/* * R_RenderScene */ void R_RenderScene( const refdef_t *fd ) { int fbFlags = 0; int ppFrontBuffer = 0; image_t *ppSource; if( r_norefresh->integer ) return; R_Set2DMode( false ); RB_SetTime( fd->time ); if( !( fd->rdflags & RDF_NOWORLDMODEL ) ) rsc.refdef = *fd; rn.refdef = *fd; if( !rn.refdef.minLight ) { rn.refdef.minLight = 0.1f; } fd = &rn.refdef; rn.renderFlags = RF_NONE; rn.farClip = R_DefaultFarClip(); rn.clipFlags = 15; if( rsh.worldModel && !( fd->rdflags & RDF_NOWORLDMODEL ) && rsh.worldBrushModel->globalfog ) rn.clipFlags |= 16; rn.meshlist = &r_worldlist; rn.portalmasklist = &r_portalmasklist; rn.shadowBits = 0; rn.dlightBits = 0; rn.shadowGroup = NULL; fbFlags = 0; rn.fbColorAttachment = rn.fbDepthAttachment = NULL; if( !( fd->rdflags & RDF_NOWORLDMODEL ) ) { if( r_soft_particles->integer && ( rsh.screenTexture != NULL ) ) { rn.fbColorAttachment = rsh.screenTexture; rn.fbDepthAttachment = rsh.screenDepthTexture; rn.renderFlags |= RF_SOFT_PARTICLES; fbFlags |= 1; } if( rsh.screenPPCopies[0] && rsh.screenPPCopies[1] ) { int oldFlags = fbFlags; shader_t *cc = rn.refdef.colorCorrection; if( r_fxaa->integer ) { fbFlags |= 2; } if( cc && cc->numpasses > 0 && cc->passes[0].images[0] && cc->passes[0].images[0] != rsh.noTexture ) { fbFlags |= 4; } if( fbFlags != oldFlags ) { if( !rn.fbColorAttachment ) { rn.fbColorAttachment = rsh.screenPPCopies[0]; ppFrontBuffer = 1; } } } } ppSource = rn.fbColorAttachment; // clip new scissor region to the one currently set Vector4Set( rn.scissor, fd->scissor_x, fd->scissor_y, fd->scissor_width, fd->scissor_height ); Vector4Set( rn.viewport, fd->x, fd->y, fd->width, fd->height ); VectorCopy( fd->vieworg, rn.pvsOrigin ); VectorCopy( fd->vieworg, rn.lodOrigin ); R_BindFrameBufferObject( 0 ); R_BuildShadowGroups(); R_RenderView( fd ); R_RenderDebugSurface( fd ); R_RenderDebugBounds(); R_BindFrameBufferObject( 0 ); R_Set2DMode( true ); if( !( fd->rdflags & RDF_NOWORLDMODEL ) ) { ri.Mutex_Lock( rf.speedsMsgLock ); R_WriteSpeedsMessage( rf.speedsMsg, sizeof( rf.speedsMsg ) ); ri.Mutex_Unlock( rf.speedsMsgLock ); } // blit and blend framebuffers in proper order if( fbFlags == 1 ) { // only blit soft particles directly when we don't have any other post processing // otherwise use the soft particles FBO as the base texture on the next layer // to avoid wasting time on resolves and the fragment shader to blit to a temp texture R_BlitTextureToScrFbo( fd, ppSource, 0, GLSL_PROGRAM_TYPE_NONE, colorWhite, 0, 0, NULL ); } fbFlags &= ~1; // apply FXAA if( fbFlags & 2 ) { image_t *dest; fbFlags &= ~2; dest = fbFlags ? rsh.screenPPCopies[ppFrontBuffer] : NULL; R_BlitTextureToScrFbo( fd, ppSource, dest ? dest->fbo : 0, GLSL_PROGRAM_TYPE_FXAA, colorWhite, 0, 0, NULL ); ppFrontBuffer ^= 1; ppSource = dest; } // apply color correction if( fbFlags & 4 ) { image_t *dest; fbFlags &= ~4; dest = fbFlags ? rsh.screenPPCopies[ppFrontBuffer] : NULL; R_BlitTextureToScrFbo( fd, ppSource, dest ? dest->fbo : 0, GLSL_PROGRAM_TYPE_COLORCORRECTION, colorWhite, 0, 1, &( rn.refdef.colorCorrection->passes[0].images[0] ) ); } }
/* * R_RenderScene */ void R_RenderScene( const refdef_t *fd ) { int fbFlags = 0; if( r_norefresh->integer ) return; R_Set2DMode( qfalse ); RB_SetTime( fd->time ); if( !( fd->rdflags & RDF_NOWORLDMODEL ) ) rsc.refdef = *fd; rn.refdef = *fd; if( !rn.refdef.minLight ) { rn.refdef.minLight = 0.1f; } if( !rsh.screenWeaponTexture || rn.refdef.weaponAlpha == 1 ) { rn.refdef.rdflags &= ~RDF_WEAPONALPHA; } fd = &rn.refdef; rn.renderFlags = RF_NONE; rn.farClip = R_DefaultFarClip(); rn.clipFlags = 15; if( rsh.worldModel && !( fd->rdflags & RDF_NOWORLDMODEL ) && rsh.worldBrushModel->globalfog ) rn.clipFlags |= 16; rn.meshlist = &r_worldlist; rn.shadowBits = 0; rn.dlightBits = 0; rn.shadowGroup = NULL; fbFlags = 0; rn.fbColorAttachment = rn.fbDepthAttachment = NULL; if( !( fd->rdflags & RDF_NOWORLDMODEL ) ) { // soft particles require GL_EXT_framebuffer_blit as we need to copy the depth buffer // attachment into a texture we're going to read from in GLSL shader if( r_soft_particles->integer && glConfig.ext.framebuffer_blit && ( rsh.screenTexture != NULL ) ) { rn.fbColorAttachment = rsh.screenTexture; rn.fbDepthAttachment = rsh.screenDepthTexture; rn.renderFlags |= RF_SOFT_PARTICLES; fbFlags |= 1; } if( ( fd->rdflags & RDF_WEAPONALPHA ) && ( rsh.screenWeaponTexture != NULL ) ) { fbFlags |= 2; } if( r_fxaa->integer && ( rsh.screenFxaaCopy != NULL ) ) { if( !rn.fbColorAttachment ) { rn.fbColorAttachment = rsh.screenFxaaCopy; } fbFlags |= 4; } } // adjust field of view for widescreen if( glConfig.wideScreen && !( fd->rdflags & RDF_NOFOVADJUSTMENT ) ) AdjustFov( &rn.refdef.fov_x, &rn.refdef.fov_y, glConfig.width, glConfig.height, qfalse ); // clip new scissor region to the one currently set Vector4Set( rn.scissor, fd->scissor_x, fd->scissor_y, fd->scissor_width, fd->scissor_height ); Vector4Set( rn.viewport, fd->x, fd->y, fd->width, fd->height ); VectorCopy( fd->vieworg, rn.pvsOrigin ); VectorCopy( fd->vieworg, rn.lodOrigin ); if( gl_finish->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) ) qglFinish(); if( fbFlags & 2 ) { // clear the framebuffer we're going to render the weapon model to // set the alpha to 0, visible parts of the model will overwrite that, // creating proper alpha mask R_BindFrameBufferObject( rsh.screenWeaponTexture->fbo ); RB_Clear( GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT, 0, 0, 0, 0 ); } R_BindFrameBufferObject( 0 ); R_BuildShadowGroups(); R_RenderView( fd ); R_RenderDebugSurface( fd ); R_RenderDebugBounds(); R_BindFrameBufferObject( 0 ); R_Set2DMode( qtrue ); // blit and blend framebuffers in proper order if( fbFlags & 1 ) { // copy to FXAA or default framebuffer R_BlitTextureToScrFbo( fd, rn.fbColorAttachment, fbFlags & 4 ? rsh.screenFxaaCopy->fbo : 0, GLSL_PROGRAM_TYPE_NONE, colorWhite, 0 ); } if( fbFlags & 2 ) { vec4_t color = { 1, 1, 1, 1 }; color[3] = fd->weaponAlpha; // blend to FXAA or default framebuffer R_BlitTextureToScrFbo( fd, rsh.screenWeaponTexture, fbFlags & 4 ? rsh.screenFxaaCopy->fbo : 0, GLSL_PROGRAM_TYPE_NONE, color, GLSTATE_SRCBLEND_SRC_ALPHA|GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA ); } // blit FXAA to default framebuffer if( fbFlags & 4 ) { // blend to FXAA or default framebuffer R_BlitTextureToScrFbo( fd, rsh.screenFxaaCopy, 0, GLSL_PROGRAM_TYPE_FXAA, colorWhite, 0 ); } }