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", "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(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;
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;
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.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)
{
}
}
+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)
{
CHECKGLERROR
+
+ if(v_flipped_state)
+ {
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
+ }
+
if (state != GL_NONE)
{
if (!gl_state.cullfaceenable)
unsigned int numelements = numtriangles * 3;
if (numvertices < 3 || numtriangles < 1)
{
- Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\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;
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, int bufferobject, size_t bufferoffset)
{
+ 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;
void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
{
- if (color4f || bufferobject)
+ // 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)
{
+ if (!gl_vbo.integer)
+ bufferobject = 0;
// caller wants color array enabled
if (!gl_state.pointer_color_enabled)
{
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
CHECKGLERROR
- if (texcoord || bufferobject)
+ // note: there is no need to check bufferobject here because all cases
+ // that involve a valid bufferobject also supply a texcoord array
+ if (texcoord)
{
+ if (!gl_vbo.integer)
+ bufferobject = 0;
// texture array unit is enabled, enable the array
if (!unit->arrayenabled)
{
for (i = 0;i < backendarrayunits;i++)
{
if (m->pointer_texcoord3f[i])
- R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], 0, 0);
+ 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], 0, 0);
+ 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++)
{