]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
In Nicks_CompleteCountPossible, use MAX_SCOREBOARDNAME for buffer size
[xonotic/darkplaces.git] / gl_backend.c
index 34895d13730c9d396ec40fbc3a2ddc4981030239..abc7f794ebf2d8610c1bbb5956b02939558d684a 100644 (file)
@@ -4,16 +4,16 @@
 
 #define MAX_RENDERTARGETS 4
 
-cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages.  (note: enabling may not take effect until vid_restart on some drivers)"};
-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 gl_debug = {CVAR_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages.  (note: enabling may not take effect until vid_restart on some drivers)"};
+cvar_t gl_paranoid = {CVAR_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {CVAR_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
-cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
-cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (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 r_render = {CVAR_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {CVAR_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_CLIENT | CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_CLIENT | CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
 
-cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+cvar_t v_flipped = {CVAR_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
 qboolean v_flipped_state = false;
 
 r_viewport_t gl_viewport;
@@ -112,7 +112,7 @@ static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint
 
 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
 
-void SCR_ScreenShot_f (void);
+void SCR_ScreenShot_f(cmd_state_t *cmd);
 
 typedef struct gltextureunit_s
 {
@@ -245,7 +245,7 @@ unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
 
-static void GL_VBOStats_f(void)
+static void GL_VBOStats_f(cmd_state_t *cmd)
 {
        GL_Mesh_ListVBOs(true);
 }
@@ -372,7 +372,7 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 
-       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");
+       Cmd_AddCommand(CMD_CLIENT, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
 
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
 }
@@ -561,7 +561,7 @@ static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m
        Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
        VectorScale(normal, -dist, v3);
        Matrix4x4_Transform(&v->viewmatrix, v3, v4);
-       // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+       // FIXME: LadyHavoc: I think this can be done more efficiently somehow but I can't remember the technique
        clipPlane[3] = -DotProduct(v4, clipPlane);
 
        // Calculate the clip-space corner point opposite the clipping plane
@@ -1551,7 +1551,7 @@ void R_Mesh_Start(void)
        R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
-               Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+               Con_Warnf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
                Cvar_SetValueQuick(&gl_paranoid, 1);
        }
 }
@@ -1916,7 +1916,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                        gl_state.pointer_vertex_offset = bufferoffset;
                        CHECKGLERROR
                        GL_BindVBO(bufferobject);
-                       // LordHavoc: special flag added to gltype for unnormalized types
+                       // LadyHavoc: special flag added to gltype for unnormalized types
                        qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
                break;
@@ -1952,7 +1952,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
                                gl_state.pointer_color_offset = bufferoffset;
                                CHECKGLERROR
                                GL_BindVBO(bufferobject);
-                               // LordHavoc: special flag added to gltype for unnormalized types
+                               // LadyHavoc: special flag added to gltype for unnormalized types
                                qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
@@ -2004,7 +2004,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
                                unit->pointer_texcoord_vertexbuffer = vertexbuffer;
                                unit->pointer_texcoord_offset = bufferoffset;
                                GL_BindVBO(bufferobject);
-                               // LordHavoc: special flag added to gltype for unnormalized types
+                               // LadyHavoc: special flag added to gltype for unnormalized types
                                qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
@@ -2067,39 +2067,52 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        int texnum;
        if (unitnum >= MAX_TEXTUREUNITS)
                Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
-       if (unit->texture == tex)
-               return;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               if (!tex)
+               if (tex)
                {
-                       tex = r_texture_white;
-                       // not initialized enough yet...
-                       if (!tex)
-                               return;
+                       texnum = R_GetTexture(tex);
+                       switch (tex->gltexturetypeenum)
+                       {
+                       case GL_TEXTURE_2D:
+                               if (unit->t2d != texnum) { GL_ActiveTexture(unitnum);qglBindTexture(GL_TEXTURE_2D, texnum); CHECKGLERROR unit->t2d = texnum; }
+                               if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                               if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+                               break;
+                       case GL_TEXTURE_3D:
+                               if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                               if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, texnum); CHECKGLERROR unit->t3d = texnum; }
+                               if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+                               break;
+                       case GL_TEXTURE_CUBE_MAP:
+                               if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                               if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                               if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, texnum); CHECKGLERROR unit->tcubemap = texnum; }
+                               break;
+                       }
                }
-               unit->texture = tex;
-               texnum = R_GetTexture(tex);
-               switch(tex->gltexturetypeenum)
+               else
                {
-               case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
-               case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
-               case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
+                       if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                       if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                       if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
                }
-               break;
        }
+       unit->texture = tex;
 }
 
 void R_Mesh_ResetTextureState(void)
 {
+#if 0
        unsigned int unitnum;
-
+       
        BACKENDACTIVECHECK
 
        for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
                R_Mesh_TexBind(unitnum, NULL);
+#endif
 }
 
 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
@@ -2127,9 +2140,12 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        int bufferoffset_vertex3f = 0;
        int bufferoffset_color4f = 0;
        int bufferoffset_texcoord2f = 0;
-       buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
-       buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
-       buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
+       if (color4f)
+               buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
+       if (vertex3f)
+               buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
+       if (texcoord2f)
+               buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
        R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
@@ -2158,13 +2174,20 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        int bufferoffset_tvector3f = 0;
        int bufferoffset_normal3f = 0;
        int bufferoffset_texcoordlightmap2f = 0;
-       buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
-       buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
-       buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
-       buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
-       buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
-       buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
-       buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
+       if (color4f)
+               buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
+       if (vertex3f)
+               buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
+       if (svector3f)
+               buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
+       if (tvector3f)
+               buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
+       if (normal3f)
+               buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
+       if (texcoordtexture2f)
+               buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
+       if (texcoordlightmap2f)
+               buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
        R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );