Example #1
0
/*
=============
RB_PostProcess

=============
*/
const void *RB_PostProcess(const void *data)
{
	const postProcessCommand_t *cmd = data;
	FBO_t *srcFbo;
	ivec4_t srcBox, dstBox;
	qboolean 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_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
		srcBox[1] = tr.screenSsaoImage->height - srcBox[1];
		srcBox[3] = -srcBox[3];

		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) && qglActiveTextureARB)
		{
			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 && r_sunlightMode->integer)
	{
		ivec4_t dstBox;
		VectorSet4(dstBox, 0, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 128, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 256, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 384, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[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.or.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], NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
		}
	}
#endif

	backEnd.framePostProcessed = qtrue;

	return (const void *)(cmd + 1);
}
Example #2
0
/*
=================
R_AddIQMSurfaces

Add all surfaces of this model
=================
*/
void R_AddIQMSurfaces( trRefEntity_t *ent ) {
	iqmData_t		*data;
	iqmData_t		*skeleton;
	iqmData_t		*oldSkeleton;
	srfIQModel_t		*surface;
	int			i, j;
	qboolean		personalModel;
	int			cull;
	int			fogNum;
	int         cubemapIndex;
	shader_t		*shader;
	skin_t			*skin;
	skinSurface_t	*skinSurf;

	data = tr.currentModel->modelData;
	surface = data->surfaces;

	if ( !data->num_surfaces || !data->num_triangles || !data->num_vertexes ) {
		ri.Printf( PRINT_WARNING, "WARNING: Tried to render IQM '%s' with no surfaces\n", tr.currentModel->name );
		return;
	}

	skeleton = R_GetIQMModelDataByHandle( ent->e.frameModel, data );
	oldSkeleton = R_GetIQMModelDataByHandle( ent->e.oldframeModel, data );

	// don't add mirror only objects if not in a mirror/portal
	personalModel = (ent->e.renderfx & RF_ONLY_MIRROR) && !tr.viewParms.isPortal;

	if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
		ent->e.frame %= skeleton->num_frames;
		ent->e.oldframe %= oldSkeleton->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 >= skeleton->num_frames) 
	     || (ent->e.frame < 0)
	     || (ent->e.oldframe >= oldSkeleton->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 ( skeleton, oldSkeleton, 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( skeleton, 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.refdef.numSkins)
		{
			skin = &tr.refdef.skins[ent->e.customSkin - 1];
			shader = tr.defaultShader;

			for(j = 0 ; j < skin->numSurfaces ; j++)
			{
				skinSurf = &tr.skinSurfaces[ skin->surfaces[ j ] ];

				if (!strcmp(skinSurf->name, surface->name))
				{
					shader = skinSurf->shader;
					break;
				}
			}

			if (shader == tr.nodrawShader) {
				surface++;
				continue;
			}
		} 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( (void *)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( (void *)surface, tr.projectionShadowShader, 0, 0, 0, 0 );
		}

		if( !personalModel ) {
			R_AddEntDrawSurf( ent, (void *)surface, shader, fogNum, 0, 0, cubemapIndex );
		}

		surface++;
	}
}
Example #3
0
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 );
	}
}
Example #4
0
/*
=============
RB_PostProcess

=============
*/
const void *RB_PostProcess(const void *data)
{
	const postProcessCommand_t *cmd = data;
	FBO_t *srcFbo;
	ivec4_t srcBox, dstBox;
	qboolean 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, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 128, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 256, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 384, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[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.or.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 = qtrue;

	return (const void *)(cmd + 1);
}
Example #5
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;
	qboolean 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;

//----(SA)	added blink
			if (ent->e.renderfx & RF_BLINK) {
				const char *s = va("%s_b", surface->name);   // append '_b' for 'blink'
				for (j = 0 ; j < skin->numSurfaces ; j++) {
					if (!strcmp(skin->surfaces[j]->name, s)) {
						shader = skin->surfaces[j]->shader;
						break;
					}
				}
			}

			if (shader == tr.defaultShader) {    // blink reference in skin was not found
				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;
					}
				}
			}
//----(SA)	end

			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 ] ];
		}


		// for testing polygon shadows (on /all/ models)
		if (r_shadows->integer == 4) {
			R_AddDrawSurf((void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse, 0);
		}


		// don't add third_person objects if not viewing through a portal
		if(!personalModel)
		{
			srfVaoMdvMesh_t *vaoSurface = &model->vaoSurfaces[i];

			R_AddDrawSurf((void *)vaoSurface, shader, fogNum, qfalse, qfalse, cubemapIndex);
		}

		surface++;
	}

}
Example #6
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;
	qboolean		personalModel;

	// don't add mirror only objects if not in a mirror/portal
	personalModel = (ent->e.renderfx & RF_ONLY_MIRROR) && !(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 || ent->e.customSkin ) {
			shader = R_CustomSurfaceShader( surface->name, ent->e.customShader, ent->e.customSkin );
			if ( shader == tr.nodrawShader ) {
				surface++;
				continue;
			}
		//} 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 ] ];
		}

		// don't add third_person objects if not viewing through a portal
		if(!personalModel)
		{
			srfVaoMdvMesh_t *vaoSurface = &model->vaoSurfaces[i];

			R_AddEntDrawSurf( ent, (void *)vaoSurface, shader, fogNum, qfalse, 0, qfalse, cubemapIndex );
		}

		surface++;
	}

}
Example #7
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;
	qboolean 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++ ) {
		int j;

//----(SA)	blink will change to be an overlay rather than replacing the head texture.
//		think of it like batman's mask.  the polygons that have eye texture are duplicated
//		and the 'lids' rendered with polygonoffset shader parm over the top of the open eyes.  this gives
//		minimal overdraw/alpha blending/texture use without breaking the model and causing seams
		if ( !Q_stricmp( surface->name, "h_blink" ) ) {
			if ( !( ent->e.renderfx & RF_BLINK ) ) {
				//surface = ( md3Surface_t * )( (byte *)surface + surface->ofsEnd );
				//surface++;
				continue;
			}
		}
//----(SA)	end

		if ( ent->e.customShader ) {
			shader = R_GetShaderByHandle( ent->e.customShader );
		} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
			skin_t *skin;

			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[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
		}


		// don't add third_person objects if not viewing through a portal
		if ( !personalModel ) {
// GR - tessellate according to model capabilities
			srfVaoMdvMesh_t *vaoSurface = &model->vaoSurfaces[i];
			R_AddDrawSurf( (void *)vaoSurface, shader, fogNum, qfalse, qfalse, cubemapIndex, tr.currentModel->ATI_tess );
		}

		surface++;
	}

}