/* =========================================================================== 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[SMP_FRAMES]; 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 ) { #ifdef REACTION // Makro - flip culling if needed qboolean flip = (backEnd.currentEntity != NULL && backEnd.currentEntity->mirrored != qfalse && cullType != CT_TWO_SIDED); cullType ^= flip; // this assumes CT_BACK_SIDED and CT_FRONT_SIDED are 0 or 1 #endif 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; } 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 if (backEnd.viewParms.targetFbo == tr.renderFbo && backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)) { FBO_Bind(tr.screenScratchFbo); } 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; #ifdef REACTION backEnd.viewHasSunFlare = qfalse; #endif // 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; #if 1 //def REACTION float depth[2]; #endif // 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; #if 1 //def REACTION depth[0] = 0.f; depth[1] = 1.f; #endif 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; #ifdef REACTION // if we were rendering to a FBO and the previous entity was a sunflare // and the current one isn't, switch back to the main fbo if (oldEntityNum != -1 && fbo && !backEnd.depthFill && RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) && 0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE)) { if (inQuery) { inQuery = qfalse; qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } FBO_Bind(fbo); qglDepthRange(depth[0], depth[1]); } #endif 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 ); } #ifdef REACTION // if the current entity is a sunflare if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE && !backEnd.depthFill) { // if we're rendering to a fbo if (fbo) { VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos); // switch FBO FBO_Bind(tr.godRaysFbo); qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); qglClear( GL_COLOR_BUFFER_BIT ); qglDepthRange(1.f, 1.f); if (glRefConfig.occlusionQuery && !inQuery && !backEnd.viewHasSunFlare) { inQuery = qtrue; tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue; qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]); } sunflare = qtrue; } else { depthRange = qtrue; } } #endif 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 1 //def REACTION if(!oldDepthRange) { depth[0] = 0; depth[1] = 0.3f; qglDepthRange (0, 0.3); } #endif } else { if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER) { GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); } if (!sunflare) qglDepthRange (0, 1); #if 1 //def REACTION depth[0] = 0; depth[1] = 1; #endif } 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); } #ifdef REACTION // HACK: flip Z and render black to god rays buffer if (backEnd.frameHasSunFlare && !backEnd.depthFill) { vec4_t black; VectorSet4(black, 0, 0, 0, 1); qglDepthRange (1, 1); FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.godRaysFbo, NULL, NULL, black, GLS_DEPTHFUNC_GREATER); } #endif FBO_Bind(fbo); // go back to the world modelview matrix GL_SetModelviewMatrix( backEnd.viewParms.world.modelMatrix ); //if ( depthRange ) { qglDepthRange (0, 1); //} } /* ============================================================================ RENDER BACK END THREAD 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_SyncRenderThread(); // 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 && !glState.currentFBO) { if (backEnd.framePostProcessed) { FBO_Bind(tr.screenScratchFbo); } else { FBO_Bind(tr.renderFbo); } } RB_SetGL2D(); tess.numIndexes = 0; tess.numVertexes = 0; tess.firstIndex = 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; // 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); //R_BindNullVBO(); //R_BindNullIBO(); tess.numIndexes = 0; tess.numVertexes = 0; tess.firstIndex = 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 && !glState.currentFBO) { if (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 ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp) { qglEnable(GL_DEPTH_CLAMP); } if (!(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 we're using multisampling, resolve the depth first if (tr.msaaResolveFbo) { FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST); } if (r_ssao->integer) { vec2_t srcTexScale; vec4_t color; vec4_t quadVerts[4]; vec2_t texCoords[4]; vec2_t invTexRes; matrix_t idmatrix; srcTexScale[0] = srcTexScale[1] = 1.0f; color[0] = color[1] = color[2] = color[3] = 1.0f; FBO_Bind(tr.hdrDepthFbo); qglViewport(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height); qglScissor(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height); Matrix16Identity(idmatrix); 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; invTexRes[0] = 0.0f; invTexRes[1] = 0.0f; GL_State( GLS_DEPTHTEST_DISABLE ); GLSL_BindProgram(&tr.textureColorShader); GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP); GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, idmatrix); GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color); GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes); GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); } if (backEnd.viewParms.flags & VPF_USESUNLIGHT) { vec4_t quadVerts[4]; vec2_t texCoords[4]; FBO_Bind(tr.screenShadowFbo); qglViewport(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->height); qglScissor(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->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.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 ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp) { qglDisable(GL_DEPTH_CLAMP); } if (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW)) { RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); #if 0 RB_DrawSun(); #endif // 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; 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