/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #include "../server/exe_headers.h" #include "tr_local.h" #include "tr_common.h" backEndData_t *backEndData; backEndState_t backEnd; bool tr_stencilled = false; extern qboolean tr_distortionPrePost; //tr_shadows.cpp extern qboolean tr_distortionNegate; //tr_shadows.cpp extern void RB_CaptureScreenImage(void); //tr_shadows.cpp extern void RB_DistortionFill(void); //tr_shadows.cpp static void RB_DrawGlowOverlay(); static void RB_BlurGlowTexture(); // Whether we are currently rendering only glowing objects or not. bool g_bRenderGlowingObjects = false; // Whether the current hardware supports dynamic glows/flares. bool g_bDynamicGlowSupported = false; static const 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_Bind */ void GL_Bind( image_t *image ) { int texnum; if ( !image ) { ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" ); texnum = tr.defaultImage->texnum; } else { texnum = image->texnum; } if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option texnum = tr.dlightImage->texnum; } if ( glState.currenttextures[glState.currenttmu] != texnum ) { image->frameUsed = tr.frameCount; glState.currenttextures[glState.currenttmu] = texnum; qglBindTexture (GL_TEXTURE_2D, texnum); } } /* ** GL_SelectTexture */ void GL_SelectTexture( int unit ) { if ( glState.currenttmu == unit ) { return; } if ( unit == 0 ) { qglActiveTextureARB( GL_TEXTURE0_ARB ); GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" ); qglClientActiveTextureARB( GL_TEXTURE0_ARB ); GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" ); } else if ( unit == 1 ) { qglActiveTextureARB( GL_TEXTURE1_ARB ); GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" ); qglClientActiveTextureARB( GL_TEXTURE1_ARB ); GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" ); } else if ( unit == 2 ) { qglActiveTextureARB( GL_TEXTURE2_ARB ); GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE2_ARB )\n" ); qglClientActiveTextureARB( GL_TEXTURE2_ARB ); GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE2_ARB )\n" ); } else if ( unit == 3 ) { qglActiveTextureARB( GL_TEXTURE3_ARB ); GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE3_ARB )\n" ); qglClientActiveTextureARB( GL_TEXTURE3_ARB ); GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE3_ARB )\n" ); } else { Com_Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit ); } glState.currenttmu = unit; } /* ** GL_Cull */ void GL_Cull( int cullType ) { if ( glState.faceCulling == cullType ) { return; } glState.faceCulling = cullType; if (backEnd.projection2D){ //don't care, we're in 2d when it's always disabled return; } if ( cullType == CT_TWO_SIDED ) { qglDisable( GL_CULL_FACE ); } else { qglEnable( GL_CULL_FACE ); if ( cullType == CT_BACK_SIDED ) { if ( backEnd.viewParms.isMirror ) { qglCullFace( GL_FRONT ); } else { qglCullFace( GL_BACK ); } } else { if ( backEnd.viewParms.isMirror ) { qglCullFace( GL_BACK ); } else { qglCullFace( GL_FRONT ); } } } } /* ** GL_TexEnv */ void GL_TexEnv( int env ) { if ( env == glState.texEnv[glState.currenttmu] ) { return; } glState.texEnv[glState.currenttmu] = env; switch ( env ) { case GL_MODULATE: qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); break; case GL_REPLACE: qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); break; case GL_DECAL: qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); break; case GL_ADD: qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD ); break; default: Com_Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed\n", env ); break; } } /* ** GL_State ** ** This routine is responsible for setting the most commonly changed state ** in Q3. */ void GL_State( uint32_t stateBits ) { uint32_t diff = stateBits ^ glState.glStateBits; if ( !diff ) { return; } // // check depthFunc bits // if ( diff & GLS_DEPTHFUNC_EQUAL ) { if ( stateBits & GLS_DEPTHFUNC_EQUAL ) { qglDepthFunc( GL_EQUAL ); } else { qglDepthFunc( GL_LEQUAL ); } } // // check blend bits // if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) { GLenum srcFactor, dstFactor; if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) { 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: srcFactor = GL_ONE; // to get warning to shut up Com_Error( ERR_DROP, "GL_State: invalid src blend state bits\n" ); 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: dstFactor = GL_ONE; // to get warning to shut up Com_Error( ERR_DROP, "GL_State: invalid dst blend state bits\n" ); break; } qglEnable( GL_BLEND ); qglBlendFunc( srcFactor, dstFactor ); } else { qglDisable( GL_BLEND ); } } // // 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 ) { #ifndef HAVE_GLES if ( stateBits & GLS_POLYMODE_LINE ) { qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } else { qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } #endif } // // depthtest // if ( diff & GLS_DEPTHTEST_DISABLE ) { if ( stateBits & GLS_DEPTHTEST_DISABLE ) { qglDisable( GL_DEPTH_TEST ); } else { qglEnable( GL_DEPTH_TEST ); } } // // alpha test // if ( diff & GLS_ATEST_BITS ) { switch ( stateBits & GLS_ATEST_BITS ) { case 0: qglDisable( GL_ALPHA_TEST ); break; case GLS_ATEST_GT_0: qglEnable( GL_ALPHA_TEST ); qglAlphaFunc( GL_GREATER, 0.0f ); break; case GLS_ATEST_LT_80: qglEnable( GL_ALPHA_TEST ); qglAlphaFunc( GL_LESS, 0.5f ); break; case GLS_ATEST_GE_80: qglEnable( GL_ALPHA_TEST ); qglAlphaFunc( GL_GEQUAL, 0.5f ); break; case GLS_ATEST_GE_C0: qglEnable( GL_ALPHA_TEST ); qglAlphaFunc( GL_GEQUAL, 0.75f ); break; default: assert( 0 ); break; } } glState.glStateBits = stateBits; } /* ================ 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 ); backEnd.isHyperspace = qtrue; } void SetViewportAndScissor( void ) { qglMatrixMode(GL_PROJECTION); qglLoadMatrixf( backEnd.viewParms.projectionMatrix ); qglMatrixMode(GL_MODELVIEW); // 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 ================= */ static void RB_BeginDrawingView (void) { int clearBits = GL_DEPTH_BUFFER_BIT; // 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; // // 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 if ( r_measureOverdraw->integer || r_shadows->integer == 2 || tr_stencilled ) { clearBits |= GL_STENCIL_BUFFER_BIT; tr_stencilled = false; } if (skyboxportal) { if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) { // portal scene, clear whatever is necessary if (r_fastsky->integer || (backEnd.refdef.rdflags & RDF_NOWORLDMODEL) ) { // fastsky: clear color // try clearing first with the portal sky fog color, then the world fog color, then finally a default clearBits |= GL_COLOR_BUFFER_BIT; if (tr.world && tr.world->globalFog != -1) { const jk_fog_t *fog = &tr.world->fogs[tr.world->globalFog]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); } else { qglClearColor ( 0.3f, 0.3f, 0.3f, 1.0 ); } } } } else { if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && !g_bRenderGlowingObjects ) { if (tr.world && tr.world->globalFog != -1) { const jk_fog_t *fog = &tr.world->fogs[tr.world->globalFog]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); } else { qglClearColor( 0.3f, 0.3f, 0.3f, 1 ); // FIXME: get color of sky } clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used } } if ( !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && ( r_DynamicGlow->integer && !g_bRenderGlowingObjects ) ) { if (tr.world && tr.world->globalFog != -1) { //this is because of a bug in multiple scenes I think, it needs to clear for the second scene but it doesn't normally. const jk_fog_t *fog = &tr.world->fogs[tr.world->globalFog]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); clearBits |= GL_COLOR_BUFFER_BIT; } } // If this pass is to just render the glowing objects, don't clear the depth buffer since // we're sharing it with the main scene (since the main scene has already been rendered). -AReis if ( g_bRenderGlowingObjects ) { clearBits &= ~GL_DEPTH_BUFFER_BIT; } if (clearBits) { qglClear( clearBits ); } if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) { RB_Hyperspace(); return; } else { backEnd.isHyperspace = qfalse; } glState.faceCulling = -1; // force face culling to set next time // 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 ) { float plane[4]; #ifdef HAVE_GLES float plane2[4]; #else double plane2[4]; #endif 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.ori.axis[0], plane); plane2[1] = DotProduct (backEnd.viewParms.ori.axis[1], plane); plane2[2] = DotProduct (backEnd.viewParms.ori.axis[2], plane); plane2[3] = DotProduct (plane, backEnd.viewParms.ori.origin) - plane[3]; qglLoadMatrixf( s_flipMatrix ); qglClipPlane (GL_CLIP_PLANE0, plane2); qglEnable (GL_CLIP_PLANE0); } else { qglDisable (GL_CLIP_PLANE0); } } //used by RF_DISTORTION static inline bool R_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y) { int xcenter, ycenter; vec3_t local, transformed; vec3_t vfwd; vec3_t vright; vec3_t vup; float xzi; float yzi; xcenter = glConfig.vidWidth / 2; ycenter = glConfig.vidHeight / 2; //AngleVectors (tr.refdef.viewangles, vfwd, vright, vup); VectorCopy(tr.refdef.viewaxis[0], vfwd); VectorCopy(tr.refdef.viewaxis[1], vright); VectorCopy(tr.refdef.viewaxis[2], vup); VectorSubtract (worldCoord, tr.refdef.vieworg, local); transformed[0] = DotProduct(local,vright); transformed[1] = DotProduct(local,vup); transformed[2] = DotProduct(local,vfwd); // Make sure Z is not negative. if(transformed[2] < 0.01) { return false; } xzi = xcenter / transformed[2] * (90.0/tr.refdef.fov_x); yzi = ycenter / transformed[2] * (90.0/tr.refdef.fov_y); *x = xcenter + xzi * transformed[0]; *y = ycenter - yzi * transformed[1]; return true; } //used by RF_DISTORTION static inline bool R_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y ) { float xF, yF; bool retVal = R_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF ); *x = (int)xF; *y = (int)yF; return retVal; } /* ================== RB_RenderDrawSurfList ================== */ //number of possible surfs we can postrender. //note that postrenders lack much of the optimization that the standard sort-render crap does, //so it's slower. #define MAX_POST_RENDERS 128 typedef struct { int fogNum; int entNum; int dlighted; int depthRange; drawSurf_t *drawSurf; jk_shader_t *shader; } postRender_t; static postRender_t g_postRenders[MAX_POST_RENDERS]; static int g_numPostRenders = 0; void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { jk_shader_t *shader, *oldShader; int fogNum, oldFogNum; int entityNum, oldEntityNum; int dlighted, oldDlighted; int depthRange, oldDepthRange; int i; drawSurf_t *drawSurf; unsigned int oldSort; float originalTime; trRefEntity_t *curEnt; postRender_t *pRender; bool didShadowPass = false; if (g_bRenderGlowingObjects) { //only shadow on initial passes didShadowPass = true; } // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; // clear the z buffer, set the modelview, etc RB_BeginDrawingView (); // draw everything oldEntityNum = -1; backEnd.currentEntity = &tr.worldEntity; oldShader = NULL; oldFogNum = -1; oldDepthRange = qfalse; oldDlighted = qfalse; oldSort = (unsigned int) -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 ); // If we're rendering glowing objects, but this shader has no stages with glow, skip it! if ( g_bRenderGlowingObjects && !shader->hasGlow ) { shader = oldShader; entityNum = oldEntityNum; fogNum = oldFogNum; dlighted = oldDlighted; continue; } oldSort = drawSurf->sort; // // change the tess parameters if needed // a "entityMergable" shader is a shader that can have surfaces from seperate // entities merged into a single batch, like smoke and blood puff sprites if (entityNum != REFENTITYNUM_WORLD && g_numPostRenders < MAX_POST_RENDERS) { if ( (backEnd.refdef.entities[entityNum].e.renderfx & RF_DISTORTION) || (backEnd.refdef.entities[entityNum].e.renderfx & RF_FORCE_ENT_ALPHA)) { //must render last curEnt = &backEnd.refdef.entities[entityNum]; pRender = &g_postRenders[g_numPostRenders]; g_numPostRenders++; depthRange = 0; //figure this stuff out now and store it if ( curEnt->e.renderfx & RF_NODEPTH ) { depthRange = 2; } else if ( curEnt->e.renderfx & RF_DEPTHHACK ) { depthRange = 1; } pRender->depthRange = depthRange; //It is not necessary to update the old* values because //we are not updating now with the current values. depthRange = oldDepthRange; //store off the ent num pRender->entNum = entityNum; //remember the other values necessary for rendering this surf pRender->drawSurf = drawSurf; pRender->dlighted = dlighted; pRender->fogNum = fogNum; pRender->shader = shader; //assure the info is back to the last set state shader = oldShader; entityNum = oldEntityNum; fogNum = oldFogNum; dlighted = oldDlighted; oldSort = (unsigned int)-1; //invalidate this thing, cause we may want to postrender more surfs of the same sort //continue without bothering to begin a draw surf continue; } } if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || ( entityNum != oldEntityNum && !shader->entityMergable ) ) { if (oldShader != NULL) { RB_EndSurface(); if (!didShadowPass && shader && shader->sort > SS_BANNER) { RB_ShadowFinish(); didShadowPass = true; } } RB_BeginSurface( shader, fogNum ); oldShader = shader; oldFogNum = fogNum; oldDlighted = dlighted; } // // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { depthRange = qfalse; if ( entityNum != REFENTITYNUM_WORLD ) { backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime; // set up the transformation matrix R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); } if ( backEnd.currentEntity->e.renderfx & RF_NODEPTH ) { // No depth at all, very rare but some things for seeing through walls depthRange = 2; } else if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) { // hack the depth range to prevent view model from poking into walls depthRange = qtrue; } } else { backEnd.currentEntity = &tr.worldEntity; backEnd.refdef.floatTime = originalTime; backEnd.ori = backEnd.viewParms.world; R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); } qglLoadMatrixf( backEnd.ori.modelMatrix ); // // change depthrange if needed // if ( oldDepthRange != depthRange ) { switch ( depthRange ) { default: case 0: qglDepthRange (0, 1); break; case 1: qglDepthRange (0, .3); break; case 2: qglDepthRange (0, 0); break; } oldDepthRange = depthRange; } 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(); } if (tr_stencilled && tr_distortionPrePost) { //ok, cap it now RB_CaptureScreenImage(); RB_DistortionFill(); } //render distortion surfs (or anything else that needs to be post-rendered) if (g_numPostRenders > 0) { int lastPostEnt = -1; while (g_numPostRenders > 0) { g_numPostRenders--; pRender = &g_postRenders[g_numPostRenders]; RB_BeginSurface( pRender->shader, pRender->fogNum ); backEnd.currentEntity = &backEnd.refdef.entities[pRender->entNum]; backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime; // set up the transformation matrix R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori ); // set up the dynamic lighting if needed if ( backEnd.currentEntity->needDlights ) { R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); } qglLoadMatrixf( backEnd.ori.modelMatrix ); depthRange = pRender->depthRange; switch ( depthRange ) { default: case 0: qglDepthRange (0, 1); break; case 1: qglDepthRange (0, .3); break; case 2: qglDepthRange (0, 0); break; } if ((backEnd.currentEntity->e.renderfx & RF_DISTORTION) && lastPostEnt != pRender->entNum) { //do the capture now, we only need to do it once per ent int x, y; int rad = backEnd.currentEntity->e.radius; //We are going to just bind this, and then the CopyTexImage is going to //stomp over this texture num in texture memory. GL_Bind( tr.screenImage ); if (R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y )) { int cX, cY; cX = glConfig.vidWidth-x-(rad/2); cY = glConfig.vidHeight-y-(rad/2); if (cX+rad > glConfig.vidWidth) { //would it go off screen? cX = glConfig.vidWidth-rad; } else if (cX < 0) { //cap it off at 0 cX = 0; } if (cY+rad > glConfig.vidHeight) { //would it go off screen? cY = glConfig.vidHeight-rad; } else if (cY < 0) { //cap it off at 0 cY = 0; } //now copy a portion of the screen to this texture #ifdef HAVE_GLES qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cX, cY, rad, rad, 0); #else qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, rad, rad, 0); #endif lastPostEnt = pRender->entNum; } } rb_surfaceTable[ *pRender->drawSurf->surface ]( pRender->drawSurf->surface ); RB_EndSurface(); } } // go back to the world modelview matrix qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); if ( depthRange ) { qglDepthRange (0, 1); } #if 0 RB_DrawSun(); #endif if (tr_stencilled && !tr_distortionPrePost) { //draw in the stencil buffer's cutout RB_DistortionFill(); } if (!didShadowPass) { // darken down any stencil shadows RB_ShadowFinish(); didShadowPass = true; } // add light flares on lights that aren't obscured // RB_RenderFlares(); } /* ============================================================================ 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); qglLoadIdentity (); qglOrtho (0, 640, 480, 0, 0, 1); qglMatrixMode(GL_MODELVIEW); qglLoadIdentity (); GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); qglDisable( GL_CULL_FACE ); qglDisable( GL_CLIP_PLANE0 ); // set time for 2D shaders backEnd.refdef.time = ri.Milliseconds(); backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f; } /* ============= 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; jk_shader_t *shader; int numVerts, numIndexes; cmd = (const stretchPicCommand_t *)data; if ( !backEnd.projection2D ) { RB_SetGL2D(); } shader = cmd->shader; if ( shader != tess.shader ) { if ( tess.numIndexes ) { RB_EndSurface(); } backEnd.currentEntity = &backEnd.entity2D; RB_BeginSurface( shader, 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; byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui; tess.xyz[ numVerts ][0] = cmd->x; tess.xyz[ numVerts ][1] = cmd->y; tess.xyz[ numVerts ][2] = 0; tess.texCoords[ numVerts ][0][0] = cmd->s1; tess.texCoords[ numVerts ][0][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][0] = cmd->s2; tess.texCoords[ numVerts + 1 ][0][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][0] = cmd->s2; tess.texCoords[ numVerts + 2 ][0][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][0] = cmd->s1; tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2; return (const void *)(cmd + 1); } /* ============= RB_RotatePic ============= */ const void *RB_RotatePic ( const void *data ) { const rotatePicCommand_t *cmd; jk_shader_t *shader; cmd = (const rotatePicCommand_t *)data; shader = cmd->shader; if ( !backEnd.projection2D ) { RB_SetGL2D(); } shader = cmd->shader; if ( shader != tess.shader ) { if ( tess.numIndexes ) { RB_EndSurface(); } backEnd.currentEntity = &backEnd.entity2D; RB_BeginSurface( shader, 0 ); } RB_CHECKOVERFLOW( 4, 6 ); int numVerts = tess.numVertexes; int numIndexes = tess.numIndexes; float angle = DEG2RAD( cmd-> a ); float s = sinf( angle ); float c = cosf( angle ); matrix3_t m = { { c, s, 0.0f }, { -s, c, 0.0f }, { cmd->x + cmd->w, cmd->y, 1.0f } }; 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; byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui; tess.xyz[ numVerts ][0] = m[0][0] * (-cmd->w) + m[2][0]; tess.xyz[ numVerts ][1] = m[0][1] * (-cmd->w) + m[2][1]; tess.xyz[ numVerts ][2] = 0; tess.texCoords[ numVerts ][0][0] = cmd->s1; tess.texCoords[ numVerts ][0][1] = cmd->t1; tess.xyz[ numVerts + 1 ][0] = m[2][0]; tess.xyz[ numVerts + 1 ][1] = m[2][1]; tess.xyz[ numVerts + 1 ][2] = 0; tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2; tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1; tess.xyz[ numVerts + 2 ][0] = m[1][0] * (cmd->h) + m[2][0]; tess.xyz[ numVerts + 2 ][1] = m[1][1] * (cmd->h) + m[2][1]; tess.xyz[ numVerts + 2 ][2] = 0; tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2; tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2; tess.xyz[ numVerts + 3 ][0] = m[0][0] * (-cmd->w) + m[1][0] * (cmd->h) + m[2][0]; tess.xyz[ numVerts + 3 ][1] = m[0][1] * (-cmd->w) + m[1][1] * (cmd->h) + m[2][1]; tess.xyz[ numVerts + 3 ][2] = 0; tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1; tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2; return (const void *)(cmd + 1); } /* ============= RB_RotatePic2 ============= */ const void *RB_RotatePic2 ( const void *data ) { const rotatePicCommand_t *cmd; jk_shader_t *shader; cmd = (const rotatePicCommand_t *)data; shader = cmd->shader; // FIXME is this needed if ( shader->numUnfoggedPasses ) { if ( !backEnd.projection2D ) { RB_SetGL2D(); } shader = cmd->shader; if ( shader != tess.shader ) { if ( tess.numIndexes ) { RB_EndSurface(); } backEnd.currentEntity = &backEnd.entity2D; RB_BeginSurface( shader, 0 ); } RB_CHECKOVERFLOW( 4, 6 ); int numVerts = tess.numVertexes; int numIndexes = tess.numIndexes; float angle = DEG2RAD( cmd-> a ); float s = sinf( angle ); float c = cosf( angle ); matrix3_t m = { { c, s, 0.0f }, { -s, c, 0.0f }, { cmd->x, cmd->y, 1.0f } }; 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; byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui; baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui; tess.xyz[ numVerts ][0] = m[0][0] * (-cmd->w * 0.5f) + m[1][0] * (-cmd->h * 0.5f) + m[2][0]; tess.xyz[ numVerts ][1] = m[0][1] * (-cmd->w * 0.5f) + m[1][1] * (-cmd->h * 0.5f) + m[2][1]; tess.xyz[ numVerts ][2] = 0; tess.texCoords[ numVerts ][0][0] = cmd->s1; tess.texCoords[ numVerts ][0][1] = cmd->t1; tess.xyz[ numVerts + 1 ][0] = m[0][0] * (cmd->w * 0.5f) + m[1][0] * (-cmd->h * 0.5f) + m[2][0]; tess.xyz[ numVerts + 1 ][1] = m[0][1] * (cmd->w * 0.5f) + m[1][1] * (-cmd->h * 0.5f) + m[2][1]; tess.xyz[ numVerts + 1 ][2] = 0; tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2; tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1; tess.xyz[ numVerts + 2 ][0] = m[0][0] * (cmd->w * 0.5f) + m[1][0] * (cmd->h * 0.5f) + m[2][0]; tess.xyz[ numVerts + 2 ][1] = m[0][1] * (cmd->w * 0.5f) + m[1][1] * (cmd->h * 0.5f) + m[2][1]; tess.xyz[ numVerts + 2 ][2] = 0; tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2; tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2; tess.xyz[ numVerts + 3 ][0] = m[0][0] * (-cmd->w * 0.5f) + m[1][0] * (cmd->h * 0.5f) + m[2][0]; tess.xyz[ numVerts + 3 ][1] = m[0][1] * (-cmd->w * 0.5f) + m[1][1] * (cmd->h * 0.5f) + m[2][1]; tess.xyz[ numVerts + 3 ][2] = 0; tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1; tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2; } return (const void *)(cmd + 1); } /* ============= RB_ScissorPic ============= */ const void *RB_Scissor ( const void *data ) { const scissorCommand_t *cmd; cmd = (const scissorCommand_t *)data; if ( !backEnd.projection2D ) { RB_SetGL2D(); } if (cmd->x >= 0) { qglScissor( cmd->x,(glConfig.vidHeight - cmd->y - cmd->h),cmd->w,cmd->h); } else { qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight); } return (const void *)(cmd + 1); } /* ============= RB_DrawSurfs ============= */ const void *RB_DrawSurfs( const void *data ) { const drawSurfsCommand_t *cmd; // finish any 2D drawing if needed if ( tess.numIndexes ) { RB_EndSurface(); } cmd = (const drawSurfsCommand_t *)data; backEnd.refdef = cmd->refdef; backEnd.viewParms = cmd->viewParms; RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); // Dynamic Glow/Flares: /* The basic idea is to render the glowing parts of the scene to an offscreen buffer, then take that buffer and blur it. After it is sufficiently blurred, re-apply that image back to the normal screen using a additive blending. To blur the scene I use a vertex program to supply four texture coordinate offsets that allow 'peeking' into adjacent pixels. In the register combiner (pixel shader), I combine the adjacent pixels using a weighting factor. - Aurelio */ #ifndef HAVE_GLES // Render dynamic glowing/flaring objects. if ( !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && g_bDynamicGlowSupported && r_DynamicGlow->integer ) { // Copy the normal scene to texture. qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_ARB ); qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.sceneImage ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight); qglDisable( GL_TEXTURE_RECTANGLE_ARB ); qglEnable( GL_TEXTURE_2D ); // Just clear colors, but leave the depth buffer intact so we can 'share' it. qglClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); qglClear( GL_COLOR_BUFFER_BIT ); // Render the glowing objects. g_bRenderGlowingObjects = true; RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); g_bRenderGlowingObjects = false; qglFinish(); // Copy the glow scene to texture. qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_ARB ); qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.screenGlow ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglDisable( GL_TEXTURE_RECTANGLE_ARB ); qglEnable( GL_TEXTURE_2D ); // Resize the viewport to the blur texture size. const int oldViewWidth = backEnd.viewParms.viewportWidth; const int oldViewHeight = backEnd.viewParms.viewportHeight; backEnd.viewParms.viewportWidth = r_DynamicGlowWidth->integer; backEnd.viewParms.viewportHeight = r_DynamicGlowHeight->integer; SetViewportAndScissor(); // Blur the scene. RB_BlurGlowTexture(); // Copy the finished glow scene back to texture. qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_ARB ); qglBindTexture( GL_TEXTURE_RECTANGLE_ARB, tr.blurImage ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglDisable( GL_TEXTURE_RECTANGLE_ARB ); qglEnable( GL_TEXTURE_2D ); // Set the viewport back to normal. backEnd.viewParms.viewportWidth = oldViewWidth; backEnd.viewParms.viewportHeight = oldViewHeight; SetViewportAndScissor(); qglClear( GL_COLOR_BUFFER_BIT ); // Draw the glow additively over the screen. RB_DrawGlowOverlay(); } #endif return (const void *)(cmd + 1); } /* ============= RB_DrawBuffer ============= */ const void *RB_DrawBuffer( const void *data ) { const drawBufferCommand_t *cmd; cmd = (const drawBufferCommand_t *)data; #ifndef HAVE_GLES qglDrawBuffer( cmd->buffer ); #endif // clear screen for debugging if (!( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && tr.world && tr.refdef.rdflags & RDF_doLAGoggles) { const jk_fog_t *fog = &tr.world->fogs[tr.world->numfogs]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else if (!( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && tr.world && tr.world->globalFog != -1 && tr.sceneCount)//don't clear during menus, wait for real scene { const jk_fog_t *fog = &tr.world->fogs[tr.world->globalFog]; qglClearColor(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f ); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } else if ( r_clear->integer ) { // clear screen for debugging int i = r_clear->integer; if (i == 42) { i = Q_irand(0,8); } switch (i) { default: qglClearColor( 1, 0, 0.5, 1 ); break; case 1: qglClearColor( 1.0, 0.0, 0.0, 1.0); //red break; case 2: qglClearColor( 0.0, 1.0, 0.0, 1.0); //green break; case 3: qglClearColor( 1.0, 1.0, 0.0, 1.0); //yellow break; case 4: qglClearColor( 0.0, 0.0, 1.0, 1.0); //blue break; case 5: qglClearColor( 0.0, 1.0, 1.0, 1.0); //cyan break; case 6: qglClearColor( 1.0, 0.0, 1.0, 1.0); //magenta break; case 7: qglClearColor( 1.0, 1.0, 1.0, 1.0); //white break; case 8: qglClearColor( 0.0, 0.0, 0.0, 1.0); //black break; } 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 ) { image_t *image; float x, y, w, h; // int start, end; if ( !backEnd.projection2D ) { RB_SetGL2D(); } qglClear( GL_COLOR_BUFFER_BIT ); qglFinish(); // start = ri->Milliseconds()*ri->Cvar_VariableValue( "timescale" ); #ifdef HAVE_GLES GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY); GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY); if (glcol) qglDisableClientState(GL_COLOR_ARRAY); if (!text) qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); #endif int i=0; R_Images_StartIteration(); while ( (image = R_Images_GetNextIteration()) != NULL) { 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->width / 512.0; h *= image->height / 512.0; } GL_Bind( image ); #ifdef HAVE_GLES GLfloat tex[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; GLfloat vtx[] = { x, y, x + w, y, x + w, y + h, x, y + h }; qglTexCoordPointer( 2, GL_FLOAT, 0, tex ); qglVertexPointer ( 2, GL_FLOAT, 0, vtx ); qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); #else qglBegin (GL_QUADS); qglTexCoord2f( 0, 0 ); qglVertex2f( x, y ); qglTexCoord2f( 1, 0 ); qglVertex2f( x + w, y ); qglTexCoord2f( 1, 1 ); qglVertex2f( x + w, y + h ); qglTexCoord2f( 0, 1 ); qglVertex2f( x, y + h ); qglEnd(); #endif i++; } #ifdef HAVE_GLES if (glcol) qglEnableClientState(GL_COLOR_ARRAY); if (!text) qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); #endif qglFinish(); // end = ri->Milliseconds()*ri->Cvar_VariableValue( "timescale" ); // ri->Printf( PRINT_ALL, "%i msec to draw all images\n", end - start ); } /* ============= RB_SwapBuffers ============= */ extern void RB_RenderWorldEffects( void ); const void *RB_SwapBuffers( const void *data ) { const swapBuffersCommand_t *cmd; // finish any 2D drawing if needed if ( tess.numIndexes ) { RB_EndSurface(); } // texture swapping test if ( r_showImages->integer ) { RB_ShowImages(); } cmd = (const swapBuffersCommand_t *)data; // we measure overdraw by reading back the stencil buffer and // counting up the number of increments that have happened #ifndef HAVE_GLES if ( r_measureOverdraw->integer ) { int i; long sum = 0; unsigned char *stencilReadback; stencilReadback = (unsigned char *)Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight ); qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback ); for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) { sum += stencilReadback[i]; } backEnd.pc.c_overDraw += sum; Hunk_FreeTempMemory( stencilReadback ); } #endif if ( !glState.finishCalled ) { qglFinish(); } GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" ); ri.WIN_Present(&window); backEnd.projection2D = qfalse; return (const void *)(cmd + 1); } const void *RB_WorldEffects( const void *data ) { const setModeCommand_t *cmd; cmd = (const setModeCommand_t *)data; // Always flush the tess buffer if ( tess.shader && tess.numIndexes ) { RB_EndSurface(); } RB_RenderWorldEffects(); if(tess.shader) { RB_BeginSurface( tess.shader, tess.fogNum ); } return (const void *)(cmd + 1); } /* ==================== RB_ExecuteRenderCommands ==================== */ void RB_ExecuteRenderCommands( const void *data ) { int t1, t2; t1 = 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_ROTATE_PIC: data = RB_RotatePic( data ); break; case RC_ROTATE_PIC2: data = RB_RotatePic2( data ); break; case RC_SCISSOR: data = RB_Scissor( 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_WORLD_EFFECTS: data = RB_WorldEffects( data ); break; case RC_END_OF_LIST: default: // stop rendering t2 = ri.Milliseconds (); backEnd.pc.msec = t2 - t1; return; } } } #ifndef HAVE_GLES // What Pixel Shader type is currently active (regcoms or fragment programs). GLuint g_uiCurrentPixelShaderType = 0x0; // Begin using a Pixel Shader. void BeginPixelShader( GLuint uiType, GLuint uiID ) { switch ( uiType ) { // Using Register Combiners, so call the Display List that stores it. case GL_REGISTER_COMBINERS_NV: { // Just in case... if ( !qglCombinerParameterfvNV ) return; // Call the list with the regcom in it. qglEnable( GL_REGISTER_COMBINERS_NV ); qglCallList( uiID ); g_uiCurrentPixelShaderType = GL_REGISTER_COMBINERS_NV; } return; // Using Fragment Programs, so call the program. case GL_FRAGMENT_PROGRAM_ARB: { // Just in case... if ( !qglGenProgramsARB ) return; qglEnable( GL_FRAGMENT_PROGRAM_ARB ); qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, uiID ); g_uiCurrentPixelShaderType = GL_FRAGMENT_PROGRAM_ARB; } return; } } // Stop using a Pixel Shader and return states to normal. void EndPixelShader() { if ( g_uiCurrentPixelShaderType == 0x0 ) return; qglDisable( g_uiCurrentPixelShaderType ); } // Hack variable for deciding which kind of texture rectangle thing to do (for some // reason it acts different on radeon! It's against the spec!). extern bool g_bTextureRectangleHack; static inline void RB_BlurGlowTexture() { qglDisable (GL_CLIP_PLANE0); GL_Cull( CT_TWO_SIDED ); qglDisable( GL_DEPTH_TEST ); // Go into orthographic 2d mode. qglMatrixMode(GL_PROJECTION); qglPushMatrix(); qglLoadIdentity(); qglOrtho(0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight, 0, -1, 1); qglMatrixMode(GL_MODELVIEW); qglPushMatrix(); qglLoadIdentity(); GL_State(0); ///////////////////////////////////////////////////////// // Setup vertex and pixel programs. ///////////////////////////////////////////////////////// // NOTE: The 0.25 is because we're blending 4 textures (so = 1.0) and we want a relatively normalized pixel // intensity distribution, but this won't happen anyways if intensity is higher than 1.0. float fBlurDistribution = r_DynamicGlowIntensity->value * 0.25f; float fBlurWeight[4] = { fBlurDistribution, fBlurDistribution, fBlurDistribution, 1.0f }; // Enable and set the Vertex Program. qglEnable( GL_VERTEX_PROGRAM_ARB ); qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, tr.glowVShader ); // Apply Pixel Shaders. if ( qglCombinerParameterfvNV ) { BeginPixelShader( GL_REGISTER_COMBINERS_NV, tr.glowPShader ); // Pass the blur weight to the regcom. qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, (float*)&fBlurWeight ); } else if ( qglProgramEnvParameter4fARB ) { BeginPixelShader( GL_FRAGMENT_PROGRAM_ARB, tr.glowPShader ); // Pass the blur weight to the Fragment Program. qglProgramEnvParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, fBlurWeight[0], fBlurWeight[1], fBlurWeight[2], fBlurWeight[3] ); } ///////////////////////////////////////////////////////// // Set the blur texture to the 4 texture stages. ///////////////////////////////////////////////////////// // How much to offset each texel by. float fTexelWidthOffset = 0.1f, fTexelHeightOffset = 0.1f; GLuint uiTex = tr.screenGlow; qglActiveTextureARB( GL_TEXTURE3_ARB ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE2_ARB ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE1_ARB ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); ///////////////////////////////////////////////////////// // Draw the blur passes (each pass blurs it more, increasing the blur radius ). ///////////////////////////////////////////////////////// //int iTexWidth = backEnd.viewParms.viewportWidth, iTexHeight = backEnd.viewParms.viewportHeight; int iTexWidth = glConfig.vidWidth, iTexHeight = glConfig.vidHeight; for ( int iNumBlurPasses = 0; iNumBlurPasses < r_DynamicGlowPasses->integer; iNumBlurPasses++ ) { // Load the Texel Offsets into the Vertex Program. qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 0, -fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f ); qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 1, -fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f ); qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 2, fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f ); qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 3, fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f ); // After first pass put the tex coords to the viewport size. if ( iNumBlurPasses == 1 ) { // OK, very weird, but dependent on which texture rectangle extension we're using, the // texture either needs to be always texure correct or view correct... if ( !g_bTextureRectangleHack ) { iTexWidth = backEnd.viewParms.viewportWidth; iTexHeight = backEnd.viewParms.viewportHeight; } uiTex = tr.blurImage; qglActiveTextureARB( GL_TEXTURE3_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE2_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE1_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); // Copy the current image over. qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); } // Draw the fullscreen quad. qglBegin( GL_QUADS ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, iTexHeight ); qglVertex2f( 0, 0 ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 0 ); qglVertex2f( 0, backEnd.viewParms.viewportHeight ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, 0 ); qglVertex2f( backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, iTexHeight ); qglVertex2f( backEnd.viewParms.viewportWidth, 0 ); qglEnd(); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); // Increase the texel offsets. // NOTE: This is possibly the most important input to the effect. Even by using an exponential function I've been able to // make it look better (at a much higher cost of course). This is cheap though and still looks pretty great. In the future // I might want to use an actual gaussian equation to correctly calculate the pixel coefficients and attenuates, texel // offsets, gaussian amplitude and radius... fTexelWidthOffset += r_DynamicGlowDelta->value; fTexelHeightOffset += r_DynamicGlowDelta->value; } // Disable multi-texturing. qglActiveTextureARB( GL_TEXTURE3_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglActiveTextureARB( GL_TEXTURE2_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglActiveTextureARB( GL_TEXTURE1_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglEnable( GL_TEXTURE_2D ); qglDisable( GL_VERTEX_PROGRAM_ARB ); EndPixelShader(); qglMatrixMode(GL_PROJECTION); qglPopMatrix(); qglMatrixMode(GL_MODELVIEW); qglPopMatrix(); qglDisable( GL_BLEND ); qglEnable( GL_DEPTH_TEST ); glState.currenttmu = 0; //this matches the last one we activated } // Draw the glow blur over the screen additively. static inline void RB_DrawGlowOverlay() { qglDisable (GL_CLIP_PLANE0); GL_Cull( CT_TWO_SIDED ); qglDisable( GL_DEPTH_TEST ); // Go into orthographic 2d mode. qglMatrixMode(GL_PROJECTION); qglPushMatrix(); qglLoadIdentity(); qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 0, -1, 1); qglMatrixMode(GL_MODELVIEW); qglPushMatrix(); qglLoadIdentity(); GL_State(0); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); // For debug purposes. if ( r_DynamicGlow->integer != 2 ) { // Render the normal scene texture. qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.sceneImage ); qglBegin(GL_QUADS); qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); qglTexCoord2f( 0, glConfig.vidHeight ); qglVertex2f( 0, 0 ); qglTexCoord2f( 0, 0 ); qglVertex2f( 0, glConfig.vidHeight ); qglTexCoord2f( glConfig.vidWidth, 0 ); qglVertex2f( glConfig.vidWidth, glConfig.vidHeight ); qglTexCoord2f( glConfig.vidWidth, glConfig.vidHeight ); qglVertex2f( glConfig.vidWidth, 0 ); qglEnd(); } // One and Inverse Src Color give a very soft addition, while one one is a bit stronger. With one one we can // use additive blending through multitexture though. if ( r_DynamicGlowSoft->integer ) { qglBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR ); } else { qglBlendFunc( GL_ONE, GL_ONE ); } qglEnable( GL_BLEND ); // Now additively render the glow texture. qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage ); qglBegin(GL_QUADS); qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); qglTexCoord2f( 0, r_DynamicGlowHeight->integer ); qglVertex2f( 0, 0 ); qglTexCoord2f( 0, 0 ); qglVertex2f( 0, glConfig.vidHeight ); qglTexCoord2f( r_DynamicGlowWidth->integer, 0 ); qglVertex2f( glConfig.vidWidth, glConfig.vidHeight ); qglTexCoord2f( r_DynamicGlowWidth->integer, r_DynamicGlowHeight->integer ); qglVertex2f( glConfig.vidWidth, 0 ); qglEnd(); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglEnable( GL_TEXTURE_2D ); qglBlendFunc( GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR ); qglDisable( GL_BLEND ); // NOTE: Multi-texture wasn't that much faster (we're obviously not bottlenecked by transform pipeline), // and besides, soft glow looks better anyways. /* else { int iTexWidth = glConfig.vidWidth, iTexHeight = glConfig.vidHeight; if ( GL_TEXTURE_RECTANGLE_EXT == GL_TEXTURE_RECTANGLE_NV ) { iTexWidth = r_DynamicGlowWidth->integer; iTexHeight = r_DynamicGlowHeight->integer; } qglActiveTextureARB( GL_TEXTURE1_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.screenGlow ); qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.sceneImage ); qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); qglBegin(GL_QUADS); qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, 0, iTexHeight ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, glConfig.vidHeight ); qglVertex2f( 0, 0 ); qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, 0, 0 ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 0 ); qglVertex2f( 0, glConfig.vidHeight ); qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, iTexWidth, 0 ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, glConfig.vidWidth, 0 ); qglVertex2f( glConfig.vidWidth, glConfig.vidHeight ); qglMultiTexCoord2fARB( GL_TEXTURE1_ARB, iTexWidth, iTexHeight ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, glConfig.vidWidth, glConfig.vidHeight ); qglVertex2f( glConfig.vidWidth, 0 ); qglEnd(); qglActiveTextureARB( GL_TEXTURE1_ARB ); qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglEnable( GL_TEXTURE_2D ); }*/ qglMatrixMode(GL_PROJECTION); qglPopMatrix(); qglMatrixMode(GL_MODELVIEW); qglPopMatrix(); qglEnable( GL_DEPTH_TEST ); } #endif //HAVE_GLES