Пример #1
0
void	GL_RenderScene(camera_t *camera, vec3_t userpos, unsigned int sceneRenderFlags)
{
	if (!world.cl_loaded || !gfx_render.integer)
	{
		//GL_2dMode();
		return;
	}
	
	static float lasttime=0;
	camera_t sunCam;
	Pass basePass;
	worldLight_t rimLight;
	float lerp;
	float ambBoost = (vid_realbright.integer && gfx_GLSLQuality.integer<=1) ? vid_realbrightMult.value : 1.0f;
	
	basePass.setViewer(camera);
	scene_cam = camera;
	
	sunLight.origin[0] = -wr_sun_x.value;
	sunLight.origin[1] = -wr_sun_y.value;
	sunLight.origin[2] = -wr_sun_z.value;
	
	memset(&rimLight, 0, sizeof(worldLight_t));
	
	M_MultVec3(sunLight.origin, -1, rimLight.origin);
	rimLight.type = LIGHT_DIRECTIONAL;
	
	//// SHADOW MAP RENDER ////
	//shadow pass, render to texture
	if(gfx_shadow.integer && gfx_shadowQuality.integer >= 1 && gfx_GLSLQuality.integer>1)
	{
		vec3_t wmin, wmax, sunLook;

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