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; }
void GL_AddSprite(residx_t shader, scenelist_t *sp, sceneobj_t *obj, bool bStatic) { renderer.addSprite(sp, obj, shader, bStatic); }