEL)) { backEnd.sceneZfar = backEnd.viewParms.zFar; } for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { /* Rendering a model? */ if ( drawSurf->sort & QSORT_HAVEMODEL_MASK ) { const drawModel_t *drawModel; unsigned int index; RB_EndSurface(); oldSort = drawSurf->sort; drawModel = (drawModel_t*) drawSurf->data; backEnd.currentModel = drawModel->model; index = R_SortToIndex( oldSort ); surface = drawModel->surface[index]; // set up the transformation matrix R_RotateForEntity( backEnd.currentModel, &backEnd.viewParms, &backEnd.or ); R_TransformDlights( backEnd.refdef->numDlights, backEnd.refdef->dlights, &backEnd.or ); //Load the temporary matrix to show the model qglLoadMatrixf( backEnd.or.modelMatrix ); depthRange = 0; //figure this stuff out now and store it if ( backEnd.currentModel->renderfx & RF_NODEPTH ) { depthRange = 2; } else if ( backEnd.currentModel->renderfx & RF_DEPTHHACK ) { depthRange = 1; } if ( oldDepthRange != depthRange ) { oldDepthRange = depthRange; switch ( depthRange ) { default: case 0: qglDepthRange (0, 1); break; case 1: qglDepthRange (0, .3); break; case 2: qglDepthRange (0, 0); break; } } shader = R_SortToShader( oldSort ); fogNum = R_SortToFog( oldSort ); RB_BeginSurface( shader, fogNum ); if ( mme_saveStencil->integer == 1) { if ( backEnd.currentModel->renderfx & RF_STENCIL) { if (!backEnd.doingStencil) { qglStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); backEnd.doingStencil = qtrue; } } else { if (backEnd.doingStencil) { qglStencilOp( GL_KEEP, GL_KEEP, GL_ZERO ); backEnd.doingStencil = qfalse; } } } rb_surfaceTable[ *surface ]( surface ); continue; } if ( drawSurf->sort == oldSort ) { // fast path, same as previous sort rb_surfaceTable[ *((byte *)drawSurf->data) ]( drawSurf->data ); continue; } RB_EndSurface(); oldSort = drawSurf->sort; shader = R_SortToShader( oldSort ); fogNum = R_SortToFog( oldSort ); RB_BeginSurface( shader, fogNum ); if ( backEnd.currentModel ) { if (backEnd.doingStencil) { qglStencilOp( GL_KEEP, GL_KEEP, GL_ZERO ); backEnd.doingStencil = qfalse; } backEnd.currentModel = 0; backEnd.or = backEnd.viewParms.world; R_TransformDlights( backEnd.refdef->numDlights, backEnd.refdef->dlights, &backEnd.or ); qglLoadMatrixf( backEnd.or.modelMatrix ); if ( oldDepthRange ) { depthRange = 0; oldDepthRange = 0; qglDepthRange (0, 1); } } rb_surfaceTable[ *((byte *)drawSurf->data) ]( drawSurf->data ); if ( mme_saveStencil->integer == 1) { if (backEnd.currentModel && backEnd.currentModel->renderfx & RF_STENCIL) { if (!backEnd.doingStencil) { qglStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); backEnd.doingStencil = qtrue; } } else { if (backEnd.doingStencil) { qglStencilOp( GL_KEEP, GL_KEEP, GL_ZERO ); backEnd.doingStencil = qfalse; } } } // add the triangles for this surface } // if ( backEnd.currentModel && tess.numVertexes ) // Com_Printf( "Shader batch for a model?\n" ); // draw the contents of the last shader batch RB_EndSurface(); // go back to the world modelview matrix qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); if ( depthRange ) { qglDepthRange (0, 1); } #if 0 RB_DrawSun(); #endif // darken down any stencil shadows RB_ShadowFinish(); // add light flares on lights that aren't obscured RB_RenderFlares(); }