xash3d-fwgs/ref_gl/gl_opengl.c

519 lines
16 KiB
C

#include "gl_local.h"
convar_t *gl_extensions;
convar_t *gl_texture_anisotropy;
convar_t *gl_texture_lodbias;
convar_t *gl_texture_nearest;
convar_t *gl_lightmap_nearest;
convar_t *gl_keeptjunctions;
convar_t *gl_emboss_scale;
convar_t *gl_detailscale;
convar_t *gl_check_errors;
convar_t *gl_polyoffset;
convar_t *gl_wireframe;
convar_t *gl_finish;
convar_t *gl_nosort;
convar_t *gl_vsync;
convar_t *gl_clear;
convar_t *gl_test;
convar_t *gl_msaa;
convar_t *gl_stencilbits;
convar_t *r_speeds;
convar_t *r_fullbright;
convar_t *r_norefresh;
convar_t *r_showtree;
convar_t *r_lighting_extended;
convar_t *r_lighting_modulate;
convar_t *r_lighting_ambient;
convar_t *r_detailtextures;
convar_t *r_drawentities;
convar_t *r_adjust_fov;
convar_t *r_decals;
convar_t *r_novis;
convar_t *r_nocull;
convar_t *r_lockpvs;
convar_t *r_lockfrustum;
convar_t *r_traceglow;
convar_t *r_dynamic;
convar_t *r_lightmap;
convar_t *gl_round_down;
convar_t *r_vbo;
convar_t *r_vbo_dlightmode;
byte *r_temppool;
gl_globals_t tr;
glconfig_t glConfig;
glstate_t glState;
glwstate_t glw_state;
/*
=================
GL_SetExtension
=================
*/
void GL_SetExtension( int r_ext, int enable )
{
if( r_ext >= 0 && r_ext < GL_EXTCOUNT )
glConfig.extension[r_ext] = enable ? GL_TRUE : GL_FALSE;
else Con_Printf( S_ERROR "GL_SetExtension: invalid extension %d\n", r_ext );
}
/*
=================
GL_Support
=================
*/
qboolean GL_Support( int r_ext )
{
if( r_ext >= 0 && r_ext < GL_EXTCOUNT )
return glConfig.extension[r_ext] ? true : false;
Con_Printf( S_ERROR "GL_Support: invalid extension %d\n", r_ext );
return false;
}
/*
=================
GL_MaxTextureUnits
=================
*/
int GL_MaxTextureUnits( void )
{
if( GL_Support( GL_SHADER_GLSL100_EXT ))
return Q_min( Q_max( glConfig.max_texture_coords, glConfig.max_teximage_units ), MAX_TEXTURE_UNITS );
return glConfig.max_texture_units;
}
/*
=================
GL_CheckExtension
=================
*/
void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext )
{
const dllfunc_t *func;
convar_t *parm = NULL;
const char *extensions_string;
Con_Reportf( "GL_CheckExtension: %s ", name );
GL_SetExtension( r_ext, true );
if( cvarname )
{
// system config disable extensions
parm = Cvar_Get( cvarname, "1", FCVAR_GLCONFIG, va( CVAR_GLCONFIG_DESCRIPTION, name ));
}
if(( parm && !CVAR_TO_BOOL( parm )) || ( !CVAR_TO_BOOL( gl_extensions ) && r_ext != GL_OPENGL_110 ))
{
Con_Reportf( "- disabled\n" );
GL_SetExtension( r_ext, false );
return; // nothing to process at
}
extensions_string = glConfig.extensions_string;
if(( name[2] == '_' || name[3] == '_' ) && !Q_strstr( extensions_string, name ))
{
GL_SetExtension( r_ext, false ); // update render info
Con_Reportf( "- ^1failed\n" );
return;
}
// clear exports
for( func = funcs; func && func->name; func++ )
*func->func = NULL;
for( func = funcs; func && func->name != NULL; func++ )
{
// functions are cleared before all the extensions are evaluated
if((*func->func = (void *)GL_GetProcAddress( func->name )) == NULL )
GL_SetExtension( r_ext, false ); // one or more functions are invalid, extension will be disabled
}
if( GL_Support( r_ext ))
Con_Reportf( "- ^2enabled\n" );
else Con_Reportf( "- ^1failed\n" );
}
/*
===============
GL_SetDefaultTexState
===============
*/
static void GL_SetDefaultTexState( void )
{
int i;
memset( glState.currentTextures, -1, MAX_TEXTURE_UNITS * sizeof( *glState.currentTextures ));
memset( glState.texCoordArrayMode, 0, MAX_TEXTURE_UNITS * sizeof( *glState.texCoordArrayMode ));
memset( glState.genSTEnabled, 0, MAX_TEXTURE_UNITS * sizeof( *glState.genSTEnabled ));
for( i = 0; i < MAX_TEXTURE_UNITS; i++ )
{
glState.currentTextureTargets[i] = GL_NONE;
glState.texIdentityMatrix[i] = true;
}
}
/*
===============
GL_SetDefaultState
===============
*/
static void GL_SetDefaultState( void )
{
memset( &glState, 0, sizeof( glState ));
GL_SetDefaultTexState ();
// init draw stack
tr.draw_list = &tr.draw_stack[0];
tr.draw_stack_pos = 0;
}
/*
===============
GL_SetDefaults
===============
*/
static void GL_SetDefaults( void )
{
pglFinish();
pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
pglDisable( GL_DEPTH_TEST );
pglDisable( GL_CULL_FACE );
pglDisable( GL_SCISSOR_TEST );
pglDepthFunc( GL_LEQUAL );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
if( vidState.stencilEnabled )
{
pglDisable( GL_STENCIL_TEST );
pglStencilMask( ( GLuint ) ~0 );
pglStencilFunc( GL_EQUAL, 0, ~0 );
pglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
}
pglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
pglPolygonOffset( -1.0f, -2.0f );
GL_CleanupAllTextureUnits();
pglDisable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglDisable( GL_POLYGON_OFFSET_FILL );
pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST );
pglEnable( GL_TEXTURE_2D );
pglShadeModel( GL_SMOOTH );
pglFrontFace( GL_CCW );
pglPointSize( 1.2f );
pglLineWidth( 1.2f );
GL_Cull( GL_NONE );
}
/*
=================
R_RenderInfo_f
=================
*/
void R_RenderInfo_f( void )
{
Con_Printf( "\n" );
Con_Printf( "GL_VENDOR: %s\n", glConfig.vendor_string );
Con_Printf( "GL_RENDERER: %s\n", glConfig.renderer_string );
Con_Printf( "GL_VERSION: %s\n", glConfig.version_string );
// don't spam about extensions
if( host_developer.value >= DEV_EXTENDED )
{
Con_Printf( "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
}
Con_Printf( "GL_MAX_TEXTURE_SIZE: %i\n", glConfig.max_2d_texture_size );
if( GL_Support( GL_ARB_MULTITEXTURE ))
Con_Printf( "GL_MAX_TEXTURE_UNITS_ARB: %i\n", glConfig.max_texture_units );
if( GL_Support( GL_TEXTURE_CUBEMAP_EXT ))
Con_Printf( "GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: %i\n", glConfig.max_cubemap_size );
if( GL_Support( GL_ANISOTROPY_EXT ))
Con_Printf( "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: %.1f\n", glConfig.max_texture_anisotropy );
if( GL_Support( GL_TEXTURE_2D_RECT_EXT ))
Con_Printf( "GL_MAX_RECTANGLE_TEXTURE_SIZE: %i\n", glConfig.max_2d_rectangle_size );
if( GL_Support( GL_TEXTURE_ARRAY_EXT ))
Con_Printf( "GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: %i\n", glConfig.max_2d_texture_layers );
if( GL_Support( GL_SHADER_GLSL100_EXT ))
{
Con_Printf( "GL_MAX_TEXTURE_COORDS_ARB: %i\n", glConfig.max_texture_coords );
Con_Printf( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %i\n", glConfig.max_teximage_units );
Con_Printf( "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: %i\n", glConfig.max_vertex_uniforms );
Con_Printf( "GL_MAX_VERTEX_ATTRIBS_ARB: %i\n", glConfig.max_vertex_attribs );
}
Con_Printf( "\n" );
Con_Printf( "MODE: %ix%i\n", vidState.width, vidState.height );
Con_Printf( "\n" );
Con_Printf( "VERTICAL SYNC: %s\n", gl_vsync->value ? "enabled" : "disabled" );
Con_Printf( "Color %d bits, Alpha %d bits, Depth %d bits, Stencil %d bits\n", glConfig.color_bits,
glConfig.alpha_bits, glConfig.depth_bits, glConfig.stencil_bits );
}
//=======================================================================
/*
=================
GL_InitCommands
=================
*/
void GL_InitCommands( void )
{
// system screen width and height (don't suppose for change from console at all)
Cvar_Get( "width", "0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "screen width" );
Cvar_Get( "height", "0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "screen height" );
r_speeds = Cvar_Get( "r_speeds", "0", FCVAR_ARCHIVE, "shows renderer speeds" );
r_fullbright = Cvar_Get( "r_fullbright", "0", FCVAR_CHEAT, "disable lightmaps, get fullbright for entities" );
r_norefresh = Cvar_Get( "r_norefresh", "0", 0, "disable 3D rendering (use with caution)" );
r_showtree = Cvar_Get( "r_showtree", "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" );
r_lighting_extended = Cvar_Get( "r_lighting_extended", "1", FCVAR_ARCHIVE, "allow to get lighting from world and bmodels" );
r_lighting_modulate = Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
r_lighting_ambient = Cvar_Get( "r_lighting_ambient", "0.3", FCVAR_ARCHIVE, "map ambient lighting scale" );
r_novis = Cvar_Get( "r_novis", "0", 0, "ignore vis information (perfomance test)" );
r_nocull = Cvar_Get( "r_nocull", "0", 0, "ignore frustrum culling (perfomance test)" );
r_detailtextures = Cvar_Get( "r_detailtextures", "1", FCVAR_ARCHIVE, "enable detail textures support, use '2' for autogenerate detail.txt" );
r_lockpvs = Cvar_Get( "r_lockpvs", "0", FCVAR_CHEAT, "lockpvs area at current point (pvs test)" );
r_lockfrustum = Cvar_Get( "r_lockfrustum", "0", FCVAR_CHEAT, "lock frustrum area at current point (cull test)" );
r_dynamic = Cvar_Get( "r_dynamic", "1", FCVAR_ARCHIVE, "allow dynamic lighting (dlights, lightstyles)" );
r_traceglow = Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" );
r_lightmap = Cvar_Get( "r_lightmap", "0", FCVAR_CHEAT, "lightmap debugging tool" );
r_drawentities = Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
r_decals = engine.Cvar_Find( "r_decals" );
window_xpos = Cvar_Get( "_window_xpos", "130", FCVAR_RENDERINFO, "window position by horizontal" );
window_ypos = Cvar_Get( "_window_ypos", "48", FCVAR_RENDERINFO, "window position by vertical" );
gl_extensions = Cvar_Get( "gl_allow_extensions", "1", FCVAR_GLCONFIG, "allow gl_extensions" );
gl_texture_nearest = Cvar_Get( "gl_texture_nearest", "0", FCVAR_ARCHIVE, "disable texture filter" );
gl_lightmap_nearest = Cvar_Get( "gl_lightmap_nearest", "0", FCVAR_ARCHIVE, "disable lightmap filter" );
gl_check_errors = Cvar_Get( "gl_check_errors", "1", FCVAR_ARCHIVE, "ignore video engine errors" );
gl_vsync = engine.Cvar_Find( "gl_vsync" );
gl_detailscale = Cvar_Get( "gl_detailscale", "4.0", FCVAR_ARCHIVE, "default scale applies while auto-generate list of detail textures" );
gl_texture_anisotropy = Cvar_Get( "gl_anisotropy", "8", FCVAR_ARCHIVE, "textures anisotropic filter" );
gl_texture_lodbias = Cvar_Get( "gl_texture_lodbias", "0.0", FCVAR_ARCHIVE, "LOD bias for mipmapped textures (perfomance|quality)" );
gl_keeptjunctions = Cvar_Get( "gl_keeptjunctions", "1", FCVAR_ARCHIVE, "removing tjuncs causes blinking pixels" );
gl_emboss_scale = Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" );
gl_showtextures = engine.Cvar_Find( "r_showtextures" );
gl_finish = Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" );
gl_nosort = Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" );
gl_clear = Cvar_Get( "gl_clear", "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
gl_test = Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" );
gl_wireframe = Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" );
gl_wgl_msaa_samples = Cvar_Get( "gl_wgl_msaa_samples", "0", FCVAR_GLCONFIG, "samples number for multisample anti-aliasing" );
gl_msaa = Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" );
gl_stencilbits = Cvar_Get( "gl_stencilbits", "8", FCVAR_GLCONFIG, "pixelformat stencil bits (0 - auto)" );
gl_round_down = Cvar_Get( "gl_round_down", "2", FCVAR_RENDERINFO, "round texture sizes to nearest POT value" );
// these cvar not used by engine but some mods requires this
gl_polyoffset = Cvar_Get( "gl_polyoffset", "2.0", FCVAR_ARCHIVE, "polygon offset for decals" );
// make sure gl_vsync is checked after vid_restart
SetBits( gl_vsync->flags, FCVAR_CHANGED );
vid_gamma = Cvar_Get( "gamma", "2.5", FCVAR_ARCHIVE, "gamma amount" );
vid_brightness = Cvar_Get( "brightness", "0.0", FCVAR_ARCHIVE, "brightness factor" );
vid_fullscreen = engine.Cvar_Find( "fullscreen" );
vid_displayfrequency = engine.Cvar_Find ( "vid_displayfrequency" );
vid_highdpi = Cvar_Get( "vid_highdpi", "1", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "enable High-DPI mode" );
Cmd_AddCommand( "r_info", R_RenderInfo_f, "display renderer info" );
Cmd_AddCommand( "timerefresh", SCR_TimeRefresh_f, "turn quickly and print rendering statistcs" );
// a1ba: planned to be named vid_mode for compability
// but supported mode list is filled by backends, so numbers are not portable any more
Cmd_AddCommand( "vid_setmode", VID_Mode_f, "display video mode" );
// give initial OpenGL configuration
host.apply_opengl_config = true;
Cbuf_AddText( "exec opengl.cfg\n" );
Cbuf_Execute();
host.apply_opengl_config = false;
// apply actual video mode to window
Cbuf_AddText( "exec video.cfg\n" );
Cbuf_Execute();
}
/*
===============
R_CheckVBO
register VBO cvars and get default value
===============
*/
static void R_CheckVBO( void )
{
const char *def = "1";
const char *dlightmode = "1";
int flags = FCVAR_ARCHIVE;
qboolean disable = false;
// some bad GLES1 implementations breaks dlights completely
if( glConfig.max_texture_units < 3 )
disable = true;
#ifdef XASH_MOBILE_PLATFORM
// VideoCore4 drivers have a problem with mixing VBO and client arrays
// Disable it, as there is no suitable workaround here
if( Q_stristr( glConfig.renderer_string, "VideoCore IV" ) || Q_stristr( glConfig.renderer_string, "vc4" ) )
disable = true;
// dlightmode 1 is not too much tested on android
// so better to left it off
dlightmode = "0";
#endif
if( disable )
{
// do not keep in config unless dev > 3 and enabled
flags = 0;
def = "0";
}
r_vbo = Cvar_Get( "r_vbo", def, flags, "draw world using VBO" );
r_vbo_dlightmode = Cvar_Get( "r_vbo_dlightmode", dlightmode, FCVAR_ARCHIVE, "vbo dlight rendering mode(0-1)" );
// check if enabled manually
if( CVAR_TO_BOOL(r_vbo) )
r_vbo->flags |= FCVAR_ARCHIVE;
}
/*
===============
R_Init
===============
*/
qboolean R_Init( void )
{
if( glw_state.initialized )
return true;
GL_InitCommands();
GL_InitRandomTable();
// Set screen resolution and fullscreen mode if passed in on command line.
// This is done after executing opengl.cfg, as the command line values should take priority.
SetWidthAndHeightFromCommandLine();
SetFullscreenModeFromCommandLine();
GL_SetDefaultState();
// create the window and set up the context
if( !R_Init_Video( ))
{
GL_RemoveCommands();
R_Free_Video();
Sys_Error( "Can't initialize video subsystem\nProbably driver was not installed" );
return false;
}
host.renderinfo_changed = false;
r_temppool = Mem_AllocPool( "Render Zone" );
GL_SetDefaults();
R_CheckVBO();
R_InitImages();
R_SpriteInit();
R_StudioInit();
R_AliasInit();
R_ClearDecals();
R_ClearScene();
// initialize screen
SCR_Init();
return true;
}
/*
===============
R_Shutdown
===============
*/
void R_Shutdown( void )
{
model_t *mod;
int i;
if( !glw_state.initialized )
return;
// release SpriteTextures
for( i = 1, mod = clgame.sprites; i < MAX_CLIENT_SPRITES; i++, mod++ )
{
if( !mod->name[0] ) continue;
Mod_UnloadSpriteModel( mod );
}
memset( clgame.sprites, 0, sizeof( clgame.sprites ));
GL_RemoveCommands();
R_ShutdownImages();
Mem_FreePool( &r_temppool );
// shut down OS specific OpenGL stuff like contexts, etc.
R_Free_Video();
}
/*
=================
GL_ErrorString
convert errorcode to string
=================
*/
const char *GL_ErrorString( int err )
{
switch( err )
{
case GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
default:
return "UNKNOWN ERROR";
}
}
/*
=================
GL_CheckForErrors
obsolete
=================
*/
void GL_CheckForErrors_( const char *filename, const int fileline )
{
int err;
if( !CVAR_TO_BOOL( gl_check_errors ))
return;
if(( err = pglGetError( )) == GL_NO_ERROR )
return;
Con_Printf( S_OPENGL_ERROR "%s (called at %s:%i)\n", GL_ErrorString( err ), filename, fileline );
}