// rendergl.cpp: core opengl rendering stuff #include "engine.h" bool hasVAO = false, hasFBO = false, hasAFBO = false, hasDS = false, hasTF = false, hasTRG = false, hasTSW = false, hasS3TC = false, hasFXT1 = false, hasLATC = false, hasRGTC = false, hasAF = false, hasFBB = false, hasUBO = false, hasMBR = false; VAR(glversion, 1, 0, 0); VAR(glslversion, 1, 0, 0); VAR(glcompat, 1, 0, 0); // OpenGL 2.0 PFNGLMULTIDRAWARRAYSPROC glMultiDrawArrays_ = NULL; PFNGLMULTIDRAWELEMENTSPROC glMultiDrawElements_ = NULL; PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate_ = NULL; PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate_ = NULL; PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate_ = NULL; PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate_ = NULL; PFNGLSTENCILMASKSEPARATEPROC glStencilMaskSeparate_ = NULL; PFNGLGENBUFFERSPROC glGenBuffers_ = NULL; PFNGLBINDBUFFERPROC glBindBuffer_ = NULL; PFNGLMAPBUFFERPROC glMapBuffer_ = NULL; PFNGLUNMAPBUFFERPROC glUnmapBuffer_ = NULL; PFNGLBUFFERDATAPROC glBufferData_ = NULL; PFNGLBUFFERSUBDATAPROC glBufferSubData_ = NULL; PFNGLDELETEBUFFERSPROC glDeleteBuffers_ = NULL; PFNGLGETBUFFERSUBDATAPROC glGetBufferSubData_ = NULL; PFNGLGENQUERIESPROC glGenQueries_ = NULL; PFNGLDELETEQUERIESPROC glDeleteQueries_ = NULL; PFNGLBEGINQUERYPROC glBeginQuery_ = NULL; PFNGLENDQUERYPROC glEndQuery_ = NULL; PFNGLGETQUERYIVPROC glGetQueryiv_ = NULL; PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv_ = NULL; PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv_ = NULL; PFNGLCREATEPROGRAMPROC glCreateProgram_ = NULL; PFNGLDELETEPROGRAMPROC glDeleteProgram_ = NULL; PFNGLUSEPROGRAMPROC glUseProgram_ = NULL; PFNGLCREATESHADERPROC glCreateShader_ = NULL; PFNGLDELETESHADERPROC glDeleteShader_ = NULL; PFNGLSHADERSOURCEPROC glShaderSource_ = NULL; PFNGLCOMPILESHADERPROC glCompileShader_ = NULL; PFNGLGETSHADERIVPROC glGetShaderiv_ = NULL; PFNGLGETPROGRAMIVPROC glGetProgramiv_ = NULL; PFNGLATTACHSHADERPROC glAttachShader_ = NULL; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog_ = NULL; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog_ = NULL; PFNGLLINKPROGRAMPROC glLinkProgram_ = NULL; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation_ = NULL; PFNGLUNIFORM1FPROC glUniform1f_ = NULL; PFNGLUNIFORM2FPROC glUniform2f_ = NULL; PFNGLUNIFORM3FPROC glUniform3f_ = NULL; PFNGLUNIFORM4FPROC glUniform4f_ = NULL; PFNGLUNIFORM1FVPROC glUniform1fv_ = NULL; PFNGLUNIFORM2FVPROC glUniform2fv_ = NULL; PFNGLUNIFORM3FVPROC glUniform3fv_ = NULL; PFNGLUNIFORM4FVPROC glUniform4fv_ = NULL; PFNGLUNIFORM1IPROC glUniform1i_ = NULL; PFNGLUNIFORM2IPROC glUniform2i_ = NULL; PFNGLUNIFORM3IPROC glUniform3i_ = NULL; PFNGLUNIFORM4IPROC glUniform4i_ = NULL; PFNGLUNIFORM1IVPROC glUniform1iv_ = NULL; PFNGLUNIFORM2IVPROC glUniform2iv_ = NULL; PFNGLUNIFORM3IVPROC glUniform3iv_ = NULL; PFNGLUNIFORM4IVPROC glUniform4iv_ = NULL; PFNGLUNIFORMMATRIX2FVPROC glUniformMatrix2fv_ = NULL; PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv_ = NULL; PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv_ = NULL; PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation_ = NULL; PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform_ = NULL; PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray_ = NULL; PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray_ = NULL; PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f_ = NULL; PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv_ = NULL; PFNGLVERTEXATTRIB1SPROC glVertexAttrib1s_ = NULL; PFNGLVERTEXATTRIB1SVPROC glVertexAttrib1sv_ = NULL; PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f_ = NULL; PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv_ = NULL; PFNGLVERTEXATTRIB2SPROC glVertexAttrib2s_ = NULL; PFNGLVERTEXATTRIB2SVPROC glVertexAttrib2sv_ = NULL; PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f_ = NULL; PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv_ = NULL; PFNGLVERTEXATTRIB3SPROC glVertexAttrib3s_ = NULL; PFNGLVERTEXATTRIB3SVPROC glVertexAttrib3sv_ = NULL; PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f_ = NULL; PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv_ = NULL; PFNGLVERTEXATTRIB4SPROC glVertexAttrib4s_ = NULL; PFNGLVERTEXATTRIB4SVPROC glVertexAttrib4sv_ = NULL; PFNGLVERTEXATTRIB4BVPROC glVertexAttrib4bv_ = NULL; PFNGLVERTEXATTRIB4IVPROC glVertexAttrib4iv_ = NULL; PFNGLVERTEXATTRIB4UBVPROC glVertexAttrib4ubv_ = NULL; PFNGLVERTEXATTRIB4UIVPROC glVertexAttrib4uiv_ = NULL; PFNGLVERTEXATTRIB4USVPROC glVertexAttrib4usv_ = NULL; PFNGLVERTEXATTRIB4NBVPROC glVertexAttrib4Nbv_ = NULL; PFNGLVERTEXATTRIB4NIVPROC glVertexAttrib4Niv_ = NULL; PFNGLVERTEXATTRIB4NUBPROC glVertexAttrib4Nub_ = NULL; PFNGLVERTEXATTRIB4NUBVPROC glVertexAttrib4Nubv_ = NULL; PFNGLVERTEXATTRIB4NUIVPROC glVertexAttrib4Nuiv_ = NULL; PFNGLVERTEXATTRIB4NUSVPROC glVertexAttrib4Nusv_ = NULL; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer_ = NULL; PFNGLDRAWBUFFERSPROC glDrawBuffers_ = NULL; // OpenGL 3.0 PFNGLGETSTRINGIPROC glGetStringi_ = NULL; PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation_ = NULL; // GL_EXT_framebuffer_object PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer_ = NULL; PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers_ = NULL; PFNGLGENFRAMEBUFFERSPROC glGenRenderbuffers_ = NULL; PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage_ = NULL; PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus_ = NULL; PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer_ = NULL; PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers_ = NULL; PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers_ = NULL; PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D_ = NULL; PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer_ = NULL; PFNGLGENERATEMIPMAPPROC glGenerateMipmap_ = NULL; // GL_EXT_framebuffer_blit PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer_ = NULL; // GL_ARB_uniform_buffer_object PFNGLGETUNIFORMINDICESPROC glGetUniformIndices_ = NULL; PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv_ = NULL; PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex_ = NULL; PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv_ = NULL; PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding_ = NULL; PFNGLBINDBUFFERBASEPROC glBindBufferBase_ = NULL; PFNGLBINDBUFFERRANGEPROC glBindBufferRange_ = NULL; // GL_ARB_map_buffer_range PFNGLMAPBUFFERRANGEPROC glMapBufferRange_ = NULL; PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange_ = NULL; // GL_ARB_vertex_array_object PFNGLBINDVERTEXARRAYPROC glBindVertexArray_ = NULL; PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays_ = NULL; PFNGLGENVERTEXARRAYSPROC glGenVertexArrays_ = NULL; PFNGLISVERTEXARRAYPROC glIsVertexArray_ = NULL; void *getprocaddress(const char *name) { return SDL_GL_GetProcAddress(name); } VAR(ati_minmax_bug, 0, 0, 1); VAR(ati_cubemap_bug, 0, 0, 1); VAR(intel_vertexarray_bug, 0, 0, 1); VAR(intel_mapbufferrange_bug, 0, 0, 1); VAR(mesa_swap_bug, 0, 0, 1); VAR(minimizetcusage, 1, 0, 0); VAR(useubo, 1, 0, 0); VAR(usetexcompress, 1, 0, 0); VAR(rtscissor, 0, 1, 1); VAR(blurtile, 0, 1, 1); VAR(rtsharefb, 0, 1, 1); hashset glexts; void parseglexts() { if(glversion >= 300) { GLint numexts = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &numexts); loopi(numexts) { const char *ext = (const char *)glGetStringi_(GL_EXTENSIONS, i); glexts.add(newstring(ext)); } } else { const char *exts = (const char *)glGetString(GL_EXTENSIONS); for(;;) { while(*exts == ' ') exts++; if(!*exts) break; const char *ext = exts; while(*exts && *exts != ' ') exts++; if(exts > ext) glexts.add(newstring(ext, size_t(exts-ext))); } } } bool hasext(const char *ext) { return glexts.access(ext)!=NULL; } void gl_checkextensions() { const char *vendor = (const char *)glGetString(GL_VENDOR); const char *renderer = (const char *)glGetString(GL_RENDERER); const char *version = (const char *)glGetString(GL_VERSION); conoutf(CON_INIT, "Renderer: %s (%s)", renderer, vendor); conoutf(CON_INIT, "Driver: %s", version); bool mesa = false, intel = false, ati = false, nvidia = false; if(strstr(renderer, "Mesa") || strstr(version, "Mesa")) { mesa = true; if(strstr(renderer, "Intel")) intel = true; } else if(strstr(vendor, "NVIDIA")) nvidia = true; else if(strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices")) ati = true; else if(strstr(vendor, "Intel")) intel = true; uint glmajorversion, glminorversion; if(sscanf(version, " %u.%u", &glmajorversion, &glminorversion) != 2) glversion = 100; else glversion = glmajorversion*100 + glminorversion*10; if(glversion < 200) fatal("OpenGL 2.0 or greater is required!"); glMultiDrawArrays_ = (PFNGLMULTIDRAWARRAYSPROC) getprocaddress("glMultiDrawArrays"); glMultiDrawElements_ = (PFNGLMULTIDRAWELEMENTSPROC) getprocaddress("glMultiDrawElements"); glBlendFuncSeparate_ = (PFNGLBLENDFUNCSEPARATEPROC) getprocaddress("glBlendFuncSeparate"); glBlendEquationSeparate_ = (PFNGLBLENDEQUATIONSEPARATEPROC) getprocaddress("glBlendEquationSeparate"); glStencilOpSeparate_ = (PFNGLSTENCILOPSEPARATEPROC) getprocaddress("glStencilOpSeparate"); glStencilFuncSeparate_ = (PFNGLSTENCILFUNCSEPARATEPROC) getprocaddress("glStencilFuncSeparate"); glStencilMaskSeparate_ = (PFNGLSTENCILMASKSEPARATEPROC) getprocaddress("glStencilMaskSeparate"); glGenBuffers_ = (PFNGLGENBUFFERSPROC) getprocaddress("glGenBuffers"); glBindBuffer_ = (PFNGLBINDBUFFERPROC) getprocaddress("glBindBuffer"); glMapBuffer_ = (PFNGLMAPBUFFERPROC) getprocaddress("glMapBuffer"); glUnmapBuffer_ = (PFNGLUNMAPBUFFERPROC) getprocaddress("glUnmapBuffer"); glBufferData_ = (PFNGLBUFFERDATAPROC) getprocaddress("glBufferData"); glBufferSubData_ = (PFNGLBUFFERSUBDATAPROC) getprocaddress("glBufferSubData"); glDeleteBuffers_ = (PFNGLDELETEBUFFERSPROC) getprocaddress("glDeleteBuffers"); glGetBufferSubData_ = (PFNGLGETBUFFERSUBDATAPROC) getprocaddress("glGetBufferSubData"); glGetQueryiv_ = (PFNGLGETQUERYIVPROC) getprocaddress("glGetQueryiv"); glGenQueries_ = (PFNGLGENQUERIESPROC) getprocaddress("glGenQueries"); glDeleteQueries_ = (PFNGLDELETEQUERIESPROC) getprocaddress("glDeleteQueries"); glBeginQuery_ = (PFNGLBEGINQUERYPROC) getprocaddress("glBeginQuery"); glEndQuery_ = (PFNGLENDQUERYPROC) getprocaddress("glEndQuery"); glGetQueryObjectiv_ = (PFNGLGETQUERYOBJECTIVPROC) getprocaddress("glGetQueryObjectiv"); glGetQueryObjectuiv_ = (PFNGLGETQUERYOBJECTUIVPROC) getprocaddress("glGetQueryObjectuiv"); glCreateProgram_ = (PFNGLCREATEPROGRAMPROC) getprocaddress("glCreateProgram"); glDeleteProgram_ = (PFNGLDELETEPROGRAMPROC) getprocaddress("glDeleteProgram"); glUseProgram_ = (PFNGLUSEPROGRAMPROC) getprocaddress("glUseProgram"); glCreateShader_ = (PFNGLCREATESHADERPROC) getprocaddress("glCreateShader"); glDeleteShader_ = (PFNGLDELETESHADERPROC) getprocaddress("glDeleteShader"); glShaderSource_ = (PFNGLSHADERSOURCEPROC) getprocaddress("glShaderSource"); glCompileShader_ = (PFNGLCOMPILESHADERPROC) getprocaddress("glCompileShader"); glGetShaderiv_ = (PFNGLGETSHADERIVPROC) getprocaddress("glGetShaderiv"); glGetProgramiv_ = (PFNGLGETPROGRAMIVPROC) getprocaddress("glGetProgramiv"); glAttachShader_ = (PFNGLATTACHSHADERPROC) getprocaddress("glAttachShader"); glGetProgramInfoLog_ = (PFNGLGETPROGRAMINFOLOGPROC) getprocaddress("glGetProgramInfoLog"); glGetShaderInfoLog_ = (PFNGLGETSHADERINFOLOGPROC) getprocaddress("glGetShaderInfoLog"); glLinkProgram_ = (PFNGLLINKPROGRAMPROC) getprocaddress("glLinkProgram"); glGetUniformLocation_ = (PFNGLGETUNIFORMLOCATIONPROC) getprocaddress("glGetUniformLocation"); glUniform1f_ = (PFNGLUNIFORM1FPROC) getprocaddress("glUniform1f"); glUniform2f_ = (PFNGLUNIFORM2FPROC) getprocaddress("glUniform2f"); glUniform3f_ = (PFNGLUNIFORM3FPROC) getprocaddress("glUniform3f"); glUniform4f_ = (PFNGLUNIFORM4FPROC) getprocaddress("glUniform4f"); glUniform1fv_ = (PFNGLUNIFORM1FVPROC) getprocaddress("glUniform1fv"); glUniform2fv_ = (PFNGLUNIFORM2FVPROC) getprocaddress("glUniform2fv"); glUniform3fv_ = (PFNGLUNIFORM3FVPROC) getprocaddress("glUniform3fv"); glUniform4fv_ = (PFNGLUNIFORM4FVPROC) getprocaddress("glUniform4fv"); glUniform1i_ = (PFNGLUNIFORM1IPROC) getprocaddress("glUniform1i"); glUniform2i_ = (PFNGLUNIFORM2IPROC) getprocaddress("glUniform2i"); glUniform3i_ = (PFNGLUNIFORM3IPROC) getprocaddress("glUniform3i"); glUniform4i_ = (PFNGLUNIFORM4IPROC) getprocaddress("glUniform4i"); glUniform1iv_ = (PFNGLUNIFORM1IVPROC) getprocaddress("glUniform1iv"); glUniform2iv_ = (PFNGLUNIFORM2IVPROC) getprocaddress("glUniform2iv"); glUniform3iv_ = (PFNGLUNIFORM3IVPROC) getprocaddress("glUniform3iv"); glUniform4iv_ = (PFNGLUNIFORM4IVPROC) getprocaddress("glUniform4iv"); glUniformMatrix2fv_ = (PFNGLUNIFORMMATRIX2FVPROC) getprocaddress("glUniformMatrix2fv"); glUniformMatrix3fv_ = (PFNGLUNIFORMMATRIX3FVPROC) getprocaddress("glUniformMatrix3fv"); glUniformMatrix4fv_ = (PFNGLUNIFORMMATRIX4FVPROC) getprocaddress("glUniformMatrix4fv"); glBindAttribLocation_ = (PFNGLBINDATTRIBLOCATIONPROC) getprocaddress("glBindAttribLocation"); glGetActiveUniform_ = (PFNGLGETACTIVEUNIFORMPROC) getprocaddress("glGetActiveUniform"); glEnableVertexAttribArray_ = (PFNGLENABLEVERTEXATTRIBARRAYPROC) getprocaddress("glEnableVertexAttribArray"); glDisableVertexAttribArray_ = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) getprocaddress("glDisableVertexAttribArray"); glVertexAttrib1f_ = (PFNGLVERTEXATTRIB1FPROC) getprocaddress("glVertexAttrib1f"); glVertexAttrib1fv_ = (PFNGLVERTEXATTRIB1FVPROC) getprocaddress("glVertexAttrib1fv"); glVertexAttrib1s_ = (PFNGLVERTEXATTRIB1SPROC) getprocaddress("glVertexAttrib1s"); glVertexAttrib1sv_ = (PFNGLVERTEXATTRIB1SVPROC) getprocaddress("glVertexAttrib1sv"); glVertexAttrib2f_ = (PFNGLVERTEXATTRIB2FPROC) getprocaddress("glVertexAttrib2f"); glVertexAttrib2fv_ = (PFNGLVERTEXATTRIB2FVPROC) getprocaddress("glVertexAttrib2fv"); glVertexAttrib2s_ = (PFNGLVERTEXATTRIB2SPROC) getprocaddress("glVertexAttrib2s"); glVertexAttrib2sv_ = (PFNGLVERTEXATTRIB2SVPROC) getprocaddress("glVertexAttrib2sv"); glVertexAttrib3f_ = (PFNGLVERTEXATTRIB3FPROC) getprocaddress("glVertexAttrib3f"); glVertexAttrib3fv_ = (PFNGLVERTEXATTRIB3FVPROC) getprocaddress("glVertexAttrib3fv"); glVertexAttrib3s_ = (PFNGLVERTEXATTRIB3SPROC) getprocaddress("glVertexAttrib3s"); glVertexAttrib3sv_ = (PFNGLVERTEXATTRIB3SVPROC) getprocaddress("glVertexAttrib3sv"); glVertexAttrib4f_ = (PFNGLVERTEXATTRIB4FPROC) getprocaddress("glVertexAttrib4f"); glVertexAttrib4fv_ = (PFNGLVERTEXATTRIB4FVPROC) getprocaddress("glVertexAttrib4fv"); glVertexAttrib4s_ = (PFNGLVERTEXATTRIB4SPROC) getprocaddress("glVertexAttrib4s"); glVertexAttrib4sv_ = (PFNGLVERTEXATTRIB4SVPROC) getprocaddress("glVertexAttrib4sv"); glVertexAttrib4bv_ = (PFNGLVERTEXATTRIB4BVPROC) getprocaddress("glVertexAttrib4bv"); glVertexAttrib4iv_ = (PFNGLVERTEXATTRIB4IVPROC) getprocaddress("glVertexAttrib4iv"); glVertexAttrib4ubv_ = (PFNGLVERTEXATTRIB4UBVPROC) getprocaddress("glVertexAttrib4ubv"); glVertexAttrib4uiv_ = (PFNGLVERTEXATTRIB4UIVPROC) getprocaddress("glVertexAttrib4uiv"); glVertexAttrib4usv_ = (PFNGLVERTEXATTRIB4USVPROC) getprocaddress("glVertexAttrib4usv"); glVertexAttrib4Nbv_ = (PFNGLVERTEXATTRIB4NBVPROC) getprocaddress("glVertexAttrib4Nbv"); glVertexAttrib4Niv_ = (PFNGLVERTEXATTRIB4NIVPROC) getprocaddress("glVertexAttrib4Niv"); glVertexAttrib4Nub_ = (PFNGLVERTEXATTRIB4NUBPROC) getprocaddress("glVertexAttrib4Nub"); glVertexAttrib4Nubv_ = (PFNGLVERTEXATTRIB4NUBVPROC) getprocaddress("glVertexAttrib4Nubv"); glVertexAttrib4Nuiv_ = (PFNGLVERTEXATTRIB4NUIVPROC) getprocaddress("glVertexAttrib4Nuiv"); glVertexAttrib4Nusv_ = (PFNGLVERTEXATTRIB4NUSVPROC) getprocaddress("glVertexAttrib4Nusv"); glVertexAttribPointer_ = (PFNGLVERTEXATTRIBPOINTERPROC) getprocaddress("glVertexAttribPointer"); glDrawBuffers_ = (PFNGLDRAWBUFFERSPROC) getprocaddress("glDrawBuffers"); if(glversion >= 300) { glGetStringi_ = (PFNGLGETSTRINGIPROC) getprocaddress("glGetStringi"); glBindFragDataLocation_ = (PFNGLBINDFRAGDATALOCATIONPROC)getprocaddress("glBindFragDataLocation"); } const char *glslstr = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION); uint glslmajorversion, glslminorversion; if(glslstr && sscanf(glslstr, " %u.%u", &glslmajorversion, &glslminorversion) == 2) glslversion = glslmajorversion*100 + glslminorversion; if(glslversion < 120) fatal("GLSL 1.20 or greater is required!"); parseglexts(); GLint val; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val); hwtexsize = val; glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &val); hwcubetexsize = val; if(glversion >= 300 || hasext("GL_ARB_texture_float") || hasext("GL_ATI_texture_float")) { hasTF = true; shadowmap = 1; extern int smoothshadowmappeel; smoothshadowmappeel = 1; } if(glversion >= 300 || hasext("GL_ARB_texture_rg")) { hasTRG = true; } if(glversion >= 300 || hasext("GL_ARB_framebuffer_object")) { glBindRenderbuffer_ = (PFNGLBINDRENDERBUFFERPROC) getprocaddress("glBindRenderbuffer"); glDeleteRenderbuffers_ = (PFNGLDELETERENDERBUFFERSPROC) getprocaddress("glDeleteRenderbuffers"); glGenRenderbuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenRenderbuffers"); glRenderbufferStorage_ = (PFNGLRENDERBUFFERSTORAGEPROC) getprocaddress("glRenderbufferStorage"); glCheckFramebufferStatus_ = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) getprocaddress("glCheckFramebufferStatus"); glBindFramebuffer_ = (PFNGLBINDFRAMEBUFFERPROC) getprocaddress("glBindFramebuffer"); glDeleteFramebuffers_ = (PFNGLDELETEFRAMEBUFFERSPROC) getprocaddress("glDeleteFramebuffers"); glGenFramebuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenFramebuffers"); glFramebufferTexture2D_ = (PFNGLFRAMEBUFFERTEXTURE2DPROC) getprocaddress("glFramebufferTexture2D"); glFramebufferRenderbuffer_ = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)getprocaddress("glFramebufferRenderbuffer"); glGenerateMipmap_ = (PFNGLGENERATEMIPMAPPROC) getprocaddress("glGenerateMipmap"); glBlitFramebuffer_ = (PFNGLBLITFRAMEBUFFERPROC) getprocaddress("glBlitFramebuffer"); hasAFBO = hasFBO = hasFBB = hasDS = true; } else if(hasext("GL_EXT_framebuffer_object")) { glBindRenderbuffer_ = (PFNGLBINDRENDERBUFFERPROC) getprocaddress("glBindRenderbufferEXT"); glDeleteRenderbuffers_ = (PFNGLDELETERENDERBUFFERSPROC) getprocaddress("glDeleteRenderbuffersEXT"); glGenRenderbuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenRenderbuffersEXT"); glRenderbufferStorage_ = (PFNGLRENDERBUFFERSTORAGEPROC) getprocaddress("glRenderbufferStorageEXT"); glCheckFramebufferStatus_ = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) getprocaddress("glCheckFramebufferStatusEXT"); glBindFramebuffer_ = (PFNGLBINDFRAMEBUFFERPROC) getprocaddress("glBindFramebufferEXT"); glDeleteFramebuffers_ = (PFNGLDELETEFRAMEBUFFERSPROC) getprocaddress("glDeleteFramebuffersEXT"); glGenFramebuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenFramebuffersEXT"); glFramebufferTexture2D_ = (PFNGLFRAMEBUFFERTEXTURE2DPROC) getprocaddress("glFramebufferTexture2DEXT"); glFramebufferRenderbuffer_ = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)getprocaddress("glFramebufferRenderbufferEXT"); glGenerateMipmap_ = (PFNGLGENERATEMIPMAPPROC) getprocaddress("glGenerateMipmapEXT"); hasFBO = true; if(hasext("GL_EXT_framebuffer_blit")) { glBlitFramebuffer_ = (PFNGLBLITFRAMEBUFFERPROC) getprocaddress("glBlitFramebufferEXT"); hasFBB = true; } if(hasext("GL_EXT_packed_depth_stencil") || hasext("GL_NV_packed_depth_stencil")) { hasDS = true; } } else fatal("Framebuffer object support is required!"); if(ati) { minimizetcusage = 1; // On Catalyst 10.2, issuing an occlusion query on the first draw using a given cubemap texture causes a nasty crash ati_cubemap_bug = 1; } else if(nvidia) { reservevpparams = 10; rtsharefb = 0; // work-around for strange driver stalls involving when using many FBOs extern int filltjoints; if(glversion < 300 && !hasext("GL_EXT_gpu_shader4")) filltjoints = 0; // DX9 or less NV cards seem to not cause many sparklies } else { reservevpparams = 20; if(mesa) mesa_swap_bug = 1; } if(glversion >= 300 || hasext("GL_ARB_map_buffer_range")) { glMapBufferRange_ = (PFNGLMAPBUFFERRANGEPROC) getprocaddress("glMapBufferRange"); glFlushMappedBufferRange_ = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)getprocaddress("glFlushMappedBufferRange"); hasMBR = true; } if(glversion >= 310 || hasext("GL_ARB_uniform_buffer_object")) { glGetUniformIndices_ = (PFNGLGETUNIFORMINDICESPROC) getprocaddress("glGetUniformIndices"); glGetActiveUniformsiv_ = (PFNGLGETACTIVEUNIFORMSIVPROC) getprocaddress("glGetActiveUniformsiv"); glGetUniformBlockIndex_ = (PFNGLGETUNIFORMBLOCKINDEXPROC) getprocaddress("glGetUniformBlockIndex"); glGetActiveUniformBlockiv_ = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)getprocaddress("glGetActiveUniformBlockiv"); glUniformBlockBinding_ = (PFNGLUNIFORMBLOCKBINDINGPROC) getprocaddress("glUniformBlockBinding"); glBindBufferBase_ = (PFNGLBINDBUFFERBASEPROC) getprocaddress("glBindBufferBase"); glBindBufferRange_ = (PFNGLBINDBUFFERRANGEPROC) getprocaddress("glBindBufferRange"); useubo = 1; hasUBO = true; } if(glversion >= 300 || hasext("GL_ARB_vertex_array_object")) { glBindVertexArray_ = (PFNGLBINDVERTEXARRAYPROC) getprocaddress("glBindVertexArray"); glDeleteVertexArrays_ = (PFNGLDELETEVERTEXARRAYSPROC)getprocaddress("glDeleteVertexArrays"); glGenVertexArrays_ = (PFNGLGENVERTEXARRAYSPROC) getprocaddress("glGenVertexArrays"); glIsVertexArray_ = (PFNGLISVERTEXARRAYPROC) getprocaddress("glIsVertexArray"); hasVAO = true; } else if(hasext("GL_APPLE_vertex_array_object")) { glBindVertexArray_ = (PFNGLBINDVERTEXARRAYPROC) getprocaddress("glBindVertexArrayAPPLE"); glDeleteVertexArrays_ = (PFNGLDELETEVERTEXARRAYSPROC)getprocaddress("glDeleteVertexArraysAPPLE"); glGenVertexArrays_ = (PFNGLGENVERTEXARRAYSPROC) getprocaddress("glGenVertexArraysAPPLE"); glIsVertexArray_ = (PFNGLISVERTEXARRAYPROC) getprocaddress("glIsVertexArrayAPPLE"); hasVAO = true; } if(glversion >= 330 || hasext("GL_ARB_texture_swizzle") || hasext("GL_EXT_texture_swizzle")) { hasTSW = true; } if(hasext("GL_EXT_texture_compression_s3tc")) { hasS3TC = true; if(!mesa) usetexcompress = 2; } else if(hasext("GL_EXT_texture_compression_dxt1") && hasext("GL_ANGLE_texture_compression_dxt3") && hasext("GL_ANGLE_texture_compression_dxt5")) { hasS3TC = true; } if(hasext("GL_3DFX_texture_compression_FXT1")) { hasFXT1 = true; if(mesa) usetexcompress = max(usetexcompress, 1); } if(hasext("GL_EXT_texture_compression_latc")) { hasLATC = true; } if(glversion >= 300 || hasext("GL_ARB_texture_compression_rgtc") || hasext("GL_EXT_texture_compression_rgtc")) { hasRGTC = true; } if(hasext("GL_EXT_texture_filter_anisotropic")) { GLint val; glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val); hwmaxaniso = val; hasAF = true; } if(glversion >= 300 || hasext("GL_EXT_gpu_shader4")) { // on DX10 or above class cards (i.e. GF8 or RadeonHD) enable expensive features extern int maxdynlights, texcompress; maxdynlights = MAXDYNLIGHTS; texcompress = max(texcompress, 1024 + 1); } } void glext(char *ext) { intret(hasext(ext) ? 1 : 0); } COMMAND(glext, "s"); void gl_resize() { glViewport(0, 0, screenw, screenh); } void gl_init() { glClearColor(0, 0, 0, 0); glClearDepth(1); glDepthFunc(GL_LESS); glDisable(GL_DEPTH_TEST); glEnable(GL_LINE_SMOOTH); //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glFrontFace(GL_CW); glCullFace(GL_BACK); glDisable(GL_CULL_FACE); gle::setup(); setupshaders(); setuptexcompress(); gl_resize(); } VAR(wireframe, 0, 0, 1); ICOMMAND(getcamyaw, "", (), floatret(camera1->yaw)); ICOMMAND(getcampitch, "", (), floatret(camera1->pitch)); ICOMMAND(getcamroll, "", (), floatret(camera1->roll)); ICOMMAND(getcampos, "", (), { defformatstring(pos, "%s %s %s", floatstr(camera1->o.x), floatstr(camera1->o.y), floatstr(camera1->o.z)); result(pos); }); vec worldpos, camdir, camright, camup; void setcammatrix() { // move from RH to Z-up LH quake style worldspace cammatrix = viewmatrix; cammatrix.rotate_around_y(camera1->roll*RAD); cammatrix.rotate_around_x(camera1->pitch*-RAD); cammatrix.rotate_around_z(camera1->yaw*-RAD); cammatrix.translate(vec(camera1->o).neg()); cammatrix.transposedtransformnormal(vec(viewmatrix.b), camdir); cammatrix.transposedtransformnormal(vec(viewmatrix.a).neg(), camright); cammatrix.transposedtransformnormal(vec(viewmatrix.c), camup); if(!drawtex) { if(raycubepos(camera1->o, camdir, worldpos, 0, RAY_CLIPMAT|RAY_SKIPFIRST) == -1) worldpos = vec(camdir).mul(2*worldsize).add(camera1->o); // if nothing is hit, just far away in the view direction } } void setcamprojmatrix(bool init = true, bool flush = false) { if(init) { setcammatrix(); } camprojmatrix.muld(projmatrix, cammatrix); if(init) { invcammatrix.invert(cammatrix); invcamprojmatrix.invert(camprojmatrix); } GLOBALPARAM(camprojmatrix, camprojmatrix); vec2 lineardepthscale = projmatrix.lineardepthscale(); if(flush && Shader::lastshader) Shader::lastshader->flushparams(); } matrix4 hudmatrix, hudmatrixstack[64]; int hudmatrixpos = 0; void resethudmatrix() { hudmatrixpos = 0; GLOBALPARAM(hudmatrix, hudmatrix); } void pushhudmatrix() { if(hudmatrixpos >= 0 && hudmatrixpos < int(sizeof(hudmatrixstack)/sizeof(hudmatrixstack[0]))) hudmatrixstack[hudmatrixpos] = hudmatrix; ++hudmatrixpos; } void flushhudmatrix(bool flushparams) { GLOBALPARAM(hudmatrix, hudmatrix); if(flushparams && Shader::lastshader) Shader::lastshader->flushparams(); } void pophudmatrix(bool flush, bool flushparams) { --hudmatrixpos; if(hudmatrixpos >= 0 && hudmatrixpos < int(sizeof(hudmatrixstack)/sizeof(hudmatrixstack[0]))) { hudmatrix = hudmatrixstack[hudmatrixpos]; if(flush) flushhudmatrix(flushparams); } } void pushhudscale(float sx, float sy) { if(!sy) sy = sx; pushhudmatrix(); hudmatrix.scale(sx, sy, 1); flushhudmatrix(); } void pushhudtranslate(float tx, float ty, float sx, float sy) { if(!sy) sy = sx; pushhudmatrix(); hudmatrix.translate(tx, ty, 0); if(sy) hudmatrix.scale(sx, sy, 1); flushhudmatrix(); } float curfov = 100, curavatarfov = 65, fovy, aspect; int farplane; VARP(zoominvel, 0, 250, 5000); VARP(zoomoutvel, 0, 100, 5000); VARP(zoomfov, 10, 35, 60); VARP(fov, 10, 100, 150); VAR(avatarzoomfov, 10, 25, 60); VAR(avatarfov, 10, 65, 150); FVAR(avatardepth, 0, 0.5f, 1); FVARNP(aspect, forceaspect, 0, 0, 1e3f); static float zoomprogress = 0; VAR(zoom, -1, 0, 1); void disablezoom() { zoom = 0; zoomprogress = 0; } void computezoom() { if(!zoom) { zoomprogress = 0; curfov = fov; curavatarfov = avatarfov; return; } if(zoom > 0) zoomprogress = zoominvel ? min(zoomprogress + float(elapsedtime) / zoominvel, 1.0f) : 1; else { zoomprogress = zoomoutvel ? max(zoomprogress - float(elapsedtime) / zoomoutvel, 0.0f) : 0; if(zoomprogress <= 0) zoom = 0; } curfov = zoomfov*zoomprogress + fov*(1 - zoomprogress); curavatarfov = avatarzoomfov*zoomprogress + avatarfov*(1 - zoomprogress); } FVARP(zoomsens, 1e-3f, 1, 1000); FVARP(zoomaccel, 0, 0, 1000); VARP(zoomautosens, 0, 1, 1); FVARP(sensitivity, 1e-3f, 3, 1000); FVARP(sensitivityscale, 1e-3f, 1, 1000); VARP(invmouse, 0, 0, 1); FVARP(mouseaccel, 0, 0, 1000); VAR(thirdperson, 0, 0, 2); FVAR(thirdpersondistance, 0, 20, 50); FVAR(thirdpersonup, -25, 0, 25); FVAR(thirdpersonside, -25, 0, 25); physent *camera1 = NULL; bool detachedcamera = false; bool isthirdperson() { return player!=camera1 || detachedcamera; } void fixcamerarange() { const float MAXPITCH = 90.0f; if(camera1->pitch>MAXPITCH) camera1->pitch = MAXPITCH; if(camera1->pitch<-MAXPITCH) camera1->pitch = -MAXPITCH; while(camera1->yaw<0.0f) camera1->yaw += 360.0f; while(camera1->yaw>=360.0f) camera1->yaw -= 360.0f; } void mousemove(int dx, int dy) { if(!game::allowmouselook()) return; float cursens = sensitivity, curaccel = mouseaccel; if(zoom) { if(zoomautosens) { cursens = float(sensitivity*zoomfov)/fov; curaccel = float(mouseaccel*zoomfov)/fov; } else { cursens = zoomsens; curaccel = zoomaccel; } } if(curaccel && curtime && (dx || dy)) cursens += curaccel * sqrtf(dx*dx + dy*dy)/curtime; cursens /= 33.0f*sensitivityscale; camera1->yaw += dx*cursens; camera1->pitch -= dy*cursens*(invmouse ? -1 : 1); fixcamerarange(); if(camera1!=player && !detachedcamera) { player->yaw = camera1->yaw; player->pitch = camera1->pitch; } speedmodifier += abs(dx)-abs(dy); } void recomputecamera() { game::setupcamera(); computezoom(); bool allowthirdperson = game::allowthirdperson(); bool shoulddetach = (allowthirdperson && thirdperson > 1) || game::detachcamera(); if((!allowthirdperson || !thirdperson) && !shoulddetach) { camera1 = player; detachedcamera = false; } else { static physent tempcamera; camera1 = &tempcamera; if(detachedcamera && shoulddetach) camera1->o = player->o; else { *camera1 = *player; detachedcamera = shoulddetach; } camera1->reset(); camera1->type = ENT_CAMERA; camera1->move = -1; camera1->eyeheight = camera1->aboveeye = camera1->radius = camera1->xradius = camera1->yradius = 2; matrix3 orient; orient.identity(); orient.rotate_around_z(camera1->yaw*RAD); orient.rotate_around_x(camera1->pitch*RAD); orient.rotate_around_y(camera1->roll*-RAD); vec dir = vec(orient.b).neg(), side = vec(orient.a).neg(), up = orient.c; if(game::collidecamera()) { movecamera(camera1, dir, thirdpersondistance, 1); movecamera(camera1, dir, clamp(thirdpersondistance - camera1->o.dist(player->o), 0.0f, 1.0f), 0.1f); if(thirdpersonup) { vec pos = camera1->o; float dist = fabs(thirdpersonup); if(thirdpersonup < 0) up.neg(); movecamera(camera1, up, dist, 1); movecamera(camera1, up, clamp(dist - camera1->o.dist(pos), 0.0f, 1.0f), 0.1f); } if(thirdpersonside) { vec pos = camera1->o; float dist = fabs(thirdpersonside); if(thirdpersonside < 0) side.neg(); movecamera(camera1, side, dist, 1); movecamera(camera1, side, clamp(dist - camera1->o.dist(pos), 0.0f, 1.0f), 0.1f); } } else { camera1->o.add(vec(dir).mul(thirdpersondistance)); if(thirdpersonup) camera1->o.add(vec(up).mul(thirdpersonup)); if(thirdpersonside) camera1->o.add(vec(side).mul(thirdpersonside)); } } } extern const matrix4 viewmatrix(vec(-1, 0, 0), vec(0, 0, 1), vec(0, -1, 0)); matrix4 cammatrix, projmatrix, camprojmatrix, invcammatrix, invcamprojmatrix; FVAR(nearplane, 0.01f, 0.54f, 2.0f); vec calcavatarpos(const vec &pos, float dist) { vec eyepos; cammatrix.transform(pos, eyepos); GLdouble ydist = nearplane * tan(curavatarfov/2*RAD), xdist = ydist * aspect; vec4 scrpos; scrpos.x = eyepos.x*nearplane/xdist; scrpos.y = eyepos.y*nearplane/ydist; scrpos.z = (eyepos.z*(farplane + nearplane) - 2*nearplane*farplane) / (farplane - nearplane); scrpos.w = -eyepos.z; vec worldpos = invcamprojmatrix.perspectivetransform(scrpos); vec dir = vec(worldpos).sub(camera1->o).rescale(dist); return dir.add(camera1->o); } matrix4 clipmatrix, noclipmatrix; void renderavatar() { if(isthirdperson()) return; matrix4 oldprojmatrix = projmatrix; projmatrix.perspective(curavatarfov, aspect, nearplane, farplane); projmatrix.scalez(avatardepth); setcamprojmatrix(false); game::renderavatar(); projmatrix = oldprojmatrix; setcamprojmatrix(false); } FVAR(polygonoffsetfactor, -1e4f, -3.0f, 1e4f); FVAR(polygonoffsetunits, -1e4f, -3.0f, 1e4f); FVAR(depthoffset, -1e4f, 0.01f, 1e4f); matrix4 nooffsetmatrix; void enablepolygonoffset(GLenum type) { if(!depthoffset) { glPolygonOffset(polygonoffsetfactor, polygonoffsetunits); glEnable(type); return; } bool clipped = false; nooffsetmatrix = projmatrix; projmatrix.d.z += depthoffset * (clipped ? noclipmatrix.c.z : projmatrix.c.z); setcamprojmatrix(false, true); } void disablepolygonoffset(GLenum type) { if(!depthoffset) { glDisable(type); return; } projmatrix = nooffsetmatrix; setcamprojmatrix(false, true); } void calcspherescissor(const vec ¢er, float size, float &sx1, float &sy1, float &sx2, float &sy2) { vec worldpos(center), e; cammatrix.transform(worldpos, e); if(e.z > 2*size) { sx1 = sy1 = 1; sx2 = sy2 = -1; return; } float zzrr = e.z*e.z - size*size, dx = e.x*e.x + zzrr, dy = e.y*e.y + zzrr, focaldist = 1.0f/tan(fovy*0.5f*RAD); sx1 = sy1 = -1; sx2 = sy2 = 1; #define CHECKPLANE(c, dir, focaldist, low, high) \ do { \ float nzc = (cz*cz + 1) / (cz dir drt) - cz, \ pz = (d##c)/(nzc*e.c - e.z); \ if(pz > 0) \ { \ float c = (focaldist)*nzc, \ pc = pz*nzc; \ if(pc < e.c) low = c; \ else if(pc > e.c) high = c; \ } \ } while(0) if(dx > 0) { float cz = e.x/e.z, drt = sqrtf(dx)/size; CHECKPLANE(x, -, focaldist/aspect, sx1, sx2); CHECKPLANE(x, +, focaldist/aspect, sx1, sx2); } if(dy > 0) { float cz = e.y/e.z, drt = sqrtf(dy)/size; CHECKPLANE(y, -, focaldist, sy1, sy2); CHECKPLANE(y, +, focaldist, sy1, sy2); } } static int scissoring = 0; static GLint oldscissor[4]; int pushscissor(float sx1, float sy1, float sx2, float sy2) { scissoring = 0; if(sx1 <= -1 && sy1 <= -1 && sx2 >= 1 && sy2 >= 1) return 0; sx1 = max(sx1, -1.0f); sy1 = max(sy1, -1.0f); sx2 = min(sx2, 1.0f); sy2 = min(sy2, 1.0f); GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); int sx = viewport[0] + int(floor((sx1+1)*0.5f*viewport[2])), sy = viewport[1] + int(floor((sy1+1)*0.5f*viewport[3])), sw = viewport[0] + int(ceil((sx2+1)*0.5f*viewport[2])) - sx, sh = viewport[1] + int(ceil((sy2+1)*0.5f*viewport[3])) - sy; if(sw <= 0 || sh <= 0) return 0; if(glIsEnabled(GL_SCISSOR_TEST)) { glGetIntegerv(GL_SCISSOR_BOX, oldscissor); sw += sx; sh += sy; sx = max(sx, int(oldscissor[0])); sy = max(sy, int(oldscissor[1])); sw = min(sw, int(oldscissor[0] + oldscissor[2])) - sx; sh = min(sh, int(oldscissor[1] + oldscissor[3])) - sy; if(sw <= 0 || sh <= 0) return 0; scissoring = 2; } else scissoring = 1; glScissor(sx, sy, sw, sh); if(scissoring<=1) glEnable(GL_SCISSOR_TEST); return scissoring; } void popscissor() { if(scissoring>1) glScissor(oldscissor[0], oldscissor[1], oldscissor[2], oldscissor[3]); else if(scissoring) glDisable(GL_SCISSOR_TEST); scissoring = 0; } static GLuint screenquadvbo = 0; static void setupscreenquad() { if(!screenquadvbo) { glGenBuffers_(1, &screenquadvbo); gle::bindvbo(screenquadvbo); vec2 verts[4] = { vec2(1, -1), vec2(-1, -1), vec2(1, 1), vec2(-1, 1) }; glBufferData_(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); gle::clearvbo(); } } static void cleanupscreenquad() { if(screenquadvbo) { glDeleteBuffers_(1, &screenquadvbo); screenquadvbo = 0; } } void screenquad() { setupscreenquad(); gle::bindvbo(screenquadvbo); gle::enablevertex(); gle::vertexpointer(sizeof(vec2), (const vec2 *)0, GL_FLOAT, 2); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); gle::disablevertex(); gle::clearvbo(); } static LocalShaderParam screentexcoord[2] = { LocalShaderParam("screentexcoord0"), LocalShaderParam("screentexcoord1") }; static inline void setscreentexcoord(int i, float w, float h, float x = 0, float y = 0) { screentexcoord[i].setf(w*0.5f, h*0.5f, x + w*0.5f, y + fabs(h)*0.5f); } void screenquad(float sw, float sh) { setscreentexcoord(0, sw, sh); screenquad(); } void screenquadflipped(float sw, float sh) { setscreentexcoord(0, sw, -sh); screenquad(); } void screenquad(float sw, float sh, float sw2, float sh2) { setscreentexcoord(0, sw, sh); setscreentexcoord(1, sw2, sh2); screenquad(); } void screenquadoffset(float x, float y, float w, float h) { setscreentexcoord(0, w, h, x, y); screenquad(); } void screenquadoffset(float x, float y, float w, float h, float x2, float y2, float w2, float h2) { setscreentexcoord(0, w, h, x, y); setscreentexcoord(1, w2, h2, x2, y2); screenquad(); } #define HUDQUAD(x1, y1, x2, y2, sx1, sy1, sx2, sy2) { \ gle::defvertex(2); \ gle::deftexcoord0(); \ gle::begin(GL_TRIANGLE_STRIP); \ gle::attribf(x2, y1); gle::attribf(sx2, sy1); \ gle::attribf(x1, y1); gle::attribf(sx1, sy1); \ gle::attribf(x2, y2); gle::attribf(sx2, sy2); \ gle::attribf(x1, y2); gle::attribf(sx1, sy2); \ gle::end(); \ } void hudquad(float x, float y, float w, float h, float tx, float ty, float tw, float th) { HUDQUAD(x, y, x+w, y+h, tx, ty, tx+tw, ty+th); } static float findsurface(const vec &v, int &abovemat) { ivec o(v), co; int csize; do { cube &c = lookupcube(o, 0, co, csize); abovemat = (int) MAT_AIR; return o.z; o.z = co.z + csize; } while(o.z < worldsize); abovemat = MAT_AIR; return worldsize; } bool renderedgame = false; void rendergame(bool mainpass) { game::rendergame(mainpass); if(!shadowmapping) renderedgame = true; } int drawtex = 0; VAR(modelpreviewfov, 10, 20, 100); VAR(modelpreviewpitch, -90, -15, 90); namespace modelpreview { physent *oldcamera; physent camera; float oldaspect, oldfovy, oldfov; int oldfarplane; matrix4 oldprojmatrix; void start(int x, int y, int w, int h, bool background) { drawtex = DRAWTEX_MODELPREVIEW; glViewport(x, y, w, h); glScissor(x, y, w, h); glEnable(GL_SCISSOR_TEST); oldcamera = camera1; camera = *camera1; camera.reset(); camera.type = ENT_CAMERA; camera.o = vec(0, 0, 0); camera.yaw = 0; camera.pitch = modelpreviewpitch; camera.roll = 0; camera1 = &camera; oldaspect = aspect; oldfovy = fovy; oldfov = curfov; oldfarplane = farplane; oldprojmatrix = projmatrix; aspect = w/float(h); fovy = modelpreviewfov; curfov = 2*atan2(tan(fovy/2*RAD), 1/aspect)/RAD; farplane = 1024; glClearColor(0, 0, 0, 1); glClear((background ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT); projmatrix.perspective(fovy, aspect, nearplane, farplane); setcamprojmatrix(); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); } void end() { glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); aspect = oldaspect; fovy = oldfovy; curfov = oldfov; farplane = oldfarplane; camera1 = oldcamera; drawtex = 0; glDisable(GL_SCISSOR_TEST); glViewport(0, 0, screenw, screenh); projmatrix = oldprojmatrix; setcamprojmatrix(); } } vec calcmodelpreviewpos(const vec &radius, float &yaw) { yaw = fmod(lastmillis/10000.0f*360.0f, 360.0f); float dist = 1.15f*max(radius.magnitude2()/aspect, radius.magnitude())/sinf(fovy/2*RAD); return vec(0, dist, 0).rotate_around_x(camera1->pitch*RAD); } bool deferdrawtextures = false; void drawtextures() { if(minimized) { deferdrawtextures = true; return; } deferdrawtextures = false; } int xtraverts, xtravertsva; void gl_drawframe() { if(deferdrawtextures) drawtextures(); updatedynlights(); int w = screenw, h = screenh; aspect = forceaspect ? forceaspect : w/float(h); fovy = 2*atan2(tan(curfov/2*RAD), aspect)/RAD; farplane = worldsize*2; projmatrix.perspective(fovy, aspect, nearplane, farplane); setcamprojmatrix(); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); xtravertsva = xtraverts = glde = gbatches = 0; visiblecubes(); glClear(GL_DEPTH_BUFFER_BIT|(wireframe && editmode ? GL_COLOR_BUFFER_BIT : 0)); if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); rendergeom(); extern int outline; if(!wireframe && editmode && outline) renderoutline(); renderdecals(true); rendermapmodels(); rendergame(true); renderavatar(); if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); rendermaterials(); renderalphageom(); if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); renderparticles(true); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); gl_drawhud(); renderedgame = false; } void gl_drawmainmenu() { xtravertsva = xtraverts = glde = gbatches = 0; renderbackground(NULL, NULL, NULL, NULL, true, true); gl_drawhud(); } VARNP(damagecompass, usedamagecompass, 0, 1, 1); VARP(damagecompassfade, 1, 1000, 10000); VARP(damagecompasssize, 1, 30, 100); VARP(damagecompassalpha, 1, 25, 100); VARP(damagecompassmin, 1, 25, 1000); VARP(damagecompassmax, 1, 200, 1000); float damagedirs[8] = { 0, 0, 0, 0, 0, 0, 0, 0 }; void damagecompass(int n, const vec &loc) { if(!usedamagecompass || minimized) return; vec delta(loc); delta.sub(camera1->o); float yaw = 0, pitch; if(delta.magnitude() > 4) { vectoyawpitch(delta, yaw, pitch); yaw -= camera1->yaw; } if(yaw >= 360) yaw = fmod(yaw, 360); else if(yaw < 0) yaw = 360 - fmod(-yaw, 360); int dir = (int(yaw+22.5f)%360)/45; damagedirs[dir] += max(n, damagecompassmin)/float(damagecompassmax); if(damagedirs[dir]>1) damagedirs[dir] = 1; } void drawdamagecompass(int w, int h) { hudnotextureshader->set(); int dirs = 0; float size = damagecompasssize/100.0f*min(h, w)/2.0f; loopi(8) if(damagedirs[i]>0) { if(!dirs) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gle::colorf(1, 0, 0, damagecompassalpha/100.0f); gle::defvertex(); gle::begin(GL_TRIANGLES); } dirs++; float logscale = 32, scale = log(1 + (logscale - 1)*damagedirs[i]) / log(logscale), offset = -size/2.0f-min(h, w)/4.0f; matrix4x3 m; m.identity(); m.settranslation(w/2, h/2, 0); m.rotate_around_z(i*45*RAD); m.translate(0, offset, 0); m.scale(size*scale); gle::attrib(m.transform(vec2(1, 1))); gle::attrib(m.transform(vec2(-1, 1))); gle::attrib(m.transform(vec2(0, 0))); // fade in log space so short blips don't disappear too quickly scale -= float(curtime)/damagecompassfade; damagedirs[i] = scale > 0 ? (pow(logscale, scale) - 1) / (logscale - 1) : 0; } if(dirs) gle::end(); } VAR(hidestats, 0, 0, 1); VAR(hidehud, 0, 0, 1); VARP(crosshairsize, 0, 15, 50); VARP(cursorsize, 0, 30, 50); VARP(crosshairfx, 0, 1, 1); VARP(crosshaircolors, 0, 1, 1); #define MAXCROSSHAIRS 4 static Texture *crosshairs[MAXCROSSHAIRS] = { NULL, NULL, NULL, NULL }; void loadcrosshair(const char *name, int i) { if(i < 0 || i >= MAXCROSSHAIRS) return; crosshairs[i] = name ? textureload(name, 3, true) : notexture; if(crosshairs[i] == notexture) { name = game::defaultcrosshair(i); if(!name) name = "data/crosshair.png"; crosshairs[i] = textureload(name, 3, true); } } void loadcrosshair_(const char *name, int *i) { loadcrosshair(name, *i); } COMMANDN(loadcrosshair, loadcrosshair_, "si"); ICOMMAND(getcrosshair, "i", (int *i), { const char *name = ""; if(*i >= 0 && *i < MAXCROSSHAIRS) { name = crosshairs[*i] ? crosshairs[*i]->name : game::defaultcrosshair(*i); if(!name) name = "data/crosshair.png"; } result(name); }); void writecrosshairs(stream *f) { loopi(MAXCROSSHAIRS) if(crosshairs[i] && crosshairs[i]!=notexture) f->printf("loadcrosshair %s %d\n", escapestring(crosshairs[i]->name), i); f->printf("\n"); } void drawcrosshair(int w, int h) { bool windowhit = g3d_windowhit(true, false); if(!windowhit && (hidehud || mainmenu)) return; //(hidehud || player->state==CS_SPECTATOR || player->state==CS_DEAD)) return; vec color(1, 1, 1); float cx = 0.5f, cy = 0.5f, chsize; Texture *crosshair; if(windowhit) { static Texture *cursor = NULL; if(!cursor) cursor = textureload("data/guicursor.png", 3, true); crosshair = cursor; chsize = cursorsize*w/900.0f; g3d_cursorpos(cx, cy); } else { int index = game::selectcrosshair(color); if(index < 0) return; if(!crosshairfx) index = 0; if(!crosshairfx || !crosshaircolors) color = vec(1, 1, 1); crosshair = crosshairs[index]; if(!crosshair) { loadcrosshair(NULL, index); crosshair = crosshairs[index]; } chsize = crosshairsize*w/900.0f; } if(crosshair->type&Texture::ALPHA) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc(GL_ONE, GL_ONE); float x = cx*w - (windowhit ? 0 : chsize/2.0f); float y = cy*h - (windowhit ? 0 : chsize/2.0f); glBindTexture(GL_TEXTURE_2D, crosshair->id); hudshader->set(); gle::color(color); hudquad(x, y, chsize, chsize); } VARP(showfps, 0, 1, 1); VARP(showfpsrange, 0, 0, 1); VAR(showeditstats, 0, 0, 1); VAR(statrate, 1, 200, 1000); FVARP(conscale, 1e-3f, 0.33f, 1e3f); void gl_drawhud() { g3d_render(); int w = screenw, h = screenh; if(forceaspect) w = int(ceil(h*forceaspect)); if(editmode && !hidehud && !mainmenu) { glEnable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); rendereditcursor(); glDepthMask(GL_TRUE); glDisable(GL_DEPTH_TEST); } gettextres(w, h); hudmatrix.ortho(0, w, h, 0, -1, 1); resethudmatrix(); gle::colorf(1, 1, 1); glEnable(GL_BLEND); if(!mainmenu) { drawdamagecompass(w, h); } hudshader->set(); int conw = int(w/conscale), conh = int(h/conscale), abovehud = conh - FONTH, limitgui = abovehud; if(!hidehud && !mainmenu) { if(!hidestats) { pushhudmatrix(); hudmatrix.scale(conscale, conscale, 1); flushhudmatrix(); int roffset = 0; if(showfps) { static int lastfps = 0, prevfps[3] = { 0, 0, 0 }, curfps[3] = { 0, 0, 0 }; if(totalmillis - lastfps >= statrate) { memcpy(prevfps, curfps, sizeof(prevfps)); lastfps = totalmillis - (totalmillis%statrate); } int nextfps[3]; getfps(nextfps[0], nextfps[1], nextfps[2]); loopi(3) if(prevfps[i]==curfps[i]) curfps[i] = nextfps[i]; if(showfpsrange) draw_textf("fps %d+%d-%d", conw-7*FONTH, conh-FONTH*3/2, curfps[0], curfps[1], curfps[2]); else draw_textf("fps %d", conw-5*FONTH, conh-FONTH*3/2, curfps[0]); roffset += FONTH; } if(editmode || showeditstats) { static int laststats = 0, prevstats[8] = { 0, 0, 0, 0, 0, 0, 0 }, curstats[8] = { 0, 0, 0, 0, 0, 0, 0 }; if(totalmillis - laststats >= statrate) { memcpy(prevstats, curstats, sizeof(prevstats)); laststats = totalmillis - (totalmillis%statrate); } int nextstats[8] = { vtris*100/max(wtris, 1), vverts*100/max(wverts, 1), xtraverts/1024, xtravertsva/1024, glde, gbatches, getnumqueries() }; loopi(8) if(prevstats[i]==curstats[i]) curstats[i] = nextstats[i]; abovehud -= 2*FONTH; draw_textf("wtr:%dk(%d%%) wvt:%dk(%d%%) evt:%dk eva:%dk", FONTH/2, abovehud, wtris/1024, curstats[0], wverts/1024, curstats[1], curstats[2], curstats[3]); draw_textf("ond:%d va:%d gl:%d(%d) oq:%d lm:%d rp:%d", FONTH/2, abovehud+FONTH, allocnodes*8, allocva, curstats[4], curstats[5], curstats[6], lightmaps.length(), curstats[7]); limitgui = abovehud; } if(editmode) { abovehud -= FONTH; draw_textf("cube %s%d%s", FONTH/2, abovehud, selchildcount<0 ? "1/" : "", abs(selchildcount), showmat && selchildmat > 0 ? getmaterialdesc(selchildmat, ": ") : ""); if(char *editinfo = execidentstr("edithud")) { if(editinfo[0]) { int tw, th; text_bounds(editinfo, tw, th); th += FONTH-1; th -= th%FONTH; abovehud -= max(th, FONTH); draw_text(editinfo, FONTH/2, abovehud); } DELETEA(editinfo); } } else if(char *gameinfo = execidentstr("gamehud")) { if(gameinfo[0]) { int tw, th; text_bounds(gameinfo, tw, th); th += FONTH-1; th -= th%FONTH; roffset += max(th, FONTH); draw_text(gameinfo, conw-max(5*FONTH, 2*FONTH+tw), conh-FONTH/2-roffset); } DELETEA(gameinfo); } pophudmatrix(); } if(hidestats || (!editmode && !showeditstats)) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); game::gameplayhud(w, h); limitgui = abovehud = min(abovehud, int(conh*game::abovegameplayhud(w, h))); } rendertexturepanel(w, h); } glDisable(GL_BLEND); g3d_limitscale((2*limitgui - conh) / float(conh)); g3d_render2d(); glEnable(GL_BLEND); hudmatrix.ortho(0, w, h, 0, -1, 1); resethudmatrix(); pushhudmatrix(); hudmatrix.scale(conscale, conscale, 1); flushhudmatrix(); abovehud -= rendercommand(FONTH/2, abovehud - FONTH/2, conw-FONTH); extern int fullconsole; if(!hidehud || fullconsole) renderconsole(conw, conh, abovehud - FONTH/2); pophudmatrix(); drawcrosshair(w, h); glDisable(GL_BLEND); } void cleanupgl() { cleanupscreenquad(); gle::cleanup(); }