]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
upped player limit (MAX_SCOREBOARD) from 64 to 255, and corrected my email address...
[xonotic/darkplaces.git] / gl_backend.c
index 1e7e788c6231f403899db61559279cd566c36d7a..5d63a28a7a82da5b5ae973c54800bebdade3be35 100644 (file)
@@ -4,22 +4,22 @@
 #include "jpeg.h"
 #include "cl_collision.h"
 
-cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
-cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
-cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
-cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
-cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
-cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
-cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
-cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
-cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
-cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
-
-cvar_t r_render = {0, "r_render", "1"};
-cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
-cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
+cvar_t r_stereo_separation = {0, "r_stereo_separation", "4", "separation of eyes in the world (try negative values too)"};
+cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0", "side by side views (for those who can't afford glasses but can afford eye strain)"};
+cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"};
+cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"};
+cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"};
+
+cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
 
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
@@ -210,10 +210,10 @@ static void gl_backend_newmap(void)
 {
 }
 
-cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
-cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
-cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
-cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0", "displays a zoomed in overlay window"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20", "horizontal viewsize of zoom window"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20", "vertical viewsize of zoom window"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20", "fov of zoom window"};
 
 void gl_backend_init(void)
 {
@@ -256,7 +256,7 @@ void gl_backend_init(void)
 
 void GL_SetupView_Orientation_Identity (void)
 {
-       Matrix4x4_CreateIdentity(&backend_viewmatrix);
+       backend_viewmatrix = identitymatrix;
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
@@ -445,7 +445,7 @@ void GL_SetupTextureState(void)
                unit->combinergb = GL_MODULATE;
                unit->combinealpha = GL_MODULATE;
                unit->texmatrixenabled = false;
-               unit->matrix = r_identitymatrix;
+               unit->matrix = identitymatrix;
        }
 
        for (i = 0;i < backendimageunits;i++)
@@ -628,7 +628,7 @@ void GL_DepthTest(int state)
 {
        if (gl_state.depthtest != state)
        {
-               if (r_showtrispass)
+               if (r_showtrispass && r_showdisabledepthtest.integer)
                        return;
                gl_state.depthtest = state;
                if (gl_state.depthtest)
@@ -647,8 +647,6 @@ void GL_ColorMask(int r, int g, int b, int a)
        int state = r*8 + g*4 + b*2 + a*1;
        if (gl_state.colormask != state)
        {
-               if (r_showtrispass)
-                       return;
                gl_state.colormask = state;
                qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
        }
@@ -674,9 +672,9 @@ void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
 {
        if (!r_showtrispass)
                return;
-       r_showtrispass = false;
+       r_showtrispass = 0;
        GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
-       r_showtrispass = true;
+       r_showtrispass = 1;
 }
 
 
@@ -724,8 +722,10 @@ void GL_ScissorTest(int state)
 
 void GL_Clear(int mask)
 {
+       // in showtris rendering, don't clear the color buffer as that would hide
+       // the accumulated lines
        if (r_showtrispass)
-               return;
+               mask &= ~GL_COLOR_BUFFER_BIT;
        qglClear(mask);CHECKGLERROR
 }
 
@@ -777,7 +777,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
                qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
                if (compilelog[0])
-                       Con_Printf("vertex shader compile log:\n%s\n", compilelog);
+                       Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
                if (!vertexshadercompiled)
                {
                        qglDeleteObjectARB(programobject);
@@ -806,7 +806,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
                qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
                if (compilelog[0])
-                       Con_Printf("fragment shader compile log:\n%s\n", compilelog);
+                       Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
                if (!fragmentshadercompiled)
                {
                        qglDeleteObjectARB(programobject);
@@ -825,7 +825,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
        if (compilelog[0])
        {
-               Con_Printf("program link log:\n%s\n", compilelog);
+               Con_DPrintf("program link log:\n%s\n", compilelog);
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
                // NOTE: this string might be ATI specific, but that's ok because the
@@ -1733,104 +1733,94 @@ void R_ClearScreen(void)
        }
 }
 
+qboolean CL_VM_UpdateView (void);
+void SCR_DrawConsole (void);
+
 int r_stereo_side;
 
 void SCR_DrawScreen (void)
 {
-       for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
-       {
-               R_Mesh_Start();
+       R_Mesh_Start();
 
+       if (r_timereport_active)
                R_TimeReport("setup");
 
-               if (r_showtrispass)
+       if (cls.signon == SIGNONS)
+       {
+               float size;
+
+               size = scr_viewsize.value * (1.0 / 100.0);
+               size = min(size, 1);
+
+               if (r_stereo_sidebyside.integer)
                {
-                       rmeshstate_t m;
-                       r_showtrispass = 0;
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_DepthTest(GL_FALSE);
-                       GL_DepthMask(GL_FALSE);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       //qglEnable(GL_LINE_SMOOTH);
-                       GL_ShowTrisColor(0.2,0.2,0.2,1);
-                       r_showtrispass = 1;
+                       r_refdef.width = vid.width * size / 2.5;
+                       r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
+                       r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
+                       r_refdef.y = (vid.height - r_refdef.height)/2;
+                       if (r_stereo_side)
+                               r_refdef.x += r_refdef.width * 1.5;
                }
-
-               if (cls.signon == SIGNONS)
+               else
                {
-                       float size;
-
-                       size = scr_viewsize.value * (1.0 / 100.0);
-                       size = min(size, 1);
-
-                       if (r_stereo_sidebyside.integer)
-                       {
-                               r_refdef.width = vid.width * size / 2.5;
-                               r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
-                               r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
-                               r_refdef.y = (vid.height - r_refdef.height)/2;
-                               if (r_stereo_side)
-                                       r_refdef.x += r_refdef.width * 1.5;
-                       }
-                       else
-                       {
-                               r_refdef.width = vid.width * size;
-                               r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
-                               r_refdef.x = (vid.width - r_refdef.width)/2;
-                               r_refdef.y = (vid.height - r_refdef.height)/2;
-                       }
+                       r_refdef.width = vid.width * size;
+                       r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
+                       r_refdef.x = (vid.width - r_refdef.width)/2;
+                       r_refdef.y = (vid.height - r_refdef.height)/2;
+               }
 
-                       // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
-                       // LordHavoc: this is designed to produce widescreen fov values
-                       // when the screen is wider than 4/3 width/height aspect, to do
-                       // this it simply assumes the requested fov is the vertical fov
-                       // for a 4x3 display, if the ratio is not 4x3 this makes the fov
-                       // higher/lower according to the ratio
-                       r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
-                       r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value;
+               // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+               // LordHavoc: this is designed to produce widescreen fov values
+               // when the screen is wider than 4/3 width/height aspect, to do
+               // this it simply assumes the requested fov is the vertical fov
+               // for a 4x3 display, if the ratio is not 4x3 this makes the fov
+               // higher/lower according to the ratio
+               r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
+               r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value;
 
-                       r_refdef.frustum_x *= r_refdef.frustumscale_x;
-                       r_refdef.frustum_y *= r_refdef.frustumscale_y;
+               r_refdef.frustum_x *= r_refdef.frustumscale_x;
+               r_refdef.frustum_y *= r_refdef.frustumscale_y;
 
+               if(!CL_VM_UpdateView())
                        R_RenderView();
+               else
+                       SCR_DrawConsole();
 
-                       if (scr_zoomwindow.integer)
-                       {
-                               float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
-                               float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
-                               r_refdef.width = vid.width * sizex;
-                               r_refdef.height = vid.height * sizey;
-                               r_refdef.x = (vid.width - r_refdef.width)/2;
-                               r_refdef.y = 0;
+               if (scr_zoomwindow.integer)
+               {
+                       float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+                       float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+                       r_refdef.width = vid.width * sizex;
+                       r_refdef.height = vid.height * sizey;
+                       r_refdef.x = (vid.width - r_refdef.width)/2;
+                       r_refdef.y = 0;
 
-                               r_refdef.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
-                               r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height;
+                       r_refdef.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
+                       r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height;
 
-                               r_refdef.frustum_x *= r_refdef.frustumscale_x;
-                               r_refdef.frustum_y *= r_refdef.frustumscale_y;
+                       r_refdef.frustum_x *= r_refdef.frustumscale_x;
+                       r_refdef.frustum_y *= r_refdef.frustumscale_y;
 
+                       if(!CL_VM_UpdateView())
                                R_RenderView();
-                       }
                }
+       }
 
-               if (!r_stereo_sidebyside.integer)
-               {
-                       r_refdef.width = vid.width;
-                       r_refdef.height = vid.height;
-                       r_refdef.x = 0;
-                       r_refdef.y = 0;
-               }
+       if (!r_stereo_sidebyside.integer)
+       {
+               r_refdef.width = vid.width;
+               r_refdef.height = vid.height;
+               r_refdef.x = 0;
+               r_refdef.y = 0;
+       }
 
-               // draw 2D stuff
-               R_DrawQueue();
+       // draw 2D stuff
+       R_DrawQueue();
 
-               R_Mesh_Finish();
+       R_Mesh_Finish();
 
+       if (r_timereport_active)
                R_TimeReport("meshfinish");
-       }
-       r_showtrispass = 0;
-       //qglDisable(GL_LINE_SMOOTH);
 }
 
 void SCR_UpdateLoadingScreen (void)
@@ -1855,7 +1845,7 @@ void SCR_UpdateLoadingScreen (void)
        R_Textures_Frame();
        GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
        R_Mesh_Start();
-       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_Matrix(&identitymatrix);
        // draw the loading plaque
        pic = Draw_CachePic("gfx/loading", false);
        x = (vid_conwidth.integer - pic->width)/2;
@@ -1905,6 +1895,8 @@ void SCR_UpdateScreen (void)
        if (gl_combine.integer && !gl_combine_extension)
                Cvar_SetValueQuick(&gl_combine, 0);
 
+       r_showtrispass = 0;
+
        CHECKGLERROR
        qglViewport(0, 0, vid.width, vid.height);
        qglDisable(GL_SCISSOR_TEST);
@@ -1914,7 +1906,8 @@ void SCR_UpdateScreen (void)
        qglClear(GL_COLOR_BUFFER_BIT);
        CHECKGLERROR
 
-       R_TimeReport("clear");
+       if (r_timereport_active)
+               R_TimeReport("clear");
 
        if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
        {
@@ -1954,27 +1947,11 @@ void SCR_UpdateScreen (void)
                r_refdef.viewentitymatrix = originalmatrix;
        }
        else
-       {
-               r_showtrispass = false;
                SCR_DrawScreen();
 
-               if (r_showtris.value > 0)
-               {
-                       rmeshstate_t m;
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_DepthTest(GL_FALSE);
-                       GL_DepthMask(GL_FALSE);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       r_showtrispass = true;
-                       GL_ShowTrisColor(0.2,0.2,0.2,1);
-                       SCR_DrawScreen();
-                       r_showtrispass = false;
-               }
-       }
-
        VID_Finish();
-       R_TimeReport("finish");
+       if (r_timereport_active)
+               R_TimeReport("finish");
 }