#include "quakedef.h" #include "cl_collision.h" // on GLES we have to use some proper #define's #ifndef GL_FRAMEBUFFER #define GL_FRAMEBUFFER 0x8D40 #define GL_DEPTH_ATTACHMENT 0x8D00 #define GL_COLOR_ATTACHMENT0 0x8CE0 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 #endif #ifndef GL_COLOR_ATTACHMENT1 #define GL_COLOR_ATTACHMENT1 0x8CE1 #define GL_COLOR_ATTACHMENT2 0x8CE2 #define GL_COLOR_ATTACHMENT3 0x8CE3 #define GL_COLOR_ATTACHMENT4 0x8CE4 #define GL_COLOR_ATTACHMENT5 0x8CE5 #define GL_COLOR_ATTACHMENT6 0x8CE6 #define GL_COLOR_ATTACHMENT7 0x8CE7 #define GL_COLOR_ATTACHMENT8 0x8CE8 #define GL_COLOR_ATTACHMENT9 0x8CE9 #define GL_COLOR_ATTACHMENT10 0x8CEA #define GL_COLOR_ATTACHMENT11 0x8CEB #define GL_COLOR_ATTACHMENT12 0x8CEC #define GL_COLOR_ATTACHMENT13 0x8CED #define GL_COLOR_ATTACHMENT14 0x8CEE #define GL_COLOR_ATTACHMENT15 0x8CEF #endif #ifndef GL_ARRAY_BUFFER #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #endif #ifndef GL_TEXTURE0 #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #endif #ifndef GL_TEXTURE_3D #define GL_TEXTURE_3D 0x806F #endif #ifndef GL_TEXTURE_CUBE_MAP #define GL_TEXTURE_CUBE_MAP 0x8513 #endif #define MAX_RENDERTARGETS 4 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"}; cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"}; cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"}; cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; qboolean v_flipped_state = false; r_viewport_t gl_viewport; matrix4x4_t gl_modelmatrix; matrix4x4_t gl_viewmatrix; matrix4x4_t gl_modelviewmatrix; matrix4x4_t gl_projectionmatrix; matrix4x4_t gl_modelviewprojectionmatrix; float gl_modelview16f[16]; float gl_modelviewprojection16f[16]; qboolean gl_modelmatrixchanged; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; #ifdef DEBUGGL int gl_errornumber = 0; void GL_PrintError(int errornumber, const char *filename, int linenumber) { switch(errornumber) { #ifdef GL_INVALID_ENUM case GL_INVALID_ENUM: Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_INVALID_VALUE case GL_INVALID_VALUE: Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_INVALID_OPERATION case GL_INVALID_OPERATION: Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_STACK_OVERFLOW case GL_STACK_OVERFLOW: Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_STACK_UNDERFLOW case GL_STACK_UNDERFLOW: Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_OUT_OF_MEMORY case GL_OUT_OF_MEMORY: Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_TABLE_TOO_LARGE case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_INVALID_FRAMEBUFFER_OPERATION case GL_INVALID_FRAMEBUFFER_OPERATION: Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber); break; #endif default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); break; } } #endif #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); typedef struct gltextureunit_s { int pointer_texcoord_components; int pointer_texcoord_gltype; size_t pointer_texcoord_stride; const void *pointer_texcoord_pointer; const r_meshbuffer_t *pointer_texcoord_vertexbuffer; size_t pointer_texcoord_offset; rtexture_t *texture; int t2d, t3d, tcubemap; int arrayenabled; int rgbscale, alphascale; int combine; int combinergb, combinealpha; // texmatrixenabled exists only to avoid unnecessary texmatrix compares int texmatrixenabled; matrix4x4_t matrix; } gltextureunit_t; typedef struct gl_state_s { int cullface; int cullfaceenable; int blendfunc1; int blendfunc2; qboolean blend; GLboolean depthmask; int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; int depthfunc; float depthrange[2]; float polygonoffset[2]; int alphatest; int alphafunc; float alphafuncvalue; qboolean alphatocoverage; int scissortest; unsigned int unit; unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; float color4f[4]; int lockrange_first; int lockrange_count; int vertexbufferobject; int elementbufferobject; int uniformbufferobject; int framebufferobject; int defaultframebufferobject; // deal with platforms that use a non-zero default fbo qboolean pointer_color_enabled; int pointer_vertex_components; int pointer_vertex_gltype; size_t pointer_vertex_stride; const void *pointer_vertex_pointer; const r_meshbuffer_t *pointer_vertex_vertexbuffer; size_t pointer_vertex_offset; int pointer_color_components; int pointer_color_gltype; size_t pointer_color_stride; const void *pointer_color_pointer; const r_meshbuffer_t *pointer_color_vertexbuffer; size_t pointer_color_offset; void *preparevertices_tempdata; size_t preparevertices_tempdatamaxsize; int preparevertices_numvertices; memexpandablearray_t meshbufferarray; qboolean active; } gl_state_t; static gl_state_t gl_state; /* note: here's strip order for a terrain row: 0--1--2--3--4 |\ |\ |\ |\ | | \| \| \| \| A--B--C--D--E clockwise A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i + row; *elements++ = i; *elements++ = i + row + 1; *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; for (y = 0;y < rows - 1;y++) { for (x = 0;x < columns - 1;x++) { i = y * rows + x; *elements++ = i + columns; *elements++ = i; *elements++ = i + columns + 1; *elements++ = i; *elements++ = i + 1; *elements++ = i + columns + 1; } } alternative: 0--1--2--3--4 | /| /|\ | /| |/ |/ | \|/ | A--B--C--D--E counterclockwise for (y = 0;y < rows - 1;y++) { for (x = 0;x < columns - 1;x++) { i = y * rows + x; *elements++ = i; *elements++ = i + columns; *elements++ = i + columns + 1; *elements++ = i + columns; *elements++ = i + columns + 1; *elements++ = i + 1; } } */ int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; int quadelement3i[QUADELEMENTS_MAXQUADS*6]; unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; static void GL_VBOStats_f(void) { GL_Mesh_ListVBOs(true); } static void GL_Backend_ResetState(void); static void gl_backend_start(void) { memset(&gl_state, 0, sizeof(gl_state)); Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); Con_DPrintf("OpenGL backend started.\n"); CHECKGLERROR GL_Backend_ResetState(); switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: // fetch current fbo here (default fbo is not 0 on some GLES devices) CHECKGLERROR qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR break; } } static void gl_backend_shutdown(void) { Con_DPrint("OpenGL Backend shutting down\n"); switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } if (gl_state.preparevertices_tempdata) Mem_Free(gl_state.preparevertices_tempdata); Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); memset(&gl_state, 0, sizeof(gl_state)); } static void gl_backend_newmap(void) { } static void gl_backend_devicelost(void) { int i, endindex; r_meshbuffer_t *buffer; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); if (!buffer || !buffer->isdynamic) continue; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } } } static void gl_backend_devicerestored(void) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } } void gl_backend_init(void) { int i; for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) { polygonelement3s[i * 3 + 0] = 0; polygonelement3s[i * 3 + 1] = i + 1; polygonelement3s[i * 3 + 2] = i + 2; } // elements for rendering a series of quads as triangles for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) { quadelement3s[i * 6 + 0] = i * 4; quadelement3s[i * 6 + 1] = i * 4 + 1; quadelement3s[i * 6 + 2] = i * 4 + 2; quadelement3s[i * 6 + 3] = i * 4; quadelement3s[i * 6 + 4] = i * 4 + 2; quadelement3s[i * 6 + 5] = i * 4 + 3; } for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++) polygonelement3i[i] = polygonelement3s[i]; for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++) quadelement3i[i] = quadelement3s[i]; Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&r_renderview); Cvar_RegisterVariable(&r_waterwarp); Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored); } void GL_SetMirrorState(qboolean state); void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { vec4_t temp; float iw; Matrix4x4_Transform4 (&v->viewmatrix, in, temp); Matrix4x4_Transform4 (&v->projectmatrix, temp, out); iw = 1.0f / out[3]; out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f; // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights) //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f; out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f; out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f; } void GL_Finish(void) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglFinish();CHECKGLERROR break; } } static int bboxedges[12][2] = { // top {0, 1}, // +X {0, 2}, // +Y {1, 3}, // Y, +X {2, 3}, // X, +Y // bottom {4, 5}, // +X {4, 6}, // +Y {5, 7}, // Y, +X {6, 7}, // X, +Y // verticals {0, 4}, // +Z {1, 5}, // X, +Z {2, 6}, // Y, +Z {3, 7}, // XY, +Z }; qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) { int i, ix1, iy1, ix2, iy2; float x1, y1, x2, y2; vec4_t v, v2; float vertex[20][3]; int j, k; vec4_t plane4f; int numvertices; float corner[8][4]; float dist[8]; int sign[8]; float f; scissor[0] = r_refdef.view.viewport.x; scissor[1] = r_refdef.view.viewport.y; scissor[2] = r_refdef.view.viewport.width; scissor[3] = r_refdef.view.viewport.height; // if view is inside the box, just say yes it's visible if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) return false; // transform all corners that are infront of the nearclip plane VectorNegate(r_refdef.view.frustum[4].normal, plane4f); plane4f[3] = r_refdef.view.frustum[4].dist; numvertices = 0; for (i = 0;i < 8;i++) { Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1); dist[i] = DotProduct4(corner[i], plane4f); sign[i] = dist[i] > 0; if (!sign[i]) { VectorCopy(corner[i], vertex[numvertices]); numvertices++; } } // if some points are behind the nearclip, add clipped edge points to make // sure that the scissor boundary is complete if (numvertices > 0 && numvertices < 8) { // add clipped edge points for (i = 0;i < 12;i++) { j = bboxedges[i][0]; k = bboxedges[i][1]; if (sign[j] != sign[k]) { f = dist[j] / (dist[j] - dist[k]); VectorLerp(corner[j], f, corner[k], vertex[numvertices]); numvertices++; } } } // if we have no points to check, it is behind the view plane if (!numvertices) return true; // if we have some points to transform, check what screen area is covered x1 = y1 = x2 = y2 = 0; v[3] = 1.0f; //Con_Printf("%i vertices to transform...\n", numvertices); for (i = 0;i < numvertices;i++) { VectorCopy(vertex[i], v); R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); if (i) { if (x1 > v2[0]) x1 = v2[0]; if (x2 < v2[0]) x2 = v2[0]; if (y1 > v2[1]) y1 = v2[1]; if (y2 < v2[1]) y2 = v2[1]; } else { x1 = x2 = v2[0]; y1 = y2 = v2[1]; } } // now convert the scissor rectangle to integer screen coordinates ix1 = (int)(x1 - 1.0f); //iy1 = vid.height - (int)(y2 - 1.0f); //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f); iy1 = (int)(y1 - 1.0f); ix2 = (int)(x2 + 1.0f); //iy2 = vid.height - (int)(y1 + 1.0f); //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f); iy2 = (int)(y2 + 1.0f); //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); // clamp it to the screen if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x; if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y; if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width; if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height; // if it is inside out, it's not visible if (ix2 <= ix1 || iy2 <= iy1) return true; // the light area is visible, set up the scissor rectangle scissor[0] = ix1; scissor[1] = iy1; scissor[2] = ix2 - ix1; scissor[3] = iy2 - iy1; // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } return false; } static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist) { float q[4]; float d; float clipPlane[4], v3[3], v4[3]; float normal[3]; // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php VectorSet(normal, normalx, normaly, normalz); Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane); VectorScale(normal, -dist, v3); Matrix4x4_Transform(&v->viewmatrix, v3, v4); // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique clipPlane[3] = -DotProduct(v4, clipPlane); // Calculate the clip-space corner point opposite the clipping plane // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it // by the inverse of the projection matrix q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0]; q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5]; q[2] = -1.0f; q[3] = (1.0f + m[10]) / m[14]; // Calculate the scaled plane vector d = 2.0f / DotProduct4(clipPlane, q); // Replace the third row of the projection matrix m[2] = clipPlane[0] * d; m[6] = clipPlane[1] * d; m[10] = clipPlane[2] * d + 1.0f; m[14] = clipPlane[3] * d; } void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane) { float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip; float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_ORTHO; v->cameramatrix = *cameramatrix; v->x = x; v->y = y; v->z = 0; v->width = width; v->height = height; v->depth = 1; memset(m, 0, sizeof(m)); m[0] = 2/(right - left); m[5] = 2/(top - bottom); m[10] = -2/(zFar - zNear); m[12] = - (right + left)/(right - left); m[13] = - (top + bottom)/(top - bottom); m[14] = - (zFar + zNear)/(zFar - zNear); m[15] = 1; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } v->screentodepth[0] = -farclip / (farclip - nearclip); v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix); if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); #if 0 { vec4_t test1; vec4_t test2; Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f); R_Viewport_TransformToScreen(v, test1, test2); Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]); } #endif } void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane) { matrix4x4_t tempmatrix, basematrix; float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_PERSPECTIVE; v->cameramatrix = *cameramatrix; v->x = x; v->y = y; v->z = 0; v->width = width; v->height = height; v->depth = 1; memset(m, 0, sizeof(m)); m[0] = 1.0 / frustumx; m[5] = 1.0 / frustumy; m[10] = -2 / (farclip - nearclip); m[14] = -(farclip + nearclip) / (farclip - nearclip); m[15] = 1; v->screentodepth[0] = -farclip / (farclip - nearclip); v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); if(v_flipped.integer) { m[0] = -m[0]; m[4] = -m[4]; m[8] = -m[8]; m[12] = -m[12]; } Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane) { matrix4x4_t tempmatrix, basematrix; float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_PERSPECTIVE; v->cameramatrix = *cameramatrix; v->x = x; v->y = y; v->z = 0; v->width = width; v->height = height; v->depth = 1; memset(m, 0, sizeof(m)); m[0] = 1.0 / frustumx; m[5] = 1.0 / frustumy; m[10] = -(farclip + nearclip) / (farclip - nearclip); m[11] = -1; m[14] = -2 * nearclip * farclip / (farclip - nearclip); v->screentodepth[0] = -farclip / (farclip - nearclip); v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); if(v_flipped.integer) { m[0] = -m[0]; m[4] = -m[4]; m[8] = -m[8]; m[12] = -m[12]; } Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane) { matrix4x4_t tempmatrix, basematrix; const float nudge = 1.0 - 1.0 / (1<<23); float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP; v->cameramatrix = *cameramatrix; v->x = x; v->y = y; v->z = 0; v->width = width; v->height = height; v->depth = 1; memset(m, 0, sizeof(m)); m[ 0] = 1.0 / frustumx; m[ 5] = 1.0 / frustumy; m[10] = -nudge; m[11] = -1; m[14] = -2 * nearclip * nudge; v->screentodepth[0] = (m[10] + 1) * 0.5 - 1; v->screentodepth[1] = m[14] * -0.5; Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); if(v_flipped.integer) { m[0] = -m[0]; m[4] = -m[4]; m[8] = -m[8]; m[12] = -m[12]; } Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } float cubeviewmatrix[6][16] = { // standard cubemap projections { // +X 0, 0,-1, 0, 0,-1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, { // -X 0, 0, 1, 0, 0,-1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, { // +Y 1, 0, 0, 0, 0, 0,-1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, { // -Y 1, 0, 0, 0, 0, 0, 1, 0, 0,-1, 0, 0, 0, 0, 0, 1, }, { // +Z 1, 0, 0, 0, 0,-1, 0, 0, 0, 0,-1, 0, 0, 0, 0, 1, }, { // -Z -1, 0, 0, 0, 0,-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, }; float rectviewmatrix[6][16] = { // sign-preserving cubemap projections { // +X 0, 0,-1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, { // -X 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, { // +Y 1, 0, 0, 0, 0, 0,-1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, { // -Y 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, { // +Z 1, 0, 0, 0, 0, 1, 0, 0, 0, 0,-1, 0, 0, 0, 0, 1, }, { // -Z 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, }; void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane) { matrix4x4_t tempmatrix, basematrix; float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; v->cameramatrix = *cameramatrix; v->width = size; v->height = size; v->depth = 1; memset(m, 0, sizeof(m)); m[0] = m[5] = 1.0f; m[10] = -(farclip + nearclip) / (farclip - nearclip); m[11] = -1; m[14] = -2 * nearclip * farclip / (farclip - nearclip); Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety) { matrix4x4_t tempmatrix, basematrix; float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; v->cameramatrix = *cameramatrix; v->x = offsetx + (side & 1) * size; v->y = offsety + (side >> 1) * size; v->width = size; v->height = size; v->depth = 1; memset(m, 0, sizeof(m)); m[0] = m[5] = 1.0f * ((float)size - border) / size; m[10] = -(farclip + nearclip) / (farclip - nearclip); m[11] = -1; m[14] = -2 * nearclip * farclip / (farclip - nearclip); Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]); Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } void R_SetViewport(const r_viewport_t *v) { gl_viewport = *v; // FIXME: v_flipped_state is evil, this probably breaks somewhere GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP)); // copy over the matrices to our state gl_viewmatrix = v->viewmatrix; gl_projectionmatrix = v->projectmatrix; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR break; } // force an update of the derived matrices gl_modelmatrixchanged = true; R_EntityMatrix(&gl_modelmatrix); } void R_GetViewport(r_viewport_t *v) { *v = gl_viewport; } static void GL_BindVBO(int bufferobject) { if (gl_state.vertexbufferobject != bufferobject) { gl_state.vertexbufferobject = bufferobject; CHECKGLERROR qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR } } static void GL_BindEBO(int bufferobject) { if (gl_state.elementbufferobject != bufferobject) { gl_state.elementbufferobject = bufferobject; CHECKGLERROR qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR } } static void GL_BindUBO(int bufferobject) { if (gl_state.uniformbufferobject != bufferobject) { gl_state.uniformbufferobject = bufferobject; #ifdef GL_UNIFORM_BUFFER CHECKGLERROR qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR #endif } } static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { int temp; GLuint status; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment #ifdef USE_GLES2 // FIXME: separate stencil attachment on GLES if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR #else if (depthtexture && depthtexture->texnum ) { qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR } if (depthtexture && depthtexture->renderbuffernum ) { qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR } #endif if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR #ifndef USE_GLES2 if (colortexture4 && qglDrawBuffersARB) { qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR } else if (colortexture3 && qglDrawBuffersARB) { qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR } else if (colortexture2 && qglDrawBuffersARB) { qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR } else if (colortexture && qglDrawBuffer) { qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR } else if (qglDrawBuffer) { qglDrawBuffer(GL_NONE);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR } #endif status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR if (status != GL_FRAMEBUFFER_COMPLETE) { Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status); gl_state.framebufferobject = 0; // GL unbinds it for us qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR temp = 0; } return temp; } return 0; } void R_Mesh_DestroyFramebufferObject(int fbo) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: if (fbo) { // GL clears the binding if we delete something bound if (gl_state.framebufferobject == fbo) gl_state.framebufferobject = 0; qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR } break; } } void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { unsigned int i; unsigned int j; rtexture_t *textures[5]; Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4); textures[4] = depthtexture; // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target for (j = 0;j < 5;j++) if (textures[j]) for (i = 0;i < vid.teximageunits;i++) if (gl_state.units[i].texture == textures[j]) R_Mesh_TexBind(i, NULL); // set up framebuffer object or render targets for the active rendering API switch (vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: if (gl_state.framebufferobject != fbo) { gl_state.framebufferobject = fbo; qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR } break; } } static void GL_Backend_ResetState(void) { unsigned int i; gl_state.active = true; gl_state.depthtest = true; gl_state.alphatest = false; gl_state.alphafunc = GL_GEQUAL; gl_state.alphafuncvalue = 0.5f; gl_state.alphatocoverage = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; gl_state.colormask = 15; gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; gl_state.cullface = GL_FRONT; gl_state.cullfaceenable = false; gl_state.polygonoffset[0] = 0; gl_state.polygonoffset[1] = 0; gl_state.framebufferobject = 0; gl_state.depthfunc = GL_LEQUAL; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglColorMask(1, 1, 1, 1);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglCullFace(gl_state.cullface);CHECKGLERROR qglDisable(GL_CULL_FACE);CHECKGLERROR qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); qglBindBuffer(GL_ARRAY_BUFFER, 0); qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject); qglEnableVertexAttribArray(GLSLATTRIB_POSITION); qglDisableVertexAttribArray(GLSLATTRIB_COLOR); qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1); gl_state.unit = MAX_TEXTUREUNITS; gl_state.clientunit = MAX_TEXTUREUNITS; for (i = 0;i < vid.teximageunits;i++) { GL_ActiveTexture(i); qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR } for (i = 0;i < vid.texarrayunits;i++) { GL_BindVBO(0); qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR } CHECKGLERROR break; } } void GL_ActiveTexture(unsigned int num) { if (gl_state.unit != num) { gl_state.unit = num; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR break; } } } void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { qboolean blendenable; gl_state.blendfunc1 = blendfunc1; gl_state.blendfunc2 = blendfunc2; blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO); switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (qglBlendFuncSeparate) { qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround } else { qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR } if (gl_state.blend != blendenable) { gl_state.blend = blendenable; if (!gl_state.blend) { qglDisable(GL_BLEND);CHECKGLERROR } else { qglEnable(GL_BLEND);CHECKGLERROR } } break; } } } void GL_DepthMask(int state) { if (gl_state.depthmask != state) { gl_state.depthmask = state; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR break; } } } void GL_DepthTest(int state) { if (gl_state.depthtest != state) { gl_state.depthtest = state; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (gl_state.depthtest) { qglEnable(GL_DEPTH_TEST);CHECKGLERROR } else { qglDisable(GL_DEPTH_TEST);CHECKGLERROR } break; } } } void GL_DepthFunc(int state) { if (gl_state.depthfunc != state) { gl_state.depthfunc = state; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglDepthFunc(gl_state.depthfunc);CHECKGLERROR break; } } } void GL_DepthRange(float nearfrac, float farfrac) { if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) { gl_state.depthrange[0] = nearfrac; gl_state.depthrange[1] = farfrac; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR #ifdef USE_GLES2 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR #else qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR #endif break; } } } void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask) { switch (vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (enable) { qglEnable(GL_STENCIL_TEST);CHECKGLERROR } else { qglDisable(GL_STENCIL_TEST);CHECKGLERROR } qglStencilMask(writemask);CHECKGLERROR qglStencilOp(fail, zfail, zpass);CHECKGLERROR qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR CHECKGLERROR break; } } void GL_PolygonOffset(float planeoffset, float depthoffset) { if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) { gl_state.polygonoffset[0] = planeoffset; gl_state.polygonoffset[1] = depthoffset; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR break; } } } void GL_SetMirrorState(qboolean state) { if (v_flipped_state != state) { v_flipped_state = state; if (gl_state.cullface == GL_BACK) gl_state.cullface = GL_FRONT; else if (gl_state.cullface == GL_FRONT) gl_state.cullface = GL_BACK; else return; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglCullFace(gl_state.cullface);CHECKGLERROR break; } } } void GL_CullFace(int state) { if(v_flipped_state) { if(state == GL_FRONT) state = GL_BACK; else if(state == GL_BACK) state = GL_FRONT; } switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (state != GL_NONE) { if (!gl_state.cullfaceenable) { gl_state.cullfaceenable = true; qglEnable(GL_CULL_FACE);CHECKGLERROR } if (gl_state.cullface != state) { gl_state.cullface = state; qglCullFace(gl_state.cullface);CHECKGLERROR } } else { if (gl_state.cullfaceenable) { gl_state.cullfaceenable = false; qglDisable(GL_CULL_FACE);CHECKGLERROR } } break; } } void GL_AlphaToCoverage(qboolean state) { if (gl_state.alphatocoverage != state) { gl_state.alphatocoverage = state; switch(vid.renderpath) { case RENDERPATH_GLES2: break; case RENDERPATH_GL32: #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly CHECKGLERROR if (gl_state.alphatocoverage) { qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR } else { qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR } #endif break; } } } void GL_ColorMask(int r, int g, int b, int a) { // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0); if (gl_state.colormask != state) { gl_state.colormask = state; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR break; } } } void GL_Color(float cr, float cg, float cb, float ca) { if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR break; } } } void GL_Scissor (int x, int y, int width, int height) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglScissor(x, y,width,height);CHECKGLERROR break; } } void GL_ScissorTest(int state) { if (gl_state.scissortest != state) { gl_state.scissortest = state; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if(gl_state.scissortest) qglEnable(GL_SCISSOR_TEST); else qglDisable(GL_SCISSOR_TEST); CHECKGLERROR break; } } } void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue) { // opaque black - if you want transparent black, you'll need to pass in a colorvalue static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f}; // prevent warnings when trying to clear a buffer that does not exist if (!colorvalue) colorvalue = blackcolor; if (!vid.stencil) { mask &= ~GL_STENCIL_BUFFER_BIT; stencilvalue = 0; } switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (mask & GL_COLOR_BUFFER_BIT) { qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR } if (mask & GL_DEPTH_BUFFER_BIT) { #ifdef USE_GLES2 qglClearDepthf(depthvalue);CHECKGLERROR #else qglClearDepth(depthvalue);CHECKGLERROR #endif } if (mask & GL_STENCIL_BUFFER_BIT) { qglClearStencil(stencilvalue);CHECKGLERROR } qglClear(mask);CHECKGLERROR break; } } void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR #ifndef GL_BGRA { int i; int r; // int g; int b; // int a; qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR for (i = 0;i < width * height * 4;i += 4) { r = outpixels[i+0]; // g = outpixels[i+1]; b = outpixels[i+2]; // a = outpixels[i+3]; outpixels[i+0] = b; // outpixels[i+1] = g; outpixels[i+2] = r; // outpixels[i+3] = a; } } #else qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR #endif break; } } // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); if (gl_printcheckerror.integer && !gl_paranoid.integer) { Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); Cvar_SetValueQuick(&gl_paranoid, 1); } } static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { int shaderobject; int shadercompiled; char compilelog[MAX_INPUTLINE]; shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR if (!shaderobject) return false; qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR qglCompileShader(shaderobject);CHECKGLERROR qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer)) { int i, j, pretextlines = 0; for (i = 0;i < numstrings - 1;i++) for (j = 0;strings[i][j];j++) if (strings[i][j] == '\n') pretextlines++; Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); } if (!shadercompiled) { qglDeleteShader(shaderobject);CHECKGLERROR return false; } qglAttachShader(programobject, shaderobject);CHECKGLERROR qglDeleteShader(shaderobject);CHECKGLERROR return true; } unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) { GLint programlinked; GLuint programobject = 0; char linklog[MAX_INPUTLINE]; CHECKGLERROR programobject = qglCreateProgram();CHECKGLERROR if (!programobject) return 0; qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" ); qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" ); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight"); #ifndef USE_GLES2 if(vid.support.gl20shaders130) qglBindFragDataLocation(programobject, 0, "dp_FragColor"); #endif CHECKGLERROR if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list)) goto cleanup; #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2) if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list)) goto cleanup; #endif if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list)) goto cleanup; qglLinkProgram(programobject);CHECKGLERROR qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR if (linklog[0]) { if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer) Con_DPrintf("program link log:\n%s\n", linklog); // software vertex shader is ok but software fragment shader is WAY // too slow, fail program if so. // NOTE: this string might be ATI specific, but that's ok because the // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a // software fragment shader due to low instruction and dependent // texture limits. if (strstr(linklog, "fragment shader will run in software")) programlinked = false; } if (!programlinked) goto cleanup; return programobject; cleanup: qglDeleteProgram(programobject);CHECKGLERROR return 0; } void GL_Backend_FreeProgram(unsigned int prog) { CHECKGLERROR qglDeleteProgram(prog); CHECKGLERROR } // renders triangles using vertices from the active arrays void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset) { unsigned int numelements = numtriangles * 3; int bufferobject3i; size_t bufferoffset3i; int bufferobject3s; size_t bufferoffset3s; if (numvertices < 3 || numtriangles < 1) { if (numvertices < 0 || numtriangles < 0 || developer_extra.integer) Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset); return; } // adjust the pointers for firsttriangle if (element3i) element3i += firsttriangle * 3; if (element3i_indexbuffer) element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i); if (element3s) element3s += firsttriangle * 3; if (element3s_indexbuffer) element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); // upload a dynamic index buffer if needed if (element3s) { if (!element3s_indexbuffer) element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset); } else if (element3i) { if (!element3i_indexbuffer) element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset); } bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0; bufferoffset3i = element3i_bufferoffset; bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0; bufferoffset3s = element3s_bufferoffset; r_refdef.stats[r_stat_draws]++; r_refdef.stats[r_stat_draws_vertices] += numvertices; r_refdef.stats[r_stat_draws_elements] += numelements; if (gl_paranoid.integer) { unsigned int i; if (element3i) { for (i = 0;i < (unsigned int) numtriangles * 3;i++) { if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) { Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); return; } } } if (element3s) { for (i = 0;i < (unsigned int) numtriangles * 3;i++) { if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) { Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices); return; } } } } if (r_render.integer || r_refdef.draw2dstage) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (bufferobject3s) { GL_BindEBO(bufferobject3s); qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR } else if (bufferobject3i) { GL_BindEBO(bufferobject3i); qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR } else { qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR } break; } } } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); } r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16) { r_meshbuffer_t *buffer; buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray); memset(buffer, 0, sizeof(*buffer)); buffer->bufferobject = 0; buffer->devicebuffer = NULL; buffer->size = size; buffer->isindexbuffer = isindexbuffer; buffer->isuniformbuffer = isuniformbuffer; buffer->isdynamic = isdynamic; buffer->isindex16 = isindex16; strlcpy(buffer->name, name, sizeof(buffer->name)); R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0); return buffer; } void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset) { if (!buffer) return; if (buffer->isindexbuffer) { r_refdef.stats[r_stat_indexbufferuploadcount]++; r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size; } else { r_refdef.stats[r_stat_vertexbufferuploadcount]++; r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size; } if (!subdata) buffer->size = size; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: if (!buffer->bufferobject) qglGenBuffers(1, (GLuint *)&buffer->bufferobject); CHECKGLERROR if (buffer->isuniformbuffer) GL_BindUBO(buffer->bufferobject); else if (buffer->isindexbuffer) GL_BindEBO(buffer->bufferobject); else GL_BindVBO(buffer->bufferobject); { int buffertype; buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER; #ifdef GL_UNIFORM_BUFFER if (buffer->isuniformbuffer) buffertype = GL_UNIFORM_BUFFER; #endif CHECKGLERROR if (subdata) qglBufferSubData(buffertype, offset, size, data); else qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW); CHECKGLERROR } if (buffer->isuniformbuffer) GL_BindUBO(0); break; } } void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) { if (!buffer) return; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: // GL clears the binding if we delete something bound if (gl_state.uniformbufferobject == buffer->bufferobject) gl_state.uniformbufferobject = 0; if (gl_state.vertexbufferobject == buffer->bufferobject) gl_state.vertexbufferobject = 0; if (gl_state.elementbufferobject == buffer->bufferobject) gl_state.elementbufferobject = 0; CHECKGLERROR qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR break; } Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"}; void GL_Mesh_ListVBOs(qboolean printeach) { int i, endindex; int type; int isdynamic; int index16count, index16mem; int index32count, index32mem; int vertexcount, vertexmem; int uniformcount, uniformmem; int totalcount, totalmem; size_t bufferstat[R_BUFFERDATA_COUNT][2][2]; r_meshbuffer_t *buffer; memset(bufferstat, 0, sizeof(bufferstat)); endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); if (!buffer) continue; if (buffer->isuniformbuffer) type = R_BUFFERDATA_UNIFORM; else if (buffer->isindexbuffer && buffer->isindex16) type = R_BUFFERDATA_INDEX16; else if (buffer->isindexbuffer) type = R_BUFFERDATA_INDEX32; else type = R_BUFFERDATA_VERTEX; isdynamic = buffer->isdynamic; bufferstat[type][isdynamic][0]++; bufferstat[type][isdynamic][1] += buffer->size; if (printeach) Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]); } index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]); index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]); index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]); index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]); vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]); vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]); uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]); uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]); totalcount = index16count + index32count + vertexcount + uniformcount; totalmem = index16mem + index32mem + vertexmem + uniformmem; Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0); } void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset) { int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; if (!bufferobject && gl_paranoid.integer) Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset); gl_state.pointer_vertex_components = components; gl_state.pointer_vertex_gltype = gltype; gl_state.pointer_vertex_stride = stride; gl_state.pointer_vertex_pointer = pointer; gl_state.pointer_vertex_vertexbuffer = vertexbuffer; gl_state.pointer_vertex_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); // LordHavoc: special flag added to gltype for unnormalized types qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } break; } } void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { // note: vertexbuffer may be non-NULL even if pointer is NULL, so check // the pointer only. switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (pointer) { // caller wants color array enabled int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; if (!gl_state.pointer_color_enabled) { gl_state.pointer_color_enabled = true; CHECKGLERROR qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR } if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset) { gl_state.pointer_color_components = components; gl_state.pointer_color_gltype = gltype; gl_state.pointer_color_stride = stride; gl_state.pointer_color_pointer = pointer; gl_state.pointer_color_vertexbuffer = vertexbuffer; gl_state.pointer_color_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); // LordHavoc: special flag added to gltype for unnormalized types qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else { // caller wants color array disabled if (gl_state.pointer_color_enabled) { gl_state.pointer_color_enabled = false; CHECKGLERROR qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR // when color array is on the current color gets trashed, set it again qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR } } break; } } void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { gltextureunit_t *unit = gl_state.units + unitnum; // update array settings // note: there is no need to check bufferobject here because all cases // that involve a valid bufferobject also supply a texcoord array switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (pointer) { int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) { unit->arrayenabled = true; qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR } // texcoord array if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset) { unit->pointer_texcoord_components = components; unit->pointer_texcoord_gltype = gltype; unit->pointer_texcoord_stride = stride; unit->pointer_texcoord_pointer = pointer; unit->pointer_texcoord_vertexbuffer = vertexbuffer; unit->pointer_texcoord_offset = bufferoffset; GL_BindVBO(bufferobject); // LordHavoc: special flag added to gltype for unnormalized types qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else { // texture array unit is disabled, disable the array if (unit->arrayenabled) { unit->arrayenabled = false; qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR } } break; } } int R_Mesh_TexBound(unsigned int unitnum, int id) { gltextureunit_t *unit = gl_state.units + unitnum; if (unitnum >= vid.teximageunits) return 0; if (id == GL_TEXTURE_2D) return unit->t2d; if (id == GL_TEXTURE_3D) return unit->t3d; if (id == GL_TEXTURE_CUBE_MAP) return unit->tcubemap; return 0; } void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: R_Mesh_TexBind(0, tex); GL_ActiveTexture(0);CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR break; } } void R_Mesh_ClearBindingsForTexture(int texnum) { gltextureunit_t *unit; unsigned int unitnum; // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used) for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) { unit = gl_state.units + unitnum; if (unit->t2d == texnum) unit->t2d = -1; if (unit->t3d == texnum) unit->t3d = -1; if (unit->tcubemap == texnum) unit->tcubemap = -1; } } void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { gltextureunit_t *unit = gl_state.units + unitnum; int texnum; if (unitnum >= vid.teximageunits) return; if (unit->texture == tex) return; switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: if (!tex) { tex = r_texture_white; // not initialized enough yet... if (!tex) return; } unit->texture = tex; texnum = R_GetTexture(tex); switch(tex->gltexturetypeenum) { case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break; case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break; case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break; } break; } } void R_Mesh_ResetTextureState(void) { unsigned int unitnum; BACKENDACTIVECHECK for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) R_Mesh_TexBind(unitnum, NULL); for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset) { // upload temporary vertexbuffer for this rendering if (!vertexbuffer) vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset); if (vertexbuffer) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } else { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } } void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f) { r_meshbuffer_t *buffer_vertex3f = NULL; r_meshbuffer_t *buffer_color4f = NULL; r_meshbuffer_t *buffer_texcoord2f = NULL; int bufferoffset_vertex3f = 0; int bufferoffset_color4f = 0; int bufferoffset_texcoord2f = 0; buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f ); buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f ); buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f); R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f ); R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f ); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f ); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); } void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f) { r_meshbuffer_t *buffer_vertex3f = NULL; r_meshbuffer_t *buffer_color4f = NULL; r_meshbuffer_t *buffer_texcoordtexture2f = NULL; r_meshbuffer_t *buffer_svector3f = NULL; r_meshbuffer_t *buffer_tvector3f = NULL; r_meshbuffer_t *buffer_normal3f = NULL; r_meshbuffer_t *buffer_texcoordlightmap2f = NULL; int bufferoffset_vertex3f = 0; int bufferoffset_color4f = 0; int bufferoffset_texcoordtexture2f = 0; int bufferoffset_svector3f = 0; int bufferoffset_tvector3f = 0; int bufferoffset_normal3f = 0; int bufferoffset_texcoordlightmap2f = 0; buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f ); buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f ); buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f ); buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f ); buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f ); buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f ); buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f); R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f ); R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f ); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f ); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f ); R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f ); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f ); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f); R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); } void GL_BlendEquationSubtract(qboolean negated) { CHECKGLERROR if(negated) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR break; } } else { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR break; } } }