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;
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;
void GL_DestroyTexture(texid_t tex)
{
if (!tex)
return;
if (tex->num)
qglDeleteTextures(1, &tex->num);
tex->num = 0;
}
/*
===============
Draw_Init
===============
*/
void GLDraw_Init (void)
{
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);
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(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
{
mpic_t *pic = R2D_SafeCachePic ("gfx/loading.lmp");
if (pic)
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();
// Cmd_AddCommandD ("r_imagelist", GLDraw_ImageList_f, "Debug command. Reveals current list of loaded images.");
}
void GLDraw_DeInit (void)
{
Cmd_RemoveCommand ("r_imagelist");
R2D_Shutdown();
R_GAliasFlushSkinCache(true);
draw_disc = NULL;
GL_ShutdownPostProcessing();
#ifdef RTLIGHTS
Sh_Shutdown();
#endif
Shader_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, 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, 0, w, 0, h, -99999, 99999);
else
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 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 (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
}
GL_SetShaderState2D(true);
}
//====================================================================
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
//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;
}
}
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).
if ((min == GL_LINEAR_MIPMAP_LINEAR || min == GL_LINEAR_MIPMAP_NEAREST) && mag == GL_LINEAR)
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, 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;
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 (mips->encoding == PTI_RGBX8)
mips->encoding = PTI_RGBA8;
if (mips->encoding == PTI_BGRX8)
mips->encoding = PTI_BGRA8;
}
if (!tex->num)
qglGenTextures(1, &tex->num);
switch((tex->flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
default:
case 0:
targ = GL_TEXTURE_2D;
break;
case 1:
targ = GL_TEXTURE_3D;
break;
case 2:
targ = GL_TEXTURE_CUBE_MAP_ARB;
break;
}
GL_MTBind(0, targ, tex);
if (tex->flags&IF_CLAMP)
{
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);
}
//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 (!gl_config.gles)
{
if (targ != GL_TEXTURE_CUBE_MAP_ARB)
{
if (tex->flags & IF_MIPCAP)
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, min(mips->mipcount-1, gl_mipcap_min));
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, min(mips->mipcount-1, gl_mipcap_max));
}
else
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, 0);
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, mips->mipcount-1);
}
}
}
// tex->width = mips->mip[0].width;
// tex->height = mips->mip[0].height;
GL_Texturemode_Apply(targ, tex->flags);
if (targ == GL_TEXTURE_3D)
{
targface = targ;
for (i = 0; i < mips->mipcount; i++)
{
int size = mips->mip[i].height;
switch(mips->encoding)
{
case PTI_RGBX8:
qglTexImage3D(targface, i, GL_RGB, size, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, mips->mip[i].data);
break;
case PTI_RGBA8:
qglTexImage3D(targface, i, GL_RGBA, size, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, mips->mip[i].data);
break;
case PTI_BGRX8:
qglTexImage3D(targface, i, GL_RGB, size, size, size, 0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, mips->mip[i].data);
break;
case PTI_BGRA8:
default:
qglTexImage3D(targface, i, GL_RGBA, size, size, size, 0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, mips->mip[i].data);
break;
case PTI_RGBA4444:
qglTexImage3D(targface, i, GL_RGBA, size, size, size, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, mips->mip[i].data);
break;
case PTI_RGBA5551:
qglTexImage3D(targface, i, GL_RGBA, size, size, size, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, mips->mip[i].data);
break;
case PTI_RGB565:
qglTexImage3D(targface, i, GL_RGB, size, size, size, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, mips->mip[i].data);
break;
}
}
}
else
{
//2d or cubemaps
for (i = 0; i < mips->mipcount; i++)
{
if (tex->flags & IF_TEXTYPE)
{
targface = cubeface[i];
j = 0;
}
else
{
targface = targ;
j = i;
}
switch(mips->encoding)
{
#ifdef FTE_TARGET_WEB
case PTI_WHOLEFILE:
if (!i)
emscriptenfte_gl_loadtexturefile(tex->num, &tex->width, &tex->height, mips->mip[i].data, mips->mip[i].datasize);
break;
#endif
case PTI_DEPTH16:
qglTexImage2D(targface, j, gl_config.gles?GL_DEPTH_COMPONENT:GL_DEPTH_COMPONENT16_ARB, mips->mip[i].width, mips->mip[i].height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, mips->mip[i].data);
break;
case PTI_DEPTH24:
qglTexImage2D(targface, j, gl_config.gles?GL_DEPTH_COMPONENT:GL_DEPTH_COMPONENT24_ARB, mips->mip[i].width, mips->mip[i].height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, mips->mip[i].data);
break;
case PTI_DEPTH32:
qglTexImage2D(targface, j, gl_config.gles?GL_DEPTH_COMPONENT:GL_DEPTH_COMPONENT32_ARB, mips->mip[i].width, mips->mip[i].height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, mips->mip[i].data);
break;
case PTI_DEPTH24_8:
qglTexImage2D(targface, j, GL_DEPTH24_STENCIL8_EXT, mips->mip[i].width, mips->mip[i].height, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, mips->mip[i].data);
break;
//32bit formats
case PTI_RGBX8:
qglTexImage2D(targface, j, GL_RGB, mips->mip[i].width, mips->mip[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, mips->mip[i].data);
break;
case PTI_RGBA8:
qglTexImage2D(targface, j, GL_RGBA, mips->mip[i].width, mips->mip[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, mips->mip[i].data);
break;
case PTI_BGRX8:
qglTexImage2D(targface, j, GL_RGB, mips->mip[i].width, mips->mip[i].height, 0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, mips->mip[i].data);
break;
case PTI_BGRA8:
default:
qglTexImage2D(targface, j, GL_RGBA, mips->mip[i].width, mips->mip[i].height, 0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, mips->mip[i].data);
break;
case PTI_RGBA16F:
qglTexImage2D(targface, j, GL_RGBA16F_ARB, mips->mip[i].width, mips->mip[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, mips->mip[i].data);
break;
case PTI_RGBA32F:
qglTexImage2D(targface, j, GL_RGBA32F_ARB, mips->mip[i].width, mips->mip[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, mips->mip[i].data);
break;
//16bit formats
case PTI_RGBA4444:
qglTexImage2D(targface, j, GL_RGBA, mips->mip[i].width, mips->mip[i].height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, mips->mip[i].data);
break;
case PTI_RGBA5551:
qglTexImage2D(targface, j, GL_RGBA, mips->mip[i].width, mips->mip[i].height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, mips->mip[i].data);
break;
case PTI_ARGB4444:
qglTexImage2D(targface, j, GL_RGBA, mips->mip[i].width, mips->mip[i].height, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_4_4_4_4_REV, mips->mip[i].data);
break;
case PTI_ARGB1555:
qglTexImage2D(targface, j, GL_RGBA, mips->mip[i].width, mips->mip[i].height, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV, mips->mip[i].data);
break;
case PTI_RGB565:
qglTexImage2D(targface, j, GL_RGB, mips->mip[i].width, mips->mip[i].height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, mips->mip[i].data);
break;
//compressed formats
case PTI_S3RGB1:
qglCompressedTexImage2DARB(targface, j, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mips->mip[i].width, mips->mip[i].height, 0, mips->mip[i].datasize, mips->mip[i].data);
break;
case PTI_S3RGBA1:
qglCompressedTexImage2DARB(targface, j, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mips->mip[i].width, mips->mip[i].height, 0, mips->mip[i].datasize, mips->mip[i].data);
break;
case PTI_S3RGBA3:
qglCompressedTexImage2DARB(targface, j, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mips->mip[i].width, mips->mip[i].height, 0, mips->mip[i].datasize, mips->mip[i].data);
break;
case PTI_S3RGBA5:
qglCompressedTexImage2DARB(targface, j, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mips->mip[i].width, mips->mip[i].height, 0, mips->mip[i].datasize, mips->mip[i].data);
break;
}
}
}
return true;
}
void GL_UpdateFiltering(image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis)
{
int targ;
image_t *img;
gl_mipcap_min = mipcap[0];
gl_mipcap_max = mipcap[1];
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