- s_interrupt - allows sounds to be interrupted by the same sound or entity channel - new dynamic light calculation for vertex lighting, affecting vertex color (no projected dlight textures) - rgbGen material for allowing calculation for diffuse, specular, emmissive vertex colors by hex values - rgbMod shader command allowing new vertex color effects - removed deprecated R_ParseStageSimple, it never worked as intended - r_slowness gone. Use llvmpipe, PCem, or a slow computer instead. - Spring cleaning of old deprecated/broken post-process GLSL experiments - r_anime broke in 2015 - r_tvMode - well, shaderglass exists now - r_motionblur - Bad technique, too much memory - t_pslettize - slow, relies on shader's lookup of a vector table - r_film - bad on well-lit maps - r_retroAA - this broke early too. also looked bad. would rather implement FSAA 4x - cl_consoleScale : makes the console more 640x480 sized on any higher res. Also affects notify messages, so you can read chat easier - cl_consoleColor also affects the line at the bottom. Also new default colors - If consoleShader can't load (which will happen with some mods), it will fallback to a flat-colored console. - Generic'd the red/blue team names. We will not be having missionpack clans. - SDL2: Clicking the red X now does something: you can leave!!! If it sucks.... hit da bricks!! real winners quit - s_xmp_startPattern - makes the tracker song play a different pattern (for use with sub-songs) - fixed xmp playback as xmp explicitly requires a length of the module now. Fixes issue #96 - suppress the warning about non-22khz music, as mods are playing at the mixer's rate always, and this warning regards a much earlier (1999) unstable sound mixer. - deprecating r_modelshader because the shader got stale, old, buggy, and amd hates it now - r_shadeMethod will be something else (and not shader-based) - r_lightmapColorNorm : Make normalization of bright luxels an option, default is 1 (q3 behavior). - r_lightmapColorNorm 0 = no normalization, straight clamp, like Nightdive's vision of Quake2 - r_lightmapColorNorm 2 = experiment: normalize, but add some luminance on while maintaining the hue by normalizing again. This tries to restore more range on fully saturated colors - dropped SHADER_MAX_VERTEXES back to 1000 because raising it causes various unexpected issues, so dialing it down for now - raise MAX_IMAGE_ANIMATIONS to 16 because I've got a cool water shader using it and 8 is too choppy - Crash fix for older (<=2001) mods by trimming the string shared with ui module, so no overflow for them - jettisoning old proposed mme particle system that was never ever hooked up properly. - other small warning cleanup - r_shadeMethod : 0/1 = q3 behavior, 2 = ue1-ish behavior, 3 = mix of 1 and 2, -1 = one uniform color, 150-666 = a lod range to change between the 3 - r_monolightmaps : refactor - goes to the light data instead of the calculations and images - removed r_greyscale because this is a data-modifying novelty that would complicate support for loading compressed texture formats. This is better off as a post-process shader - environment mapping refactor, rewrite and cleanup - removed a lot of deprecated rgbGens - removed r_texdump (it never worked) - remove a few leftover broken postprocess things - Internal GLSL brightness shader, so gamma control can work without the glsl/brightness_fp.glsl file when r_ext_vertex_shader is 1 and r_alternateBrightness is 2. - r_skyTess - an attempt to make the complexity of skydomes an option so it could use less polygons. Has no effect on skyboxes
456 lines
12 KiB
C
456 lines
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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int r_firstSceneDrawSurf;
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int r_numdlights;
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int r_firstSceneDlight;
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int r_numentities;
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int r_firstSceneEntity;
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int r_numpolys;
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int r_firstScenePoly;
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int r_numpolyverts;
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/*
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====================
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R_InitNextFrame
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====================
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*/
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void R_InitNextFrame( void ) {
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backEndData->commands.used = 0;
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r_firstSceneDrawSurf = 0;
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r_numdlights = 0;
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r_firstSceneDlight = 0;
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r_numentities = 0;
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r_firstSceneEntity = 0;
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r_numpolys = 0;
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r_firstScenePoly = 0;
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r_numpolyverts = 0;
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}
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/*
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====================
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RE_ClearScene
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====================
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*/
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void RE_ClearScene( void ) {
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r_firstSceneDlight = r_numdlights;
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r_firstSceneEntity = r_numentities;
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r_firstScenePoly = r_numpolys;
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}
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/*
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===========================================================================
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DISCRETE POLYS
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===========================================================================
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*/
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/*
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=====================
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R_AddPolygonSurfaces
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Adds all the scene's polys into this view's drawsurf list
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=====================
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*/
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void R_AddPolygonSurfaces( void ) {
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int i;
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shader_t *sh;
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srfPoly_t *poly;
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tr.currentEntityNum = REFENTITYNUM_WORLD;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
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for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
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sh = R_GetShaderByHandle( poly->hShader );
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R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse );
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}
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}
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/*
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=====================
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RE_AddPolyToScene
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=====================
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*/
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void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
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srfPoly_t *poly;
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int i, j;
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int fogIndex;
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fog_t *fog;
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vec3_t bounds[2];
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if ( !tr.registered ) {
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return;
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}
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if ( !hShader ) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: NULL poly shader\n"); // leilei - changed this to PRINT_DEVELOPER
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return;
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}
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for ( j = 0; j < numPolys; j++ ) {
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if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
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/*
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NOTE TTimo this was initially a PRINT_WARNING
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but it happens a lot with high fighting scenes and particles
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since we don't plan on changing the const and making for room for those effects
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simply cut this message to developer only
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*/
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ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
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return;
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}
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poly = &backEndData->polys[r_numpolys];
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poly->surfaceType = SF_POLY;
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poly->hShader = hShader;
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poly->numVerts = numVerts;
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poly->verts = &backEndData->polyVerts[r_numpolyverts];
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Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
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if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
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poly->verts->modulate[0] = 255;
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poly->verts->modulate[1] = 255;
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poly->verts->modulate[2] = 255;
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poly->verts->modulate[3] = 255;
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}
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// done.
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r_numpolys++;
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r_numpolyverts += numVerts;
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// if no world is loaded
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if ( tr.world == NULL ) {
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fogIndex = 0;
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}
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// see if it is in a fog volume
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else if ( tr.world->numfogs == 1 ) {
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fogIndex = 0;
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} else {
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// find which fog volume the poly is in
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VectorCopy( poly->verts[0].xyz, bounds[0] );
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VectorCopy( poly->verts[0].xyz, bounds[1] );
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for ( i = 1 ; i < poly->numVerts ; i++ ) {
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AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
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}
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for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
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fog = &tr.world->fogs[fogIndex];
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if ( bounds[1][0] >= fog->bounds[0][0]
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&& bounds[1][1] >= fog->bounds[0][1]
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&& bounds[1][2] >= fog->bounds[0][2]
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&& bounds[0][0] <= fog->bounds[1][0]
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&& bounds[0][1] <= fog->bounds[1][1]
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&& bounds[0][2] <= fog->bounds[1][2] ) {
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break;
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}
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}
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if ( fogIndex == tr.world->numfogs ) {
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fogIndex = 0;
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}
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}
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poly->fogIndex = fogIndex;
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}
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}
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//=================================================================================
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/*
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=====================
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RE_AddRefEntityToScene
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=====================
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*/
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void RE_AddRefEntityToScene( const refEntity_t *ent ) {
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if ( !tr.registered ) {
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return;
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}
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if ( r_numentities >= MAX_REFENTITIES ) {
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ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n");
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return;
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}
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if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
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static qboolean firstTime = qtrue;
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if (firstTime) {
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firstTime = qfalse;
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ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
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}
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return;
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}
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if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
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ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
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}
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backEndData->entities[r_numentities].e = *ent;
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backEndData->entities[r_numentities].lightingCalculated = qfalse;
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r_numentities++;
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}
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/*
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=====================
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RE_AddDynamicLightToScene
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=====================
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*/
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void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
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dlight_t *dl;
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if ( !tr.registered ) {
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return;
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}
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if ( r_numdlights >= MAX_DLIGHTS ) {
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return;
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}
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if ( intensity <= 0 ) {
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return;
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}
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// these cards don't have the correct blend mode
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if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
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return;
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}
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dl = &backEndData->dlights[r_numdlights++];
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// leilei - r_monolightmaps also desaturate vertex dynamic lights
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float ml = r_monolightmaps->value; // sanitize
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if (ml>1) ml=1; if (ml<0) ml=0;
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if( ml )
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{
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float saturated = (r * 0.22126) + (g * 0.7152) + (b * 0.0722);
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r = saturated + (r - saturated) * ( 1-ml );
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g = saturated + (g - saturated) * ( 1-ml );
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b = saturated + (b - saturated) * ( 1-ml );
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}
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VectorCopy (org, dl->origin);
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dl->radius = intensity;
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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dl->additive = additive;
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}
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/*
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=====================
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RE_AddLightToScene
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=====================
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*/
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void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
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}
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/*
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=====================
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RE_AddAdditiveLightToScene
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=====================
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*/
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void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
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}
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/*
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@@@@@@@@@@@@@@@@@@@@@
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RE_RenderScene
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Draw a 3D view into a part of the window, then return
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to 2D drawing.
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Rendering a scene may require multiple views to be rendered
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to handle mirrors,
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@@@@@@@@@@@@@@@@@@@@@
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*/
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void RE_RenderScene( const refdef_t *fd ) {
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viewParms_t parms;
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int startTime;
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if ( !tr.registered ) {
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return;
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}
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GLimp_LogComment( "====== RE_RenderScene =====\n" );
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if ( r_norefresh->integer ) {
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return;
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}
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startTime = ri.Milliseconds();
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if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
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ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
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}
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Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
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tr.refdef.x = fd->x;
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tr.refdef.y = fd->y;
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tr.refdef.width = fd->width;
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tr.refdef.height = fd->height;
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tr.refdef.fov_x = fd->fov_x;
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tr.refdef.fov_y = fd->fov_y;
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VectorCopy( fd->vieworg, tr.refdef.vieworg );
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VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
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VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
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VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
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tr.refdef.time = fd->time;
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tr.refdef.rdflags = fd->rdflags;
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// copy the areamask data over and note if it has changed, which
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// will force a reset of the visible leafs even if the view hasn't moved
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tr.refdef.areamaskModified = qfalse;
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if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
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int areaDiff;
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int i;
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// compare the area bits
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areaDiff = 0;
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for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
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areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
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((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
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}
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if ( areaDiff ) {
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// a door just opened or something
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tr.refdef.areamaskModified = qtrue;
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}
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}
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// derived info
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tr.refdef.floatTime = tr.refdef.time * 0.001f;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData->drawSurfs;
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tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
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tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
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tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
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tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
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tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
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tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
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// turn off dynamic lighting globally by clearing all the
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// dlights if it needs to be disabled or if vertex lighting is enabled
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if ( r_dynamiclight->integer == 0 ||
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// r_vertexLight->integer == 1 || // leilei - commented this out, as we can now do dynamic lights with vertex light
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glConfig.hardwareType == GLHW_PERMEDIA2 ) {
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tr.refdef.num_dlights = 0;
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}
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// a single frame may have multiple scenes draw inside it --
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// a 3D game view, 3D status bar renderings, 3D menus, etc.
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// They need to be distinguished by the light flare code, because
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// the visibility state for a given surface may be different in
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// each scene / view.
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tr.frameSceneNum++;
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tr.sceneCount++;
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// setup view parms for the initial view
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//
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// set up viewport
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// The refdef takes 0-at-the-top y coordinates, so
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// convert to GL's 0-at-the-bottom space
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//
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Com_Memset( &parms, 0, sizeof( parms ) );
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parms.viewportX = tr.refdef.x;
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parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
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parms.viewportWidth = tr.refdef.width;
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parms.viewportHeight = tr.refdef.height;
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parms.isPortal = qfalse;
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parms.fovX = tr.refdef.fov_x;
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parms.fovY = tr.refdef.fov_y;
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// leilei - widescreen
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// recalculate fov according to widescreen parameters
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if (!( fd->rdflags & RDF_NOWORLDMODEL ) ) // don't affect interface refdefs
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{
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float zoomfov = tr.refdef.fov_x / 90; // figure out our zoom or changed fov magnitiude from cg_fov and cg_zoomfov
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int thisisit;
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// find aspect to immediately match our vidwidth for perfect match with resized screens...
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float erspact = tr.refdef.width / tr.refdef.height;
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float aspact = glConfig.vidWidth / glConfig.vidHeight;
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if (erspact == aspact) thisisit = 1;
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// try not to recalculate fov of ui and hud elements
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//if (((tr.refdef.fov_x / tr.refdef.fov_y) > 1.3) && (tr.refdef.width > 320) && (tr.refdef.height > 240))
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//if (((tr.refdef.fov_x / tr.refdef.fov_y) > 1.3) && (tr.refdef.width > (320 * refdefscalex)) && (tr.refdef.height > (240 * refdefscaley)))
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if (((tr.refdef.fov_x / tr.refdef.fov_y) > 1.3) && (thisisit))
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{
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// undo vert-
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parms.fovY = parms.fovY * (73.739792 / tr.refdef.fov_y) * zoomfov;
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// recalculate the fov
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parms.fovX = (atan (glConfig.vidWidth / (glConfig.vidHeight / tan ((parms.fovY * M_PI) / 360.0f))) * 360.0f) / M_PI;
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parms.fovY = (atan (glConfig.vidHeight / (glConfig.vidWidth / tan ((parms.fovX * M_PI) / 360.0f))) * 360.0f) / M_PI;
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}
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}
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// leilei - end
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parms.stereoFrame = tr.refdef.stereoFrame;
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VectorCopy( fd->vieworg, parms.or.origin );
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VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
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VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
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VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
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VectorCopy( fd->vieworg, parms.pvsOrigin );
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R_RenderView( &parms );
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// the next scene rendered in this frame will tack on after this one
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r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
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r_firstSceneEntity = r_numentities;
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r_firstSceneDlight = r_numdlights;
|
|
r_firstScenePoly = r_numpolys;
|
|
|
|
tr.frontEndMsec += ri.Milliseconds() - startTime;
|
|
}
|