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"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
+cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
+cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
+
+cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+qboolean v_flipped_state = false;
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
{
}
+void GL_VBOStats_f(void)
+{
+ GL_Mesh_ListVBOs(true);
+}
+
+typedef struct gl_bufferobjectinfo_s
+{
+ int target;
+ int object;
+ size_t size;
+ char name[MAX_QPATH];
+}
+gl_bufferobjectinfo_t;
+
+memexpandablearray_t gl_bufferobjectinfoarray;
+
static void gl_backend_start(void)
{
Con_Print("OpenGL Backend starting...\n");
GL_Backend_AllocArrays();
+ Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
+
Con_Printf("OpenGL backend started.\n");
CHECKGLERROR
Con_Print("OpenGL Backend shutting down\n");
+ Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
+
GL_Backend_FreeArrays();
}
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&gl_polyblend);
+ Cvar_RegisterVariable(&v_flipped);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
+ Cvar_RegisterVariable(&gl_vbo);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
#ifdef NORENDER
Cvar_RegisterVariable(&gl_mesh_testarrayelement);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
+ Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them\n");
+
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
}
+void GL_SetMirrorState(qboolean state);
+
void GL_SetupView_Orientation_Identity (void)
{
backend_viewmatrix = identitymatrix;
+ GL_SetMirrorState(false);
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
{
matrix4x4_t tempmatrix, basematrix;
- Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+ Matrix4x4_Invert_Full(&tempmatrix, matrix);
Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+
+ GL_SetMirrorState(v_flipped.integer);
+ if(v_flipped_state)
+ {
+ Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
+ Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
+ Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
+ }
+
//Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
//Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
//Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
CHECKGLERROR
}
+void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
+{
+ double matrix[16];
+ double q[4];
+ double d;
+ float clipPlane[4], v3[3], v4[3];
+ float normal[3];
+
+ // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
+ // modified to fit in this codebase.
+
+ VectorSet(normal, normalx, normaly, normalz);
+ Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
+ VectorScale(normal, dist, v3);
+ Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
+ // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+ clipPlane[3] = -DotProduct(v4, clipPlane);
+
+#if 0
+{
+ // testing code for comparing results
+ float clipPlane2[4];
+ VectorCopy4(clipPlane, clipPlane2);
+ R_Mesh_Matrix(&identitymatrix);
+ VectorSet(q, normal[0], normal[1], normal[2], -dist);
+ qglClipPlane(GL_CLIP_PLANE0, q);
+ qglGetClipPlane(GL_CLIP_PLANE0, q);
+ VectorCopy4(q, clipPlane);
+}
+#endif
+
+ // Calculate the clip-space corner point opposite the clipping plane
+ // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+ // transform it into camera space by multiplying it
+ // by the inverse of the projection matrix
+ Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
+
+ q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
+ q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
+ q[2] = -1.0f;
+ q[3] = (1.0f + matrix[10]) / matrix[14];
+
+ // Calculate the scaled plane vector
+ d = 2.0f / DotProduct4(clipPlane, q);
+
+ // Replace the third row of the projection matrix
+ matrix[2] = clipPlane[0] * d;
+ matrix[6] = clipPlane[1] * d;
+ matrix[10] = clipPlane[2] * d + 1.0f;
+ matrix[14] = clipPlane[3] * d;
+
+ // Load it back into OpenGL
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadMatrixd(matrix);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ CHECKGLERROR
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
+}
+
typedef struct gltextureunit_s
{
+ const void *pointer_texcoord;
+ size_t pointer_texcoord_offset;
+ int pointer_texcoord_buffer;
int t1d, t2d, t3d, tcubemap;
int arrayenabled;
unsigned int arraycomponents;
- const void *pointer_texcoord;
int rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
GLboolean depthmask;
int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
int depthtest;
+ float depthrange[2];
+ float polygonoffset[2];
int alphatest;
int scissortest;
unsigned int unit;
float color4f[4];
int lockrange_first;
int lockrange_count;
+ int vertexbufferobject;
+ int elementbufferobject;
+ qboolean pointer_color_enabled;
const void *pointer_vertex;
const void *pointer_color;
+ size_t pointer_vertex_offset;
+ size_t pointer_color_offset;
+ int pointer_vertex_buffer;
+ int pointer_color_buffer;
}
gl_state;
+static void GL_BindVBO(int bufferobject)
+{
+ if (gl_state.vertexbufferobject != bufferobject)
+ {
+ gl_state.vertexbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
+static void GL_BindEBO(int bufferobject)
+{
+ if (gl_state.elementbufferobject != bufferobject)
+ {
+ gl_state.elementbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
void GL_SetupTextureState(void)
{
unsigned int i;
unit->arrayenabled = false;
unit->arraycomponents = 0;
unit->pointer_texcoord = NULL;
+ unit->pointer_texcoord_buffer = 0;
+ unit->pointer_texcoord_offset = 0;
unit->rgbscale = 1;
unit->alphascale = 1;
unit->combinergb = GL_MODULATE;
for (i = 0;i < backendarrayunits;i++)
{
GL_ClientActiveTexture(i);
+ GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
gl_state.lockrange_first = 0;
gl_state.lockrange_count = 0;
- gl_state.pointer_vertex = NULL;
- gl_state.pointer_color = NULL;
- gl_state.cullface = GL_FRONT; // quake is backwards, this culls back faces
+ gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
gl_state.cullfaceenable = true;
+ gl_state.polygonoffset[0] = 0;
+ gl_state.polygonoffset[1] = 0;
CHECKGLERROR
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+
+ if (gl_support_arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
}
}
+void GL_DepthRange(float nearfrac, float farfrac)
+{
+ if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
+ {
+ gl_state.depthrange[0] = nearfrac;
+ gl_state.depthrange[1] = farfrac;
+ qglDepthRange(nearfrac, farfrac);
+ }
+}
+
+void GL_PolygonOffset(float planeoffset, float depthoffset)
+{
+ if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
+ {
+ gl_state.polygonoffset[0] = planeoffset;
+ gl_state.polygonoffset[1] = depthoffset;
+ qglPolygonOffset(planeoffset, depthoffset);
+ }
+}
+
+void GL_SetMirrorState(qboolean state)
+{
+ if(!state != !v_flipped_state)
+ {
+ // change cull face mode!
+ if(gl_state.cullface == GL_BACK)
+ qglCullFace((gl_state.cullface = GL_FRONT));
+ else if(gl_state.cullface == GL_FRONT)
+ qglCullFace((gl_state.cullface = GL_BACK));
+ }
+ v_flipped_state = state;
+}
+
void GL_CullFace(int state)
{
- if (gl_state.cullface != state)
+ CHECKGLERROR
+
+ if(v_flipped_state)
{
- CHECKGLERROR
- if (state != GL_NONE)
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
+ }
+
+ if (state != GL_NONE)
+ {
+ if (!gl_state.cullfaceenable)
{
- if (!gl_state.cullfaceenable)
- {
- gl_state.cullfaceenable = true;
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- }
- if (gl_state.cullface != state)
- {
- gl_state.cullface = state;
- qglCullFace(state);CHECKGLERROR
- }
+ gl_state.cullfaceenable = true;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
}
- else
+ if (gl_state.cullface != state)
{
- if (gl_state.cullfaceenable)
- {
- gl_state.cullfaceenable = false;
- qglDisable(GL_CULL_FACE);CHECKGLERROR
- }
+ gl_state.cullface = state;
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
}
}
}
void GL_Color(float cr, float cg, float cb, float ca)
{
- if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+ if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
{
gl_state.color4f[0] = cr;
gl_state.color4f[1] = cg;
void GL_LockArrays(int first, int count)
{
+ if (count < gl_lockarrays_minimumvertices.integer)
+ {
+ first = 0;
+ count = 0;
+ }
if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
{
if (gl_state.lockrange_count)
GL_Backend_ResetState();
}
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
{
- GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
- GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+ int shaderobject;
+ int shadercompiled;
char compilelog[MAX_INPUTLINE];
+ shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ if (!shaderobject)
+ return false;
+ qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShaderARB(shaderobject);CHECKGLERROR
+ qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
+ qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ if (compilelog[0])
+ Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
+ if (!shadercompiled)
+ {
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return false;
+ }
+ qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return true;
+}
+
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+ GLint programlinked;
+ GLuint programobject = 0;
+ char linklog[MAX_INPUTLINE];
CHECKGLERROR
programobject = qglCreateProgramObjectARB();CHECKGLERROR
if (!programobject)
return 0;
- if (developer.integer >= 100)
- {
- int i;
- Con_Printf("Compiling shader:\n");
- if (vertexstrings_count)
- {
- Con_Printf("------ VERTEX SHADER ------\n");
- for (i = 0;i < vertexstrings_count;i++)
- Con_Print(vertexstrings_list[i]);
- Con_Print("\n");
- }
- if (fragmentstrings_count)
- {
- Con_Printf("------ FRAGMENT SHADER ------\n");
- for (i = 0;i < fragmentstrings_count;i++)
- Con_Print(fragmentstrings_list[i]);
- Con_Print("\n");
- }
- }
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ goto cleanup;
- if (vertexstrings_count)
- {
- vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
- if (!vertexshaderobject)
- {
- qglDeleteObjectARB(programobject);
- CHECKGLERROR
- return 0;
- }
- qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
- qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
- qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
- Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
- if (!vertexshadercompiled)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
- return 0;
- }
- qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
- qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
- }
+#ifdef GL_GEOMETRY_SHADER_ARB
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+ goto cleanup;
+#endif
- if (fragmentstrings_count)
- {
- fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
- if (!fragmentshaderobject)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- return 0;
- }
- qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
- qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
- qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
- Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
- if (!fragmentshadercompiled)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
- return 0;
- }
- qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
- qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
- }
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ goto cleanup;
qglLinkProgramARB(programobject);CHECKGLERROR
qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
- qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
+ qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ if (linklog[0])
{
- Con_DPrintf("program link log:\n%s\n", compilelog);
+ Con_DPrintf("program link log:\n%s\n", linklog);
// 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
// ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
// software fragment shader due to low instruction and dependent
// texture limits.
- if (strstr(compilelog, "fragment shader will run in software"))
+ if (strstr(linklog, "fragment shader will run in software"))
programlinked = false;
}
if (!programlinked)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- return 0;
- }
- CHECKGLERROR
+ goto cleanup;
return programobject;
+cleanup:
+ qglDeleteObjectARB(programobject);CHECKGLERROR
+ return 0;
}
void GL_Backend_FreeProgram(unsigned int prog)
// renders triangles using vertices from the active arrays
int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
{
unsigned int numelements = numtriangles * 3;
if (numvertices < 3 || numtriangles < 1)
{
- Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+ Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
return;
}
+ if (!gl_vbo.integer)
+ bufferobject = 0;
CHECKGLERROR
r_refdef.stats.meshes++;
r_refdef.stats.meshes_elements += numelements;
{
unsigned int i, j, size;
const int *p;
+ // note: there's no validation done here on buffer objects because it
+ // is somewhat difficult to get at the data, and gl_paranoid can be
+ // used without buffer objects if the need arises
+ // (the data could be gotten using glMapBuffer but it would be very
+ // slow due to uncachable video memory reads)
if (!qglIsEnabled(GL_VERTEX_ARRAY))
Con_Print("R_Mesh_Draw: vertex array not enabled\n");
CHECKGLERROR
- for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
- paranoidblah += *p;
- if (gl_state.pointer_color)
+ if (gl_state.pointer_vertex)
+ for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+ paranoidblah += *p;
+ if (gl_state.pointer_color_enabled)
{
if (!qglIsEnabled(GL_COLOR_ARRAY))
Con_Print("R_Mesh_Draw: color array set but not enabled\n");
CHECKGLERROR
- for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
- paranoidblah += *p;
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+ paranoidblah += *p;
}
for (i = 0;i < backendarrayunits;i++)
{
if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
CHECKGLERROR
- for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
- paranoidblah += *p;
+ if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
+ for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
+ paranoidblah += *p;
}
}
for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
for (j = 0;j < backendarrayunits;j++)
{
- if (gl_state.units[j].pointer_texcoord)
+ if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
{
if (backendarrayunits > 1)
{
}
}
}
- if (gl_state.pointer_color)
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
{
p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
qglColor4f(p[0], p[1], p[2], p[3]);
}
else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+ GL_BindEBO(bufferobject);
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
CHECKGLERROR
}
else
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+ GL_BindEBO(bufferobject);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
CHECKGLERROR
}
}
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
+int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
+{
+ gl_bufferobjectinfo_t *info;
+ GLuint bufferobject;
+
+ if (!gl_vbo.integer)
+ return 0;
+
+ qglGenBuffersARB(1, &bufferobject);
+ switch(target)
+ {
+ case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
+ case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
+ default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
+ }
+ qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
+
+ info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
+ memset(info, 0, sizeof(*info));
+ info->target = target;
+ info->object = bufferobject;
+ info->size = size;
+ strlcpy(info->name, name, sizeof(info->name));
+
+ return (int)bufferobject;
+}
+
+void R_Mesh_DestroyBufferObject(int bufferobject)
+{
+ int i, endindex;
+ gl_bufferobjectinfo_t *info;
+
+ qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
+
+ endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
+ {
+ info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ if (info->object == bufferobject)
+ {
+ Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
+ break;
+ }
+ }
+}
+
+void GL_Mesh_ListVBOs(qboolean printeach)
+{
+ int i, endindex;
+ size_t ebocount = 0, ebomemory = 0;
+ size_t vbocount = 0, vbomemory = 0;
+ gl_bufferobjectinfo_t *info;
+ endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
+ {
+ info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ switch(info->target)
+ {
+ case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+ case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+ default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
+ }
+ }
+ Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+}
+
void R_Mesh_Matrix(const matrix4x4_t *matrix)
{
if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
}
}
-void R_Mesh_VertexPointer(const float *vertex3f)
+void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
{
- if (gl_state.pointer_vertex != vertex3f)
+ if (!gl_vbo.integer)
+ bufferobject = 0;
+ if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
{
gl_state.pointer_vertex = vertex3f;
+ gl_state.pointer_vertex_buffer = bufferobject;
+ gl_state.pointer_vertex_offset = bufferoffset;
CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
- CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
}
}
-void R_Mesh_ColorPointer(const float *color4f)
+void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
{
- if (gl_state.pointer_color != color4f)
+ // note: this can not rely on bufferobject to decide whether a color array
+ // is supplied, because surfmesh_t shares one vbo for all arrays, which
+ // means that a valid vbo may be supplied even if there is no color array.
+ if (color4f)
{
- CHECKGLERROR
- if (!gl_state.pointer_color)
+ if (!gl_vbo.integer)
+ bufferobject = 0;
+ // caller wants color array enabled
+ if (!gl_state.pointer_color_enabled)
{
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- else if (!color4f)
+ if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
+ {
+ gl_state.pointer_color = color4f;
+ gl_state.pointer_color_buffer = bufferobject;
+ gl_state.pointer_color_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
{
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
// when color array is on the glColor gets trashed, set it again
qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
}
- gl_state.pointer_color = color4f;
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
}
}
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
{
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
CHECKGLERROR
+ // note: there is no need to check bufferobject here because all cases
+ // that involve a valid bufferobject also supply a texcoord array
if (texcoord)
{
- // texcoord array
- if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
- {
- unit->pointer_texcoord = texcoord;
- unit->arraycomponents = numcomponents;
- GL_ClientActiveTexture(unitnum);
- qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
- }
+ if (!gl_vbo.integer)
+ bufferobject = 0;
// texture array unit is enabled, enable the array
if (!unit->arrayenabled)
{
GL_ClientActiveTexture(unitnum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
+ // texcoord array
+ if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+ {
+ unit->pointer_texcoord = texcoord;
+ unit->pointer_texcoord_buffer = bufferobject;
+ unit->pointer_texcoord_offset = bufferoffset;
+ unit->arraycomponents = numcomponents;
+ GL_ClientActiveTexture(unitnum);
+ GL_BindVBO(bufferobject);
+ qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+ }
}
else
{
for (i = 0;i < backendarrayunits;i++)
{
if (m->pointer_texcoord3f[i])
- R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
+ R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
else
- R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
+ R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
}
for (i = 0;i < backendunits;i++)
{