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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 3 of the License, or
- (at your option) any later version.
- Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "tr_local.h"
- frameData_t *frameData;
- backEndState_t backEnd;
- /*
- ======================
- RB_SetDefaultGLState
- This should initialize all GL state that any part of the entire program
- may touch, including the editor.
- ======================
- */
- void RB_SetDefaultGLState( void ) {
- int i;
- RB_LogComment( "--- R_SetDefaultGLState ---\n" );
- qglClearDepth( 1.0f );
- qglColor4f (1,1,1,1);
- glDisableClientState( GL_INDEX_ARRAY );
- glDisableClientState( GL_COLOR_ARRAY );
- glDisableClientState( GL_SECONDARY_COLOR_ARRAY_EXT );
- glDisableClientState( GL_VERTEX_ARRAY );
- // the vertex array is always enabled
- qglEnableClientState( GL_VERTEX_ARRAY );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- qglDisableClientState( GL_COLOR_ARRAY );
- //
- // make sure our GL state vector is set correctly
- //
- memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
- backEnd.glState.forceGlState = true;
- qglColorMask( 1, 1, 1, 1 );
- qglEnable( GL_DEPTH_TEST );
- qglEnable( GL_BLEND );
- qglEnable( GL_SCISSOR_TEST );
- qglEnable( GL_CULL_FACE );
- qglDisable( GL_LIGHTING );
- qglDisable( GL_LINE_STIPPLE );
- qglDisable( GL_STENCIL_TEST );
- qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- qglDepthMask( GL_TRUE );
- qglDepthFunc( GL_ALWAYS );
-
- qglCullFace( GL_FRONT_AND_BACK );
- qglShadeModel( GL_SMOOTH );
- if ( r_useScissor.GetBool() ) {
- qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
- }
- for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
- GL_SelectTexture( i );
- // object linear texgen is our default
- qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
- qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
- qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
- qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
- GL_TexEnv( GL_MODULATE );
- qglDisable( GL_TEXTURE_2D );
- if ( glConfig.texture3DAvailable ) {
- qglDisable( GL_TEXTURE_3D );
- }
- if ( glConfig.cubeMapAvailable ) {
- qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
- }
- }
- }
- /*
- ====================
- RB_LogComment
- ====================
- */
- void RB_LogComment( const char *comment, ... ) {
- va_list marker;
- if ( !tr.logFile ) {
- return;
- }
- fprintf( tr.logFile, "// " );
- va_start( marker, comment );
- vfprintf( tr.logFile, comment, marker );
- va_end( marker );
- }
- //=============================================================================
- /*
- ====================
- GL_SelectTexture
- ====================
- */
- void GL_SelectTexture( int unit ) {
- if ( backEnd.glState.currenttmu == unit ) {
- return;
- }
- if ( unit < 0 || unit >= glConfig.maxTextureUnits && unit >= glConfig.maxTextureImageUnits ) {
- common->Warning( "GL_SelectTexture: unit = %i", unit );
- return;
- }
- qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
- qglClientActiveTextureARB( GL_TEXTURE0_ARB + unit );
- RB_LogComment( "glActiveTextureARB( %i );\nglClientActiveTextureARB( %i );\n", unit, unit );
- backEnd.glState.currenttmu = unit;
- }
- /*
- ====================
- GL_Cull
- This handles the flipping needed when the view being
- rendered is a mirored view.
- ====================
- */
- void GL_Cull( int cullType ) {
- if ( backEnd.glState.faceCulling == cullType ) {
- return;
- }
- if ( cullType == CT_TWO_SIDED ) {
- qglDisable( GL_CULL_FACE );
- } else {
- if ( backEnd.glState.faceCulling == CT_TWO_SIDED ) {
- qglEnable( GL_CULL_FACE );
- }
- if ( cullType == CT_BACK_SIDED ) {
- if ( backEnd.viewDef->isMirror ) {
- qglCullFace( GL_FRONT );
- } else {
- qglCullFace( GL_BACK );
- }
- } else {
- if ( backEnd.viewDef->isMirror ) {
- qglCullFace( GL_BACK );
- } else {
- qglCullFace( GL_FRONT );
- }
- }
- }
- backEnd.glState.faceCulling = cullType;
- }
- /*
- ====================
- GL_TexEnv
- ====================
- */
- void GL_TexEnv( int env ) {
- tmu_t *tmu;
- tmu = &backEnd.glState.tmu[backEnd.glState.currenttmu];
- if ( env == tmu->texEnv ) {
- return;
- }
- tmu->texEnv = env;
- switch ( env ) {
- case GL_COMBINE_EXT:
- case GL_MODULATE:
- case GL_REPLACE:
- case GL_DECAL:
- case GL_ADD:
- qglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env );
- break;
- default:
- common->Error( "GL_TexEnv: invalid env '%d' passed\n", env );
- break;
- }
- }
- /*
- =================
- GL_ClearStateDelta
- Clears the state delta bits, so the next GL_State
- will set every item
- =================
- */
- void GL_ClearStateDelta( void ) {
- backEnd.glState.forceGlState = true;
- }
- /*
- ====================
- GL_State
- This routine is responsible for setting the most commonly changed state
- ====================
- */
- void GL_State( int stateBits ) {
- int diff;
-
- if ( !r_useStateCaching.GetBool() || backEnd.glState.forceGlState ) {
- // make sure everything is set all the time, so we
- // can see if our delta checking is screwing up
- diff = -1;
- backEnd.glState.forceGlState = false;
- } else {
- diff = stateBits ^ backEnd.glState.glStateBits;
- if ( !diff ) {
- return;
- }
- }
- //
- // check depthFunc bits
- //
- if ( diff & ( GLS_DEPTHFUNC_EQUAL | GLS_DEPTHFUNC_LESS | GLS_DEPTHFUNC_ALWAYS ) ) {
- if ( stateBits & GLS_DEPTHFUNC_EQUAL ) {
- qglDepthFunc( GL_EQUAL );
- } else if ( stateBits & GLS_DEPTHFUNC_ALWAYS ) {
- qglDepthFunc( GL_ALWAYS );
- } else {
- qglDepthFunc( GL_LEQUAL );
- }
- }
- //
- // check blend bits
- //
- if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) {
- GLenum srcFactor, dstFactor;
- 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
- common->Error( "GL_State: invalid src blend state bits\n" );
- 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
- common->Error( "GL_State: invalid dst blend state bits\n" );
- break;
- }
- qglBlendFunc( srcFactor, dstFactor );
- }
- //
- // check depthmask
- //
- if ( diff & GLS_DEPTHMASK ) {
- if ( stateBits & GLS_DEPTHMASK ) {
- qglDepthMask( GL_FALSE );
- } else {
- qglDepthMask( GL_TRUE );
- }
- }
- //
- // check colormask
- //
- if ( diff & (GLS_REDMASK|GLS_GREENMASK|GLS_BLUEMASK|GLS_ALPHAMASK) ) {
- GLboolean r, g, b, a;
- r = ( stateBits & GLS_REDMASK ) ? 0 : 1;
- g = ( stateBits & GLS_GREENMASK ) ? 0 : 1;
- b = ( stateBits & GLS_BLUEMASK ) ? 0 : 1;
- a = ( stateBits & GLS_ALPHAMASK ) ? 0 : 1;
- qglColorMask( r, g, b, a );
- }
- //
- // 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 );
- }
- }
- //
- // alpha test
- //
- if ( diff & GLS_ATEST_BITS ) {
- switch ( stateBits & GLS_ATEST_BITS ) {
- case 0:
- qglDisable( GL_ALPHA_TEST );
- break;
- case GLS_ATEST_EQ_255:
- qglEnable( GL_ALPHA_TEST );
- qglAlphaFunc( GL_EQUAL, 1 );
- break;
- case GLS_ATEST_LT_128:
- qglEnable( GL_ALPHA_TEST );
- qglAlphaFunc( GL_LESS, 0.5 );
- break;
- case GLS_ATEST_GE_128:
- qglEnable( GL_ALPHA_TEST );
- qglAlphaFunc( GL_GEQUAL, 0.5 );
- break;
- default:
- assert( 0 );
- break;
- }
- }
- backEnd.glState.glStateBits = stateBits;
- }
- /*
- ============================================================================
- RENDER BACK END THREAD FUNCTIONS
- ============================================================================
- */
- /*
- =============
- RB_SetGL2D
- This is not used by the normal game paths, just by some tools
- =============
- */
- void RB_SetGL2D( void ) {
- // set 2D virtual screen size
- qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
- if ( r_useScissor.GetBool() ) {
- qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
- }
- qglMatrixMode( GL_PROJECTION );
- qglLoadIdentity();
- qglOrtho( 0, 640, 480, 0, 0, 1 ); // always assume 640x480 virtual coordinates
- qglMatrixMode( GL_MODELVIEW );
- qglLoadIdentity();
- GL_State( GLS_DEPTHFUNC_ALWAYS |
- GLS_SRCBLEND_SRC_ALPHA |
- GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
- GL_Cull( CT_TWO_SIDED );
- qglDisable( GL_DEPTH_TEST );
- qglDisable( GL_STENCIL_TEST );
- }
- /*
- =============
- RB_SetBuffer
- =============
- */
- static void RB_SetBuffer( const void *data ) {
- const setBufferCommand_t *cmd;
- // see which draw buffer we want to render the frame to
- cmd = (const setBufferCommand_t *)data;
- backEnd.frameCount = cmd->frameCount;
- qglDrawBuffer( cmd->buffer );
- // clear screen for debugging
- // automatically enable this with several other debug tools
- // that might leave unrendered portions of the screen
- if ( r_clear.GetFloat() || idStr::Length( r_clear.GetString() ) != 1 || r_lockSurfaces.GetBool() || r_singleArea.GetBool() || r_showOverDraw.GetBool() ) {
- float c[3];
- if ( sscanf( r_clear.GetString(), "%f %f %f", &c[0], &c[1], &c[2] ) == 3 ) {
- qglClearColor( c[0], c[1], c[2], 1 );
- } else if ( r_clear.GetInteger() == 2 ) {
- qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
- } else if ( r_showOverDraw.GetBool() ) {
- qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
- } else {
- qglClearColor( 1.0f, 0.0f, 1.0f, 1.0f );
- }
- qglClear( GL_COLOR_BUFFER_BIT );
- }
- }
- /*
- ===============
- RB_ShowImages
- Draw all the images to the screen, on top of whatever
- was there. This is used to test for texture thrashing.
- ===============
- */
- void RB_ShowImages( void ) {
- int i;
- idImage *image;
- float x, y, w, h;
- int start, end;
- RB_SetGL2D();
- //qglClearColor( 0.2, 0.2, 0.2, 1 );
- //qglClear( GL_COLOR_BUFFER_BIT );
- qglFinish();
- start = Sys_Milliseconds();
- for ( i = 0 ; i < globalImages->images.Num() ; i++ ) {
- image = globalImages->images[i];
- if ( image->texnum == idImage::TEXTURE_NOT_LOADED && image->partialImage == NULL ) {
- continue;
- }
- 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.GetInteger() == 2 ) {
- w *= image->uploadWidth / 512.0f;
- h *= image->uploadHeight / 512.0f;
- }
- image->Bind();
- 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 = Sys_Milliseconds();
- common->Printf( "%i msec to draw all images\n", end - start );
- }
- /*
- =============
- RB_SwapBuffers
- =============
- */
- const void RB_SwapBuffers( const void *data ) {
- // texture swapping test
- if ( r_showImages.GetInteger() != 0 ) {
- RB_ShowImages();
- }
- // force a gl sync if requested
- if ( r_finish.GetBool() ) {
- qglFinish();
- }
- RB_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
- // don't flip if drawing to front buffer
- if ( !r_frontBuffer.GetBool() ) {
- GLimp_SwapBuffers();
- }
- }
- /*
- =============
- RB_CopyRender
- Copy part of the current framebuffer to an image
- =============
- */
- const void RB_CopyRender( const void *data ) {
- const copyRenderCommand_t *cmd;
- cmd = (const copyRenderCommand_t *)data;
- if ( r_skipCopyTexture.GetBool() ) {
- return;
- }
- RB_LogComment( "***************** RB_CopyRender *****************\n" );
- if (cmd->image) {
- cmd->image->CopyFramebuffer( cmd->x, cmd->y, cmd->imageWidth, cmd->imageHeight, false );
- }
- }
- /*
- ====================
- RB_ExecuteBackEndCommands
- This function will be called syncronously if running without
- smp extensions, or asyncronously by another thread.
- ====================
- */
- int backEndStartTime, backEndFinishTime;
- void RB_ExecuteBackEndCommands( const emptyCommand_t *cmds ) {
- // r_debugRenderToTexture
- int c_draw3d = 0, c_draw2d = 0, c_setBuffers = 0, c_swapBuffers = 0, c_copyRenders = 0;
- if ( cmds->commandId == RC_NOP && !cmds->next ) {
- return;
- }
- backEndStartTime = Sys_Milliseconds();
- // needed for editor rendering
- RB_SetDefaultGLState();
- // upload any image loads that have completed
- globalImages->CompleteBackgroundImageLoads();
- for ( ; cmds ; cmds = (const emptyCommand_t *)cmds->next ) {
- switch ( cmds->commandId ) {
- case RC_NOP:
- break;
- case RC_DRAW_VIEW:
- RB_DrawView( cmds );
- if ( ((const drawSurfsCommand_t *)cmds)->viewDef->viewEntitys ) {
- c_draw3d++;
- }
- else {
- c_draw2d++;
- }
- break;
- case RC_SET_BUFFER:
- RB_SetBuffer( cmds );
- c_setBuffers++;
- break;
- case RC_SWAP_BUFFERS:
- RB_SwapBuffers( cmds );
- c_swapBuffers++;
- break;
- case RC_COPY_RENDER:
- RB_CopyRender( cmds );
- c_copyRenders++;
- break;
- default:
- common->Error( "RB_ExecuteBackEndCommands: bad commandId" );
- break;
- }
- }
- // go back to the default texture so the editor doesn't mess up a bound image
- qglBindTexture( GL_TEXTURE_2D, 0 );
- backEnd.glState.tmu[0].current2DMap = -1;
- // stop rendering on this thread
- backEndFinishTime = Sys_Milliseconds();
- backEnd.pc.msec = backEndFinishTime - backEndStartTime;
- if ( r_debugRenderToTexture.GetInteger() == 1 ) {
- common->Printf( "3d: %i, 2d: %i, SetBuf: %i, SwpBuf: %i, CpyRenders: %i, CpyFrameBuf: %i\n", c_draw3d, c_draw2d, c_setBuffers, c_swapBuffers, c_copyRenders, backEnd.c_copyFrameBuffer );
- backEnd.c_copyFrameBuffer = 0;
- }
- }
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