From 425decdf7e9284d15aa726e3ae96b9942fb0e3ea Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Sun, 16 Feb 2020 03:40:06 +0000 Subject: create tremded branch --- src/renderergl1/tr_backend.cpp | 1163 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1163 insertions(+) create mode 100644 src/renderergl1/tr_backend.cpp (limited to 'src/renderergl1/tr_backend.cpp') diff --git a/src/renderergl1/tr_backend.cpp b/src/renderergl1/tr_backend.cpp new file mode 100644 index 0000000..172228d --- /dev/null +++ b/src/renderergl1/tr_backend.cpp @@ -0,0 +1,1163 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 3 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ +#include "tr_local.h" + +backEndData_t *backEndData; +backEndState_t backEnd; + + +static float s_flipMatrix[16] = { + // convert from our coordinate system (looking down X) + // to OpenGL's coordinate system (looking down -Z) + 0, 0, -1, 0, + -1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 0, 1 +}; + + +/* +** GL_Bind +*/ +void GL_Bind( image_t *image ) { + int texnum; + + if ( !image ) { + ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" ); + texnum = tr.defaultImage->texnum; + } else { + texnum = image->texnum; + } + + if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option + texnum = tr.dlightImage->texnum; + } + + if ( glState.currenttextures[glState.currenttmu] != texnum ) { + if ( image ) { + image->frameUsed = tr.frameCount; + } + glState.currenttextures[glState.currenttmu] = texnum; + qglBindTexture (GL_TEXTURE_2D, texnum); + } +} + +/* +** GL_SelectTexture +*/ +void GL_SelectTexture( int unit ) +{ + if ( glState.currenttmu == unit ) + { + return; + } + + if ( unit == 0 ) + { + qglActiveTextureARB( GL_TEXTURE0_ARB ); + GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" ); + qglClientActiveTextureARB( GL_TEXTURE0_ARB ); + GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" ); + } + else if ( unit == 1 ) + { + qglActiveTextureARB( GL_TEXTURE1_ARB ); + GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" ); + qglClientActiveTextureARB( GL_TEXTURE1_ARB ); + GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" ); + } else { + ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit ); + } + + glState.currenttmu = unit; +} + + +/* +** GL_BindMultitexture +*/ +void GL_BindMultitexture( image_t *image0, GLuint env0, image_t *image1, GLuint env1 ) { + int texnum0, texnum1; + + texnum0 = image0->texnum; + texnum1 = image1->texnum; + + if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option + texnum0 = texnum1 = tr.dlightImage->texnum; + } + + if ( glState.currenttextures[1] != texnum1 ) { + GL_SelectTexture( 1 ); + image1->frameUsed = tr.frameCount; + glState.currenttextures[1] = texnum1; + qglBindTexture( GL_TEXTURE_2D, texnum1 ); + } + if ( glState.currenttextures[0] != texnum0 ) { + GL_SelectTexture( 0 ); + image0->frameUsed = tr.frameCount; + glState.currenttextures[0] = texnum0; + qglBindTexture( GL_TEXTURE_2D, texnum0 ); + } +} + + +/* +** GL_Cull +*/ +void GL_Cull( int cullType ) { + if ( glState.faceCulling == cullType ) { + return; + } + + glState.faceCulling = cullType; + + if ( cullType == CT_TWO_SIDED ) + { + qglDisable( GL_CULL_FACE ); + } + else + { + bool cullFront; + qglEnable( GL_CULL_FACE ); + + cullFront = (cullType == CT_FRONT_SIDED); + if ( backEnd.viewParms.isMirror ) + { + cullFront = !cullFront; + } + + qglCullFace( cullFront ? GL_FRONT : GL_BACK ); + } +} + +/* +** GL_TexEnv +*/ +void GL_TexEnv( int env ) +{ + if ( env == glState.texEnv[glState.currenttmu] ) + { + return; + } + + glState.texEnv[glState.currenttmu] = env; + + + switch ( env ) + { + case GL_MODULATE: + qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + break; + case GL_REPLACE: + qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); + break; + case GL_DECAL: + qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); + break; + case GL_ADD: + qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD ); + break; + default: + ri.Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed", env ); + break; + } +} + +/* +** GL_State +** +** This routine is responsible for setting the most commonly changed state +** in Q3. +*/ +void GL_State( unsigned long stateBits ) +{ + unsigned long diff = stateBits ^ glState.glStateBits; + + if ( !diff ) + { + return; + } + + // + // check depthFunc bits + // + if ( diff & GLS_DEPTHFUNC_EQUAL ) + { + if ( stateBits & GLS_DEPTHFUNC_EQUAL ) + { + qglDepthFunc( GL_EQUAL ); + } + else + { + qglDepthFunc( GL_LEQUAL ); + } + } + + // + // check blend bits + // + if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) + { + GLenum srcFactor = GL_ONE, dstFactor = GL_ONE; + + if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) + { + switch ( stateBits & GLS_SRCBLEND_BITS ) + { + case GLS_SRCBLEND_ZERO: + srcFactor = GL_ZERO; + break; + case GLS_SRCBLEND_ONE: + srcFactor = GL_ONE; + break; + case GLS_SRCBLEND_DST_COLOR: + srcFactor = GL_DST_COLOR; + break; + case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: + srcFactor = GL_ONE_MINUS_DST_COLOR; + break; + case GLS_SRCBLEND_SRC_ALPHA: + srcFactor = GL_SRC_ALPHA; + break; + case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: + srcFactor = GL_ONE_MINUS_SRC_ALPHA; + break; + case GLS_SRCBLEND_DST_ALPHA: + srcFactor = GL_DST_ALPHA; + break; + case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: + srcFactor = GL_ONE_MINUS_DST_ALPHA; + break; + case GLS_SRCBLEND_ALPHA_SATURATE: + srcFactor = GL_SRC_ALPHA_SATURATE; + break; + default: + ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" ); + break; + } + + switch ( stateBits & GLS_DSTBLEND_BITS ) + { + case GLS_DSTBLEND_ZERO: + dstFactor = GL_ZERO; + break; + case GLS_DSTBLEND_ONE: + dstFactor = GL_ONE; + break; + case GLS_DSTBLEND_SRC_COLOR: + dstFactor = GL_SRC_COLOR; + break; + case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: + dstFactor = GL_ONE_MINUS_SRC_COLOR; + break; + case GLS_DSTBLEND_SRC_ALPHA: + dstFactor = GL_SRC_ALPHA; + break; + case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: + dstFactor = GL_ONE_MINUS_SRC_ALPHA; + break; + case GLS_DSTBLEND_DST_ALPHA: + dstFactor = GL_DST_ALPHA; + break; + case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: + dstFactor = GL_ONE_MINUS_DST_ALPHA; + break; + default: + ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" ); + break; + } + + qglEnable( GL_BLEND ); + qglBlendFunc( srcFactor, dstFactor ); + } + else + { + qglDisable( GL_BLEND ); + } + } + + // + // check depthmask + // + if ( diff & GLS_DEPTHMASK_TRUE ) + { + if ( stateBits & GLS_DEPTHMASK_TRUE ) + { + qglDepthMask( GL_TRUE ); + } + else + { + qglDepthMask( GL_FALSE ); + } + } + + // + // fill/line mode + // + if ( diff & GLS_POLYMODE_LINE ) + { + if ( stateBits & GLS_POLYMODE_LINE ) + { + qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + } + else + { + qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + } + } + + // + // depthtest + // + if ( diff & GLS_DEPTHTEST_DISABLE ) + { + if ( stateBits & GLS_DEPTHTEST_DISABLE ) + { + qglDisable( GL_DEPTH_TEST ); + } + else + { + qglEnable( GL_DEPTH_TEST ); + } + } + + // + // alpha test + // + if ( diff & GLS_ATEST_BITS ) + { + switch ( stateBits & GLS_ATEST_BITS ) + { + case 0: + qglDisable( GL_ALPHA_TEST ); + break; + case GLS_ATEST_GT_0: + qglEnable( GL_ALPHA_TEST ); + qglAlphaFunc( GL_GREATER, 0.0f ); + break; + case GLS_ATEST_LT_80: + qglEnable( GL_ALPHA_TEST ); + qglAlphaFunc( GL_LESS, 0.5f ); + break; + case GLS_ATEST_GE_80: + qglEnable( GL_ALPHA_TEST ); + qglAlphaFunc( GL_GEQUAL, 0.5f ); + break; + default: + assert( 0 ); + break; + } + } + + glState.glStateBits = stateBits; +} + + + +/* +================ +RB_Hyperspace + +A player has predicted a teleport, but hasn't arrived yet +================ +*/ +static void RB_Hyperspace( void ) { + float c; + + if ( !backEnd.isHyperspace ) { + // do initialization shit + } + + c = ( backEnd.refdef.time & 255 ) / 255.0f; + qglClearColor( c, c, c, 1 ); + qglClear( GL_COLOR_BUFFER_BIT ); + + backEnd.isHyperspace = true; +} + + +static void SetViewportAndScissor( void ) { + qglMatrixMode(GL_PROJECTION); + qglLoadMatrixf( backEnd.viewParms.projectionMatrix ); + qglMatrixMode(GL_MODELVIEW); + + // set the window clipping + qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); + qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); +} + +/* +================= +RB_BeginDrawingView + +Any mirrored or portaled views have already been drawn, so prepare +to actually render the visible surfaces for this view +================= +*/ +void RB_BeginDrawingView (void) { + int clearBits = 0; + + // sync with gl if needed + if ( r_finish->integer == 1 && !glState.finishCalled ) { + qglFinish (); + glState.finishCalled = true; + } + if ( r_finish->integer == 0 ) { + glState.finishCalled = true; + } + + // we will need to change the projection matrix before drawing + // 2D images again + backEnd.projection2D = false; + + // + // set the modelview matrix for the viewer + // + SetViewportAndScissor(); + + // ensures that depth writes are enabled for the depth clear + GL_State( GLS_DEFAULT ); + // clear relevant buffers + clearBits = GL_DEPTH_BUFFER_BIT; + + if ( r_measureOverdraw->integer || r_shadows->integer == 2 ) + { + clearBits |= GL_STENCIL_BUFFER_BIT; + } + if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) ) + { + clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used + qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky + } + qglClear( clearBits ); + + if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) ) + { + RB_Hyperspace(); + return; + } + else + { + backEnd.isHyperspace = false; + } + + glState.faceCulling = -1; // force face culling to set next time + + // we will only draw a sun if there was sky rendered in this view + backEnd.skyRenderedThisView = false; + + // clip to the plane of the portal + if ( backEnd.viewParms.isPortal ) { + float plane[4]; + GLdouble plane2[4]; + + plane[0] = backEnd.viewParms.portalPlane.normal[0]; + plane[1] = backEnd.viewParms.portalPlane.normal[1]; + plane[2] = backEnd.viewParms.portalPlane.normal[2]; + plane[3] = backEnd.viewParms.portalPlane.dist; + + plane2[0] = DotProduct (backEnd.viewParms.orientation.axis[0], plane); + plane2[1] = DotProduct (backEnd.viewParms.orientation.axis[1], plane); + plane2[2] = DotProduct (backEnd.viewParms.orientation.axis[2], plane); + plane2[3] = DotProduct (plane, backEnd.viewParms.orientation.origin) - plane[3]; + + qglLoadMatrixf( s_flipMatrix ); + qglClipPlane (GL_CLIP_PLANE0, plane2); + qglEnable (GL_CLIP_PLANE0); + } else { + qglDisable (GL_CLIP_PLANE0); + } +} + + +/* +================== +RB_RenderDrawSurfList +================== +*/ +void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { + shader_t *shader, *oldShader; + int fogNum, oldFogNum; + int entityNum, oldEntityNum; + int dlighted, oldDlighted; + bool depthRange, oldDepthRange, isCrosshair, wasCrosshair; + int i; + drawSurf_t *drawSurf; + int oldSort; + double originalTime; + + // save original time for entity shader offsets + originalTime = backEnd.refdef.floatTime; + + // clear the z buffer, set the modelview, etc + RB_BeginDrawingView (); + + // draw everything + oldEntityNum = -1; + backEnd.currentEntity = &tr.worldEntity; + oldShader = NULL; + oldFogNum = -1; + oldDepthRange = false; + wasCrosshair = false; + oldDlighted = false; + oldSort = -1; + depthRange = false; + + backEnd.pc.c_surfaces += numDrawSurfs; + + for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { + if ( drawSurf->sort == oldSort ) { + // fast path, same as previous sort + rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); + continue; + } + oldSort = drawSurf->sort; + R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted ); + + // + // change the tess parameters if needed + // a "entityMergable" shader is a shader that can have surfaces from seperate + // entities merged into a single batch, like smoke and blood puff sprites + if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted + || ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) { + if (oldShader != NULL) { + RB_EndSurface(); + } + RB_BeginSurface( shader, fogNum ); + oldShader = shader; + oldFogNum = fogNum; + oldDlighted = dlighted; + } + + // + // change the modelview matrix if needed + // + if ( entityNum != oldEntityNum ) { + depthRange = isCrosshair = false; + + if ( entityNum != REFENTITYNUM_WORLD ) { + backEnd.currentEntity = &backEnd.refdef.entities[entityNum]; + // FIXME: e.shaderTime must be passed as int to avoid fp-precision loss issues + backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime; + // we have to reset the shaderTime as well otherwise image animations start + // from the wrong frame + tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + + // set up the transformation matrix + R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.orientation ); + + // set up the dynamic lighting if needed + if ( backEnd.currentEntity->needDlights ) { + R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation ); + } + + if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK) + { + // hack the depth range to prevent view model from poking into walls + depthRange = true; + + if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR) + isCrosshair = true; + } + } else { + backEnd.currentEntity = &tr.worldEntity; + backEnd.refdef.floatTime = originalTime; + backEnd.orientation = backEnd.viewParms.world; + // we haveientation to reset the shaderTime as well otherwise image animations on + // the worientationld (like water) continue with the wrong frame + tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.orientation ); + } + + qglLoadMatrixf( backEnd.orientation.modelMatrix ); + + // + // change depthrange. Also change projection matrix so first person weapon does not look like coming + // out of the screen. + // + if (oldDepthRange != depthRange || wasCrosshair != isCrosshair) + { + if (depthRange) + { + if(backEnd.viewParms.stereoFrame != STEREO_CENTER) + { + if(isCrosshair) + { + if(oldDepthRange) + { + // was not a crosshair but now is, change back proj matrix + qglMatrixMode(GL_PROJECTION); + qglLoadMatrixf(backEnd.viewParms.projectionMatrix); + qglMatrixMode(GL_MODELVIEW); + } + } + else + { + viewParms_t temp = backEnd.viewParms; + + R_SetupProjection(&temp, r_znear->value, false); + + qglMatrixMode(GL_PROJECTION); + qglLoadMatrixf(temp.projectionMatrix); + qglMatrixMode(GL_MODELVIEW); + } + } + + if(!oldDepthRange) + qglDepthRange (0, 0.3); + } + else + { + if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER) + { + qglMatrixMode(GL_PROJECTION); + qglLoadMatrixf(backEnd.viewParms.projectionMatrix); + qglMatrixMode(GL_MODELVIEW); + } + + qglDepthRange (0, 1); + } + + oldDepthRange = depthRange; + wasCrosshair = isCrosshair; + } + + oldEntityNum = entityNum; + } + + // add the triangles for this surface + rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface ); + } + + backEnd.refdef.floatTime = originalTime; + + // draw the contents of the last shader batch + if (oldShader != NULL) { + RB_EndSurface(); + } + + // go back to the world modelview matrix + qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); + if ( depthRange ) { + qglDepthRange (0, 1); + } + + if (r_drawSun->integer) { + RB_DrawSun(0.1, tr.sunShader); + } + + // darken down any stencil shadows + RB_ShadowFinish(); + + // add light flares on lights that aren't obscured + RB_RenderFlares(); +} + + +/* +============================================================================ + +RENDER BACK END FUNCTIONS + +============================================================================ +*/ + +/* +================ +RB_SetGL2D + +================ +*/ +void RB_SetGL2D (void) { + backEnd.projection2D = true; + + // set 2D virtual screen size + qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); + qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); + qglMatrixMode(GL_PROJECTION); + qglLoadIdentity (); + qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1); + qglMatrixMode(GL_MODELVIEW); + qglLoadIdentity (); + + GL_State( GLS_DEPTHTEST_DISABLE | + GLS_SRCBLEND_SRC_ALPHA | + GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); + + GL_Cull( CT_TWO_SIDED ); + qglDisable( GL_CLIP_PLANE0 ); + + // set time for 2D shaders + backEnd.refdef.time = ri.Milliseconds(); + backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f; +} + + +/* +============= +RE_StretchRaw + +FIXME: not exactly backend +Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. +Used for cinematics. +============= +*/ +void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, bool dirty) { + int i, j; + int start, end; + + if ( !tr.registered ) { + return; + } + R_IssuePendingRenderCommands(); + + if ( tess.numIndexes ) { + RB_EndSurface(); + } + + // we definately want to sync every frame for the cinematics + qglFinish(); + + start = 0; + if ( r_speeds->integer ) { + start = ri.Milliseconds(); + } + + // make sure rows and cols are powers of 2 + for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { + } + for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { + } + if ( ( 1 << i ) != cols || ( 1 << j ) != rows) { + ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); + } + + GL_Bind( tr.scratchImage[client] ); + + // if the scratchImage isn't in the format we want, specify it as a new texture + if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { + tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; + tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; + qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + } else { + if (dirty) { + // otherwise, just subimage upload it so that drivers can tell we are going to be changing + // it and don't try and do a texture compression + qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); + } + } + + if ( r_speeds->integer ) { + end = ri.Milliseconds(); + ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); + } + + RB_SetGL2D(); + + qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight ); + + qglBegin (GL_QUADS); + qglTexCoord2f ( 0.5f / cols, 0.5f / rows ); + qglVertex2f (x, y); + qglTexCoord2f ( ( cols - 0.5f ) / cols , 0.5f / rows ); + qglVertex2f (x+w, y); + qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows ); + qglVertex2f (x+w, y+h); + qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows ); + qglVertex2f (x, y+h); + qglEnd (); +} + +void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, bool dirty) { + + GL_Bind( tr.scratchImage[client] ); + + // if the scratchImage isn't in the format we want, specify it as a new texture + if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { + tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; + tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; + qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + } else { + if (dirty) { + // otherwise, just subimage upload it so that drivers can tell we are going to be changing + // it and don't try and do a texture compression + qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); + } + } +} + + +/* +============= +RB_SetColor + +============= +*/ +const void *RB_SetColor( const void *data ) { + const setColorCommand_t *cmd; + + cmd = (const setColorCommand_t *)data; + + backEnd.color2D[0] = cmd->color[0] * 255; + backEnd.color2D[1] = cmd->color[1] * 255; + backEnd.color2D[2] = cmd->color[2] * 255; + backEnd.color2D[3] = cmd->color[3] * 255; + + return (const void *)(cmd + 1); +} + +/* +============= +RB_StretchPic +============= +*/ +const void *RB_StretchPic ( const void *data ) { + const stretchPicCommand_t *cmd; + shader_t *shader; + int numVerts, numIndexes; + + cmd = (const stretchPicCommand_t *)data; + + if ( !backEnd.projection2D ) { + RB_SetGL2D(); + } + + shader = cmd->shader; + if ( shader != tess.shader ) { + if ( tess.numIndexes ) { + RB_EndSurface(); + } + backEnd.currentEntity = &backEnd.entity2D; + RB_BeginSurface( shader, 0 ); + } + + RB_CHECKOVERFLOW( 4, 6 ); + numVerts = tess.numVertexes; + numIndexes = tess.numIndexes; + + tess.numVertexes += 4; + tess.numIndexes += 6; + + tess.indexes[ numIndexes ] = numVerts + 3; + tess.indexes[ numIndexes + 1 ] = numVerts + 0; + tess.indexes[ numIndexes + 2 ] = numVerts + 2; + tess.indexes[ numIndexes + 3 ] = numVerts + 2; + tess.indexes[ numIndexes + 4 ] = numVerts + 0; + tess.indexes[ numIndexes + 5 ] = numVerts + 1; + + *(int *)tess.vertexColors[ numVerts ] = + *(int *)tess.vertexColors[ numVerts + 1 ] = + *(int *)tess.vertexColors[ numVerts + 2 ] = + *(int *)tess.vertexColors[ numVerts + 3 ] = *(int *)backEnd.color2D; + + tess.xyz[ numVerts ][0] = cmd->x; + tess.xyz[ numVerts ][1] = cmd->y; + tess.xyz[ numVerts ][2] = 0; + + tess.texCoords[ numVerts ][0][0] = cmd->s1; + tess.texCoords[ numVerts ][0][1] = cmd->t1; + + tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w; + tess.xyz[ numVerts + 1 ][1] = cmd->y; + tess.xyz[ numVerts + 1 ][2] = 0; + + tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2; + tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1; + + tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w; + tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h; + tess.xyz[ numVerts + 2 ][2] = 0; + + tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2; + tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2; + + tess.xyz[ numVerts + 3 ][0] = cmd->x; + tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h; + tess.xyz[ numVerts + 3 ][2] = 0; + + tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1; + tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2; + + return (const void *)(cmd + 1); +} + + +/* +============= +RB_DrawSurfs + +============= +*/ +const void *RB_DrawSurfs( const void *data ) { + const drawSurfsCommand_t *cmd; + + // finish any 2D drawing if needed + if ( tess.numIndexes ) { + RB_EndSurface(); + } + + cmd = (const drawSurfsCommand_t *)data; + + backEnd.refdef = cmd->refdef; + backEnd.viewParms = cmd->viewParms; + + RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); + + return (const void *)(cmd + 1); +} + + +/* +============= +RB_DrawBuffer + +============= +*/ +const void *RB_DrawBuffer( const void *data ) { + const drawBufferCommand_t *cmd; + + cmd = (const drawBufferCommand_t *)data; + + qglDrawBuffer( cmd->buffer ); + + // clear screen for debugging + if ( r_clear->integer ) { + qglClearColor( 1, 0, 0.5, 1 ); + qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + } + + return (const void *)(cmd + 1); +} + +/* +=============== +RB_ShowImages + +Draw all the images to the screen, on top of whatever +was there. This is used to test for texture thrashing. + +Also called by RE_EndRegistration +=============== +*/ +void RB_ShowImages( void ) { + int i; + image_t *image; + float x, y, w, h; + int start, end; + + if ( !backEnd.projection2D ) { + RB_SetGL2D(); + } + + qglClear( GL_COLOR_BUFFER_BIT ); + + qglFinish(); + + start = ri.Milliseconds(); + + for ( i=0 ; iinteger == 2 ) { + w *= image->uploadWidth / 512.0f; + h *= image->uploadHeight / 512.0f; + } + + GL_Bind( image ); + qglBegin (GL_QUADS); + qglTexCoord2f( 0, 0 ); + qglVertex2f( x, y ); + qglTexCoord2f( 1, 0 ); + qglVertex2f( x + w, y ); + qglTexCoord2f( 1, 1 ); + qglVertex2f( x + w, y + h ); + qglTexCoord2f( 0, 1 ); + qglVertex2f( x, y + h ); + qglEnd(); + } + + qglFinish(); + + end = ri.Milliseconds(); + ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start ); + +} + +/* +============= +RB_ColorMask + +============= +*/ +const void *RB_ColorMask(const void *data) +{ + const colorMaskCommand_t *cmd = (const colorMaskCommand_t*)data; + + qglColorMask(cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3]); + + return (const void *)(cmd + 1); +} + +/* +============= +RB_ClearDepth + +============= +*/ +const void *RB_ClearDepth(const void *data) +{ + const clearDepthCommand_t *cmd = (const clearDepthCommand_t*)data; + + if(tess.numIndexes) + RB_EndSurface(); + + // texture swapping test + if (r_showImages->integer) + RB_ShowImages(); + + qglClear(GL_DEPTH_BUFFER_BIT); + + return (const void *)(cmd + 1); +} + +/* +============= +RB_SwapBuffers + +============= +*/ +const void *RB_SwapBuffers( const void *data ) { + const swapBuffersCommand_t *cmd; + + // finish any 2D drawing if needed + if ( tess.numIndexes ) { + RB_EndSurface(); + } + + // texture swapping test + if ( r_showImages->integer ) { + RB_ShowImages(); + } + + cmd = (const swapBuffersCommand_t *)data; + + // we measure overdraw by reading back the stencil buffer and + // counting up the number of increments that have happened + if ( r_measureOverdraw->integer ) { + int i; + long sum = 0; + unsigned char *stencilReadback; + + stencilReadback = (unsigned char*)ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight ); + qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback ); + + for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) { + sum += stencilReadback[i]; + } + + backEnd.pc.c_overDraw += sum; + ri.Hunk_FreeTempMemory( stencilReadback ); + } + + + if ( !glState.finishCalled ) { + qglFinish(); + } + + GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" ); + + GLimp_EndFrame(); + + backEnd.projection2D = false; + + return (const void *)(cmd + 1); +} + +/* +==================== +RB_ExecuteRenderCommands +==================== +*/ +void RB_ExecuteRenderCommands( const void *data ) { + int t1, t2; + + t1 = ri.Milliseconds (); + + while ( 1 ) { + data = PADP(data, sizeof(void *)); + + switch ( *(const int *)data ) { + case RC_SET_COLOR: + data = RB_SetColor( data ); + break; + case RC_STRETCH_PIC: + data = RB_StretchPic( data ); + break; + case RC_DRAW_SURFS: + data = RB_DrawSurfs( data ); + break; + case RC_DRAW_BUFFER: + data = RB_DrawBuffer( data ); + break; + case RC_SWAP_BUFFERS: + data = RB_SwapBuffers( data ); + break; + case RC_SCREENSHOT: + data = RB_TakeScreenshotCmd( data ); + break; + case RC_VIDEOFRAME: + data = RB_TakeVideoFrameCmd( data ); + break; + case RC_COLORMASK: + data = RB_ColorMask(data); + break; + case RC_CLEARDEPTH: + data = RB_ClearDepth(data); + break; + case RC_END_OF_LIST: + default: + // stop rendering + t2 = ri.Milliseconds (); + backEnd.pc.msec = t2 - t1; + return; + } + } + +} -- cgit