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ref_gl: change state management in vbo renderer

pull/2/head
mittorn 9 months ago committed by Alibek Omarov
parent
commit
74e09ddb12
  1. 587
      ref/gl/gl_rsurf.c

587
ref/gl/gl_rsurf.c

@ -1765,6 +1765,41 @@ struct multitexturestate_s @@ -1765,6 +1765,41 @@ struct multitexturestate_s
gl_texture_t *glt; // details scale
} mtst;
enum array_state_e
{
VBO_ARRAY_NONE,
VBO_ARRAY_STATIC,
VBO_ARRAY_DECAL,
VBO_ARRAY_DLIGHT,
VBO_ARRAY_DECAL_DLIGHT
};
enum texture_state_e
{
VBO_TEXTURE_NONE,
VBO_TEXTURE_MAIN,
VBO_TEXTURE_DECAL
};
enum lightmap_state_e
{
VBO_LIGHTMAP_NONE,
VBO_LIGHTMAP_STATIC,
VBO_LIGHTMAP_DYNAMIC
};
static struct arraystate_s
{
enum array_state_e astate;
enum texture_state_e tstate;
enum lightmap_state_e lstate;
int itexture;
int ilightmap;
qboolean decal_mode;
} vboarray;
/*
===================
R_GenerateVBO
@ -2130,11 +2165,14 @@ static void R_SetLightmap( void ) @@ -2130,11 +2165,14 @@ static void R_SetLightmap( void )
R_SetDecalMode
When drawing decal, disable or restore bump and details
set tmu to lightmap when enabled
==============
*/
static void R_SetDecalMode( qboolean enable )
{
if( vboarray.decal_mode == enable )
return;
vboarray.decal_mode = enable;
// order is important to correctly rearrange TMUs
if( enable )
{
@ -2173,12 +2211,121 @@ static texture_t *R_SetupVBOTexture( texture_t *tex, int number ) @@ -2173,12 +2211,121 @@ static texture_t *R_SetupVBOTexture( texture_t *tex, int number )
}
else R_DisableDetail();
GL_Bind( mtst.tmu_gl, r_lightmap->value ?tr.whiteTexture:tex->gl_texturenum );
if(number)
vboarray.itexture = number;
return tex;
}
void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures )
{
if( vboarray.astate != VBO_ARRAY_STATIC )
{
// bind array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
// dlights use same vertex array
if( vboarray.astate != VBO_ARRAY_DLIGHT )
{
pglEnableClientState( GL_VERTEX_ARRAY );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
}
vboarray.astate = VBO_ARRAY_STATIC;
// setup multitexture
if( drawtextures && vboarray.tstate != VBO_TEXTURE_MAIN )
{
GL_SelectTexture( mtst.tmu_gl = XASH_TEXTURE0 );
pglEnable( GL_TEXTURE_2D );
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
vboarray.tstate = VBO_TEXTURE_MAIN;
}
if( drawlightmap && vboarray.lstate != VBO_LIGHTMAP_STATIC )
{
// set lightmap texenv
if( vboarray.ilightmap )
GL_Bind( mtst.tmu_lm = XASH_TEXTURE1, tr.lightmapTextures[vboarray.ilightmap] );
else
GL_SelectTexture( mtst.tmu_lm = XASH_TEXTURE1 );
pglEnable( GL_TEXTURE_2D );
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
R_SetLightmap();
}
R_SetDecalMode( false );
}
}
static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
{
if( vboarray.astate != VBO_ARRAY_DLIGHT )
{
if( vboarray.astate == VBO_ARRAY_DECAL_DLIGHT )
{
// bind array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglEnableClientState( GL_VERTEX_ARRAY );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
}
if( vboarray.tstate != VBO_TEXTURE_MAIN || vboarray.astate == VBO_ARRAY_DECAL_DLIGHT )
{
R_SetupVBOTexture( texture, vboarray.itexture );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
vboarray.tstate = VBO_TEXTURE_MAIN;
}
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
// replace lightmap texcoord array by dlight array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
if( vbos.dlight_vbo )
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 );
else
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc );
vboarray.astate = VBO_ARRAY_DLIGHT;
}
}
static void R_SetupVBOArrayDecalDlight( void )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
R_SetDecalMode( true );
// hack: fix decal dlights on gl_vbo_details == 2 (wrong state??)
/*if( mtst.details_enabled && mtst.tmu_dt != -1 )
{
GL_Bind( mtst.tmu_dt, tr.whiteTexture );
}*/
GL_SelectTexture( mtst.tmu_lm );
if( vbos.decal_dlight_vbo )
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, pos ) );
}
else
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos);
}
vboarray.astate = VBO_ARRAY_DECAL_DLIGHT;
vboarray.tstate = VBO_TEXTURE_DECAL;
vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
}
/*
===================
R_AdditionalPasses
@ -2186,7 +2333,7 @@ R_AdditionalPasses @@ -2186,7 +2333,7 @@ R_AdditionalPasses
draw details when not enough tmus
===================
*/
static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo )
static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo, size_t offset )
{
// draw details in additional pass
if( r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 && tex->dt_texturenum )
@ -2206,7 +2353,7 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, @@ -2206,7 +2353,7 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
if( resetvbo )
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offset + offsetof( vbovertex_t, gl_tc )));
// apply scale
pglMatrixMode( GL_TEXTURE );
@ -2224,20 +2371,30 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, @@ -2224,20 +2371,30 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
// restore state
pglLoadIdentity();
/*
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglDisable( GL_BLEND );
//GL_Bind( XASH_TEXTURE1, mtst.lm );
//pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
//pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );;*/
GL_SelectTexture( XASH_TEXTURE1 );
pglEnable( GL_TEXTURE_2D );
pglDisable( GL_BLEND );
vboarray.astate = VBO_ARRAY_NONE;
vboarray.tstate = VBO_TEXTURE_NONE;
vboarray.lstate = VBO_LIGHTMAP_NONE;
if( resetvbo )
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
R_SetupVBOArrayDlight( vbo, tex );
else
R_SetupVBOArrayStatic( vbo, true, true );
}
}
#define MINIMIZE_UPLOAD
#define DISCARD_DLIGHTS
static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface_t *surf, int decalcount, texture_t *texture )
{
msurface_t *decalsurf;
@ -2249,22 +2406,8 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface @@ -2249,22 +2406,8 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface
pglEnable( GL_POLYGON_OFFSET_FILL );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglDisable( GL_ALPHA_TEST );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
R_SetDecalMode( true );
if( vbos.decal_dlight_vbo )
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, pos ) );
}
else
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos);
}
R_SetupVBOArrayDecalDlight();
for( decalsurf = newsurf; ( decali < decalcount ) && (!surf ||( decalsurf != surf )); decalsurf = decalsurf->info->lightmapchain )
{
@ -2302,203 +2445,23 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface @@ -2302,203 +2445,23 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface
}
if( vbos.decal_dlight_vbo )
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
// restore states pointers for next dynamic lightmap
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglDepthMask( GL_TRUE );
pglDisable( GL_BLEND );
pglDisable( GL_POLYGON_OFFSET_FILL );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglEnable( GL_ALPHA_TEST );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
R_SetDecalMode( false );
GL_SelectTexture( mtst.tmu_lm );
if( vbos.dlight_vbo )
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 );
else
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
R_SetupVBOTexture( texture, 0 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
}
#if 0
// two stages left for refenence if something break
void R_DrawDlightedDecals0( vboarray_t *vbo, msurface_t *newsurf, msurface_t *surf, int decalcount, texture_t *texture )
{
msurface_t *decalsurf;
decal_t *pdecal;
int decali = 0;
pglDepthMask( GL_FALSE );
pglEnable( GL_BLEND );
pglEnable( GL_POLYGON_OFFSET_FILL );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglDisable( GL_ALPHA_TEST );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
R_SetDecalMode( true );
if( vbos.decal_dlight_vbo )
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, pos ) );
}
else
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos);
}
for( decalsurf = newsurf; ( decali < decalcount ) && ( decalsurf != surf ); decalsurf = decalsurf->info->lightmapchain )
{
for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext )
{
gl_texture_t *glt;
if( !pdecal->texture )
continue;
glt = R_GetTexture( pdecal->texture );
GL_Bind( mtst.tmu_gl, pdecal->texture );
// normal HL decal with alpha-channel
if( glt->flags & TF_HAS_ALPHA )
{
// draw transparent decals with GL_MODULATE
if( glt->fogParams[3] > 230 )
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
else
{
// color decal like detail texture. Base color is 127 127 127
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
}
pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] );
decali++;
}
newsurf = surf;
}
// restore states pointers for next dynamic lightmap
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglDepthMask( GL_TRUE );
pglDisable( GL_BLEND );
pglDisable( GL_POLYGON_OFFSET_FILL );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglEnable( GL_ALPHA_TEST );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
R_SetDecalMode( false );
GL_SelectTexture( mtst.tmu_lm );
if( vbos.dlight_vbo )
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 );
else
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
R_SetupVBOTexture( texture, 0 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
}
void R_DrawDlightedDecals1( vboarray_t *vbo, msurface_t *newsurf, msurface_t *surf, int decalcount, texture_t *texture )
{
msurface_t *decalsurf;
int decali = 0;
pglDepthMask( GL_FALSE );
pglEnable( GL_BLEND );
pglEnable( GL_POLYGON_OFFSET_FILL );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglDisable( GL_ALPHA_TEST );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
R_SetDecalMode( true );
if( vbos.decal_dlight_vbo )
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, pos ) );
}
else
{
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos);
}
for( decalsurf = newsurf; decali < decalcount && decalsurf; decalsurf = decalsurf->info->lightmapchain )
{
decal_t *pdecal;
for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext )
{
gl_texture_t *glt;
if( !pdecal->texture )
continue;
glt = R_GetTexture( pdecal->texture );
GL_Bind( mtst.tmu_gl, pdecal->texture );
// normal HL decal with alpha-channel
if( glt->flags & TF_HAS_ALPHA )
{
// draw transparent decals with GL_MODULATE
if( glt->fogParams[3] > 230 )
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
else
{
// color decal like detail texture. Base color is 127 127 127
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
}
pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] );
decali++;
}
}
// reset states
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglDepthMask( GL_TRUE );
pglDisable( GL_BLEND );
pglDisable( GL_POLYGON_OFFSET_FILL );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglEnable( GL_ALPHA_TEST );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
R_SetDecalMode( false );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
R_SetupVBOTexture( texture, 0 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
}
#endif
static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, unsigned short *dlightarray )
{
if( max_index == 0 )
return;
if( vbos.dlight_vbo )
{
#ifndef MINIMIZE_UPLOAD
@ -2507,10 +2470,17 @@ static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int d @@ -2507,10 +2470,17 @@ static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int d
#endif
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
GL_SelectTexture( XASH_TEXTURE0 );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
GL_SelectTexture( XASH_TEXTURE1 );
if( mtst.details_enabled && mtst.tmu_dt != -1 )
{
GL_SelectTexture( mtst.tmu_dt );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
}
}
//GL_SelectTexture( mtst.tmu_lm );
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
#ifdef DISCARD_DLIGHTS
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
#endif
@ -2524,7 +2494,7 @@ static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int d @@ -2524,7 +2494,7 @@ static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int d
}
static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount)
static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount )
{
decal_t *pdecal;
int decalcount = *pdecalcount;
@ -2572,6 +2542,7 @@ static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount) @@ -2572,6 +2542,7 @@ static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount)
*pdecalcount = decalcount;
}
static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
{
// draw dlights and dlighted decals
@ -2584,15 +2555,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t * @@ -2584,15 +2555,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
int min_index = 65536;
int max_index = 0;
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
// replace lightmap texcoord array by dlight array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
if( vbos.dlight_vbo )
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 );
else
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc );
R_SetupVBOArrayDlight( vbo, texture );
// clear the block
LM_InitBlock();
@ -2619,6 +2582,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t * @@ -2619,6 +2582,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
else
{
min_index = 0;
max_index = vbo->array_len;
}
// accumulate indexes for every dlighted surface until dlight block full
@ -2653,18 +2617,25 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t * @@ -2653,18 +2617,25 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
// out of free block space. Draw all generated index array and clear it
// upload already generated block
R_FlushDlights( vbo, min_index, max_index, dlightindex, dlightarray );
R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, min_index * sizeof( vbovertex_t ) );
#ifdef MINIMIZE_UPLOAD
// invalidate buffer to prevent blocking on SubData
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), NULL, GL_STREAM_DRAW_ARB );
if( vbos.dlight_vbo )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), NULL, GL_STREAM_DRAW_ARB );
}
#else
max_index = 0;
if( vbos.dlight_vbo )
max_index = 0;
#endif
// draw decals that lighted with this lightmap
if( decalcount )
R_DrawDlightedDecals( vbo, newsurf, surf, decalcount, texture );
decalcount = 0;
R_SetupVBOArrayDlight( vbo, texture );
// clear the block
LM_InitBlock();
@ -2713,7 +2684,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t * @@ -2713,7 +2684,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
if( dlightindex )
{
R_FlushDlights( vbo, min_index, max_index, dlightindex, dlightarray );
//R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true );
R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, min_index * sizeof( vbovertex_t ) );
// draw remaining decals
if( decalcount )
@ -2722,13 +2693,15 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t * @@ -2722,13 +2693,15 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
}
}
// restore static lightmap
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
GL_Bind( mtst.tmu_lm, tr.lightmapTextures[lightmap] );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
R_SetupVBOTexture( texture, 0 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
if( vbos.dlight_vbo )
{
// invalidate state to reset vertex array offset
vboarray.astate = VBO_ARRAY_NONE;
vboarray.tstate = VBO_TEXTURE_NONE;
vboarray.lstate = VBO_LIGHTMAP_NONE;
}
R_SetupVBOArrayStatic( vbo, true, true );
R_SetupVBOTexture( texture, vboarray.itexture );
// prepare to next frame
vbotex->dlightchain = NULL;
@ -2783,37 +2756,48 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture @@ -2783,37 +2756,48 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
R_DrawVBODlights( vbo, vbotex, texture, lightmap );
R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false );
R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false, 0 );
// prepare to next frame
vbotex->curindex = 0;
}
void R_SetupVBOArray( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures )
void R_SetupVBOArrayDecal( qboolean drawlightmap )
{
// bind array
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglEnableClientState( GL_VERTEX_ARRAY );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
// setup multitexture
if( drawtextures )
// prepare for decal draw
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
// Set pointers to vbodecaldata->decalvbo
if( drawlightmap )
{
GL_SelectTexture( mtst.tmu_gl = XASH_TEXTURE0 );
pglEnable( GL_TEXTURE_2D );
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
GL_SelectTexture( mtst.tmu_lm );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) );
/*if( mtst.details_enabled && mtst.tmu_dt != -1 )
{
GL_Bind( mtst.tmu_dt, tr.whiteTexture );
}*/
}
R_SetDecalMode( true );
vboarray.astate = VBO_ARRAY_DECAL;
vboarray.tstate = VBO_TEXTURE_DECAL;
}
void R_SetupVBOArrayDecalDyn( qboolean drawlightmap, float *v )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v );
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 3 );
if( drawlightmap )
{
// set lightmap texenv
GL_SelectTexture( mtst.tmu_lm = XASH_TEXTURE1 );
pglEnable( GL_TEXTURE_2D );
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
R_SetLightmap();
GL_SelectTexture( mtst.tmu_lm );
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 5 );
}
R_SetDecalMode( true );
vboarray.astate = VBO_ARRAY_DECAL;
vboarray.tstate = VBO_TEXTURE_DECAL;
}
static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilightmap )
@ -2821,8 +2805,6 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig @@ -2821,8 +2805,6 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
int k = ilightmap;
msurface_t *lightmapchain;
// prepare for decal draw
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
pglDepthMask( GL_FALSE );
pglEnable( GL_BLEND );
pglEnable( GL_POLYGON_OFFSET_FILL );
@ -2830,17 +2812,7 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig @@ -2830,17 +2812,7 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglDisable( GL_ALPHA_TEST );
R_SetDecalMode( true );
// Set pointers to vbodecaldata->decalvbo
if( drawlightmap )
{
GL_SelectTexture( mtst.tmu_lm );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) );
}
R_SetupVBOArrayDecal( drawlightmap );
// all surfaces having decals and this lightmap
for( lightmapchain = vbos.decaldata->lm[k]; lightmapchain; lightmapchain = lightmapchain->info->lightmapchain )
@ -2884,22 +2856,11 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig @@ -2884,22 +2856,11 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
v = R_DecalSetupVerts( pdecal, lightmapchain, pdecal->texture, &numVerts );
// to many verts to keep in sparse array, so build it now
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v );
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 3 );
if( drawlightmap )
{
GL_SelectTexture( mtst.tmu_lm );
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 5 );
}
R_SetupVBOArrayDecalDyn( drawlightmap, v );
pglDrawArrays( GL_TRIANGLE_FAN, 0, numVerts );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
GL_SelectTexture( mtst.tmu_gl );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) );
R_SetupVBOArrayDecal( drawlightmap );
}
else // just draw VBO
pglDrawArrays( GL_TRIANGLE_FAN, decalindex * DECAL_VERTS_CUT, vbos.decaldata->decals[decalindex].numVerts );
@ -2914,24 +2875,42 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig @@ -2914,24 +2875,42 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
pglDisable( GL_BLEND );
pglDisable( GL_POLYGON_OFFSET_FILL );
// restore vbo
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
R_SetupVBOArrayStatic( vbo, drawlightmap, true );
// restore bump if needed
R_SetDecalMode( false );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglEnable( GL_ALPHA_TEST );
}
// restore texture
GL_SelectTexture( mtst.tmu_gl );
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
void R_ClearVBOState( qboolean drawlightmap, qboolean drawtextures )
{
// restore states
R_DisableDetail();
// restore lightmap
GL_SelectTexture( mtst.tmu_lm );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
if( drawlightmap )
{
// reset states
GL_SelectTexture( XASH_TEXTURE1 );
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
pglDisable( GL_TEXTURE_2D );
if( drawtextures )
{
GL_SelectTexture( XASH_TEXTURE0 );
pglEnable( GL_TEXTURE_2D );
}
}
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglEnable( GL_ALPHA_TEST );
if( drawtextures )
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
pglDisableClientState( GL_VERTEX_ARRAY );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
vboarray.astate = VBO_ARRAY_NONE;
vboarray.tstate = VBO_TEXTURE_NONE;
vboarray.lstate = VBO_LIGHTMAP_NONE;
vboarray.itexture = 0;
vboarray.ilightmap = 0;
}
@ -2954,7 +2933,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) @@ -2954,7 +2933,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
GL_SetupFogColorForSurfacesEx( 1, 0.5f );
R_SetupVBOArray( vbo, drawlightmap, drawtextures );
R_SetupVBOArrayStatic( vbo, drawlightmap, drawtextures );
mtst.skiptexture = !drawtextures;
mtst.tmu_dt = glConfig.max_texture_units > 2 && r_vbo_detail.value == 2? XASH_TEXTURE2:-1;
@ -2979,6 +2958,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) @@ -2979,6 +2958,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
if( drawlightmap )
{
GL_Bind( mtst.tmu_lm, mtst.lm = tr.lightmapTextures[k] );
vboarray.ilightmap = k;
}
for( j = vbos.mintexture; j < vbos.maxtexture; j++ )
@ -3007,6 +2987,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) @@ -3007,6 +2987,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
vbotex = vbotex->next;
vbo = vbo->next;
vboarray.astate = VBO_ARRAY_NONE; // invalidate
vboarray.tstate = VBO_TEXTURE_NONE;
if( drawtextures )
{
@ -3014,7 +2996,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) @@ -3014,7 +2996,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
}
// update texcoord pointers
R_SetupVBOArray( vbo, drawlightmap, drawtextures );
R_SetupVBOArrayStatic( vbo, drawlightmap, drawtextures );
if( drawlightmap )
{
@ -3024,6 +3006,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) @@ -3024,6 +3006,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
// draw new array
if( (vbotex->curindex || vbotex->dlightchain) )
R_DrawLightmappedVBO( vbo, vbotex, tex, k, !drawlightmap );
vboarray.astate = VBO_ARRAY_NONE; // invalidate
vboarray.tstate = VBO_TEXTURE_NONE;
}
}
@ -3035,25 +3019,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) @@ -3035,25 +3019,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
vbos.decaldata->lm[k] = NULL;
}
// ASSERT( !vbo->next );
// restore states
R_DisableDetail();
if( drawlightmap )
{
// reset states
GL_SelectTexture( XASH_TEXTURE1 );
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
pglDisable( GL_TEXTURE_2D );
if( drawtextures )
{
GL_SelectTexture( XASH_TEXTURE0 );
pglEnable( GL_TEXTURE_2D );
}
}
if( drawtextures )
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
R_ClearVBOState( drawlightmap, drawtextures );
mtst.details_enabled = false;
@ -3061,9 +3027,6 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures ) @@ -3061,9 +3027,6 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
vbos.maxlightmap = 0;
vbos.mintexture = INT_MAX;
vbos.maxtexture = 0;
pglDisableClientState( GL_VERTEX_ARRAY );
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
}
/*

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