GL1 unified draw calls, part 3

Batching / buffered procedure, applied to multitexture surfaces.
This solves the issue with gl1_overbrightbits, when jumping
between 0 and 2-4.
This commit is contained in:
Jaime Moreira 2024-07-15 09:05:21 -04:00
parent 4461128255
commit 749e70b988
3 changed files with 55 additions and 67 deletions

View File

@ -61,7 +61,7 @@ R_ApplyGLBuffer(void)
{
// Properties of batched draws here
GLint vtx_size;
qboolean texture, alpha, texenv_set;
qboolean texture, mtex, alpha, texenv_set;
if (gl_buf.vtx_ptr == 0 || gl_buf.idx_ptr == 0)
{
@ -71,7 +71,7 @@ R_ApplyGLBuffer(void)
// defaults for drawing (mostly buf_singletex features)
vtx_size = 3;
texture = true;
alpha = texenv_set = false;
mtex = alpha = texenv_set = false;
// choosing features by type
switch (gl_buf.type)
@ -79,6 +79,9 @@ R_ApplyGLBuffer(void)
case buf_2d:
vtx_size = 2;
break;
case buf_mtex:
mtex = true;
break;
case buf_alpha:
alpha = true;
break;
@ -86,6 +89,8 @@ R_ApplyGLBuffer(void)
break;
}
R_EnableMultitexture(mtex);
if (alpha)
{
// the textures are prescaled up for a better
@ -129,8 +134,28 @@ R_ApplyGLBuffer(void)
glVertexPointer (vtx_size, GL_FLOAT, 0, gl_buf.vtx);
if (texture)
{
if (mtex)
{
// TMU 1: Lightmap texture
R_MBind(GL_TEXTURE1, gl_state.lightmap_textures + gl_buf.texture[1]);
if (gl1_overbrightbits->value)
{
R_TexEnv(GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, gl1_overbrightbits->value);
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, gl_buf.tex[1]);
// TMU 0: Color texture
R_MBind(GL_TEXTURE0, gl_buf.texture[0]);
}
else
{
R_Bind(gl_buf.texture[0]);
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, gl_buf.tex[0]);
@ -159,6 +184,7 @@ void
R_UpdateGLBuffer(buffered_draw_t type, int colortex, int lighttex, int flags, float alpha)
{
if ( gl_buf.type != type || gl_buf.texture[0] != colortex ||
(gl_config.multitexture && type == buf_mtex && gl_buf.texture[1] != lighttex) ||
(type == buf_singletex && gl_buf.flags != flags) ||
(type == buf_alpha && gl_buf.alpha != alpha))
{
@ -279,3 +305,16 @@ R_BufferSingleTex(GLfloat s, GLfloat t)
gl_buf.tex[0][tx++] = s;
gl_buf.tex[0][tx++] = t;
}
/*
* Adds texture coordinates for color and lightmap
*/
void
R_BufferMultiTex(GLfloat cs, GLfloat ct, GLfloat ls, GLfloat lt)
{
gl_buf.tex[0][tx] = cs;
gl_buf.tex[0][tx+1] = ct;
gl_buf.tex[1][tx] = ls;
gl_buf.tex[1][tx+1] = lt;
tx += 2;
}

View File

@ -573,15 +573,6 @@ R_RenderLightmappedPoly(entity_t *currententity, msurface_t *surf)
float scroll;
float *v;
R_MBind(GL_TEXTURE1, gl_state.lightmap_textures + surf->lightmaptexturenum);
// Apply overbrightbits to TMU 1 (lightmap)
if (gl1_overbrightbits->value)
{
R_TexEnv(GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, gl1_overbrightbits->value);
}
c_brush_polys++;
v = surf->polys->verts[0];
@ -593,60 +584,19 @@ R_RenderLightmappedPoly(entity_t *currententity, msurface_t *surf)
{
scroll = -64.0;
}
YQ2_VLA(GLfloat, tex, 4 * nv);
unsigned int index_tex = 0;
for (i = 0; i < nv; i++, v += VERTEXSIZE)
{
tex[index_tex++] = v[3] + scroll;
tex[index_tex++] = v[4];
tex[index_tex++] = v[5];
tex[index_tex++] = v[6];
}
v = surf->polys->verts[0];
// Polygon
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, VERTEXSIZE * sizeof(GLfloat), v);
// Texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), tex);
// Lightmap
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), tex + 2);
// Draw the thing
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
YQ2_VLAFREE(tex);
}
else
{
// Polygon
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, VERTEXSIZE * sizeof(GLfloat), v);
// Texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE * sizeof(GLfloat), v + 3);
// Lightmap
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE * sizeof(GLfloat), v + 5);
// Draw it
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
scroll = 0.0;
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
R_SetBufferIndices(GL_TRIANGLE_FAN, nv);
for (i = 0; i < nv; i++, v += VERTEXSIZE)
{
R_BufferVertex( v[0], v[1], v[2] );
R_BufferMultiTex( v[3] + scroll, v[4], v[5], v[6] );
}
}
/* Upload dynamic lights to each lightmap texture (multitexture path only) */
@ -782,8 +732,6 @@ R_DrawTextureChains(entity_t *currententity)
}
else // multitexture
{
R_EnableMultitexture(true);
for (i = 0, image = gltextures; i < numgltextures; i++, image++)
{
if (!image->registration_sequence || !image->texturechain)
@ -791,17 +739,18 @@ R_DrawTextureChains(entity_t *currententity)
continue;
}
R_MBind(GL_TEXTURE0, image->texnum); // setting it only once
c_visible_textures++;
for (s = image->texturechain; s; s = s->texturechain)
{
if (!(s->flags & SURF_DRAWTURB))
{
R_UpdateGLBuffer(buf_mtex, image->texnum, s->lightmaptexturenum, 0, 1);
R_RenderLightmappedPoly(currententity, s);
}
}
}
R_ApplyGLBuffer();
R_EnableMultitexture(false); // force disabling, SURF_DRAWTURB surfaces may not exist
@ -884,8 +833,7 @@ R_DrawInlineBModel(entity_t *currententity, const model_t *currentmodel)
if (gl_config.multitexture && !(psurf->flags & SURF_DRAWTURB))
{
// Dynamic lighting already generated in R_GetBrushesLighting()
R_EnableMultitexture(true);
R_MBind(GL_TEXTURE0, image->texnum);
R_UpdateGLBuffer(buf_mtex, image->texnum, psurf->lightmaptexturenum, 0, 1);
R_RenderLightmappedPoly(currententity, psurf);
}
else
@ -896,7 +844,6 @@ R_DrawInlineBModel(entity_t *currententity, const model_t *currentmodel)
}
}
}
R_EnableMultitexture(false);
R_ApplyGLBuffer();
if (!(currententity->flags & RF_TRANSLUCENT))

View File

@ -111,6 +111,7 @@ typedef enum
{
buf_2d,
buf_singletex,
buf_mtex,
buf_alpha
} buffered_draw_t;
@ -295,6 +296,7 @@ void R_Buffer2DQuad(GLfloat ul_vx, GLfloat ul_vy, GLfloat dr_vx, GLfloat dr_vy,
void R_SetBufferIndices(GLenum type, GLuint vertices_num);
void R_BufferVertex(GLfloat x, GLfloat y, GLfloat z);
void R_BufferSingleTex(GLfloat s, GLfloat t);
void R_BufferMultiTex(GLfloat cs, GLfloat ct, GLfloat ls, GLfloat lt);
#ifdef DEBUG
void glCheckError_(const char *file, const char *function, int line);