예제 #1
0
/*
==================
V_RenderView

The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
void V_RenderView (void)
{
	if (con_forcedup)
		return;

// don't allow cheats in multiplayer
	if (cl.maxclients > 1)
	{
		Cvar_Set ("scr_ofsx", "0");
		Cvar_Set ("scr_ofsy", "0");
		Cvar_Set ("scr_ofsz", "0");
	}

	if (cl.intermission)
	{	// intermission / finale rendering
		V_CalcIntermissionRefdef ();	
	}
	else
	{
		if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
			V_CalcRefdef ();
	}

	R_PushDlights ();

	if (lcd_x.value)
	{
		//
		// render two interleaved views
		//
		int		i;

		vid.rowbytes <<= 1;
		vid.aspect *= 0.5f;

		r_refdef.viewangles[YAW] -= lcd_yaw.value;
		for (i=0 ; i<3 ; i++)
			r_refdef.vieworg[i] -= right[i]*lcd_x.value;
		R_RenderView ();

		vid.buffer += vid.rowbytes>>1;

		R_PushDlights ();

		r_refdef.viewangles[YAW] += lcd_yaw.value*2;
		for (i=0 ; i<3 ; i++)
			r_refdef.vieworg[i] += 2*right[i]*lcd_x.value;
		R_RenderView ();

		vid.buffer -= vid.rowbytes>>1;

		r_refdef.vrect.height <<= 1;

		vid.rowbytes >>= 1;
		vid.aspect *= 2;
	}
예제 #2
0
/*
=================
R_XrayRender
=================
*/
void R_XrayRender( drawSurf_t *surf, textureStage_t *stage, idScreenRect scissor ) {
	viewDef_t		*parms;
	// remote views can be reused in a single frame
	if( stage->dynamicFrameCount == tr.frameCount ) {
		return;
	}
	// issue a new view command
	parms = R_XrayViewBySurface( surf );
	if( !parms ) {
		return;
	}
	tr.CropRenderSize( stage->width, stage->height, true );
	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;
	tr.RenderViewToViewport( &parms->renderView, &parms->viewport );
	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;
	// triangle culling order changes with mirroring
	parms->isMirror = ( ( ( int )parms->isMirror ^ ( int )tr.viewDef->isMirror ) != 0 );
	// generate render commands for it
	R_RenderView( parms );
	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	stage->image = globalImages->scratchImage2;
	tr.CaptureRenderToImage( stage->image->imgName );
	tr.UnCrop();
}
예제 #3
0
/*
====================
R_TimeRefresh_f

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int			i;
	float		start, stop, time;
	int			startangle;
	vrect_t		vr;

	startangle = r_refdef.viewangles[1];
	
	start = Sys_FloatTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0*360.0;

		VID_LockBuffer ();

		R_RenderView ();

		VID_UnlockBuffer ();

		vr.x = r_refdef.vrect.x;
		vr.y = r_refdef.vrect.y;
		vr.width = r_refdef.vrect.width;
		vr.height = r_refdef.vrect.height;
		vr.pnext = NULL;
		VID_Update (&vr);
	}
	stop = Sys_FloatTime ();
	time = stop-start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
	
	r_refdef.viewangles[1] = startangle;
}
예제 #4
0
파일: view.c 프로젝트: CatalystG/tyrquake
/*
==================
V_RenderView

The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
void
V_RenderView(void)
{
    if (con_forcedup)
	return;

// don't allow cheats in multiplayer
    if (cl.maxclients > 1) {
	Cvar_Set("scr_ofsx", "0");
	Cvar_Set("scr_ofsy", "0");
	Cvar_Set("scr_ofsz", "0");
    }

    if (cl.intermission) {	// intermission / finale rendering
	V_CalcIntermissionRefdef();
    } else {
	if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
	    V_CalcRefdef();
    }

    R_PushDlights();
    R_RenderView();

#ifndef GLQUAKE
    if (crosshair.value)
	Draw_Crosshair();
#endif

}
예제 #5
0
/*
===============
R_RemoteRender
===============
*/
static void R_RemoteRender( drawSurf_t *surf, textureStage_t *stage ) {
	viewDef_t		*parms;

	// remote views can be reused in a single frame
	if ( stage->dynamicFrameCount == tr.frameCount ) {
		return;
	}

	// if the entity doesn't have a remoteRenderView, do nothing
	if ( !surf->space->entityDef->parms.remoteRenderView ) {
		return;
	}

	// copy the viewport size from the original
	parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
	*parms = *tr.viewDef;

	parms->isSubview = true;
	parms->isMirror = false;

	parms->renderView = *surf->space->entityDef->parms.remoteRenderView;
	parms->renderView.viewID = 0;	// clear to allow player bodies to show up, and suppress view weapons
	parms->initialViewAreaOrigin = parms->renderView.vieworg;

	tr.CropRenderSize( stage->width, stage->height, true );

	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;

	tr.RenderViewToViewport( &parms->renderView, &parms->viewport );

	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;

	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;

	// generate render commands for it
	R_RenderView(parms);

	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	if (!stage->image) {
		stage->image = globalImages->scratchImage;
	}

	tr.CaptureRenderToImage( stage->image->imgName );
	tr.UnCrop();
}
/*	Grab six views for environment mapping tests
*/
void R_Envmap_f(void)
{
	uint8_t buffer[256*256*4];

	glDrawBuffer(GL_FRONT);
	glReadBuffer(GL_FRONT);

	r_refdef.bEnvironmentMap = true;

	r_refdef.vrect.x		=
	r_refdef.vrect.y		= 0;
	r_refdef.vrect.width	=
	r_refdef.vrect.height	= 256;

	Math_VectorClear(r_refdef.viewangles);

	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env0.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[1] = 90;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env1.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[1] = 180;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env2.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[1] = 270;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile ("env3.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[0] = -90.0f;
	r_refdef.viewangles[1] = 0;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile("env4.rgb", buffer, sizeof(buffer));

	r_refdef.viewangles[0] = 90;
	r_refdef.viewangles[1] = 0;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	FileSystem_WriteFile("env5.rgb",buffer,sizeof(buffer));

	r_refdef.bEnvironmentMap = false;

	glDrawBuffer(GL_BACK);
	glReadBuffer(GL_BACK);

	GL_EndRendering();
}
예제 #7
0
qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
	vec4_t			clipDest[128];
	viewParms_t		newParms;
	viewParms_t		oldParms;
	orientation_t	surface, camera;

	// don't recursively mirror
	if (tr.viewParms.isPortal) 
	{
		ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
		return qfalse;
	}

	if ( r_noportals->integer || r_fastsky->integer ) {
		return qfalse;
	}

	// trivially reject portal/mirror
	if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
		return qfalse;
	}

	// save old viewParms so we can return to it after the mirror view
	oldParms = tr.viewParms;

	newParms = tr.viewParms;
	newParms.isPortal = qtrue;
	if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera, 
		newParms.pvsOrigin, &newParms.isMirror ) ) {
		return qfalse;		// bad portal, no portalentity
	}

	R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );

	VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
	newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
	
	R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
	R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
	R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);

	// OPTIMIZE: restrict the viewport on the mirrored view

	// render the mirror view
	R_RenderView (&newParms);

	tr.viewParms = oldParms;
	
	return qtrue;
}
예제 #8
0
void V_RenderView (void)
{
	int i;
	translation_info_t translations[MAX_CLIENTS];

//	if (cl.simangles[ROLL])
//		Sys_Error ("cl.simangles[ROLL]");	// DEBUG
cl.simangles[ROLL] = 0;	// FIXME @@@ 

	if (cls.state != ca_active)
		return;

	if (cl.validsequence)
		view_message = cl.frames[cl.validsequence & UPDATE_MASK].playerstate[Cam_PlayerNum()];

	DropPunchAngle ();
	if (cl.intermission)
	{
		// intermission / finale rendering
		V_CalcIntermissionRefdef ();	
	}
	else
	{
		V_CalcRefdef ();
	}
	
	r_refdef2.time = cl.time;
//	r_refdef2.allowCheats = false;
	r_refdef2.viewplayernum = Cam_PlayerNum();
	r_refdef2.watervis = (atoi(Info_ValueForKey(cl.serverinfo, "watervis")) != 0);

	r_refdef2.lightstyles = cl_lightstyle;

	r_refdef2.numDlights = cl_numvisdlights;
	r_refdef2.dlights = cl_visdlights;

	r_refdef2.numParticles = 0; //cl_numvisparticles;
	r_refdef2.particles = NULL;//cl_visparticles;

	for (i = 0; i < MAX_CLIENTS; i++) {
		translations[i].topcolor = cl.players[i].topcolor;
		translations[i].bottomcolor = cl.players[i].bottomcolor;
		strlcpy (translations[i].skinname, cl.players[i].skin, sizeof(translations[0].skinname));
	}
	r_refdef2.translations = translations;
	strlcpy (r_refdef2.baseskin, baseskin.string, sizeof(r_refdef2.baseskin));

	R_RenderView ();
}
예제 #9
0
파일: view.c 프로젝트: ericwa/Quakespasm
void V_RenderView (void)
{
	if (con_forcedup)
		return;

	if (cl.intermission)
		V_CalcIntermissionRefdef ();
	else if (!cl.paused /* && (cl.maxclients > 1 || key_dest == key_game) */)
		V_CalcRefdef ();

	//johnfitz -- removed lcd code

	R_RenderView ();

	V_PolyBlend (); //johnfitz -- moved here from R_Renderview ();
}
예제 #10
0
void V_RenderView (void) {
	char *p;

	cl.simangles[ROLL] = 0;	// FIXME @@@ 

	if (cls.state != ca_active) {
		V_CalcBlend ();
		return;
	}

	view_frame = &cl.frames[cl.validsequence & UPDATE_MASK];
	if (!cls.nqdemoplayback)
		view_message = view_frame->playerstate[cl.viewplayernum];

	DropPunchAngle ();
	if (cl.intermission) // intermission / finale rendering		
		V_CalcIntermissionRefdef ();	
	else
		V_CalcRefdef ();

	R_PushDlights ();

	r_refdef2.time = cl.time;

	// restrictions
	r_refdef2.allow_cheats = (Info_ValueForKey(cl.serverinfo, "*cheats")[0] && com_serveractive)
		|| cls.demoplayback;
	if (cls.demoplayback || cl.spectator)
	{
		r_refdef2.allow_lumas = true;
		r_refdef2.max_fbskins = 1;
		r_refdef2.max_watervis = 1;
	}
	else 
	{
		r_refdef2.allow_lumas = !strcmp(Info_ValueForKey(cl.serverinfo, "24bit_fbs"), "0") ? false : true;
		r_refdef2.max_fbskins = *(p = Info_ValueForKey(cl.serverinfo, "fbskins")) ? bound(0, Q_atof(p), 1) :
			cl.teamfortress ? 0 : 1;
		r_refdef2.max_watervis = *(p = Info_ValueForKey(cl.serverinfo, "watervis")) ? bound(0, Q_atof(p), 1) : 0;
	}

//	r_refdef2.viewplayernum = Cam_PlayerNum();
//	r_refdef2.lightstyles = cl_lightstyle;

	R_RenderView ();
}
/*
=================
R_XrayRender
=================
*/
void R_XrayRender( const drawSurf_t* surf, textureStage_t* stage, idScreenRect scissor )
{
	// remote views can be reused in a single frame
	if( stage->dynamicFrameCount == tr.frameCount )
	{
		return;
	}
	
	// issue a new view command
	viewDef_t* parms = R_XrayViewBySurface( surf );
	if( parms == NULL )
	{
		return;
	}
	
	int stageWidth = stage->width;
	int stageHeight = stage->height;
	
	tr.CropRenderSize( stageWidth, stageHeight );
	
	tr.GetCroppedViewport( &parms->viewport );
	
	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
	
	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;
	
	// triangle culling order changes with mirroring
	parms->isMirror = ( ( ( int )parms->isMirror ^ ( int )tr.viewDef->isMirror ) != 0 );
	
	// generate render commands for it
	R_RenderView( parms );
	
	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	stage->image = globalImages->scratchImage2;
	
	tr.CaptureRenderToImage( stage->image->GetName(), true );
	tr.UnCrop();
}
/*	For program optimization
*/
void R_TimeRefresh_f (void)
{
	int			i;
	float		start, stop, time;

	glDrawBuffer  (GL_FRONT);
	glFinish ();

	start = System_DoubleTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0f*360.0f;
		R_RenderView ();
	}

	glFinish ();
	stop = System_DoubleTime ();
	time = stop-start;
	Con_Printf("%f seconds (%f fps)\n",time,128/time);

	glDrawBuffer (GL_BACK);
	GL_EndRendering ();
}
예제 #13
0
/*
====================
R_TimeRefresh_f

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int			i;
	double		start, stop, time;
	int			startangle;
	vrect_t		vr;

#ifdef PSP_SOFTWARE_VIDEO
	startangle = r_refdef.viewangles[1];
	
	start = Sys_FloatTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0*360.0;

		VID_LockBuffer ();

		R_RenderView ();

		VID_UnlockBuffer ();

		vr.x = r_refdef.vrect.x;
		vr.y = r_refdef.vrect.y;
		vr.width = r_refdef.vrect.width;
		vr.height = r_refdef.vrect.height;
		vr.pnext = NULL;
		VID_Update (&vr);
	}
	stop = Sys_FloatTime ();
	time = stop-start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
	
	r_refdef.viewangles[1] = startangle;
#else
	Con_Printf ("Sorry: 'timerefresh' command disabled\n");
#endif	
}
예제 #14
0
파일: r_portals.c 프로젝트: Picmip/qfusion
/*
* 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();
}
예제 #15
0
파일: r_portals.c 프로젝트: Picmip/qfusion
/*
* 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();
}
예제 #16
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(errorParm_t::ERR_DROP, "R_RenderScene: NULL worldmodel" );
	}

	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 ] );
	VectorCopy( fd->blurVec, tr.refdef.blurVec );

	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 = false;

	if ( !( tr.refdef.rdflags & RDF_NOWORLDMODEL ) && !( ( tr.refdef.rdflags & RDF_SKYBOXPORTAL ) && tr.world->numSkyNodes > 0 ) )
	{
		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 = true;
		}
	}

	R_AddWorldLightsToScene();

	// derived info
	tr.refdef.floatTime = float(double(tr.refdef.time) * 0.001);

	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
	tr.refdef.drawSurfs = backEndData[ tr.smpFrame ]->drawSurfs;

	tr.refdef.numInteractions = r_firstSceneInteraction;
	tr.refdef.interactions = backEndData[ tr.smpFrame ]->interactions;

	tr.refdef.numEntities = r_numEntities - r_firstSceneEntity;
	tr.refdef.entities = &backEndData[ tr.smpFrame ]->entities[ r_firstSceneEntity ];

	tr.refdef.numLights = r_numLights - r_firstSceneLight;
	tr.refdef.lights = &backEndData[ tr.smpFrame ]->lights[ r_firstSceneLight ];

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

	tr.refdef.numPolybuffers = r_numPolybuffers - r_firstScenePolybuffer;
	tr.refdef.polybuffers = &backEndData[ tr.smpFrame ]->polybuffers[ r_firstScenePolybuffer ];

	tr.refdef.numDecalProjectors = r_numDecalProjectors - r_firstSceneDecalProjector;
	tr.refdef.decalProjectors = &backEndData[ tr.smpFrame ]->decalProjectors[ r_firstSceneDecalProjector ];

	tr.refdef.numDecals = r_numDecals - r_firstSceneDecal;
	tr.refdef.decals = &backEndData[ tr.smpFrame ]->decals[ r_firstSceneDecal ];

	tr.refdef.numVisTests = r_numVisTests - r_firstSceneVisTest;
	tr.refdef.visTests = &backEndData[ tr.smpFrame ]->visTests[ r_firstSceneVisTest ];

	// 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++;

	// Tr3B: a scene can have multiple views caused by mirrors or portals
	// the number of views is restricted so we can use hardware occlusion queries
	// and put them into the BSP nodes for each view
	tr.viewCount = -1;

	// 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 ) );

	if ( tr.refdef.pixelTarget == nullptr )
	{
		parms.viewportX = tr.refdef.x;
		parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	}
	else
	{
		//Driver bug, if we try and do pixel target work along the top edge of a window
		//we can end up capturing part of the status bar. (see screenshot corruption..)
		//Soooo.. use the middle.
		parms.viewportX = glConfig.vidWidth / 2;
		parms.viewportY = glConfig.vidHeight / 2;
	}

	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;

	parms.scissorX = parms.viewportX;
	parms.scissorY = parms.viewportY;
	parms.scissorWidth = parms.viewportWidth;
	parms.scissorHeight = parms.viewportHeight;

	Vector4Set( parms.viewportVerts[ 0 ], parms.viewportX, parms.viewportY, 0, 1 );
	Vector4Set( parms.viewportVerts[ 1 ], parms.viewportX + parms.viewportWidth, parms.viewportY, 0, 1 );
	Vector4Set( parms.viewportVerts[ 2 ], parms.viewportX + parms.viewportWidth, parms.viewportY + parms.viewportHeight, 0, 1 );
	Vector4Set( parms.viewportVerts[ 3 ], parms.viewportX, parms.viewportY + parms.viewportHeight, 0, 1 );

	parms.isPortal = false;

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

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

	VectorCopy( fd->vieworg, parms.pvsOrigin );
	Vector4Copy( fd->gradingWeights, parms.gradingWeights );

	R_RenderView( &parms );

	R_RenderPostProcess();

	// the next scene rendered in this frame will tack on after this one
	r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
	r_firstSceneInteraction = tr.refdef.numInteractions;
	r_firstSceneEntity = r_numEntities;
	r_firstSceneLight = r_numLights;
	r_firstScenePoly = r_numPolys;
	r_firstScenePolybuffer = r_numPolybuffers;
	r_firstSceneVisTest = r_numVisTests;

	tr.frontEndMsec += ri.Milliseconds() - startTime;
}
예제 #17
0
파일: r_cmds.c 프로젝트: MGXRace/racesow
/*
* 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;
}
예제 #18
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 #19
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;
		}
	}


	// derived info

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

	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
	tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;

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

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

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

	// 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++;

	// 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;

	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 );

	R_RenderView( &parms );

	// 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;
}
예제 #20
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 *vmRefDef, int vmRefDefSize ) {
	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();

	Com_Memcpy2( &fd, sizeof ( refdef_t ), vmRefDef, vmRefDefSize );

	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;

	tr.refdef.skyAlpha = fd.skyAlpha;

	tr.refdef.fogType = fd.fogType;
	if ( tr.refdef.fogType < FT_NONE || tr.refdef.fogType >= FT_MAX_FOG_TYPE ) {
		tr.refdef.fogType = FT_NONE;
	}

	tr.refdef.fogColor[0] = fd.fogColor[0] * tr.identityLight;
	tr.refdef.fogColor[1] = fd.fogColor[1] * tr.identityLight;
	tr.refdef.fogColor[2] = fd.fogColor[2] * tr.identityLight;

	tr.refdef.fogColorInt = ColorBytes4( tr.refdef.fogColor[0],
									  tr.refdef.fogColor[1],
									  tr.refdef.fogColor[2], 1.0 );

	tr.refdef.fogDensity = fd.fogDensity;

	if ( r_zfar->value ) {
		tr.refdef.fogDepthForOpaque = r_zfar->value < 1 ? 1 : r_zfar->value;
	} else {
		tr.refdef.fogDepthForOpaque = fd.fogDepthForOpaque < 1 ? 1 : fd.fogDepthForOpaque;
	}
	tr.refdef.fogTcScale = R_FogTcScale( tr.refdef.fogType, tr.refdef.fogDepthForOpaque, tr.refdef.fogDensity );

	// 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;
		}
	}


	// derived info

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

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

	tr.refdef.numSkins = r_numskins;
	tr.refdef.skins = backEndData->skins;

	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.dlightBits = 0;

	tr.refdef.num_coronas = r_numcoronas - r_firstSceneCorona;
	tr.refdef.coronas = &backEndData->coronas[r_firstSceneCorona];

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

	tr.refdef.numPolyBuffers = r_numpolybuffers - r_firstScenePolybuffer;
	tr.refdef.polybuffers = &backEndData->polybuffers[r_firstScenePolybuffer];

	// 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 ) {
		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++;

	// 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 );

	R_RenderView( &parms );

	// 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;
	r_firstScenePolybuffer = r_numpolybuffers;

	tr.frontEndMsec += ri.Milliseconds() - startTime;
}
예제 #21
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;
}
예제 #22
0
/*
==================
R_GenerateSurfaceSubview
==================
*/
bool	R_GenerateSurfaceSubview( drawSurf_t *drawSurf ) {
	idBounds		ndcBounds;
	viewDef_t		*parms;
	const idMaterial		*shader;

	// for testing the performance hit
	if ( r_skipSubviews.GetBool() ) {
		return false;
	}

	if ( R_PreciseCullSurface( drawSurf, ndcBounds ) ) {
		return false;
	}

	shader = drawSurf->material;

	// never recurse through a subview surface that we are
	// already seeing through
	for ( parms = tr.viewDef ; parms ; parms = parms->superView ) {
		if ( parms->subviewSurface
			&& parms->subviewSurface->geo == drawSurf->geo
			&& parms->subviewSurface->space->entityDef == drawSurf->space->entityDef ) {
			break;
		}
	}
	if ( parms ) {
		return false;
	}

	// crop the scissor bounds based on the precise cull
	idScreenRect	scissor;

	idScreenRect	*v = &tr.viewDef->viewport;
	scissor.x1 = v->x1 + (int)( (v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[0][0] + 1.0f ));
	scissor.y1 = v->y1 + (int)( (v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[0][1] + 1.0f ));
	scissor.x2 = v->x1 + (int)( (v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[1][0] + 1.0f ));
	scissor.y2 = v->y1 + (int)( (v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[1][1] + 1.0f ));

	// nudge a bit for safety
	scissor.Expand();

	scissor.Intersect( tr.viewDef->scissor );

	if ( scissor.IsEmpty() ) {
		// cropped out
		return false;
	}

	// see what kind of subview we are making
	if ( shader->GetSort() != SS_SUBVIEW ) {
		for ( int i = 0 ; i < shader->GetNumStages() ; i++ ) {
			const shaderStage_t	*stage = shader->GetStage( i );
			switch ( stage->texture.dynamic ) {
			case DI_REMOTE_RENDER:
				R_RemoteRender( drawSurf, const_cast<textureStage_t *>(&stage->texture) );
				break;
			case DI_MIRROR_RENDER:
				R_MirrorRender( drawSurf, const_cast<textureStage_t *>(&stage->texture), scissor );
				break;
			case DI_XRAY_RENDER:
				R_XrayRender( drawSurf, const_cast<textureStage_t *>(&stage->texture), scissor );
				break;
			}
		}
		return true;
	}

	// issue a new view command
	parms = R_MirrorViewBySurface( drawSurf );
	if ( !parms ) {
		return false;
	}

	parms->scissor = scissor;
	parms->superView = tr.viewDef;
	parms->subviewSurface = drawSurf;

	// triangle culling order changes with mirroring
	parms->isMirror = ( ( (int)parms->isMirror ^ (int)tr.viewDef->isMirror ) != 0 );

	// generate render commands for it
	R_RenderView( parms );

	return true;
}
예제 #23
0
파일: r_shadow.c 프로젝트: adem4ik/qfusion
/*
* R_DrawShadowmaps
*/
void R_DrawShadowmaps( void ) {
	unsigned int i;
	image_t *shadowmap;
	int textureWidth, textureHeight;
	float lodScale;
	vec3_t lodOrigin;
	vec3_t viewerOrigin;
	shadowGroup_t *group;
	int shadowBits = rn.shadowBits;
	refdef_t refdef;
	int lod;
	float farClip;
	float dist;

	if( !rsc.numShadowGroups ) {
		return;
	}
	if( rn.renderFlags & RF_SHADOWMAPVIEW ) {
		return;
	}
	if( rn.refdef.rdflags & RDF_NOWORLDMODEL ) {
		return;
	}
	if( !shadowBits ) {
		return;
	}

	if( !R_PushRefInst() ) {
		return;
	}

	lodScale = rn.lod_dist_scale_for_fov;
	VectorCopy( rn.lodOrigin, lodOrigin );
	VectorCopy( rn.viewOrigin, viewerOrigin );

	refdef = rn.refdef;

	// find lighting group containing entities with same lightingOrigin as ours
	for( i = 0; i < rsc.numShadowGroups; i++ ) {
		if( !shadowBits ) {
			break;
		}

		group = rsc.shadowGroups + i;
		if( !( shadowBits & group->bit ) ) {
			continue;
		}
		shadowBits &= ~group->bit;

		// make sure we don't render the same shadowmap twice in the same scene frame
		if( rsc.renderedShadowBits & group->bit ) {
			continue;
		}

		// calculate LOD for shadowmap
		dist = DistanceFast( group->origin, lodOrigin );
		lod = (int)( dist * lodScale ) / group->projDist - SHADOWMAP_LODBIAS;
		if( lod < 0 ) {
			lod = 0;
		}

		// allocate/resize the texture if needed
		shadowmap = R_GetShadowmapTexture( i, rsc.refdef.width, rsc.refdef.height, 0 );

		assert( shadowmap && shadowmap->upload_width && shadowmap->upload_height );

		group->shadowmap = shadowmap;
		textureWidth = shadowmap->upload_width;
		textureHeight = shadowmap->upload_height;

		if( !shadowmap->fbo ) {
			continue;
		}

		farClip = R_SetupShadowmapView( group, &refdef, lod );
		if( farClip <= 0.0f ) {
			continue;
		}

		// ignore shadowmaps of very low detail level
		if( refdef.width < SHADOWMAP_MIN_VIEWPORT_SIZE || refdef.height < SHADOWMAP_MIN_VIEWPORT_SIZE ) {
			continue;
		}

		rn.renderTarget = shadowmap->fbo;
		rn.farClip = farClip;
		rn.renderFlags = RF_SHADOWMAPVIEW | RF_FLIPFRONTFACE;
		if( !( shadowmap->flags & IT_DEPTH ) ) {
			rn.renderFlags |= RF_SHADOWMAPVIEW_RGB;
		}
		rn.clipFlags |= 16; // clip by far plane too
		rn.meshlist = &r_shadowlist;
		rn.portalmasklist = NULL;
		rn.shadowGroup = group;
		rn.lod_dist_scale_for_fov = lodScale;
		VectorCopy( viewerOrigin, rn.pvsOrigin );
		VectorCopy( lodOrigin, rn.lodOrigin );

		// 3 pixels border on each side to prevent nasty stretching/bleeding of shadows,
		// also accounting for smoothing done in the fragment shader
		Vector4Set( rn.viewport, refdef.x + 3,refdef.y + textureHeight - refdef.height + 3, refdef.width - 6, refdef.height - 6 );
		Vector4Set( rn.scissor, refdef.x, refdef.y, textureWidth, textureHeight );

		R_RenderView( &refdef );

		Matrix4_Copy( rn.cameraProjectionMatrix, group->cameraProjectionMatrix );

		rsc.renderedShadowBits |= group->bit;
	}

	R_PopRefInst();
}
예제 #24
0
/*
* 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] ) );
	}
}
예제 #25
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 );
	}
}
예제 #26
0
/*
* 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 );
}
예제 #27
0
/*
* 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 );
}
예제 #28
0
/*
========================
R_DoWaterView 

Returns qtrue if another view has been rendered
========================
*/
qboolean R_DoWaterView (drawSurf_t *drawSurf, int entityNum) {
//	vec4_t			clipDest[128];
	viewParms_t		newParms;
	viewParms_t		oldParms;
	orientation_t	surface, camera;
	cplane_t		plane;
	srfSurfaceStatic_t *srf;
		
	// don't recursively do water
	if (tr.viewParms.doWater) {
		// tesselated water has this issue - so we just ignore and not spam console
		// ri.Printf( PRINT_DEVELOPER, "WARNING: recursive water found\n" );
		return qfalse;
	}

	srf = (srfSurfaceStatic_t *)drawSurf->surface;
	// trivially reject portal/mirror
	//This wont work because vbo surfs dont fill out tess...
	//if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
	//	return qfalse;
	//}

	//Set plane
	tr.viewParms.doWater = qtrue;
	tr.viewParms.waterPlane.normal[0] = 0;
	tr.viewParms.waterPlane.normal[1] = 0;
	tr.viewParms.waterPlane.normal[2] = -1;
	tr.viewParms.waterPlane.dist = srf->origin[2];

	if ( DotProduct(tr.viewParms.waterPlane.normal,tr.viewParms.or.origin)+tr.viewParms.waterPlane.dist >0)
	{
		tr.viewParms.isUnderwater=qtrue;	
	}

	// save old viewParms so we can return to it after the mirror view
	oldParms = tr.viewParms;

	newParms = tr.viewParms;
	newParms.isWater = 1;
	newParms.viewportWidth=WATER_RES_X;
	newParms.viewportHeight=WATER_RES_Y;
	newParms.viewportX =0;//tr.refdef.x;
	newParms.viewportY =0;// glConfig.vidHeight - ( tr.refdef.y + WATER_RES_Y );


	tr.refdef.rdflags|= RDF_NOEFFECTS ;

	// render the mirror view
	R_RenderView (&newParms);

	//Do the second view now
	newParms = tr.viewParms;
	newParms.isWater = 2;
	newParms.isMirror = qtrue;
	newParms.viewportWidth = WATER_RES_X;
	newParms.viewportHeight = WATER_RES_Y;
	newParms.viewportX = 0;//tr.refdef.x;
	newParms.viewportY = 0;//glConfig.vidHeight - ( tr.refdef.y + WATER_RES_Y );
	

	plane.dist=tr.viewParms.waterPlane.dist;
	plane.normal[0]=-tr.viewParms.waterPlane.normal[0];
	plane.normal[1]=-tr.viewParms.waterPlane.normal[1];
	plane.normal[2]=-tr.viewParms.waterPlane.normal[2];

	R_GetSurfaceOrientations( &plane, &surface, &camera );

	R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
	R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
	R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
	R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);


	// render the mirror view
	tr.refdef.rdflags|= RDF_NOEFFECTS;
	R_RenderView (&newParms); 

	tr.viewParms = oldParms;
	tr.refdef.rdflags&= ~RDF_NOEFFECTS;
	
	return qtrue; 
}
예제 #29
0
파일: tr_scene.c 프로젝트: OpenArena/engine
/*
@@@@@@@@@@@@@@@@@@@@@
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;
		}
	}


	// 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];

	// 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++;

	// 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;
	
	// leilei - widescreen
	// recalculate fov according to widescreen parameters
	if (!( fd->rdflags & RDF_NOWORLDMODEL ) ) // don't affect interface refdefs
	{
		float zoomfov = tr.refdef.fov_x / 90;	// figure out our zoom or changed fov magnitiude from cg_fov and cg_zoomfov
		int thisisit;

		// find aspect to immediately match our vidwidth for perfect match with resized screens...
		float erspact = tr.refdef.width / tr.refdef.height;
		float aspact = glConfig.vidWidth / glConfig.vidHeight;
		if (erspact == aspact) thisisit = 1;

	
		// try not to recalculate fov of ui and hud elements
		//if (((tr.refdef.fov_x /  tr.refdef.fov_y) > 1.3) && (tr.refdef.width > 320) && (tr.refdef.height > 240))
		//if (((tr.refdef.fov_x /  tr.refdef.fov_y) > 1.3) && (tr.refdef.width > (320 * refdefscalex)) && (tr.refdef.height > (240 * refdefscaley)))
		if (((tr.refdef.fov_x /  tr.refdef.fov_y) > 1.3) && (thisisit))

			{
			// undo vert-
			parms.fovY = parms.fovY * (73.739792 / tr.refdef.fov_y) * zoomfov;
			
			// recalculate the fov
			parms.fovX = (atan (glConfig.vidWidth / (glConfig.vidHeight / tan ((parms.fovY * M_PI) / 360.0f))) * 360.0f) / M_PI;
			parms.fovY = (atan (glConfig.vidHeight / (glConfig.vidWidth / tan ((parms.fovX * M_PI) / 360.0f))) * 360.0f) / M_PI;
			}
	}

	// leilei - end

	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 );

	R_RenderView( &parms );

	// 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;
}
예제 #30
0
파일: tr_scene.cpp 프로젝트: Pande/OpenJK
void RE_RenderScene( const refdef_t *fd ) {
	viewParms_t		parms;
	int				startTime;
	static	int		lastTime = 0;

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

	if ( r_norefresh->integer ) {
		return;
	}

	startTime = ri->Milliseconds()*ri->Cvar_VariableValue( "timescale" );

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

	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.frametime = fd->time - lastTime;

	if (fd->rdflags & RDF_SKYBOXPORTAL)
	{
		skyboxportal = 1;
	}
	else
	{
		// pasted this from SP
		// cdr - only change last time for the real render, not the portal
		lastTime = fd->time;
	}

	if (fd->rdflags & RDF_DRAWSKYBOX)
	{
		drawskyboxportal = 1;
	}
	else
	{
		drawskyboxportal = 0;
	}

	if (tr.refdef.frametime > 500)
	{
		tr.refdef.frametime = 500;
	}
	else if (tr.refdef.frametime < 0)
	{
		tr.refdef.frametime = 0;
	}
	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;
		}
	}


	// 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.miniEntities = &backEndData->miniEntities[r_firstSceneMiniEntity];

#ifndef VV_LIGHTING
	tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
	tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
#endif

	// Add the decals here because decals add polys and we need to ensure
	// that the polys are added before the the renderer is prepared
	if ( !(tr.refdef.rdflags & RDF_NOWORLDMODEL) ) 
	{
		R_AddDecals ( );
	}

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

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

	// 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++;

	// 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
	//
	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;

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

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

	R_RenderView( &parms );

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

	refEntParent = -1;

	tr.frontEndMsec += ri->Milliseconds()*ri->Cvar_VariableValue( "timescale" ) - startTime;

	RE_RenderWorldEffects();

	if (tr.refdef.rdflags & RDF_AUTOMAP)
	{
		RE_RenderAutoMap();
	}
}