]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_screen.c
Remove a lot of OpenGL extension checks.
[xonotic/darkplaces.git] / cl_screen.c
index 921378429df0de63dd2e48d2750379f90ae25dc0..8d427e16382fc0df4354b1fecce0e73162b28183 100644 (file)
@@ -793,9 +793,6 @@ const char *r_stat_name[r_stat_count] =
        "bufferdatasize_index16",
        "bufferdatasize_index32",
        "bufferdatasize_uniform",
-       "animcache_vertexmesh_count",
-       "animcache_vertexmesh_vertices",
-       "animcache_vertexmesh_maxvertices",
        "animcache_skeletal_count",
        "animcache_skeletal_bones",
        "animcache_skeletal_maxbones",
@@ -874,10 +871,6 @@ const char *r_stat_name[r_stat_count] =
        "dynamic_surfaces_because_tcmod_turbulent",
        "dynamic_vertices_because_tcmod_turbulent",
        "dynamic_triangles_because_tcmod_turbulent",
-       "dynamic_batches_because_interleavedarrays",
-       "dynamic_surfaces_because_interleavedarrays",
-       "dynamic_vertices_because_interleavedarrays",
-       "dynamic_triangles_because_interleavedarrays",
        "dynamic_batches_because_nogaps",
        "dynamic_surfaces_because_nogaps",
        "dynamic_vertices_because_nogaps",
@@ -2058,11 +2051,8 @@ void R_ClearScreen(qboolean fogcolor)
                VectorCopy(r_refdef.fogcolor, clearcolor);
        }
        // clear depth is 1.0
-       // LordHavoc: we use a stencil centered around 128 instead of 0,
-       // to avoid clamping interfering with strange shadow volume
-       // drawing orders
        // clear the screen
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 128);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 0);
 }
 
 int r_stereo_side;
@@ -2135,33 +2125,21 @@ static void SCR_DrawScreen (void)
                        r_refdef.view.z = 0;
                }
 
-               if (v_isometric.integer)
-               {
-                       r_refdef.view.useperspective = false;
-                       r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
-                       r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
-                       r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
-                       r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
-                       r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
-                       r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
-               }
-               else
-               {
-                       // 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.view.useperspective = true;
-                       r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0 / 4.0) * cl.viewzoom;
-                       r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
-
-                       r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
-                       r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
-                       r_refdef.view.ortho_x = atan(r_refdef.view.frustum_x) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
-                       r_refdef.view.ortho_y = atan(r_refdef.view.frustum_y) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
-               }
+               // 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.view.useperspective = true;
+               r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0 / 4.0) * cl.viewzoom;
+               r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+
+               r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+               r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+               r_refdef.view.ortho_x = atan(r_refdef.view.frustum_x) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
+               r_refdef.view.ortho_y = atan(r_refdef.view.frustum_y) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
+
                r_refdef.view.ismain = true;
 
                // if CSQC is loaded, it is required to provide the CSQC_UpdateView function,
@@ -2295,17 +2273,8 @@ static void SCR_SetLoadingScreenTexture(void)
 
        SCR_ClearLoadingScreenTexture();
 
-       if (vid.support.arb_texture_non_power_of_two)
-       {
-               w = vid.width; h = vid.height;
-               loadingscreentexture_w = loadingscreentexture_h = 1;
-       }
-       else
-       {
-               w = CeilPowerOf2(vid.width); h = CeilPowerOf2(vid.height);
-               loadingscreentexture_w = vid.width / (float) w;
-               loadingscreentexture_h = vid.height / (float) h;
-       }
+       w = vid.width; h = vid.height;
+       loadingscreentexture_w = loadingscreentexture_h = 1;
 
        loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
        R_Mesh_CopyToTexture(loadingscreentexture, 0, 0, 0, 0, vid.width, vid.height);
@@ -2546,11 +2515,11 @@ static void SCR_DrawLoadingScreen (qboolean clear)
        if(loadingscreentexture)
        {
                R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
-               R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1, false, true, true);
+               R_SetupShader_Generic(loadingscreentexture, false, true, true);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        }
        R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);
-       R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), NULL, GL_MODULATE, 1, true, true, false);
+       R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), true, true, false);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        SCR_DrawLoadingStack();
 }
@@ -2621,10 +2590,9 @@ void SCR_UpdateLoadingScreen (qboolean clear, qboolean startup)
        SCR_DrawLoadingScreen_SharedSetup(clear);
        SCR_DrawLoadingScreen(clear);
 #else
-       if (qglDrawBuffer)
-               qglDrawBuffer(GL_BACK);
+       qglDrawBuffer(GL_BACK);
        SCR_DrawLoadingScreen_SharedSetup(clear);
-       if (vid.stereobuffer && qglDrawBuffer)
+       if (vid.stereobuffer)
        {
                qglDrawBuffer(GL_BACK_LEFT);
                SCR_DrawLoadingScreen(clear);
@@ -2633,8 +2601,7 @@ void SCR_UpdateLoadingScreen (qboolean clear, qboolean startup)
        }
        else
        {
-               if (qglDrawBuffer)
-                       qglDrawBuffer(GL_BACK);
+               qglDrawBuffer(GL_BACK);
                SCR_DrawLoadingScreen(clear);
        }
 #endif
@@ -2819,20 +2786,8 @@ void CL_UpdateScreen(void)
        SCR_SetUpToDrawConsole();
 
 #ifndef USE_GLES2
-       if (qglDrawBuffer)
-       {
-               CHECKGLERROR
-               qglDrawBuffer(GL_BACK);CHECKGLERROR
-               // set dithering mode
-               if (gl_dither.integer)
-               {
-                       qglEnable(GL_DITHER);CHECKGLERROR
-               }
-               else
-               {
-                       qglDisable(GL_DITHER);CHECKGLERROR
-               }
-       }
+       CHECKGLERROR
+       qglDrawBuffer(GL_BACK);CHECKGLERROR
 #endif
 
        R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, vid.width, vid.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
@@ -2849,34 +2804,11 @@ void CL_UpdateScreen(void)
        // calculate r_refdef.view.quality
        r_refdef.view.quality = cl_updatescreen_quality;
 
-#ifndef USE_GLES2
-       if (qglPolygonStipple)
+       if(scr_stipple.integer)
        {
-               if(scr_stipple.integer)
-               {
-                       GLubyte stipple[128];
-                       int i, s, width, parts;
-                       static int frame = 0;
-                       ++frame;
-       
-                       s = scr_stipple.integer;
-                       parts = (s & 007);
-                       width = (s & 070) >> 3;
-       
-                       qglEnable(GL_POLYGON_STIPPLE);CHECKGLERROR // 0x0B42
-                       for(i = 0; i < 128; ++i)
-                       {
-                               int line = i/4;
-                               stipple[i] = (((line >> width) + frame) & ((1 << parts) - 1)) ? 0x00 : 0xFF;
-                       }
-                       qglPolygonStipple(stipple);CHECKGLERROR
-               }
-               else
-               {
-                       qglDisable(GL_POLYGON_STIPPLE);CHECKGLERROR
-               }
+               Con_Print("FIXME: scr_stipple not implemented\n");
+               Cvar_SetValueQuick(&scr_stipple, 0);
        }
-#endif
 
 #ifndef USE_GLES2
        if (R_Stereo_Active())
@@ -2922,8 +2854,7 @@ void CL_UpdateScreen(void)
        SCR_CaptureVideo();
 #endif
 
-       if (qglFlush)
-               qglFlush(); // FIXME: should we really be using qglFlush here?
+       qglFlush(); // ensure that the commands are submitted to the GPU before we do other things
 
        if (!vid_activewindow)
                VID_SetMouse(false, false, false);