/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // OpenGL 2.0+ rendering back-end #include "tr_local.h" #include "GL/glew.h" #define GL_INDEX_TYPE GL_UNSIGNED_INT // the renderer front end should never modify glstate_t typedef struct { int currenttmu; int texID[MAX_TMUS]; int texEnv[MAX_TMUS]; qbool finishCalled; int faceCulling; unsigned glStateBits; } glstate_t; static glstate_t glState; static void GL_Bind( const image_t* image ); static void GL_SelectTexture( int unit ); static void GL_State( unsigned long stateVector ); static void GL_TexEnv( int env ); static void GL_Cull( int cullType ); static void R_BindAnimatedImage( const textureBundle_t* bundle ); static void RB_FogPass(); static void GAL_Begin2D(); static GLint GetTexEnv( texEnv_t texEnv ); void GL_GetRenderTargetFormat( GLenum* internalFormat, GLenum* format, GLenum* type, int cnq3Format ); void GL_CreateColorRenderBufferStorageMS( int* samples ); struct GLSL_Program { GLuint p; // linked program GLuint vs; // vertex shader GLuint fs; // fragment shader }; static GLuint progCurrent; static void GL_Program( const GLSL_Program& prog ) { assert( prog.p ); if ( prog.p != progCurrent ) { glUseProgram( prog.p ); progCurrent = prog.p; } } static void GL_Program() { if ( progCurrent != 0 ) { glUseProgram(0); progCurrent = 0; } } static GLSL_Program dynLightProg; struct GLSL_DynLightProgramAttribs { // vertex shader: GLint osEyePos; // 4f, object-space GLint osLightPos; // 4f, object-space // pixel shader: GLint texture; // 2D texture GLint lightColorRadius; // 4f, w = 1 / (r^2) GLint opaqueIntensity; // 2f }; static GLSL_DynLightProgramAttribs dynLightProgAttribs; static void GAL_BeginDynamicLight() { GL_Program( dynLightProg ); const dlight_t* dl = tess.light; vec3_t lightColor; VectorCopy( dl->color, lightColor ); glUniform4f( dynLightProgAttribs.osLightPos, dl->transformed[0], dl->transformed[1], dl->transformed[2], 0.0f ); glUniform4f( dynLightProgAttribs.osEyePos, backEnd.orient.viewOrigin[0], backEnd.orient.viewOrigin[1], backEnd.orient.viewOrigin[2], 0.0f ); glUniform4f( dynLightProgAttribs.lightColorRadius, lightColor[0], lightColor[1], lightColor[2], 1.0f / Square(dl->radius) ); glUniform1i( dynLightProgAttribs.texture, 0 ); // we use texture unit 0 } static void DrawDynamicLight() { GL_Cull( tess.shader->cullType ); if ( tess.shader->polygonOffset ) glEnable( GL_POLYGON_OFFSET_FILL ); glUniform2f( dynLightProgAttribs.opaqueIntensity, backEnd.dlOpaque ? 1.0f : 0.0f, backEnd.dlIntensity ); const int stage = tess.shader->lightingStages[ST_DIFFUSE]; const shaderStage_t* pStage = tess.xstages[ stage ]; // since this is guaranteed to be a single pass, fill and lock all the arrays glDisableClientState( GL_COLOR_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer( 2, GL_FLOAT, 0, tess.svars[stage].texcoordsptr ); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer( GL_FLOAT, 16, tess.normal ); glVertexPointer( 3, GL_FLOAT, 16, tess.xyz ); glLockArraysEXT( 0, tess.numVertexes ); GL_State( backEnd.dlStateBits ); GL_SelectTexture( 0 ); R_BindAnimatedImage( &pStage->bundle ); glDrawElements( GL_TRIANGLES, tess.dlNumIndexes, GL_INDEX_TYPE, tess.dlIndexes ); glUnlockArraysEXT(); glDisableClientState( GL_NORMAL_ARRAY ); if ( tess.shader->polygonOffset ) glDisable( GL_POLYGON_OFFSET_FILL ); } // returns qtrue if needs to break early static qbool GL2_StageIterator_MultitextureStage( int stage ) { const shaderStage_t* const pStage = tess.xstages[stage]; GL_SelectTexture( 1 ); glEnable( GL_TEXTURE_2D ); GL_TexEnv( GetTexEnv( pStage->mtEnv ) ); R_BindAnimatedImage( &pStage->bundle ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer( 2, GL_FLOAT, 0, tess.svars[stage].texcoordsptr ); glDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes ); glDisable( GL_TEXTURE_2D ); GL_SelectTexture( 0 ); return qfalse; } static void DrawGeneric() { GL_Program(); GL_Cull( tess.shader->cullType ); if ( tess.shader->polygonOffset ) glEnable( GL_POLYGON_OFFSET_FILL ); // geometry is per-shader and can be compiled // color and tc are per-stage, and can't glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glVertexPointer( 3, GL_FLOAT, 16, tess.xyz ); // padded for SIMD glLockArraysEXT( 0, tess.numVertexes ); glEnableClientState( GL_COLOR_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); for ( int stage = 0; stage < tess.shader->numStages; ++stage ) { const shaderStage_t* pStage = tess.xstages[stage]; glColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars[stage].colors ); glTexCoordPointer( 2, GL_FLOAT, 0, tess.svars[stage].texcoordsptr ); R_BindAnimatedImage( &pStage->bundle ); GL_State( pStage->stateBits ); if ( pStage->mtStages ) { // we can't really cope with massive collapses, so assert( pStage->mtStages == 1 ); if ( GL2_StageIterator_MultitextureStage( stage + 1 ) ) break; stage += pStage->mtStages; continue; } glDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes ); } if ( tess.drawFog ) RB_FogPass(); glUnlockArraysEXT(); if ( tess.shader->polygonOffset ) glDisable( GL_POLYGON_OFFSET_FILL ); } static void GAL_Draw( drawType_t type ) { if ( type == DT_DYNAMIC_LIGHT ) DrawDynamicLight(); else DrawGeneric(); } static qbool GL2_CreateShader( GLuint* shaderPtr, GLenum shaderType, const char* shaderSource ) { GLuint shader = glCreateShader( shaderType ); glShaderSource( shader, 1, &shaderSource, NULL ); glCompileShader( shader ); GLint result = GL_FALSE; glGetShaderiv( shader, GL_COMPILE_STATUS, &result ); if ( result == GL_TRUE ) { *shaderPtr = shader; return qtrue; } GLint logLength = 0; glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLength ); static char log[4096]; // I've seen logs over 3 KB in size. glGetShaderInfoLog( shader, sizeof(log), NULL, log ); ri.Printf( PRINT_ERROR, "%s shader: %s\n", shaderType == GL_VERTEX_SHADER ? "Vertex" : "Fragment", log ); return qfalse; } static qbool GL2_CreateProgram( GLSL_Program& prog, const char* vs, const char* fs ) { if ( !GL2_CreateShader( &prog.vs, GL_VERTEX_SHADER, vs ) ) return qfalse; if ( !GL2_CreateShader( &prog.fs, GL_FRAGMENT_SHADER, fs ) ) return qfalse; prog.p = glCreateProgram(); glAttachShader( prog.p, prog.vs ); glAttachShader( prog.p, prog.fs ); glLinkProgram( prog.p ); return qtrue; } // We don't use "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;" // because most everything is rendered using the fixed function pipeline and // ftransform makes sure we get matching results (and thus avoid Z-fighting). static const char* dynLightVS = "uniform vec4 osLightPos;\n" "uniform vec4 osEyePos;\n" "varying vec4 L;\n" // object-space light vector "varying vec4 V;\n" // object-space view vector "varying vec3 nN;\n" // normalized object-space normal vector "\n" "void main()\n" "{\n" " gl_Position = ftransform();\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" " L = osLightPos - gl_Vertex;\n" " V = osEyePos - gl_Vertex;\n" " nN = gl_Normal;\n" "}\n" ""; static const char* dynLightFS = "uniform sampler2D texture;\n" "uniform vec4 lightColorRadius;\n" // w = 1 / (r^2) "uniform vec2 opaqueIntensity;\n" "varying vec4 L;\n" // object-space light vector "varying vec4 V;\n" // object-space view vector "varying vec3 nN;\n" // normalized object-space normal vector "\n" "float BezierEase(float t)\n" "{\n" " return t * t * (3.0 - 2.0 * t);\n" "}\n" "\n" "void main()\n" "{\n" " vec4 base = texture2D(texture, gl_TexCoord[0].xy);\n" " vec3 nL = normalize(L.xyz);\n" // normalized light vector " vec3 nV = normalize(V.xyz);\n" // normalized view vector // light intensity " float intensFactor = min(dot(L.xyz, L.xyz) * lightColorRadius.w, 1.0);" " vec3 intens = lightColorRadius.rgb * BezierEase(1.0 - sqrt(intensFactor));\n" // specular reflection term (N.H) " float specFactor = min(abs(dot(nN, normalize(nL + nV))), 1.0);\n" " float spec = pow(specFactor, 16.0) * 0.25;\n" // Lambertian diffuse reflection term (N.L) " float diffuse = min(abs(dot(nN, nL)), 1.0);\n" " vec3 color = (base.rgb * vec3(diffuse) + vec3(spec)) * intens * opaqueIntensity.y;\n" " float alpha = mix(opaqueIntensity.x, 1.0, base.a);\n" " gl_FragColor = vec4(color.rgb * alpha, alpha);\n" "}\n" ""; struct FrameBuffer { GLuint fbo; GLuint color; // texture if MS, buffer if SS GLuint depthStencil; // texture if MS, buffer if SS qbool multiSampled; qbool hasDepthStencil; }; static FrameBuffer frameBufferMain; static FrameBuffer frameBuffersPostProcess[2]; static unsigned int frameBufferReadIndex = 0; // read this for the latest color/depth data static qbool frameBufferMultiSampling = qfalse; #define GL( call ) call; GL2_CheckError( #call, __FUNCTION__, __FILE__, __LINE__ ) static const char* GL2_GetErrorString( GLenum ec ) { #define CASE( x ) case x: return #x switch ( ec ) { CASE( GL_NO_ERROR ); CASE( GL_INVALID_ENUM ); CASE( GL_INVALID_VALUE ); CASE( GL_INVALID_OPERATION ); CASE( GL_INVALID_FRAMEBUFFER_OPERATION ); CASE( GL_OUT_OF_MEMORY ); CASE( GL_STACK_UNDERFLOW ); CASE( GL_STACK_OVERFLOW ); default: return "?"; } #undef CASE } static void GL2_CheckError( const char* call, const char* function, const char* file, int line ) { const GLenum ec = glGetError(); if ( ec == GL_NO_ERROR ) return; const char* fileName = file; while ( *file ) { if ( *file == '/' || *file == '\\' ) fileName = file + 1; ++file; } ri.Printf( PRINT_ERROR, "%s failed\n", call ); ri.Printf( PRINT_ERROR, "%s:%d in %s\n", fileName, line, function ); ri.Printf( PRINT_ERROR, "GL error code: 0x%X (%d)\n", (unsigned int)ec, (int)ec ); ri.Printf( PRINT_ERROR, "GL error message: %s\n", GL2_GetErrorString(ec) ); } static qbool GL2_FBO_CreateSS( FrameBuffer& fb, qbool depthStencil ) { while ( glGetError() != GL_NO_ERROR ) {} // clear the error queue if ( depthStencil ) { GL(glGenTextures( 1, &fb.depthStencil )); GL(glBindTexture( GL_TEXTURE_2D, fb.depthStencil )); GL(glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )); GL(glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )); GL(glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, glConfig.vidWidth, glConfig.vidHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL )); } GLenum internalFormat, format, type; GL_GetRenderTargetFormat( &internalFormat, &format, &type, r_rtColorFormat->integer ); GL(glGenTextures( 1, &fb.color )); GL(glBindTexture( GL_TEXTURE_2D, fb.color )); GL(glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )); GL(glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )); GL(glTexImage2D( GL_TEXTURE_2D, 0, internalFormat, glConfig.vidWidth, glConfig.vidHeight, 0, format, type, NULL )); GL(glGenFramebuffers( 1, &fb.fbo )); GL(glBindFramebuffer( GL_FRAMEBUFFER, fb.fbo )); GL(glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb.color, 0 )); if ( depthStencil ) GL(glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb.depthStencil, 0 )); const GLenum fboStatus = glCheckFramebufferStatus( GL_FRAMEBUFFER ); if ( fboStatus != GL_FRAMEBUFFER_COMPLETE ) { ri.Error( ERR_FATAL, "Failed to create FBO (status 0x%X, error 0x%X)\n", (unsigned int)fboStatus, (unsigned int)glGetError() ); return qfalse; } glBindFramebuffer( GL_FRAMEBUFFER, 0 ); fb.multiSampled = qfalse; fb.hasDepthStencil = depthStencil; return qtrue; } static qbool GL2_FBO_CreateMS( int* sampleCount, FrameBuffer& fb ) { while ( glGetError() != GL_NO_ERROR ) {} // clear the error queue GL(glGenFramebuffers( 1, &fb.fbo )); GL(glBindFramebuffer( GL_FRAMEBUFFER, fb.fbo )); GL(glGenRenderbuffers( 1, &fb.color )); GL(glBindRenderbuffer( GL_RENDERBUFFER, fb.color )); GL_CreateColorRenderBufferStorageMS( sampleCount ); GL(glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fb.color )); GL(glGenRenderbuffers( 1, &fb.depthStencil )); GL(glBindRenderbuffer( GL_RENDERBUFFER, fb.depthStencil )); GL(glRenderbufferStorageMultisample( GL_RENDERBUFFER, *sampleCount, GL_DEPTH24_STENCIL8, glConfig.vidWidth, glConfig.vidHeight )); GL(glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb.color )); GL(glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb.depthStencil )); const GLenum fboStatus = glCheckFramebufferStatus( GL_FRAMEBUFFER ); if ( fboStatus != GL_FRAMEBUFFER_COMPLETE ) { ri.Error( ERR_FATAL, "Failed to create FBO (status 0x%X, error 0x%X)\n", (unsigned int)fboStatus, (unsigned int)glGetError() ); return qfalse; } glBindFramebuffer( GL_FRAMEBUFFER, 0 ); fb.multiSampled = qtrue; fb.hasDepthStencil = qtrue; return qtrue; } static qbool GL2_FBO_Init() { const qbool enable = r_msaa->integer >= 2; frameBufferMultiSampling = enable; int finalSampleCount = 1; qbool result = qfalse; if ( enable ) { result = GL2_FBO_CreateMS( &finalSampleCount, frameBufferMain ) && GL2_FBO_CreateSS( frameBuffersPostProcess[0], qfalse ) && GL2_FBO_CreateSS( frameBuffersPostProcess[1], qfalse ); } else { result = GL2_FBO_CreateSS( frameBuffersPostProcess[0], qtrue ) && GL2_FBO_CreateSS( frameBuffersPostProcess[1], qtrue ); } if ( result ) ri.Printf( PRINT_ALL, "MSAA: %d samples requested, %d selected\n", r_msaa->integer, finalSampleCount ); return result; } static void GL2_FBO_Bind( const FrameBuffer& fb ) { glBindFramebuffer( GL_FRAMEBUFFER, fb.fbo ); glReadBuffer( GL_COLOR_ATTACHMENT0 ); glDrawBuffer( GL_COLOR_ATTACHMENT0 ); } static void GL2_FBO_Bind() { GL2_FBO_Bind( frameBuffersPostProcess[frameBufferReadIndex] ); } static void GL2_FBO_Swap() { frameBufferReadIndex ^= 1; } static void GL2_FBO_BlitSSToBackBuffer() { // fixing up the blit mode here to avoid unnecessary glClear calls int blitMode = r_blitMode->integer; if ( r_mode->integer != VIDEOMODE_UPSCALE ) blitMode = BLITMODE_STRETCHED; if ( blitMode != BLITMODE_STRETCHED ) { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT ); } const FrameBuffer& fbo = frameBuffersPostProcess[frameBufferReadIndex]; glBindFramebuffer( GL_READ_FRAMEBUFFER, fbo.fbo ); glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ); glReadBuffer( GL_COLOR_ATTACHMENT0 ); glDrawBuffer( GL_BACK ); const int sw = glConfig.vidWidth; const int sh = glConfig.vidHeight; const int dw = glInfo.winWidth; const int dh = glInfo.winHeight; if ( blitMode == BLITMODE_STRETCHED ) { glBlitFramebuffer( 0, 0, sw, sh, 0, 0, dw, dh, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } else if ( blitMode == BLITMODE_CENTERED ) { const int dx = ( dw - sw ) / 2; const int dy = ( dh - sh ) / 2; glBlitFramebuffer( 0, 0, sw, sh, dx, dy, dx + sw, dy + sh, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } else { // blitMode == BLITMODE_ASPECT const float rx = (float)dw / (float)sw; const float ry = (float)dh / (float)sh; const float ar = min( rx, ry ); const int w = (int)( sw * ar ); const int h = (int)( sh * ar ); const int x = ( dw - w ) / 2; const int y = ( dh - h ) / 2; glBlitFramebuffer( 0, 0, sw, sh, x, y, x + w, y + h, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } } static void GL2_FBO_BlitMSToSS() { const FrameBuffer& r = frameBufferMain; const FrameBuffer& d = frameBuffersPostProcess[frameBufferReadIndex]; glBindFramebuffer( GL_READ_FRAMEBUFFER, r.fbo ); glBindFramebuffer( GL_DRAW_FRAMEBUFFER, d.fbo ); glReadBuffer( GL_COLOR_ATTACHMENT0 ); glDrawBuffer( GL_COLOR_ATTACHMENT0 ); const int w = glConfig.vidWidth; const int h = glConfig.vidHeight; glBlitFramebuffer( 0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } static void GL2_FullScreenQuad() { const float w = glConfig.vidWidth; const float h = glConfig.vidHeight; glBegin( GL_QUADS ); glTexCoord2f( 0.0f, 0.0f ); glVertex2f( 0.0f, h ); glTexCoord2f( 0.0f, 1.0f ); glVertex2f( 0.0f, 0.0f ); glTexCoord2f( 1.0f, 1.0f ); glVertex2f( w, 0.0f ); glTexCoord2f( 1.0f, 0.0f ); glVertex2f( w, h ); glEnd(); } static GLSL_Program gammaProg; struct GLSL_GammaProgramAttribs { int texture; int gammaOverbright; }; static GLSL_GammaProgramAttribs gammaProgAttribs; static void GL2_PostProcessGamma() { const float brightness = r_brightness->value; const float gamma = 1.0f / r_gamma->value; if ( gamma == 1.0f && brightness == 1.0f ) return; GL2_FBO_Swap(); GL2_FBO_Bind(); GL_Program( gammaProg ); glUniform1i( gammaProgAttribs.texture, 0 ); // we use texture unit 0 glUniform4f( gammaProgAttribs.gammaOverbright, gamma, gamma, gamma, brightness ); GL_SelectTexture( 0 ); glBindTexture( GL_TEXTURE_2D, frameBuffersPostProcess[frameBufferReadIndex ^ 1].color ); GL2_FullScreenQuad(); } static const char* gammaVS = "void main()\n" "{\n" " gl_Position = ftransform();\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n" ""; static const char* gammaFS = "uniform sampler2D texture;\n" "uniform vec4 gammaOverbright;\n" "\n" "void main()\n" "{\n" " vec3 base = texture2D(texture, gl_TexCoord[0].xy).rgb;\n" " gl_FragColor = vec4(pow(base, gammaOverbright.xyz) * gammaOverbright.w, 1.0);\n" "}\n" ""; static GLSL_Program greyscaleProg; struct GLSL_GreyscaleProgramAttribs { int texture; int greyscale; }; static GLSL_GreyscaleProgramAttribs greyscaleProgAttribs; static qbool greyscaleProgramValid = qfalse; static void GL2_PostProcessGreyscale() { if ( !greyscaleProgramValid ) return; const float greyscale = Com_Clamp( 0.0f, 1.0f, r_greyscale->value ); if ( greyscale == 0.0f ) return; GL2_FBO_Swap(); GL2_FBO_Bind(); GL_Program( greyscaleProg ); glUniform1i( greyscaleProgAttribs.texture, 0 ); // we use texture unit 0 glUniform1f( greyscaleProgAttribs.greyscale, greyscale ); GL_SelectTexture( 0 ); glBindTexture( GL_TEXTURE_2D, frameBuffersPostProcess[frameBufferReadIndex ^ 1].color ); GL2_FullScreenQuad(); } static const char* greyscaleVS = "void main()\n" "{\n" " gl_Position = ftransform();\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n" ""; static const char* greyscaleFS = "uniform sampler2D texture;\n" "uniform float greyscale;\n" "\n" "void main()\n" "{\n" " vec3 base = texture2D(texture, gl_TexCoord[0].xy).rgb;\n" " vec3 grey = vec3(0.299 * base.r + 0.587 * base.g + 0.114 * base.b);\n" " gl_FragColor = vec4(mix(base, grey, greyscale), 1.0);\n" "}\n" ""; static qbool GL2_Init() { if ( !GL2_FBO_Init() ) { ri.Printf( PRINT_ERROR, "Failed to create FBOs\n" ); return qfalse; } if ( !GL2_CreateProgram( dynLightProg, dynLightVS, dynLightFS ) ) { ri.Printf( PRINT_ERROR, "Failed to compile dynamic light shaders\n" ); return qfalse; } dynLightProgAttribs.osEyePos = glGetUniformLocation( dynLightProg.p, "osEyePos" ); dynLightProgAttribs.osLightPos = glGetUniformLocation( dynLightProg.p, "osLightPos" ); dynLightProgAttribs.texture = glGetUniformLocation( dynLightProg.p, "texture" ); dynLightProgAttribs.lightColorRadius = glGetUniformLocation( dynLightProg.p, "lightColorRadius" ); dynLightProgAttribs.opaqueIntensity = glGetUniformLocation( dynLightProg.p, "opaqueIntensity" ); if ( !GL2_CreateProgram( gammaProg, gammaVS, gammaFS ) ) { ri.Printf( PRINT_ERROR, "Failed to compile gamma correction shaders\n" ); return qfalse; } gammaProgAttribs.texture = glGetUniformLocation( gammaProg.p, "texture" ); gammaProgAttribs.gammaOverbright = glGetUniformLocation( gammaProg.p, "gammaOverbright" ); greyscaleProgramValid = GL2_CreateProgram( greyscaleProg, greyscaleVS, greyscaleFS ); if ( greyscaleProgramValid ) { greyscaleProgAttribs.texture = glGetUniformLocation( greyscaleProg.p, "texture" ); greyscaleProgAttribs.greyscale = glGetUniformLocation( greyscaleProg.p, "greyscale" ); } else { ri.Printf( PRINT_ERROR, "Failed to compile greyscale shaders\n" ); } return qtrue; } static void GL2_BeginFrame() { if ( frameBufferMultiSampling ) GL2_FBO_Bind( frameBufferMain ); else GL2_FBO_Bind(); GL_Program(); } static void GL2_EndFrame() { if ( frameBufferMultiSampling ) GL2_FBO_BlitMSToSS(); // this call is needed because there is no insurance for // what the state might be right now // we disable depth test, depth write and blending GL_State( GLS_DEPTHTEST_DISABLE ); glViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); glScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); GL2_PostProcessGamma(); GL2_PostProcessGreyscale(); // needed for later calls to GL_Bind because // the above functions use glBindTexture directly glState.texID[glState.currenttmu] = 0; glViewport (0, 0, glInfo.winWidth, glInfo.winHeight ); glScissor( 0, 0, glInfo.winWidth, glInfo.winHeight ); GL2_FBO_BlitSSToBackBuffer(); } static void ID_INLINE R_DrawElements( int numIndexes, const unsigned int* indexes ) { glDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes ); } static void UpdateAnimatedImage( image_t* image, int w, int h, const byte* data, qbool dirty ) { GL_Bind( image ); if ( w != image->width || h != image->height ) { // if the scratchImage isn't in the format we want, specify it as a new texture image->width = w; image->height = h; glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); } else if ( dirty ) { // otherwise, just update it glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } static void R_BindAnimatedImage( const textureBundle_t* bundle ) { GL_Bind( R_UpdateAndGetBundleImage( bundle, &UpdateAnimatedImage ) ); } // blend a fog texture on top of everything else static void RB_FogPass() { glEnableClientState( GL_COLOR_ARRAY ); glColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svarsFog.colors ); glEnableClientState( GL_TEXTURE_COORD_ARRAY); glTexCoordPointer( 2, GL_FLOAT, 0, tess.svarsFog.texcoordsptr ); GL_Bind( tr.fogImage ); GL_State( tess.fogStateBits ); R_DrawElements( tess.numIndexes, tess.indexes ); } static void GL_Bind( const image_t* image ) { GLuint texnum; if ( !image ) { ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" ); texnum = (GLuint)tr.defaultImage->texnum; } else { texnum = (GLuint)image->texnum; } if ( glState.texID[glState.currenttmu] != texnum ) { glState.texID[glState.currenttmu] = texnum; glBindTexture( GL_TEXTURE_2D, texnum ); } } static void GL_SelectTexture( int unit ) { if ( glState.currenttmu == unit ) return; if ( unit >= MAX_TMUS ) ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit ); glActiveTextureARB( GL_TEXTURE0_ARB + unit ); glClientActiveTextureARB( GL_TEXTURE0_ARB + unit ); glState.currenttmu = unit; } static void GL_Cull( int cullType ) { if ( glState.faceCulling == cullType ) { return; } glState.faceCulling = cullType; if ( cullType == CT_TWO_SIDED ) { glDisable( GL_CULL_FACE ); } else { glEnable( GL_CULL_FACE ); if ( cullType == CT_BACK_SIDED ) { if ( backEnd.viewParms.isMirror ) { glCullFace( GL_FRONT ); } else { glCullFace( GL_BACK ); } } else { if ( backEnd.viewParms.isMirror ) { glCullFace( GL_BACK ); } else { glCullFace( GL_FRONT ); } } } } static GLint GetTexEnv( texEnv_t texEnv ) { switch ( texEnv ) { case TE_MODULATE: return GL_MODULATE; case TE_REPLACE: return GL_REPLACE; case TE_DECAL: return GL_DECAL; case TE_ADD: return GL_ADD; default: return GL_MODULATE; } } static void GL_TexEnv( GLint env ) { if ( env == glState.texEnv[glState.currenttmu] ) { return; } glState.texEnv[glState.currenttmu] = env; switch ( env ) { case GL_MODULATE: case GL_REPLACE: case GL_DECAL: case GL_ADD: glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env ); break; default: ri.Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed\n", env ); break; } } static void GL_State( unsigned long stateBits ) { unsigned long diff = stateBits ^ glState.glStateBits; if ( !diff ) { return; } // // check depthFunc bits // if ( diff & GLS_DEPTHFUNC_EQUAL ) { if ( stateBits & GLS_DEPTHFUNC_EQUAL ) { glDepthFunc( GL_EQUAL ); } else { glDepthFunc( GL_LEQUAL ); } } // // check blend bits // if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) { GLenum srcFactor, dstFactor; if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) { switch ( stateBits & GLS_SRCBLEND_BITS ) { case GLS_SRCBLEND_ZERO: srcFactor = GL_ZERO; break; case GLS_SRCBLEND_ONE: srcFactor = GL_ONE; break; case GLS_SRCBLEND_DST_COLOR: srcFactor = GL_DST_COLOR; break; case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: srcFactor = GL_ONE_MINUS_DST_COLOR; break; case GLS_SRCBLEND_SRC_ALPHA: srcFactor = GL_SRC_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: srcFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_SRCBLEND_DST_ALPHA: srcFactor = GL_DST_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: srcFactor = GL_ONE_MINUS_DST_ALPHA; break; case GLS_SRCBLEND_ALPHA_SATURATE: srcFactor = GL_SRC_ALPHA_SATURATE; break; default: srcFactor = GL_ONE; // to get warning to shut up ri.Error( ERR_DROP, "GL_State: invalid src blend state bits\n" ); break; } switch ( stateBits & GLS_DSTBLEND_BITS ) { case GLS_DSTBLEND_ZERO: dstFactor = GL_ZERO; break; case GLS_DSTBLEND_ONE: dstFactor = GL_ONE; break; case GLS_DSTBLEND_SRC_COLOR: dstFactor = GL_SRC_COLOR; break; case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: dstFactor = GL_ONE_MINUS_SRC_COLOR; break; case GLS_DSTBLEND_SRC_ALPHA: dstFactor = GL_SRC_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dstFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_DSTBLEND_DST_ALPHA: dstFactor = GL_DST_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: dstFactor = GL_ONE_MINUS_DST_ALPHA; break; default: dstFactor = GL_ONE; // to get warning to shut up ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits\n" ); break; } glEnable( GL_BLEND ); glBlendFunc( srcFactor, dstFactor ); } else { glDisable( GL_BLEND ); } } // // check depthmask // if ( diff & GLS_DEPTHMASK_TRUE ) { if ( stateBits & GLS_DEPTHMASK_TRUE ) { glDepthMask( GL_TRUE ); } else { glDepthMask( GL_FALSE ); } } // // fill/line mode // if ( diff & GLS_POLYMODE_LINE ) { if ( stateBits & GLS_POLYMODE_LINE ) { glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } else { glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } } // // depthtest // if ( diff & GLS_DEPTHTEST_DISABLE ) { if ( stateBits & GLS_DEPTHTEST_DISABLE ) { glDisable( GL_DEPTH_TEST ); } else { glEnable( GL_DEPTH_TEST ); } } // // alpha test // if ( diff & GLS_ATEST_BITS ) { switch ( stateBits & GLS_ATEST_BITS ) { case 0: glDisable( GL_ALPHA_TEST ); break; case GLS_ATEST_GT_0: glEnable( GL_ALPHA_TEST ); glAlphaFunc( GL_GREATER, 0.0f ); break; case GLS_ATEST_LT_80: glEnable( GL_ALPHA_TEST ); glAlphaFunc( GL_LESS, 0.5f ); break; case GLS_ATEST_GE_80: glEnable( GL_ALPHA_TEST ); glAlphaFunc( GL_GEQUAL, 0.5f ); break; default: assert( 0 ); break; } } glState.glStateBits = stateBits; } static void ApplyViewportAndScissor() { glMatrixMode(GL_PROJECTION); glLoadMatrixf( backEnd.viewParms.projectionMatrix ); glMatrixMode(GL_MODELVIEW); // set the window clipping glViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); glScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); } // any mirrored or portaled views have already been drawn // so prepare to actually render the visible surfaces for this view static void GAL_Begin3D() { int clearBits = 0; // sync with gl if needed if ( r_finish->integer == 1 && !glState.finishCalled ) { glFinish(); glState.finishCalled = qtrue; } if ( r_finish->integer == 0 ) { glState.finishCalled = qtrue; } // // set the modelview matrix for the viewer // ApplyViewportAndScissor(); // ensures that depth writes are enabled for the depth clear GL_State( GLS_DEFAULT ); // clear relevant buffers clearBits = GL_DEPTH_BUFFER_BIT; if ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) { const float c = RB_HyperspaceColor(); clearBits |= GL_COLOR_BUFFER_BIT; glClearColor( c, c, c, 1.0f ); } else if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) ) { clearBits |= GL_COLOR_BUFFER_BIT; // tr.sunLight could have colored fastsky properly for the last 9 years, // ... if the code had actually been right >:( but, it's a bad idea to trust mappers anyway glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); } glClear( clearBits ); glState.faceCulling = -1; // force face culling to set next time // clip to the plane of the portal if ( backEnd.viewParms.isPortal ) { float plane[4]; double plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = DotProduct (backEnd.viewParms.orient.axis[0], plane); plane2[1] = DotProduct (backEnd.viewParms.orient.axis[1], plane); plane2[2] = DotProduct (backEnd.viewParms.orient.axis[2], plane); plane2[3] = DotProduct (plane, backEnd.viewParms.orient.origin) - plane[3]; glLoadMatrixf( s_flipMatrix ); glClipPlane (GL_CLIP_PLANE0, plane2); glEnable (GL_CLIP_PLANE0); } else { glDisable (GL_CLIP_PLANE0); } } static void GAL_BeginSkyAndClouds( double depth ) { glDepthRange( depth, depth ); } static void GAL_EndSkyAndClouds() { // back to normal depth range glDepthRange( 0.0, 1.0 ); } static GLint GL_TextureWrapMode( textureWrap_t w ) { switch ( w ) { case TW_REPEAT: return GL_REPEAT; case TW_CLAMP_TO_EDGE: return GL_CLAMP_TO_EDGE; default: return GL_REPEAT; } } static GLint GL_TextureInternalFormat( textureFormat_t f ) { switch ( f ) { case TF_RGBA8: default: return GL_RGBA8; } } static GLenum GL_TextureFormat( textureFormat_t f ) { switch ( f ) { case TF_RGBA8: default: return GL_RGBA; } } static void GL_CheckErrors() { int err = glGetError(); if ((err == GL_NO_ERROR) || r_ignoreGLErrors->integer) return; char s[64]; switch( err ) { case GL_INVALID_ENUM: strcpy( s, "GL_INVALID_ENUM" ); break; case GL_INVALID_VALUE: strcpy( s, "GL_INVALID_VALUE" ); break; case GL_INVALID_OPERATION: strcpy( s, "GL_INVALID_OPERATION" ); break; case GL_STACK_OVERFLOW: strcpy( s, "GL_STACK_OVERFLOW" ); break; case GL_STACK_UNDERFLOW: strcpy( s, "GL_STACK_UNDERFLOW" ); break; case GL_OUT_OF_MEMORY: strcpy( s, "GL_OUT_OF_MEMORY" ); break; default: Com_sprintf( s, sizeof(s), "%i", err); break; } ri.Error( ERR_FATAL, "GL_CheckErrors: %s", s ); } static int GetMaxAnisotropy( image_t* image ) { if ( (image->flags & IMG_NOAF) == 0 && glInfo.maxAnisotropy >= 2 && r_ext_max_anisotropy->integer >= 2 ) return min( r_ext_max_anisotropy->integer, glInfo.maxAnisotropy ); return 1; } static void GAL_CreateTexture( image_t* image, int mipCount, int w, int h ) { GLuint id; glGenTextures( 1, &id ); image->texnum = (textureHandle_t)id; GL_Bind( image ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GetMaxAnisotropy(image) ); if ( image->flags & IMG_LMATLAS ) { glTexImage2D( GL_TEXTURE_2D, 0, GL_TextureInternalFormat(image->format), w, h, 0, GL_TextureFormat(image->format), GL_UNSIGNED_BYTE, NULL ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); GL_CheckErrors(); return; } glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_TextureWrapMode(image->wrapClampMode) ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_TextureWrapMode(image->wrapClampMode) ); if ( Q_stricmp( r_textureMode->string, "GL_NEAREST" ) == 0 && ( image->flags & (IMG_LMATLAS | IMG_EXTLMATLAS | IMG_NOPICMIP )) == 0 ) { glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); } else if ( image->flags & IMG_NOMIPMAP ) { glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); } else { glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); } GL_CheckErrors(); } static void GAL_UpdateTexture( image_t* image, int mip, int x, int y, int w, int h, const void* data ) { GL_Bind( image ); if ( image->flags & IMG_LMATLAS ) glTexSubImage2D( GL_TEXTURE_2D, (GLint)mip, x, y, w, h, GL_TextureFormat(image->format), GL_UNSIGNED_BYTE, data ); else glTexImage2D( GL_TEXTURE_2D, (GLint)mip, GL_TextureInternalFormat(image->format), w, h, 0, GL_TextureFormat(image->format), GL_UNSIGNED_BYTE, data ); GL_CheckErrors(); } static void GAL_UpdateScratch( image_t* image, int w, int h, const void* data, qbool dirty ) { GL_Bind( image ); // if the scratchImage isn't in the format we want, specify it as a new texture if ( w != image->width || h != image->height ) { image->width = w; image->height = h; glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); } else if ( dirty ) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } static void GAL_CreateTextureEx( image_t* image, int mipCount, int mipOffset, int w, int h, const void* mip0 ) { assert(0); // should never be called! } static void GL_SetDefaultState() { glClearDepth( 1.0f ); glCullFace( GL_FRONT ); glColor4f( 1,1,1,1 ); for ( int i = 0; i < MAX_TMUS; ++i ) { GL_SelectTexture( i ); GL_TexEnv( GL_MODULATE ); glDisable( GL_TEXTURE_2D ); } GL_SelectTexture( 0 ); glEnable( GL_TEXTURE_2D ); glShadeModel( GL_SMOOTH ); glDepthFunc( GL_LEQUAL ); glPolygonOffset( -1, -1 ); // the vertex array is always enabled, but the color and texture // arrays are enabled and disabled around the compiled vertex array call glEnableClientState( GL_VERTEX_ARRAY ); // // make sure our GL state vector is set correctly // glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE; glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); glDepthMask( GL_TRUE ); glDisable( GL_DEPTH_TEST ); glEnable( GL_SCISSOR_TEST ); glDisable( GL_CULL_FACE ); glDisable( GL_BLEND ); // Needed for some of our glReadPixels calls. // The default alignment is 4. // RGB with width 1366 -> not a multiple of 4! glPixelStorei( GL_PACK_ALIGNMENT, 1 ); } static void InitGLConfig() { Q_strncpyz( glConfig.vendor_string, (const char*)glGetString( GL_VENDOR ), sizeof( glConfig.vendor_string ) ); Q_strncpyz( glConfig.renderer_string, (const char*)glGetString( GL_RENDERER ), sizeof( glConfig.renderer_string ) ); Q_strncpyz( glConfig.version_string, (const char*)glGetString( GL_VERSION ), sizeof( glConfig.version_string ) ); Q_strncpyz( glConfig.extensions_string, (const char*)glGetString( GL_EXTENSIONS ), sizeof( glConfig.extensions_string ) ); glGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.unused_maxTextureSize ); glConfig.unused_maxActiveTextures = 0; glConfig.unused_driverType = 0; // ICD glConfig.unused_hardwareType = 0; // generic glConfig.unused_deviceSupportsGamma = qtrue; glConfig.unused_textureCompression = 0; // no compression glConfig.unused_textureEnvAddAvailable = qtrue; glConfig.unused_displayFrequency = 0; glConfig.unused_isFullscreen = !!r_fullscreen->integer; glConfig.unused_stereoEnabled = qfalse; glConfig.unused_smpActive = qfalse; } static void InitGLInfo() { glGetIntegerv( GL_MAX_TEXTURE_SIZE, &glInfo.maxTextureSize ); if ( strstr( glConfig.extensions_string, "GL_EXT_texture_filter_anisotropic" ) ) glGetIntegerv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glInfo.maxAnisotropy ); else glInfo.maxAnisotropy = 0; glInfo.depthFadeSupport = qfalse; glInfo.mipGenSupport = qfalse; glInfo.alphaToCoverageSupport = qfalse; } static void InitExtensions() { GL2_Init(); } static void GAL_ReadPixels( int x, int y, int w, int h, int alignment, colorSpace_t colorSpace, void* out ) { const GLenum format = colorSpace == CS_BGR ? GL_BGR : GL_RGBA; glPixelStorei( GL_PACK_ALIGNMENT, alignment ); glReadPixels( x, y, w, h, format, GL_UNSIGNED_BYTE, out ); glPixelStorei( GL_PACK_ALIGNMENT, 1 ); } static void RB_DeleteTextures() { for ( int i = 0; i < tr.numImages; ++i ) glDeleteTextures( 1, (const GLuint*)&tr.images[i]->texnum ); tr.numImages = 0; Com_Memset( tr.images, 0, sizeof( tr.images ) ); Com_Memset( glState.texID, 0, sizeof( glState.texID ) ); for ( int i = MAX_TMUS - 1; i >= 0; --i ) { GL_SelectTexture( i ); glBindTexture( GL_TEXTURE_2D, 0 ); } } static void GAL_Begin2D() { // set 2D virtual screen size glViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); glScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); GL_State( GLS_DEFAULT_2D ); glDisable( GL_CULL_FACE ); glDisable( GL_CLIP_PLANE0 ); } static void GAL_SetModelViewMatrix( const float* matrix ) { glLoadMatrixf( matrix ); } static void GAL_SetDepthRange( double zNear, double zFar ) { glDepthRange( zNear, zFar ); } static qbool GAL_Init() { if ( glConfig.vidWidth == 0 ) { // the order of these calls can not be changed Sys_V_Init( GAL_GL2 ); if ( !GLEW_VERSION_2_0 ) ri.Error( ERR_FATAL, "OpenGL 2.0 required!\n" ); if ( !GLEW_VERSION_3_0 && !GLEW_ARB_framebuffer_object ) ri.Error( ERR_FATAL, "Need at least OpenGL 3.0 or GL_ARB_framebuffer_object\n" ); InitGLConfig(); InitGLInfo(); InitExtensions(); // apply the current V-Sync option after the first rendered frame r_swapInterval->modified = qtrue; } GL_SetDefaultState(); int err = glGetError(); if (err != GL_NO_ERROR) ri.Printf( PRINT_ALL, "glGetError() = 0x%x\n", err ); return qtrue; } static void GAL_ShutDown( qbool fullShutDown ) { RB_DeleteTextures(); memset( &glState, 0, sizeof( glState ) ); } static void GAL_BeginFrame() { glState.finishCalled = qfalse; if ( !r_ignoreGLErrors->integer ) { int err; if ( ( err = glGetError() ) != GL_NO_ERROR ) { ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err ); } } GL2_BeginFrame(); if ( r_clear->integer ) glClearColor( 1.0f, 0.0f, 0.5f, 1.0f ); else glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } static void GAL_EndFrame() { if ( !backEnd.projection2D ) GAL_Begin2D(); GL2_EndFrame(); if ( !glState.finishCalled ) glFinish(); } static void GAL_PrintInfo() { } qbool GAL_GetGL2( graphicsAPILayer_t* rb ) { rb->Init = &GAL_Init; rb->ShutDown = &GAL_ShutDown; rb->BeginSkyAndClouds = &GAL_BeginSkyAndClouds; rb->EndSkyAndClouds = &GAL_EndSkyAndClouds; rb->ReadPixels = &GAL_ReadPixels; rb->BeginFrame = &GAL_BeginFrame; rb->EndFrame = &GAL_EndFrame; rb->CreateTexture = &GAL_CreateTexture; rb->UpdateTexture = &GAL_UpdateTexture; rb->UpdateScratch = &GAL_UpdateScratch; rb->CreateTextureEx = &GAL_CreateTextureEx; rb->Draw = &GAL_Draw; rb->Begin2D = &GAL_Begin2D; rb->Begin3D = &GAL_Begin3D; rb->SetModelViewMatrix = &GAL_SetModelViewMatrix; rb->SetDepthRange = &GAL_SetDepthRange; rb->BeginDynamicLight = &GAL_BeginDynamicLight; rb->PrintInfo = &GAL_PrintInfo; return qtrue; }