/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_surf.c: surface-related refresh code #include "quakedef.h" #if defined(GLQUAKE) #include "glquake.h" #include "shader.h" #include "renderque.h" #include extern cvar_t r_lightmap_nearest; void GLBE_ClearVBO(vbo_t *vbo, qboolean dataonly) { int vboh[6 + MAXRLIGHTMAPS]; int i, j; vboh[0] = vbo->indicies.gl.vbo; vboh[1] = vbo->coord.gl.vbo; vboh[2] = vbo->texcoord.gl.vbo; vboh[3] = vbo->normals.gl.vbo; vboh[4] = vbo->svector.gl.vbo; vboh[5] = vbo->tvector.gl.vbo; for (i = 0; i < MAXRLIGHTMAPS; i++) vboh[6+i] = vbo->lmcoord[i].gl.vbo; memset (&vbo->indicies, 0, sizeof(vbo->indicies)); memset (&vbo->coord, 0, sizeof(vbo->coord)); memset (&vbo->texcoord, 0, sizeof(vbo->texcoord)); memset (&vbo->normals, 0, sizeof(vbo->normals)); memset (&vbo->svector, 0, sizeof(vbo->svector)); memset (&vbo->tvector, 0, sizeof(vbo->tvector)); memset (&vbo->lmcoord, 0, sizeof(vbo->lmcoord)); for (i = 0; i < 7; i++) { if (!vboh[i]) continue; for (j = 0; j < i; j++) { if (vboh[j] == vboh[i]) break; //already freed by one of the other ones } if (j == i) qglDeleteBuffersARB(1, &vboh[i]); } if (vbo->vertdata) BZ_Free(vbo->vertdata); vbo->vertdata = NULL; BZ_Free(vbo->meshlist); vbo->meshlist = NULL; if (!dataonly) BZ_Free(vbo); } void GLBE_SetupVAO(vbo_t *vbo, unsigned int vaodynamic, unsigned int vaostatic); static qboolean GL_BuildVBO(vbo_t *vbo, void *vdata, int vsize, void *edata, int elementsize, unsigned int vaodynamic) { unsigned int vbos[2]; int s; unsigned int vaostatic = 0; if (!qglGenBuffersARB || !vsize || !elementsize) return false; qglGenBuffersARB(1+(elementsize>0), vbos); //opengl ate our data, fixup the vbo arrays to point to the vbo instead of the raw data if (vbo->indicies.gl.addr && elementsize) { vbo->indicies.gl.vbo = vbos[1]; vbo->indicies.gl.addr = (index_t*)((char*)vbo->indicies.gl.addr - (char*)edata); vaostatic |= 1u<coord.gl.addr) { vbo->coord.gl.vbo = vbos[0]; vbo->coord.gl.addr = (vecV_t*)((char*)vbo->coord.gl.addr - (char*)vdata); vaostatic |= 1u<texcoord.gl.addr) { vbo->texcoord.gl.vbo = vbos[0]; vbo->texcoord.gl.addr = (vec2_t*)((char*)vbo->texcoord.gl.addr - (char*)vdata); vaostatic |= 1u<colours[s].gl.addr) { vbo->colours[s].gl.vbo = vbos[0]; vbo->colours[s].gl.addr = (vec4_t*)((char*)vbo->colours[s].gl.addr - (char*)vdata); switch(s) { default: vaostatic |= 1u< 1 case 1: vaostatic |= 1u<lmcoord[s].gl.addr) { vbo->lmcoord[s].gl.vbo = vbos[0]; vbo->lmcoord[s].gl.addr = (vec2_t*)((char*)vbo->lmcoord[s].gl.addr - (char*)vdata); switch(s) { default: vaostatic |= 1u< 1 case 1: vaostatic |= 1u<normals.gl.addr) { vbo->normals.gl.vbo = vbos[0]; vbo->normals.gl.addr = (vec3_t*)((char*)vbo->normals.gl.addr - (char*)vdata); vaostatic |= 1u<svector.gl.addr) { vbo->svector.gl.vbo = vbos[0]; vbo->svector.gl.addr = (vec3_t*)((char*)vbo->svector.gl.addr - (char*)vdata); vaostatic |= 1u<tvector.gl.addr) { vbo->tvector.gl.vbo = vbos[0]; vbo->tvector.gl.addr = (vec3_t*)((char*)vbo->tvector.gl.addr - (char*)vdata); vaostatic |= 1u<0) qglBufferStorage(GL_ELEMENT_ARRAY_BUFFER_ARB, elementsize, edata, 0); } else { qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vsize, vdata, GL_STATIC_DRAW_ARB); if (elementsize>0) { qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, elementsize, edata, GL_STATIC_DRAW_ARB); } } return true; } //allocates an aligned buffer. caller needs to make sure there's enough space. void *allocbuf(char **p, int elements, int elementsize) { void *ret; *p += elementsize - 1; *p -= (size_t)*p & (elementsize-1); ret = *p; *p += elements*elementsize; return ret; } void GLBE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch, int lightmaps) { unsigned int maxvboverts; unsigned int maxvboelements; unsigned int i, s; unsigned int v; unsigned int vcount, ecount; unsigned int pervertsize; //erm, that name wasn't intentional unsigned int meshes; vbo_t *vbo; mesh_t *m; char *p; vecV_t *coord; vec2_t *texcoord; vec2_t *lmcoord[MAXRLIGHTMAPS]; vec3_t *normals; vec3_t *svector; vec3_t *tvector; vec4_t *colours[MAXRLIGHTMAPS]; index_t *indicies; batch_t *batch; int vbosize; vbo = Z_Malloc(sizeof(*vbo)); maxvboverts = 0; maxvboelements = 0; meshes = 0; for(batch = firstbatch; batch != stopbatch; batch = batch->next) { for (i=0 ; imaxmeshes ; i++) { m = batch->mesh[i]; meshes++; maxvboelements += m->numindexes; maxvboverts += m->numvertexes; } } if (maxvboverts > MAX_INDICIES) Sys_Error("Building a vbo with too many verticies\n"); vcount = 0; ecount = 0; pervertsize = sizeof(vecV_t)+ //coord sizeof(vec2_t)+ //tex sizeof(vec2_t)*lightmaps+ //lm sizeof(vec3_t)+ //normal sizeof(vec3_t)+ //sdir sizeof(vec3_t)+ //tdir sizeof(vec4_t)*lightmaps; //colours vbo->vertdata = BZ_Malloc((maxvboverts+1)*pervertsize + (maxvboelements+1)*sizeof(index_t)); p = vbo->vertdata; vbo->coord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vecV_t)); vbo->texcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t)); for (s = 0; s < lightmaps; s++) vbo->lmcoord[s].gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t)); for (; s < MAXRLIGHTMAPS; s++) vbo->lmcoord[s].gl.addr = NULL; vbo->normals.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t)); vbo->svector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t)); vbo->tvector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t)); for (s = 0; s < lightmaps; s++) vbo->colours[s].gl.addr = allocbuf(&p, maxvboverts, sizeof(vec4_t)); for (; s < MAXRLIGHTMAPS; s++) vbo->lmcoord[s].gl.addr = NULL; vbosize = (char*)p - (char*)vbo->coord.gl.addr; if ((char*)p - (char*)vbo->vertdata > (maxvboverts+1)*pervertsize) Sys_Error("GLBE_GenBatchVBOs: aligned overflow"); vbo->indicies.gl.addr = allocbuf(&p, maxvboelements, sizeof(index_t)); coord = vbo->coord.gl.addr; texcoord = vbo->texcoord.gl.addr; for (s = 0; s < MAXRLIGHTMAPS; s++) { lmcoord[s] = vbo->lmcoord[s].gl.addr; colours[s] = vbo->colours[s].gl.addr; } normals = vbo->normals.gl.addr; svector = vbo->svector.gl.addr; tvector = vbo->tvector.gl.addr; indicies = vbo->indicies.gl.addr; //vbo->meshcount = meshes; //vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist)); meshes = 0; for(batch = firstbatch; batch != stopbatch; batch = batch->next) { batch->vbo = vbo; for (i=0 ; imaxmeshes ; i++) { m = batch->mesh[i]; // surf->mark = &vbo->meshlist[meshes++]; // *surf->mark = NULL; m->vbofirstvert = vcount; m->vbofirstelement = ecount; for (v = 0; v < m->numindexes; v++) indicies[ecount++] = vcount + m->indexes[v]; for (v = 0; v < m->numvertexes; v++) { coord[vcount+v][0] = m->xyz_array[v][0]; coord[vcount+v][1] = m->xyz_array[v][1]; coord[vcount+v][2] = m->xyz_array[v][2]; if (m->st_array) { texcoord[vcount+v][0] = m->st_array[v][0]; texcoord[vcount+v][1] = m->st_array[v][1]; } for (s = 0; s < lightmaps; s++) { if (m->lmst_array[s]) { lmcoord[s][vcount+v][0] = m->lmst_array[s][v][0]; lmcoord[s][vcount+v][1] = m->lmst_array[s][v][1]; } if (m->colors4f_array[s]) { colours[s][vcount+v][0] = m->colors4f_array[s][v][0]; colours[s][vcount+v][1] = m->colors4f_array[s][v][1]; colours[s][vcount+v][2] = m->colors4f_array[s][v][2]; colours[s][vcount+v][3] = m->colors4f_array[s][v][3]; } } if (m->normals_array) { normals[vcount+v][0] = m->normals_array[v][0]; normals[vcount+v][1] = m->normals_array[v][1]; normals[vcount+v][2] = m->normals_array[v][2]; } if (m->snormals_array) { svector[vcount+v][0] = m->snormals_array[v][0]; svector[vcount+v][1] = m->snormals_array[v][1]; svector[vcount+v][2] = m->snormals_array[v][2]; } if (m->tnormals_array) { tvector[vcount+v][0] = m->tnormals_array[v][0]; tvector[vcount+v][1] = m->tnormals_array[v][1]; tvector[vcount+v][2] = m->tnormals_array[v][2]; } } vcount += v; } } if (GL_BuildVBO(vbo, vbo->coord.gl.addr, vbosize/*vcount*pervertsize*/, indicies, ecount*sizeof(index_t), 0)) { BZ_Free(vbo->vertdata); vbo->vertdata = NULL; } vbo->vertcount = vcount; vbo->next = *vbochain; *vbochain = vbo; } void GLBE_GenBrushModelVBO(model_t *mod) { unsigned int vcount; unsigned int cvcount; batch_t *batch, *fbatch; int sortid; int i; fbatch = NULL; vcount = 0; for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++) { if (!mod->batches[sortid]) continue; for (fbatch = batch = mod->batches[sortid]; batch != NULL; batch = batch->next) { for (i = 0, cvcount = 0; i < batch->maxmeshes; i++) cvcount += batch->mesh[i]->numvertexes; //firstmesh got reused as the number of verticies in each batch if (vcount + cvcount > MAX_INDICIES) { GLBE_GenBatchVBOs(&mod->vbos, fbatch, batch, mod->lightmaps.surfstyles); fbatch = batch; vcount = 0; } vcount += cvcount; } GLBE_GenBatchVBOs(&mod->vbos, fbatch, batch, mod->lightmaps.surfstyles); } #if 0 if (!mod->numsurfaces) return; for (t = 0; t < mod->numtextures; t++) { if (!mod->textures[t]) continue; vbo = &mod->textures[t]->vbo; BE_ClearVBO(vbo); maxvboverts = 0; maxvboelements = 0; meshes = 0; for (i=0 ; inumsurfaces ; i++) { if (mod->surfaces[i].texinfo->texture != mod->textures[t]) continue; m = mod->surfaces[i].mesh; if (!m) continue; meshes++; maxvboelements += m->numindexes; maxvboverts += m->numvertexes; } #if sizeof_index_t == 2 if (maxvboverts > (1<<(sizeof(index_t)*8))-1) continue; #endif if (!maxvboverts) continue; //fixme: stop this from leaking! vcount = 0; ecount = 0; pervertsize = sizeof(vecV_t)+ //coord sizeof(vec2_t)+ //tex sizeof(vec2_t)+ //lm sizeof(vec3_t)+ //normal sizeof(vec3_t)+ //sdir sizeof(vec3_t)+ //tdir sizeof(vec4_t); //colours vbo->vertdata = BZ_Malloc((maxvboverts+1)*pervertsize + (maxvboelements+1)*sizeof(index_t)); p = vbo->vertdata; vbo->coord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vecV_t)); vbo->texcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t)); vbo->lmcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t)); vbo->normals.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t)); vbo->svector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t)); vbo->tvector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t)); vbo->colours.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec4_t)); vbo->indicies.gl.addr = allocbuf(&p, maxvboelements, sizeof(index_t)); coord = vbo->coord.gl.addr; texcoord = vbo->texcoord.gl.addr; lmcoord = vbo->lmcoord.gl.addr; normals = vbo->normals.gl.addr; svector = vbo->svector.gl.addr; tvector = vbo->tvector.gl.addr; colours = vbo->colours.gl.addr; indicies = vbo->indicies.gl.addr; vbo->meshcount = meshes; vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist)); meshes = 0; for (i=0 ; inumsurfaces ; i++) { if (mod->surfaces[i].texinfo->texture != mod->textures[t]) continue; m = mod->surfaces[i].mesh; if (!m) continue; mod->surfaces[i].mark = &vbo->meshlist[meshes++]; *mod->surfaces[i].mark = NULL; m->vbofirstvert = vcount; m->vbofirstelement = ecount; for (v = 0; v < m->numindexes; v++) indicies[ecount++] = vcount + m->indexes[v]; for (v = 0; v < m->numvertexes; v++) { coord[vcount+v][0] = m->xyz_array[v][0]; coord[vcount+v][1] = m->xyz_array[v][1]; coord[vcount+v][2] = m->xyz_array[v][2]; if (m->st_array) { texcoord[vcount+v][0] = m->st_array[v][0]; texcoord[vcount+v][1] = m->st_array[v][1]; } if (m->lmst_array) { lmcoord[vcount+v][0] = m->lmst_array[v][0]; lmcoord[vcount+v][1] = m->lmst_array[v][1]; } if (m->normals_array) { normals[vcount+v][0] = m->normals_array[v][0]; normals[vcount+v][1] = m->normals_array[v][1]; normals[vcount+v][2] = m->normals_array[v][2]; } if (m->snormals_array) { svector[vcount+v][0] = m->snormals_array[v][0]; svector[vcount+v][1] = m->snormals_array[v][1]; svector[vcount+v][2] = m->snormals_array[v][2]; } if (m->tnormals_array) { tvector[vcount+v][0] = m->tnormals_array[v][0]; tvector[vcount+v][1] = m->tnormals_array[v][1]; tvector[vcount+v][2] = m->tnormals_array[v][2]; } if (m->colors4f_array) { colours[vcount+v][0] = m->colors4f_array[v][0]; colours[vcount+v][1] = m->colors4f_array[v][1]; colours[vcount+v][2] = m->colors4f_array[v][2]; colours[vcount+v][3] = m->colors4f_array[v][3]; } } vcount += v; } if (GL_BuildVBO(vbo, vbo->vertdata, vcount*pervertsize, indicies, ecount*sizeof(index_t), 0)) { BZ_Free(vbo->vertdata); vbo->vertdata = NULL; } vbo->vertcount = vcount; } #endif } #endif