]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
391 (-2)
[xonotic/darkplaces.git] / gl_rmain.c
index 6cac87e5e8dd6cdab416ad746a85ad8cc089e5e1..0527c171ef753124d64fd0a3d5d158211f4c7b09 100644 (file)
@@ -21,11 +21,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "r_shadow.h"
+#include "polygon.h"
 
 // used for dlight push checking and other things
 int r_framecount;
 
-mplane_t frustum[4];
+mplane_t frustum[5];
 
 matrix4x4_t r_identitymatrix;
 
@@ -103,6 +104,9 @@ cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"};
+
 rtexturepool_t *r_main_texturepool;
 rtexture_t *r_bloom_texture_screen;
 rtexture_t *r_bloom_texture_bloom;
@@ -110,6 +114,10 @@ rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
 rtexture_t *r_texture_black;
 rtexture_t *r_texture_notexture;
+rtexture_t *r_texture_whitecube;
+rtexture_t *r_texture_normalizationcube;
+rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *r_texture_distorttexture[64];
 
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
@@ -209,14 +217,97 @@ void FOG_registercvars(void)
        }
 }
 
-void gl_main_start(void)
+static void R_BuildDetailTextures (void)
+{
+       int i, x, y, light;
+       float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+       qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+       lightdir[0] = 0.5;
+       lightdir[1] = 1;
+       lightdir[2] = -0.25;
+       VectorNormalize(lightdir);
+       for (i = 0;i < NUM_DETAILTEXTURES;i++)
+       {
+               fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+               for (y = 0;y < DETAILRESOLUTION;y++)
+               {
+                       for (x = 0;x < DETAILRESOLUTION;x++)
+                       {
+                               vc[0] = x;
+                               vc[1] = y;
+                               vc[2] = noise[y][x] * (1.0f / 32.0f);
+                               vx[0] = x + 1;
+                               vx[1] = y;
+                               vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+                               vy[0] = x;
+                               vy[1] = y + 1;
+                               vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+                               VectorSubtract(vx, vc, vx);
+                               VectorSubtract(vy, vc, vy);
+                               CrossProduct(vx, vy, vn);
+                               VectorNormalize(vn);
+                               light = 128 - DotProduct(vn, lightdir) * 128;
+                               light = bound(0, light, 255);
+                               data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+                               data[y][x][3] = 255;
+                       }
+               }
+               r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
+       }
+}
+
+static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
+{
+       int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
+                       ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
+                       ((y2 - y0) * morph) +
+                       (y1));
+       return (qbyte)bound(0, m, 255);
+}
+
+static void R_BuildDistortTexture (void)
+{
+       int x, y, i, j;
+#define DISTORTRESOLUTION 32
+       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+
+       for (i=0; i<4; i++)
+       {
+               for (y=0; y<DISTORTRESOLUTION; y++)
+               {
+                       for (x=0; x<DISTORTRESOLUTION; x++)
+                       {
+                               data[i][y][x][0] = rand () & 255;
+                               data[i][y][x][1] = rand () & 255;
+                       }
+               }
+       }
+
+       for (i=0; i<4; i++)
+       {
+               for (j=0; j<16; j++)
+               {
+                       r_texture_distorttexture[i*16+j] = NULL;
+                       if (gl_textureshader)
+                       {
+                               for (y=0; y<DISTORTRESOLUTION; y++)
+                               {
+                                       for (x=0; x<DISTORTRESOLUTION; x++)
+                                       {
+                                               data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
+                                               data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
+                                       }
+                               }
+                               r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
+                       }
+               }
+       }
+}
+
+static void R_BuildBlankTextures(void)
 {
-       int x, y;
-       qbyte pix[16][16][4];
        qbyte data[4];
-       r_main_texturepool = R_AllocTexturePool();
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
        data[0] = 128; // normal X
        data[1] = 128; // normal Y
        data[2] = 255; // normal Z
@@ -232,6 +323,12 @@ void gl_main_start(void)
        data[2] = 0;
        data[3] = 255;
        r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+static void R_BuildNoTexture(void)
+{
+       int x, y;
+       qbyte pix[16][16][4];
        // this makes a light grey/dark grey checkerboard texture
        for (y = 0;y < 16;y++)
        {
@@ -253,7 +350,94 @@ void gl_main_start(void)
                        }
                }
        }
-       r_texture_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+}
+
+static void R_BuildWhiteCube(void)
+{
+       qbyte data[6*1*1*4];
+       data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+       data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+       data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+       data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+       data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+       data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildNormalizationCube(void)
+{
+       int x, y, side;
+       vec3_t v;
+       vec_t s, t, intensity;
+#define NORMSIZE 64
+       qbyte data[6][NORMSIZE][NORMSIZE][4];
+       for (side = 0;side < 6;side++)
+       {
+               for (y = 0;y < NORMSIZE;y++)
+               {
+                       for (x = 0;x < NORMSIZE;x++)
+                       {
+                               s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               switch(side)
+                               {
+                               case 0:
+                                       v[0] = 1;
+                                       v[1] = -t;
+                                       v[2] = -s;
+                                       break;
+                               case 1:
+                                       v[0] = -1;
+                                       v[1] = -t;
+                                       v[2] = s;
+                                       break;
+                               case 2:
+                                       v[0] = s;
+                                       v[1] = 1;
+                                       v[2] = t;
+                                       break;
+                               case 3:
+                                       v[0] = s;
+                                       v[1] = -1;
+                                       v[2] = -t;
+                                       break;
+                               case 4:
+                                       v[0] = s;
+                                       v[1] = -t;
+                                       v[2] = 1;
+                                       break;
+                               case 5:
+                                       v[0] = -s;
+                                       v[1] = -t;
+                                       v[2] = -1;
+                                       break;
+                               }
+                               intensity = 127.0f / sqrt(DotProduct(v, v));
+                               data[side][y][x][0] = 128.0f + intensity * v[0];
+                               data[side][y][x][1] = 128.0f + intensity * v[1];
+                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+void gl_main_start(void)
+{
+       r_main_texturepool = R_AllocTexturePool();
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       R_BuildBlankTextures();
+       R_BuildNoTexture();
+       R_BuildDetailTextures();
+       R_BuildDistortTexture();
+       if (gl_texturecubemap)
+       {
+               R_BuildWhiteCube();
+               R_BuildNormalizationCube();
+       }
 }
 
 void gl_main_shutdown(void)
@@ -264,6 +448,8 @@ void gl_main_shutdown(void)
        r_texture_blanknormalmap = NULL;
        r_texture_white = NULL;
        r_texture_black = NULL;
+       r_texture_whitecube = NULL;
+       r_texture_normalizationcube = NULL;
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
@@ -316,6 +502,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&developer_texturelogging);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
@@ -362,39 +549,35 @@ static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
 }
 
 extern void R_Textures_Init(void);
-extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
 extern void R_Shadow_Init(void);
-extern void GL_Models_Init(void);
 extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
 extern void R_Crosshairs_Init(void);
 extern void R_Light_Init(void);
 extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
-extern void ui_init(void);
 extern void gl_backend_init(void);
 extern void Sbar_Init(void);
 extern void R_LightningBeams_Init(void);
+extern void Mod_RenderInit(void);
 
 void Render_Init(void)
 {
+       gl_backend_init();
        R_Textures_Init();
        Mod_RenderInit();
-       gl_backend_init();
        R_MeshQueue_Init();
-       GL_Draw_Init();
        GL_Main_Init();
+       GL_Draw_Init();
        R_Shadow_Init();
-       GL_Models_Init();
        R_Sky_Init();
        GL_Surf_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       //ui_init();
        UI_Init();
        Sbar_Init();
        R_LightningBeams_Init();
@@ -475,6 +658,7 @@ static void R_MarkEntities (void)
        if (!r_drawentities.integer)
                return;
 
+       r_refdef.worldentity->visframe = r_framecount;
        renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
        if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
@@ -587,6 +771,11 @@ static void R_SetFrustum(void)
        RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
        frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
        PlaneClassify(&frustum[3]);
+
+       // nearclip plane
+       VectorCopy(r_viewforward, frustum[4].normal);
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+       PlaneClassify(&frustum[4]);
 }
 
 static void R_BlendView(void)
@@ -960,10 +1149,10 @@ void R_RenderScene(void)
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
 
-       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+       if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
        {
                R_ShadowVolumeLighting(true);
-               R_TimeReport("shadowvolume");
+               R_TimeReport("visiblevolume");
        }
 
        GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
@@ -1179,3 +1368,71 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
        R_Mesh_Draw(0, 4, 2, polygonelements);
 }
 
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+{
+       int i;
+       float *vertex3f;
+       for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
+               if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
+                       break;
+       if (i == mesh->numvertices)
+       {
+               if (mesh->numvertices < mesh->maxvertices)
+               {
+                       VectorCopy(v, vertex3f);
+                       mesh->numvertices++;
+               }
+               return mesh->numvertices;
+       }
+       else
+               return i;
+}
+
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
+       {
+               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
+
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
+{
+       int planenum, planenum2;
+       int w;
+       int tempnumpoints;
+       mplane_t *plane, *plane2;
+       float temppoints[2][256*3];
+       for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
+       {
+               w = 0;
+               tempnumpoints = 4;
+               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
+               {
+                       if (planenum2 == planenum)
+                               continue;
+                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+                       w = !w;
+               }
+               if (tempnumpoints < 3)
+                       continue;
+               // generate elements forming a triangle fan for this polygon
+               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+       }
+}
+
+