]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
huge (16%) speed gain on surface rendering by eliminating the surfmesh chain in q1bsp...
[xonotic/darkplaces.git] / gl_draw.c
index 598d9026ca22c068addb1d97eb8a0bee7e2f8bd3..3e0d58dd50147777a207e3ff29cd7e8168b21f42 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -19,8 +19,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 
 #include "quakedef.h"
-
-cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
+#include "image.h"
 
 static rtexture_t *char_texture;
 
@@ -76,7 +75,7 @@ static rtexture_t *draw_generatemousepointer(void)
                        buffer[i][3] = 255;
                }
        }
-       return R_LoadTexture(drawtexturepool, "mousepointer", 16, 16, &buffer[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+       return R_LoadTexture2D(drawtexturepool, "mousepointer", 16, 16, &buffer[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
 }
 
 // must match NUMCROSSHAIRS in r_crosshairs.c
@@ -193,7 +192,15 @@ static rtexture_t *draw_generatecrosshair(int num)
                        data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
                }
        }
-       return R_LoadTexture(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+       return R_LoadTexture2D(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+}
+
+static rtexture_t *draw_generateditherpattern(void)
+{
+       qbyte data[16];
+       memset(data, 255, sizeof(data));
+       data[0] = data[1] = data[2] = data[12] = data[13] = data[14] = 0;
+       return R_LoadTexture2D(drawtexturepool, "ditherpattern", 2, 2, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_PRECACHE, NULL);
 }
 
 /*
@@ -223,11 +230,11 @@ cachepic_t        *Draw_CachePic (char *path)
        cachepichash[hashkey] = pic;
 
        // load the pic from disk
-       pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, false, true);
+       pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
        if (pic->tex == NULL && !strncmp(path, "gfx/", 4))
        {
                // compatibility with older versions
-               pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, false, true);
+               pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
                // failed to find gfx/whatever.tga or similar, try the wad
                if (pic->tex == NULL && (p = W_GetLumpName (path + 4)))
                {
@@ -239,10 +246,10 @@ cachepic_t        *Draw_CachePic (char *path)
                                for (i = 0;i < 128 * 128;i++)
                                        if (pix[i] == 0)
                                                pix[i] = 255;
-                               pic->tex = R_LoadTexture (drawtexturepool, path, 128, 128, pix, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
+                               pic->tex = R_LoadTexture2D(drawtexturepool, path, 128, 128, pix, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_complete);
                        }
                        else
-                               pic->tex = R_LoadTexture (drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
+                               pic->tex = R_LoadTexture2D(drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_complete);
                }
        }
        if (pic->tex == NULL && !strcmp(path, "ui/mousepointer.tga"))
@@ -257,6 +264,8 @@ cachepic_t  *Draw_CachePic (char *path)
                pic->tex = draw_generatecrosshair(3);
        if (pic->tex == NULL && !strcmp(path, "gfx/crosshair5.tga"))
                pic->tex = draw_generatecrosshair(4);
+       if (pic->tex == NULL && !strcmp(path, "gfx/colorcontrol/ditherpattern.tga"))
+               pic->tex = draw_generateditherpattern();
        if (pic->tex == NULL)
        {
                Con_Printf ("Draw_CachePic: failed to load %s\n", path);
@@ -305,7 +314,7 @@ cachepic_t *Draw_NewPic(char *picname, int width, int height, int alpha, qbyte *
        pic->height = height;
        if (pic->tex)
                R_FreeTexture(pic->tex);
-       pic->tex = R_LoadTexture (drawtexturepool, picname, width, height, pixels, TEXTYPE_RGBA, alpha ? TEXF_ALPHA : 0);
+       pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels, TEXTYPE_RGBA, alpha ? TEXF_ALPHA : 0, NULL);
        return pic;
 }
 
@@ -358,19 +367,19 @@ static void gl_draw_newmap(void)
 
 void GL_Draw_Init (void)
 {
-       Cvar_RegisterVariable (&scr_conalpha);
-
        numcachepics = 0;
        memset(cachepichash, 0, sizeof(cachepichash));
 
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
+float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
+
 int quadelements[768];
 void R_DrawQueue(void)
 {
-       int pos, num, chartexnum, overbright, texnum, additive, batch;
-       float x, y, w, h, s, t, u, v, cr, cg, cb, ca, *av, *at, *ac;
+       int pos, num, chartexnum, texnum, batch;
+       float x, y, w, h, s, t, u, v, *av, *at, c[4];
        cachepic_t *pic;
        drawqueue_t *dq;
        char *str, *currentpic;
@@ -397,40 +406,42 @@ void R_DrawQueue(void)
        }
        GL_SetupView_ViewPort(vid.realx, vid.realy, vid.realwidth, vid.realheight);
        GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
-       GL_DepthFunc(GL_LEQUAL);
+       qglDepthFunc(GL_LEQUAL);
        R_Mesh_Start();
        R_Mesh_Matrix(&r_identitymatrix);
 
-       memset(&m, 0, sizeof(m));
        chartexnum = R_GetTexture(char_texture);
-       m.tex[0] = chartexnum;
-       R_Mesh_TextureState(&m);
+
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = 0;
+       R_Mesh_State_Texture(&m);
 
        currentpic = "";
        pic = NULL;
        texnum = 0;
        color = 0;
 
-       overbright = v_overbrightbits.integer;
        batch = false;
        batchcount = 0;
        for (pos = 0;pos < r_refdef.drawqueuesize;pos += ((drawqueue_t *)(r_refdef.drawqueue + pos))->size)
        {
                dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
-               additive = (dq->flags & DRAWFLAG_ADDITIVE) != 0;
                color = dq->color;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               if (additive)
-                       m.blendfunc2 = GL_ONE;
+
+               if(dq->flags & DRAWFLAG_ADDITIVE)
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               else if(dq->flags & DRAWFLAG_MODULATE)
+                       GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
                else
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-               m.depthdisable = true;
-               R_Mesh_MainState(&m);
-
-               cr = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
-               cg = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
-               cb = (float) ((color >>  8) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
-               ca = (float) ( color        & 0xFF) * (1.0f / 255.0f);
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+               GL_DepthMask(true);
+               GL_DepthTest(false);
+
+               c[0] = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f);
+               c[1] = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f);
+               c[2] = (float) ((color >>  8) & 0xFF) * (1.0f / 255.0f);
+               c[3] = (float) ( color        & 0xFF) * (1.0f / 255.0f);
                x = dq->x;
                y = dq->y;
                w = dq->scalex;
@@ -438,50 +449,20 @@ void R_DrawQueue(void)
 
                switch(dq->command)
                {
-               case DRAWQUEUE_PIC:
-                       str = (char *)(dq + 1);
-                       if (strcmp(str, currentpic))
-                       {
-                               currentpic = str;
-                               if (*str)
-                               {
-                                       pic = Draw_CachePic(str);
-                                       m.tex[0] = R_GetTexture(pic->tex);
-                               }
-                               else
-                                       m.tex[0] = 0;
-                               R_Mesh_TextureState(&m);
-                       }
-                       if (*str)
-                       {
-                               if (w == 0)
-                                       w = pic->width;
-                               if (h == 0)
-                                       h = pic->height;
-                       }
-                       varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
-                       varray_texcoord[0][2] = 1;varray_texcoord[0][3] = 0;
-                       varray_texcoord[0][4] = 1;varray_texcoord[0][5] = 1;
-                       varray_texcoord[0][6] = 0;varray_texcoord[0][7] = 1;
-                       varray_vertex[ 0] = x  ;varray_vertex[ 1] = y  ;varray_vertex[ 2] = 10;
-                       varray_vertex[ 4] = x+w;varray_vertex[ 5] = y  ;varray_vertex[ 6] = 10;
-                       varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
-                       varray_vertex[12] = x  ;varray_vertex[13] = y+h;varray_vertex[14] = 10;
-                       GL_Color(cr, cg, cb, ca);
-                       R_Mesh_Draw(4, 2, quadelements);
-                       break;
                case DRAWQUEUE_STRING:
+                       GL_Color(c[0], c[1], c[2], c[3]);
                        str = (char *)(dq + 1);
                        if (strcmp("gfx/conchars", currentpic))
                        {
                                currentpic = "gfx/conchars";
                                m.tex[0] = chartexnum;
-                               R_Mesh_TextureState(&m);
                        }
                        batchcount = 0;
-                       at = varray_texcoord[0];
-                       av = varray_vertex;
-                       GL_Color(cr, cg, cb, ca);
+                       GL_VertexPointer(varray_vertex3f);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       R_Mesh_State_Texture(&m);
+                       at = varray_texcoord2f[0];
+                       av = varray_vertex3f;
                        while ((num = *str++) && x < vid.conwidth)
                        {
                                if (num != ' ')
@@ -490,24 +471,23 @@ void R_DrawQueue(void)
                                        t = (num >> 4)*0.0625f + (0.5f / 256.0f);
                                        u = 0.0625f - (1.0f / 256.0f);
                                        v = 0.0625f - (1.0f / 256.0f);
-                                       at[0] = s  ;at[1] = t  ;
-                                       at[2] = s+u;at[3] = t  ;
-                                       at[4] = s+u;at[5] = t+v;
-                                       at[6] = s  ;at[7] = t+v;
+                                       at[ 0] = s  ;at[ 1] = t  ;
+                                       at[ 2] = s+u;at[ 3] = t  ;
+                                       at[ 4] = s+u;at[ 5] = t+v;
+                                       at[ 6] = s  ;at[ 7] = t+v;
                                        av[ 0] = x  ;av[ 1] = y  ;av[ 2] = 10;
-                                       av[ 4] = x+w;av[ 5] = y  ;av[ 6] = 10;
-                                       av[ 8] = x+w;av[ 9] = y+h;av[10] = 10;
-                                       av[12] = x  ;av[13] = y+h;av[14] = 10;
-                                       ac += 16;
+                                       av[ 3] = x+w;av[ 4] = y  ;av[ 5] = 10;
+                                       av[ 6] = x+w;av[ 7] = y+h;av[ 8] = 10;
+                                       av[ 9] = x  ;av[10] = y+h;av[11] = 10;
                                        at += 8;
-                                       av += 16;
+                                       av += 12;
                                        batchcount++;
                                        if (batchcount >= 128)
                                        {
                                                R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
                                                batchcount = 0;
-                                               at = varray_texcoord[0];
-                                               av = varray_vertex;
+                                               at = varray_texcoord2f[0];
+                                               av = varray_vertex3f;
                                        }
                                }
                                x += w;
@@ -517,61 +497,56 @@ void R_DrawQueue(void)
                        break;
                case DRAWQUEUE_MESH:
                        mesh = (void *)(dq + 1);
+                       GL_VertexPointer(mesh->data_vertex3f);
+                       GL_ColorPointer(mesh->data_color4f);
                        m.tex[0] = R_GetTexture(mesh->texture);
-                       R_Mesh_TextureState(&m);
-                       R_Mesh_ResizeCheck(mesh->numvertices);
-                       memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
-                       memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[2]) * mesh->numvertices);
-                       memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
-                       GL_UseColorArray();
-                       R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
+                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
                        currentpic = "\0";
                        break;
                }
        }
 
-       if (!v_hwgamma.integer)
+       if (!vid_usinghwgamma)
        {
-               // we use one big triangle for all the screen blends
-               varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
-               varray_texcoord[0][2] = 0;varray_texcoord[0][3] = 0;
-               varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
-               varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
-               varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
-               varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
                // all the blends ignore depth
                memset(&m, 0, sizeof(m));
-               m.depthdisable = true;
-               t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
-               if (t >= 1.01f)
+               R_Mesh_State_Texture(&m);
+               GL_DepthMask(true);
+               GL_DepthTest(false);
+               if (v_color_enable.integer)
+               {
+                       c[0] = v_color_white_r.value;
+                       c[1] = v_color_white_g.value;
+                       c[2] = v_color_white_b.value;
+               }
+               else
+                       c[0] = c[1] = c[2] = v_contrast.value;
+               if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                {
-                       m.blendfunc1 = GL_DST_COLOR;
-                       m.blendfunc2 = GL_ONE;
-                       R_Mesh_State(&m);
-                       while (t >= 1.01f)
+                       GL_BlendFunc(GL_DST_COLOR, GL_ONE);
+                       GL_VertexPointer(blendvertex3f);
+                       while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                        {
-                               cr = t - 1.0f;
-                               if (cr > 1.0f)
-                                       cr = 1.0f;
-                               GL_Color(cr, cr, cr, 1);
+                               GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
                                R_Mesh_Draw(3, 1, polygonelements);
-                               t *= 0.5;
+                               VectorScale(c, 0.5, c);
                        }
                }
-               else if (t <= 0.99f)
+               if (v_color_enable.integer)
                {
-                       m.blendfunc1 = GL_ZERO;
-                       m.blendfunc2 = GL_SRC_COLOR;
-                       R_Mesh_State(&m);
-                       GL_Color(t, t, t, 1);
-                       R_Mesh_Draw(3, 1, polygonelements);
+                       c[0] = v_color_black_r.value;
+                       c[1] = v_color_black_g.value;
+                       c[2] = v_color_black_b.value;
                }
-               if (v_brightness.value >= 0.01f)
+               else
+                       c[0] = c[1] = c[2] = v_brightness.value;
+               if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
                {
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ONE;
-                       R_Mesh_State(&m);
-                       GL_Color(v_brightness.value, v_brightness.value, v_brightness.value, 1);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_VertexPointer(blendvertex3f);
+                       GL_Color(c[0], c[1], c[2], 1);
                        R_Mesh_Draw(3, 1, polygonelements);
                }
        }