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gl_rendermain.go
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367 lines (329 loc) · 8.33 KB
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package main
import (
"encoding/binary"
"unsafe"
"github.com/vkngwrapper/core/v3/core1_0"
"github.com/vkngwrapper/math"
)
import stdmath "math"
var CVarRDrawEntities = &CVar{
Name: "r_drawentities",
StringVal: "1",
}
var CVarRDrawViewModel = &CVar{
Name: "r_drawviewmodel",
StringVal: "1",
}
var CVarRSpeeds = &CVar{
Name: "r_speeds",
StringVal: "0",
}
var CVarRPos = &CVar{
Name: "r_pos",
StringVal: "0",
}
var CVarRFullBright = &CVar{
Name: "r_fullbright",
StringVal: "0",
}
var CVarRLightMap = &CVar{
Name: "r_lightmap",
StringVal: "0",
}
var CVarRWaterAlpha = &CVar{
Name: "r_wateralpha",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRDynamic = &CVar{
Name: "r_dynamic",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRNovis = &CVar{
Name: "r_novis",
StringVal: "0",
Flags: CVarFlagArchive,
}
var CVarRSIMD = &CVar{
Name: "r_simd",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRAlphaSort = &CVar{
Name: "r_alphasort",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarGLFinish = &CVar{
Name: "gl_finish",
StringVal: "0",
}
var CVarGLPolyBlend = &CVar{
Name: "gl_polyblend",
StringVal: "1",
}
var CVarGLNoColors = &CVar{
Name: "gl_nocolors",
StringVal: "0",
}
var CVarRClearColor = &CVar{
Name: "r_clearcolor",
StringVal: "2",
Flags: CVarFlagArchive,
}
var CVarRFastClear = &CVar{
Name: "r_fastclear",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRFlatLightStyles = &CVar{
Name: "r_flatlightstyles",
StringVal: "0",
}
var CVarRLerpLightStyles = &CVar{
Name: "r_lerplightstyles",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarGLFullBrights = &CVar{
Name: "gl_fullbrights",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarGLFarClip = &CVar{
Name: "gl_farclip",
StringVal: "16384",
Flags: CVarFlagArchive,
}
var CVarROldSkyLeaf = &CVar{
Name: "r_oldskyleaf",
StringVal: "0",
}
var CVarRDrawWorld = &CVar{
Name: "r_drawworld",
StringVal: "1",
}
var CVarRShowTris = &CVar{
Name: "r_showtris",
StringVal: "0",
}
var CVarRShowBBoxes = &CVar{
Name: "r_showbboxes",
StringVal: "0",
}
var CVarRShowBBoxesFilter = &CVar{
Name: "r_showbboxes_filter",
StringVal: "",
}
var CVarRLerpModels = &CVar{
Name: "r_lerpmodels",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRLerpMove = &CVar{
Name: "r_lerpmove",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRLerpTurn = &CVar{
Name: "r_lerpturn",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRNoLerpList = &CVar{
Name: "r_nolerp_list",
StringVal: "progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl," +
"progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl",
}
var CVarGLZFix = &CVar{
Name: "gl_zfix",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRLavaAlpha = &CVar{
Name: "r_lavaalpha",
StringVal: "0",
}
var CVarRTeleAlpha = &CVar{
Name: "r_telealpha",
StringVal: "0",
}
var CVarRSlimeAlpha = &CVar{
Name: "r_slimealpha",
StringVal: "0",
}
var CVarRScale = &CVar{
Name: "r_scale",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRGPULightMapUpdate = &CVar{
Name: "r_gpulightmapupdate",
StringVal: "1",
}
var CVarRRTShadows = &CVar{
Name: "r_rtshadows",
StringVal: "1",
Flags: CVarFlagArchive,
}
var CVarRTasks = &CVar{
Name: "r_tasks",
StringVal: "1",
}
var CVarRIndirect = &CVar{
Name: "r_indirect",
StringVal: "1",
}
const (
NearClip float32 = 4
)
type CameraData struct {
planes [4]MPlane
viewNormal math.Vec3[float32]
viewUp math.Vec3[float32]
viewRight math.Vec3[float32]
viewOrigin math.Vec3[float32]
fovX float32
fovY float32
viewLeaf *MLeaf
oldViewLeaf *MLeaf
renderWarp bool
renderScale int
drawWorldCheatSafe bool
fullBrightCheatSafe bool
lightMapCheatSafe bool
}
var Camera = &CameraData{}
func (f *CameraData) CullBox(mins *math.Vec3[float32], maxs *math.Vec3[float32]) bool {
for i := 0; i < 4; i++ {
plane := f.planes[i]
signBits := plane.SignBits
vec := maxs
if signBits&1 != 0 {
vec.X = mins.X
}
if signBits&2 != 0 {
vec.Y = mins.Y
}
if signBits&4 != 0 {
vec.Z = mins.Z
}
if vec.DotProduct(&plane.Normal) < plane.Dist {
return true
}
}
return false
}
func (f *CameraData) CullModelForEntity(e *Entity) bool {
var mins, maxs math.Vec3[float32]
var minBounds, maxBounds *math.Vec3[float32]
if e.Angles.X != 0 || e.Angles.Z != 0 {
minBounds = &e.Model.RMins
maxBounds = &e.Model.RMaxs
} else if e.Angles.Y != 0 {
minBounds = &e.Model.YMins
maxBounds = &e.Model.YMaxs
} else {
minBounds = &e.Model.Mins
maxBounds = &e.Model.Maxs
}
scaleFactor := float32(e.NetState.Scale) / 16.0
if scaleFactor != 1.0 {
mins.SetScale(minBounds, scaleFactor)
mins.AddVec3(&e.Origin)
maxs.SetScale(maxBounds, scaleFactor)
maxs.AddVec3(&e.Origin)
} else {
mins.SetAddVec3(&e.Origin, minBounds)
maxs.SetAddVec3(&e.Origin, maxBounds)
}
return f.CullBox(&mins, &maxs)
}
func (f *CameraData) SetFrustum(fovX, fovY float32) {
f.planes[0].Normal.SetRotateTowards(&f.viewNormal, math.ToRadians(fovX/2.0-90), &f.viewRight)
f.planes[1].Normal.SetRotateTowards(&f.viewNormal, math.ToRadians(90-fovX/2.0), &f.viewRight)
f.planes[2].Normal.SetRotateTowards(&f.viewNormal, math.ToRadians(90-fovY/2.0), &f.viewUp)
f.planes[3].Normal.SetRotateTowards(&f.viewNormal, math.ToRadians(fovY/2.0-90), &f.viewUp)
for i := 0; i < 4; i++ {
f.planes[i].Type = byte(PlaneAnyZ)
f.planes[i].Dist = f.viewOrigin.DotProduct(&f.planes[i].Normal)
f.planes[i].SignBits = SignBitsForPlane(&f.planes[i])
}
}
func (f *CameraData) SetupMatrices() {
// Projection matrix
Vulkan.ProjectionMatrix.SetAdaptiveNearPlanePerspective(
math.ToRadians(f.fovY), f.fovX/f.fovY, float32(CVarGLFarClip.Value), 0.5, NearClip,
)
// View matrix
Vulkan.ViewMatrix.SetRotationX(-stdmath.Pi / 2)
Vulkan.ViewMatrix.RotateZ(stdmath.Pi / 2)
Vulkan.ViewMatrix.RotateX(math.ToRadians(-RenderData.ViewAngles.Z))
Vulkan.ViewMatrix.RotateY(math.ToRadians(-RenderData.ViewAngles.X))
Vulkan.ViewMatrix.RotateZ(math.ToRadians(-RenderData.ViewAngles.Y))
Vulkan.ViewMatrix.Translate(-RenderData.ViewOrigin.X, -RenderData.ViewOrigin.Y, -RenderData.ViewOrigin.Z)
// View projection matrix
Vulkan.ViewProjectionMatrix.SetMultMat4x4(&Vulkan.ProjectionMatrix, &Vulkan.ViewMatrix)
}
func (c *CameraData) RenderSetupViewBeforeMark() {
// Need to do this early because we now update dynamic light maps during R_MarkSurfaces
if CVarRGPULightMapUpdate.Value != 0 {
// TODO: R_PushDLights
}
// TODO: R_AnimateLight
// Build the transformation matrix for the given view angles
RenderData.ViewOrigin.SetVec3(&c.viewOrigin)
math.EulersToVectors(
math.ToRadians(RenderData.ViewAngles.X),
math.ToRadians(RenderData.ViewAngles.Y),
math.ToRadians(RenderData.ViewAngles.Z),
&c.viewNormal,
&c.viewRight,
&c.viewUp,
)
// Current viewleaf
c.oldViewLeaf = c.viewLeaf
// TODO: Mod_PointINLeaf
c.fovX = RenderData.FovX
c.fovY = RenderData.FovY
c.renderWarp = false
c.renderScale = int(CVarRScale.Value)
// TODO: Warp
c.SetFrustum(c.fovX, c.fovY)
c.SetupMatrices()
c.fullBrightCheatSafe = false
c.lightMapCheatSafe = false
c.drawWorldCheatSafe = true
// TODO: Client
}
func RotateForEntity(matrix *math.Mat4x4[float32], origin *math.Vec3[float32], angles *math.Vec3[float32], scale uint8) {
matrix.Translate(origin.X, origin.Y, origin.Z)
matrix.RotateZ(math.ToRadians(float64(angles.Y)))
matrix.RotateY(math.ToRadians(float64(-angles.X)))
matrix.RotateX(math.ToRadians(float64(angles.Z)))
scaleFactor := float32(scale) / 16.0
if scaleFactor != 1.0 {
matrix.Scale(scaleFactor, scaleFactor, scaleFactor)
}
}
func SignBitsForPlane(plane *MPlane) byte {
var bits byte
if plane.Normal.X < 0 {
bits |= 1
}
if plane.Normal.Y < 0 {
bits |= 2
}
if plane.Normal.Z < 0 {
bits |= 4
}
return bits
}
func RenderSetupCommandBufferContext(context *CommandBufferContext) {
// TODO: GL_Viewport
RenderBindPipeline(context, core1_0.PipelineBindPointGraphics, Vulkan.BasicBlendPipeline[context.RenderPassIndex])
matrixData := make([]byte, 0, 16*int(unsafe.Sizeof(float32(0))))
_, _ = binary.Append(matrixData, binary.LittleEndian, Vulkan.ViewProjectionMatrix)
RenderPushConstants(context, core1_0.StageAllGraphics, 0, matrixData)
}