/* * R_EnvShot_f */ void R_EnvShot_f( void ) { int i; int size, maxSize; const char *writedir, *gamedir; int checkname_size; char *checkname; refdef_t fd; struct cubemapSufAndFlip { char *suf; vec3_t angles; int flags; } cubemapShots[6] = { { "px", { 0, 0, 0 }, IT_FLIPX|IT_FLIPY|IT_FLIPDIAGONAL }, { "nx", { 0, 180, 0 }, IT_FLIPDIAGONAL }, { "py", { 0, 90, 0 }, IT_FLIPY }, { "ny", { 0, 270, 0 }, IT_FLIPX }, { "pz", { -90, 180, 0 }, IT_FLIPDIAGONAL }, { "nz", { 90, 180, 0 }, IT_FLIPDIAGONAL } }; if( !R_ScreenEnabled() || !rsh.worldModel ) return; if( ri.Cmd_Argc() != 3 ) { Com_Printf( "usage: envshot <name> <size>\n" ); return; } maxSize = min( min( glConfig.width, glConfig.height ), glConfig.maxTextureSize ); if( maxSize > atoi( ri.Cmd_Argv( 2 ) ) ) maxSize = atoi( ri.Cmd_Argv( 2 ) ); for( size = 1; size < maxSize; size <<= 1 ) ; if( size > maxSize ) size >>= 1; writedir = ri.FS_WriteDirectory(); gamedir = ri.FS_GameDirectory(); checkname_size = strlen( writedir ) + 1 + strlen( gamedir ) + strlen( "/env/" ) + strlen( ri.Cmd_Argv( 1 ) ) + 1 + strlen( cubemapShots[0].suf ) + 4 + 1; checkname = alloca( checkname_size ); fd = rsc.refdef; fd.time = 0; //fd.x = fd.y = 0; fd.width = fd.height = size; fd.fov_x = fd.fov_y = 90; rn.farClip = R_DefaultFarClip(); // do not render non-bmodel entities rn.renderFlags |= RF_CUBEMAPVIEW; rn.clipFlags = 15; rn.shadowGroup = NULL; rn.fbColorAttachment = rn.fbDepthAttachment = NULL; Vector4Set( rn.viewport, fd.x, glConfig.height - size - fd.y, size, size ); Vector4Set( rn.scissor, fd.x, glConfig.height - size - fd.y, size, size ); for( i = 0; i < 6; i++ ) { AnglesToAxis( cubemapShots[i].angles, fd.viewaxis ); R_RenderView( &fd ); Q_snprintfz( checkname, checkname_size, "%s/%s/env/%s_%s", writedir, gamedir, ri.Cmd_Argv( 1 ), cubemapShots[i].suf ); COM_DefaultExtension( checkname, ".tga", checkname_size ); R_ScreenShot( checkname, 0, 0, size, size, 100, ( cubemapShots[i].flags & IT_FLIPX ) ? true : false, ( cubemapShots[i].flags & IT_FLIPY ) ? true : false, ( cubemapShots[i].flags & IT_FLIPDIAGONAL ) ? true : false, false ); } // render non-bmodel entities again rn.renderFlags &= ~RF_CUBEMAPVIEW; }
/* * R_DrawPortalSurface * * Renders the portal view and captures the results from framebuffer if * we need to do a $portalmap stage. Note that for $portalmaps we must * use a different viewport. */ static void R_DrawPortalSurface( portalSurface_t *portalSurface ) { unsigned int i; int x, y, w, h; float dist, d, best_d; vec3_t viewerOrigin; vec3_t origin; mat3_t axis; entity_t *ent, *best; const entity_t *portal_ent = portalSurface->entity; cplane_t *portal_plane = &portalSurface->plane, *untransformed_plane = &portalSurface->untransformed_plane; const shader_t *shader = portalSurface->shader; vec_t *portal_mins = portalSurface->mins, *portal_maxs = portalSurface->maxs; vec_t *portal_centre = portalSurface->centre; qboolean mirror, refraction = qfalse; image_t *captureTexture; int captureTextureId = -1; int prevRenderFlags = 0; qboolean doReflection, doRefraction; image_t *portalTexures[2] = { NULL, NULL }; doReflection = doRefraction = qtrue; if( shader->flags & SHADER_PORTAL_CAPTURE ) { shaderpass_t *pass; captureTexture = NULL; captureTextureId = 0; for( i = 0, pass = shader->passes; i < shader->numpasses; i++, pass++ ) { if( pass->program_type == GLSL_PROGRAM_TYPE_DISTORTION ) { if( ( pass->alphagen.type == ALPHA_GEN_CONST && pass->alphagen.args[0] == 1 ) ) doRefraction = qfalse; else if( ( pass->alphagen.type == ALPHA_GEN_CONST && pass->alphagen.args[0] == 0 ) ) doReflection = qfalse; break; } } } else { captureTexture = NULL; captureTextureId = -1; } x = y = 0; w = rn.refdef.width; h = rn.refdef.height; dist = PlaneDiff( rn.viewOrigin, portal_plane ); if( dist <= BACKFACE_EPSILON || !doReflection ) { if( !( shader->flags & SHADER_PORTAL_CAPTURE2 ) || !doRefraction ) return; // even if we're behind the portal, we still need to capture // the second portal image for refraction refraction = qtrue; captureTexture = NULL; captureTextureId = 1; if( dist < 0 ) { VectorInverse( portal_plane->normal ); portal_plane->dist = -portal_plane->dist; } } if( !(rn.renderFlags & RF_NOVIS) && !R_ScissorForEntity( portal_ent, portal_mins, portal_maxs, &x, &y, &w, &h ) ) return; mirror = qtrue; // default to mirror view // it is stupid IMO that mirrors require a RT_PORTALSURFACE entity best = NULL; best_d = 100000000; for( i = 1; i < rsc.numEntities; i++ ) { ent = R_NUM2ENT(i); if( ent->rtype != RT_PORTALSURFACE ) continue; d = PlaneDiff( ent->origin, untransformed_plane ); if( ( d >= -64 ) && ( d <= 64 ) ) { d = Distance( ent->origin, portal_centre ); if( d < best_d ) { best = ent; best_d = d; } } } if( best == NULL ) { if( captureTextureId < 0 ) return; } else { if( !VectorCompare( best->origin, best->origin2 ) ) // portal mirror = qfalse; best->rtype = NUM_RTYPES; } prevRenderFlags = rn.renderFlags; if( !R_PushRefInst() ) { return; } VectorCopy( rn.viewOrigin, viewerOrigin ); setup_and_render: if( refraction ) { VectorInverse( portal_plane->normal ); portal_plane->dist = -portal_plane->dist - 1; CategorizePlane( portal_plane ); VectorCopy( rn.viewOrigin, origin ); Matrix3_Copy( rn.refdef.viewaxis, axis ); VectorCopy( viewerOrigin, rn.pvsOrigin ); rn.renderFlags = RF_PORTALVIEW; if( !mirror ) rn.renderFlags |= RF_PVSCULL; } else if( mirror ) { VectorReflect( rn.viewOrigin, portal_plane->normal, portal_plane->dist, origin ); VectorReflect( &rn.viewAxis[AXIS_FORWARD], portal_plane->normal, 0, &axis[AXIS_FORWARD] ); VectorReflect( &rn.viewAxis[AXIS_RIGHT], portal_plane->normal, 0, &axis[AXIS_RIGHT] ); VectorReflect( &rn.viewAxis[AXIS_UP], portal_plane->normal, 0, &axis[AXIS_UP] ); Matrix3_Normalize( axis ); VectorCopy( viewerOrigin, rn.pvsOrigin ); rn.renderFlags = RF_MIRRORVIEW|RF_FLIPFRONTFACE; } else { vec3_t tvec; mat3_t A, B, C, rot; // build world-to-portal rotation matrix VectorNegate( portal_plane->normal, tvec ); NormalVectorToAxis( tvec, A ); // build portal_dest-to-world rotation matrix ByteToDir( best->frame, tvec ); NormalVectorToAxis( tvec, B ); Matrix3_Transpose( B, C ); // multiply to get world-to-world rotation matrix Matrix3_Multiply( C, A, rot ); // translate view origin VectorSubtract( rn.viewOrigin, best->origin, tvec ); Matrix3_TransformVector( rot, tvec, origin ); VectorAdd( origin, best->origin2, origin ); Matrix3_Transpose( A, B ); Matrix3_Multiply( rn.viewAxis, B, rot ); Matrix3_Multiply( best->axis, rot, B ); Matrix3_Transpose( C, A ); Matrix3_Multiply( B, A, axis ); // set up portal_plane VectorCopy( &axis[AXIS_FORWARD], portal_plane->normal ); portal_plane->dist = DotProduct( best->origin2, portal_plane->normal ); CategorizePlane( portal_plane ); // for portals, vis data is taken from portal origin, not // view origin, because the view point moves around and // might fly into (or behind) a wall rn.renderFlags = RF_PORTALVIEW|RF_PVSCULL; VectorCopy( best->origin2, rn.pvsOrigin ); VectorCopy( best->origin2, rn.lodOrigin ); // ignore entities, if asked politely if( best->renderfx & RF_NOPORTALENTS ) rn.renderFlags |= RF_NOENTS; } rn.renderFlags |= (prevRenderFlags & RF_SOFT_PARTICLES); rn.refdef.rdflags &= ~( RDF_UNDERWATER|RDF_CROSSINGWATER ); rn.shadowGroup = NULL; rn.meshlist = &r_portallist; rn.renderFlags |= RF_CLIPPLANE; rn.clipPlane = *portal_plane; rn.farClip = R_DefaultFarClip(); rn.clipFlags |= ( 1<<5 ); rn.frustum[5] = *portal_plane; CategorizePlane( &rn.frustum[5] ); // if we want to render to a texture, initialize texture // but do not try to render to it more than once if( captureTextureId >= 0 ) { int texFlags = shader->flags & SHADER_NO_TEX_FILTERING ? IT_NOFILTERING : 0; captureTexture = R_GetPortalTexture( rsc.refdef.width, rsc.refdef.height, texFlags, rsc.frameCount ); portalTexures[captureTextureId] = captureTexture; if( !captureTexture ) { // couldn't register a slot for this plane goto done; } x = y = 0; w = captureTexture->upload_width; h = captureTexture->upload_height; rn.refdef.width = w; rn.refdef.height = h; rn.refdef.x = 0; rn.refdef.y = 0; rn.fbColorAttachment = captureTexture; // no point in capturing the depth buffer due to oblique frustum messing up // the far plane and depth values rn.fbDepthAttachment = NULL; Vector4Set( rn.viewport, rn.refdef.x + x, rn.refdef.y + y, w, h ); Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h ); } else { // no point in capturing the depth buffer due to oblique frustum messing up // the far plane and depth values rn.fbDepthAttachment = NULL; Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h ); } VectorCopy( origin, rn.refdef.vieworg ); Matrix3_Copy( axis, rn.refdef.viewaxis ); R_RenderView( &rn.refdef ); if( doRefraction && !refraction && ( shader->flags & SHADER_PORTAL_CAPTURE2 ) ) { refraction = qtrue; captureTexture = NULL; captureTextureId = 1; goto setup_and_render; } done: portalSurface->texures[0] = portalTexures[0]; portalSurface->texures[1] = portalTexures[1]; R_PopRefInst( rn.fbDepthAttachment != NULL ? 0 : GL_DEPTH_BUFFER_BIT ); }
/* * R_DrawSkyPortal */ void R_DrawSkyPortal( const entity_t *e, skyportal_t *skyportal, vec3_t mins, vec3_t maxs ) { int x, y, w, h; if( !R_ScissorForEntity( e, mins, maxs, &x, &y, &w, &h ) ) { return; } if( !R_PushRefInst() ) { return; } rn.renderFlags = ( rn.renderFlags|RF_SKYPORTALVIEW|RF_SOFT_PARTICLES ); VectorCopy( skyportal->vieworg, rn.pvsOrigin ); rn.farClip = R_DefaultFarClip(); rn.clipFlags = 15; rn.shadowGroup = NULL; rn.meshlist = &r_skyportallist; //Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h ); if( skyportal->noEnts ) { rn.renderFlags |= RF_NOENTS; } if( skyportal->scale ) { vec3_t centre, diff; VectorAdd( rsh.worldModel->mins, rsh.worldModel->maxs, centre ); VectorScale( centre, 0.5f, centre ); VectorSubtract( centre, rn.viewOrigin, diff ); VectorMA( skyportal->vieworg, -skyportal->scale, diff, rn.refdef.vieworg ); } else { VectorCopy( skyportal->vieworg, rn.refdef.vieworg ); } // FIXME if( !VectorCompare( skyportal->viewanglesOffset, vec3_origin ) ) { vec3_t angles; mat3_t axis; Matrix3_Copy( rn.refdef.viewaxis, axis ); VectorInverse( &axis[AXIS_RIGHT] ); Matrix3_ToAngles( axis, angles ); VectorAdd( angles, skyportal->viewanglesOffset, angles ); AnglesToAxis( angles, axis ); Matrix3_Copy( axis, rn.refdef.viewaxis ); } rn.refdef.rdflags &= ~( RDF_UNDERWATER|RDF_CROSSINGWATER|RDF_SKYPORTALINVIEW ); if( skyportal->fov ) { rn.refdef.fov_x = skyportal->fov; rn.refdef.fov_y = CalcFov( rn.refdef.fov_x, rn.refdef.width, rn.refdef.height ); if( glConfig.wideScreen && !( rn.refdef.rdflags & RDF_NOFOVADJUSTMENT ) ) AdjustFov( &rn.refdef.fov_x, &rn.refdef.fov_y, glConfig.width, glConfig.height, qfalse ); } R_RenderView( &rn.refdef ); // restore modelview and projection matrices, scissoring, etc for the main view R_PopRefInst( ~GL_COLOR_BUFFER_BIT ); }
/* * 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] ) ); } }
for( size = 1; size < maxSize; size <<= 1 ) ; if( size > maxSize ) { size >>= 1; } checkname_size = strlen( path ) + strlen( name ) + 1 + strlen( cubemapShots[0].suf ) + 4 + 1; checkname = alloca( checkname_size ); fd = rsc.refdef; fd.time = 0; //fd.x = fd.y = 0; fd.width = fd.height = size; fd.fov_x = fd.fov_y = 90; rn.farClip = R_DefaultFarClip(); // do not render non-bmodel entities rn.renderFlags |= RF_CUBEMAPVIEW; rn.clipFlags = 15; rn.shadowGroup = NULL; rn.renderTarget = 0; Vector4Set( rn.viewport, fd.x, glConfig.height - size - fd.y, size, size ); Vector4Set( rn.scissor, fd.x, glConfig.height - size - fd.y, size, size ); for( i = 0; i < 6; i++ ) { AnglesToAxis( cubemapShots[i].angles, fd.viewaxis ); R_RenderView( &fd );
/* * R_DrawSkyportal */ static void R_DrawSkyportal( const entity_t *e, skyportal_t *skyportal ) { if( !R_PushRefInst() ) { return; } rn.renderFlags = ( rn.renderFlags | RF_PORTALVIEW ); //rn.renderFlags &= ~RF_SOFT_PARTICLES; VectorCopy( skyportal->vieworg, rn.pvsOrigin ); rn.nearClip = Z_NEAR; rn.farClip = R_DefaultFarClip(); rn.polygonFactor = POLYOFFSET_FACTOR; rn.polygonUnits = POLYOFFSET_UNITS; rn.clipFlags = 15; rn.meshlist = &r_skyportallist; rn.portalmasklist = NULL; rn.rtLight = NULL; //Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h ); if( skyportal->noEnts ) { rn.renderFlags |= RF_ENVVIEW; } if( skyportal->scale ) { vec3_t centre, diff; VectorAdd( rsh.worldModel->mins, rsh.worldModel->maxs, centre ); VectorScale( centre, 0.5f, centre ); VectorSubtract( centre, rn.viewOrigin, diff ); VectorMA( skyportal->vieworg, -skyportal->scale, diff, rn.refdef.vieworg ); } else { VectorCopy( skyportal->vieworg, rn.refdef.vieworg ); } // FIXME if( !VectorCompare( skyportal->viewanglesOffset, vec3_origin ) ) { vec3_t angles; mat3_t axis; Matrix3_Copy( rn.refdef.viewaxis, axis ); VectorInverse( &axis[AXIS_RIGHT] ); Matrix3_ToAngles( axis, angles ); VectorAdd( angles, skyportal->viewanglesOffset, angles ); AnglesToAxis( angles, axis ); Matrix3_Copy( axis, rn.refdef.viewaxis ); } rn.refdef.rdflags &= ~( RDF_UNDERWATER | RDF_CROSSINGWATER | RDF_SKYPORTALINVIEW ); if( skyportal->fov ) { rn.refdef.fov_y = WidescreenFov( skyportal->fov ); rn.refdef.fov_x = CalcHorizontalFov( rn.refdef.fov_y, rn.refdef.width, rn.refdef.height ); } R_SetupViewMatrices( &rn.refdef ); R_SetupFrustum( &rn.refdef, rn.nearClip, rn.farClip, rn.frustum, rn.frustumCorners ); R_SetupPVS( &rn.refdef ); R_RenderView( &rn.refdef ); // restore modelview and projection matrices, scissoring, etc for the main view R_PopRefInst(); }
/* * R_DrawPortalSurface * * Renders the portal view and captures the results from framebuffer if * we need to do a $portalmap stage. Note that for $portalmaps we must * use a different viewport. */ static void R_DrawPortalSurface( portalSurface_t *portalSurface ) { unsigned int i; int x, y, w, h; float dist, d, best_d; vec3_t viewerOrigin; vec3_t origin; mat3_t axis; entity_t *ent, *best; cplane_t *portal_plane = &portalSurface->plane, *untransformed_plane = &portalSurface->untransformed_plane; const shader_t *shader = portalSurface->shader; vec_t *portal_centre = portalSurface->centre; bool mirror, refraction = false; image_t *captureTexture; int captureTextureId = -1; int prevRenderFlags = 0; bool prevFlipped; bool doReflection, doRefraction; image_t *portalTexures[2] = { NULL, NULL }; doReflection = doRefraction = true; if( shader->flags & SHADER_PORTAL_CAPTURE ) { shaderpass_t *pass; captureTexture = NULL; captureTextureId = 0; for( i = 0, pass = shader->passes; i < shader->numpasses; i++, pass++ ) { if( pass->program_type == GLSL_PROGRAM_TYPE_DISTORTION ) { if( ( pass->alphagen.type == ALPHA_GEN_CONST && pass->alphagen.args[0] == 1 ) ) { doRefraction = false; } else if( ( pass->alphagen.type == ALPHA_GEN_CONST && pass->alphagen.args[0] == 0 ) ) { doReflection = false; } break; } } } else { captureTexture = NULL; captureTextureId = -1; } x = y = 0; w = rn.refdef.width; h = rn.refdef.height; dist = PlaneDiff( rn.viewOrigin, portal_plane ); if( dist <= BACKFACE_EPSILON || !doReflection ) { if( !( shader->flags & SHADER_PORTAL_CAPTURE2 ) || !doRefraction ) { return; } // even if we're behind the portal, we still need to capture // the second portal image for refraction refraction = true; captureTexture = NULL; captureTextureId = 1; if( dist < 0 ) { VectorInverse( portal_plane->normal ); portal_plane->dist = -portal_plane->dist; } } mirror = true; // default to mirror view // it is stupid IMO that mirrors require a RT_PORTALSURFACE entity best = NULL; best_d = 100000000; for( i = 0; i < rn.numEntities; i++ ) { ent = R_NUM2ENT( rn.entities[i] ); if( ent->rtype != RT_PORTALSURFACE ) { continue; } d = PlaneDiff( ent->origin, untransformed_plane ); if( ( d >= -64 ) && ( d <= 64 ) ) { d = Distance( ent->origin, portal_centre ); if( d < best_d ) { best = ent; best_d = d; } } } if( best == NULL ) { if( captureTextureId < 0 ) { // still do a push&pop because to ensure the clean state if( R_PushRefInst() ) { R_PopRefInst(); } return; } } else { if( !VectorCompare( best->origin, best->origin2 ) ) { // portal mirror = false; } best->rtype = NUM_RTYPES; } prevRenderFlags = rn.renderFlags; prevFlipped = ( rn.refdef.rdflags & RDF_FLIPPED ) != 0; if( !R_PushRefInst() ) { return; } VectorCopy( rn.viewOrigin, viewerOrigin ); if( prevFlipped ) { VectorInverse( &rn.viewAxis[AXIS_RIGHT] ); } setup_and_render: if( refraction ) { VectorInverse( portal_plane->normal ); portal_plane->dist = -portal_plane->dist; CategorizePlane( portal_plane ); VectorCopy( rn.viewOrigin, origin ); Matrix3_Copy( rn.refdef.viewaxis, axis ); VectorCopy( viewerOrigin, rn.pvsOrigin ); rn.renderFlags |= RF_PORTALVIEW; if( prevFlipped ) { rn.renderFlags |= RF_FLIPFRONTFACE; } } else if( mirror ) { VectorReflect( rn.viewOrigin, portal_plane->normal, portal_plane->dist, origin ); VectorReflect( &rn.viewAxis[AXIS_FORWARD], portal_plane->normal, 0, &axis[AXIS_FORWARD] ); VectorReflect( &rn.viewAxis[AXIS_RIGHT], portal_plane->normal, 0, &axis[AXIS_RIGHT] ); VectorReflect( &rn.viewAxis[AXIS_UP], portal_plane->normal, 0, &axis[AXIS_UP] ); Matrix3_Normalize( axis ); VectorCopy( viewerOrigin, rn.pvsOrigin ); rn.renderFlags = ( prevRenderFlags ^ RF_FLIPFRONTFACE ) | RF_MIRRORVIEW; } else { vec3_t tvec; mat3_t A, B, C, rot; // build world-to-portal rotation matrix VectorNegate( portal_plane->normal, tvec ); NormalVectorToAxis( tvec, A ); // build portal_dest-to-world rotation matrix ByteToDir( best->frame, tvec ); NormalVectorToAxis( tvec, B ); Matrix3_Transpose( B, C ); // multiply to get world-to-world rotation matrix Matrix3_Multiply( C, A, rot ); // translate view origin VectorSubtract( rn.viewOrigin, best->origin, tvec ); Matrix3_TransformVector( rot, tvec, origin ); VectorAdd( origin, best->origin2, origin ); Matrix3_Transpose( A, B ); Matrix3_Multiply( rn.viewAxis, B, rot ); Matrix3_Multiply( best->axis, rot, B ); Matrix3_Transpose( C, A ); Matrix3_Multiply( B, A, axis ); // set up portal_plane VectorCopy( &axis[AXIS_FORWARD], portal_plane->normal ); portal_plane->dist = DotProduct( best->origin2, portal_plane->normal ); CategorizePlane( portal_plane ); // for portals, vis data is taken from portal origin, not // view origin, because the view point moves around and // might fly into (or behind) a wall VectorCopy( best->origin2, rn.pvsOrigin ); VectorCopy( best->origin2, rn.lodOrigin ); rn.renderFlags |= RF_PORTALVIEW; // ignore entities, if asked politely if( best->renderfx & RF_NOPORTALENTS ) { rn.renderFlags |= RF_ENVVIEW; } if( prevFlipped ) { rn.renderFlags |= RF_FLIPFRONTFACE; } } rn.refdef.rdflags &= ~( RDF_UNDERWATER | RDF_CROSSINGWATER | RDF_FLIPPED ); rn.meshlist = &r_portallist; rn.portalmasklist = NULL; rn.renderFlags |= RF_CLIPPLANE; rn.renderFlags &= ~RF_SOFT_PARTICLES; rn.clipPlane = *portal_plane; rn.nearClip = Z_NEAR; rn.farClip = R_DefaultFarClip(); rn.polygonFactor = POLYOFFSET_FACTOR; rn.polygonUnits = POLYOFFSET_UNITS; rn.clipFlags |= 16; rn.frustum[4] = *portal_plane; // nearclip CategorizePlane( &rn.frustum[4] ); // if we want to render to a texture, initialize texture // but do not try to render to it more than once if( captureTextureId >= 0 ) { int texFlags = shader->flags & SHADER_NO_TEX_FILTERING ? IT_NOFILTERING : 0; captureTexture = R_GetPortalTexture( rsc.refdef.width, rsc.refdef.height, texFlags, rsc.frameCount ); portalTexures[captureTextureId] = captureTexture; if( !captureTexture ) { // couldn't register a slot for this plane goto done; } x = y = 0; w = captureTexture->upload_width; h = captureTexture->upload_height; rn.refdef.width = w; rn.refdef.height = h; rn.refdef.x = 0; rn.refdef.y = 0; rn.renderTarget = captureTexture->fbo; rn.renderFlags |= RF_PORTAL_CAPTURE; Vector4Set( rn.viewport, rn.refdef.x + x, rn.refdef.y + y, w, h ); Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h ); } else { rn.renderFlags &= ~RF_PORTAL_CAPTURE; } VectorCopy( origin, rn.refdef.vieworg ); Matrix3_Copy( axis, rn.refdef.viewaxis ); R_SetupViewMatrices( &rn.refdef ); R_SetupFrustum( &rn.refdef, rn.nearClip, rn.farClip, rn.frustum, rn.frustumCorners ); R_SetupPVS( &rn.refdef ); R_RenderView( &rn.refdef ); if( doRefraction && !refraction && ( shader->flags & SHADER_PORTAL_CAPTURE2 ) ) { rn.renderFlags = prevRenderFlags; refraction = true; captureTexture = NULL; captureTextureId = 1; goto setup_and_render; } done: portalSurface->texures[0] = portalTexures[0]; portalSurface->texures[1] = portalTexures[1]; R_PopRefInst(); }
/* * 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 ); } }