mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
-static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
+int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
static qboolean r_loadnormalmap;
static qboolean r_loadgloss;
geomstrings_list[geomstrings_count++] = sourcestring;
fragstrings_list[fragstrings_count++] = sourcestring;
+ // we don't currently use geometry shaders for anything, so just empty the list
+ geomstrings_count = 0;
+
// compile the shader program
if (vertstrings_count + geomstrings_count + fragstrings_count)
p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
// get the uniform block indices so we can bind them
+ p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
#ifndef USE_GLES2 /* FIXME: GLES3 only */
- if (vid.support.arb_uniform_buffer_object)
- p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
- else
+ p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
#endif
- p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
// clear the uniform block bindings
p->ubibind_Skeletal_Transform12_UniformBlock = -1;
// bind the uniform blocks in use
{
if (!r_glsl_permutation->compiled)
{
- Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
+ Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
R_GLSL_CompilePermutation(perm, mode, permutation);
}
if (!r_glsl_permutation->program)
unsigned int i, limit;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
{
r_glsl_permutation_t *p;
}
}
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
{
dpuint64 permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
permutation |= SHADERPERMUTATION_VIEWTINT;
- if (first)
+ if (t)
permutation |= SHADERPERMUTATION_DIFFUSE;
- if (second)
- permutation |= SHADERPERMUTATION_SPECULAR;
- if (texturemode == GL_MODULATE)
- permutation |= SHADERPERMUTATION_COLORMAPPING;
- else if (texturemode == GL_ADD)
- permutation |= SHADERPERMUTATION_GLOW;
- else if (texturemode == GL_DECAL)
- permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
permutation |= SHADERPERMUTATION_GAMMARAMPS;
if (suppresstexalpha)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (!second)
- texturemode = GL_MODULATE;
if (vid.allowalphatocoverage)
GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
if (r_glsl_permutation->tex_Texture_First >= 0)
- R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
- if (r_glsl_permutation->tex_Texture_Second >= 0)
- R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+ R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
break;
void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
{
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
+ R_SetupShader_Generic(NULL, usegamma, notrippy, false);
}
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
#ifndef USE_GLES2 /* FIXME: GLES3 only */
permutation |= SHADERPERMUTATION_FOGALPHAHACK;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
+ RSurf_UploadBuffersForBatch();
// this has to be after RSurf_PrepareVerticesForBatch
if (rsurface.batchskeletaltransform3x4buffer)
permutation |= SHADERPERMUTATION_SKELETAL;
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(mode, permutation);
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
{
skinframe_t *item;
+ int compareflags = textureflags & TEXF_IMPORTANTBITS;
int hashindex;
char basename[MAX_QPATH];
hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
for (item = r_skinframe.hash[hashindex];item;item = item->next)
- if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
+ if (!strcmp(item->basename, basename) &&
+ item->textureflags == compareflags &&
+ item->comparewidth == comparewidth &&
+ item->compareheight == compareheight &&
+ item->comparecrc == comparecrc)
break;
if (!item)
item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
memset(item, 0, sizeof(*item));
strlcpy(item->basename, basename, sizeof(item->basename));
- item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
+ item->textureflags = compareflags;
item->comparewidth = comparewidth;
item->compareheight = compareheight;
item->comparecrc = comparecrc;
r_skinframe.hash[hashindex] = item;
}
else if (textureflags & TEXF_FORCE_RELOAD)
- {
- if (!add)
- return NULL;
R_SkinFrame_PurgeSkinFrame(item);
- }
R_SkinFrame_MarkUsed(item);
return item;
return NULL;
// return an existing skinframe if already loaded
- // if loading of the first image fails, don't make a new skinframe as it
- // would cause all future lookups of this to be missing
- skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
if (skinframe && skinframe->base)
return skinframe;
+ // if the skinframe doesn't exist this will create it
return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
}
return skinframe;
}
-// this is only used by .spr32 sprites, HL .spr files, HL .bsp files
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
{
int i;
skinframe_t *skinframe;
return NULL;
// if already loaded just return it, otherwise make a new skinframe
- skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
+ skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
if (skinframe->base)
return skinframe;
textureflags &= ~TEXF_FORCE_RELOAD;
return NULL;
// if already loaded just return it, otherwise make a new skinframe
- skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
if (skinframe->base)
return skinframe;
//textureflags &= ~TEXF_FORCE_RELOAD;
}
}
- return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
+ return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
}
skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
if (cls.state == ca_dedicated)
return NULL;
// if already loaded just return it, otherwise make a new skinframe
- skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
if (skinframe->base)
return skinframe;
textureflags &= ~TEXF_FORCE_RELOAD;
r_uniformbufferalignment = 32;
r_loaddds = r_texture_dds_load.integer != 0;
- r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
+ r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+ Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
Cvar_SetValueQuick(&gl_combine, 1);
Cvar_SetValueQuick(&r_glsl, 1);
r_loadnormalmap = true;
r_loadgloss = true;
r_loadfog = false;
#ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
- if (vid.support.arb_uniform_buffer_object)
- qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
+ qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
#endif
- break;
+ break;
}
R_AnimCache_Free();
r_main_texturepool = R_AllocTexturePool();
R_BuildBlankTextures();
R_BuildNoTexture();
- if (vid.support.arb_texture_cube_map)
- {
- R_BuildWhiteCube();
- R_BuildNormalizationCube();
- }
+ R_BuildWhiteCube();
+ R_BuildNormalizationCube();
r_texture_fogattenuation = NULL;
r_texture_fogheighttexture = NULL;
r_texture_gammaramps = NULL;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
if (r_maxqueries)
CHECKGLERROR
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
GL_PolygonOffset(0, 0);
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
- // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
- if (!vid.support.ext_framebuffer_object)
- return;
break;
case RENDERPATH_GLES2:
r_fb.usedepthtextures = false;
GL_Color(colorscale, colorscale, colorscale, 1);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
// TODO: do boxfilter scale-down in shader?
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
// we now have a properly scaled bloom image
GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
GL_Color(1,1,1,1); // no fix factor supported here
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, false);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
}
+ CHECKGLERROR
range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
brighten = r_bloom_brighten.value;
// blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
// TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
+ CHECKGLERROR
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+ CHECKGLERROR
+ R_SetupShader_Generic(prev->colortexture[0], false, true, false);
+ CHECKGLERROR
for (x = -range;x <= range;x++)
{
if (!dir){xoffset = 0;yoffset = x;}
r *= (1 - x*x/(float)((range+1)*(range+1)));
if (r <= 0)
continue;
+ CHECKGLERROR
GL_Color(r, r, r, 1);
+ CHECKGLERROR
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
+ CHECKGLERROR
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
+ CHECKGLERROR
GL_BlendFunc(GL_ONE, GL_ONE);
+ CHECKGLERROR
}
}
GL_Color(1, 1, 1, cl.motionbluralpha);
R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
- R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
+ R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
}
R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
permutation =
(r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
r_gpuskeletal = false;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
+ case RENDERPATH_GL32:
+ r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
case RENDERPATH_GLES2:
if(!vid_gammatables_trivial)
{
return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
+void RSurf_UploadBuffersForBatch(void)
+{
+ // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
+ // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
+ if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
+ rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
+ if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
+ rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
+ if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
+ rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
+ if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
+ rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
+ if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
+ rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
+ if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
+ rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
+ if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
+ rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
+ if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
+ rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
+ if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
+ rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
+
+ if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
+ rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
+ else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
+ rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
+
+ R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
+}
+
static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
{
int i;
}
static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
-extern cvar_t gl_vbo;
void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int deformindex;
// check if any dynamic vertex processing must occur
dynamicvertex = false;
+ // we must use vertexbuffers for rendering, we can upload vertex buffers
+ // easily enough but if the basevertex is non-zero it becomes more
+ // difficult, so force dynamicvertex path in that case - it's suboptimal
+ // but the most optimal case is to have the geometry sources provide their
+ // own anyway.
+ if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
+ dynamicvertex = true;
+
// a cvar to force the dynamic vertex path to be taken, for debugging
if (r_batch_debugdynamicvertexpath.integer)
{
for (i = 0;i < numtriangles*3;i++)
rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
}
- // upload buffer data for the copytriangles batch
- if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
- {
- if (rsurface.batchelement3s)
- rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
- else if (rsurface.batchelement3i)
- rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
- }
}
else
{
}
}
}
-
- // upload buffer data for the dynamic batch
- if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
- {
- if (rsurface.batchvertex3f)
- rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
- if (rsurface.batchsvector3f)
- rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
- if (rsurface.batchtvector3f)
- rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
- if (rsurface.batchnormal3f)
- rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
- if (rsurface.batchlightmapcolor4f)
- rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
- if (rsurface.batchtexcoordtexture2f)
- rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.batchtexcoordlightmap2f)
- rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
- if (rsurface.batchskeletalindex4ub)
- rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
- if (rsurface.batchskeletalweight4ub)
- rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
- if (rsurface.batchelement3s)
- rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
- else if (rsurface.batchelement3i)
- rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
- }
}
void RSurf_DrawBatch(void)
}
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
RSurf_DrawBatch();
}
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
{
CHECKGLERROR
- if (depthonly)
+ if (ui)
+ R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+ else if (depthonly)
R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
else if (prepass)
{
CHECKGLERROR
}
-static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
{
int i, j;
texture_t *texture;
;
}
// render the range of surfaces
- R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
+ R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
}
R_FrameData_ReturnToMark();
}
GL_DepthTest(true);
GL_CullFace(GL_NONE);
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
+ R_SetupShader_Generic(decalskinframe->base, false, false, false);
R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
}
}
int r_maxsurfacelist = 0;
const msurface_t **r_surfacelist = NULL;
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
{
int i, j, endj, flagsmask;
dp_model_t *model = ent->model;
r_surfacelist[numsurfacelist++] = surfaces + j;
}
}
+ else if (ui)
+ {
+ // for ui we have to preserve the order of surfaces
+ for (i = 0; i < model->nummodelsurfaces; i++)
+ r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
+ }
else
{
// add all surfaces
}
}
- R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
+ R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
// add to stats if desired
if (r_speeds.integer && !skysurfaces && !depthonly)
offsetx = 0.5f * width * vid_conwidth.value / vid.width;
offsety = 0;
}
- surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
+ surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);