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fteqw/engine/gl/gl_draw.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// draw.c -- this is the only file outside the refresh that touches the
// vid buffer
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "shader.h"
#include "gl_draw.h"
extern cvar_t gl_max_size;
extern cvar_t gl_picmip;
extern cvar_t gl_lerpimages;
extern cvar_t gl_picmip2d;
extern cvar_t gl_compress;
extern cvar_t gl_smoothcrosshair;
extern cvar_t gl_texturemode, gl_texture_anisotropic_filtering;
cvar_t gl_blacklist_texture_compression = CVARFD("gl_blacklist_texture_compression", "0", CVAR_RENDERERLATCH, "When enabled, blocks recognition of all compressed-texture formats. Does NOT block support for gl3 texture types like e5bgr9 nor rgba16f.");
cvar_t gl_blacklist_generatemipmap = CVARFD("gl_blacklist_generatemipmap", "1", CVAR_RENDERERLATCH, "Self-generate mipmaps, instead of letting the graphics driver do it.");
float gl_anisotropy_factor;
static int gl_filter_pic[3]; //ui elements
static int gl_filter_mip[3]; //everything else
int gl_mipcap_min = 0;
int gl_mipcap_max = 1000;
int gl_mip_lod_bias = 0;
void GL_DestroyTexture(texid_t tex)
{
if (!tex)
return;
if (tex->num)
qglDeleteTextures(1, &tex->num);
tex->num = 0;
}
#define glfmtsw(qfmt,sz,in,fm,ty,cf,sr,sg,sb,sa) \
do { \
gl_config.formatinfo[qfmt].sizedformat = sz; \
gl_config.formatinfo[qfmt].cformat = cf; \
gl_config.formatinfo[qfmt].internalformat = in; \
gl_config.formatinfo[qfmt].format = fm; \
gl_config.formatinfo[qfmt].type = ty; \
gl_config.formatinfo[qfmt].swizzle_r = sr; \
gl_config.formatinfo[qfmt].swizzle_g = sg; \
gl_config.formatinfo[qfmt].swizzle_b = sb; \
gl_config.formatinfo[qfmt].swizzle_a = sa; \
sh_config.texfmt[qfmt] = true; \
} while(0)
#define glfmt(qfmt,sz,in,fm,ty) glfmtsw(qfmt, sz, in, fm, ty, 0, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA)
#define glfmtc(qfmt,sz,in,fm,ty,cf) glfmtsw(qfmt, sz, in, fm, ty, cf, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA)
#define glfmtb(qfmt,in) glfmtsw(qfmt, in, in, 0, 0, 0, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA)
#ifndef GL_RGB565
#define GL_RGB565 0x8D62
#endif
void GL_SetupFormats(void)
{
int tc_ru = 0, tc_rs = 0, tc_rgu = 0, tc_rgs = 0, tc_rgb = 0, tc_rgba1 = 0, tc_rgba8 = 0, tc_srgb = 0, tc_srgba8 = 0;
qboolean bc1=false, bc2=false, bc3=false, bc45=false, bc67=false;
float ver = gl_config.glversion;
qboolean srgb = (gl_config.glversion >= (gl_config_gles?3.0:2.1)) || GL_CheckExtension("GL_EXT_texture_sRGB");
memset(&gl_config.formatinfo, 0, sizeof(gl_config.formatinfo));
memset(&sh_config.texfmt, 0, sizeof(sh_config.texfmt));
sh_config.hw_bc = sh_config.hw_etc = sh_config.hw_astc = 0;
if (gl_config_gles && ver >= 3.0 && ver <= 3.3)
ver = 3.3; //treat gles3.0 as desktop 3.3, they're roughly equivelent in feature set.
if (GL_CheckExtension("GL_EXT_texture_compression_s3tc"))
bc1=bc2=bc3=true;
if ((!gl_config_gles && ver >= 3.0) || GL_CheckExtension("GL_ARB_texture_compression_rgtc") || GL_CheckExtension("GL_EXT_texture_compression_rgtc"))
bc45 = true;
if ((!gl_config_gles && ver >= 4.2) || GL_CheckExtension("GL_ARB_texture_compression_bptc") || GL_CheckExtension("GL_EXT_texture_compression_bptc"))
bc67 = true;
if (bc45)
tc_ru = GL_COMPRESSED_RED_RGTC1;
if (bc45)
tc_rs = GL_COMPRESSED_SIGNED_RED_RGTC1;
if (bc45)
tc_rgu = GL_COMPRESSED_RG_RGTC2;
if (bc45)
tc_rgs = GL_COMPRESSED_SIGNED_RG_RGTC2;
if (bc1)
tc_rgb = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
if (bc1)
tc_srgb = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
if (bc3)
tc_rgba8 = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
if (bc3)
tc_srgba8 = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
if (bc1)
tc_rgba1 = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
// if (bc1)
// tc_srgba1 = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
bc1 |= GL_CheckExtension("GL_EXT_texture_compression_dxt1");
bc2 |= GL_CheckExtension("GL_ANGLE_texture_compression_dxt3"); //WARNING: can only use these if mip0 is a multiple of 4
bc3 |= GL_CheckExtension("GL_ANGLE_texture_compression_dxt5");
#ifdef FTE_TARGET_WEB
if (GL_CheckExtension("GL_WEBGL_compressed_texture_s3tc"))
bc1 = bc2 = bc3 = true;
if (GL_CheckExtension("GL_WEBGL_compressed_texture_s3tc"))
bc1 = bc2 = bc3 = true;
#endif
/*else if (sh_config.texfmt[PTI_ETC2_RGB8A8])
{ //these are probably a bad choice...
tc_ru = GL_COMPRESSED_R11_EAC;
tc_rgu = GL_COMPRESSED_RG11_EAC;
tc_rgb = GL_COMPRESSED_RGB8_ETC2;
tc_rgba = GL_COMPRESSED_RGBA8_ETC2_EAC;
}*/
#ifdef FTE_TARGET_WEB
glfmt(PTI_WHOLEFILE, 0, 0, 0, 0);
// sh_config.texfmt[PTI_WHOLEFILE] = true;
#endif
if (gl_config_gles)
{
//pre-3 gles doesn't support sized formats, and only a limited number of them too
glfmtc(PTI_RGB8, (ver>=3)?GL_RGB8:0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, tc_rgb);
glfmtc(PTI_RGBA8, (ver>=3)?GL_RGBA8:0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, tc_rgba8);
glfmt(PTI_L8A8, (ver>=3)?GL_LUMINANCE8_ALPHA8:0,GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
glfmt(PTI_L8, (ver>=3)?GL_LUMINANCE8:0, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE);
// glfmt(PTI_A8, (ver>=3)?GL_LUMINANCE8:0, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE);
if (!gl_config.webgl_ie)
{ //these should work on all gles2+webgl1 devices, but microsoft doesn't give a shit.
glfmtc(PTI_RGB565, (ver>=3)?GL_RGB565:0, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, tc_rgb);
// glfmtc(PTI_RGBA4444,(ver>=3)?GL_RGBA4:0, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, tc_rgba8);
// glfmtc(PTI_RGBA5551,(ver>=3)?GL_RGB555A1:0, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, tc_rgba1);
}
if (GL_CheckExtension("GL_OES_texture_half_float"))
glfmtc(PTI_RGBA16F, (ver>=3)?GL_RGBA16F:0, GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, 0); //not to be confused with GL_HALF_FLOAT[_ARB] which has a different value
if (GL_CheckExtension("GL_OES_texture_float"))
glfmtc(PTI_RGBA32F, (ver>=3)?GL_RGBA32F:0, GL_RGBA, GL_RGBA, GL_FLOAT, 0);
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
if (GL_CheckExtension("GL_WEBGL_depth_texture"))
{ //24bit is okay with this one.
glfmt(PTI_DEPTH16, (ver>=3)?GL_DEPTH_COMPONENT:0,GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);
glfmt(PTI_DEPTH24, (ver>=3)?GL_DEPTH_COMPONENT:0,GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8);
glfmt(PTI_DEPTH32, (ver>=3)?GL_DEPTH_COMPONENT:0,GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
}
else if (GL_CheckExtension("GL_OES_depth_texture") || GL_CheckExtension("GL_ANGLE_depth_texture"))
{ //16+32, not 24.
glfmt(PTI_DEPTH16, (ver>=3)?GL_DEPTH_COMPONENT:0,GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);
glfmt(PTI_DEPTH32, (ver>=3)?GL_DEPTH_COMPONENT:0,GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
}
if (GL_CheckExtension("GL_EXT_texture_format_BGRA8888"))
glfmtc(PTI_BGRA8, /*(ver>=3)?GL_BGRA8_EXT:*/0, GL_BGRA_EXT, GL_BGRA_EXT, GL_UNSIGNED_BYTE, tc_rgba8);
if (GL_CheckExtension("GL_EXT_texture_type_2_10_10_10_REV"))
glfmtc(PTI_A2BGR10, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, tc_rgba8);
}
if (!gl_config_gles || ver >= 3.0)
{
if (ver >= 1.4 || GL_CheckExtension("GL_ARB_depth_texture"))
{ //depth formats
glfmt(PTI_DEPTH16, GL_DEPTH_COMPONENT16_ARB, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);
glfmt(PTI_DEPTH24, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT/*FIXME*/);
if (gl_config_gles)// || ver >= 3.0)
glfmt(PTI_DEPTH32, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT);
else
glfmt(PTI_DEPTH32, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT);
}
// if (ver >= 3.0)
// glfmt(PTI_DEPTH32, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT);
if (GL_CheckExtension("GL_EXT_packed_depth_stencil"))
glfmt(PTI_DEPTH24_8,GL_DEPTH24_STENCIL8_EXT, GL_DEPTH_STENCIL_EXT, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT);
glfmtc(PTI_RGBA8, GL_RGBA8, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, tc_rgba8);
if (srgb)
glfmtc(PTI_RGBA8_SRGB, GL_SRGB8_ALPHA8_EXT,GL_SRGB_ALPHA_EXT, GL_RGBA, GL_UNSIGNED_BYTE, tc_srgba8);
if (!gl_config_gles)
{
if (ver >= 3.3) //I'm paranoid about performance, so lets swizzle the alpha to 1 to make the alignment explicit.
glfmtsw(PTI_RGBX8, GL_RGBA8, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, tc_rgb, GL_RED, GL_GREEN, GL_BLUE, GL_ONE);
else
glfmtc(PTI_RGBX8, GL_RGB8, GL_RGB, GL_RGBA, GL_UNSIGNED_BYTE, tc_rgb);
if (srgb)
glfmtc(PTI_RGBX8_SRGB, GL_SRGB8_EXT, GL_SRGB_EXT, GL_RGBA, GL_UNSIGNED_BYTE, tc_srgb);
}
if (ver >= 1.2 && !gl_config_gles)
{
glfmt(PTI_BGR8, GL_RGB8, GL_RGB, GL_BGR_EXT, GL_UNSIGNED_BYTE);
glfmtc(PTI_BGRX8, GL_RGB8, GL_RGB, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, tc_rgb);
glfmtc(PTI_BGRA8, GL_RGBA8, GL_RGBA, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, tc_rgba8);
if (srgb)
{
glfmtc(PTI_BGRX8_SRGB, GL_SRGB8_EXT, GL_SRGB_EXT, GL_BGRA_EXT, GL_UNSIGNED_BYTE, tc_srgb);
glfmtc(PTI_BGRA8_SRGB, GL_SRGB8_ALPHA8_EXT,GL_SRGB_ALPHA_EXT, GL_BGRA_EXT, GL_UNSIGNED_BYTE, tc_srgba8);
}
}
else if (ver >= 3.3)
{
glfmtsw(PTI_BGR8, GL_RGB8, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, 0, GL_BLUE, GL_GREEN, GL_RED, GL_ONE);
glfmtsw(PTI_BGRX8, GL_RGB8, GL_RGB, GL_RGBA, GL_UNSIGNED_BYTE, tc_rgb, GL_BLUE, GL_GREEN, GL_RED, GL_ONE);
glfmtsw(PTI_BGRA8, GL_RGBA8, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, tc_rgba8, GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA);
if (srgb)
{
glfmtc(PTI_BGRX8_SRGB, GL_SRGB8_EXT, GL_SRGB_EXT, GL_BGRA_EXT, GL_UNSIGNED_BYTE, tc_srgb);
glfmtc(PTI_BGRA8_SRGB, GL_SRGB8_ALPHA8_EXT,GL_SRGB_ALPHA_EXT, GL_BGRA_EXT, GL_UNSIGNED_BYTE, tc_srgba8);
}
}
if (ver >= 3.0 || GL_CheckExtension("GL_EXT_texture_shared_exponent"))
glfmt(PTI_E5BGR9, GL_RGB9_E5, GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV);
if (ver >= 3.0 || GL_CheckExtension("GL_EXT_packed_pixels")) //so gl1.2 then.
glfmt(PTI_A2BGR10, GL_RGB10_A2, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV);
if (ver >= 3.0 || GL_CheckExtension("GL_ARB_texture_rg"))
{
glfmtc(PTI_P8, GL_R8, GL_RED, GL_RED, GL_UNSIGNED_BYTE, tc_ru);
glfmtc(PTI_R8, GL_R8, GL_RED, GL_RED, GL_UNSIGNED_BYTE, tc_ru);
glfmtc(PTI_RG8, GL_RG8, GL_RG, GL_RG, GL_UNSIGNED_BYTE, tc_rs);
}
if (ver >= 3.1 || (GL_CheckExtension("GL_EXT_texture_snorm") && GL_CheckExtension("GL_ARB_texture_rg")))
{
glfmtc(PTI_R8_SNORM, GL_R8_SNORM, GL_R8_SNORM, GL_RED, GL_BYTE, tc_rgu);
glfmtc(PTI_RG8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, GL_RG, GL_BYTE, tc_rgs);
}
if (ver >= 3.0)
{
glfmtc(PTI_R16, GL_R16, GL_RED, GL_RED, GL_UNSIGNED_SHORT, 0);
glfmtc(PTI_RGBA16, GL_RGBA16, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT, 0);
glfmtc(PTI_R16F, GL_R16F, GL_RED, GL_RED, GL_HALF_FLOAT, 0);
glfmtc(PTI_R32F, GL_R32F, GL_RED, GL_RED, GL_FLOAT, 0);
glfmtc(PTI_RGBA16F, GL_RGBA16F, GL_RGBA, GL_RGBA, GL_HALF_FLOAT, 0);
glfmtc(PTI_RGBA32F, GL_RGBA32F, GL_RGBA, GL_RGBA, GL_FLOAT, 0);
}
if (ver >= 1.2 && !gl_config_gles)
{
glfmtc(PTI_RGBA4444, GL_RGBA4, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, tc_srgba8);
glfmtc(PTI_RGBA5551, GL_RGB5_A1, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, tc_rgba1);
glfmtc(PTI_ARGB4444, GL_RGBA4, GL_RGBA, GL_BGRA_EXT, GL_UNSIGNED_SHORT_4_4_4_4_REV, tc_srgba8);
glfmtc(PTI_ARGB1555, GL_RGB5_A1, GL_RGBA, GL_BGRA_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV, tc_rgba1);
}
if (gl_config_gles || ver > 4.1) //rgb565 was a gles thing, desktop gl just has a 555 internal format despite the 565 data...
glfmtc(PTI_RGB565, GL_RGB565, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, tc_rgb);
else
glfmtc(PTI_RGB565, GL_RGB5, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, tc_rgb);
glfmt(PTI_RGB8, GL_RGB8, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE);
if (!gl_config_nofixedfunc)
{ //if we have fixed function, then we still have proper support. the driver can emulate with swizzles if it wants.
glfmtc(PTI_L8, GL_LUMINANCE8, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, tc_ru);
glfmtc(PTI_L8A8, GL_LUMINANCE8_ALPHA8,GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, tc_rgu);
}
else if (ver >= 3.3)
{ //can emulate them with swizzles.
glfmtsw(PTI_L8, GL_R8, GL_RED, GL_RED, GL_UNSIGNED_BYTE, tc_ru, GL_RED, GL_RED, GL_RED, GL_ONE);
glfmtsw(PTI_L8A8, GL_RG8, GL_RG, GL_RG, GL_UNSIGNED_BYTE, tc_rgu, GL_RED, GL_RED, GL_RED, GL_GREEN);
}
}
//provide a cvar for ignoring all texture compression extensions.
//this is more so that I can debug fallbacks.
if (gl_blacklist_texture_compression.ival)
{
Con_Printf("gl_blacklist_texture_compression: driver/hardware texture compression is "CON_WARNING"blocked"CON_DEFAULT".\n");
return;
}
if (bc1&&bc2&&bc3)
{
if (bc45)
{
if (bc67)
sh_config.hw_bc = 3;
else
sh_config.hw_bc = 2;
}
else
sh_config.hw_bc = 1;
}
//block compresion formats.
if (bc1)
{
glfmtb(PTI_BC1_RGB, GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
glfmtb(PTI_BC1_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
if (srgb)
{
glfmtb(PTI_BC1_RGB_SRGB, GL_COMPRESSED_SRGB_S3TC_DXT1_EXT);
glfmtb(PTI_BC1_RGBA_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT);
}
}
if (bc2)
{
glfmtb(PTI_BC2_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
if (srgb)
glfmtb(PTI_BC2_RGBA_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT);
}
if (bc3)
{
glfmtb(PTI_BC3_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
if (srgb)
glfmtb(PTI_BC3_RGBA_SRGB, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT);
}
if (bc45)
{
glfmtb(PTI_BC4_R8, GL_COMPRESSED_RED_RGTC1);
glfmtb(PTI_BC4_R8_SNORM, GL_COMPRESSED_SIGNED_RED_RGTC1);
glfmtb(PTI_BC5_RG8, GL_COMPRESSED_RG_RGTC2);
glfmtb(PTI_BC5_RG8_SNORM, GL_COMPRESSED_SIGNED_RG_RGTC2);
}
if (bc67)
{
glfmtb(PTI_BC6_RGB_UFLOAT, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB);
glfmtb(PTI_BC6_RGB_SFLOAT, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB);
glfmtb(PTI_BC7_RGBA, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB);
glfmtb(PTI_BC7_RGBA_SRGB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB);
}
if (gl_config_gles && gl_config.glversion >= 3.0 && !sh_config.hw_bc)
sh_config.hw_etc = 2; //assume that mobile chips have actual support. the bc1 check prevents this from being true on desktop chips.
#ifdef FTE_TARGET_WEB
else if (GL_CheckExtension("GL_WEBGL_compressed_texture_etc"))
sh_config.hw_etc = 2; //full etc2+eac
#endif
if (sh_config.hw_etc>=2 || (!gl_config_gles && (gl_config.glversion >= 4.3 || GL_CheckExtension("GL_ARB_ES3_compatibility"))))
{ //note that desktop drivers will not necessarily support these in hardware, but are required to at least pretend that they do.
glfmtb(PTI_ETC1_RGB8, GL_COMPRESSED_RGB8_ETC2);
glfmtb(PTI_ETC2_RGB8, GL_COMPRESSED_RGB8_ETC2);
glfmtb(PTI_ETC2_RGB8A1, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2);
glfmtb(PTI_ETC2_RGB8A8, GL_COMPRESSED_RGBA8_ETC2_EAC);
glfmtb(PTI_ETC2_RGB8_SRGB, GL_COMPRESSED_SRGB8_ETC2);
glfmtb(PTI_ETC2_RGB8A1_SRGB, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2);
glfmtb(PTI_ETC2_RGB8A8_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC);
glfmtb(PTI_EAC_R11, GL_COMPRESSED_R11_EAC);
glfmtb(PTI_EAC_R11_SNORM, GL_COMPRESSED_SIGNED_R11_EAC);
glfmtb(PTI_EAC_RG11, GL_COMPRESSED_RG11_EAC);
glfmtb(PTI_EAC_RG11_SNORM, GL_COMPRESSED_SIGNED_RG11_EAC);
}
else
{
if (GL_CheckExtension("GL_OES_compressed_ETC1_RGB8_texture"))
glfmtb(PTI_ETC1_RGB8, GL_ETC1_RGB8_OES);
if (GL_CheckExtension("GL_OES_compressed_ETC2_RGB8_texture"))
glfmtb(PTI_ETC2_RGB8, GL_COMPRESSED_RGB8_ETC2);
if (GL_CheckExtension("GL_OES_compressed_ETC2_sRGB8_texture"))
glfmtb(PTI_ETC2_RGB8_SRGB, GL_COMPRESSED_SRGB8_ETC2);
if (GL_CheckExtension("GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture"))
glfmtb(PTI_ETC2_RGB8A1, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2);
if (GL_CheckExtension("GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture"))
glfmtb(PTI_ETC2_RGB8A1_SRGB, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2);
if (GL_CheckExtension("GL_OES_compressed_ETC2_RGBA8_texture"))
glfmtb(PTI_ETC2_RGB8A8, GL_COMPRESSED_RGBA8_ETC2_EAC);
if (GL_CheckExtension("GL_OES_compressed_ETC2_sRGB8_alpha8_texture"))
glfmtb(PTI_ETC2_RGB8A8_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC);
if (GL_CheckExtension("GL_OES_compressed_EAC_R11_unsigned_texture"))
glfmtb(PTI_EAC_R11, GL_COMPRESSED_R11_EAC);
if (GL_CheckExtension("GL_OES_compressed_EAC_R11_signed_texture"))
glfmtb(PTI_EAC_R11_SNORM, GL_COMPRESSED_SIGNED_R11_EAC);
if (GL_CheckExtension("GL_OES_compressed_EAC_RG11_unsigned_texture"))
glfmtb(PTI_EAC_RG11, GL_COMPRESSED_RG11_EAC);
if (GL_CheckExtension("GL_OES_compressed_EAC_RG11_signed_texture"))
glfmtb(PTI_EAC_RG11_SNORM, GL_COMPRESSED_SIGNED_RG11_EAC);
if (gl_config.formatinfo[PTI_ETC2_RGB8].internalformat && gl_config.formatinfo[PTI_EAC_RG11].internalformat &&
gl_config.formatinfo[PTI_ETC2_RGB8A1].internalformat && gl_config.formatinfo[PTI_ETC2_RGB8A8].internalformat)
sh_config.hw_etc = 2;
else if (gl_config.formatinfo[PTI_ETC2_RGB8].internalformat || gl_config.formatinfo[PTI_ETC1_RGB8].internalformat)
sh_config.hw_etc = 1;
}
if (GL_CheckExtension("GL_OES_texture_compression_astc"))
sh_config.hw_astc = 3; //3d textures
else if (GL_CheckExtension("GL_KHR_texture_compression_astc_hdr"))
sh_config.hw_astc = 2; //hdr textures
else if (GL_CheckExtension("GL_KHR_texture_compression_astc_ldr"))
sh_config.hw_astc = 1; //ldr textures only.
#ifdef FTE_TARGET_WEB
else if (GL_CheckExtension("GL_WEBGL_compressed_texture_astc"))
sh_config.hw_astc = 1; //need to use js getSupportedProfiles() to find the profiles, which is outside of our scope
#endif
if (sh_config.hw_astc || (gl_config_gles && gl_config.glversion >= 3.2) || GL_CheckExtension("GL_ARB_ES3_2_compatibility"))
{ //astc ldr profile is a core part of gles 3.2
//note that this does not necessarily mean the hardware itself supports it.
glfmtb(PTI_ASTC_4X4_LDR, GL_COMPRESSED_RGBA_ASTC_4x4_KHR);
glfmtb(PTI_ASTC_5X4_LDR, GL_COMPRESSED_RGBA_ASTC_5x4_KHR);
glfmtb(PTI_ASTC_5X5_LDR, GL_COMPRESSED_RGBA_ASTC_5x5_KHR);
glfmtb(PTI_ASTC_6X5_LDR, GL_COMPRESSED_RGBA_ASTC_6x5_KHR);
glfmtb(PTI_ASTC_6X6_LDR, GL_COMPRESSED_RGBA_ASTC_6x6_KHR);
glfmtb(PTI_ASTC_8X5_LDR, GL_COMPRESSED_RGBA_ASTC_8x5_KHR);
glfmtb(PTI_ASTC_8X6_LDR, GL_COMPRESSED_RGBA_ASTC_8x6_KHR);
glfmtb(PTI_ASTC_10X5_LDR, GL_COMPRESSED_RGBA_ASTC_10x5_KHR);
glfmtb(PTI_ASTC_10X6_LDR, GL_COMPRESSED_RGBA_ASTC_10x6_KHR);
glfmtb(PTI_ASTC_8X8_LDR, GL_COMPRESSED_RGBA_ASTC_8x8_KHR);
glfmtb(PTI_ASTC_10X8_LDR, GL_COMPRESSED_RGBA_ASTC_10x8_KHR);
glfmtb(PTI_ASTC_10X10_LDR, GL_COMPRESSED_RGBA_ASTC_10x10_KHR);
glfmtb(PTI_ASTC_12X10_LDR, GL_COMPRESSED_RGBA_ASTC_12x10_KHR);
glfmtb(PTI_ASTC_12X12_LDR, GL_COMPRESSED_RGBA_ASTC_12x12_KHR);
glfmtb(PTI_ASTC_4X4_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR);
glfmtb(PTI_ASTC_5X4_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR);
glfmtb(PTI_ASTC_5X5_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR);
glfmtb(PTI_ASTC_6X5_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR);
glfmtb(PTI_ASTC_6X6_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR);
glfmtb(PTI_ASTC_8X5_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR);
glfmtb(PTI_ASTC_8X6_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR);
glfmtb(PTI_ASTC_10X5_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR);
glfmtb(PTI_ASTC_10X6_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR);
glfmtb(PTI_ASTC_8X8_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR);
glfmtb(PTI_ASTC_10X8_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR);
glfmtb(PTI_ASTC_10X10_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR);
glfmtb(PTI_ASTC_12X10_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR);
glfmtb(PTI_ASTC_12X12_SRGB, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR);
}
if (sh_config.hw_astc >= 2)
{ //astc hdr profile uses the same texture formats, which is kinda annoying...
glfmtb(PTI_ASTC_4X4_HDR, GL_COMPRESSED_RGBA_ASTC_4x4_KHR);
glfmtb(PTI_ASTC_5X4_HDR, GL_COMPRESSED_RGBA_ASTC_5x4_KHR);
glfmtb(PTI_ASTC_5X5_HDR, GL_COMPRESSED_RGBA_ASTC_5x5_KHR);
glfmtb(PTI_ASTC_6X5_HDR, GL_COMPRESSED_RGBA_ASTC_6x5_KHR);
glfmtb(PTI_ASTC_6X6_HDR, GL_COMPRESSED_RGBA_ASTC_6x6_KHR);
glfmtb(PTI_ASTC_8X5_HDR, GL_COMPRESSED_RGBA_ASTC_8x5_KHR);
glfmtb(PTI_ASTC_8X6_HDR, GL_COMPRESSED_RGBA_ASTC_8x6_KHR);
glfmtb(PTI_ASTC_10X5_HDR, GL_COMPRESSED_RGBA_ASTC_10x5_KHR);
glfmtb(PTI_ASTC_10X6_HDR, GL_COMPRESSED_RGBA_ASTC_10x6_KHR);
glfmtb(PTI_ASTC_8X8_HDR, GL_COMPRESSED_RGBA_ASTC_8x8_KHR);
glfmtb(PTI_ASTC_10X8_HDR, GL_COMPRESSED_RGBA_ASTC_10x8_KHR);
glfmtb(PTI_ASTC_10X10_HDR, GL_COMPRESSED_RGBA_ASTC_10x10_KHR);
glfmtb(PTI_ASTC_12X10_HDR, GL_COMPRESSED_RGBA_ASTC_12x10_KHR);
glfmtb(PTI_ASTC_12X12_HDR, GL_COMPRESSED_RGBA_ASTC_12x12_KHR);
}
}
/*
===============
Draw_Init
===============
*/
void GLDraw_Init (void)
{
extern cvar_t scr_showloading;
extern cvar_t vid_srgb;
if ((vid.flags & VID_SRGB_CAPABLE) && gl_config.arb_framebuffer_srgb)
{ //srgb-capable
if (!vid_srgb.ival)
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
{ //srgb framebuffer not wanted...
qglDisable(GL_FRAMEBUFFER_SRGB);
vid.flags &= ~VID_SRGB_FB_LINEAR;
}
else
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
{
vid.flags |= VID_SRGB_FB_LINEAR;
qglEnable(GL_FRAMEBUFFER_SRGB);
}
}
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
if ((vid.flags & VID_SRGB_FB) && vid_srgb.ival >= 0)
vid.flags |= VID_SRGBAWARE;
else
vid.flags &= ~VID_SRGBAWARE;
sh_config.can_genmips = qglGenerateMipmap && !gl_blacklist_generatemipmap.ival;
//figure out which extra features we can support on these drivers.
r_deluxemapping = r_deluxemapping_cvar.ival;
r_lightprepass = r_lightprepass_cvar.ival && sh_config.progs_supported;
r_softwarebanding = r_softwarebanding_cvar.ival && sh_config.progs_supported;
if (gl_config.gles && gl_config.glversion < 3.0)
r_softwarebanding = false;
GL_SetupFormats();
R2D_Init();
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qglDisable(GL_SCISSOR_TEST);
GL_Set2D(false);
if (scr_showloading.ival)
{
mpic_t *pic = R2D_SafeCachePic ("gfx/loading.lmp");
if (pic && R_GetShaderSizes(pic, NULL, NULL, true))
{ //if its too big for the screen, letterbox it.
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
if (pic->width > vid.width || pic->height > vid.height)
R2D_Letterbox(0, 0, vid.width, vid.height, pic, pic->width, pic->height);
else //otherwise draw it centred
R2D_ScalePic ( ((int)vid.width - pic->width)/2, ((int)vid.height - 48 - pic->height)/2, pic->width, pic->height, pic);
}
if (R2D_Flush)
R2D_Flush();
VID_SwapBuffers();
}
GL_SetupSceneProcessingTextures();
//
// get the other pics we need
//
TRACE(("dbg: GLDraw_ReInit: R2D_SafePicFromWad\n"));
draw_disc = R2D_SafePicFromWad ("disc");
#ifdef GL_USE8BITTEX
inited15to8 = false;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qglClearColor (1,0,0,1);
TRACE(("dbg: GLDraw_ReInit: PPL_LoadSpecularFragmentProgram\n"));
GL_InitSceneProcessingShaders();
}
void GLDraw_DeInit (void)
{
R2D_Shutdown();
R_GAliasFlushSkinCache(true);
draw_disc = NULL;
GL_ShutdownPostProcessing();
#ifdef RTLIGHTS
Sh_Shutdown();
#endif
GLBE_Shutdown(); //to release its images.
Shader_Shutdown();
Image_Shutdown();
}
//=============================================================================
/*
================
GL_Set2D
Setup as if the screen was 320*200
================
*/
void GL_Set2D (qboolean flipped)
{
extern cvar_t gl_screenangle;
float rad, ang;
float tmp[16], tmp2[16];
float w = vid.width, h = vid.height;
qboolean fbo = !!*r_refdef.rt_destcolour[0].texname;
if (vid.framebuffer)
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.framebuffer->width;
vid.fbpheight = vid.framebuffer->height;
}
else if (fbo)
{
R2D_RT_GetTexture(r_refdef.rt_destcolour[0].texname, &vid.fbpwidth, &vid.fbpheight);
vid.fbvwidth = vid.fbpwidth;
vid.fbvheight = vid.fbpheight;
if (strcmp(r_refdef.rt_destcolour[0].texname, "megascreeny"))
flipped ^= true;
}
else
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
}
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
ang = (int)ang * 90;
if (ang && !fbo)
{ /*more expensive maths*/
rad = (ang * M_PI) / 180;
w = fabs(cos(rad)) * (vid.width) + fabs(sin(rad)) * (vid.height);
h = fabs(sin(rad)) * (vid.width) + fabs(cos(rad)) * (vid.height);
Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, w/-2.0f, w/2.0f, h/2.0f, h/-2.0f, -99999, 99999);
Matrix4x4_Identity(tmp);
Matrix4_Multiply(Matrix4x4_CM_NewTranslation((vid.width/-2.0f), (vid.height/-2.0f), 0), tmp, tmp2);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(-ang, 0, 0, 1), tmp2, r_refdef.m_view);
}
else
{
w = vid.fbvwidth;
h = vid.fbvheight;
if (flipped)
Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, 0, w, 0, h, -99999, 99999);
else
Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, 0, w, h, 0, -99999, 99999);
Matrix4x4_Identity(r_refdef.m_view);
}
//current physical position on the current render target.
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth;
r_refdef.pxrect.height = vid.fbpheight;
r_refdef.pxrect.maxheight = vid.fbpheight;
r_refdef.time = realtime;
/*flush that gl state*/
GL_ViewportUpdate();
if (flipped)
r_refdef.flipcull = SHADER_CULL_FLIP;
else
r_refdef.flipcull = 0;
GL_SetShaderState2D(true);
}
//====================================================================
//note: needs to be bound first, so the 'targ' argument shouldn't be a problem.
static void GL_Texturemode_Apply(GLenum targ, unsigned int flags)
{
int min, mag;
int *filter = (flags & IF_UIPIC)?gl_filter_pic:gl_filter_mip;
if (targ == GL_TEXTURE_CUBE_MAP_ARB)
flags |= IF_NOMIPMAP;
if ((filter[2] && !(flags & IF_NEAREST)) || (flags & IF_LINEAR))
mag = GL_LINEAR;
else
mag = GL_NEAREST;
if (filter[1] == -1 || (flags & IF_NOMIPMAP))
{
if ((filter[0] && !(flags & IF_NEAREST)) || (flags & IF_LINEAR))
min = GL_LINEAR;
else
min = GL_NEAREST;
}
else
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if ((filter[1] && !(flags & IF_NEAREST)) || (flags & IF_LINEAR))
{
if ((filter[0] && !(flags & IF_NEAREST)) || (flags & IF_LINEAR))
min = GL_LINEAR_MIPMAP_LINEAR;
else
min = GL_NEAREST_MIPMAP_LINEAR;
}
else
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if ((filter[0] && !(flags & IF_NEAREST)) || (flags & IF_LINEAR))
min = GL_LINEAR_MIPMAP_NEAREST;
else
min = GL_NEAREST_MIPMAP_NEAREST;
}
}
if (sh_config.can_mipbias)
#define GL_TEXTURE_LOD_BIAS 0x8501
if (flags & IF_MIPCAP)
qglTexParameterf(targ, GL_TEXTURE_LOD_BIAS, (flags & IF_MIPCAP)?gl_mip_lod_bias:0);
qglTexParameteri(targ, GL_TEXTURE_MIN_FILTER, min);
qglTexParameteri(targ, GL_TEXTURE_MAG_FILTER, mag);
if (gl_anisotropy_factor) //0 means driver doesn't support
{
//only use anisotrophy when using linear any linear, because of drivers that forces linear sampling when anis is active (annoyingly this is allowed by the spec).
//(also protects r_softwarebanding)
if (min == GL_LINEAR_MIPMAP_LINEAR || min == GL_LINEAR_MIPMAP_NEAREST)
qglTexParameterf(targ, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropy_factor);
else
qglTexParameterf(targ, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
}
qboolean GL_LoadTextureMips(texid_t tex, const struct pendingtextureinfo *mips)
{
static int cubeface[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
};
int targ, targface;
int i, j, ifmt;
int nummips = mips->mipcount;
uploadfmt_t encoding = mips->encoding;
qboolean compress;
qboolean storage = true;
unsigned int bb, bw, bh;
int levels = 0, genlevels;
int layers = 1;
if (gl_config.gles)
{
//gles requires that the internal format must match format
//this means we can't specify 24.0 modes with a 24.8 datatype.
//arguably we shouldn't do this anyway, but there are differences that q3 shaders can notice.
//fixme: move elsewhere?
if (encoding == PTI_RGBX8)
encoding = PTI_RGBA8;
if (encoding == PTI_BGRX8)
encoding = PTI_BGRA8;
}
switch((tex->flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
default:
case 0:
targ = GL_TEXTURE_2D;
layers = 1;
break;
case 1:
targ = GL_TEXTURE_3D;
layers = 1;
break;
case 2:
targ = GL_TEXTURE_CUBE_MAP_ARB;
layers = 1*6;
break;
case 3:
targ = GL_TEXTURE_2D_ARRAY;
layers = 1; //TODO
break;
}
genlevels = levels = mips->mipcount / layers;
if (!(tex->flags & IF_NOMIPMAP) && sh_config.can_genmips && gl_config.formatinfo[encoding].type && genlevels == 1 && mips->mip[0].data && mips->encoding != PTI_P8)
{
while ((mips->mip[0].width>>genlevels) || (mips->mip[0].height>>genlevels))
genlevels++;
}
GL_MTBind(0, targ, tex);
if (tex->num && qglTexStorage2D)
{
qglDeleteTextures(1, &tex->num);
qglGenTextures(1, &tex->num);
GL_MTBind(0, targ, tex);
qglBindTexture (targ, tex->num); //GL_MTBind caches, which is problematic when things are getting deleted.
}
else
{
if (!tex->num)
qglGenTextures(1, &tex->num);
GL_MTBind(0, targ, tex);
}
//this is annoying.
if (mips->encoding >= PTI_ASTC_4X4_LDR && mips->encoding <= PTI_ASTC_12X12_LDR && gl_config.astc_decodeprecision)
qglTexParameteri(targ, GL_TEXTURE_ASTC_DECODE_PRECISION_EXT, GL_RGBA8);
if (tex->flags&IF_CLAMP)
{
if (gl_config.glversion < 1.2 && !gl_config_gles)
{ //warning: crappy path! gl1.1 is shite and doesn't support clamp-to-edge! there's ALWAYS some wrap component!
qglTexParameteri(targ, GL_TEXTURE_WRAP_S, GL_CLAMP);
qglTexParameteri(targ, GL_TEXTURE_WRAP_T, GL_CLAMP);
if (targ != GL_TEXTURE_2D)
qglTexParameteri(targ, GL_TEXTURE_WRAP_R, GL_CLAMP);
}
else
{
qglTexParameteri(targ, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(targ, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (targ != GL_TEXTURE_2D)
qglTexParameteri(targ, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
else
{
qglTexParameteri(targ, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameteri(targ, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (targ != GL_TEXTURE_2D)
qglTexParameteri(targ, GL_TEXTURE_WRAP_R, GL_REPEAT);
}
if (targ == GL_TEXTURE_2D && nummips > 1)
{ //npot mipmapped textures are awkward.
//opengl floors.
for (i = 1; i < nummips; i++)
{
if (mips->mip[i].width != max(1,(mips->mip[i-1].width>>1)) ||
mips->mip[i].height != max(1,(mips->mip[i-1].height>>1)))
{ //okay, this mip looks like it was sized wrongly. this can easily happen with npot dds files made for direct3d.
nummips = i;
break;
}
}
}
//make sure the texture is complete even if the mips are not.
//note that some drivers will just ignore levels that are not valid.
//this means that we can't make this setting dynamic, so we might as well let the drivers know BEFORE we do the uploads, to be kind to those that are buggy..
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//this is available in gles3
if (sh_config.can_mipcap)
{
if (targ != GL_TEXTURE_CUBE_MAP_ARB)
{
if (tex->flags & IF_MIPCAP)
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, min(genlevels-1, gl_mipcap_min));
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, min(genlevels-1, gl_mipcap_max));
}
else
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, 0);
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, genlevels-1);
}
}
}
if (sh_config.can_mipbias)
qglTexParameteri(targ, GL_TEXTURE_LOD_BIAS, (tex->flags & IF_MIPCAP)?gl_mip_lod_bias:0);
// tex->width = mips->mip[0].width;
// tex->height = mips->mip[0].height;
GL_Texturemode_Apply(targ, tex->flags);
#ifdef FTE_TARGET_WEB
if (encoding == PTI_WHOLEFILE)
{
emscriptenfte_gl_loadtexturefile(tex->num, &tex->width, &tex->height, mips->mip[0].data, mips->mip[0].datasize, tex->ident);
return true;
}
#endif
//arb_texture_compression is core in gl1.3
//gles doesn't support autocompression as of gles3.
//only autocompress if we have actually have data (gl errors otherwise).
if (gl_config.arb_texture_compression && mips->mip[0].data && !(tex->flags & IF_RENDERTARGET))
compress = !!gl_compress.ival;
else
compress = false;
if (compress & gl_config.formatinfo[encoding].cformat)
ifmt = gl_config.formatinfo[encoding].cformat;
else
ifmt = gl_config.formatinfo[encoding].sizedformat;
if (!ifmt)
{
ifmt = gl_config.formatinfo[encoding].internalformat;
if (!ifmt)
return false; //dude, everything bad is happening today.
storage = false; //no sized format means we can't use glTexStorageND
}
if (gl_config.formatinfo[encoding].swizzle_r != GL_RED || gl_config.formatinfo[encoding].swizzle_g != GL_GREEN ||
gl_config.formatinfo[encoding].swizzle_b != GL_BLUE || gl_config.formatinfo[encoding].swizzle_a != GL_ALPHA)
{
qglTexParameteri(targ, GL_TEXTURE_SWIZZLE_R, gl_config.formatinfo[encoding].swizzle_r);
qglTexParameteri(targ, GL_TEXTURE_SWIZZLE_G, gl_config.formatinfo[encoding].swizzle_g);
qglTexParameteri(targ, GL_TEXTURE_SWIZZLE_B, gl_config.formatinfo[encoding].swizzle_b);
qglTexParameteri(targ, GL_TEXTURE_SWIZZLE_A, gl_config.formatinfo[encoding].swizzle_a);
}
Image_BlockSizeForEncoding(encoding, &bb, &bw, &bh);
switch(bb)
{
case 3:
default:
bb = 1; //rows are completely unaligned
break;
case 1:
case 2:
case 4:
case 8:
break; //rows are aligned naturally
case 16:
case 32:
case 64:
bb = 8; //row alignment is capped to 8 by opengl, for some reason.
break;
}
if (gl_config.unpackalignment != bb)
{
gl_config.unpackalignment = bb;
qglPixelStorei(GL_UNPACK_ALIGNMENT, bb);
}
if (targ == GL_TEXTURE_3D || targ == GL_TEXTURE_2D_ARRAY)
{
//FIXME: support array textures properly
if (qglTexStorage3D && storage)
{
qglTexStorage3D(targ, genlevels, ifmt, mips->mip[0].width, mips->mip[0].height, mips->mip[0].depth);
for (i = 0; i < nummips; i++)
{
if (!mips->mip[i].data) //already specified by gltexstorage
continue;
if (gl_config.formatinfo[encoding].type)
qglTexSubImage3D (targ, i, 0, 0, 0, mips->mip[i].width, mips->mip[i].height, mips->mip[0].depth, gl_config.formatinfo[encoding].format, gl_config.formatinfo[encoding].type, mips->mip[i].data);
else
qglCompressedTexSubImage3D (targ, i, 0, 0, 0, mips->mip[i].width, mips->mip[i].height, mips->mip[0].depth, ifmt, mips->mip[i].datasize, mips->mip[i].data);
}
}
else
{
for (i = 0; i < nummips; i++)
{
if (gl_config.formatinfo[encoding].type)
qglTexImage3D (targ, i, ifmt, mips->mip[i].width, mips->mip[i].height, mips->mip[0].depth, 0, gl_config.formatinfo[encoding].format, gl_config.formatinfo[encoding].type, mips->mip[i].data);
else
qglCompressedTexImage3D (targ, i, ifmt, mips->mip[i].width, mips->mip[i].height, mips->mip[0].depth, 0, mips->mip[i].datasize, mips->mip[i].data);
}
}
if (genlevels > levels)
qglGenerateMipmap(targ);
}
else
{
if (qglTexStorage2D && storage)
{ //FIXME: destroy the old texture
qglTexStorage2D(targ, genlevels, ifmt, mips->mip[0].width, mips->mip[0].height);
for (i = 0; i < nummips; i++)
{
if (tex->flags & IF_TEXTYPE)
{ //cubemap face
targface = cubeface[i%countof(cubeface)];
j = i/countof(cubeface);
}
else
{ //2d
targface = targ;
j = i;
}
if (!mips->mip[i].data) //already specified by gltexstorage, don't bother wiping it or anything.
continue;
if (gl_config.formatinfo[encoding].type)
qglTexSubImage2D (targface, j, 0, 0, mips->mip[i].width, mips->mip[i].height, gl_config.formatinfo[encoding].format, gl_config.formatinfo[encoding].type, mips->mip[i].data);
else
qglCompressedTexSubImage2D (targface, j, 0, 0, mips->mip[i].width, mips->mip[i].height, ifmt, mips->mip[i].datasize, mips->mip[i].data);
}
}
else
{
for (i = 0; i < nummips; i++)
{
if (tex->flags & IF_TEXTYPE)
{ //cubemap face
targface = cubeface[i%countof(cubeface)];
j = i/countof(cubeface);
}
else
{ //2d
targface = targ;
j = i;
}
if (gl_config.formatinfo[encoding].type)
qglTexImage2D (targface, j, ifmt, mips->mip[i].width, mips->mip[i].height, 0, gl_config.formatinfo[encoding].format, gl_config.formatinfo[encoding].type, mips->mip[i].data);
else
qglCompressedTexImage2D (targface, j, ifmt, mips->mip[i].width, mips->mip[i].height, 0, mips->mip[i].datasize, mips->mip[i].data);
}
}
if (genlevels > levels)
qglGenerateMipmap(targ);
#ifdef IMAGEFMT_KTX
if (compress && gl_compress.ival>1 && gl_config.formatinfo[encoding].type)
{
GLint fmt;
GLint csize;
struct pendingtextureinfo out = {mips->type};
out.type = mips->type;
out.mipcount = mips->mipcount;
out.encoding = 0;
out.extrafree = NULL;
qglGetTexLevelParameteriv(targ, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
switch(fmt)
{
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: out.encoding = PTI_BC1_RGB; break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: out.encoding = PTI_BC1_RGBA; break;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: out.encoding = PTI_BC2_RGBA; break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: out.encoding = PTI_BC3_RGBA; break;
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: out.encoding = PTI_BC1_RGB_SRGB; break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: out.encoding = PTI_BC1_RGBA_SRGB; break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: out.encoding = PTI_BC2_RGBA_SRGB; break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: out.encoding = PTI_BC3_RGBA_SRGB; break;
case GL_COMPRESSED_RED_RGTC1: out.encoding = PTI_BC4_R8; break;
case GL_COMPRESSED_SIGNED_RED_RGTC1: out.encoding = PTI_BC4_R8_SNORM; break;
case GL_COMPRESSED_RG_RGTC2: out.encoding = PTI_BC5_RG8; break;
case GL_COMPRESSED_SIGNED_RG_RGTC2: out.encoding = PTI_BC5_RG8_SNORM; break;
case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB: out.encoding = PTI_BC6_RGB_UFLOAT; break;
case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB: out.encoding = PTI_BC6_RGB_SFLOAT; break;
case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB: out.encoding = PTI_BC7_RGBA; break;
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB: out.encoding = PTI_BC7_RGBA_SRGB; break;
case GL_ETC1_RGB8_OES: out.encoding = PTI_ETC1_RGB8; break;
case GL_COMPRESSED_RGB8_ETC2: out.encoding = PTI_ETC2_RGB8; break;
case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: out.encoding = PTI_ETC2_RGB8A1; break;
case GL_COMPRESSED_RGBA8_ETC2_EAC: out.encoding = PTI_ETC2_RGB8A8; break;
case GL_COMPRESSED_SRGB8_ETC2: out.encoding = PTI_ETC2_RGB8_SRGB; break;
case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: out.encoding = PTI_ETC2_RGB8A1_SRGB; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: out.encoding = PTI_ETC2_RGB8A8_SRGB; break;
case GL_COMPRESSED_R11_EAC: out.encoding = PTI_EAC_R11; break;
case GL_COMPRESSED_SIGNED_R11_EAC: out.encoding = PTI_EAC_R11_SNORM; break;
case GL_COMPRESSED_RG11_EAC: out.encoding = PTI_EAC_RG11; break;
case GL_COMPRESSED_SIGNED_RG11_EAC: out.encoding = PTI_EAC_RG11_SNORM; break;
case GL_COMPRESSED_RGBA_ASTC_4x4_KHR: out.encoding = PTI_ASTC_4X4_HDR; break; //play it safe and assume hdr.
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: out.encoding = PTI_ASTC_4X4_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_5x4_KHR: out.encoding = PTI_ASTC_5X4_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: out.encoding = PTI_ASTC_5X4_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_5x5_KHR: out.encoding = PTI_ASTC_5X5_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: out.encoding = PTI_ASTC_5X5_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_6x5_KHR: out.encoding = PTI_ASTC_6X5_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: out.encoding = PTI_ASTC_6X5_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_6x6_KHR: out.encoding = PTI_ASTC_6X6_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: out.encoding = PTI_ASTC_6X6_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_8x5_KHR: out.encoding = PTI_ASTC_8X5_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: out.encoding = PTI_ASTC_8X5_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_8x6_KHR: out.encoding = PTI_ASTC_8X6_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: out.encoding = PTI_ASTC_8X6_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_10x5_KHR: out.encoding = PTI_ASTC_10X5_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: out.encoding = PTI_ASTC_10X5_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_10x6_KHR: out.encoding = PTI_ASTC_10X6_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: out.encoding = PTI_ASTC_10X6_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_8x8_KHR: out.encoding = PTI_ASTC_8X8_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: out.encoding = PTI_ASTC_8X8_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_10x8_KHR: out.encoding = PTI_ASTC_10X8_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: out.encoding = PTI_ASTC_10X8_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_10x10_KHR: out.encoding = PTI_ASTC_10X10_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: out.encoding = PTI_ASTC_10X10_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_12x10_KHR: out.encoding = PTI_ASTC_12X10_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: out.encoding = PTI_ASTC_12X10_SRGB; break;
case GL_COMPRESSED_RGBA_ASTC_12x12_KHR: out.encoding = PTI_ASTC_12X12_HDR; break;
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: out.encoding = PTI_ASTC_12X12_SRGB; break;
}
if (out.encoding)
{
for (i = 0; i < nummips; i++)
{
if (tex->flags & IF_TEXTYPE)
{ //cubemap face
targface = cubeface[i%countof(cubeface)];
j = i/countof(cubeface);
}
else
{ //2d
targface = targ;
j = i;
}
qglGetTexLevelParameteriv(targface, j, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, &csize);
if (!csize)
break; //some kind of error. the gpu didn't store it?
out.mip[i].datasize = csize;
out.mip[i].data = BZ_Malloc(csize);
out.mip[i].needfree = true;
out.mip[i].width = mips->mip[i].width;
out.mip[i].height = mips->mip[i].height;
out.mip[i].depth = mips->mip[i].depth;
qglGetCompressedTexImage(targ, j, out.mip[i].data);
}
if (i)
{
out.mipcount = i;
Image_WriteKTXFile(va("textures/%s.ktx", tex->ident), FS_GAMEONLY, &out);
}
while (i-- > 0)
if (out.mip[i].needfree)
BZ_Free(out.mip[i].data);
}
}
#endif
}
return true;
}
void GL_UpdateFiltering(image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float lodbias, float anis)
{
int targ;
image_t *img;
gl_mipcap_min = mipcap[0];
gl_mipcap_max = mipcap[1];
gl_mip_lod_bias = lodbias;
VectorCopy(filterpic, gl_filter_pic);
VectorCopy(filtermip, gl_filter_mip);
//bound carefully, so that we get 0 if anisrophy is not supported at all (1 is fine). we can then test against 0 (which is an otherwise-invalid value) avoiding gl errors.
if (anis > gl_config.ext_texture_filter_anisotropic)
gl_anisotropy_factor = gl_config.ext_texture_filter_anisotropic;
else if (anis < 1)
gl_anisotropy_factor = 1;
else
gl_anisotropy_factor = anis;
// change all the existing mipmap texture objects
for (img=imagelist ; img ; img=img->next)
{
if (img->status != TEX_LOADED)
continue;
switch((img->flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
case 0:
targ = GL_TEXTURE_2D;
break;
case 1:
targ = GL_TEXTURE_3D;
break;
default:
targ = GL_TEXTURE_CUBE_MAP_ARB;
break;
}
GL_MTBind(0, targ, img);
GL_Texturemode_Apply(targ, img->flags);
//should we do dynamic mipcap settings? this bugs out ATI.
/*
if (!gl_config.gles && (tex->flags & IF_MIPCAP))
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, gl_mipcap_min);
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, gl_mipcap_max);
}
*/
}
}
#endif