fteqw/engine/gl/gl_rsurf.c
Spoike ffc2a08589 pass network addresses around as a pointer rather than as a struct. They've grown quite a bit from vanilla code and can now be quite large. this should give more efficient network filtering+matching.
Added version+time+date to segfault lots.
try to use vbo+vao as needed.
added a manifest file in order to disable uac emulation and its virtual store lies.
particles now support a sort of namespace. eg: an effect called "cfg.effect" will load up the 'cfg' particle config and use its 'effect' effect (but not replace any explicit effects). You can still create particle effects called 'cfg.effect' with no issue.
Added support for fsarchive plugins.
Added a sys_register_file_associations command. .bsp not yet handled, but demo playback should work fine.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4324 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-05-03 04:28:08 +00:00

542 lines
14 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>
void GLBE_ClearVBO(vbo_t *vbo)
{
int vboh[6 + MAXLIGHTMAPS];
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 < MAXLIGHTMAPS; i++)
vboh[6+i] = vbo->lmcoord[i].gl.vbo;
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);
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 |= 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 |= 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 |= VATTR_TEXCOORD;
}
for (s = 0; s < MAXLIGHTMAPS; s++)
{
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 |= VATTR_LMCOORD; break;
case 1: vaostatic |= VATTR_LMCOORD2; break;
case 2: vaostatic |= VATTR_LMCOORD3; break;
case 3: vaostatic |= VATTR_LMCOORD4; break;
}
}
}
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 |= 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 |= 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 |= VATTR_TNORMALS;
}
if (vbo->colours.gl.addr)
{
vbo->colours.gl.vbo = vbos[0];
vbo->colours.gl.addr = (vec4_t*)((char*)vbo->colours.gl.addr - (char*)vdata);
vaostatic |= VATTR_COLOUR;
}
GLBE_SetupVAO(vbo, vaodynamic, vaostatic);
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[MAXLIGHTMAPS];
vec3_t *normals;
vec3_t *svector;
vec3_t *tvector;
vec4_t *colours;
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); //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 < MAXLIGHTMAPS; 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));
vbo->colours.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec4_t));
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 < 4; s++)
lmcoord[s] = vbo->lmcoord[s].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(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->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->coord.gl.addr, vbosize/*vcount*pervertsize*/, indicies, ecount*sizeof(index_t), 0))
{
BZ_Free(vbo->vertdata);
vbo->vertdata = NULL;
}
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;
}
}
#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.w = 0;
lm->rectchange.h = 0;
if (!lm->modified)
continue;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
TEXASSIGN(lm->lightmap_texture, R_AllocNewTexture("***lightmap***", lm->width, lm->height, IF_LINEAR|IF_NOMIPMAP));
}
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
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_RGBA,
lm->width, lm->height, 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,
lm->width, lm->height, 0, (lightmap_bgra?GL_BGR_EXT:GL_RGB), GL_UNSIGNED_BYTE,
lightmap[i]->lightmaps);
break;
case 1:
qglTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
lm->width, lm->height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
lightmap[i]->lightmaps);
break;
}
}
}
#endif