Esempio n. 1
0
void	updateFrustumPoints(frustum_t &f, camera_t *v)
{
	vec3_t up, right, forward;
	vec3_t nc, fc, tmp1, tmp2;
	vec3_t gl_up_vec = {0,1,0};
	vec3_t center;
	
	M_MultVec3(v->viewaxis[AXIS_FORWARD], 1, forward);
	right[0] = forward[1];
	forward[1] = forward[2];
	forward[2] = right[0];
	
	M_MultVec3(v->origin, 1, center);
	right[0] = center[1];
	center[1] = center[2];
	center[2] = right[0];
	
	//f.bmax[AXIS_Z] = v->farclip;
	//f.bmin[AXIS_Z] = v->nearclip;
	
	M_MultVec3(forward, f.bmax[AXIS_Z], fc);
	M_AddVec3(fc, center, fc);
	M_MultVec3(forward, f.bmin[AXIS_Z], nc);
	M_AddVec3(nc, center, nc);
	
	M_CrossProduct(forward, gl_up_vec, right);
	
	M_Normalize(right);
	M_CrossProduct(right, forward, up);
	M_Normalize(up);
	
	float near_height = tan(f.fov/2.0f) * f.bmin[AXIS_Z];
	float near_width = near_height*f.ratio;
	float far_height = tan(f.fov/2.0f) * f.bmax[AXIS_Z];
	float far_width = far_height*f.ratio;
	
	M_MultVec3(up, near_height, tmp1);
	M_MultVec3(right, near_width, tmp2);
	
	M_SubVec3(nc, tmp1, f.point[0]);
	M_SubVec3(f.point[0], tmp2, f.point[0]);
	M_AddVec3(nc, tmp1, f.point[1]);
	M_SubVec3(f.point[1], tmp2, f.point[1]);
	M_AddVec3(nc, tmp1, f.point[2]);
	M_AddVec3(f.point[2], tmp2, f.point[2]);
	M_SubVec3(nc, tmp1, f.point[3]);
	M_AddVec3(f.point[3], tmp2, f.point[3]);
	
	M_MultVec3(up, far_height, tmp1);
	M_MultVec3(right, far_width, tmp2);
	
	M_SubVec3(fc, tmp1, f.point[4]);
	M_SubVec3(f.point[4], tmp2, f.point[4]);
	M_AddVec3(fc, tmp1, f.point[5]);
	M_SubVec3(f.point[5], tmp2, f.point[5]);
	M_AddVec3(fc, tmp1, f.point[6]);
	M_AddVec3(f.point[6], tmp2, f.point[6]);
	M_SubVec3(fc, tmp1, f.point[7]);
	M_AddVec3(f.point[7], tmp2, f.point[7]);
}
Esempio n. 2
0
void GlassViewer::setCameraTarget(float x, float y, float z) {
	target[0] = x-camPos[0];
	target[1] = y-camPos[1];
	target[2] = z-camPos[2];
	
	M_Normalize(target);
}
Esempio n. 3
0
void	GL_RenderScene(camera_t *camera, vec3_t userpos, unsigned int sceneRenderFlags)
{
	if (!world.cl_loaded || !gfx_render.integer)
	{
		//GL_2dMode();
		return;
	}
	
	static float lasttime=0;
	camera_t sunCam;
	Pass basePass;
	worldLight_t rimLight;
	float lerp;
	float ambBoost = (vid_realbright.integer && gfx_GLSLQuality.integer<=1) ? vid_realbrightMult.value : 1.0f;
	
	basePass.setViewer(camera);
	scene_cam = camera;
	
	sunLight.origin[0] = -wr_sun_x.value;
	sunLight.origin[1] = -wr_sun_y.value;
	sunLight.origin[2] = -wr_sun_z.value;
	
	memset(&rimLight, 0, sizeof(worldLight_t));
	
	M_MultVec3(sunLight.origin, -1, rimLight.origin);
	rimLight.type = LIGHT_DIRECTIONAL;
	
	//// SHADOW MAP RENDER ////
	//shadow pass, render to texture
	if(gfx_shadow.integer && gfx_shadowQuality.integer >= 1 && gfx_GLSLQuality.integer>1)
	{
		vec3_t wmin, wmax, sunLook;

		
			
			World_GetBounds(wmin, wmax);
			//SET_VEC3(sunLook, (wmax[0]-wmin[0])*.5f, (wmax[1]-wmin[1])*.5f, 0 * .5f);
			M_MultVec3(camera->viewaxis[AXIS_FORWARD], camera->farclip*0.05, sunLook);
			M_AddVec2(sunLook, camera->origin, sunLook);
			
			Cam_DefaultCamera(&sunCam, gfx_shadowSize.integer, gfx_shadowSize.integer, 2, 8192);
		if(wr_sun_z.value < 0) {
			SET_VEC3(sunCam.origin, -wr_sun_x.value, -wr_sun_y.value, -wr_sun_z.value);
		} else {
			SET_VEC3(sunCam.origin, wr_sun_x.value, wr_sun_y.value, wr_sun_z.value);
		}
			M_Normalize(sunCam.origin);
			M_MultVec3(sunCam.origin, wmax[0], sunCam.origin);
			sunCam.origin[0]+=sunLook[0];
			sunCam.origin[1]+=sunLook[1];
			M_SubVec3(sunLook, sunCam.origin, sunCam.viewaxis[AXIS_FORWARD]);
		
			M_GetAxisFromForwardVec(sunCam.viewaxis[AXIS_FORWARD], sunCam.viewaxis);
			sunCam.fovy = 50;
			sunCam.time = camera->time;
			sunCam.fog_far=100000;
			sunCam.fog_near=99999;
			sunCam.flags |= CAM_NO_SKY;
			
			//CSM setup
			if(gfx_shadowQuality.integer >= 2) {
				shadowSplit=0;
				for(int i=0;i<gfx_shadowQuality.integer;i++) {
					cascadedPass[i].setViewer(&sunCam);
					renderer.addPass(&cascadedPass[i]);
				}
			} else {
				shadowPass.setViewer(&sunCam);
				renderer.addPass(&shadowPass);
			}
		
		
	} else if( gfx_GLSLQuality.integer > 1 ) {
		renderer.addPass(&shadowPass);
	}
	
	if(gfx_postProcEnabled.integer && gfx_GLSLQuality.integer>1 && (gfx_depthNormalPass.integer || gfx_postSSAO.integer)) {
		zPass->setViewer(camera);
		renderer.addPass(zPass);
	}
	
	basePass.setDepthFunc(GL_LEQUAL);
	basePass.setDepthMask(true);
	basePass.clearDepth(true);
	
	if(gfx_GLSLQuality.integer>1 && gfx_postProcessing.integer)
		basePass.setTarget(screenPostTarget);
	else
		basePass.setTarget(glScreen);
	
	renderer.addPass(&basePass);
	
	//// BUILD RENDER LIST ////
	
	// sun/moon
	
	if(wr_sun_z.value < 0) {
		lerp = CLAMP(fabs(-1 - cos(wr_sun_phi.value)), 0, 1);
		
		//Console_Printf("phi %f lerp %f\n", wr_sun_phi.value, lerp);
		
		//setup sun light color and ambient
		sunLight.ambient[0] = obj_ambient_r.value*ambBoost;
		sunLight.ambient[1] = obj_ambient_g.value*ambBoost;
		sunLight.ambient[2] = obj_ambient_b.value*ambBoost;
		sunLight.color[0] = obj_light0_r.value*.9;
		sunLight.color[1] = obj_light0_g.value*.9;
		sunLight.color[2] = obj_light0_b.value*.98;
		
		rimLight.ambient[0] = 0;
		rimLight.ambient[1] = 0;
		rimLight.ambient[2] = 0;
		rimLight.color[0] = lerp*obj_light1_r.value*.9;
		rimLight.color[1] = lerp*obj_light1_g.value*.9;
		rimLight.color[2] = lerp*obj_light1_b.value*.98;
	} else {
		if(wr_sun_phi.value < 5.23f && wr_sun_phi.value > 1.0472f)
			lerp = CLAMP(fabs(1-cos(3*(M_PI-wr_sun_phi.value))), 0, 1);
		else
			lerp = 0;
		
		//Console_Printf("phi %f lerp %f cos %f\n", wr_sun_phi.value, lerp, cos(3*(M_PI-wr_sun_phi.value)));
		
		//the lights need to flip
		M_MultVec3(sunLight.origin, -1, sunLight.origin);
		M_MultVec3(rimLight.origin, -1, rimLight.origin);
		
		//setup moon light color and ambient
		sunLight.ambient[0] = obj_ambient_r.value*ambBoost;
		sunLight.ambient[1] = obj_ambient_g.value*ambBoost;
		sunLight.ambient[2] = obj_ambient_b.value*ambBoost;
		sunLight.color[0] = obj_light1_r.value*.9;
		sunLight.color[1] = obj_light1_g.value*.9;
		sunLight.color[2] = obj_light1_b.value*.98;
		
		rimLight.ambient[0] = 0;
		rimLight.ambient[1] = 0;
		rimLight.ambient[2] = 0;
		rimLight.color[0] = lerp*obj_light0_r.value*.9;
		rimLight.color[1] = lerp*obj_light0_g.value*.9;
		rimLight.color[2] = lerp*obj_light0_b.value*.98;
	}
	
	renderer.addLight(&sunLight, NULL, 0);
	renderer.addLight(&rimLight, NULL, 0);
	
	// The deal here is rather than changing the code in scene.cpp to support the
	// new renderer, we just "import" all the scene data
	
	//// SCENE DATA ////
	
	lightCount = 0;
	//objects
	scenelist_t *list;
	for (list = scenelist; list; list = list->next)
	{
		//if(list->cull)
		//	continue;
		
		switch (list->obj.objtype)
		{
			case OBJTYPE_MODEL:
				GL_AddModelToLists(&list->obj);
				break;
			case OBJTYPE_LIGHT:
				GL_AddLight(0, &list->obj);
				break;
			default:
				break;
		}
	}
	
	//polys
	scenefacelist_t *flist;
	for (flist = scenefacelist; flist; flist = flist->next)
	{
		renderer.addPoly(flist, NULL, flist->shader);
	}
	
	//decals
	for (flist = scenefacelist_decals; flist; flist = flist->next)
	{
		renderer.addPoly(flist,  NULL, flist->shader);
	}
	
	//lights
	scenelightlist_t *llist;
	for (llist = scenelightlist; llist; llist = llist->next)
	{
		worldLight_t *l = &worldlights[lightCount++];
		M_CopyVec3(llist->light.color, l->color);
		M_CopyVec3(llist->light.pos, l->origin);
		renderer.addLight(l, NULL, 0);
	}
	
	//// END SCENE DATA ////
	
	//// ENVIRO ////
	
	if(!(camera->flags & CAM_NO_WORLD)) {
		
		//terrain
		if (!(scene_cam->flags & CAM_NO_TERRAIN))
			renderer.addCustomListItem(&terrainItem, false);
		
		//sprites
		for (std::list<scenelist_t*>::iterator itr = spritelist.begin(); itr != spritelist.end(); itr++)
		{
			scenelist_t *sprite = *itr;
			renderer.addSprite(sprite, &sprite->obj, sprite->obj.shader);
		}
		
		//clouds (at the back)
		if(gfx_sky.integer) {
			renderer.addCustomListItem(&cloudsItem, false);
		}
	
		if(gfx_water.integer) {
			waterItem.set(NULL,NULL,0);
			renderer.addCustomListItem(&waterItem, false);
		}
		
		//sky
		if (gfx_sky.integer) {
			if(Cvar_GetInteger("tl_suntod") <= 1440) 
				sky.setTimeofDay(Cvar_GetValue("tl_suntod")/1440.0f);
			else
				sky.setTimeofDay((Cvar_GetValue("tod_sunminute"))/1440.0f);
			
			//renderer.addListItem(&clouds, false);
			renderer.addCustomListItem(&sky, false);
		}
		
		//// FX LAYER ////
		
		//polys
		for (flist = scenefxfacelist; flist; flist = flist->next)
		{
			renderer.addPolyFX(flist, NULL, flist->shader);
		}
		
		//decals
		for (flist = scenefxfacelist_decals; flist; flist = flist->next)
		{
			renderer.addPolyFX(flist,  NULL, flist->shader);
		}
		
		//sprites
		for (std::list<scenelist_t*>::iterator itr = spritefxlist.begin(); itr != spritefxlist.end(); itr++)
		{
			scenelist_t *sprite = *itr;
			renderer.addSpriteFX(sprite, &sprite->obj, sprite->obj.shader);
		}
	}
	
	//// RENDER ////
	
	renderer.render(camera->time-lasttime);
	
	lasttime = camera->time;
}
Esempio n. 4
0
void Scene_SetFrustum(camera_t *camera, vec4_t rect)
{
	vec3_t eye, viewdir, viewup, viewright;
	float xfov, yfov;
	float wr, wl, wt, wb;
	float tanx, tany;
	vec3_t spts[4];
	vec3_t offset;
	//vec3_t farpoint, nearpoint;
	//vec3_t bmin, bmax;
	//vec3_t raydir, bpoint;
	//vec3_t inv_viewdir;
	//vec3_t toward s;
	vec3_t p1,p2;
	int n;
	vec3_t invViewDir;

	if (gfx_lockfrustum.integer)
		return;

	M_CopyVec3(camera->viewaxis[AXIS_RIGHT], viewright);
	M_CopyVec3(camera->viewaxis[AXIS_FORWARD], viewdir);
	M_CopyVec3(camera->viewaxis[AXIS_UP], viewup);
	M_CopyVec3(camera->origin, eye);
	M_FlipVec3(viewdir, invViewDir);

	yfov = DEG2RAD(camera->fovy);
	xfov = DEG2RAD(camera->fovx);
		
	tanx=tan(xfov*0.5);

	tany=tan(yfov*0.5);

//	wl = wr * ((((selectionRect_x1) / (float)camera->width) - 0.5) * 2);	
//	wb = wt * ((((camera->height - selectionRect_y2) / (float)camera->height) - 0.5) * 2);	
//	wt *= ((((camera->height - selectionRect_y1) / (float)camera->height) - 0.5) * 2);
//	wr *= (((selectionRect_x2) / (float)camera->width) - 0.5) * 2;	

	wl = tanx * (((rect[0] / (float)camera->width) - 0.5) * 2);
	wr = tanx * (((rect[2] / (float)camera->width) - 0.5) * 2);
	wb = tany * (((rect[1] / (float)camera->height) - 0.5) * 2);
	wt = tany * (((rect[3] / (float)camera->height) - 0.5) * 2);
  
	M_AddVec3(camera->origin, viewdir, offset);
	for (n=0; n<3; n++)
	{
		spts[0][n] = viewright[n]*wr + viewup[n]*wt + offset[n];	//top-right point
		spts[1][n] = viewright[n]*wl + viewup[n]*wt + offset[n];	//top-left point
		spts[2][n] = viewright[n]*wl + viewup[n]*wb + offset[n];	//bottom-left point
		spts[3][n] = viewright[n]*wr + viewup[n]*wb + offset[n];	//bottom-right point
	}

	M_CalcPlane(spts[1], spts[0], eye, &frustum[0]);   //top plane
	M_CalcPlane(spts[2], spts[1], eye, &frustum[1]);   //left plane
	M_CalcPlane(spts[3], spts[2], eye, &frustum[2]);   //bottom plane
	M_CalcPlane(spts[0], spts[3], eye, &frustum[3]);   //right plane

	//far plane
	M_PointOnLine(camera->origin, viewdir, camera->farclip, p1);	
	M_CopyVec3(invViewDir, frustum[4].normal);
	frustum[4].dist = M_DotProduct(invViewDir, p1);	

	//near plane
	M_PointOnLine(camera->origin, viewdir, camera->nearclip, p1);
	M_CopyVec3(viewdir, frustum[5].normal);
	frustum[5].dist = M_DotProduct(viewdir, p1);
	

	//compute frustum bounding box (for Scene_ClipBounds)
	//this is not a very efficient way to do this

	M_ClearBounds(camera->frustum_bmin, camera->frustum_bmax);

	M_AddPointToBounds(spts[0], camera->frustum_bmin, camera->frustum_bmax);
	M_AddPointToBounds(spts[1], camera->frustum_bmin, camera->frustum_bmax);
	M_AddPointToBounds(spts[2], camera->frustum_bmin, camera->frustum_bmax);
	M_AddPointToBounds(spts[3], camera->frustum_bmin, camera->frustum_bmax);


	M_SubVec3(spts[0], camera->origin, p1);
	M_Normalize(p1);
	M_PointOnLine(camera->origin, p1, camera->farclip, p2);
	M_AddPointToBounds(p2, camera->frustum_bmin, camera->frustum_bmax);

	M_SubVec3(spts[1], camera->origin, p1);
	M_Normalize(p1);
	M_PointOnLine(camera->origin, p1, camera->farclip, p2);
	M_AddPointToBounds(p2, camera->frustum_bmin, camera->frustum_bmax);

	M_SubVec3(spts[2], camera->origin, p1);
	M_Normalize(p1);
	M_PointOnLine(camera->origin, p1, camera->farclip, p2);
	M_AddPointToBounds(p2, camera->frustum_bmin, camera->frustum_bmax);

	M_SubVec3(spts[3], camera->origin, p1);
	M_Normalize(p1);
	M_PointOnLine(camera->origin, p1, camera->farclip, p2);
	M_AddPointToBounds(p2, camera->frustum_bmin, camera->frustum_bmax);


/*
	M_ClearBounds(bmin, bmax);
	
	Cam_ConstructRay(camera, 0, 0, raydir);
	M_MultVec3(raydir, gfx_farclip.value, raydir);
	M_AddVec3(eye, raydir, bpoint);
	M_AddPointToBounds(bpoint, bmin, bmax);

	Cam_ConstructRay(camera, camera->width, 0, raydir);
	M_MultVec3(raydir, gfx_farclip.value, raydir);
	M_AddVec3(eye, raydir, bpoint);
	M_AddPointToBounds(bpoint, bmin, bmax);

	Cam_ConstructRay(camera, 0, camera->height, raydir);
	M_MultVec3(raydir, gfx_farclip.value, raydir);
	M_AddVec3(eye, raydir, bpoint);
	M_AddPointToBounds(bpoint, bmin, bmax);

	Cam_ConstructRay(camera, camera->width, camera->height, raydir);
	M_MultVec3(raydir, gfx_farclip.value, raydir);
	M_AddVec3(eye, raydir, bpoint);
	M_AddPointToBounds(bpoint, bmin, bmax);

	M_AddPointToBounds(nearpoint, bmin, bmax);

	M_CopyVec3(bmin, frustum_bmin);
	M_CopyVec3(bmax, frustum_bmax);
	*/
}
Esempio n. 5
0
/*
 * A light decoration is created in the specified coordinates.
 * Does largely the same thing as DL_AddLuminous().
 */
void Rend_AddLightDecoration(float pos[3], ded_decorlight_t * def,
							 float brightness, boolean isWall,
							 DGLuint decorMap)
{
	decorsource_t *source;
	lumobj_t *lum;
	float   distance = Rend_PointDist3D(pos);
	float   fadeMul = 1, flareMul = 1;
	float   maxDist = (isWall ? decorWallMaxDist : decorPlaneMaxDist);
	int     i;

	// Is the point in range?
	if(distance > maxDist)
		return;

	// Close enough to the maximum distance, the lights fade out.
	if(distance > .67f * maxDist)
	{
		fadeMul = (maxDist - distance) / (.33f * maxDist);
	}

	// Apply the brightness factor (was calculated using sector lightlevel).
	fadeMul *= brightness * (isWall ? decorWallFactor : decorPlaneFactor);

	// Brightness drops as the angle gets too big.
	if(def->elevation < 2 && decorFadeAngle > 0)	// Close the surface?
	{
		float   vector[3] = { pos[VX] - vx, pos[VZ] - vy, pos[VY] - vz };
		float   dot;

		M_Normalize(vector);
		dot =
			-(surfaceNormal[VX] * vector[VX] + surfaceNormal[VY] * vector[VY] +
			  surfaceNormal[VZ] * vector[VZ]);
		if(dot < decorFadeAngle / 2)
		{
			flareMul = 0;
		}
		else if(dot < 3 * decorFadeAngle)
		{
			flareMul *= (dot - decorFadeAngle / 2) / (2.5f * decorFadeAngle);
		}
	}

	if(fadeMul <= 0)
		return;

	if(!(source = Rend_NewLightDecorationSource()))
		return;					// Out of sources!

	// Initialize the essentials in the dummy mobj.
	source->thing.x = pos[VX] * FRACUNIT;
	source->thing.y = pos[VY] * FRACUNIT;
	source->thing.z = pos[VZ] * FRACUNIT;
	source->thing.frame = FF_FULLBRIGHT;
	source->thing.halofactor = 0xff;	// Assumed visible.
	source->thing.subsector =
		R_PointInSubsector(source->thing.x, source->thing.y);

	// Fill in the data for a new luminous object.
	source->thing.light = DL_NewLuminous();
	lum = DL_GetLuminous(source->thing.light);
	lum->thing = &source->thing;
	lum->center = 0;
	lum->flags = LUMF_CLIPPED;
	lum->tex = def->sides.tex;
	lum->ceilTex = def->up.tex;
	lum->floorTex = def->down.tex;

	// These are the same rules as in DL_ThingRadius().
	lum->radius = def->radius * 40 * dlRadFactor;

	// Don't make a too small or too large light.
	if(lum->radius > dlMaxRad)
		lum->radius = dlMaxRad;

	if(def->halo_radius > 0)
	{
		lum->flareSize = def->halo_radius * 60 * (50 + haloSize) / 100.0f;
		if(lum->flareSize < 1)
			lum->flareSize = 1;
	}
	else
	{
		lum->flareSize = 0;
	}

	// This light source is associated with a decoration map, if one is 
	// available.
	lum->decorMap = decorMap;

	// Zero = Texture chosen automatically.
	lum->flareTex = def->flare_texture;
	lum->flareMul = flareMul;

	for(i = 0; i < 3; i++)
		lum->rgb[i] = (byte) (255 * def->color[i] * fadeMul);

	// Approximate the distance.
	lum->distance =
		P_ApproxDistance3(source->thing.x - viewx, source->thing.y - viewy,
						  source->thing.z - viewz);
}