mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-12-14 23:01:26 +00:00
28d81ed5f5
turns out ImGui also messes with the windows alpha chan, so, it must render before the alpha chan is filled
703 lines
17 KiB
C++
703 lines
17 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "sys/sys_imgui.h"
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#include "renderer/tr_local.h"
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static idCVar r_fillWindowAlphaChan( "r_fillWindowAlphaChan", "-1", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "Make sure alpha channel of windows default framebuffer is completely opaque at the end of each frame. Needed at least when using Wayland.\n 1: do this, 0: don't do it, -1: let dhewm3 decide (default)" );
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frameData_t *frameData;
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backEndState_t backEnd;
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/*
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======================
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RB_SetDefaultGLState
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This should initialize all GL state that any part of the entire program
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may touch, including the editor.
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======================
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*/
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void RB_SetDefaultGLState( void ) {
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int i;
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qglClearDepth( 1.0f );
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qglColor4f (1,1,1,1);
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// the vertex array is always enabled
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qglEnableClientState( GL_VERTEX_ARRAY );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglDisableClientState( GL_COLOR_ARRAY );
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//
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// make sure our GL state vector is set correctly
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//
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memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
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backEnd.glState.forceGlState = true;
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qglColorMask( 1, 1, 1, 1 );
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qglEnable( GL_DEPTH_TEST );
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qglEnable( GL_BLEND );
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qglEnable( GL_SCISSOR_TEST );
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qglEnable( GL_CULL_FACE );
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qglDisable( GL_LIGHTING );
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qglDisable( GL_LINE_STIPPLE );
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qglDisable( GL_STENCIL_TEST );
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qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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qglDepthMask( GL_TRUE );
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qglDepthFunc( GL_ALWAYS );
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qglCullFace( GL_FRONT_AND_BACK );
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qglShadeModel( GL_SMOOTH );
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if ( r_useScissor.GetBool() ) {
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qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
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}
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for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
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GL_SelectTexture( i );
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// object linear texgen is our default
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qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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GL_TexEnv( GL_MODULATE );
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qglDisable( GL_TEXTURE_2D );
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if ( glConfig.texture3DAvailable ) {
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qglDisable( GL_TEXTURE_3D );
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}
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if ( glConfig.cubeMapAvailable ) {
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qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
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}
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}
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}
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//=============================================================================
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/*
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====================
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GL_SelectTexture
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====================
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*/
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void GL_SelectTexture( int unit ) {
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if ( backEnd.glState.currenttmu == unit ) {
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return;
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}
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if ( unit < 0 || (unit >= glConfig.maxTextureUnits && unit >= glConfig.maxTextureImageUnits) ) {
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common->Warning( "GL_SelectTexture: unit = %i", unit );
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return;
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}
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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qglClientActiveTextureARB( GL_TEXTURE0_ARB + unit );
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backEnd.glState.currenttmu = unit;
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}
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/*
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====================
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GL_Cull
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This handles the flipping needed when the view being
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rendered is a mirored view.
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====================
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*/
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void GL_Cull( int cullType ) {
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if ( backEnd.glState.faceCulling == cullType ) {
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return;
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}
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if ( cullType == CT_TWO_SIDED ) {
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qglDisable( GL_CULL_FACE );
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} else {
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if ( backEnd.glState.faceCulling == CT_TWO_SIDED ) {
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qglEnable( GL_CULL_FACE );
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}
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if ( cullType == CT_BACK_SIDED ) {
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if ( backEnd.viewDef->isMirror ) {
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qglCullFace( GL_FRONT );
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} else {
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qglCullFace( GL_BACK );
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}
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} else {
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if ( backEnd.viewDef->isMirror ) {
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qglCullFace( GL_BACK );
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} else {
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qglCullFace( GL_FRONT );
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}
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}
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}
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backEnd.glState.faceCulling = cullType;
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}
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/*
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====================
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GL_TexEnv
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====================
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*/
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void GL_TexEnv( int env ) {
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tmu_t *tmu;
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tmu = &backEnd.glState.tmu[backEnd.glState.currenttmu];
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if ( env == tmu->texEnv ) {
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return;
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}
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tmu->texEnv = env;
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switch ( env ) {
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case GL_COMBINE_EXT:
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case GL_MODULATE:
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case GL_REPLACE:
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case GL_DECAL:
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case GL_ADD:
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qglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env );
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break;
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default:
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common->Error( "GL_TexEnv: invalid env '%d' passed\n", env );
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break;
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}
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}
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/*
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=================
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GL_ClearStateDelta
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Clears the state delta bits, so the next GL_State
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will set every item
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=================
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*/
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void GL_ClearStateDelta( void ) {
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backEnd.glState.forceGlState = true;
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}
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/*
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====================
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GL_State
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This routine is responsible for setting the most commonly changed state
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====================
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*/
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void GL_State( int stateBits ) {
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int diff;
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if ( !r_useStateCaching.GetBool() || backEnd.glState.forceGlState ) {
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// make sure everything is set all the time, so we
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// can see if our delta checking is screwing up
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diff = -1;
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backEnd.glState.forceGlState = false;
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} else {
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diff = stateBits ^ backEnd.glState.glStateBits;
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if ( !diff ) {
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return;
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}
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}
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//
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// check depthFunc bits
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//
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if ( diff & ( GLS_DEPTHFUNC_EQUAL | GLS_DEPTHFUNC_LESS | GLS_DEPTHFUNC_ALWAYS ) ) {
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if ( stateBits & GLS_DEPTHFUNC_EQUAL ) {
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qglDepthFunc( GL_EQUAL );
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} else if ( stateBits & GLS_DEPTHFUNC_ALWAYS ) {
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qglDepthFunc( GL_ALWAYS );
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} else {
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qglDepthFunc( GL_LEQUAL );
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}
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}
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//
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// check blend bits
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//
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if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) {
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GLenum srcFactor, dstFactor;
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switch ( stateBits & GLS_SRCBLEND_BITS ) {
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case GLS_SRCBLEND_ZERO:
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srcFactor = GL_ZERO;
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break;
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case GLS_SRCBLEND_ONE:
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srcFactor = GL_ONE;
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break;
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case GLS_SRCBLEND_DST_COLOR:
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srcFactor = GL_DST_COLOR;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
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srcFactor = GL_ONE_MINUS_DST_COLOR;
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break;
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case GLS_SRCBLEND_SRC_ALPHA:
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srcFactor = GL_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
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srcFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_DST_ALPHA:
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srcFactor = GL_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
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srcFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ALPHA_SATURATE:
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srcFactor = GL_SRC_ALPHA_SATURATE;
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break;
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default:
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srcFactor = GL_ONE; // to get warning to shut up
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common->Error( "GL_State: invalid src blend state bits\n" );
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break;
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}
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switch ( stateBits & GLS_DSTBLEND_BITS ) {
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case GLS_DSTBLEND_ZERO:
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dstFactor = GL_ZERO;
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break;
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case GLS_DSTBLEND_ONE:
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dstFactor = GL_ONE;
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break;
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case GLS_DSTBLEND_SRC_COLOR:
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dstFactor = GL_SRC_COLOR;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
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dstFactor = GL_ONE_MINUS_SRC_COLOR;
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break;
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case GLS_DSTBLEND_SRC_ALPHA:
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dstFactor = GL_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
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dstFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_DST_ALPHA:
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dstFactor = GL_DST_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
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dstFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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default:
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dstFactor = GL_ONE; // to get warning to shut up
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common->Error( "GL_State: invalid dst blend state bits\n" );
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break;
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}
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qglBlendFunc( srcFactor, dstFactor );
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}
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//
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// check depthmask
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//
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if ( diff & GLS_DEPTHMASK ) {
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if ( stateBits & GLS_DEPTHMASK ) {
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qglDepthMask( GL_FALSE );
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} else {
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qglDepthMask( GL_TRUE );
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}
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}
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//
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// check colormask
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//
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if ( diff & (GLS_REDMASK|GLS_GREENMASK|GLS_BLUEMASK|GLS_ALPHAMASK) ) {
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GLboolean r, g, b, a;
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r = ( stateBits & GLS_REDMASK ) ? 0 : 1;
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g = ( stateBits & GLS_GREENMASK ) ? 0 : 1;
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b = ( stateBits & GLS_BLUEMASK ) ? 0 : 1;
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a = ( stateBits & GLS_ALPHAMASK ) ? 0 : 1;
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qglColorMask( r, g, b, a );
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}
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//
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// fill/line mode
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//
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if ( diff & GLS_POLYMODE_LINE ) {
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if ( stateBits & GLS_POLYMODE_LINE ) {
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qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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} else {
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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//
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// alpha test
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//
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if ( diff & GLS_ATEST_BITS ) {
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switch ( stateBits & GLS_ATEST_BITS ) {
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case 0:
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qglDisable( GL_ALPHA_TEST );
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break;
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case GLS_ATEST_EQ_255:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_EQUAL, 1 );
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break;
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case GLS_ATEST_LT_128:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_LESS, 0.5 );
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break;
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case GLS_ATEST_GE_128:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GEQUAL, 0.5 );
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break;
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default:
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assert( 0 );
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break;
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}
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}
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backEnd.glState.glStateBits = stateBits;
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}
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/*
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============================================================================
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RENDER BACK END THREAD FUNCTIONS
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============================================================================
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*/
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/*
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=============
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RB_SetGL2D
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This is not used by the normal game paths, just by some tools
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=============
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*/
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void RB_SetGL2D( void ) {
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// set 2D virtual screen size
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qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
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if ( r_useScissor.GetBool() ) {
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qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
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}
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity();
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qglOrtho( 0, 640, 480, 0, 0, 1 ); // always assume 640x480 virtual coordinates
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qglMatrixMode( GL_MODELVIEW );
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qglLoadIdentity();
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GL_State( GLS_DEPTHFUNC_ALWAYS |
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GLS_SRCBLEND_SRC_ALPHA |
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GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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GL_Cull( CT_TWO_SIDED );
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qglDisable( GL_DEPTH_TEST );
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qglDisable( GL_STENCIL_TEST );
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}
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/*
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=============
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RB_SetBuffer
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=============
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*/
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static void RB_SetBuffer( const void *data ) {
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const setBufferCommand_t *cmd;
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// see which draw buffer we want to render the frame to
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cmd = (const setBufferCommand_t *)data;
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backEnd.frameCount = cmd->frameCount;
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qglDrawBuffer( cmd->buffer );
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// clear screen for debugging
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// automatically enable this with several other debug tools
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// that might leave unrendered portions of the screen
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if ( r_clear.GetFloat() || idStr::Length( r_clear.GetString() ) != 1 || r_lockSurfaces.GetBool() || r_singleArea.GetBool() || r_showOverDraw.GetBool() ) {
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float c[3];
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if ( sscanf( r_clear.GetString(), "%f %f %f", &c[0], &c[1], &c[2] ) == 3 ) {
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qglClearColor( c[0], c[1], c[2], 1 );
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} else if ( r_clear.GetInteger() == 2 ) {
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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} else if ( r_showOverDraw.GetBool() ) {
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qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
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} else {
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qglClearColor( 0.4f, 0.0f, 0.25f, 1.0f );
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}
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qglClear( GL_COLOR_BUFFER_BIT );
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}
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}
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/*
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===============
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RB_ShowImages
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Draw all the images to the screen, on top of whatever
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was there. This is used to test for texture thrashing.
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===============
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*/
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void RB_ShowImages( void ) {
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int i;
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idImage *image;
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float x, y, w, h;
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int start, end;
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RB_SetGL2D();
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//qglClearColor( 0.2, 0.2, 0.2, 1 );
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//qglClear( GL_COLOR_BUFFER_BIT );
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qglFinish();
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start = Sys_Milliseconds();
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for ( i = 0 ; i < globalImages->images.Num() ; i++ ) {
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image = globalImages->images[i];
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if ( image->texnum == idImage::TEXTURE_NOT_LOADED && image->partialImage == NULL ) {
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continue;
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}
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w = glConfig.vidWidth / 20;
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h = glConfig.vidHeight / 15;
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x = i % 20 * w;
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y = i / 20 * h;
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// show in proportional size in mode 2
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if ( r_showImages.GetInteger() == 2 ) {
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w *= image->uploadWidth / 512.0f;
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h *= image->uploadHeight / 512.0f;
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}
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image->Bind();
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qglBegin (GL_QUADS);
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qglTexCoord2f( 0, 0 );
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qglVertex2f( x, y );
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qglTexCoord2f( 1, 0 );
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qglVertex2f( x + w, y );
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qglTexCoord2f( 1, 1 );
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qglVertex2f( x + w, y + h );
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qglTexCoord2f( 0, 1 );
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qglVertex2f( x, y + h );
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qglEnd();
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}
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qglFinish();
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end = Sys_Milliseconds();
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common->Printf( "%i msec to draw all images\n", end - start );
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}
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/*
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=============
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RB_SwapBuffers
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=============
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*/
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const void RB_SwapBuffers( const void *data ) {
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// texture swapping test
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if ( r_showImages.GetInteger() != 0 ) {
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RB_ShowImages();
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}
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D3::ImGuiHooks::EndFrame();
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int fillAlpha = r_fillWindowAlphaChan.GetInteger();
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if ( fillAlpha == 1 || (fillAlpha == -1 && glConfig.shouldFillWindowAlpha) )
|
|
{
|
|
// make sure the whole alpha chan of the (default) framebuffer is opaque.
|
|
// at least Wayland needs this, see also the big comment in GLimp_Init()
|
|
|
|
bool blendEnabled = qglIsEnabled( GL_BLEND );
|
|
if ( !blendEnabled )
|
|
qglEnable( GL_BLEND );
|
|
|
|
// TODO: GL_DEPTH_TEST ? (should be disabled, if it needs changing at all)
|
|
|
|
bool scissorEnabled = qglIsEnabled( GL_SCISSOR_TEST );
|
|
if( scissorEnabled )
|
|
qglDisable( GL_SCISSOR_TEST );
|
|
|
|
bool tex2Denabled = qglIsEnabled( GL_TEXTURE_2D );
|
|
if( tex2Denabled )
|
|
qglDisable( GL_TEXTURE_2D );
|
|
|
|
qglDisable( GL_VERTEX_PROGRAM_ARB );
|
|
qglDisable( GL_FRAGMENT_PROGRAM_ARB );
|
|
|
|
qglBlendEquation( GL_FUNC_ADD );
|
|
|
|
qglBlendFunc( GL_ONE, GL_ONE );
|
|
|
|
// setup transform matrices so we can easily/reliably draw a fullscreen quad
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
qglOrtho( 0, 1, 0, 1, -1, 1 );
|
|
|
|
// draw screen-sized quad with color (0.0, 0.0, 0.0, 1.0)
|
|
const float x=0, y=0, w=1, h=1;
|
|
qglColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
// debug values:
|
|
//const float x = 0.1, y = 0.1, w = 0.8, h = 0.8;
|
|
//qglColor4f( 0.0f, 0.0f, 0.5f, 1.0f );
|
|
|
|
qglBegin( GL_QUADS );
|
|
qglVertex2f( x, y ); // ( 0,0 );
|
|
qglVertex2f( x, y+h ); // ( 0,1 );
|
|
qglVertex2f( x+w, y+h ); // ( 1,1 );
|
|
qglVertex2f( x+w, y ); // ( 1,0 );
|
|
qglEnd();
|
|
|
|
// restore previous transform matrix states
|
|
qglPopMatrix(); // for projection
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglPopMatrix(); // for modelview
|
|
|
|
// restore default or previous states
|
|
qglBlendEquation( GL_FUNC_ADD );
|
|
if ( !blendEnabled )
|
|
qglDisable( GL_BLEND );
|
|
if( tex2Denabled )
|
|
qglEnable( GL_TEXTURE_2D );
|
|
if( scissorEnabled )
|
|
qglEnable( GL_SCISSOR_TEST );
|
|
}
|
|
|
|
// force a gl sync if requested
|
|
if ( r_finish.GetBool() ) {
|
|
qglFinish();
|
|
}
|
|
|
|
// don't flip if drawing to front buffer
|
|
if ( !r_frontBuffer.GetBool() ) {
|
|
GLimp_SwapBuffers();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_CopyRender
|
|
|
|
Copy part of the current framebuffer to an image
|
|
=============
|
|
*/
|
|
const void RB_CopyRender( const void *data ) {
|
|
const copyRenderCommand_t *cmd;
|
|
|
|
cmd = (const copyRenderCommand_t *)data;
|
|
|
|
if ( r_skipCopyTexture.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
if (cmd->image) {
|
|
cmd->image->CopyFramebuffer( cmd->x, cmd->y, cmd->imageWidth, cmd->imageHeight, false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
RB_ExecuteBackEndCommands
|
|
|
|
This function will be called syncronously if running without
|
|
smp extensions, or asyncronously by another thread.
|
|
====================
|
|
*/
|
|
int backEndStartTime, backEndFinishTime;
|
|
void RB_ExecuteBackEndCommands( const emptyCommand_t *cmds ) {
|
|
// r_debugRenderToTexture
|
|
int c_draw3d = 0, c_draw2d = 0, c_setBuffers = 0, c_swapBuffers = 0, c_copyRenders = 0;
|
|
|
|
if ( cmds->commandId == RC_NOP && !cmds->next ) {
|
|
return;
|
|
}
|
|
|
|
backEndStartTime = Sys_Milliseconds();
|
|
|
|
// needed for editor rendering
|
|
RB_SetDefaultGLState();
|
|
|
|
// upload any image loads that have completed
|
|
globalImages->CompleteBackgroundImageLoads();
|
|
|
|
for ( ; cmds ; cmds = (const emptyCommand_t *)cmds->next ) {
|
|
switch ( cmds->commandId ) {
|
|
case RC_NOP:
|
|
break;
|
|
case RC_DRAW_VIEW:
|
|
RB_DrawView( cmds );
|
|
if ( ((const drawSurfsCommand_t *)cmds)->viewDef->viewEntitys ) {
|
|
c_draw3d++;
|
|
}
|
|
else {
|
|
c_draw2d++;
|
|
}
|
|
break;
|
|
case RC_SET_BUFFER:
|
|
RB_SetBuffer( cmds );
|
|
c_setBuffers++;
|
|
break;
|
|
case RC_SWAP_BUFFERS:
|
|
RB_SwapBuffers( cmds );
|
|
c_swapBuffers++;
|
|
break;
|
|
case RC_COPY_RENDER:
|
|
RB_CopyRender( cmds );
|
|
c_copyRenders++;
|
|
break;
|
|
default:
|
|
common->Error( "RB_ExecuteBackEndCommands: bad commandId" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// go back to the default texture so the editor doesn't mess up a bound image
|
|
qglBindTexture( GL_TEXTURE_2D, 0 );
|
|
backEnd.glState.tmu[0].current2DMap = -1;
|
|
|
|
// stop rendering on this thread
|
|
backEndFinishTime = Sys_Milliseconds();
|
|
backEnd.pc.msec = backEndFinishTime - backEndStartTime;
|
|
|
|
if ( r_debugRenderToTexture.GetInteger() == 1 ) {
|
|
common->Printf( "3d: %i, 2d: %i, SetBuf: %i, SwpBuf: %i, CpyRenders: %i, CpyFrameBuf: %i\n", c_draw3d, c_draw2d, c_setBuffers, c_swapBuffers, c_copyRenders, backEnd.c_copyFrameBuffer );
|
|
backEnd.c_copyFrameBuffer = 0;
|
|
}
|
|
}
|