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-rw-r--r--src/rend2/tr_backend.c1843
1 files changed, 0 insertions, 1843 deletions
diff --git a/src/rend2/tr_backend.c b/src/rend2/tr_backend.c
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index fd61ee76..00000000
--- a/src/rend2/tr_backend.c
+++ /dev/null
@@ -1,1843 +0,0 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-#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_Bind2
-*/
-void GL_Bind2( image_t *image, GLenum type ) {
- int texnum;
-
- if ( !image ) {
- ri.Printf( PRINT_WARNING, "GL_Bind2: NULL image\n" );
- texnum = tr.defaultImage->texnum;
- } else {
- texnum = image->texnum;
- }
-
- if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
- texnum = tr.dlightImage->texnum;
- }
-
- if ( glState.currenttextures[glState.currenttmu] != texnum ) {
- image->frameUsed = tr.frameCount;
- glState.currenttextures[glState.currenttmu] = texnum;
- qglBindTexture (type, texnum);
- }
-}
-
-/*
-** GL_Bind2
-*/
-void GL_Bind( image_t *image )
-{
- GL_Bind2( image, GL_TEXTURE_2D );
-}
-
-/*
-** GL_BindCubemap
-*/
-void GL_BindCubemap( image_t *image )
-{
- GL_Bind2( image, GL_TEXTURE_CUBE_MAP );
-}
-
-/*
-** GL_SelectTexture
-*/
-void GL_SelectTexture( int unit )
-{
- if ( glState.currenttmu == unit )
- {
- return;
- }
-
- if (!(unit >= 0 && unit <= 31))
- ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
-
- qglActiveTextureARB( GL_TEXTURE0_ARB + 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_BindToTMU
-*/
-void GL_BindToTMU( image_t *image, int tmu )
-{
- int texnum;
- int oldtmu = glState.currenttmu;
-
- if (!image)
- texnum = 0;
- else
- texnum = image->texnum;
-
- if ( glState.currenttextures[tmu] != texnum ) {
- GL_SelectTexture( tmu );
- if (image)
- image->frameUsed = tr.frameCount;
- glState.currenttextures[tmu] = texnum;
- qglBindTexture( GL_TEXTURE_2D, texnum );
- GL_SelectTexture( oldtmu );
- }
-}
-
-
-/*
-** 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
- {
- qboolean cullFront;
- qglEnable( GL_CULL_FACE );
-
- cullFront = (cullType == CT_FRONT_SIDED);
- if ( backEnd.viewParms.isMirror )
- {
- cullFront = !cullFront;
- }
-
- if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
- {
- 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_BITS )
- {
- if ( stateBits & GLS_DEPTHFUNC_EQUAL )
- {
- qglDepthFunc( GL_EQUAL );
- }
- else if ( stateBits & GLS_DEPTHFUNC_GREATER)
- {
- qglDepthFunc( GL_GREATER );
- }
- else
- {
- qglDepthFunc( GL_LEQUAL );
- }
- }
-
- //
- // check blend bits
- //
- if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
- {
- GLenum srcFactor, dstFactor;
-
- if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
- {
- switch ( stateBits & GLS_SRCBLEND_BITS )
- {
- case GLS_SRCBLEND_ZERO:
- srcFactor = GL_ZERO;
- break;
- case GLS_SRCBLEND_ONE:
- srcFactor = GL_ONE;
- break;
- case GLS_SRCBLEND_DST_COLOR:
- srcFactor = GL_DST_COLOR;
- break;
- case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
- srcFactor = GL_ONE_MINUS_DST_COLOR;
- break;
- case GLS_SRCBLEND_SRC_ALPHA:
- srcFactor = GL_SRC_ALPHA;
- break;
- case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
- srcFactor = GL_ONE_MINUS_SRC_ALPHA;
- break;
- case GLS_SRCBLEND_DST_ALPHA:
- srcFactor = GL_DST_ALPHA;
- break;
- case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
- srcFactor = GL_ONE_MINUS_DST_ALPHA;
- break;
- case GLS_SRCBLEND_ALPHA_SATURATE:
- srcFactor = GL_SRC_ALPHA_SATURATE;
- break;
- default:
- srcFactor = GL_ONE; // to get warning to shut up
- 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:
- dstFactor = GL_ONE; // to get warning to shut up
- 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;
-}
-
-
-void GL_SetProjectionMatrix(matrix_t matrix)
-{
- Matrix16Copy(matrix, glState.projection);
- Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
-}
-
-
-void GL_SetModelviewMatrix(matrix_t matrix)
-{
- Matrix16Copy(matrix, glState.modelview);
- Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
-}
-
-
-/*
-================
-RB_Hyperspace
-
-A player has predicted a teleport, but hasn't arrived yet
-================
-*/
-static void RB_Hyperspace( void ) {
- float c;
-
- if ( !backEnd.isHyperspace ) {
- // do initialization shit
- }
-
- c = ( backEnd.refdef.time & 255 ) / 255.0f;
- qglClearColor( c, c, c, 1 );
- qglClear( GL_COLOR_BUFFER_BIT );
-
- backEnd.isHyperspace = qtrue;
-}
-
-
-static void SetViewportAndScissor( void ) {
- GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
-
- // 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 = qtrue;
- }
- if ( r_finish->integer == 0 ) {
- glState.finishCalled = qtrue;
- }
-
- // we will need to change the projection matrix before drawing
- // 2D images again
- backEnd.projection2D = qfalse;
-
- if (glRefConfig.framebufferObject)
- {
- // FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
- // drawing more world check is in case of double renders, such as skyportals
- if (backEnd.viewParms.targetFbo == NULL)
- {
- if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
- {
- FBO_Bind(tr.screenScratchFbo);
- }
- else
- {
- FBO_Bind(tr.renderFbo);
- }
- }
- else
- {
- FBO_Bind(backEnd.viewParms.targetFbo);
- }
- }
-
- //
- // 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
-#ifdef _DEBUG
- qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky
-#else
- qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
-#endif
- }
-
- // clear to white for shadow maps
- if (backEnd.viewParms.flags & VPF_SHADOWMAP)
- {
- clearBits |= GL_COLOR_BUFFER_BIT;
- qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
- }
-
- qglClear( clearBits );
-
- if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
- {
- RB_Hyperspace();
- return;
- }
- else
- {
- backEnd.isHyperspace = qfalse;
- }
-
- glState.faceCulling = -1; // force face culling to set next time
-
- // we will only draw a sun if there was sky rendered in this view
- backEnd.skyRenderedThisView = qfalse;
-
- // clip to the plane of the portal
- if ( backEnd.viewParms.isPortal ) {
-#if 0
- float plane[4];
- double 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.or.axis[0], plane);
- plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
- plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
- plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
-#endif
- GL_SetModelviewMatrix( s_flipMatrix );
- }
-}
-
-
-#define MAC_EVENT_PUMP_MSEC 5
-
-/*
-==================
-RB_RenderDrawSurfList
-==================
-*/
-void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
- shader_t *shader, *oldShader;
- int fogNum, oldFogNum;
- int entityNum, oldEntityNum;
- int dlighted, oldDlighted;
- int pshadowed, oldPshadowed;
- qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
- int i;
- drawSurf_t *drawSurf;
- int oldSort;
- float originalTime;
- FBO_t* fbo = NULL;
- qboolean inQuery = qfalse;
-
- float depth[2];
-
-
- // save original time for entity shader offsets
- originalTime = backEnd.refdef.floatTime;
-
- fbo = glState.currentFBO;
-
- // draw everything
- oldEntityNum = -1;
- backEnd.currentEntity = &tr.worldEntity;
- oldShader = NULL;
- oldFogNum = -1;
- oldDepthRange = qfalse;
- wasCrosshair = qfalse;
- oldDlighted = qfalse;
- oldPshadowed = qfalse;
- oldSort = -1;
- depthRange = qfalse;
-
- depth[0] = 0.f;
- depth[1] = 1.f;
-
- backEnd.pc.c_surfaces += numDrawSurfs;
-
- for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
- if ( drawSurf->sort == oldSort ) {
- if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
- continue;
-
- // fast path, same as previous sort
- rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
- continue;
- }
- oldSort = drawSurf->sort;
- R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
-
- //
- // 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 != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed
- || ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
- if (oldShader != NULL) {
- RB_EndSurface();
- }
- RB_BeginSurface( shader, fogNum );
- backEnd.pc.c_surfBatches++;
- oldShader = shader;
- oldFogNum = fogNum;
- oldDlighted = dlighted;
- oldPshadowed = pshadowed;
- }
-
- if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
- continue;
-
- //
- // change the modelview matrix if needed
- //
- if ( entityNum != oldEntityNum ) {
- qboolean sunflare = qfalse;
- depthRange = isCrosshair = qfalse;
-
- if ( entityNum != REFENTITYNUM_WORLD ) {
- backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
- backEnd.refdef.floatTime = originalTime - 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.or );
-
- // set up the dynamic lighting if needed
- if ( backEnd.currentEntity->needDlights ) {
- R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
- }
-
- if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
- {
- // hack the depth range to prevent view model from poking into walls
- depthRange = qtrue;
-
- if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
- isCrosshair = qtrue;
- }
- } else {
- backEnd.currentEntity = &tr.worldEntity;
- backEnd.refdef.floatTime = originalTime;
- backEnd.or = backEnd.viewParms.world;
- // we have to reset the shaderTime as well otherwise image animations on
- // the world (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.or );
- }
-
- GL_SetModelviewMatrix( backEnd.or.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
- GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
- }
- }
- else
- {
- viewParms_t temp = backEnd.viewParms;
-
- R_SetupProjection(&temp, r_znear->value, 0, qfalse);
-
- GL_SetProjectionMatrix( temp.projectionMatrix );
- }
- }
-
- if(!oldDepthRange)
- {
- depth[0] = 0;
- depth[1] = 0.3f;
- qglDepthRange (depth[0], depth[1]);
- }
- }
- else
- {
- if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
- {
- GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );
- }
-
- if (!sunflare)
- qglDepthRange (0, 1);
-
- depth[0] = 0;
- depth[1] = 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();
- }
-
- if (inQuery) {
- inQuery = qfalse;
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- }
-
- if (glRefConfig.framebufferObject)
- FBO_Bind(fbo);
-
- // go back to the world modelview matrix
-
- GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix );
-
- qglDepthRange (0, 1);
-}
-
-
-/*
-============================================================================
-
-RENDER BACK END FUNCTIONS
-
-============================================================================
-*/
-
-/*
-================
-RB_SetGL2D
-
-================
-*/
-void RB_SetGL2D (void) {
- matrix_t matrix;
- int width, height;
-
- if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
- return;
-
- backEnd.projection2D = qtrue;
- backEnd.last2DFBO = glState.currentFBO;
-
- if (glState.currentFBO)
- {
- width = glState.currentFBO->width;
- height = glState.currentFBO->height;
- }
- else
- {
- width = glConfig.vidWidth;
- height = glConfig.vidHeight;
- }
-
- // set 2D virtual screen size
- qglViewport( 0, 0, width, height );
- qglScissor( 0, 0, width, height );
-
- Matrix16Ortho(0, width, height, 0, 0, 1, matrix);
- GL_SetProjectionMatrix(matrix);
- Matrix16Identity(matrix);
- GL_SetModelviewMatrix(matrix);
-
- GL_State( GLS_DEPTHTEST_DISABLE |
- GLS_SRCBLEND_SRC_ALPHA |
- GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
-
- qglDisable( GL_CULL_FACE );
- qglDisable( GL_CLIP_PLANE0 );
-
- // set time for 2D shaders
- backEnd.refdef.time = ri.Milliseconds();
- backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
-
- // reset color scaling
- backEnd.refdef.colorScale = 1.0f;
-}
-
-
-/*
-=============
-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, qboolean dirty) {
- int i, j;
- int start, end;
- shaderProgram_t *sp = &tr.textureColorShader;
- vec4_t color;
-
- if ( !tr.registered ) {
- return;
- }
- R_IssuePendingRenderCommands();
-
- // 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 );
- }
-
- // FIXME: HUGE hack
- if (glRefConfig.framebufferObject)
- {
- if (!tr.renderFbo || backEnd.framePostProcessed)
- {
- FBO_Bind(tr.screenScratchFbo);
- }
- else
- {
- FBO_Bind(tr.renderFbo);
- }
- }
-
- RB_SetGL2D();
-
- tess.numIndexes = 0;
- tess.numVertexes = 0;
- tess.firstIndex = 0;
- tess.minIndex = 0;
- tess.maxIndex = 0;
-
- tess.xyz[tess.numVertexes][0] = x;
- tess.xyz[tess.numVertexes][1] = y;
- tess.xyz[tess.numVertexes][2] = 0;
- tess.xyz[tess.numVertexes][3] = 1;
- tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
- tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
- tess.texCoords[tess.numVertexes][1][0] = 0;
- tess.texCoords[tess.numVertexes][1][1] = 1;
- tess.numVertexes++;
-
- tess.xyz[tess.numVertexes][0] = x + w;
- tess.xyz[tess.numVertexes][1] = y;
- tess.xyz[tess.numVertexes][2] = 0;
- tess.xyz[tess.numVertexes][3] = 1;
- tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
- tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
- tess.texCoords[tess.numVertexes][1][0] = 0;
- tess.texCoords[tess.numVertexes][1][1] = 1;
- tess.numVertexes++;
-
- tess.xyz[tess.numVertexes][0] = x + w;
- tess.xyz[tess.numVertexes][1] = y + h;
- tess.xyz[tess.numVertexes][2] = 0;
- tess.xyz[tess.numVertexes][3] = 1;
- tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
- tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
- tess.texCoords[tess.numVertexes][1][0] = 0;
- tess.texCoords[tess.numVertexes][1][1] = 1;
- tess.numVertexes++;
-
- tess.xyz[tess.numVertexes][0] = x;
- tess.xyz[tess.numVertexes][1] = y + h;
- tess.xyz[tess.numVertexes][2] = 0;
- tess.xyz[tess.numVertexes][3] = 1;
- tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
- tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
- tess.texCoords[tess.numVertexes][1][0] = 0;
- tess.texCoords[tess.numVertexes][1][1] = 1;
- tess.numVertexes++;
-
- tess.indexes[tess.numIndexes++] = 0;
- tess.indexes[tess.numIndexes++] = 1;
- tess.indexes[tess.numIndexes++] = 2;
- tess.indexes[tess.numIndexes++] = 0;
- tess.indexes[tess.numIndexes++] = 2;
- tess.indexes[tess.numIndexes++] = 3;
- tess.minIndex = 0;
- tess.maxIndex = 3;
-
- // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
- RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
-
- sp = &tr.textureColorShader;
-
- GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
-
- GLSL_BindProgram(sp);
-
- GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
- VectorSet4(color, 1, 1, 1, 1);
- GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
-
- R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
-
- //R_BindNullVBO();
- //R_BindNullIBO();
-
- tess.numIndexes = 0;
- tess.numVertexes = 0;
- tess.firstIndex = 0;
- tess.minIndex = 0;
- tess.maxIndex = 0;
-}
-
-void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean 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;
-
- // FIXME: HUGE hack
- if (glRefConfig.framebufferObject)
- {
- if (!tr.renderFbo || backEnd.framePostProcessed)
- {
- FBO_Bind(tr.screenScratchFbo);
- }
- else
- {
- FBO_Bind(tr.renderFbo);
- }
- }
-
- 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;
-
- {
- vec4_t color;
-
- VectorScale4(backEnd.color2D, 1.0f / 255.0f, color);
-
- VectorCopy4(color, tess.vertexColors[ numVerts ]);
- VectorCopy4(color, tess.vertexColors[ numVerts + 1]);
- VectorCopy4(color, tess.vertexColors[ numVerts + 2]);
- VectorCopy4(color, tess.vertexColors[ numVerts + 3 ]);
- }
-
- 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;
-
- // clear the z buffer, set the modelview, etc
- RB_BeginDrawingView ();
-
- if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
- {
- qglEnable(GL_DEPTH_CLAMP);
- }
-
- if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
- {
- FBO_t *oldFbo = glState.currentFBO;
-
- backEnd.depthFill = qtrue;
- qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
- qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
- backEnd.depthFill = qfalse;
-
- if (tr.msaaResolveFbo)
- {
- // If we're using multisampling, resolve the depth first
- FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
- else if (tr.renderFbo == NULL)
- {
- // If we're rendering directly to the screen, copy the depth to a texture
- GL_BindToTMU(tr.renderDepthImage, 0);
- qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
- }
-
- if (r_ssao->integer)
- {
- // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
- FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
- }
-
- if (backEnd.viewParms.flags & VPF_USESUNLIGHT)
- {
- vec4_t quadVerts[4];
- vec2_t texCoords[4];
- vec4_t box;
-
- FBO_Bind(tr.screenShadowFbo);
-
- box[0] = (backEnd.refdef.x ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
- box[1] = (backEnd.refdef.y ) * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
- box[2] = (backEnd.refdef.width ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
- box[3] = (backEnd.refdef.height) * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
-
- qglViewport(box[0], box[1], box[2], box[3]);
- qglScissor(box[0], box[1], box[2], box[3]);
-
- box[0] = (backEnd.refdef.x ) / (float)glConfig.vidWidth;
- box[1] = (backEnd.refdef.y ) / (float)glConfig.vidHeight;
- box[2] = (backEnd.refdef.x + backEnd.refdef.width ) / (float)glConfig.vidWidth;
- box[3] = (backEnd.refdef.y + backEnd.refdef.height) / (float)glConfig.vidHeight;
-
- texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
- texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
- texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
- texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
-
- box[0] = -1.0f;
- box[1] = -1.0f;
- box[2] = 1.0f;
- box[3] = 1.0f;
-
- VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
- VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
- VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
- VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
-
- GL_State( GLS_DEPTHTEST_DISABLE );
-
- GLSL_BindProgram(&tr.shadowmaskShader);
-
- GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
- GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
- GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
- GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
-
- GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
- GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
- GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
-
- GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
- {
- vec4_t viewInfo;
- vec3_t viewVector;
-
- float zmax = backEnd.viewParms.zFar;
- float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
- float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
-
- float zmin = r_znear->value;
-
- VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
- GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD, viewVector);
- VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
- GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, viewVector);
- VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
- GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, viewVector);
-
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
- GLSL_SetUniformVec4(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, viewInfo);
- }
-
-
- RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
- }
-
- if (r_ssao->integer)
- {
- vec4_t quadVerts[4];
- vec2_t texCoords[4];
-
- FBO_Bind(tr.quarterFbo[0]);
-
- qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
- qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
-
- VectorSet4(quadVerts[0], -1, 1, 0, 1);
- VectorSet4(quadVerts[1], 1, 1, 0, 1);
- VectorSet4(quadVerts[2], 1, -1, 0, 1);
- VectorSet4(quadVerts[3], -1, -1, 0, 1);
-
- texCoords[0][0] = 0; texCoords[0][1] = 1;
- texCoords[1][0] = 1; texCoords[1][1] = 1;
- texCoords[2][0] = 1; texCoords[2][1] = 0;
- texCoords[3][0] = 0; texCoords[3][1] = 0;
-
- GL_State( GLS_DEPTHTEST_DISABLE );
-
- GLSL_BindProgram(&tr.ssaoShader);
-
- GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
-
- {
- vec4_t viewInfo;
-
- float zmax = backEnd.viewParms.zFar;
- float zmin = r_znear->value;
-
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
- GLSL_SetUniformVec4(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, viewInfo);
- }
-
- RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
-
-
- FBO_Bind(tr.quarterFbo[1]);
-
- qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
- qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
-
- GLSL_BindProgram(&tr.depthBlurShader[0]);
-
- GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
- GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
-
- {
- vec4_t viewInfo;
-
- float zmax = backEnd.viewParms.zFar;
- float zmin = r_znear->value;
-
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
- GLSL_SetUniformVec4(&tr.depthBlurShader[0], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
- }
-
- RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
-
-
- FBO_Bind(tr.screenSsaoFbo);
-
- qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
- qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
-
- GLSL_BindProgram(&tr.depthBlurShader[1]);
-
- GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
- GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
-
- {
- vec4_t viewInfo;
-
- float zmax = backEnd.viewParms.zFar;
- float zmin = r_znear->value;
-
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
- GLSL_SetUniformVec4(&tr.depthBlurShader[1], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
- }
-
-
- RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
- }
-
- // reset viewport and scissor
- FBO_Bind(oldFbo);
- SetViewportAndScissor();
- }
-
- if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
- {
- qglDisable(GL_DEPTH_CLAMP);
- }
-
- if (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW))
- {
- RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
-
- if (r_drawSun->integer)
- {
- RB_DrawSun(0.1, tr.sunShader);
- }
-
- if (r_drawSunRays->integer)
- {
- FBO_t *oldFbo = glState.currentFBO;
- FBO_Bind(tr.sunRaysFbo);
-
- qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
- qglClear( GL_COLOR_BUFFER_BIT );
-
- if (glRefConfig.occlusionQuery)
- {
- tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
- }
-
- RB_DrawSun(0.3, tr.sunFlareShader);
-
- if (glRefConfig.occlusionQuery)
- {
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- }
-
- FBO_Bind(oldFbo);
- }
-
- // darken down any stencil shadows
- RB_ShadowFinish();
-
- // add light flares on lights that aren't obscured
- RB_RenderFlares();
- }
-
- //if (glRefConfig.framebufferObject)
- //FBO_Bind(NULL);
-
- return (const void *)(cmd + 1);
-}
-
-
-/*
-=============
-RB_DrawBuffer
-
-=============
-*/
-const void *RB_DrawBuffer( const void *data ) {
- const drawBufferCommand_t *cmd;
-
- cmd = (const drawBufferCommand_t *)data;
-
- // finish any 2D drawing if needed
- if(tess.numIndexes)
- RB_EndSurface();
-
- if (glRefConfig.framebufferObject)
- FBO_Bind(NULL);
-
- 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;
-
- RB_SetGL2D();
-
- qglClear( GL_COLOR_BUFFER_BIT );
-
- qglFinish();
-
- start = ri.Milliseconds();
-
- for ( i=0 ; i<tr.numImages ; i++ ) {
- image = tr.images[i];
-
- w = glConfig.vidWidth / 20;
- h = glConfig.vidHeight / 15;
- x = i % 20 * w;
- y = i / 20 * h;
-
- // show in proportional size in mode 2
- if ( r_showImages->integer == 2 ) {
- w *= image->uploadWidth / 512.0f;
- h *= image->uploadHeight / 512.0f;
- }
-
- {
- vec4_t quadVerts[4];
-
- GL_Bind(image);
-
- VectorSet4(quadVerts[0], x, y, 0, 1);
- VectorSet4(quadVerts[1], x + w, y, 0, 1);
- VectorSet4(quadVerts[2], x + w, y + h, 0, 1);
- VectorSet4(quadVerts[3], x, y + h, 0, 1);
-
- RB_InstantQuad(quadVerts);
- }
- }
-
- 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 = data;
-
- // finish any 2D drawing if needed
- if(tess.numIndexes)
- RB_EndSurface();
-
- if (glRefConfig.framebufferObject)
- {
- // reverse color mask, so 0 0 0 0 is the default
- backEnd.colorMask[0] = !cmd->rgba[0];
- backEnd.colorMask[1] = !cmd->rgba[1];
- backEnd.colorMask[2] = !cmd->rgba[2];
- backEnd.colorMask[3] = !cmd->rgba[3];
- }
-
- 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 = data;
-
- // finish any 2D drawing if needed
- if(tess.numIndexes)
- RB_EndSurface();
-
- // texture swapping test
- if (r_showImages->integer)
- RB_ShowImages();
-
- if (glRefConfig.framebufferObject)
- {
- if (!tr.renderFbo || backEnd.framePostProcessed)
- {
- FBO_Bind(tr.screenScratchFbo);
- }
- else
- {
- FBO_Bind(tr.renderFbo);
- }
- }
-
- qglClear(GL_DEPTH_BUFFER_BIT);
-
- // if we're doing MSAA, clear the depth texture for the resolve buffer
- if (tr.msaaResolveFbo)
- {
- FBO_Bind(tr.msaaResolveFbo);
- 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 = 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 (glRefConfig.framebufferObject)
- {
- if (!backEnd.framePostProcessed)
- {
- if (tr.msaaResolveFbo && r_hdr->integer)
- {
- // Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
- FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- FBO_FastBlit(tr.msaaResolveFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- }
- else if (tr.renderFbo)
- {
- FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- }
- }
-
- if (tr.screenScratchFbo)
- {
- vec4_t color;
-
- color[0] =
- color[1] =
- color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
- color[3] = 1.0f;
-
- // turn off colormask when copying final image
- if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
- qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
- FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
-
- if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
- qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
- }
- }
-
- if ( !glState.finishCalled ) {
- qglFinish();
- }
-
- GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
-
- GLimp_EndFrame();
-
- backEnd.framePostProcessed = qfalse;
- backEnd.projection2D = qfalse;
-
- return (const void *)(cmd + 1);
-}
-
-/*
-=============
-RB_CapShadowMap
-
-=============
-*/
-const void *RB_CapShadowMap(const void *data)
-{
- const capShadowmapCommand_t *cmd = data;
-
- // finish any 2D drawing if needed
- if(tess.numIndexes)
- RB_EndSurface();
-
- if (cmd->map != -1)
- {
- GL_SelectTexture(0);
- if (cmd->cubeSide != -1)
- {
- GL_BindCubemap(tr.shadowCubemaps[cmd->map]);
- qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
- }
- else
- {
- GL_Bind(tr.pshadowMaps[cmd->map]);
- qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
- }
- }
-
- return (const void *)(cmd + 1);
-}
-
-
-
-/*
-=============
-RB_PostProcess
-
-=============
-*/
-const void *RB_PostProcess(const void *data)
-{
- const postProcessCommand_t *cmd = data;
- FBO_t *srcFbo;
- qboolean autoExposure;
-
- // finish any 2D drawing if needed
- if(tess.numIndexes)
- RB_EndSurface();
-
- if (!glRefConfig.framebufferObject || !r_postProcess->integer)
- {
- // do nothing
- return (const void *)(cmd + 1);
- }
-
- srcFbo = tr.renderFbo;
- if (tr.msaaResolveFbo)
- {
- // Resolve the MSAA before anything else
- FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- srcFbo = tr.msaaResolveFbo;
- }
-
- if (r_ssao->integer)
- {
- FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
- }
-
- if (srcFbo)
- {
- if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
- {
- autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
- RB_ToneMap(srcFbo, autoExposure);
- }
- else if (r_cameraExposure->value == 0.0f)
- {
- FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- }
- else
- {
- vec4_t color;
-
- color[0] =
- color[1] =
- color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
- color[3] = 1.0f;
-
- FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
- }
- }
-
- if (r_drawSunRays->integer)
- RB_SunRays();
-
- if (1)
- RB_BokehBlur(backEnd.refdef.blurFactor);
- else
- RB_GaussianBlur(backEnd.refdef.blurFactor);
-
- if (0)
- {
- vec4i_t dstBox;
- VectorSet4(dstBox, 0, 0, 128, 128);
- FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
- VectorSet4(dstBox, 128, 0, 128, 128);
- FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
- VectorSet4(dstBox, 256, 0, 128, 128);
- FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
- }
-
- if (0)
- {
- vec4i_t dstBox;
- VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
- FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
- VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
- FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
- }
-
- if (0)
- {
- vec4i_t dstBox;
- VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
- FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
- }
-
- backEnd.framePostProcessed = qtrue;
-
- 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_CAPSHADOWMAP:
- data = RB_CapShadowMap(data);
- break;
- case RC_POSTPROCESS:
- data = RB_PostProcess(data);
- break;
- case RC_END_OF_LIST:
- default:
- // finish any 2D drawing if needed
- if(tess.numIndexes)
- RB_EndSurface();
-
- // stop rendering
- t2 = ri.Milliseconds ();
- backEnd.pc.msec = t2 - t1;
- return;
- }
- }
-
-}