dhewm3/neo/renderer/tr_backend.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

656 lines
15 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/tr_local.h"
frameData_t *frameData;
backEndState_t backEnd;
/*
======================
RB_SetDefaultGLState
This should initialize all GL state that any part of the entire program
may touch, including the editor.
======================
*/
void RB_SetDefaultGLState( void ) {
int i;
RB_LogComment( "--- R_SetDefaultGLState ---\n" );
qglClearDepth( 1.0f );
qglColor4f (1,1,1,1);
// the vertex array is always enabled
qglEnableClientState( GL_VERTEX_ARRAY );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
//
// make sure our GL state vector is set correctly
//
memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
backEnd.glState.forceGlState = true;
qglColorMask( 1, 1, 1, 1 );
qglEnable( GL_DEPTH_TEST );
qglEnable( GL_BLEND );
qglEnable( GL_SCISSOR_TEST );
qglEnable( GL_CULL_FACE );
qglDisable( GL_LIGHTING );
qglDisable( GL_LINE_STIPPLE );
qglDisable( GL_STENCIL_TEST );
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDepthFunc( GL_ALWAYS );
qglCullFace( GL_FRONT_AND_BACK );
qglShadeModel( GL_SMOOTH );
if ( r_useScissor.GetBool() ) {
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
GL_SelectTexture( i );
// object linear texgen is our default
qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
if ( glConfig.texture3DAvailable ) {
qglDisable( GL_TEXTURE_3D );
}
if ( glConfig.cubeMapAvailable ) {
qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
}
}
}
/*
====================
RB_LogComment
====================
*/
void RB_LogComment( const char *comment, ... ) {
va_list marker;
if ( !tr.logFile ) {
return;
}
fprintf( tr.logFile, "// " );
va_start( marker, comment );
vfprintf( tr.logFile, comment, marker );
va_end( marker );
}
//=============================================================================
/*
====================
GL_SelectTexture
====================
*/
void GL_SelectTexture( int unit ) {
if ( backEnd.glState.currenttmu == unit ) {
return;
}
if ( unit < 0 || (unit >= glConfig.maxTextureUnits && unit >= glConfig.maxTextureImageUnits) ) {
common->Warning( "GL_SelectTexture: unit = %i", unit );
return;
}
qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
qglClientActiveTextureARB( GL_TEXTURE0_ARB + unit );
RB_LogComment( "glActiveTextureARB( %i );\nglClientActiveTextureARB( %i );\n", unit, unit );
backEnd.glState.currenttmu = unit;
}
/*
====================
GL_Cull
This handles the flipping needed when the view being
rendered is a mirored view.
====================
*/
void GL_Cull( int cullType ) {
if ( backEnd.glState.faceCulling == cullType ) {
return;
}
if ( cullType == CT_TWO_SIDED ) {
qglDisable( GL_CULL_FACE );
} else {
if ( backEnd.glState.faceCulling == CT_TWO_SIDED ) {
qglEnable( GL_CULL_FACE );
}
if ( cullType == CT_BACK_SIDED ) {
if ( backEnd.viewDef->isMirror ) {
qglCullFace( GL_FRONT );
} else {
qglCullFace( GL_BACK );
}
} else {
if ( backEnd.viewDef->isMirror ) {
qglCullFace( GL_BACK );
} else {
qglCullFace( GL_FRONT );
}
}
}
backEnd.glState.faceCulling = cullType;
}
/*
====================
GL_TexEnv
====================
*/
void GL_TexEnv( int env ) {
tmu_t *tmu;
tmu = &backEnd.glState.tmu[backEnd.glState.currenttmu];
if ( env == tmu->texEnv ) {
return;
}
tmu->texEnv = env;
switch ( env ) {
case GL_COMBINE_EXT:
case GL_MODULATE:
case GL_REPLACE:
case GL_DECAL:
case GL_ADD:
qglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env );
break;
default:
common->Error( "GL_TexEnv: invalid env '%d' passed\n", env );
break;
}
}
/*
=================
GL_ClearStateDelta
Clears the state delta bits, so the next GL_State
will set every item
=================
*/
void GL_ClearStateDelta( void ) {
backEnd.glState.forceGlState = true;
}
/*
====================
GL_State
This routine is responsible for setting the most commonly changed state
====================
*/
void GL_State( int stateBits ) {
int diff;
if ( !r_useStateCaching.GetBool() || backEnd.glState.forceGlState ) {
// make sure everything is set all the time, so we
// can see if our delta checking is screwing up
diff = -1;
backEnd.glState.forceGlState = false;
} else {
diff = stateBits ^ backEnd.glState.glStateBits;
if ( !diff ) {
return;
}
}
//
// check depthFunc bits
//
if ( diff & ( GLS_DEPTHFUNC_EQUAL | GLS_DEPTHFUNC_LESS | GLS_DEPTHFUNC_ALWAYS ) ) {
if ( stateBits & GLS_DEPTHFUNC_EQUAL ) {
qglDepthFunc( GL_EQUAL );
} else if ( stateBits & GLS_DEPTHFUNC_ALWAYS ) {
qglDepthFunc( GL_ALWAYS );
} else {
qglDepthFunc( GL_LEQUAL );
}
}
//
// check blend bits
//
if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) {
GLenum srcFactor, dstFactor;
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
common->Error( "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
common->Error( "GL_State: invalid dst blend state bits\n" );
break;
}
qglBlendFunc( srcFactor, dstFactor );
}
//
// check depthmask
//
if ( diff & GLS_DEPTHMASK ) {
if ( stateBits & GLS_DEPTHMASK ) {
qglDepthMask( GL_FALSE );
} else {
qglDepthMask( GL_TRUE );
}
}
//
// check colormask
//
if ( diff & (GLS_REDMASK|GLS_GREENMASK|GLS_BLUEMASK|GLS_ALPHAMASK) ) {
GLboolean r, g, b, a;
r = ( stateBits & GLS_REDMASK ) ? 0 : 1;
g = ( stateBits & GLS_GREENMASK ) ? 0 : 1;
b = ( stateBits & GLS_BLUEMASK ) ? 0 : 1;
a = ( stateBits & GLS_ALPHAMASK ) ? 0 : 1;
qglColorMask( r, g, b, a );
}
//
// fill/line mode
//
if ( diff & GLS_POLYMODE_LINE ) {
if ( stateBits & GLS_POLYMODE_LINE ) {
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
} else {
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
}
//
// alpha test
//
if ( diff & GLS_ATEST_BITS ) {
switch ( stateBits & GLS_ATEST_BITS ) {
case 0:
qglDisable( GL_ALPHA_TEST );
break;
case GLS_ATEST_EQ_255:
qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_EQUAL, 1 );
break;
case GLS_ATEST_LT_128:
qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_LESS, 0.5 );
break;
case GLS_ATEST_GE_128:
qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_GEQUAL, 0.5 );
break;
default:
assert( 0 );
break;
}
}
backEnd.glState.glStateBits = stateBits;
}
/*
============================================================================
RENDER BACK END THREAD FUNCTIONS
============================================================================
*/
/*
=============
RB_SetGL2D
This is not used by the normal game paths, just by some tools
=============
*/
void RB_SetGL2D( void ) {
// set 2D virtual screen size
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
if ( r_useScissor.GetBool() ) {
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity();
qglOrtho( 0, 640, 480, 0, 0, 1 ); // always assume 640x480 virtual coordinates
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity();
GL_State( GLS_DEPTHFUNC_ALWAYS |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Cull( CT_TWO_SIDED );
qglDisable( GL_DEPTH_TEST );
qglDisable( GL_STENCIL_TEST );
}
/*
=============
RB_SetBuffer
=============
*/
static void RB_SetBuffer( const void *data ) {
const setBufferCommand_t *cmd;
// see which draw buffer we want to render the frame to
cmd = (const setBufferCommand_t *)data;
backEnd.frameCount = cmd->frameCount;
qglDrawBuffer( cmd->buffer );
// clear screen for debugging
// automatically enable this with several other debug tools
// that might leave unrendered portions of the screen
if ( r_clear.GetFloat() || idStr::Length( r_clear.GetString() ) != 1 || r_lockSurfaces.GetBool() || r_singleArea.GetBool() || r_showOverDraw.GetBool() ) {
float c[3];
if ( sscanf( r_clear.GetString(), "%f %f %f", &c[0], &c[1], &c[2] ) == 3 ) {
qglClearColor( c[0], c[1], c[2], 1 );
} else if ( r_clear.GetInteger() == 2 ) {
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
} else if ( r_showOverDraw.GetBool() ) {
qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
} else {
qglClearColor( 0.4f, 0.0f, 0.25f, 1.0f );
}
qglClear( GL_COLOR_BUFFER_BIT );
}
}
/*
===============
RB_ShowImages
Draw all the images to the screen, on top of whatever
was there. This is used to test for texture thrashing.
===============
*/
void RB_ShowImages( void ) {
int i;
idImage *image;
float x, y, w, h;
int start, end;
RB_SetGL2D();
//qglClearColor( 0.2, 0.2, 0.2, 1 );
//qglClear( GL_COLOR_BUFFER_BIT );
qglFinish();
start = Sys_Milliseconds();
for ( i = 0 ; i < globalImages->images.Num() ; i++ ) {
image = globalImages->images[i];
if ( image->texnum == idImage::TEXTURE_NOT_LOADED && image->partialImage == NULL ) {
continue;
}
w = glConfig.vidWidth / 20;
h = glConfig.vidHeight / 15;
x = i % 20 * w;
y = i / 20 * h;
// show in proportional size in mode 2
if ( r_showImages.GetInteger() == 2 ) {
w *= image->uploadWidth / 512.0f;
h *= image->uploadHeight / 512.0f;
}
image->Bind();
qglBegin (GL_QUADS);
qglTexCoord2f( 0, 0 );
qglVertex2f( x, y );
qglTexCoord2f( 1, 0 );
qglVertex2f( x + w, y );
qglTexCoord2f( 1, 1 );
qglVertex2f( x + w, y + h );
qglTexCoord2f( 0, 1 );
qglVertex2f( x, y + h );
qglEnd();
}
qglFinish();
end = Sys_Milliseconds();
common->Printf( "%i msec to draw all images\n", end - start );
}
/*
=============
RB_SwapBuffers
=============
*/
const void RB_SwapBuffers( const void *data ) {
// texture swapping test
if ( r_showImages.GetInteger() != 0 ) {
RB_ShowImages();
}
// force a gl sync if requested
if ( r_finish.GetBool() ) {
qglFinish();
}
RB_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
// 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;
}
RB_LogComment( "***************** RB_CopyRender *****************\n" );
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;
}
}