fteqw/engine/gl/gl_rsurf.c
Spoike 2de26a93f7 use immutable vbos, because we can.
add stof to the lua logic.
fix an issue where q3bsp cvars were not registered in The Wastes build config leaving it subject to the worst of q3map2's lightmap allocation logic.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5236 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-08 14:24:50 +00:00

587 lines
16 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 r_lightmap_nearest;
void GLBE_ClearVBO(vbo_t *vbo, qboolean dataonly)
{
int vboh[6 + MAXRLIGHTMAPS];
int i, j;
vboh[0] = vbo->indicies.gl.vbo;
vboh[1] = vbo->coord.gl.vbo;
vboh[2] = vbo->texcoord.gl.vbo;
vboh[3] = vbo->normals.gl.vbo;
vboh[4] = vbo->svector.gl.vbo;
vboh[5] = vbo->tvector.gl.vbo;
for (i = 0; i < MAXRLIGHTMAPS; i++)
vboh[6+i] = vbo->lmcoord[i].gl.vbo;
memset (&vbo->indicies, 0, sizeof(vbo->indicies));
memset (&vbo->coord, 0, sizeof(vbo->coord));
memset (&vbo->texcoord, 0, sizeof(vbo->texcoord));
memset (&vbo->normals, 0, sizeof(vbo->normals));
memset (&vbo->svector, 0, sizeof(vbo->svector));
memset (&vbo->tvector, 0, sizeof(vbo->tvector));
memset (&vbo->lmcoord, 0, sizeof(vbo->lmcoord));
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);
vbo->vertdata = NULL;
BZ_Free(vbo->meshlist);
vbo->meshlist = NULL;
if (!dataonly)
BZ_Free(vbo);
}
void GLBE_SetupVAO(vbo_t *vbo, unsigned int vaodynamic, unsigned int vaostatic);
static qboolean GL_BuildVBO(vbo_t *vbo, void *vdata, int vsize, void *edata, int elementsize, unsigned int vaodynamic)
{
unsigned int vbos[2];
int s;
unsigned int vaostatic = 0;
if (!qglGenBuffersARB)
return false;
qglGenBuffersARB(1+(elementsize>0), vbos);
//opengl ate our data, fixup the vbo arrays to point to the vbo instead of the raw data
if (vbo->indicies.gl.addr && elementsize)
{
vbo->indicies.gl.vbo = vbos[1];
vbo->indicies.gl.addr = (index_t*)((char*)vbo->indicies.gl.addr - (char*)edata);
vaostatic |= 1u<<VATTR_LEG_ELEMENTS;
}
if (vbo->coord.gl.addr)
{
vbo->coord.gl.vbo = vbos[0];
vbo->coord.gl.addr = (vecV_t*)((char*)vbo->coord.gl.addr - (char*)vdata);
vaostatic |= 1u<<VATTR_VERTEX1;
}
if (vbo->texcoord.gl.addr)
{
vbo->texcoord.gl.vbo = vbos[0];
vbo->texcoord.gl.addr = (vec2_t*)((char*)vbo->texcoord.gl.addr - (char*)vdata);
vaostatic |= 1u<<VATTR_TEXCOORD;
}
for (s = 0; s < MAXRLIGHTMAPS; s++)
{
if (vbo->colours[s].gl.addr)
{
vbo->colours[s].gl.vbo = vbos[0];
vbo->colours[s].gl.addr = (vec4_t*)((char*)vbo->colours[s].gl.addr - (char*)vdata);
switch(s)
{
default: vaostatic |= 1u<<VATTR_COLOUR; break;
#if MAXRLIGHTMAPS > 1
case 1: vaostatic |= 1u<<VATTR_COLOUR2; break;
case 2: vaostatic |= 1u<<VATTR_COLOUR3; break;
case 3: vaostatic |= 1u<<VATTR_COLOUR4; break;
#endif
}
}
if (vbo->lmcoord[s].gl.addr)
{
vbo->lmcoord[s].gl.vbo = vbos[0];
vbo->lmcoord[s].gl.addr = (vec2_t*)((char*)vbo->lmcoord[s].gl.addr - (char*)vdata);
switch(s)
{
default: vaostatic |= 1u<<VATTR_LMCOORD; break;
#if MAXRLIGHTMAPS > 1
case 1: vaostatic |= 1u<<VATTR_LMCOORD2; break;
case 2: vaostatic |= 1u<<VATTR_LMCOORD3; break;
case 3: vaostatic |= 1u<<VATTR_LMCOORD4; break;
#endif
}
}
}
if (vbo->normals.gl.addr)
{
vbo->normals.gl.vbo = vbos[0];
vbo->normals.gl.addr = (vec3_t*)((char*)vbo->normals.gl.addr - (char*)vdata);
vaostatic |= 1u<<VATTR_NORMALS;
}
if (vbo->svector.gl.addr)
{
vbo->svector.gl.vbo = vbos[0];
vbo->svector.gl.addr = (vec3_t*)((char*)vbo->svector.gl.addr - (char*)vdata);
vaostatic |= 1u<<VATTR_SNORMALS;
}
if (vbo->tvector.gl.addr)
{
vbo->tvector.gl.vbo = vbos[0];
vbo->tvector.gl.addr = (vec3_t*)((char*)vbo->tvector.gl.addr - (char*)vdata);
vaostatic |= 1u<<VATTR_TNORMALS;
}
GLBE_SetupVAO(vbo, vaodynamic, vaostatic);
if (qglBufferStorage)
{ //gl4.4 allows us to explicitly create device-only vbos
qglBufferStorage(GL_ARRAY_BUFFER_ARB, vsize, vdata, 0);
if (elementsize>0)
qglBufferStorage(GL_ELEMENT_ARRAY_BUFFER_ARB, elementsize, edata, 0);
}
else
{
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vsize, vdata, GL_STATIC_DRAW_ARB);
if (elementsize>0)
{
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, elementsize, edata, GL_STATIC_DRAW_ARB);
}
}
return true;
}
//allocates an aligned buffer. caller needs to make sure there's enough space.
void *allocbuf(char **p, int elements, int elementsize)
{
void *ret;
*p += elementsize - 1;
*p -= (size_t)*p & (elementsize-1);
ret = *p;
*p += elements*elementsize;
return ret;
}
void GLBE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch, int lightmaps)
{
unsigned int maxvboverts;
unsigned int maxvboelements;
unsigned int i, s;
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;
vecV_t *coord;
vec2_t *texcoord;
vec2_t *lmcoord[MAXRLIGHTMAPS];
vec3_t *normals;
vec3_t *svector;
vec3_t *tvector;
vec4_t *colours[MAXRLIGHTMAPS];
index_t *indicies;
batch_t *batch;
int vbosize;
vbo = Z_Malloc(sizeof(*vbo));
maxvboverts = 0;
maxvboelements = 0;
meshes = 0;
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
for (i=0 ; i<batch->maxmeshes ; i++)
{
m = batch->mesh[i];
meshes++;
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
}
if (maxvboverts > MAX_INDICIES)
Sys_Error("Building a vbo with too many verticies\n");
vcount = 0;
ecount = 0;
pervertsize = sizeof(vecV_t)+ //coord
sizeof(vec2_t)+ //tex
sizeof(vec2_t)*lightmaps+ //lm
sizeof(vec3_t)+ //normal
sizeof(vec3_t)+ //sdir
sizeof(vec3_t)+ //tdir
sizeof(vec4_t)*lightmaps; //colours
vbo->vertdata = BZ_Malloc((maxvboverts+1)*pervertsize + (maxvboelements+1)*sizeof(index_t));
p = vbo->vertdata;
vbo->coord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vecV_t));
vbo->texcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
for (s = 0; s < lightmaps; s++)
vbo->lmcoord[s].gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
for (; s < MAXRLIGHTMAPS; s++)
vbo->lmcoord[s].gl.addr = NULL;
vbo->normals.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
vbo->svector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
vbo->tvector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
for (s = 0; s < lightmaps; s++)
vbo->colours[s].gl.addr = allocbuf(&p, maxvboverts, sizeof(vec4_t));
for (; s < MAXRLIGHTMAPS; s++)
vbo->lmcoord[s].gl.addr = NULL;
vbosize = (char*)p - (char*)vbo->coord.gl.addr;
if ((char*)p - (char*)vbo->vertdata > (maxvboverts+1)*pervertsize)
Sys_Error("GLBE_GenBatchVBOs: aligned overflow");
vbo->indicies.gl.addr = allocbuf(&p, maxvboelements, sizeof(index_t));
coord = vbo->coord.gl.addr;
texcoord = vbo->texcoord.gl.addr;
for (s = 0; s < MAXRLIGHTMAPS; s++)
{
lmcoord[s] = vbo->lmcoord[s].gl.addr;
colours[s] = vbo->colours[s].gl.addr;
}
normals = vbo->normals.gl.addr;
svector = vbo->svector.gl.addr;
tvector = vbo->tvector.gl.addr;
indicies = vbo->indicies.gl.addr;
//vbo->meshcount = meshes;
//vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
meshes = 0;
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
batch->vbo = vbo;
for (i=0 ; i<batch->maxmeshes ; i++)
{
m = batch->mesh[i];
// surf->mark = &vbo->meshlist[meshes++];
// *surf->mark = NULL;
m->vbofirstvert = vcount;
m->vbofirstelement = ecount;
for (v = 0; v < m->numindexes; v++)
indicies[ecount++] = vcount + m->indexes[v];
for (v = 0; v < m->numvertexes; v++)
{
coord[vcount+v][0] = m->xyz_array[v][0];
coord[vcount+v][1] = m->xyz_array[v][1];
coord[vcount+v][2] = m->xyz_array[v][2];
if (m->st_array)
{
texcoord[vcount+v][0] = m->st_array[v][0];
texcoord[vcount+v][1] = m->st_array[v][1];
}
for (s = 0; s < lightmaps; s++)
{
if (m->lmst_array[s])
{
lmcoord[s][vcount+v][0] = m->lmst_array[s][v][0];
lmcoord[s][vcount+v][1] = m->lmst_array[s][v][1];
}
if (m->colors4f_array[s])
{
colours[s][vcount+v][0] = m->colors4f_array[s][v][0];
colours[s][vcount+v][1] = m->colors4f_array[s][v][1];
colours[s][vcount+v][2] = m->colors4f_array[s][v][2];
colours[s][vcount+v][3] = m->colors4f_array[s][v][3];
}
}
if (m->normals_array)
{
normals[vcount+v][0] = m->normals_array[v][0];
normals[vcount+v][1] = m->normals_array[v][1];
normals[vcount+v][2] = m->normals_array[v][2];
}
if (m->snormals_array)
{
svector[vcount+v][0] = m->snormals_array[v][0];
svector[vcount+v][1] = m->snormals_array[v][1];
svector[vcount+v][2] = m->snormals_array[v][2];
}
if (m->tnormals_array)
{
tvector[vcount+v][0] = m->tnormals_array[v][0];
tvector[vcount+v][1] = m->tnormals_array[v][1];
tvector[vcount+v][2] = m->tnormals_array[v][2];
}
}
vcount += v;
}
}
if (GL_BuildVBO(vbo, vbo->coord.gl.addr, vbosize/*vcount*pervertsize*/, indicies, ecount*sizeof(index_t), 0))
{
BZ_Free(vbo->vertdata);
vbo->vertdata = NULL;
}
vbo->vertcount = vcount;
vbo->next = *vbochain;
*vbochain = vbo;
}
void GLBE_GenBrushModelVBO(model_t *mod)
{
unsigned int vcount;
unsigned int cvcount;
batch_t *batch, *fbatch;
int sortid;
int i;
fbatch = NULL;
vcount = 0;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
{
if (!mod->batches[sortid])
continue;
for (fbatch = batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
for (i = 0, cvcount = 0; i < batch->maxmeshes; i++)
cvcount += batch->mesh[i]->numvertexes;
//firstmesh got reused as the number of verticies in each batch
if (vcount + cvcount > MAX_INDICIES)
{
GLBE_GenBatchVBOs(&mod->vbos, fbatch, batch, mod->lightmaps.surfstyles);
fbatch = batch;
vcount = 0;
}
vcount += cvcount;
}
GLBE_GenBatchVBOs(&mod->vbos, fbatch, batch, mod->lightmaps.surfstyles);
}
#if 0
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.gl.addr = allocbuf(&p, maxvboverts, sizeof(vecV_t));
vbo->texcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
vbo->lmcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
vbo->normals.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
vbo->svector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
vbo->tvector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
vbo->colours.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec4_t));
vbo->indicies.gl.addr = allocbuf(&p, maxvboelements, sizeof(index_t));
coord = vbo->coord.gl.addr;
texcoord = vbo->texcoord.gl.addr;
lmcoord = vbo->lmcoord.gl.addr;
normals = vbo->normals.gl.addr;
svector = vbo->svector.gl.addr;
tvector = vbo->tvector.gl.addr;
colours = vbo->colours.gl.addr;
indicies = vbo->indicies.gl.addr;
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++)
indicies[ecount++] = vcount + m->indexes[v];
for (v = 0; v < m->numvertexes; v++)
{
coord[vcount+v][0] = m->xyz_array[v][0];
coord[vcount+v][1] = m->xyz_array[v][1];
coord[vcount+v][2] = m->xyz_array[v][2];
if (m->st_array)
{
texcoord[vcount+v][0] = m->st_array[v][0];
texcoord[vcount+v][1] = m->st_array[v][1];
}
if (m->lmst_array)
{
lmcoord[vcount+v][0] = m->lmst_array[v][0];
lmcoord[vcount+v][1] = m->lmst_array[v][1];
}
if (m->normals_array)
{
normals[vcount+v][0] = m->normals_array[v][0];
normals[vcount+v][1] = m->normals_array[v][1];
normals[vcount+v][2] = m->normals_array[v][2];
}
if (m->snormals_array)
{
svector[vcount+v][0] = m->snormals_array[v][0];
svector[vcount+v][1] = m->snormals_array[v][1];
svector[vcount+v][2] = m->snormals_array[v][2];
}
if (m->tnormals_array)
{
tvector[vcount+v][0] = m->tnormals_array[v][0];
tvector[vcount+v][1] = m->tnormals_array[v][1];
tvector[vcount+v][2] = m->tnormals_array[v][2];
}
if (m->colors4f_array)
{
colours[vcount+v][0] = m->colors4f_array[v][0];
colours[vcount+v][1] = m->colors4f_array[v][1];
colours[vcount+v][2] = m->colors4f_array[v][2];
colours[vcount+v][3] = m->colors4f_array[v][3];
}
}
vcount += v;
}
if (GL_BuildVBO(vbo, vbo->vertdata, vcount*pervertsize, indicies, ecount*sizeof(index_t), 0))
{
BZ_Free(vbo->vertdata);
vbo->vertdata = NULL;
}
vbo->vertcount = vcount;
}
#endif
}
void GLBE_UploadAllLightmaps(void)
{
lightmapinfo_t *lm;
int i;
//
// upload all lightmaps that were filled
//
for (i=0 ; i<numlightmaps ; i++)
{
if (!lightmap[i])
break; // no more used
lm = lightmap[i];
lm->rectchange.l = lm->width;
lm->rectchange.t = lm->height;
lm->rectchange.r = 0;
lm->rectchange.b = 0;
if (!lm->modified)
continue;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
TEXASSIGN(lm->lightmap_texture, Image_CreateTexture(va("***lightmap %i***", i), NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP));
if (!lm->lightmap_texture->num)
qglGenTextures(1, &lm->lightmap_texture->num);
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
if (r_lightmap_nearest.ival)
{
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
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, gl_config.formatinfo[lightmap_fmt].internalformat, lm->width, lm->height, 0, gl_config.formatinfo[lightmap_fmt].format, gl_config.formatinfo[lightmap_fmt].type, lightmap[i]->lightmaps);
if (gl_config.glversion >= (gl_config.gles?3.0:3.3))
{
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, gl_config.formatinfo[lightmap_fmt].swizzle_r);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, gl_config.formatinfo[lightmap_fmt].swizzle_g);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, gl_config.formatinfo[lightmap_fmt].swizzle_b);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, gl_config.formatinfo[lightmap_fmt].swizzle_a);
}
//for completeness.
lm->lightmap_texture->width = lm->width;
lm->lightmap_texture->height = lm->height;
lm->lightmap_texture->status = TEX_LOADED;
}
}
#endif