/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "tr_local.h" #include "tr_fbo.h" #include "tr_dsa.h" backEndData_t *backEndData; backEndState_t backEnd; static float s_flipMatrix[16] = { // convert from our coordinate system (looking down X) // to OpenGL's coordinate system (looking down -Z) 0, 0, -1, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1 }; /* ** GL_BindToTMU */ void GL_BindToTMU( image_t *image, int tmu ) { GLuint texture = (tmu == TB_COLORMAP) ? tr.defaultImage->texnum : 0; GLenum target = GL_TEXTURE_2D; if (image) { if (image->flags & IMGFLAG_CUBEMAP) target = GL_TEXTURE_CUBE_MAP; image->frameUsed = tr.frameCount; texture = image->texnum; } else { ri.Printf(PRINT_WARNING, "GL_BindToTMU: NULL image\n"); } GL_BindMultiTexture(GL_TEXTURE0 + tmu, target, texture); } /* ** GL_Cull */ void GL_Cull( int cullType ) { if ( glState.faceCulling == cullType ) { return; } if ( cullType == CT_TWO_SIDED ) { qglDisable( GL_CULL_FACE ); } else { qboolean cullFront = (cullType == CT_FRONT_SIDED); if ( glState.faceCulling == CT_TWO_SIDED ) qglEnable( GL_CULL_FACE ); if ( glState.faceCullFront != cullFront ) qglCullFace( cullFront ? GL_FRONT : GL_BACK ); glState.faceCullFront = cullFront; } glState.faceCulling = cullType; } /* ** GL_State ** ** This routine is responsible for setting the most commonly changed state ** in Q3. */ void GL_State( unsigned long stateBits ) { unsigned long diff = stateBits ^ glState.glStateBits; if ( !diff ) { return; } // // check depthFunc bits // if ( diff & GLS_DEPTHFUNC_BITS ) { if ( stateBits & GLS_DEPTHFUNC_EQUAL ) { qglDepthFunc( GL_EQUAL ); } else if ( stateBits & GLS_DEPTHFUNC_GREATER) { qglDepthFunc( GL_GREATER ); } else { qglDepthFunc( GL_LEQUAL ); } } // // check blend bits // if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) { uint32_t oldState = glState.glStateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); uint32_t newState = stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); uint32_t storedState = glState.storedGlState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); if (oldState == 0) { qglEnable( GL_BLEND ); } else if (newState == 0) { qglDisable( GL_BLEND ); } if (newState != 0 && storedState != newState) { GLenum srcFactor = GL_ONE, dstFactor = GL_ONE; glState.storedGlState &= ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ); glState.storedGlState |= newState; switch ( stateBits & GLS_SRCBLEND_BITS ) { case GLS_SRCBLEND_ZERO: srcFactor = GL_ZERO; break; case GLS_SRCBLEND_ONE: srcFactor = GL_ONE; break; case GLS_SRCBLEND_DST_COLOR: srcFactor = GL_DST_COLOR; break; case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: srcFactor = GL_ONE_MINUS_DST_COLOR; break; case GLS_SRCBLEND_SRC_ALPHA: srcFactor = GL_SRC_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: srcFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_SRCBLEND_DST_ALPHA: srcFactor = GL_DST_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: srcFactor = GL_ONE_MINUS_DST_ALPHA; break; case GLS_SRCBLEND_ALPHA_SATURATE: srcFactor = GL_SRC_ALPHA_SATURATE; break; default: ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" ); break; } switch ( stateBits & GLS_DSTBLEND_BITS ) { case GLS_DSTBLEND_ZERO: dstFactor = GL_ZERO; break; case GLS_DSTBLEND_ONE: dstFactor = GL_ONE; break; case GLS_DSTBLEND_SRC_COLOR: dstFactor = GL_SRC_COLOR; break; case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: dstFactor = GL_ONE_MINUS_SRC_COLOR; break; case GLS_DSTBLEND_SRC_ALPHA: dstFactor = GL_SRC_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dstFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_DSTBLEND_DST_ALPHA: dstFactor = GL_DST_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: dstFactor = GL_ONE_MINUS_DST_ALPHA; break; default: ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" ); break; } qglBlendFunc( srcFactor, dstFactor ); } } // // check depthmask // if ( diff & GLS_DEPTHMASK_TRUE ) { if ( stateBits & GLS_DEPTHMASK_TRUE ) { qglDepthMask( GL_TRUE ); } else { qglDepthMask( GL_FALSE ); } } // // fill/line mode // if ( diff & GLS_POLYMODE_LINE ) { if ( stateBits & GLS_POLYMODE_LINE ) { qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } else { qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } } // // depthtest // if ( diff & GLS_DEPTHTEST_DISABLE ) { if ( stateBits & GLS_DEPTHTEST_DISABLE ) { qglDisable( GL_DEPTH_TEST ); } else { qglEnable( GL_DEPTH_TEST ); } } glState.glStateBits = stateBits; } void GL_SetProjectionMatrix(mat4_t matrix) { Mat4Copy(matrix, glState.projection); Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection); } void GL_SetModelviewMatrix(mat4_t matrix) { Mat4Copy(matrix, glState.modelview); Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection); } /* ================ RB_Hyperspace A player has predicted a teleport, but hasn't arrived yet ================ */ static void RB_Hyperspace( void ) { float c; if ( !backEnd.isHyperspace ) { // do initialization shit } c = ( backEnd.refdef.time & 255 ) / 255.0f; qglClearColor( c, c, c, 1 ); qglClear( GL_COLOR_BUFFER_BIT ); qglClearColor(0.0f, 0.0f, 0.0f, 1.0f); backEnd.isHyperspace = qtrue; } static void SetViewportAndScissor( void ) { GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); // set the window clipping qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); } /* ================= RB_BeginDrawingView Any mirrored or portaled views have already been drawn, so prepare to actually render the visible surfaces for this view ================= */ void RB_BeginDrawingView (void) { int clearBits = 0; // sync with gl if needed if ( r_finish->integer == 1 && !glState.finishCalled ) { qglFinish (); glState.finishCalled = qtrue; } if ( r_finish->integer == 0 ) { glState.finishCalled = qtrue; } // we will need to change the projection matrix before drawing // 2D images again backEnd.projection2D = qfalse; if (glRefConfig.framebufferObject) { FBO_t *fbo = backEnd.viewParms.targetFbo; if (fbo == NULL && (!r_postProcess->integer || !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))) fbo = tr.renderFbo; if (tr.renderCubeFbo && fbo == tr.renderCubeFbo) { cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]; FBO_AttachImage(fbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, backEnd.viewParms.targetFboLayer); } FBO_Bind(fbo); } // // set the modelview matrix for the viewer // SetViewportAndScissor(); // ensures that depth writes are enabled for the depth clear GL_State( GLS_DEFAULT ); // clear relevant buffers clearBits = GL_DEPTH_BUFFER_BIT; if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) { clearBits |= GL_STENCIL_BUFFER_BIT; } if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) ) { clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used } // clear to black for cube maps if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { clearBits |= GL_COLOR_BUFFER_BIT; } qglClear( clearBits ); if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) { RB_Hyperspace(); return; } else { backEnd.isHyperspace = qfalse; } // we will only draw a sun if there was sky rendered in this view backEnd.skyRenderedThisView = qfalse; // clip to the plane of the portal if ( backEnd.viewParms.isPortal ) { #if 0 float plane[4]; GLdouble plane2[4]; plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane); plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane); plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane); plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3]; #endif GL_SetModelviewMatrix( s_flipMatrix ); } } /* ================== RB_RenderDrawSurfList ================== */ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { shader_t *shader = NULL, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; int pshadowed, oldPshadowed; int cubemapIndex, oldCubemapIndex; qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair; int i; drawSurf_t *drawSurf; int oldSort; double originalTime; FBO_t* fbo = NULL; // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; fbo = glState.currentFBO; // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; wasCrosshair = qfalse; oldDlighted = qfalse; oldPshadowed = qfalse; oldCubemapIndex = -1; oldSort = -1; backEnd.pc.c_surfaces += numDrawSurfs; for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) { if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE) continue; // fast path, same as previous sort rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); continue; } oldSort = drawSurf->sort; R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed ); cubemapIndex = drawSurf->cubemapIndex; // // change the tess parameters if needed // a "entityMergable" shader is a shader that can have surfaces from separate // entities merged into a single batch, like smoke and blood puff sprites if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex || ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) { if (oldShader != NULL) { RB_EndSurface(); } RB_BeginSurface( shader, fogNum, cubemapIndex ); backEnd.pc.c_surfBatches++; oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; oldPshadowed = pshadowed; oldCubemapIndex = cubemapIndex; } if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE) continue; // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { depthRange = isCrosshair = qfalse; if ( entityNum != REFENTITYNUM_WORLD ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; // FIXME: e.shaderTime must be passed as int to avoid fp-precision loss issues backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime; // we have to reset the shaderTime as well otherwise image animations start // from the wrong frame tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; // set up the transformation matrix R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) isCrosshair = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.or = backEnd.viewParms.world; // we have to reset the shaderTime as well otherwise image animations on // the world (like water) continue with the wrong frame tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or ); } GL_SetModelviewMatrix( backEnd.or.modelMatrix ); // // change depthrange. Also change projection matrix so first person weapon does not look like coming // out of the screen. // if (oldDepthRange != depthRange || wasCrosshair != isCrosshair) { if (depthRange) { if(backEnd.viewParms.stereoFrame != STEREO_CENTER) { if(isCrosshair) { if(oldDepthRange) { // was not a crosshair but now is, change back proj matrix GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); } } else { viewParms_t temp = backEnd.viewParms; R_SetupProjection(&temp, r_znear->value, 0, qfalse); GL_SetProjectionMatrix( temp.projectionMatrix ); } } if(!oldDepthRange) qglDepthRange (0, 0.3); } else { if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER) { GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); } qglDepthRange (0, 1); } oldDepthRange = depthRange; wasCrosshair = isCrosshair; } oldEntityNum = entityNum; } // add the triangles for this surface rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); } backEnd.refdef.floatTime = originalTime; // draw the contents of the last shader batch if (oldShader != NULL) { RB_EndSurface(); } if (glRefConfig.framebufferObject) FBO_Bind(fbo); // go back to the world modelview matrix GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix ); qglDepthRange (0, 1); } /* ============================================================================ RENDER BACK END FUNCTIONS ============================================================================ */ /* ================ RB_SetGL2D ================ */ void RB_SetGL2D (void) { mat4_t matrix; int width, height; if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO) return; backEnd.projection2D = qtrue; backEnd.last2DFBO = glState.currentFBO; if (glState.currentFBO) { width = glState.currentFBO->width; height = glState.currentFBO->height; } else { width = glConfig.vidWidth; height = glConfig.vidHeight; } // set 2D virtual screen size qglViewport( 0, 0, width, height ); qglScissor( 0, 0, width, height ); Mat4Ortho(0, width, height, 0, 0, 1, matrix); GL_SetProjectionMatrix(matrix); Mat4Identity(matrix); GL_SetModelviewMatrix(matrix); GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); GL_Cull( CT_TWO_SIDED ); // set time for 2D shaders backEnd.refdef.time = ri.Milliseconds(); backEnd.refdef.floatTime = backEnd.refdef.time * 0.001; } /* ============= RE_StretchRaw FIXME: not exactly backend Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. Used for cinematics. ============= */ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) { int i, j; int start, end; vec4_t quadVerts[4]; vec2_t texCoords[4]; if ( !tr.registered ) { return; } R_IssuePendingRenderCommands(); if ( tess.numIndexes ) { RB_EndSurface(); } // we definitely want to sync every frame for the cinematics qglFinish(); start = 0; if ( r_speeds->integer ) { start = ri.Milliseconds(); } // make sure rows and cols are powers of 2 for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { } for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { } if ( ( 1 << i ) != cols || ( 1 << j ) != rows) { ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); } RE_UploadCinematic (w, h, cols, rows, data, client, dirty); GL_BindToTMU(tr.scratchImage[client], TB_COLORMAP); if ( r_speeds->integer ) { end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); } if (glRefConfig.framebufferObject) { FBO_Bind(r_postProcess->integer ? NULL : tr.renderFbo); } RB_SetGL2D(); VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f); VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f); VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f); VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f); VectorSet2(texCoords[0], 0.5f / cols, 0.5f / rows); VectorSet2(texCoords[1], (cols - 0.5f) / cols, 0.5f / rows); VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows); VectorSet2(texCoords[3], 0.5f / cols, (rows - 0.5f) / rows); GLSL_BindProgram(&tr.textureColorShader); GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite); RB_InstantQuad2(quadVerts, texCoords); } void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) { GLuint texture; if (!tr.scratchImage[client]) { ri.Printf(PRINT_WARNING, "RE_UploadCinematic: scratch images not initialized\n"); return; } texture = tr.scratchImage[client]->texnum; // if the scratchImage isn't in the format we want, specify it as a new texture if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } else { if (dirty) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data); } } } /* ============= RB_SetColor ============= */ const void *RB_SetColor( const void *data ) { const setColorCommand_t *cmd; cmd = (const setColorCommand_t *)data; backEnd.color2D[0] = cmd->color[0] * 255; backEnd.color2D[1] = cmd->color[1] * 255; backEnd.color2D[2] = cmd->color[2] * 255; backEnd.color2D[3] = cmd->color[3] * 255; return (const void *)(cmd + 1); } /* ============= RB_StretchPic ============= */ const void *RB_StretchPic ( const void *data ) { const stretchPicCommand_t *cmd; shader_t *shader; int numVerts, numIndexes; cmd = (const stretchPicCommand_t *)data; if (glRefConfig.framebufferObject) FBO_Bind(r_postProcess->integer ? NULL : tr.renderFbo); RB_SetGL2D(); shader = cmd->shader; if ( shader != tess.shader ) { if ( tess.numIndexes ) { RB_EndSurface(); } backEnd.currentEntity = &backEnd.entity2D; RB_BeginSurface( shader, 0, 0 ); } RB_CHECKOVERFLOW( 4, 6 ); numVerts = tess.numVertexes; numIndexes = tess.numIndexes; tess.numVertexes += 4; tess.numIndexes += 6; tess.indexes[ numIndexes ] = numVerts + 3; tess.indexes[ numIndexes + 1 ] = numVerts + 0; tess.indexes[ numIndexes + 2 ] = numVerts + 2; tess.indexes[ numIndexes + 3 ] = numVerts + 2; tess.indexes[ numIndexes + 4 ] = numVerts + 0; tess.indexes[ numIndexes + 5 ] = numVerts + 1; { uint16_t color[4]; VectorScale4(backEnd.color2D, 257, color); VectorCopy4(color, tess.color[ numVerts ]); VectorCopy4(color, tess.color[ numVerts + 1]); VectorCopy4(color, tess.color[ numVerts + 2]); VectorCopy4(color, tess.color[ numVerts + 3 ]); } tess.xyz[ numVerts ][0] = cmd->x; tess.xyz[ numVerts ][1] = cmd->y; tess.xyz[ numVerts ][2] = 0; tess.texCoords[ numVerts ][0] = cmd->s1; tess.texCoords[ numVerts ][1] = cmd->t1; tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w; tess.xyz[ numVerts + 1 ][1] = cmd->y; tess.xyz[ numVerts + 1 ][2] = 0; tess.texCoords[ numVerts + 1 ][0] = cmd->s2; tess.texCoords[ numVerts + 1 ][1] = cmd->t1; tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w; tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h; tess.xyz[ numVerts + 2 ][2] = 0; tess.texCoords[ numVerts + 2 ][0] = cmd->s2; tess.texCoords[ numVerts + 2 ][1] = cmd->t2; tess.xyz[ numVerts + 3 ][0] = cmd->x; tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h; tess.xyz[ numVerts + 3 ][2] = 0; tess.texCoords[ numVerts + 3 ][0] = cmd->s1; tess.texCoords[ numVerts + 3 ][1] = cmd->t2; return (const void *)(cmd + 1); } /* ============= RB_DrawSurfs ============= */ const void *RB_DrawSurfs( const void *data ) { const drawSurfsCommand_t *cmd; qboolean isShadowView; // finish any 2D drawing if needed if ( tess.numIndexes ) { RB_EndSurface(); } cmd = (const drawSurfsCommand_t *)data; backEnd.refdef = cmd->refdef; backEnd.viewParms = cmd->viewParms; isShadowView = !!(backEnd.viewParms.flags & VPF_DEPTHSHADOW); // clear the z buffer, set the modelview, etc RB_BeginDrawingView (); if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp) { qglEnable(GL_DEPTH_CLAMP); } if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || isShadowView)) { FBO_t *oldFbo = glState.currentFBO; vec4_t viewInfo; VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0); backEnd.depthFill = qtrue; qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]); backEnd.depthFill = qfalse; if (!isShadowView) { if (tr.msaaResolveFbo) { // If we're using multisampling, resolve the depth first FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST); } else if (tr.renderFbo == NULL && tr.renderDepthImage) { // If we're rendering directly to the screen, copy the depth to a texture // This is incredibly slow on Intel Graphics, so just skip it on there if (!glRefConfig.intelGraphics) qglCopyTextureSubImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight); } if (tr.hdrDepthFbo) { // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image vec4_t srcTexCoords; VectorSet4(srcTexCoords, 0.0f, 0.0f, 1.0f, 1.0f); FBO_BlitFromTexture(tr.renderDepthImage, srcTexCoords, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0); } if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT) { vec4_t quadVerts[4]; vec2_t texCoords[4]; vec4_t box; FBO_Bind(tr.screenShadowFbo); box[0] = backEnd.viewParms.viewportX * tr.screenShadowFbo->width / (float)glConfig.vidWidth; box[1] = backEnd.viewParms.viewportY * tr.screenShadowFbo->height / (float)glConfig.vidHeight; box[2] = backEnd.viewParms.viewportWidth * tr.screenShadowFbo->width / (float)glConfig.vidWidth; box[3] = backEnd.viewParms.viewportHeight * tr.screenShadowFbo->height / (float)glConfig.vidHeight; qglViewport(box[0], box[1], box[2], box[3]); qglScissor(box[0], box[1], box[2], box[3]); box[0] = backEnd.viewParms.viewportX / (float)glConfig.vidWidth; box[1] = backEnd.viewParms.viewportY / (float)glConfig.vidHeight; box[2] = box[0] + backEnd.viewParms.viewportWidth / (float)glConfig.vidWidth; box[3] = box[1] + backEnd.viewParms.viewportHeight / (float)glConfig.vidHeight; texCoords[0][0] = box[0]; texCoords[0][1] = box[3]; texCoords[1][0] = box[2]; texCoords[1][1] = box[3]; texCoords[2][0] = box[2]; texCoords[2][1] = box[1]; texCoords[3][0] = box[0]; texCoords[3][1] = box[1]; box[0] = -1.0f; box[1] = -1.0f; box[2] = 1.0f; box[3] = 1.0f; VectorSet4(quadVerts[0], box[0], box[3], 0, 1); VectorSet4(quadVerts[1], box[2], box[3], 0, 1); VectorSet4(quadVerts[2], box[2], box[1], 0, 1); VectorSet4(quadVerts[3], box[0], box[1], 0, 1); GL_State(GLS_DEPTHTEST_DISABLE); GLSL_BindProgram(&tr.shadowmaskShader); GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP); if (r_shadowCascadeZFar->integer != 0) { GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP); GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2); GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3); GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4); GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]); GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]); GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]); GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]); } else { GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP); GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]); } GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg); { vec3_t viewVector; float zmax = backEnd.viewParms.zFar; float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f); float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f); VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector); GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector); VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector); GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector); VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector); GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector); GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo); } RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); if (r_shadowBlur->integer) { viewInfo[2] = 1.0f / (float)(tr.screenScratchFbo->width); viewInfo[3] = 1.0f / (float)(tr.screenScratchFbo->height); FBO_Bind(tr.screenScratchFbo); GLSL_BindProgram(&tr.depthBlurShader[0]); GL_BindToTMU(tr.screenShadowImage, TB_COLORMAP); GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo); RB_InstantQuad2(quadVerts, texCoords); FBO_Bind(tr.screenShadowFbo); GLSL_BindProgram(&tr.depthBlurShader[1]); GL_BindToTMU(tr.screenScratchImage, TB_COLORMAP); GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo); RB_InstantQuad2(quadVerts, texCoords); } } if (r_ssao->integer) { vec4_t quadVerts[4]; vec2_t texCoords[4]; viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f); viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f); viewInfo[3] *= (float)backEnd.viewParms.viewportHeight / (float)backEnd.viewParms.viewportWidth; FBO_Bind(tr.quarterFbo[0]); qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); VectorSet4(quadVerts[0], -1, 1, 0, 1); VectorSet4(quadVerts[1], 1, 1, 0, 1); VectorSet4(quadVerts[2], 1, -1, 0, 1); VectorSet4(quadVerts[3], -1, -1, 0, 1); texCoords[0][0] = 0; texCoords[0][1] = 1; texCoords[1][0] = 1; texCoords[1][1] = 1; texCoords[2][0] = 1; texCoords[2][1] = 0; texCoords[3][0] = 0; texCoords[3][1] = 0; GL_State( GLS_DEPTHTEST_DISABLE ); GLSL_BindProgram(&tr.ssaoShader); GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP); GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo); RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width); viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height); FBO_Bind(tr.quarterFbo[1]); qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height); qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height); GLSL_BindProgram(&tr.depthBlurShader[0]); GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP); GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo); RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); FBO_Bind(tr.screenSsaoFbo); qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height); qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height); GLSL_BindProgram(&tr.depthBlurShader[1]); GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP); GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo); RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); } } // reset viewport and scissor FBO_Bind(oldFbo); SetViewportAndScissor(); } if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp) { qglDisable(GL_DEPTH_CLAMP); } if (!isShadowView) { RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); if (r_drawSun->integer) { RB_DrawSun(0.1, tr.sunShader); } if (glRefConfig.framebufferObject && r_drawSunRays->integer) { FBO_t *oldFbo = glState.currentFBO; FBO_Bind(tr.sunRaysFbo); qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); qglClear( GL_COLOR_BUFFER_BIT ); if (glRefConfig.occlusionQuery) { tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue; qglBeginQuery(GL_SAMPLES_PASSED, tr.sunFlareQuery[tr.sunFlareQueryIndex]); } RB_DrawSun(0.3, tr.sunFlareShader); if (glRefConfig.occlusionQuery) { qglEndQuery(GL_SAMPLES_PASSED); } FBO_Bind(oldFbo); } // darken down any stencil shadows RB_ShadowFinish(); // add light flares on lights that aren't obscured RB_RenderFlares(); } if (glRefConfig.framebufferObject && tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]; FBO_Bind(NULL); if (cubemap && cubemap->image) qglGenerateTextureMipmapEXT(cubemap->image->texnum, GL_TEXTURE_CUBE_MAP); } // FIXME? backEnd.viewParms doesn't get properly initialized for 2D drawing. // r_cubeMapping 1 generates cubemaps with R_RenderCubemapSide() // and sets isMirror = qtrue. Clear it here to prevent it from leaking // to 2D drawing and causing the loading screen to be culled. backEnd.viewParms.isMirror = qfalse; backEnd.viewParms.flags = 0; return (const void *)(cmd + 1); } /* ============= RB_DrawBuffer ============= */ const void *RB_DrawBuffer( const void *data ) { const drawBufferCommand_t *cmd; cmd = (const drawBufferCommand_t *)data; // finish any 2D drawing if needed if(tess.numIndexes) RB_EndSurface(); if (glRefConfig.framebufferObject) FBO_Bind(NULL); qglDrawBuffer( cmd->buffer ); // clear screen for debugging if ( r_clear->integer ) { qglClearColor( 1, 0, 0.5, 1 ); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); if (glRefConfig.framebufferObject && tr.renderFbo) { FBO_Bind(tr.renderFbo); qglClearColor( 1, 0, 0.5, 1 ); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } } return (const void *)(cmd + 1); } /* =============== RB_ShowImages Draw all the images to the screen, on top of whatever was there. This is used to test for texture thrashing. Also called by RE_EndRegistration =============== */ void RB_ShowImages( void ) { int i; image_t *image; float x, y, w, h; int start, end; RB_SetGL2D(); qglClear( GL_COLOR_BUFFER_BIT ); qglFinish(); start = ri.Milliseconds(); for ( i=0 ; i