ref_gl: vbo dlights refactiring

This commit is contained in:
mittorn 2023-10-17 03:20:41 +03:00 committed by Alibek Omarov
parent 3e7847551a
commit 6b73d056b2
1 changed files with 504 additions and 397 deletions

View File

@ -2237,159 +2237,100 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
}
#define MINIMIZE_UPLOAD
#define DISCARD_DLIGHTS
/*
=====================
R_DrawLightmappedVBO
Draw array for given vbotexture_t. build and draw dynamic lightmaps if present
=====================
*/
static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting )
static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface_t *surf, int decalcount, texture_t *texture )
{
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
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
#endif
pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
// draw debug lines
if( gl_wireframe.value && !skiplighting )
{
R_SetDecalMode( true );
pglDisable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE0 );
pglDisable( GL_TEXTURE_2D );
pglDisable( GL_DEPTH_TEST );
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
else
#endif
pglDrawElements( GL_LINES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
pglEnable( GL_DEPTH_TEST );
pglEnable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE1 );
pglEnable( GL_TEXTURE_2D );
R_SetDecalMode( false );
}
//Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap );
if( skiplighting )
{
vbotex->curindex = 0;
vbotex->dlightchain = NULL;
return;
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);
}
// draw dlights and dlighted decals
if( vbotex->dlightchain )
for( decalsurf = newsurf; ( decali < decalcount ) && (!surf ||( decalsurf != surf )); decalsurf = decalsurf->info->lightmapchain )
{
unsigned short *dlightarray = vbos.dlight_index; // preallocated array
unsigned int dlightindex = 0;
msurface_t *surf, *newsurf;
int decalcount = 0;
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 );
// clear the block
LM_InitBlock();
if( vbos.dlight_vbo )
for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext )
{
// calculate minimum indexbase
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
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 )
{
uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
if(min_index > indexbase)
min_index = indexbase;
#ifdef MINIMIZE_UPLOAD
if( max_index < indexbase + surf->polys->numverts )
max_index = indexbase + surf->polys->numverts;
#endif
}
#ifdef MINIMIZE_UPLOAD
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 );
#endif
}
else
{
min_index = 0;
}
// accumulate indexes for every dlighted surface until dlight block full
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
{
int smax, tmax;
byte *base;
uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
uint index;
mextrasurf_t *info; // this stores current dlight offset
decal_t *pdecal;
int sample_size;
info = surf->info;
sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
smax = ( info->lightextents[0] / sample_size ) + 1;
tmax = ( info->lightextents[1] / sample_size ) + 1;
// find space for this surface and get offsets
if( LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
{
base = gl_lms.lightmap_buffer;
base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
// 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
{
// out of free block space. Draw all generated index array and clear it
// upload already generated block
if( vbos.dlight_vbo )
{
#ifndef MINIMIZE_UPLOAD
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
#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 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
GL_SelectTexture( XASH_TEXTURE1 );
}
#ifdef DISCARD_DLIGHTS
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
#endif
LM_UploadDynamicBlock();
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
#ifdef MINIMIZE_UPLOAD
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;
#endif
// 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 );
}
// draw decals that lighted with this lightmap
if( decalcount )
{
msurface_t *decalsurf;
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 ) );
}
#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 );
@ -2471,9 +2412,259 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
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 ) );
}
decalcount = 0;
}
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( vbos.dlight_vbo )
{
#ifndef MINIMIZE_UPLOAD
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
#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 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
GL_SelectTexture( XASH_TEXTURE1 );
}
#ifdef DISCARD_DLIGHTS
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
#endif
LM_UploadDynamicBlock();
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
}
static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount)
{
decal_t *pdecal;
int decalcount = *pdecalcount;
for( pdecal = surf->pdecals; pdecal; pdecal = pdecal->pnext )
{
int decalindex = pdecal - &gDecalPool[0];
int numVerts = vbos.decaldata->decals[decalindex].numVerts;
int i;
if( numVerts == -1 )
{
// build decal array
float *v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &numVerts );
for( i = 0; i < numVerts; i++, v += VERTEXSIZE )
{
VectorCopy( v, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = v[3];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = v[4];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = v[5] - ( surf->light_s - surf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = v[6] - ( surf->light_t - surf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
}
}
else
{
// copy from vbo
for( i = 0; i < numVerts; i++ )
{
VectorCopy( vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].pos, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[0];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[1];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[0] - ( surf->light_s - surf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[1] - ( surf->light_t - surf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
}
}
if( vbos.dlight_vbo )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * decalcount * DECAL_VERTS_MAX, sizeof( vbovertex_t )* numVerts, vbos.decal_dlight + decalcount * DECAL_VERTS_MAX );
}
vbos.decal_numverts[decalcount] = numVerts;
decalcount++;
}
*pdecalcount = decalcount;
}
static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
{
// draw dlights and dlighted decals
if( vbotex->dlightchain )
{
unsigned short *dlightarray = vbos.dlight_index; // preallocated array
unsigned int dlightindex = 0;
msurface_t *surf, *newsurf;
int decalcount = 0;
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 );
// clear the block
LM_InitBlock();
if( vbos.dlight_vbo )
{
// calculate minimum indexbase
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
{
uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
if(min_index > indexbase)
min_index = indexbase;
#ifdef MINIMIZE_UPLOAD
if( max_index < indexbase + surf->polys->numverts )
max_index = indexbase + surf->polys->numverts;
#endif
}
#ifdef MINIMIZE_UPLOAD
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 );
#endif
}
else
{
min_index = 0;
}
// accumulate indexes for every dlighted surface until dlight block full
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
{
int smax, tmax;
byte *base;
uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
uint index;
mextrasurf_t *info; // this stores current dlight offset
decal_t *pdecal;
int sample_size;
info = surf->info;
sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
smax = ( info->lightextents[0] / sample_size ) + 1;
tmax = ( info->lightextents[1] / sample_size ) + 1;
// find space for this surface and get offsets
if( LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
{
base = gl_lms.lightmap_buffer;
base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
}
else
{
// 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 );
#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 );
#else
max_index = 0;
#endif
// draw decals that lighted with this lightmap
if( decalcount )
R_DrawDlightedDecals( vbo, newsurf, surf, decalcount, texture );
decalcount = 0;
// clear the block
LM_InitBlock();
@ -2515,159 +2706,19 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
#endif
// if surface has decals, build decal array
for( pdecal = surf->pdecals; pdecal; pdecal = pdecal->pnext )
{
int decalindex = pdecal - &gDecalPool[0];
int numVerts = vbos.decaldata->decals[decalindex].numVerts;
int i;
if( numVerts == -1 )
{
// build decal array
float *v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &numVerts );
for( i = 0; i < numVerts; i++, v += VERTEXSIZE )
{
VectorCopy( v, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = v[3];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = v[4];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = v[5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = v[6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
}
}
else
{
// copy from vbo
for( i = 0; i < numVerts; i++ )
{
VectorCopy( vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].pos, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[0];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[1];
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[0] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[1] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
}
}
if( vbos.dlight_vbo )
{
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * decalcount * DECAL_VERTS_MAX, sizeof( vbovertex_t )* numVerts, vbos.decal_dlight + decalcount * DECAL_VERTS_MAX );
}
vbos.decal_numverts[decalcount] = numVerts;
decalcount++;
}
R_AddSurfaceDecalsDlight( surf, &decalcount );
//info->dlight_s = info->dlight_t = 0;
}
if( dlightindex )
{
#ifdef DISCARD_DLIGHTS
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
#endif
// update block
LM_UploadDynamicBlock();
if( vbos.dlight_vbo )
{
#ifndef MINIMIZE_UPLOAD
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
#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 );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
GL_SelectTexture( XASH_TEXTURE1 );
}
// draw remaining array
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
else
#endif
pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
R_FlushDlights( vbo, min_index, max_index, dlightindex, dlightarray );
//R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true );
// draw remaining decals
if( decalcount )
{
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 ) );
R_DrawDlightedDecals( vbo, newsurf, NULL, decalcount, texture );
}
}
@ -2682,6 +2733,55 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
// prepare to next frame
vbotex->dlightchain = NULL;
}
}
/*
=====================
R_DrawLightmappedVBO
Draw array for given vbotexture_t. build and draw dynamic lightmaps if present
=====================
*/
static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting )
{
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
else
#endif
pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
// draw debug lines
if( gl_wireframe.value && !skiplighting )
{
R_SetDecalMode( true );
pglDisable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE0 );
pglDisable( GL_TEXTURE_2D );
pglDisable( GL_DEPTH_TEST );
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
else
#endif
pglDrawElements( GL_LINES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
pglEnable( GL_DEPTH_TEST );
pglEnable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE1 );
pglEnable( GL_TEXTURE_2D );
R_SetDecalMode( false );
}
//Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap );
if( skiplighting )
{
vbotex->curindex = 0;
vbotex->dlightchain = NULL;
return;
}
R_DrawVBODlights( vbo, vbotex, texture, lightmap );
R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false );
// prepare to next frame
@ -2716,6 +2816,124 @@ void R_SetupVBOArray( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextu
}
}
static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilightmap )
{
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 );
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 ) );
}
// all surfaces having decals and this lightmap
for( lightmapchain = vbos.decaldata->lm[k]; lightmapchain; lightmapchain = lightmapchain->info->lightmapchain )
{
decal_t *pdecal;
// all decals of surface
for( pdecal = lightmapchain->pdecals; pdecal; pdecal = pdecal->pnext )
{
gl_texture_t *glt;
int decalindex = pdecal - &gDecalPool[0];
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 );
}
if( vbos.decaldata->decals[decalindex].numVerts == -1 )
{
int numVerts;
float *v;
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 );
}
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 ) );
}
else // just draw VBO
pglDrawArrays( GL_TRIANGLE_FAN, decalindex * DECAL_VERTS_CUT, vbos.decaldata->decals[decalindex].numVerts );
}
}
// prepare for next frame
vbos.decaldata->lm[k] = NULL;
// prepare for next texture
pglDepthMask( GL_TRUE );
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) );
// restore bump if needed
R_SetDecalMode( false );
// 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 ) );
// restore lightmap
GL_SelectTexture( mtst.tmu_lm );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglEnable( GL_ALPHA_TEST );
}
/*
=====================
@ -2757,7 +2975,6 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ )
{
int j;
msurface_t *lightmapchain;
if( drawlightmap )
{
@ -2812,117 +3029,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
if( drawtextures && drawlightmap && vbos.decaldata->lm[k] )
{
// prepare for decal draw
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
pglDepthMask( GL_FALSE );
pglEnable( GL_BLEND );
pglEnable( GL_POLYGON_OFFSET_FILL );
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 ) );
}
// all surfaces having decals and this lightmap
for( lightmapchain = vbos.decaldata->lm[k]; lightmapchain; lightmapchain = lightmapchain->info->lightmapchain )
{
decal_t *pdecal;
// all decals of surface
for( pdecal = lightmapchain->pdecals; pdecal; pdecal = pdecal->pnext )
{
gl_texture_t *glt;
int decalindex = pdecal - &gDecalPool[0];
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 );
}
if( vbos.decaldata->decals[decalindex].numVerts == -1 )
{
int numVerts;
float *v;
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 );
}
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 ) );
}
else // just draw VBO
pglDrawArrays( GL_TRIANGLE_FAN, decalindex * DECAL_VERTS_CUT, vbos.decaldata->decals[decalindex].numVerts );
}
}
// prepare for next frame
vbos.decaldata->lm[k] = NULL;
// prepare for next texture
pglDepthMask( GL_TRUE );
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) );
// restore bump if needed
R_SetDecalMode( false );
// 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 ) );
// restore lightmap
GL_SelectTexture( mtst.tmu_lm );
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
pglEnable( GL_ALPHA_TEST );
R_DrawStaticDecals( vbo, drawlightmap, k );
}
if( !drawtextures || !drawlightmap )
vbos.decaldata->lm[k] = NULL;