mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-10 07:22:08 +00:00
1594 lines
36 KiB
C
1594 lines
36 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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backEndData_t *backEndData;
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backEndState_t backEnd;
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const float *GL_Ortho( const float left, const float right, const float bottom, const float top, const float znear, const float zfar )
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{
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static float m[ 16 ] = { 0 };
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m[0] = 2.0f / (right - left);
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m[5] = 2.0f / (top - bottom);
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m[10] = - 2.0f / (zfar - znear);
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m[12] = - (right + left)/(right - left);
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m[13] = - (top + bottom) / (top - bottom);
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m[14] = - (zfar + znear) / (zfar - znear);
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m[15] = 1.0f;
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return m;
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}
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/*
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** GL_Bind
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*/
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void GL_Bind( image_t *image ) {
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GLuint texnum;
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if ( !image ) {
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ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
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texnum = tr.defaultImage->texnum;
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} else {
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texnum = image->texnum;
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}
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if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
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texnum = tr.dlightImage->texnum;
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}
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if ( glState.currenttextures[glState.currenttmu] != texnum ) {
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if ( image ) {
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image->frameUsed = tr.frameCount;
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}
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glState.currenttextures[glState.currenttmu] = texnum;
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qglBindTexture (GL_TEXTURE_2D, texnum);
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}
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}
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/*
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** GL_BindTexNum
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*/
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void GL_BindTexNum( GLuint texnum ) {
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if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
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texnum = tr.dlightImage->texnum;
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}
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if ( glState.currenttextures[ glState.currenttmu ] != texnum ) {
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glState.currenttextures[ glState.currenttmu ] = texnum;
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qglBindTexture( GL_TEXTURE_2D, texnum );
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}
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}
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/*
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** GL_SelectTexture
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*/
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void GL_SelectTexture( int unit )
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{
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if ( glState.currenttmu == unit )
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{
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return;
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}
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if ( unit >= glConfig.numTextureUnits )
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{
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ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
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}
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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glState.currenttmu = unit;
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}
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/*
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** GL_SelectClientTexture
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*/
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static void GL_SelectClientTexture( int unit )
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{
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if ( glState.currentArray == unit )
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{
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return;
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}
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if ( unit >= glConfig.numTextureUnits )
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{
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ri.Error( ERR_DROP, "GL_SelectClientTexture: unit = %i", unit );
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}
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qglClientActiveTextureARB( GL_TEXTURE0_ARB + unit );
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glState.currentArray = unit;
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}
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/*
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** GL_BindTexture
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*/
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void GL_BindTexture( int unit, GLuint texnum )
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{
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if ( glState.currenttextures[ unit ] != texnum )
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{
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GL_SelectTexture( unit );
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glState.currenttextures[ unit ] = texnum;
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qglBindTexture( GL_TEXTURE_2D, texnum );
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}
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}
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/*
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** GL_Cull
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*/
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void GL_Cull( cullType_t cullType ) {
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if ( glState.faceCulling == cullType ) {
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return;
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}
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glState.faceCulling = cullType;
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if ( cullType == CT_TWO_SIDED )
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{
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qglDisable( GL_CULL_FACE );
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}
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else
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{
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qboolean cullFront;
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qglEnable( GL_CULL_FACE );
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cullFront = (cullType == CT_FRONT_SIDED);
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if ( backEnd.viewParms.portalView == PV_MIRROR )
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{
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cullFront = !cullFront;
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}
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qglCullFace( cullFront ? GL_FRONT : GL_BACK );
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}
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}
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/*
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** GL_TexEnv
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*/
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void GL_TexEnv( GLint env )
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{
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if ( env == glState.texEnv[ glState.currenttmu ] )
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return;
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glState.texEnv[ glState.currenttmu ] = env;
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switch ( env )
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{
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case GL_MODULATE:
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case GL_REPLACE:
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case GL_DECAL:
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case GL_ADD:
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qglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env );
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break;
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default:
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ri.Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed", env );
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break;
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}
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}
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/*
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** GL_State
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**
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** This routine is responsible for setting the most commonly changed state
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** in Q3.
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*/
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void GL_State( unsigned stateBits )
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{
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unsigned diff = stateBits ^ glState.glStateBits;
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if ( !diff )
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{
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return;
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}
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//
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// check depthFunc bits
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//
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if ( diff & GLS_DEPTHFUNC_EQUAL )
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{
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if ( stateBits & GLS_DEPTHFUNC_EQUAL )
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{
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qglDepthFunc( GL_EQUAL );
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}
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else
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{
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qglDepthFunc( GL_LEQUAL );
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}
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}
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//
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// check blend bits
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//
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if ( diff & GLS_BLEND_BITS )
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{
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GLenum srcFactor = GL_ONE, dstFactor = GL_ONE;
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if ( stateBits & GLS_BLEND_BITS )
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{
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switch ( stateBits & GLS_SRCBLEND_BITS )
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{
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case GLS_SRCBLEND_ZERO:
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srcFactor = GL_ZERO;
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break;
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case GLS_SRCBLEND_ONE:
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srcFactor = GL_ONE;
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break;
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case GLS_SRCBLEND_DST_COLOR:
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srcFactor = GL_DST_COLOR;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
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srcFactor = GL_ONE_MINUS_DST_COLOR;
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break;
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case GLS_SRCBLEND_SRC_ALPHA:
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srcFactor = GL_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
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srcFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_DST_ALPHA:
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srcFactor = GL_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
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srcFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ALPHA_SATURATE:
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srcFactor = GL_SRC_ALPHA_SATURATE;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" );
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break;
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}
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switch ( stateBits & GLS_DSTBLEND_BITS )
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{
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case GLS_DSTBLEND_ZERO:
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dstFactor = GL_ZERO;
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break;
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case GLS_DSTBLEND_ONE:
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dstFactor = GL_ONE;
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break;
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case GLS_DSTBLEND_SRC_COLOR:
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dstFactor = GL_SRC_COLOR;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
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dstFactor = GL_ONE_MINUS_SRC_COLOR;
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break;
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case GLS_DSTBLEND_SRC_ALPHA:
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dstFactor = GL_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
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dstFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_DST_ALPHA:
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dstFactor = GL_DST_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
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dstFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" );
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break;
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}
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qglEnable( GL_BLEND );
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qglBlendFunc( srcFactor, dstFactor );
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}
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else
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{
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qglDisable( GL_BLEND );
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}
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}
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//
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// check depthmask
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//
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if ( diff & GLS_DEPTHMASK_TRUE )
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{
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if ( stateBits & GLS_DEPTHMASK_TRUE )
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{
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qglDepthMask( GL_TRUE );
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}
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else
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{
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qglDepthMask( GL_FALSE );
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}
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}
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//
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// fill/line mode
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//
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if ( diff & GLS_POLYMODE_LINE )
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{
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if ( stateBits & GLS_POLYMODE_LINE )
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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else
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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//
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// depthtest
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//
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if ( diff & GLS_DEPTHTEST_DISABLE )
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{
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if ( stateBits & GLS_DEPTHTEST_DISABLE )
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{
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qglDisable( GL_DEPTH_TEST );
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}
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else
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{
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qglEnable( GL_DEPTH_TEST );
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}
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}
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//
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// alpha test
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//
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if ( diff & GLS_ATEST_BITS )
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{
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switch ( stateBits & GLS_ATEST_BITS )
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{
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case 0:
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qglDisable( GL_ALPHA_TEST );
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break;
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case GLS_ATEST_GT_0:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GREATER, 0.0f );
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break;
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case GLS_ATEST_LT_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_LESS, 0.5f );
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break;
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case GLS_ATEST_GE_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GEQUAL, 0.5f );
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid alpha test bits" );
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break;
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}
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}
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glState.glStateBits = stateBits;
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}
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void GL_ClientState( int unit, unsigned stateBits )
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{
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unsigned diff = stateBits ^ glState.glClientStateBits[ unit ];
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if ( diff == 0 )
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{
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if ( stateBits )
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{
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GL_SelectClientTexture( unit );
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}
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return;
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}
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GL_SelectClientTexture( unit );
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if ( diff & CLS_COLOR_ARRAY )
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{
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if ( stateBits & CLS_COLOR_ARRAY )
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qglEnableClientState( GL_COLOR_ARRAY );
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else
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qglDisableClientState( GL_COLOR_ARRAY );
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}
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if ( diff & CLS_NORMAL_ARRAY )
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{
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if ( stateBits & CLS_NORMAL_ARRAY )
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qglEnableClientState( GL_NORMAL_ARRAY );
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else
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qglDisableClientState( GL_NORMAL_ARRAY );
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}
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if ( diff & CLS_TEXCOORD_ARRAY )
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{
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if ( stateBits & CLS_TEXCOORD_ARRAY )
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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else
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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glState.glClientStateBits[ unit ] = stateBits;
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}
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void RB_SetGL2D( void );
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/*
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================
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RB_Hyperspace
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A player has predicted a teleport, but hasn't arrived yet
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================
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*/
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static void RB_Hyperspace( void ) {
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color4ub_t c;
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if ( !backEnd.isHyperspace ) {
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// do initialization shit
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}
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if ( tess.shader != tr.whiteShader ) {
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RB_EndSurface();
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RB_BeginSurface( tr.whiteShader, 0 );
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}
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VBO_UnBind();
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RB_SetGL2D();
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c.rgba[0] = c.rgba[1] = c.rgba[2] = (backEnd.refdef.time & 255);
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c.rgba[3] = 255;
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RB_AddQuadStamp2( backEnd.refdef.x, backEnd.refdef.y, backEnd.refdef.width, backEnd.refdef.height,
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0.0, 0.0, 0.0, 0.0, c );
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RB_EndSurface();
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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backEnd.isHyperspace = qtrue;
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}
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static void SetViewportAndScissor( void ) {
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qglMatrixMode( GL_PROJECTION );
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qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
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qglMatrixMode( GL_MODELVIEW );
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// set the window clipping
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qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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qglScissor( backEnd.viewParms.scissorX, backEnd.viewParms.scissorY,
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backEnd.viewParms.scissorWidth, backEnd.viewParms.scissorHeight );
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}
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/*
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=================
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RB_BeginDrawingView
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Any mirrored or portaled views have already been drawn, so prepare
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to actually render the visible surfaces for this view
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=================
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*/
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static void RB_BeginDrawingView( void ) {
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int clearBits = 0;
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// sync with gl if needed
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if ( r_finish->integer == 1 && !glState.finishCalled ) {
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qglFinish();
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glState.finishCalled = qtrue;
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} else if ( r_finish->integer == 0 ) {
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glState.finishCalled = qtrue;
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}
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// we will need to change the projection matrix before drawing
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// 2D images again
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backEnd.projection2D = qfalse;
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//
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// set the modelview matrix for the viewer
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//
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SetViewportAndScissor();
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// ensures that depth writes are enabled for the depth clear
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GL_State( GLS_DEFAULT );
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// clear relevant buffers
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clearBits = GL_DEPTH_BUFFER_BIT;
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if ( r_shadows->integer == 2 )
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{
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clearBits |= GL_STENCIL_BUFFER_BIT;
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}
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if ( 0 && r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
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{
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clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used
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#ifdef _DEBUG
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qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky
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#else
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
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#endif
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}
|
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qglClear( clearBits );
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|
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if ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) {
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RB_Hyperspace();
|
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backEnd.projection2D = qfalse;
|
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SetViewportAndScissor();
|
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} else {
|
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backEnd.isHyperspace = qfalse;
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}
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|
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glState.faceCulling = -1; // force face culling to set next time
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// we will only draw a sun if there was sky rendered in this view
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backEnd.skyRenderedThisView = qfalse;
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}
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|
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#ifdef USE_PMLIGHT
|
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static void RB_LightingPass( void );
|
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#endif
|
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|
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/*
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==================
|
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RB_RenderDrawSurfList
|
|
==================
|
|
*/
|
|
static void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|
shader_t *shader, *oldShader;
|
|
int fogNum;
|
|
int entityNum, oldEntityNum;
|
|
int dlighted;
|
|
qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
|
|
int i;
|
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drawSurf_t *drawSurf;
|
|
unsigned int oldSort;
|
|
float oldShaderSort;
|
|
double originalTime; // -EC-
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|
|
// save original time for entity shader offsets
|
|
originalTime = backEnd.refdef.floatTime;
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|
|
// draw everything
|
|
oldEntityNum = -1;
|
|
backEnd.currentEntity = &tr.worldEntity;
|
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oldShader = NULL;
|
|
oldDepthRange = qfalse;
|
|
wasCrosshair = qfalse;
|
|
oldSort = MAX_UINT;
|
|
oldShaderSort = -1;
|
|
depthRange = qfalse;
|
|
|
|
backEnd.pc.c_surfaces += numDrawSurfs;
|
|
|
|
for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
|
|
if ( drawSurf->sort == oldSort ) {
|
|
// fast path, same as previous sort
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
continue;
|
|
}
|
|
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
|
|
|
|
//
|
|
// 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 ( ( (oldSort ^ drawSurfs->sort ) & ~QSORT_REFENTITYNUM_MASK ) || !shader->entityMergable ) {
|
|
if ( oldShader != NULL ) {
|
|
RB_EndSurface();
|
|
}
|
|
#ifdef USE_PMLIGHT
|
|
#define INSERT_POINT SS_FOG
|
|
if ( backEnd.refdef.numLitSurfs && oldShaderSort < INSERT_POINT && shader->sort >= INSERT_POINT ) {
|
|
//RB_BeginDrawingLitSurfs(); // no need, already setup in RB_BeginDrawingView()
|
|
if ( depthRange ) {
|
|
qglDepthRange( 0, 1 );
|
|
RB_LightingPass();
|
|
qglDepthRange( 0, 0.3 );
|
|
} else {
|
|
RB_LightingPass();
|
|
}
|
|
oldEntityNum = -1; // force matrix setup
|
|
}
|
|
oldShaderSort = shader->sort;
|
|
#endif
|
|
RB_BeginSurface( shader, fogNum );
|
|
oldShader = shader;
|
|
}
|
|
|
|
oldSort = drawSurf->sort;
|
|
|
|
//
|
|
// change the modelview matrix if needed
|
|
//
|
|
if ( entityNum != oldEntityNum ) {
|
|
depthRange = isCrosshair = qfalse;
|
|
|
|
if ( entityNum != REFENTITYNUM_WORLD ) {
|
|
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
|
|
if ( backEnd.currentEntity->intShaderTime )
|
|
backEnd.refdef.floatTime = originalTime - (double)(backEnd.currentEntity->e.shaderTime.i) * 0.001;
|
|
else
|
|
backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime.f;
|
|
|
|
// set up the transformation matrix
|
|
R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );
|
|
// set up the dynamic lighting if needed
|
|
#ifdef USE_LEGACY_DLIGHTS
|
|
#ifdef USE_PMLIGHT
|
|
if ( !r_dlightMode->integer )
|
|
#endif
|
|
if ( backEnd.currentEntity->needDlights ) {
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
}
|
|
#endif // USE_LEGACY_DLIGHTS
|
|
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;
|
|
#ifdef USE_LEGACY_DLIGHTS
|
|
#ifdef USE_PMLIGHT
|
|
if ( !r_dlightMode->integer )
|
|
#endif
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
#endif // USE_LEGACY_DLIGHTS
|
|
}
|
|
|
|
// 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;
|
|
|
|
qglLoadMatrixf( 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
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
viewParms_t temp = backEnd.viewParms;
|
|
|
|
R_SetupProjection(&temp, r_znear->value, qfalse);
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(temp.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
|
|
if(!oldDepthRange)
|
|
qglDepthRange (0, 0.3);
|
|
}
|
|
else
|
|
{
|
|
if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
qglDepthRange (0, 1);
|
|
}
|
|
oldDepthRange = depthRange;
|
|
wasCrosshair = isCrosshair;
|
|
}
|
|
|
|
oldEntityNum = entityNum;
|
|
}
|
|
|
|
// add the triangles for this surface
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
}
|
|
|
|
// draw the contents of the last shader batch
|
|
if ( oldShader != NULL ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
backEnd.refdef.floatTime = originalTime;
|
|
|
|
// go back to the world modelview matrix
|
|
qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
|
|
if ( depthRange ) {
|
|
qglDepthRange(0, 1);
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef USE_PMLIGHT
|
|
/*
|
|
=================
|
|
RB_BeginDrawingLitView
|
|
=================
|
|
*/
|
|
static void RB_BeginDrawingLitSurfs( void )
|
|
{
|
|
// we will need to change the projection matrix before drawing
|
|
// 2D images again
|
|
backEnd.projection2D = qfalse;
|
|
|
|
// we will only draw a sun if there was sky rendered in this view
|
|
backEnd.skyRenderedThisView = qfalse;
|
|
|
|
//
|
|
// set the modelview matrix for the viewer
|
|
//
|
|
SetViewportAndScissor();
|
|
|
|
glState.faceCulling = -1; // force face culling to set next time
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_RenderLitSurfList
|
|
==================
|
|
*/
|
|
static void RB_RenderLitSurfList( dlight_t* dl ) {
|
|
shader_t *shader, *oldShader;
|
|
int fogNum;
|
|
int entityNum, oldEntityNum;
|
|
qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
|
|
const litSurf_t *litSurf;
|
|
unsigned int oldSort;
|
|
double originalTime; // -EC-
|
|
|
|
// save original time for entity shader offsets
|
|
originalTime = backEnd.refdef.floatTime;
|
|
|
|
// draw everything
|
|
oldEntityNum = -1;
|
|
backEnd.currentEntity = &tr.worldEntity;
|
|
oldShader = NULL;
|
|
oldDepthRange = qfalse;
|
|
wasCrosshair = qfalse;
|
|
oldSort = MAX_UINT;
|
|
depthRange = qfalse;
|
|
|
|
tess.dlightUpdateParams = qtrue;
|
|
|
|
for ( litSurf = dl->head; litSurf; litSurf = litSurf->next ) {
|
|
//if ( litSurf->sort == sort ) {
|
|
if ( litSurf->sort == oldSort ) {
|
|
// fast path, same as previous sort
|
|
rb_surfaceTable[ *litSurf->surface ]( litSurf->surface );
|
|
continue;
|
|
}
|
|
|
|
R_DecomposeLitSort( litSurf->sort, &entityNum, &shader, &fogNum );
|
|
|
|
// anything BEFORE opaque is sky/portal, anything AFTER it should never have been added
|
|
//assert( shader->sort == SS_OPAQUE );
|
|
// !!! but MIRRORS can trip that assert, so just do this for now
|
|
//if ( shader->sort < SS_OPAQUE )
|
|
// continue;
|
|
|
|
//
|
|
// 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 ( ( (oldSort ^ litSurf->sort) & ~QSORT_REFENTITYNUM_MASK ) || !shader->entityMergable ) {
|
|
if ( oldShader != NULL ) {
|
|
RB_EndSurface();
|
|
}
|
|
RB_BeginSurface( shader, fogNum );
|
|
oldShader = shader;
|
|
}
|
|
|
|
oldSort = litSurf->sort;
|
|
|
|
//
|
|
// change the modelview matrix if needed
|
|
//
|
|
if ( entityNum != oldEntityNum ) {
|
|
depthRange = isCrosshair = qfalse;
|
|
|
|
if ( entityNum != REFENTITYNUM_WORLD ) {
|
|
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
|
|
|
|
if ( backEnd.currentEntity->intShaderTime )
|
|
backEnd.refdef.floatTime = originalTime - (double)(backEnd.currentEntity->e.shaderTime.i) * 0.001;
|
|
else
|
|
backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime.f;
|
|
|
|
// set up the transformation matrix
|
|
R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &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;
|
|
|
|
// set up the dynamic lighting
|
|
R_TransformDlights( 1, dl, &backEnd.or );
|
|
tess.dlightUpdateParams = qtrue;
|
|
|
|
qglLoadMatrixf( 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
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
viewParms_t temp = backEnd.viewParms;
|
|
|
|
R_SetupProjection(&temp, r_znear->value, qfalse);
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(temp.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
|
|
if(!oldDepthRange)
|
|
qglDepthRange (0, 0.3);
|
|
}
|
|
else
|
|
{
|
|
if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
qglDepthRange (0, 1);
|
|
}
|
|
oldDepthRange = depthRange;
|
|
wasCrosshair = isCrosshair;
|
|
}
|
|
|
|
oldEntityNum = entityNum;
|
|
}
|
|
|
|
// add the triangles for this surface
|
|
rb_surfaceTable[ *litSurf->surface ]( litSurf->surface );
|
|
}
|
|
|
|
// draw the contents of the last shader batch
|
|
if ( oldShader != NULL ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
backEnd.refdef.floatTime = originalTime;
|
|
|
|
// go back to the world modelview matrix
|
|
qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
|
|
if ( depthRange ) {
|
|
qglDepthRange (0, 1);
|
|
}
|
|
}
|
|
#endif // USE_PMLIGHT
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
RENDER BACK END FUNCTIONS
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
================
|
|
RB_SetGL2D
|
|
================
|
|
*/
|
|
void RB_SetGL2D( void ) {
|
|
backEnd.projection2D = qtrue;
|
|
|
|
// set 2D virtual screen size
|
|
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadMatrixf( GL_Ortho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 ) );
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglLoadIdentity();
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE |
|
|
GLS_SRCBLEND_SRC_ALPHA |
|
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
|
|
GL_Cull( CT_TWO_SIDED );
|
|
qglDisable( GL_CLIP_PLANE0 );
|
|
|
|
// set time for 2D shaders
|
|
backEnd.refdef.time = ri.Milliseconds();
|
|
backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001; // -EC-: cast to double
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
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, byte *data, int client, qboolean dirty ) {
|
|
int i, j;
|
|
int start, end;
|
|
|
|
if ( !tr.registered ) {
|
|
return;
|
|
}
|
|
|
|
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 );
|
|
|
|
if ( r_speeds->integer ) {
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
|
|
}
|
|
|
|
tr.cinematicShader->stages[0]->bundle[0].image[0] = tr.scratchImage[client];
|
|
RE_StretchPic( x, y, w, h, 0.5f / cols, 0.5f / rows, 1.0f - 0.5f / cols, 1.0f - 0.5 / rows, tr.cinematicShader->index );
|
|
}
|
|
|
|
|
|
void RE_UploadCinematic( int w, int h, int cols, int rows, byte *data, int client, qboolean dirty ) {
|
|
|
|
image_t *image;
|
|
|
|
if ( !tr.scratchImage[ client ] ) {
|
|
tr.scratchImage[ client ] = R_CreateImage( va( "*scratch%i", client ), NULL, data, cols, rows, IMGFLAG_CLAMPTOEDGE | IMGFLAG_RGB | IMGFLAG_NOSCALE );
|
|
}
|
|
|
|
image = tr.scratchImage[ client ];
|
|
|
|
GL_Bind( image );
|
|
|
|
// if the scratchImage isn't in the format we want, specify it as a new texture
|
|
if ( cols != image->width || rows != image->height ) {
|
|
image->width = image->uploadWidth = cols;
|
|
image->height = image->uploadHeight = rows;
|
|
qglTexImage2D( GL_TEXTURE_2D, 0, image->internalFormat, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
|
|
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl_clamp_mode );
|
|
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl_clamp_mode );
|
|
} 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
|
|
qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SetColor
|
|
=============
|
|
*/
|
|
static const void *RB_SetColor( const void *data ) {
|
|
const setColorCommand_t *cmd;
|
|
|
|
cmd = (const setColorCommand_t *)data;
|
|
|
|
backEnd.color2D.rgba[0] = cmd->color[0] * 255;
|
|
backEnd.color2D.rgba[1] = cmd->color[1] * 255;
|
|
backEnd.color2D.rgba[2] = cmd->color[2] * 255;
|
|
backEnd.color2D.rgba[3] = cmd->color[3] * 255;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_StretchPic
|
|
=============
|
|
*/
|
|
static const void *RB_StretchPic( const void *data ) {
|
|
const stretchPicCommand_t *cmd;
|
|
shader_t *shader;
|
|
|
|
cmd = (const stretchPicCommand_t *)data;
|
|
|
|
shader = cmd->shader;
|
|
if ( shader != tess.shader ) {
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
backEnd.currentEntity = &backEnd.entity2D;
|
|
RB_BeginSurface( shader, 0 );
|
|
}
|
|
|
|
VBO_UnBind();
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
//Check if it's time for BLOOM!
|
|
R_BloomScreen();
|
|
|
|
RB_AddQuadStamp2( cmd->x, cmd->y, cmd->w, cmd->h, cmd->s1, cmd->t1, cmd->s2, cmd->t2, backEnd.color2D );
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
#ifdef USE_PMLIGHT
|
|
static void RB_LightingPass( void )
|
|
{
|
|
dlight_t *dl;
|
|
int i;
|
|
|
|
VBO_Flush();
|
|
|
|
tess.dlightPass = qtrue;
|
|
tess.allowVBO = qfalse; // for now
|
|
|
|
for ( i = 0; i < backEnd.viewParms.num_dlights; i++ )
|
|
{
|
|
dl = &backEnd.viewParms.dlights[i];
|
|
if ( dl->head )
|
|
{
|
|
tess.light = dl;
|
|
RB_RenderLitSurfList( dl );
|
|
}
|
|
}
|
|
|
|
tess.dlightPass = qfalse;
|
|
|
|
backEnd.viewParms.num_dlights = 0;
|
|
GL_ProgramDisable();
|
|
}
|
|
#endif
|
|
|
|
|
|
static void transform_to_eye_space( const vec3_t v, vec3_t v_eye )
|
|
{
|
|
const float *m = backEnd.viewParms.world.modelMatrix;
|
|
v_eye[0] = m[0]*v[0] + m[4]*v[1] + m[8 ]*v[2] + m[12];
|
|
v_eye[1] = m[1]*v[0] + m[5]*v[1] + m[9 ]*v[2] + m[13];
|
|
v_eye[2] = m[2]*v[0] + m[6]*v[1] + m[10]*v[2] + m[14];
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
RB_DebugPolygon
|
|
================
|
|
*/
|
|
static void RB_DebugPolygon( int color, int numPoints, float *points ) {
|
|
vec3_t pa;
|
|
vec3_t pb;
|
|
vec3_t p;
|
|
vec3_t q;
|
|
vec3_t n;
|
|
int i;
|
|
|
|
if ( numPoints < 3 ) {
|
|
return;
|
|
}
|
|
|
|
transform_to_eye_space( &points[0], pa );
|
|
transform_to_eye_space( &points[3], pb );
|
|
VectorSubtract( pb, pa, p );
|
|
|
|
for ( i = 2; i < numPoints; i++ ) {
|
|
transform_to_eye_space( &points[3*i], pb );
|
|
VectorSubtract( pb, pa, q );
|
|
CrossProduct( q, p, n );
|
|
if ( VectorLength( n ) > 1e-5 ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( DotProduct( n, pa ) >= 0 ) {
|
|
return; // discard backfacing polygon
|
|
}
|
|
|
|
GL_SelectTexture( 0 );
|
|
qglDisable( GL_TEXTURE_2D );
|
|
|
|
GL_ClientState( 0, CLS_NONE );
|
|
qglVertexPointer( 3, GL_FLOAT, 0, points );
|
|
|
|
// draw solid shade
|
|
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
qglColor4f( color&1, (color>>1)&1, (color>>2)&1, 1 );
|
|
qglDrawArrays( GL_TRIANGLE_FAN, 0, numPoints );
|
|
|
|
// draw wireframe outline
|
|
qglDepthRange( 0, 0 );
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
qglDrawArrays( GL_LINE_LOOP, 0, numPoints );
|
|
qglDepthRange( 0, 1 );
|
|
|
|
qglEnable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
RB_DebugGraphics
|
|
|
|
Visualization aid for movement clipping debugging
|
|
====================
|
|
*/
|
|
static void RB_DebugGraphics( void ) {
|
|
|
|
if ( !r_debugSurface->integer ) {
|
|
return;
|
|
}
|
|
|
|
GL_Bind( tr.whiteImage );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
|
|
ri.CM_DrawDebugSurface( RB_DebugPolygon );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawSurfs
|
|
=============
|
|
*/
|
|
static const void *RB_DrawSurfs( const void *data ) {
|
|
const drawSurfsCommand_t *cmd;
|
|
|
|
// finish any 2D drawing if needed
|
|
RB_EndSurface();
|
|
|
|
cmd = (const drawSurfsCommand_t *)data;
|
|
|
|
backEnd.refdef = cmd->refdef;
|
|
backEnd.viewParms = cmd->viewParms;
|
|
|
|
VBO_UnBind();
|
|
|
|
// clear the z buffer, set the modelview, etc
|
|
RB_BeginDrawingView();
|
|
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
|
|
VBO_UnBind();
|
|
|
|
if ( r_drawSun->integer ) {
|
|
RB_DrawSun( 0.1f, tr.sunShader );
|
|
}
|
|
|
|
// darken down any stencil shadows
|
|
RB_ShadowFinish();
|
|
|
|
// add light flares on lights that aren't obscured
|
|
RB_RenderFlares();
|
|
|
|
#ifdef USE_PMLIGHT
|
|
if ( backEnd.refdef.numLitSurfs ) {
|
|
RB_BeginDrawingLitSurfs();
|
|
RB_LightingPass();
|
|
}
|
|
#endif
|
|
|
|
if ( !backEnd.doneSurfaces && tr.needScreenMap ) {
|
|
if ( backEnd.viewParms.frameSceneNum == 1 ) {
|
|
FBO_CopyScreen();
|
|
}
|
|
}
|
|
|
|
// draw main system development information (surface outlines, etc)
|
|
RB_DebugGraphics();
|
|
|
|
//TODO Maybe check for rdf_noworld stuff but q3mme has full 3d ui
|
|
backEnd.doneSurfaces = qtrue; // for bloom
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawBuffer
|
|
=============
|
|
*/
|
|
static const void *RB_DrawBuffer( const void *data ) {
|
|
const drawBufferCommand_t *cmd;
|
|
|
|
cmd = (const drawBufferCommand_t *)data;
|
|
|
|
if ( fboEnabled ) {
|
|
FBO_BindMain();
|
|
qglDrawBuffer( GL_COLOR_ATTACHMENT0 );
|
|
} else {
|
|
qglDrawBuffer( cmd->buffer );
|
|
}
|
|
|
|
// clear screen for debugging
|
|
qglClearColor( 0.15, 0.15, 0.20, 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;
|
|
const vec2_t t[4] = { {0,0}, {1,0}, {0,1}, {1,1} };
|
|
vec3_t v[4];
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
qglFinish();
|
|
|
|
GL_ClientState( 0, CLS_TEXCOORD_ARRAY );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, t );
|
|
|
|
start = ri.Milliseconds();
|
|
|
|
for ( i = 0; i < tr.numImages; i++ ) {
|
|
image = tr.images[ i ];
|
|
w = glConfig.vidWidth / 20;
|
|
h = glConfig.vidHeight / 15;
|
|
x = i % 20 * w;
|
|
y = i / 20 * h;
|
|
|
|
// show in proportional size in mode 2
|
|
if ( r_showImages->integer == 2 ) {
|
|
w *= image->uploadWidth / 512.0f;
|
|
h *= image->uploadHeight / 512.0f;
|
|
}
|
|
|
|
GL_Bind( image );
|
|
|
|
VectorSet(v[0],x,y,0);
|
|
VectorSet(v[1],x+w,y,0);
|
|
VectorSet(v[2],x,y+h,0);
|
|
VectorSet(v[3],x+w,y+h,0);
|
|
|
|
qglVertexPointer( 3, GL_FLOAT, 0, v );
|
|
qglDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
|
|
}
|
|
|
|
qglFinish();
|
|
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_ColorMask
|
|
=============
|
|
*/
|
|
static const void *RB_ColorMask( const void *data )
|
|
{
|
|
const colorMaskCommand_t *cmd = data;
|
|
|
|
qglColorMask( cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3] );
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_ClearDepth
|
|
=============
|
|
*/
|
|
static const void *RB_ClearDepth( const void *data )
|
|
{
|
|
const clearDepthCommand_t *cmd = data;
|
|
|
|
RB_EndSurface();
|
|
|
|
qglClear( GL_DEPTH_BUFFER_BIT );
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_ClearColor
|
|
=============
|
|
*/
|
|
static const void *RB_ClearColor( const void *data )
|
|
{
|
|
const clearColorCommand_t *cmd = data;
|
|
|
|
if ( cmd->fullscreen )
|
|
{
|
|
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
}
|
|
|
|
if ( cmd->colorMask )
|
|
{
|
|
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
}
|
|
|
|
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
|
|
if ( cmd->frontAndBack )
|
|
{
|
|
qglDrawBuffer( GL_FRONT );
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
qglDrawBuffer( GL_BACK );
|
|
}
|
|
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_FinishBloom
|
|
=============
|
|
*/
|
|
static const void *RB_FinishBloom( const void *data )
|
|
{
|
|
const finishBloomCommand_t *cmd = data;
|
|
|
|
RB_EndSurface();
|
|
|
|
if ( fboEnabled )
|
|
{
|
|
// let's always render console with the same quality
|
|
// TODO: fix this to work with multiple views and opened console
|
|
if ( blitMSfbo && tr.frameSceneNum == 1 )
|
|
{
|
|
FBO_BlitMS( qfalse );
|
|
blitMSfbo = qfalse;
|
|
}
|
|
|
|
if ( r_bloom->integer && qglActiveTextureARB )
|
|
{
|
|
if ( !backEnd.doneBloom && backEnd.doneSurfaces )
|
|
{
|
|
if ( !backEnd.projection2D )
|
|
RB_SetGL2D();
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
FBO_Bloom( 0, 0, qfalse );
|
|
}
|
|
}
|
|
}
|
|
|
|
// texture swapping test
|
|
if ( r_showImages->integer ) {
|
|
RB_ShowImages();
|
|
}
|
|
|
|
backEnd.drawConsole = qtrue;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
static const void *RB_SwapBuffers( const void *data ) {
|
|
|
|
const swapBuffersCommand_t *cmd;
|
|
|
|
// finish any 2D drawing if needed
|
|
RB_EndSurface();
|
|
VBO_UnBind();
|
|
|
|
// texture swapping test
|
|
if ( r_showImages->integer && !backEnd.drawConsole ) {
|
|
RB_ShowImages();
|
|
}
|
|
|
|
cmd = (const swapBuffersCommand_t *)data;
|
|
|
|
if ( backEnd.doneSurfaces && !glState.finishCalled ) {
|
|
qglFinish();
|
|
}
|
|
|
|
if ( fboEnabled ) {
|
|
FBO_PostProcess();
|
|
}
|
|
|
|
// buffer swap may take undefined time to complete, we can't measure it in a reliable way
|
|
backEnd.pc.msec = ri.Milliseconds() - backEnd.pc.msec;
|
|
|
|
if ( backEnd.screenshotMask && tr.frameCount > 1 ) {
|
|
|
|
if ( superSampled ) {
|
|
qglScissor( 0, 0, gls.captureWidth, gls.captureHeight );
|
|
qglViewport( 0, 0, gls.captureWidth, gls.captureHeight );
|
|
FBO_BlitSS();
|
|
}
|
|
|
|
if ( backEnd.screenshotMask & SCREENSHOT_TGA && backEnd.screenshotTGA[0] ) {
|
|
RB_TakeScreenshot( 0, 0, gls.captureWidth, gls.captureHeight, backEnd.screenshotTGA );
|
|
if ( !backEnd.screenShotTGAsilent ) {
|
|
ri.Printf( PRINT_ALL, "Wrote %s\n", backEnd.screenshotTGA );
|
|
}
|
|
}
|
|
if ( backEnd.screenshotMask & SCREENSHOT_JPG && backEnd.screenshotJPG[0] ) {
|
|
RB_TakeScreenshotJPEG( 0, 0, gls.captureWidth, gls.captureHeight, backEnd.screenshotJPG );
|
|
if ( !backEnd.screenShotJPGsilent ) {
|
|
ri.Printf( PRINT_ALL, "Wrote %s\n", backEnd.screenshotJPG );
|
|
}
|
|
}
|
|
if ( backEnd.screenshotMask & SCREENSHOT_BMP && ( backEnd.screenshotBMP[0] || ( backEnd.screenshotMask & SCREENSHOT_BMP_CLIPBOARD ) ) ) {
|
|
RB_TakeScreenshotBMP( 0, 0, gls.captureWidth, gls.captureHeight, backEnd.screenshotBMP, backEnd.screenshotMask & SCREENSHOT_BMP_CLIPBOARD );
|
|
if ( !backEnd.screenShotBMPsilent ) {
|
|
ri.Printf( PRINT_ALL, "Wrote %s\n", backEnd.screenshotBMP );
|
|
}
|
|
}
|
|
if ( backEnd.screenshotMask & SCREENSHOT_AVI ) {
|
|
RB_TakeVideoFrameCmd( &backEnd.vcmd );
|
|
}
|
|
|
|
backEnd.screenshotJPG[0] = '\0';
|
|
backEnd.screenshotTGA[0] = '\0';
|
|
backEnd.screenshotBMP[0] = '\0';
|
|
backEnd.screenshotMask = 0;
|
|
}
|
|
|
|
ri.GLimp_EndFrame();
|
|
|
|
FBO_BindMain();
|
|
|
|
backEnd.projection2D = qfalse;
|
|
backEnd.doneBloom = qfalse;
|
|
backEnd.doneSurfaces = qfalse;
|
|
backEnd.drawConsole = qfalse;
|
|
|
|
r_anaglyphMode->modified = qfalse;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
RB_ExecuteRenderCommands
|
|
====================
|
|
*/
|
|
void RB_ExecuteRenderCommands( const void *data ) {
|
|
|
|
backEnd.pc.msec = ri.Milliseconds();
|
|
|
|
while ( 1 ) {
|
|
data = PADP(data, sizeof(void *));
|
|
|
|
switch ( *(const int *)data ) {
|
|
case RC_SET_COLOR:
|
|
data = RB_SetColor( data );
|
|
break;
|
|
case RC_STRETCH_PIC:
|
|
data = RB_StretchPic( data );
|
|
break;
|
|
case RC_DRAW_SURFS:
|
|
data = RB_DrawSurfs( data );
|
|
break;
|
|
case RC_DRAW_BUFFER:
|
|
data = RB_DrawBuffer( data );
|
|
break;
|
|
case RC_SWAP_BUFFERS:
|
|
data = RB_SwapBuffers( data );
|
|
break;
|
|
case RC_FINISHBLOOM:
|
|
data = RB_FinishBloom(data);
|
|
break;
|
|
case RC_COLORMASK:
|
|
data = RB_ColorMask(data);
|
|
break;
|
|
case RC_CLEARDEPTH:
|
|
data = RB_ClearDepth(data);
|
|
break;
|
|
case RC_CLEARCOLOR:
|
|
data = RB_ClearColor(data);
|
|
break;
|
|
case RC_END_OF_LIST:
|
|
default:
|
|
// stop rendering
|
|
return;
|
|
}
|
|
}
|
|
}
|