#5979: Cubemap support for opengl2.

This commit is contained in:
SmileTheory 2013-09-16 00:54:26 -07:00
parent 68a616c7f1
commit 7e875c6941
23 changed files with 1268 additions and 516 deletions

View file

@ -1607,7 +1607,7 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
R_RotateForViewer();
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
RB_BeginSurface( shader, fogNum );
RB_BeginSurface( shader, fogNum, drawSurf->cubemapIndex);
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
assert( tess.numVertexes < 128 );
@ -1725,6 +1725,9 @@ qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
return qfalse; // bad portal, no portalentity
}
if (newParms.isMirror)
newParms.flags |= VPF_NOVIEWMODEL;
R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
@ -1844,7 +1847,7 @@ R_AddDrawSurf
=================
*/
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap, int pshadowMap ) {
int fogIndex, int dlightMap, int pshadowMap, int cubemap ) {
int index;
// instead of checking for overflow, we just mask the index
@ -1855,6 +1858,7 @@ void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT )
| ((int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap;
tr.refdef.drawSurfs[index].cubemapIndex = cubemap;
tr.refdef.drawSurfs[index].surface = surface;
tr.refdef.numDrawSurfs++;
}
@ -1958,8 +1962,7 @@ static void R_AddEntitySurface (int entityNum)
// we don't want the hacked weapon position showing in
// mirrors, because the true body position will already be drawn
//
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.isPortal
|| (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))) ) {
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.flags & VPF_NOVIEWMODEL)) {
return;
}
@ -1979,7 +1982,7 @@ static void R_AddEntitySurface (int entityNum)
return;
}
shader = R_GetShaderByHandle( ent->e.customShader );
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0 );
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0, 0 /*cubeMap*/ );
break;
case RT_MODEL:
@ -1988,7 +1991,7 @@ static void R_AddEntitySurface (int entityNum)
tr.currentModel = R_GetModelByHandle( ent->e.hModel );
if (!tr.currentModel) {
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 );
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 /*cubeMap*/ );
} else {
switch ( tr.currentModel->type ) {
case MOD_MESH:
@ -2010,7 +2013,7 @@ static void R_AddEntitySurface (int entityNum)
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
break;
}
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 );
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 );
break;
default:
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
@ -2186,7 +2189,7 @@ void R_RenderDlightCubemaps(const refdef_t *fd)
shadowParms.fovX = 90;
shadowParms.fovY = 90;
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW;
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
shadowParms.zFar = tr.refdef.dlights[i].radius;
VectorCopy( tr.refdef.dlights[i].origin, shadowParms.or.origin );
@ -2490,7 +2493,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
if (glRefConfig.framebufferObject)
shadowParms.targetFbo = tr.pshadowFbos[i];
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW;
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
shadowParms.zFar = shadow->lightRadius;
VectorCopy(shadow->lightOrigin, shadowParms.or.origin);
@ -2835,7 +2838,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
if (glRefConfig.framebufferObject)
shadowParms.targetFbo = tr.sunShadowFbo[level];
shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC;
shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC | VPF_NOVIEWMODEL;
shadowParms.zFar = lightviewBounds[1][0];
VectorCopy(lightOrigin, shadowParms.or.origin);
@ -2874,3 +2877,130 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
Matrix16Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
}
}
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
{
refdef_t refdef;
viewParms_t parms;
float oldColorScale = tr.refdef.colorScale;
memset( &refdef, 0, sizeof( refdef ) );
refdef.rdflags = 0;
VectorCopy(tr.cubemapOrigins[cubemapIndex], refdef.vieworg);
switch(cubemapSide)
{
case 0:
// -X
VectorSet( refdef.viewaxis[0], -1, 0, 0);
VectorSet( refdef.viewaxis[1], 0, 0, -1);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
case 1:
// +X
VectorSet( refdef.viewaxis[0], 1, 0, 0);
VectorSet( refdef.viewaxis[1], 0, 0, 1);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
case 2:
// -Y
VectorSet( refdef.viewaxis[0], 0, -1, 0);
VectorSet( refdef.viewaxis[1], 1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 0, -1);
break;
case 3:
// +Y
VectorSet( refdef.viewaxis[0], 0, 1, 0);
VectorSet( refdef.viewaxis[1], 1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 0, 1);
break;
case 4:
// -Z
VectorSet( refdef.viewaxis[0], 0, 0, -1);
VectorSet( refdef.viewaxis[1], 1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
case 5:
// +Z
VectorSet( refdef.viewaxis[0], 0, 0, 1);
VectorSet( refdef.viewaxis[1], -1, 0, 0);
VectorSet( refdef.viewaxis[2], 0, 1, 0);
break;
}
refdef.fov_x = 90;
refdef.fov_y = 90;
refdef.x = 0;
refdef.y = 0;
refdef.width = tr.renderCubeFbo->width;
refdef.height = tr.renderCubeFbo->height;
refdef.time = 0;
if (!subscene)
{
RE_BeginScene(&refdef);
// FIXME: sun shadows aren't rendered correctly in cubemaps
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
if(0) //(glRefConfig.framebufferObject && (r_forceSun->integer || tr.sunShadows))
{
R_RenderSunShadowMaps(&refdef, 0);
R_RenderSunShadowMaps(&refdef, 1);
R_RenderSunShadowMaps(&refdef, 2);
}
}
{
vec3_t ambient, directed, lightDir;
R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
tr.refdef.colorScale = 766.0f / (directed[0] + directed[1] + directed[2] + 1.0f);
if (directed[0] + directed[1] + directed[2] == 0)
{
ri.Printf(PRINT_ALL, "cubemap %d (%f, %f, %f) is outside the lightgrid!\n", cubemapIndex, tr.refdef.vieworg[0], tr.refdef.vieworg[1], tr.refdef.vieworg[2]);
}
}
Com_Memset( &parms, 0, sizeof( parms ) );
parms.viewportX = 0;
parms.viewportY = 0;
parms.viewportWidth = tr.renderCubeFbo->width;
parms.viewportHeight = tr.renderCubeFbo->height;
parms.isPortal = qfalse;
parms.isMirror = qtrue;
parms.flags = VPF_NOVIEWMODEL | VPF_NOCUBEMAPS;
parms.fovX = 90;
parms.fovY = 90;
VectorCopy( refdef.vieworg, parms.or.origin );
VectorCopy( refdef.viewaxis[0], parms.or.axis[0] );
VectorCopy( refdef.viewaxis[1], parms.or.axis[1] );
VectorCopy( refdef.viewaxis[2], parms.or.axis[2] );
VectorCopy( refdef.vieworg, parms.pvsOrigin );
// FIXME: sun shadows aren't rendered correctly in cubemaps
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
if (0) //(r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
{
parms.flags = VPF_USESUNLIGHT;
}
parms.targetFbo = tr.renderCubeFbo;
parms.targetFboLayer = cubemapSide;
parms.targetFboCubemapIndex = cubemapIndex;
R_RenderView(&parms);
if (subscene)
{
tr.refdef.colorScale = oldColorScale;
}
else
{
RE_EndScene();
}
}