1
0
Fork 0
forked from fte/fteqw
fteqw/engine/gl/gl_rsurf.c
Spoike 946b5d6f52 lots of useless stuff.
will attempt to load doom3 maps.
_gl_fog 1 and friends can be used to activate fog, still needs tweeks for use, not a final feature at all.
added gl_screenangle which rotates the screen, including hud.
seems to be some nvidia driver issue. may need end-tasking after video shuts down (including from-fullscreen vid_restarts).
double-frees on glsl shaders is now supposedly fixed.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3735 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-02-25 04:22:14 +00:00

343 lines
8.9 KiB
C

/*
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.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
#if defined(GLQUAKE)
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include <math.h>
extern cvar_t gl_bump;
void GLBE_ClearVBO(vbo_t *vbo)
{
int vboh[7];
int i, j;
vboh[0] = vbo->vboe;
vboh[1] = vbo->vbocoord;
vboh[2] = vbo->vbotexcoord;
vboh[3] = vbo->vbolmcoord;
vboh[4] = vbo->vbonormals;
vboh[5] = vbo->vbosvector;
vboh[6] = vbo->vbotvector;
for (i = 0; i < 7; i++)
{
if (!vboh[i])
continue;
for (j = 0; j < 7; j++)
{
if (vboh[j] == vboh[i])
break; //already freed by one of the other ones
}
if (j == 7)
qglDeleteBuffersARB(1, &vboh[i]);
}
if (vbo->vertdata)
BZ_Free(vbo->vertdata);
BZ_Free(vbo->meshlist);
memset(vbo, 0, sizeof(*vbo));
}
static qboolean GL_BuildVBO(vbo_t *vbo, void *vdata, int vsize, void *edata, int elementsize)
{
unsigned int vbos[2];
if (!qglGenBuffersARB)
return false;
qglGenBuffersARB(2, vbos);
GL_SelectVBO(vbos[0]);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vsize, vdata, GL_STATIC_DRAW_ARB);
GL_SelectEBO(vbos[1]);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, elementsize, edata, GL_STATIC_DRAW_ARB);
if (qglGetError())
{
GL_SelectVBO(0);
GL_SelectEBO(0);
qglDeleteBuffersARB(2, vbos);
return false;
}
//opengl ate our data, fixup the vbo arrays to point to the vbo instead of the raw data
if (vbo->indicies)
{
vbo->vboe = vbos[1];
vbo->indicies = (index_t*)((char*)vbo->indicies - (char*)edata);
}
if (vbo->coord)
{
vbo->vbocoord = vbos[0];
vbo->coord = (vecV_t*)((char*)vbo->coord - (char*)vdata);
}
if (vbo->texcoord)
{
vbo->vbotexcoord = vbos[0];
vbo->texcoord = (vec2_t*)((char*)vbo->texcoord - (char*)vdata);
}
if (vbo->lmcoord)
{
vbo->vbolmcoord = vbos[0];
vbo->lmcoord = (vec2_t*)((char*)vbo->lmcoord - (char*)vdata);
}
if (vbo->normals)
{
vbo->vbonormals = vbos[0];
vbo->normals = (vec3_t*)((char*)vbo->normals - (char*)vdata);
}
if (vbo->svector)
{
vbo->vbosvector = vbos[0];
vbo->svector = (vec3_t*)((char*)vbo->svector - (char*)vdata);
}
if (vbo->tvector)
{
vbo->vbotvector = vbos[0];
vbo->tvector = (vec3_t*)((char*)vbo->tvector - (char*)vdata);
}
if (vbo->colours4f)
{
vbo->vbocolours = vbos[0];
vbo->colours4f = (vec4_t*)((char*)vbo->colours4f - (char*)vdata);
}
return true;
}
void *allocbuf(char **p, int elements, int elementsize)
{
void *ret;
*p += elementsize - 1;
*p -= (unsigned int)*p & (elementsize-1);
ret = *p;
*p += elements*elementsize;
return ret;
}
void GLBE_GenBrushModelVBO(model_t *mod)
{
unsigned int maxvboverts;
unsigned int maxvboelements;
unsigned int t;
unsigned int i;
unsigned int v;
unsigned int vcount, ecount;
unsigned int pervertsize; //erm, that name wasn't intentional
unsigned int meshes;
vbo_t *vbo;
mesh_t *m;
char *p;
if (!mod->numsurfaces)
return;
for (t = 0; t < mod->numtextures; t++)
{
if (!mod->textures[t])
continue;
vbo = &mod->textures[t]->vbo;
BE_ClearVBO(vbo);
maxvboverts = 0;
maxvboelements = 0;
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
meshes++;
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
#if sizeof_index_t == 2
if (maxvboverts > (1<<(sizeof(index_t)*8))-1)
continue;
#endif
if (!maxvboverts)
continue;
//fixme: stop this from leaking!
vcount = 0;
ecount = 0;
pervertsize = sizeof(vecV_t)+ //coord
sizeof(vec2_t)+ //tex
sizeof(vec2_t)+ //lm
sizeof(vec3_t)+ //normal
sizeof(vec3_t)+ //sdir
sizeof(vec3_t)+ //tdir
sizeof(vec4_t); //colours
vbo->vertdata = BZ_Malloc((maxvboverts+1)*pervertsize + (maxvboelements+1)*sizeof(index_t));
p = vbo->vertdata;
vbo->coord = allocbuf(&p, maxvboverts, sizeof(*vbo->coord));
vbo->texcoord = allocbuf(&p, maxvboverts, sizeof(*vbo->texcoord));
vbo->lmcoord = allocbuf(&p, maxvboverts, sizeof(*vbo->lmcoord));
vbo->normals = allocbuf(&p, maxvboverts, sizeof(*vbo->normals));
vbo->svector = allocbuf(&p, maxvboverts, sizeof(*vbo->svector));
vbo->tvector = allocbuf(&p, maxvboverts, sizeof(*vbo->tvector));
vbo->colours4f = allocbuf(&p, maxvboverts, sizeof(*vbo->colours4f));
vbo->indicies = allocbuf(&p, maxvboelements, sizeof(index_t));
vbo->meshcount = meshes;
vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
mod->surfaces[i].mark = &vbo->meshlist[meshes++];
*mod->surfaces[i].mark = NULL;
m->vbofirstvert = vcount;
m->vbofirstelement = ecount;
for (v = 0; v < m->numindexes; v++)
vbo->indicies[ecount++] = vcount + m->indexes[v];
for (v = 0; v < m->numvertexes; v++)
{
vbo->coord[vcount+v][0] = m->xyz_array[v][0];
vbo->coord[vcount+v][1] = m->xyz_array[v][1];
vbo->coord[vcount+v][2] = m->xyz_array[v][2];
if (m->st_array)
{
vbo->texcoord[vcount+v][0] = m->st_array[v][0];
vbo->texcoord[vcount+v][1] = m->st_array[v][1];
}
if (m->lmst_array)
{
vbo->lmcoord[vcount+v][0] = m->lmst_array[v][0];
vbo->lmcoord[vcount+v][1] = m->lmst_array[v][1];
}
if (m->normals_array)
{
vbo->normals[vcount+v][0] = m->normals_array[v][0];
vbo->normals[vcount+v][1] = m->normals_array[v][1];
vbo->normals[vcount+v][2] = m->normals_array[v][2];
}
if (m->snormals_array)
{
vbo->svector[vcount+v][0] = m->snormals_array[v][0];
vbo->svector[vcount+v][1] = m->snormals_array[v][1];
vbo->svector[vcount+v][2] = m->snormals_array[v][2];
}
if (m->tnormals_array)
{
vbo->tvector[vcount+v][0] = m->tnormals_array[v][0];
vbo->tvector[vcount+v][1] = m->tnormals_array[v][1];
vbo->tvector[vcount+v][2] = m->tnormals_array[v][2];
}
if (m->colors4f_array)
{
vbo->colours4f[vcount+v][0] = m->colors4f_array[v][0];
vbo->colours4f[vcount+v][1] = m->colors4f_array[v][1];
vbo->colours4f[vcount+v][2] = m->colors4f_array[v][2];
vbo->colours4f[vcount+v][3] = m->colors4f_array[v][3];
}
}
vcount += v;
}
if (GL_BuildVBO(vbo, vbo->coord, vcount*pervertsize, vbo->indicies, ecount*sizeof(index_t)))
{
BZ_Free(vbo->vertdata);
vbo->vertdata = NULL;
}
}
/* for (i=0 ; i<mod->numsurfaces ; i++)
{
if (!mod->surfaces[i].mark)
Host_EndGame("Surfaces with bad textures detected\n");
}*/
}
void GLBE_UploadAllLightmaps(void)
{
int i;
//
// upload all lightmaps that were filled
//
for (i=0 ; i<numlightmaps ; i++)
{
if (!lightmap[i])
break; // no more used
lightmap[i]->rectchange.l = LMBLOCK_WIDTH;
lightmap[i]->rectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->rectchange.w = 0;
lightmap[i]->rectchange.h = 0;
if (!lightmap[i]->modified)
continue;
lightmap[i]->modified = false;
GL_MTBind(0, GL_TEXTURE_2D, lightmap_textures[i]);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
switch (lightmap_bytes)
{
case 4:
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
LMBLOCK_WIDTH, LMBLOCK_WIDTH, 0, (lightmap_bgra?GL_BGRA_EXT:GL_RGBA), GL_UNSIGNED_INT_8_8_8_8_REV,
lightmap[i]->lightmaps);
break;
case 3:
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
LMBLOCK_WIDTH, LMBLOCK_WIDTH, 0, (lightmap_bgra?GL_BGR_EXT:GL_RGB), GL_UNSIGNED_BYTE,
lightmap[i]->lightmaps);
break;
case 1:
qglTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
LMBLOCK_WIDTH, LMBLOCK_WIDTH, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
lightmap[i]->lightmaps);
break;
}
if (gl_bump.ival)
{
lightmap[i]->deluxmodified = false;
lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH;
lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->deluxrectchange.w = 0;
lightmap[i]->deluxrectchange.h = 0;
GL_MTBind(0, GL_TEXTURE_2D, deluxmap_textures[i]);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, 3
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
}
}
}
#endif