예제 #1
0
파일: tr_scene.c 프로젝트: brugal/wolfcamql
/*
@@@@@@@@@@@@@@@@@@@@@
RE_RenderScene

Draw a 3D view into a part of the window, then return
to 2D drawing.

Rendering a scene may require multiple views to be rendered
to handle mirrors,
@@@@@@@@@@@@@@@@@@@@@
*/
void RE_RenderScene( const refdef_t *fd ) {
	viewParms_t		parms;
	int				startTime;

	if ( !tr.registered ) {
		return;
	}
	GLimp_LogComment( "====== RE_RenderScene =====\n" );

	if ( r_norefresh->integer ) {
		return;
	}

	startTime = ri.RealMilliseconds();

	if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
		ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
	}

	RE_BeginScene(fd);

	// SmileTheory: playing with shadow mapping
	if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
	{
		R_RenderDlightCubemaps(fd);
	}

	/* playing with more shadows */
	if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
	{
		R_RenderPshadowMaps(fd);
	}

	// playing with even more shadows
	if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
	{
		if (r_shadowCascadeZFar->integer != 0)
		{
			R_RenderSunShadowMaps(fd, 0);
			R_RenderSunShadowMaps(fd, 1);
			R_RenderSunShadowMaps(fd, 2);
		}
		else
		{
			Mat4Zero(tr.refdef.sunShadowMvp[0]);
			Mat4Zero(tr.refdef.sunShadowMvp[1]);
			Mat4Zero(tr.refdef.sunShadowMvp[2]);
		}

		// only rerender last cascade if sun has changed position
		if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
		{
			VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
			R_RenderSunShadowMaps(fd, 3);
			Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
		}
		else
		{
			Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
		}
	}

	// playing with cube maps
	// this is where dynamic cubemaps would be rendered
	if (0) //(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ))
	{
		int i, j;

		for (i = 0; i < tr.numCubemaps; i++)
		{
			for (j = 0; j < 6; j++)
			{
				R_RenderCubemapSide(i, j, qtrue);
			}
		}
	}

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );
	parms.viewportX = tr.refdef.x;
	parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal = qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;
	
	parms.stereoFrame = tr.refdef.stereoFrame;

	VectorCopy( fd->vieworg, parms.or.origin );
	VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
	VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
	VectorCopy( fd->viewaxis[2], parms.or.axis[2] );

	VectorCopy( fd->vieworg, parms.pvsOrigin );

	if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
	{
		parms.flags = VPF_USESUNLIGHT;
	}

	R_RenderView( &parms );

	if(!( fd->rdflags & RDF_NOWORLDMODEL ))
		R_AddPostProcessCmd();

	RE_EndScene();

	tr.frontEndMsec += ri.RealMilliseconds() - startTime;
}
예제 #2
0
/*
@@@@@@@@@@@@@@@@@@@@@
RE_RenderScene

Draw a 3D view into a part of the window, then return
to 2D drawing.

Rendering a scene may require multiple views to be rendered
to handle mirrors,
@@@@@@@@@@@@@@@@@@@@@
*/
void RE_RenderScene( const refdef_t *fd ) {
	viewParms_t		parms;
	int				startTime;

	if ( !tr.registered ) {
		return;
	}
	GLimp_LogComment( "====== RE_RenderScene =====\n" );

	if ( r_norefresh->integer ) {
		return;
	}

	startTime = ri.Milliseconds();

	if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
		ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
	}

	Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );

	tr.refdef.x = fd->x;
	tr.refdef.y = fd->y;
	tr.refdef.width = fd->width;
	tr.refdef.height = fd->height;
	tr.refdef.fov_x = fd->fov_x;
	tr.refdef.fov_y = fd->fov_y;

	VectorCopy( fd->vieworg, tr.refdef.vieworg );
	VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
	VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
	VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );

	tr.refdef.time = fd->time;
	tr.refdef.rdflags = fd->rdflags;

	// copy the areamask data over and note if it has changed, which
	// will force a reset of the visible leafs even if the view hasn't moved
	tr.refdef.areamaskModified = qfalse;
	if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
		int		areaDiff;
		int		i;

		// compare the area bits
		areaDiff = 0;
		for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
			areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
			((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
		}

		if ( areaDiff ) {
			// a door just opened or something
			tr.refdef.areamaskModified = qtrue;
		}
	}

	tr.refdef.sunDir[3] = 0.0f;
	tr.refdef.sunCol[3] = 1.0f;
	tr.refdef.sunAmbCol[3] = 1.0f;

	VectorCopy(tr.sunDirection, tr.refdef.sunDir);
	if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
		tr.refdef.colorScale = 1.0f;
		VectorSet(tr.refdef.sunCol, 0, 0, 0);
		VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
	}
	else if (r_forceSun->integer == 1)
	{
		float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
		tr.refdef.colorScale = r_forceSunMapLightScale->value;
		VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
		VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
	}
	else
	{
		float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
		tr.refdef.colorScale = tr.mapLightScale;
		VectorScale(tr.sunLight,   scale, tr.refdef.sunCol);
		VectorScale(tr.sunAmbient, scale, tr.refdef.sunAmbCol);
	}

	if (r_forceAutoExposure->integer)
	{
		tr.refdef.autoExposureMinMax[0] = r_forceAutoExposureMin->value;
		tr.refdef.autoExposureMinMax[1] = r_forceAutoExposureMax->value;
	}
	else
	{
		tr.refdef.autoExposureMinMax[0] = tr.autoExposureMinMax[0];
		tr.refdef.autoExposureMinMax[1] = tr.autoExposureMinMax[1];
	}

	if (r_forceToneMap->integer)
	{
		tr.refdef.toneMinAvgMaxLinear[0] = pow(2, r_forceToneMapMin->value);
		tr.refdef.toneMinAvgMaxLinear[1] = pow(2, r_forceToneMapAvg->value);
		tr.refdef.toneMinAvgMaxLinear[2] = pow(2, r_forceToneMapMax->value);
	}
	else
	{
		tr.refdef.toneMinAvgMaxLinear[0] = pow(2, tr.toneMinAvgMaxLevel[0]);
		tr.refdef.toneMinAvgMaxLinear[1] = pow(2, tr.toneMinAvgMaxLevel[1]);
		tr.refdef.toneMinAvgMaxLinear[2] = pow(2, tr.toneMinAvgMaxLevel[2]);
	}

	// Makro - copy exta info if present
	if (fd->rdflags & RDF_EXTRA) {
		const refdefex_t* extra = (const refdefex_t*) (fd+1);

		tr.refdef.blurFactor = extra->blurFactor;

		if (fd->rdflags & RDF_SUNLIGHT)
		{
			VectorCopy(extra->sunDir,    tr.refdef.sunDir);
			VectorCopy(extra->sunCol,    tr.refdef.sunCol);
			VectorCopy(extra->sunAmbCol, tr.refdef.sunAmbCol);
		}
	} 
	else
	{
		tr.refdef.blurFactor = 0.0f;
	}

	// derived info

	tr.refdef.floatTime = tr.refdef.time * 0.001f;

	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
	tr.refdef.drawSurfs = backEndData->drawSurfs;

	tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
	tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];

	tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
	tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];

	tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
	tr.refdef.polys = &backEndData->polys[r_firstScenePoly];

	tr.refdef.num_pshadows = 0;
	tr.refdef.pshadows = &backEndData->pshadows[0];

	// turn off dynamic lighting globally by clearing all the
	// dlights if it needs to be disabled or if vertex lighting is enabled
	if ( r_dynamiclight->integer == 0 ||
		 r_vertexLight->integer == 1 ||
		 glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		tr.refdef.num_dlights = 0;
	}

	// a single frame may have multiple scenes draw inside it --
	// a 3D game view, 3D status bar renderings, 3D menus, etc.
	// They need to be distinguished by the light flare code, because
	// the visibility state for a given surface may be different in
	// each scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// SmileTheory: playing with shadow mapping
	if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
	{
		R_RenderDlightCubemaps(fd);
	}

	/* playing with more shadows */
	if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
	{
		R_RenderPshadowMaps(fd);
	}

	// playing with even more shadows
	if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
	{
		R_RenderSunShadowMaps(fd, 0);
		R_RenderSunShadowMaps(fd, 1);
		R_RenderSunShadowMaps(fd, 2);
	}

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );
	parms.viewportX = tr.refdef.x;
	parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal = qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;
	
	parms.stereoFrame = tr.refdef.stereoFrame;

	VectorCopy( fd->vieworg, parms.or.origin );
	VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
	VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
	VectorCopy( fd->viewaxis[2], parms.or.axis[2] );

	VectorCopy( fd->vieworg, parms.pvsOrigin );

	if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
	{
		parms.flags = VPF_USESUNLIGHT;
	}

	R_RenderView( &parms );

	if(!( fd->rdflags & RDF_NOWORLDMODEL ))
		R_AddPostProcessCmd();

	// the next scene rendered in this frame will tack on after this one
	r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
	r_firstSceneEntity = r_numentities;
	r_firstSceneDlight = r_numdlights;
	r_firstScenePoly = r_numpolys;

	tr.frontEndMsec += ri.Milliseconds() - startTime;
}