mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
694 lines
27 KiB
C++
694 lines
27 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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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 along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Base/Statistics_Internal.h>
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#include <Engine/Math/Float.h>
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#include <Engine/Models/ModelObject.h>
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#include <Engine/Models/ModelData.h>
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#include <Engine/Models/ModelProfile.h>
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#include <Engine/Models/RenderModel.h>
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#include <Engine/Models/Model_internal.h>
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#include <Engine/Graphics/DrawPort.h>
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#include <Engine/Base/Lists.inl>
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#include <Engine/Math/OBBox.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Templates/StaticStackArray.cpp>
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CStaticStackArray<CRenderModel> _armRenderModels;
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// texture used for simple model shadows
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CTextureObject _toSimpleModelShadow;
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static INDEX _iRenderingType = 0; // 0=none, 1=view, 2=mask
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extern FLOAT mdl_fLODMul;
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extern FLOAT mdl_fLODAdd;
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extern INDEX mdl_iShadowQuality;
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CAnyProjection3D _aprProjection;
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CDrawPort *_pdp = NULL;
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UBYTE *_pubMask = NULL;
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SLONG _slMaskWidth = 0;
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SLONG _slMaskHeight = 0;
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static enum FPUPrecisionType _fpuOldPrecision;
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// begin/end model rendering to screen
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void BeginModelRenderingView( CAnyProjection3D &prProjection, CDrawPort *pdp)
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{
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ASSERT( _iRenderingType==0 && _pdp==NULL);
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// set 3D projection
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_iRenderingType = 1;
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_pdp = pdp;
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prProjection->ObjectPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
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prProjection->Prepare();
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// in case of mirror projection, move mirror clip plane a bit father from the mirrored models,
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// so we have less clipping (for instance, player feet)
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if( prProjection->pr_bMirror) prProjection->pr_plMirrorView.pl_distance -= 0.06f; // -0.06 is because entire projection is offseted by +0.05
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_aprProjection = prProjection;
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_pdp->SetProjection( _aprProjection);
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// make FPU precision low
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_fpuOldPrecision = GetFPUPrecision();
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SetFPUPrecision(FPT_24BIT);
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// prepare common arrays for simple shadows rendering
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_avtxCommon.PopAll();
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_atexCommon.PopAll();
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_acolCommon.PopAll();
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// eventually setup truform
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extern INDEX gap_bForceTruform;
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extern INDEX ogl_bTruformLinearNormals;
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if( ogl_bTruformLinearNormals) ogl_bTruformLinearNormals = 1;
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if( gap_bForceTruform) {
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gap_bForceTruform = 1;
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gfxSetTruform( _pGfx->gl_iTessellationLevel, ogl_bTruformLinearNormals);
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}
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}
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void EndModelRenderingView( BOOL bRestoreOrtho/*=TRUE*/)
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{
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ASSERT( _iRenderingType==1 && _pdp!=NULL);
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// assure that FPU precision was low all the model rendering time, then revert to old FPU precision
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ASSERT( GetFPUPrecision()==FPT_24BIT);
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SetFPUPrecision(_fpuOldPrecision);
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// restore front face direction
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gfxFrontFace(GFX_CCW);
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// render all batched shadows
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extern void RenderBatchedSimpleShadows_View(void);
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RenderBatchedSimpleShadows_View();
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// back to 2D projection?
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if( bRestoreOrtho) _pdp->SetOrtho();
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_iRenderingType = 0;
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_pdp = NULL;
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// eventually disable re-enable clipping
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gfxEnableClipping();
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if( _aprProjection->pr_bMirror || _aprProjection->pr_bWarp) gfxEnableClipPlane();
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}
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// begin/end model rendering to shadow mask
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void BeginModelRenderingMask( CAnyProjection3D &prProjection, UBYTE *pubMask, SLONG slMaskWidth, SLONG slMaskHeight)
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{
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ASSERT( _iRenderingType==0);
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_iRenderingType = 2;
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_aprProjection = prProjection;
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_pubMask = pubMask;
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_slMaskWidth = slMaskWidth;
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_slMaskHeight = slMaskHeight;
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}
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void EndModelRenderingMask(void)
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{
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ASSERT( _iRenderingType==2);
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_iRenderingType = 0;
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}
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// calculate models bounding box (needed for simple shadows and trivial rejection of in-fog/haze-case)
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static void CalculateBoundingBox( CModelObject *pmo, CRenderModel &rm)
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{
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if( rm.rm_ulFlags & RMF_BBOXSET) return;
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// get model's data and lerp info
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rm.rm_pmdModelData = (CModelData*)pmo->GetData();
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pmo->GetFrame( rm.rm_iFrame0, rm.rm_iFrame1, rm.rm_fRatio);
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// calculate projection model bounding box in object space
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const FLOAT3D &vMin0 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Min();
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const FLOAT3D &vMax0 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Max();
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const FLOAT3D &vMin1 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame1].mfi_Box.Min();
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const FLOAT3D &vMax1 = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame1].mfi_Box.Max();
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rm.rm_vObjectMinBB = Lerp( vMin0, vMin1, rm.rm_fRatio);
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rm.rm_vObjectMaxBB = Lerp( vMax0, vMax1, rm.rm_fRatio);
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rm.rm_vObjectMinBB(1) *= pmo->mo_Stretch(1); rm.rm_vObjectMaxBB(1) *= pmo->mo_Stretch(1);
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rm.rm_vObjectMinBB(2) *= pmo->mo_Stretch(2); rm.rm_vObjectMaxBB(2) *= pmo->mo_Stretch(2);
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rm.rm_vObjectMinBB(3) *= pmo->mo_Stretch(3); rm.rm_vObjectMaxBB(3) *= pmo->mo_Stretch(3);
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rm.rm_ulFlags |= RMF_BBOXSET;
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}
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CRenderModel::CRenderModel(void)
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{
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rm_ulFlags = 0;
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rm_colBlend = C_WHITE|0xFF;
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(INDEX&)rm_fDistanceFactor = 12345678; // mip factor readjustment needed
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rm_iTesselationLevel = 0;
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}
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CRenderModel::~CRenderModel(void)
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{
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if( !(rm_ulFlags&RMF_ATTACHMENT)) _armRenderModels.PopAll();
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}
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// set placement of the object
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void CRenderModel::SetObjectPlacement( const CPlacement3D &pl)
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{
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rm_vObjectPosition = pl.pl_PositionVector;
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MakeRotationMatrixFast( rm_mObjectRotation, pl.pl_OrientationAngle);
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}
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void CRenderModel::SetObjectPlacement( const FLOAT3D &v, const FLOATmatrix3D &m)
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{
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rm_vObjectPosition = v;
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rm_mObjectRotation = m;
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}
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// set modelview matrix if not already set
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void CRenderModel::SetModelView(void)
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{
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_pfModelProfile.StartTimer( CModelProfile::PTI_VIEW_SETMODELVIEW);
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_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_VIEW_SETMODELVIEW);
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// adjust clipping to frustum
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if( rm_ulFlags & RMF_INSIDE) gfxDisableClipping();
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else gfxEnableClipping();
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// adjust clipping to mirror-plane (if any)
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extern INDEX gap_iOptimizeClipping;
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if( gap_iOptimizeClipping>0 && (_aprProjection->pr_bMirror || _aprProjection->pr_bWarp)) {
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if( rm_ulFlags & RMF_INMIRROR) gfxDisableClipPlane();
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else gfxEnableClipPlane();
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}
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// make transform matrix
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const FLOATmatrix3D &m = rm_mObjectToView;
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const FLOAT3D &v = rm_vObjectToView;
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FLOAT glm[16];
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glm[0] = m(1,1); glm[4] = m(1,2); glm[ 8] = m(1,3); glm[12] = v(1);
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glm[1] = m(2,1); glm[5] = m(2,2); glm[ 9] = m(2,3); glm[13] = v(2);
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glm[2] = m(3,1); glm[6] = m(3,2); glm[10] = m(3,3); glm[14] = v(3);
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glm[3] = 0; glm[7] = 0; glm[11] = 0; glm[15] = 1;
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gfxSetViewMatrix(glm);
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// all done
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_pfModelProfile.StopTimer( CModelProfile::PTI_VIEW_SETMODELVIEW);
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}
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// transform a vertex in model with lerping
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void CModelObject::UnpackVertex( CRenderModel &rm, const INDEX iVertex, FLOAT3D &vVertex)
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{
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if( ((CModelData*)GetData())->md_Flags & MF_COMPRESSED_16BIT) {
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// get 16 bit packed vertices
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const SWPOINT3D &vsw0 = rm.rm_pFrame16_0[iVertex].mfv_SWPoint;
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const SWPOINT3D &vsw1 = rm.rm_pFrame16_1[iVertex].mfv_SWPoint;
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// convert them to float and lerp between them
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vVertex(1) = (Lerp( (FLOAT)vsw0(1), (FLOAT)vsw1(1), rm.rm_fRatio) -rm.rm_vOffset(1)) * rm.rm_vStretch(1);
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vVertex(2) = (Lerp( (FLOAT)vsw0(2), (FLOAT)vsw1(2), rm.rm_fRatio) -rm.rm_vOffset(2)) * rm.rm_vStretch(2);
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vVertex(3) = (Lerp( (FLOAT)vsw0(3), (FLOAT)vsw1(3), rm.rm_fRatio) -rm.rm_vOffset(3)) * rm.rm_vStretch(3);
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} else {
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// get 8 bit packed vertices
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const SBPOINT3D &vsb0 = rm.rm_pFrame8_0[iVertex].mfv_SBPoint;
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const SBPOINT3D &vsb1 = rm.rm_pFrame8_1[iVertex].mfv_SBPoint;
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// convert them to float and lerp between them
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vVertex(1) = (Lerp( (FLOAT)vsb0(1), (FLOAT)vsb1(1), rm.rm_fRatio) -rm.rm_vOffset(1)) * rm.rm_vStretch(1);
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vVertex(2) = (Lerp( (FLOAT)vsb0(2), (FLOAT)vsb1(2), rm.rm_fRatio) -rm.rm_vOffset(2)) * rm.rm_vStretch(2);
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vVertex(3) = (Lerp( (FLOAT)vsb0(3), (FLOAT)vsb1(3), rm.rm_fRatio) -rm.rm_vOffset(3)) * rm.rm_vStretch(3);
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}
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}
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// Create render model structure for rendering an attached model
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BOOL CModelObject::CreateAttachment( CRenderModel &rmMain, CAttachmentModelObject &amo)
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{
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_pfModelProfile.StartTimer( CModelProfile::PTI_CREATEATTACHMENT);
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_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_CREATEATTACHMENT);
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CRenderModel &rmAttached = *amo.amo_prm;
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rmAttached.rm_ulFlags = rmMain.rm_ulFlags&(RMF_FOG|RMF_HAZE|RMF_WEAPON) | RMF_ATTACHMENT;
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// get the position
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rmMain.rm_pmdModelData->md_aampAttachedPosition.Lock();
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const CAttachedModelPosition & = rmMain.rm_pmdModelData->md_aampAttachedPosition[amo.amo_iAttachedPosition];
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rmMain.rm_pmdModelData->md_aampAttachedPosition.Unlock();
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// copy common values
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rmAttached.rm_vLightDirection = rmMain.rm_vLightDirection;
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rmAttached.rm_fDistanceFactor = rmMain.rm_fDistanceFactor;
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rmAttached.rm_colLight = rmMain.rm_colLight;
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rmAttached.rm_colAmbient = rmMain.rm_colAmbient;
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rmAttached.rm_colBlend = rmMain.rm_colBlend;
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// unpack the reference vertices
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FLOAT3D vCenter, vFront, vUp;
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const INDEX iCenter = amp.amp_iCenterVertex;
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const INDEX iFront = amp.amp_iFrontVertex;
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const INDEX iUp = amp.amp_iUpVertex;
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UnpackVertex( rmMain, iCenter, vCenter);
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UnpackVertex( rmMain, iFront, vFront);
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UnpackVertex( rmMain, iUp, vUp);
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// create front and up direction vectors
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FLOAT3D vY = vUp - vCenter;
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FLOAT3D vZ = vCenter - vFront;
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// project center and directions from object to absolute space
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const FLOATmatrix3D &mO2A = rmMain.rm_mObjectRotation;
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const FLOAT3D &vO2A = rmMain.rm_vObjectPosition;
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vCenter = vCenter*mO2A +vO2A;
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vY = vY *mO2A;
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vZ = vZ *mO2A;
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// make a rotation matrix from the direction vectors
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FLOAT3D vX = vY*vZ;
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vY = vZ*vX;
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vX.Normalize();
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vY.Normalize();
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vZ.Normalize();
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FLOATmatrix3D mOrientation;
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mOrientation(1,1) = vX(1); mOrientation(1,2) = vY(1); mOrientation(1,3) = vZ(1);
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mOrientation(2,1) = vX(2); mOrientation(2,2) = vY(2); mOrientation(2,3) = vZ(2);
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mOrientation(3,1) = vX(3); mOrientation(3,2) = vY(3); mOrientation(3,3) = vZ(3);
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// adjust for relative placement of the attachment
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FLOAT3D vOffset;
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FLOATmatrix3D mRelative;
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MakeRotationMatrixFast( mRelative, amo.amo_plRelative.pl_OrientationAngle);
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vOffset(1) = amo.amo_plRelative.pl_PositionVector(1) * mo_Stretch(1);
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vOffset(2) = amo.amo_plRelative.pl_PositionVector(2) * mo_Stretch(2);
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vOffset(3) = amo.amo_plRelative.pl_PositionVector(3) * mo_Stretch(3);
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FLOAT3D vO = vCenter + vOffset * mOrientation;
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mOrientation *= mRelative; // convert absolute to relative orientation
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rmAttached.SetObjectPlacement( vO, mOrientation);
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// done here if clipping optimizations are not allowed
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extern INDEX gap_iOptimizeClipping;
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if( gap_iOptimizeClipping<1) {
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gap_iOptimizeClipping = 0;
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_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
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return TRUE;
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}
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// test attachment to frustum and/or mirror
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FLOAT3D vHandle;
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_aprProjection->PreClip( vO, vHandle);
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CalculateBoundingBox( &amo.amo_moModelObject, rmAttached);
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// compose view-space bounding box and sphere of an attacment
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const FLOAT fR = Max( rmAttached.rm_vObjectMinBB.Length(), rmAttached.rm_vObjectMaxBB.Length());
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const FLOATobbox3D boxEntity( FLOATaabbox3D(rmAttached.rm_vObjectMinBB, rmAttached.rm_vObjectMaxBB),
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vHandle, _aprProjection->pr_ViewerRotationMatrix*mOrientation);
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// frustum test?
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if( gap_iOptimizeClipping>1) {
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// test sphere against frustrum
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INDEX iFrustumTest = _aprProjection->TestSphereToFrustum(vHandle,fR);
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if( iFrustumTest==0) {
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// test box if sphere cut one of frustum planes
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iFrustumTest = _aprProjection->TestBoxToFrustum(boxEntity);
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}
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// mark if attachment is fully inside frustum
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if( iFrustumTest>0) rmAttached.rm_ulFlags |= RMF_INSIDE;
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else if( iFrustumTest<0) { // if completely outside of frustum
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// signal skip rendering only if doesn't have any attachments
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_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
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return !amo.amo_moModelObject.mo_lhAttachments.IsEmpty();
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}
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}
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// test sphere against mirror/warp plane (if any)
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if( _aprProjection->pr_bMirror || _aprProjection->pr_bWarp) {
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INDEX iMirrorPlaneTest;
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const FLOAT fPlaneDistance = _aprProjection->pr_plMirrorView.PointDistance(vHandle);
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if( fPlaneDistance < -fR) iMirrorPlaneTest = -1;
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else if( fPlaneDistance > +fR) iMirrorPlaneTest = +1;
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else { // test box if sphere cut mirror plane
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iMirrorPlaneTest = (INDEX) (boxEntity.TestAgainstPlane(_aprProjection->pr_plMirrorView));
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}
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// mark if attachment is fully inside mirror
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if( iMirrorPlaneTest>0) rmAttached.rm_ulFlags |= RMF_INMIRROR;
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else if( iMirrorPlaneTest<0) { // if completely outside mirror
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// signal skip rendering only if doesn't have any attachments
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_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
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return !amo.amo_moModelObject.mo_lhAttachments.IsEmpty();
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}
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}
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// all done
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_pfModelProfile.StopTimer( CModelProfile::PTI_CREATEATTACHMENT);
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return TRUE;
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}
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//--------------------------------------------------------------------------------------------
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/*
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* Render model using preferences given trough _mrpModelRenderPrefs global variable
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*/
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//--------------------------------------------------------------------------------------------
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// transform model to view space
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static void PrepareView( CRenderModel &rm)
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{
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// prepare projections
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const FLOATmatrix3D &mViewer = _aprProjection->pr_ViewerRotationMatrix;
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const FLOAT3D &vViewer = _aprProjection->pr_vViewerPosition;
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FLOATmatrix3D &m = rm.rm_mObjectToView;
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// if half face forward
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if( rm.rm_pmdModelData->md_Flags&MF_HALF_FACE_FORWARD) {
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// get the y-axis vector of object rotation
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FLOAT3D vY(rm.rm_mObjectRotation(1,2), rm.rm_mObjectRotation(2,2), rm.rm_mObjectRotation(3,2));
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// find z axis of viewer
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FLOAT3D vViewerZ( mViewer(3,1), mViewer(3,2), mViewer(3,3));
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// calculate x and z axis vectors to make object head towards viewer
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FLOAT3D vX = (-vViewerZ)*vY;
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vX.Normalize();
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FLOAT3D vZ = vY*vX;
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// compose the rotation matrix back from those angles
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m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1);
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m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2);
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m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3);
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// add viewer rotation to that
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m = mViewer * m;
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} // if full face forward
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else if( rm.rm_pmdModelData->md_Flags&MF_FACE_FORWARD) {
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// use just object banking for rotation
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FLOAT fSinP = -rm.rm_mObjectRotation(2,3);
|
|
FLOAT fCosP = Sqrt(1-fSinP*fSinP);
|
|
FLOAT fSinB, fCosB;
|
|
if( fCosP>0.001f) {
|
|
const FLOAT f1oCosP = 1.0f/fCosP;
|
|
fSinB = rm.rm_mObjectRotation(2,1)*f1oCosP;
|
|
fCosB = rm.rm_mObjectRotation(2,2)*f1oCosP;
|
|
} else {
|
|
fSinB = 0.0f;
|
|
fCosB = 1.0f;
|
|
}
|
|
m(1,1) = +fCosB; m(1,2) = -fSinB; m(1,3) = 0;
|
|
m(2,1) = +fSinB; m(2,2) = +fCosB; m(2,3) = 0;
|
|
m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
|
|
} // if normal model
|
|
else {
|
|
// use viewer and object orientation
|
|
m = mViewer * rm.rm_mObjectRotation;
|
|
}
|
|
// find translation vector
|
|
rm.rm_vObjectToView = rm.rm_vObjectPosition - vViewer;
|
|
rm.rm_vObjectToView *= mViewer;
|
|
}
|
|
|
|
|
|
// render bounding box
|
|
static void RenderWireframeBox( FLOAT3D vMinVtx, FLOAT3D vMaxVtx, COLOR col)
|
|
{
|
|
// only for OpenGL (for now)
|
|
if( _pGfx->gl_eCurrentAPI!=GAT_OGL) return;
|
|
|
|
// prepare wireframe OpenGL settings
|
|
gfxDisableDepthTest();
|
|
gfxDisableDepthWrite();
|
|
gfxDisableBlend();
|
|
gfxDisableAlphaTest();
|
|
gfxDisableTexture();
|
|
// fill vertex array so it represents bounding box
|
|
FLOAT3D vBoxVtxs[8];
|
|
vBoxVtxs[0] = FLOAT3D( vMinVtx(1), vMinVtx(2), vMinVtx(3));
|
|
vBoxVtxs[1] = FLOAT3D( vMaxVtx(1), vMinVtx(2), vMinVtx(3));
|
|
vBoxVtxs[2] = FLOAT3D( vMaxVtx(1), vMinVtx(2), vMaxVtx(3));
|
|
vBoxVtxs[3] = FLOAT3D( vMinVtx(1), vMinVtx(2), vMaxVtx(3));
|
|
vBoxVtxs[4] = FLOAT3D( vMinVtx(1), vMaxVtx(2), vMinVtx(3));
|
|
vBoxVtxs[5] = FLOAT3D( vMaxVtx(1), vMaxVtx(2), vMinVtx(3));
|
|
vBoxVtxs[6] = FLOAT3D( vMaxVtx(1), vMaxVtx(2), vMaxVtx(3));
|
|
vBoxVtxs[7] = FLOAT3D( vMinVtx(1), vMaxVtx(2), vMaxVtx(3));
|
|
// connect vertices into lines of bounding box
|
|
INDEX iBoxLines[12][2];
|
|
iBoxLines[ 0][0] = 0; iBoxLines[ 0][1] = 1; iBoxLines[ 1][0] = 1; iBoxLines[ 1][1] = 2;
|
|
iBoxLines[ 2][0] = 2; iBoxLines[ 2][1] = 3; iBoxLines[ 3][0] = 3; iBoxLines[ 3][1] = 0;
|
|
iBoxLines[ 4][0] = 0; iBoxLines[ 4][1] = 4; iBoxLines[ 5][0] = 1; iBoxLines[ 5][1] = 5;
|
|
iBoxLines[ 6][0] = 2; iBoxLines[ 6][1] = 6; iBoxLines[ 7][0] = 3; iBoxLines[ 7][1] = 7;
|
|
iBoxLines[ 8][0] = 4; iBoxLines[ 8][1] = 5; iBoxLines[ 9][0] = 5; iBoxLines[ 9][1] = 6;
|
|
iBoxLines[10][0] = 6; iBoxLines[10][1] = 7; iBoxLines[11][0] = 7; iBoxLines[11][1] = 4;
|
|
// for all vertices in bounding box
|
|
glCOLOR(col);
|
|
pglBegin( GL_LINES);
|
|
for( INDEX i=0; i<12; i++) {
|
|
// get starting and ending vertices of one line
|
|
FLOAT3D &v0 = vBoxVtxs[iBoxLines[i][0]];
|
|
FLOAT3D &v1 = vBoxVtxs[iBoxLines[i][1]];
|
|
pglVertex3f( v0(1), v0(2), v0(3));
|
|
pglVertex3f( v1(1), v1(2), v1(3));
|
|
}
|
|
pglEnd();
|
|
OGL_CHECKERROR;
|
|
}
|
|
|
|
|
|
|
|
|
|
// setup CRenderModel class for rendering one model and eventually it's shadow(s)
|
|
void CModelObject::SetupModelRendering( CRenderModel &rm)
|
|
{
|
|
_sfStats.IncrementCounter( CStatForm::SCI_MODELS);
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_INITMODELRENDERING);
|
|
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_INITMODELRENDERING);
|
|
|
|
// get model's data and lerp info
|
|
rm.rm_pmdModelData = (CModelData*)GetData();
|
|
GetFrame( rm.rm_iFrame0, rm.rm_iFrame1, rm.rm_fRatio);
|
|
const INDEX ctVertices = rm.rm_pmdModelData->md_VerticesCt;
|
|
if( rm.rm_pmdModelData->md_Flags & MF_COMPRESSED_16BIT) {
|
|
// set pFrame to point to last and next frames' vertices
|
|
rm.rm_pFrame16_0 = &rm.rm_pmdModelData->md_FrameVertices16[rm.rm_iFrame0 *ctVertices];
|
|
rm.rm_pFrame16_1 = &rm.rm_pmdModelData->md_FrameVertices16[rm.rm_iFrame1 *ctVertices];
|
|
} else {
|
|
// set pFrame to point to last and next frames' vertices
|
|
rm.rm_pFrame8_0 = &rm.rm_pmdModelData->md_FrameVertices8[rm.rm_iFrame0 *ctVertices];
|
|
rm.rm_pFrame8_1 = &rm.rm_pmdModelData->md_FrameVertices8[rm.rm_iFrame1 *ctVertices];
|
|
}
|
|
|
|
// obtain current rendering preferences
|
|
rm.rm_rtRenderType = _mrpModelRenderPrefs.GetRenderType();
|
|
// remember blending color
|
|
rm.rm_colBlend = MulColors( rm.rm_colBlend, mo_colBlendColor);
|
|
|
|
// get decompression/stretch factors
|
|
FLOAT3D &vDataStretch = rm.rm_pmdModelData->md_Stretch;
|
|
rm.rm_vStretch(1) = vDataStretch(1) * mo_Stretch(1);
|
|
rm.rm_vStretch(2) = vDataStretch(2) * mo_Stretch(2);
|
|
rm.rm_vStretch(3) = vDataStretch(3) * mo_Stretch(3);
|
|
rm.rm_vOffset = rm.rm_pmdModelData->md_vCompressedCenter;
|
|
// check if object is inverted (in mirror)
|
|
BOOL bXInverted = rm.rm_vStretch(1) < 0;
|
|
BOOL bYInverted = rm.rm_vStretch(2) < 0;
|
|
BOOL bZInverted = rm.rm_vStretch(3) < 0;
|
|
rm.rm_ulFlags &= ~RMF_INVERTED;
|
|
if( bXInverted != bYInverted != bZInverted != _aprProjection->pr_bInverted) rm.rm_ulFlags |= RMF_INVERTED;
|
|
|
|
// prepare projections
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_INITPROJECTION);
|
|
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_INITPROJECTION);
|
|
PrepareView(rm);
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_INITPROJECTION);
|
|
|
|
// get mip factor from projection (if needed)
|
|
if( (INDEX&)rm.rm_fDistanceFactor==12345678) {
|
|
FLOAT3D vObjectAbs;
|
|
_aprProjection->PreClip( rm.rm_vObjectPosition, vObjectAbs);
|
|
rm.rm_fDistanceFactor = _aprProjection->MipFactor( Min(vObjectAbs(3), 0.0f));
|
|
}
|
|
// adjust mip factor in case of dynamic stretch factor
|
|
if( mo_Stretch != FLOAT3D(1,1,1)) {
|
|
rm.rm_fMipFactor = rm.rm_fDistanceFactor - Log2( Max(mo_Stretch(1),Max(mo_Stretch(2),mo_Stretch(3))));
|
|
} else {
|
|
rm.rm_fMipFactor = rm.rm_fDistanceFactor;
|
|
}
|
|
// adjust mip factor by custom settings
|
|
rm.rm_fMipFactor = rm.rm_fMipFactor*mdl_fLODMul +mdl_fLODAdd;
|
|
|
|
// get current mip model using mip factor
|
|
rm.rm_iMipLevel = GetMipModel( rm.rm_fMipFactor);
|
|
mo_iLastRenderMipLevel = rm.rm_iMipLevel;
|
|
// get current vertices mask
|
|
rm.rm_pmmiMip = &rm.rm_pmdModelData->md_MipInfos[rm.rm_iMipLevel];
|
|
|
|
// don't allow any shading, if shading is turned off
|
|
if( rm.rm_rtRenderType & RT_SHADING_NONE) {
|
|
rm.rm_colAmbient = C_WHITE|CT_OPAQUE;
|
|
rm.rm_colLight = C_BLACK;
|
|
}
|
|
|
|
// calculate light vector as seen from model, so that vertex normals
|
|
// do not need to be transformed for lighting calculations
|
|
FLOAT fLightDirection=(rm.rm_vLightDirection).Length();
|
|
if( fLightDirection>0.001f) {
|
|
rm.rm_vLightDirection /= fLightDirection;
|
|
} else {
|
|
rm.rm_vLightDirection = FLOAT3D(0,0,0);
|
|
}
|
|
rm.rm_vLightObj = rm.rm_vLightDirection * !rm.rm_mObjectRotation;
|
|
|
|
// precalculate rendering data if needed
|
|
extern void PrepareModelForRendering( CModelData &md);
|
|
PrepareModelForRendering( *rm.rm_pmdModelData);
|
|
|
|
// done with setup if viewing from this model
|
|
if( rm.rm_ulFlags&RMF_SPECTATOR) {
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_INITMODELRENDERING);
|
|
return;
|
|
}
|
|
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_INITATTACHMENTS);
|
|
// for each attachment on this model object
|
|
FOREACHINLIST( CAttachmentModelObject, amo_lnInMain, mo_lhAttachments, itamo) {
|
|
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_INITATTACHMENTS);
|
|
CAttachmentModelObject *pamo = itamo;
|
|
// create new render model structure
|
|
pamo->amo_prm = &_armRenderModels.Push();
|
|
const BOOL bVisible = CreateAttachment( rm, *pamo);
|
|
if( !bVisible) { // skip if not visible
|
|
pamo->amo_prm = NULL;
|
|
_armRenderModels.Pop();
|
|
continue;
|
|
} // prepare if visible
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_INITMODELRENDERING);
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_INITATTACHMENTS);
|
|
pamo->amo_moModelObject.SetupModelRendering( *pamo->amo_prm);
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_INITATTACHMENTS);
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_INITMODELRENDERING);
|
|
}
|
|
// all done
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_INITATTACHMENTS);
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_INITMODELRENDERING);
|
|
}
|
|
|
|
|
|
|
|
// render model
|
|
void CModelObject::RenderModel( CRenderModel &rm)
|
|
{
|
|
// skip invisible models
|
|
if( mo_Stretch == FLOAT3D(0,0,0)) return;
|
|
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERMODEL);
|
|
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_RENDERMODEL);
|
|
|
|
// cluster shadows rendering?
|
|
if( _iRenderingType==2) {
|
|
RenderModel_Mask(rm);
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERMODEL);
|
|
return;
|
|
}
|
|
ASSERT( _iRenderingType==1);
|
|
|
|
// if we should draw polygons and model
|
|
if( !(rm.rm_ulFlags&RMF_SPECTATOR) && (!(rm.rm_rtRenderType&RT_NO_POLYGON_FILL)
|
|
|| (rm.rm_rtRenderType&RT_WIRE_ON) || (rm.rm_rtRenderType&RT_HIDDEN_LINES)) ) {
|
|
// eventually calculate projection model bounding box in object space (needed for fog/haze trivial rejection)
|
|
if( rm.rm_ulFlags&(RMF_FOG|RMF_HAZE)) CalculateBoundingBox( this, rm);
|
|
// render complete model
|
|
rm.SetModelView();
|
|
RenderModel_View(rm);
|
|
}
|
|
|
|
// if we should draw current frame bounding box
|
|
if( _mrpModelRenderPrefs.BBoxFrameVisible()) {
|
|
// get min and max coordinates of bounding box
|
|
FLOAT3D vMin = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Min();
|
|
FLOAT3D vMax = rm.rm_pmdModelData->md_FrameInfos[rm.rm_iFrame0].mfi_Box.Max();
|
|
rm.SetModelView();
|
|
RenderWireframeBox( vMin, vMax, C_dMAGENTA|CT_OPAQUE);
|
|
}
|
|
|
|
// if we should draw all frames bounding box
|
|
if( _mrpModelRenderPrefs.BBoxAllVisible()) {
|
|
// calculate all frames bounding box
|
|
FLOATaabbox3D aabbMax;
|
|
for( INDEX i=0; i<rm.rm_pmdModelData->md_FramesCt; i++) {
|
|
aabbMax |= rm.rm_pmdModelData->md_FrameInfos[i].mfi_Box;
|
|
} // pass min and max coordinates of all frames bounding box
|
|
rm.SetModelView();
|
|
RenderWireframeBox( aabbMax.Min(), aabbMax.Max(), C_dGRAY|CT_OPAQUE);
|
|
}
|
|
|
|
// render each attachment on this model object
|
|
FOREACHINLIST( CAttachmentModelObject, amo_lnInMain, mo_lhAttachments, itamo)
|
|
{
|
|
// calculate bounding box of an attachment
|
|
CAttachmentModelObject *pamo = itamo;
|
|
if( pamo->amo_prm==NULL) continue; // skip view-rejected attachments
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERMODEL);
|
|
pamo->amo_moModelObject.RenderModel( *pamo->amo_prm);
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERMODEL);
|
|
}
|
|
// done
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERMODEL);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------
|
|
/*
|
|
* Render shadow of model
|
|
*/
|
|
//--------------------------------------------------------------------------------------------
|
|
void CModelObject::RenderShadow( CRenderModel &rm, const CPlacement3D &plLight,
|
|
const FLOAT fFallOff, const FLOAT fHotSpot, const FLOAT fIntensity,
|
|
const FLOATplane3D &plShadowPlane)
|
|
{
|
|
// if shadows are not rendered for current mip or model is half/full face-forward, do nothing
|
|
if( !HasShadow(rm.rm_iMipLevel)
|
|
|| (rm.rm_pmdModelData->md_Flags&(MF_FACE_FORWARD|MF_HALF_FACE_FORWARD))) return;
|
|
ASSERT( _iRenderingType==1);
|
|
ASSERT( fIntensity>=0 && fIntensity<=1);
|
|
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERSHADOW);
|
|
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_RENDERSHADOW);
|
|
_sfStats.IncrementCounter( CStatForm::SCI_MODELSHADOWS);
|
|
|
|
// call driver function for drawing shadows
|
|
rm.SetModelView();
|
|
RenderShadow_View( rm, plLight, fFallOff, fHotSpot, fIntensity, plShadowPlane);
|
|
|
|
// render shadow or each attachment on this model object
|
|
FOREACHINLIST( CAttachmentModelObject, amo_lnInMain, mo_lhAttachments, itamo) {
|
|
CAttachmentModelObject *pamo = itamo;
|
|
if( pamo->amo_prm==NULL) continue; // skip view-rejected attachments
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERSHADOW);
|
|
pamo->amo_moModelObject.RenderShadow( *pamo->amo_prm, plLight, fFallOff, fHotSpot, fIntensity, plShadowPlane);
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERSHADOW);
|
|
}
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERSHADOW);
|
|
}
|
|
|
|
|
|
// simple shadow rendering
|
|
void CModelObject::AddSimpleShadow( CRenderModel &rm, const FLOAT fIntensity, const FLOATplane3D &plShadowPlane)
|
|
{
|
|
// if shadows are not rendered for current mip, model is half/full face-forward,
|
|
// intensitiy is too low or projection is not perspective - do nothing!
|
|
if( !HasShadow(rm.rm_iMipLevel) || fIntensity<0.01f || !_aprProjection.IsPerspective()
|
|
|| (rm.rm_pmdModelData->md_Flags&(MF_FACE_FORWARD|MF_HALF_FACE_FORWARD))) return;
|
|
ASSERT( _iRenderingType==1);
|
|
ASSERT( fIntensity>0 && fIntensity<=1);
|
|
// do some rendering
|
|
_pfModelProfile.StartTimer( CModelProfile::PTI_RENDERSIMPLESHADOW);
|
|
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_RENDERSIMPLESHADOW);
|
|
_sfStats.IncrementCounter( CStatForm::SCI_MODELSHADOWS);
|
|
// calculate projection model bounding box in object space (if needed)
|
|
CalculateBoundingBox( this, rm);
|
|
// add one simple shadow to batch list
|
|
AddSimpleShadow_View( rm, fIntensity, plShadowPlane);
|
|
// all done
|
|
_pfModelProfile.StopTimer( CModelProfile::PTI_RENDERSIMPLESHADOW);
|
|
}
|