OctaCore/src/engine/rendergl.cc

2697 lines
100 KiB
C++

// rendergl.cpp: core opengl rendering stuff
#include "aa.hh"
#include "blend.hh"
#include "console.hh"
#include "grass.hh"
#include "main.hh" // mainmenu, renderbackground, getfps, getclockmillis, screenw/h, inbetweenframes, renderedframe, player, fatal
#include "material.hh"
#include "pvs.hh"
#include "octaedit.hh"
#include "octarender.hh" // valist
#include "rendergl.hh"
#include "renderlights.hh"
#include "rendermodel.hh"
#include "renderparticles.hh"
#include "rendersky.hh"
#include "rendertext.hh"
#include "renderva.hh"
#include "texture.hh"
#include "water.hh"
#include <shared/cube.hh>
bool hasVAO = false, hasTR = false, hasTSW = false, hasPBO = false, hasFBO = false, hasAFBO = false, hasDS = false, hasTF = false, hasCBF = false, hasS3TC = false, hasFXT1 = false, hasLATC = false, hasRGTC = false, hasAF = false, hasFBB = false, hasFBMS = false, hasTMS = false, hasMSS = false, hasFBMSBS = false, hasUBO = false, hasMBR = false, hasDB2 = false, hasDBB = false, hasTG = false, hasTQ = false, hasPF = false, hasTRG = false, hasTI = false, hasHFV = false, hasHFP = false, hasDBT = false, hasDC = false, hasDBGO = false, hasEGPU4 = false, hasGPU4 = false, hasGPU5 = false, hasBFE = false, hasEAL = false, hasCR = false, hasOQ2 = false, hasES3 = false, hasCB = false, hasCI = false;
bool mesa = false, intel = false, amd = false, nvidia = false;
int hasstencil = 0;
VAR(glversion, 1, 0, 0);
VAR(glslversion, 1, 0, 0);
VAR(glcompat, 1, 0, 0);
// GL_EXT_timer_query
PFNGLGETQUERYOBJECTI64VEXTPROC glGetQueryObjecti64v_ = NULL;
PFNGLGETQUERYOBJECTUI64VEXTPROC glGetQueryObjectui64v_ = NULL;
// GL_EXT_framebuffer_object
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer_ = NULL;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers_ = NULL;
PFNGLGENFRAMEBUFFERSPROC glGenRenderbuffers_ = NULL;
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage_ = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv_ = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus_ = NULL;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer_ = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers_ = NULL;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers_ = NULL;
PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D_ = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D_ = NULL;
PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D_ = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer_ = NULL;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap_ = NULL;
// GL_EXT_framebuffer_blit
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer_ = NULL;
// GL_EXT_framebuffer_multisample
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample_ = NULL;
// GL_ARB_texture_multisample
PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample_ = NULL;
PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample_ = NULL;
PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv_ = NULL;
PFNGLSAMPLEMASKIPROC glSampleMaski_ = NULL;
// GL_ARB_sample_shading
PFNGLMINSAMPLESHADINGPROC glMinSampleShading_ = NULL;
// GL_ARB_draw_buffers_blend
PFNGLBLENDEQUATIONIPROC glBlendEquationi_ = NULL;
PFNGLBLENDEQUATIONSEPARATEIPROC glBlendEquationSeparatei_ = NULL;
PFNGLBLENDFUNCIPROC glBlendFunci_ = NULL;
PFNGLBLENDFUNCSEPARATEIPROC glBlendFuncSeparatei_ = NULL;
// OpenGL 1.3
#ifdef WIN32
PFNGLACTIVETEXTUREPROC glActiveTexture_ = NULL;
PFNGLBLENDEQUATIONEXTPROC glBlendEquation_ = NULL;
PFNGLBLENDCOLOREXTPROC glBlendColor_ = NULL;
PFNGLTEXIMAGE3DPROC glTexImage3D_ = NULL;
PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D_ = NULL;
PFNGLCOPYTEXSUBIMAGE3DPROC glCopyTexSubImage3D_ = NULL;
PFNGLCOMPRESSEDTEXIMAGE3DPROC glCompressedTexImage3D_ = NULL;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D_ = NULL;
PFNGLCOMPRESSEDTEXIMAGE1DPROC glCompressedTexImage1D_ = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glCompressedTexSubImage3D_ = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glCompressedTexSubImage2D_ = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glCompressedTexSubImage1D_ = NULL;
PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage_ = NULL;
PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements_ = NULL;
#endif
// OpenGL 2.0
#ifndef __APPLE__
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;
#endif
// OpenGL 3.0
PFNGLGETSTRINGIPROC glGetStringi_ = NULL;
PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation_ = NULL;
PFNGLUNIFORM1UIPROC glUniform1ui_ = NULL;
PFNGLUNIFORM2UIPROC glUniform2ui_ = NULL;
PFNGLUNIFORM3UIPROC glUniform3ui_ = NULL;
PFNGLUNIFORM4UIPROC glUniform4ui_ = NULL;
PFNGLUNIFORM1UIVPROC glUniform1uiv_ = NULL;
PFNGLUNIFORM2UIVPROC glUniform2uiv_ = NULL;
PFNGLUNIFORM3UIVPROC glUniform3uiv_ = NULL;
PFNGLUNIFORM4UIVPROC glUniform4uiv_ = NULL;
PFNGLCLEARBUFFERIVPROC glClearBufferiv_ = NULL;
PFNGLCLEARBUFFERUIVPROC glClearBufferuiv_ = NULL;
PFNGLCLEARBUFFERFVPROC glClearBufferfv_ = NULL;
PFNGLCLEARBUFFERFIPROC glClearBufferfi_ = NULL;
// GL_EXT_draw_buffers2
PFNGLCOLORMASKIPROC glColorMaski_ = NULL;
PFNGLENABLEIPROC glEnablei_ = NULL;
PFNGLDISABLEIPROC glDisablei_ = NULL;
// GL_NV_conditional_render
PFNGLBEGINCONDITIONALRENDERPROC glBeginConditionalRender_ = NULL;
PFNGLENDCONDITIONALRENDERPROC glEndConditionalRender_ = NULL;
// GL_EXT_texture_integer
PFNGLTEXPARAMETERIIVPROC glTexParameterIiv_ = NULL;
PFNGLTEXPARAMETERIUIVPROC glTexParameterIuiv_ = NULL;
PFNGLGETTEXPARAMETERIIVPROC glGetTexParameterIiv_ = NULL;
PFNGLGETTEXPARAMETERIUIVPROC glGetTexParameterIuiv_ = NULL;
PFNGLCLEARCOLORIIEXTPROC glClearColorIi_ = NULL;
PFNGLCLEARCOLORIUIEXTPROC glClearColorIui_ = 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_copy_buffer
PFNGLCOPYBUFFERSUBDATAPROC glCopyBufferSubData_ = NULL;
// GL_EXT_depth_bounds_test
PFNGLDEPTHBOUNDSEXTPROC glDepthBounds_ = NULL;
// GL_ARB_color_buffer_float
PFNGLCLAMPCOLORPROC glClampColor_ = NULL;
// GL_ARB_debug_output
PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl_ = NULL;
PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert_ = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback_ = NULL;
PFNGLGETDEBUGMESSAGELOGPROC glGetDebugMessageLog_ = 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;
// GL_ARB_blend_func_extended
PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glBindFragDataLocationIndexed_ = NULL;
// GL_ARB_copy_image
PFNGLCOPYIMAGESUBDATAPROC glCopyImageSubData_ = NULL;
static inline void *getprocaddress(const char *name)
{
return SDL_GL_GetProcAddress(name);
}
VAR(glerr, 0, 0, 1);
void glerror(const char *file, int line, GLenum error)
{
const char *desc = "unknown";
switch(error)
{
case GL_NO_ERROR: desc = "no error"; break;
case GL_INVALID_ENUM: desc = "invalid enum"; break;
case GL_INVALID_VALUE: desc = "invalid value"; break;
case GL_INVALID_OPERATION: desc = "invalid operation"; break;
case GL_STACK_OVERFLOW: desc = "stack overflow"; break;
case GL_STACK_UNDERFLOW: desc = "stack underflow"; break;
case GL_OUT_OF_MEMORY: desc = "out of memory"; break;
}
printf("GL error: %s:%d: %s (%x)\n", file, line, desc, error);
}
VAR(amd_pf_bug, 0, 0, 1);
VAR(amd_eal_bug, 0, 0, 1);
VAR(mesa_texrectoffset_bug, 0, 0, 1);
VAR(intel_texalpha_bug, 0, 0, 1);
VAR(intel_mapbufferrange_bug, 0, 0, 1);
VAR(mesa_swap_bug, 0, 0, 1);
VAR(useubo, 1, 0, 0);
VAR(usetexgather, 1, 0, 0);
VAR(usetexcompress, 1, 0, 0);
VAR(maxdrawbufs, 1, 0, 0);
VAR(maxdualdrawbufs, 1, 0, 0);
static bool checkseries(const char *s, const char *name, int low, int high)
{
if(name) s = strstr(s, name);
if(!s) return false;
while(*s && !isdigit(*s)) ++s;
if(!*s) return false;
int n = 0;
while(isdigit(*s)) n = n*10 + (*s++ - '0');
return n >= low && n <= high;
}
static bool checkmesaversion(const char *s, int major, int minor, int patch)
{
const char *v = strstr(s, "Mesa");
if(!v) return false;
int vmajor = 0, vminor = 0, vpatch = 0;
if(sscanf(v, "Mesa %d.%d.%d", &vmajor, &vminor, &vpatch) < 1) return false;
if(vmajor > major) return true; else if(vmajor < major) return false;
if(vminor > minor) return true; else if(vminor < minor) return false;
return vpatch >= patch;
}
VAR(dbgexts, 0, 0, 1);
hashset<const char *> glexts;
static 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)));
}
}
}
static inline bool hasext(const char *ext)
{
return glexts.access(ext)!=NULL;
}
static bool checkdepthtexstencilrb()
{
int w = 256, h = 256;
GLuint fbo = 0;
glGenFramebuffers_(1, &fbo);
glBindFramebuffer_(GL_FRAMEBUFFER, fbo);
GLuint depthtex = 0;
glGenTextures(1, &depthtex);
createtexture(depthtex, w, h, NULL, 3, 0, GL_DEPTH_COMPONENT24, GL_TEXTURE_RECTANGLE);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, depthtex, 0);
GLuint stencilrb = 0;
glGenRenderbuffers_(1, &stencilrb);
glBindRenderbuffer_(GL_RENDERBUFFER, stencilrb);
glRenderbufferStorage_(GL_RENDERBUFFER, GL_STENCIL_INDEX8, w, h);
glBindRenderbuffer_(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer_(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilrb);
bool supported = glCheckFramebufferStatus_(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
glBindFramebuffer_(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers_(1, &fbo);
glDeleteTextures(1, &depthtex);
glDeleteRenderbuffers_(1, &stencilrb);
return supported;
}
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);
#ifdef __APPLE__
// extern int mac_osversion();
// int osversion = mac_osversion(); /* 0x0A0600 = 10.6, assumed minimum */
#endif
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"))
amd = 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!");
#ifdef WIN32
glActiveTexture_ = (PFNGLACTIVETEXTUREPROC) getprocaddress("glActiveTexture");
glBlendEquation_ = (PFNGLBLENDEQUATIONPROC) getprocaddress("glBlendEquation");
glBlendColor_ = (PFNGLBLENDCOLORPROC) getprocaddress("glBlendColor");
glTexImage3D_ = (PFNGLTEXIMAGE3DPROC) getprocaddress("glTexImage3D");
glTexSubImage3D_ = (PFNGLTEXSUBIMAGE3DPROC) getprocaddress("glTexSubImage3D");
glCopyTexSubImage3D_ = (PFNGLCOPYTEXSUBIMAGE3DPROC) getprocaddress("glCopyTexSubImage3D");
glCompressedTexImage3D_ = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) getprocaddress("glCompressedTexImage3D");
glCompressedTexImage2D_ = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) getprocaddress("glCompressedTexImage2D");
glCompressedTexImage1D_ = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) getprocaddress("glCompressedTexImage1D");
glCompressedTexSubImage3D_ = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) getprocaddress("glCompressedTexSubImage3D");
glCompressedTexSubImage2D_ = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) getprocaddress("glCompressedTexSubImage2D");
glCompressedTexSubImage1D_ = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) getprocaddress("glCompressedTexSubImage1D");
glGetCompressedTexImage_ = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) getprocaddress("glGetCompressedTexImage");
glDrawRangeElements_ = (PFNGLDRAWRANGEELEMENTSPROC) getprocaddress("glDrawRangeElements");
#endif
#ifndef __APPLE__
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");
#endif
if(glversion >= 300)
{
glGetStringi_ = (PFNGLGETSTRINGIPROC) getprocaddress("glGetStringi");
}
const char *glslstr = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
conoutf(CON_INIT, "GLSL: %s", glslstr ? glslstr : "unknown");
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 texsize = 0, texunits = 0, vtexunits = 0, cubetexsize = 0, drawbufs = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texsize);
hwtexsize = texsize;
if(hwtexsize < 2048)
fatal("Large texture support is required!");
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &texunits);
hwtexunits = texunits;
if(hwtexunits < 16)
fatal("Hardware does not support at least 16 texture units.");
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vtexunits);
hwvtexunits = vtexunits;
//if(hwvtexunits < 4)
// fatal("Hardware does not support at least 4 vertex texture units.");
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &cubetexsize);
hwcubetexsize = cubetexsize;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &drawbufs);
maxdrawbufs = drawbufs;
if(maxdrawbufs < 4) fatal("Hardware does not support at least 4 draw buffers.");
if(glversion >= 210 || hasext("GL_ARB_pixel_buffer_object") || hasext("GL_EXT_pixel_buffer_object"))
{
hasPBO = true;
if(glversion < 210 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_pixel_buffer_object extension.");
}
else fatal("Pixel buffer object support is required!");
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;
if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_vertex_array_object extension.");
}
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(dbgexts) conoutf(CON_INIT, "Using GL_APPLE_vertex_array_object extension.");
}
if(glversion >= 300)
{
hasTF = hasTRG = hasRGTC = hasPF = hasHFV = hasHFP = true;
glBindFragDataLocation_ = (PFNGLBINDFRAGDATALOCATIONPROC)getprocaddress("glBindFragDataLocation");
glUniform1ui_ = (PFNGLUNIFORM1UIPROC) getprocaddress("glUniform1ui");
glUniform2ui_ = (PFNGLUNIFORM2UIPROC) getprocaddress("glUniform2ui");
glUniform3ui_ = (PFNGLUNIFORM3UIPROC) getprocaddress("glUniform3ui");
glUniform4ui_ = (PFNGLUNIFORM4UIPROC) getprocaddress("glUniform4ui");
glUniform1uiv_ = (PFNGLUNIFORM1UIVPROC) getprocaddress("glUniform1uiv");
glUniform2uiv_ = (PFNGLUNIFORM2UIVPROC) getprocaddress("glUniform2uiv");
glUniform3uiv_ = (PFNGLUNIFORM3UIVPROC) getprocaddress("glUniform3uiv");
glUniform4uiv_ = (PFNGLUNIFORM4UIVPROC) getprocaddress("glUniform4uiv");
glClearBufferiv_ = (PFNGLCLEARBUFFERIVPROC) getprocaddress("glClearBufferiv");
glClearBufferuiv_ = (PFNGLCLEARBUFFERUIVPROC) getprocaddress("glClearBufferuiv");
glClearBufferfv_ = (PFNGLCLEARBUFFERFVPROC) getprocaddress("glClearBufferfv");
glClearBufferfi_ = (PFNGLCLEARBUFFERFIPROC) getprocaddress("glClearBufferfi");
hasGPU4 = true;
if(hasext("GL_EXT_gpu_shader4"))
{
hasEGPU4 = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_gpu_shader4 extension.");
}
glClampColor_ = (PFNGLCLAMPCOLORPROC)getprocaddress("glClampColor");
hasCBF = true;
glColorMaski_ = (PFNGLCOLORMASKIPROC)getprocaddress("glColorMaski");
glEnablei_ = (PFNGLENABLEIPROC) getprocaddress("glEnablei");
glDisablei_ = (PFNGLENABLEIPROC) getprocaddress("glDisablei");
hasDB2 = true;
glBeginConditionalRender_ = (PFNGLBEGINCONDITIONALRENDERPROC)getprocaddress("glBeginConditionalRender");
glEndConditionalRender_ = (PFNGLENDCONDITIONALRENDERPROC) getprocaddress("glEndConditionalRender");
hasCR = true;
glTexParameterIiv_ = (PFNGLTEXPARAMETERIIVPROC) getprocaddress("glTexParameterIiv");
glTexParameterIuiv_ = (PFNGLTEXPARAMETERIUIVPROC) getprocaddress("glTexParameterIuiv");
glGetTexParameterIiv_ = (PFNGLGETTEXPARAMETERIIVPROC) getprocaddress("glGetTexParameterIiv");
glGetTexParameterIuiv_ = (PFNGLGETTEXPARAMETERIUIVPROC)getprocaddress("glGetTexParameterIuiv");
hasTI = true;
}
else
{
if(hasext("GL_ARB_texture_float"))
{
hasTF = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_float extension.");
}
if(hasext("GL_ARB_texture_rg"))
{
hasTRG = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_rg extension.");
}
if(hasext("GL_ARB_texture_compression_rgtc") || hasext("GL_EXT_texture_compression_rgtc"))
{
hasRGTC = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_compression_rgtc extension.");
}
if(hasext("GL_EXT_packed_float"))
{
hasPF = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_packed_float extension.");
}
if(hasext("GL_EXT_gpu_shader4"))
{
glBindFragDataLocation_ = (PFNGLBINDFRAGDATALOCATIONPROC)getprocaddress("glBindFragDataLocationEXT");
glUniform1ui_ = (PFNGLUNIFORM1UIPROC) getprocaddress("glUniform1uiEXT");
glUniform2ui_ = (PFNGLUNIFORM2UIPROC) getprocaddress("glUniform2uiEXT");
glUniform3ui_ = (PFNGLUNIFORM3UIPROC) getprocaddress("glUniform3uiEXT");
glUniform4ui_ = (PFNGLUNIFORM4UIPROC) getprocaddress("glUniform4uiEXT");
glUniform1uiv_ = (PFNGLUNIFORM1UIVPROC) getprocaddress("glUniform1uivEXT");
glUniform2uiv_ = (PFNGLUNIFORM2UIVPROC) getprocaddress("glUniform2uivEXT");
glUniform3uiv_ = (PFNGLUNIFORM3UIVPROC) getprocaddress("glUniform3uivEXT");
glUniform4uiv_ = (PFNGLUNIFORM4UIVPROC) getprocaddress("glUniform4uivEXT");
hasEGPU4 = hasGPU4 = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_gpu_shader4 extension.");
}
if(hasext("GL_ARB_color_buffer_float"))
{
glClampColor_ = (PFNGLCLAMPCOLORPROC)getprocaddress("glClampColorARB");
hasCBF = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_color_buffer_float extension.");
}
if(hasext("GL_EXT_draw_buffers2"))
{
glColorMaski_ = (PFNGLCOLORMASKIPROC)getprocaddress("glColorMaskIndexedEXT");
glEnablei_ = (PFNGLENABLEIPROC) getprocaddress("glEnableIndexedEXT");
glDisablei_ = (PFNGLENABLEIPROC) getprocaddress("glDisableIndexedEXT");
hasDB2 = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_draw_buffers2 extension.");
}
if(hasext("GL_NV_conditional_render"))
{
glBeginConditionalRender_ = (PFNGLBEGINCONDITIONALRENDERPROC)getprocaddress("glBeginConditionalRenderNV");
glEndConditionalRender_ = (PFNGLENDCONDITIONALRENDERPROC) getprocaddress("glEndConditionalRenderNV");
hasCR = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_NV_conditional_render extension.");
}
if(hasext("GL_EXT_texture_integer"))
{
glTexParameterIiv_ = (PFNGLTEXPARAMETERIIVPROC) getprocaddress("glTexParameterIivEXT");
glTexParameterIuiv_ = (PFNGLTEXPARAMETERIUIVPROC) getprocaddress("glTexParameterIuivEXT");
glGetTexParameterIiv_ = (PFNGLGETTEXPARAMETERIIVPROC) getprocaddress("glGetTexParameterIivEXT");
glGetTexParameterIuiv_ = (PFNGLGETTEXPARAMETERIUIVPROC)getprocaddress("glGetTexParameterIuivEXT");
glClearColorIi_ = (PFNGLCLEARCOLORIIEXTPROC) getprocaddress("glClearColorIiEXT");
glClearColorIui_ = (PFNGLCLEARCOLORIUIEXTPROC) getprocaddress("glClearColorIuiEXT");
hasTI = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_integer extension.");
}
if(hasext("GL_NV_half_float"))
{
hasHFV = hasHFP = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_NV_half_float extension.");
}
else
{
if(hasext("GL_ARB_half_float_vertex"))
{
hasHFV = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_half_float_vertex extension.");
}
if(hasext("GL_ARB_half_float_pixel"))
{
hasHFP = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_half_float_pixel extension.");
}
}
}
if(!hasHFV) fatal("Half-precision floating-point support is required!");
if(glversion >= 300 || hasext("GL_ARB_framebuffer_object"))
{
glBindRenderbuffer_ = (PFNGLBINDRENDERBUFFERPROC) getprocaddress("glBindRenderbuffer");
glDeleteRenderbuffers_ = (PFNGLDELETERENDERBUFFERSPROC) getprocaddress("glDeleteRenderbuffers");
glGenRenderbuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenRenderbuffers");
glRenderbufferStorage_ = (PFNGLRENDERBUFFERSTORAGEPROC) getprocaddress("glRenderbufferStorage");
glGetRenderbufferParameteriv_ = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) getprocaddress("glGetRenderbufferParameteriv");
glCheckFramebufferStatus_ = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) getprocaddress("glCheckFramebufferStatus");
glBindFramebuffer_ = (PFNGLBINDFRAMEBUFFERPROC) getprocaddress("glBindFramebuffer");
glDeleteFramebuffers_ = (PFNGLDELETEFRAMEBUFFERSPROC) getprocaddress("glDeleteFramebuffers");
glGenFramebuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenFramebuffers");
glFramebufferTexture1D_ = (PFNGLFRAMEBUFFERTEXTURE1DPROC) getprocaddress("glFramebufferTexture1D");
glFramebufferTexture2D_ = (PFNGLFRAMEBUFFERTEXTURE2DPROC) getprocaddress("glFramebufferTexture2D");
glFramebufferTexture3D_ = (PFNGLFRAMEBUFFERTEXTURE3DPROC) getprocaddress("glFramebufferTexture3D");
glFramebufferRenderbuffer_ = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) getprocaddress("glFramebufferRenderbuffer");
glGenerateMipmap_ = (PFNGLGENERATEMIPMAPPROC) getprocaddress("glGenerateMipmap");
glBlitFramebuffer_ = (PFNGLBLITFRAMEBUFFERPROC) getprocaddress("glBlitFramebuffer");
glRenderbufferStorageMultisample_ = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)getprocaddress("glRenderbufferStorageMultisample");
hasAFBO = hasFBO = hasFBB = hasFBMS = hasDS = true;
if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_framebuffer_object extension.");
}
else if(hasext("GL_EXT_framebuffer_object"))
{
glBindRenderbuffer_ = (PFNGLBINDRENDERBUFFERPROC) getprocaddress("glBindRenderbufferEXT");
glDeleteRenderbuffers_ = (PFNGLDELETERENDERBUFFERSPROC) getprocaddress("glDeleteRenderbuffersEXT");
glGenRenderbuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenRenderbuffersEXT");
glRenderbufferStorage_ = (PFNGLRENDERBUFFERSTORAGEPROC) getprocaddress("glRenderbufferStorageEXT");
glGetRenderbufferParameteriv_ = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)getprocaddress("glGetRenderbufferParameterivEXT");
glCheckFramebufferStatus_ = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) getprocaddress("glCheckFramebufferStatusEXT");
glBindFramebuffer_ = (PFNGLBINDFRAMEBUFFERPROC) getprocaddress("glBindFramebufferEXT");
glDeleteFramebuffers_ = (PFNGLDELETEFRAMEBUFFERSPROC) getprocaddress("glDeleteFramebuffersEXT");
glGenFramebuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenFramebuffersEXT");
glFramebufferTexture1D_ = (PFNGLFRAMEBUFFERTEXTURE1DPROC) getprocaddress("glFramebufferTexture1DEXT");
glFramebufferTexture2D_ = (PFNGLFRAMEBUFFERTEXTURE2DPROC) getprocaddress("glFramebufferTexture2DEXT");
glFramebufferTexture3D_ = (PFNGLFRAMEBUFFERTEXTURE3DPROC) getprocaddress("glFramebufferTexture3DEXT");
glFramebufferRenderbuffer_ = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) getprocaddress("glFramebufferRenderbufferEXT");
glGenerateMipmap_ = (PFNGLGENERATEMIPMAPPROC) getprocaddress("glGenerateMipmapEXT");
hasFBO = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_framebuffer_object extension.");
if(hasext("GL_EXT_framebuffer_blit"))
{
glBlitFramebuffer_ = (PFNGLBLITFRAMEBUFFERPROC) getprocaddress("glBlitFramebufferEXT");
hasFBB = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_framebuffer_blit extension.");
}
if(hasext("GL_EXT_framebuffer_multisample"))
{
glRenderbufferStorageMultisample_ = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)getprocaddress("glRenderbufferStorageMultisampleEXT");
hasFBMS = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_framebuffer_multisample extension.");
}
if(hasext("GL_EXT_packed_depth_stencil") || hasext("GL_NV_packed_depth_stencil"))
{
hasDS = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_packed_depth_stencil extension.");
}
}
else fatal("Framebuffer object support is required!");
if(glversion >= 300 || hasext("GL_ARB_map_buffer_range"))
{
glMapBufferRange_ = (PFNGLMAPBUFFERRANGEPROC) getprocaddress("glMapBufferRange");
glFlushMappedBufferRange_ = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)getprocaddress("glFlushMappedBufferRange");
hasMBR = true;
if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_map_buffer_range.");
}
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 < 310 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_uniform_buffer_object extension.");
}
if(glversion >= 310 || hasext("GL_ARB_texture_rectangle"))
{
hasTR = true;
if(glversion < 310 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_rectangle extension.");
}
else fatal("Texture rectangle support is required!");
if(glversion >= 310 || hasext("GL_ARB_copy_buffer"))
{
glCopyBufferSubData_ = (PFNGLCOPYBUFFERSUBDATAPROC)getprocaddress("glCopyBufferSubData");
hasCB = true;
if(glversion < 310 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_copy_buffer extension.");
}
if(glversion >= 320 || hasext("GL_ARB_texture_multisample"))
{
glTexImage2DMultisample_ = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)getprocaddress("glTexImage2DMultisample");
glTexImage3DMultisample_ = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)getprocaddress("glTexImage3DMultisample");
glGetMultisamplefv_ = (PFNGLGETMULTISAMPLEFVPROC) getprocaddress("glGetMultisamplefv");
glSampleMaski_ = (PFNGLSAMPLEMASKIPROC) getprocaddress("glSampleMaski");
hasTMS = true;
if(glversion < 320 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_multisample extension.");
}
if(hasext("GL_EXT_framebuffer_multisample_blit_scaled"))
{
hasFBMSBS = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_framebuffer_multisample_blit_scaled extension.");
}
if(hasext("GL_EXT_timer_query"))
{
glGetQueryObjecti64v_ = (PFNGLGETQUERYOBJECTI64VEXTPROC) getprocaddress("glGetQueryObjecti64vEXT");
glGetQueryObjectui64v_ = (PFNGLGETQUERYOBJECTUI64VEXTPROC) getprocaddress("glGetQueryObjectui64vEXT");
hasTQ = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_timer_query extension.");
}
else if(glversion >= 330 || hasext("GL_ARB_timer_query"))
{
glGetQueryObjecti64v_ = (PFNGLGETQUERYOBJECTI64VEXTPROC) getprocaddress("glGetQueryObjecti64v");
glGetQueryObjectui64v_ = (PFNGLGETQUERYOBJECTUI64VEXTPROC) getprocaddress("glGetQueryObjectui64v");
hasTQ = true;
if(glversion < 330 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_timer_query extension.");
}
if(hasext("GL_EXT_texture_compression_s3tc"))
{
hasS3TC = true;
#ifdef __APPLE__
usetexcompress = 1;
#else
if(!mesa) usetexcompress = 2;
#endif
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_compression_s3tc extension.");
}
else if(hasext("GL_EXT_texture_compression_dxt1") && hasext("GL_ANGLE_texture_compression_dxt3") && hasext("GL_ANGLE_texture_compression_dxt5"))
{
hasS3TC = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_compression_dxt1 extension.");
}
if(hasext("GL_3DFX_texture_compression_FXT1"))
{
hasFXT1 = true;
if(mesa) usetexcompress = max(usetexcompress, 1);
if(dbgexts) conoutf(CON_INIT, "Using GL_3DFX_texture_compression_FXT1.");
}
if(hasext("GL_EXT_texture_compression_latc"))
{
hasLATC = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_compression_latc extension.");
}
if(hasext("GL_EXT_texture_filter_anisotropic"))
{
GLint val = 0;
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);
hwmaxaniso = val;
hasAF = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_filter_anisotropic extension.");
}
if(hasext("GL_EXT_depth_bounds_test"))
{
glDepthBounds_ = (PFNGLDEPTHBOUNDSEXTPROC) getprocaddress("glDepthBoundsEXT");
hasDBT = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_depth_bounds_test extension.");
}
if(glversion >= 320 || hasext("GL_ARB_depth_clamp"))
{
hasDC = true;
if(glversion < 320 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_depth_clamp extension.");
}
else if(hasext("GL_NV_depth_clamp"))
{
hasDC = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_NV_depth_clamp extension.");
}
if(glversion >= 330)
{
hasTSW = hasEAL = hasOQ2 = true;
}
else
{
if(hasext("GL_ARB_texture_swizzle") || hasext("GL_EXT_texture_swizzle"))
{
hasTSW = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_swizzle extension.");
}
if(hasext("GL_ARB_explicit_attrib_location"))
{
hasEAL = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_explicit_attrib_location extension.");
}
if(hasext("GL_ARB_occlusion_query2"))
{
hasOQ2 = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_occlusion_query2 extension.");
}
}
if(glversion >= 330 || hasext("GL_ARB_blend_func_extended"))
{
glBindFragDataLocationIndexed_ = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)getprocaddress("glBindFragDataLocationIndexed");
if(hasGPU4)
{
GLint dualbufs = 0;
glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, &dualbufs);
maxdualdrawbufs = dualbufs;
}
hasBFE = true;
if(glversion < 330 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_blend_func_extended extension.");
}
if(glversion >= 400)
{
hasTG = hasGPU5 = true;
glMinSampleShading_ = (PFNGLMINSAMPLESHADINGPROC)getprocaddress("glMinSampleShading");
hasMSS = true;
glBlendEquationi_ = (PFNGLBLENDEQUATIONIPROC) getprocaddress("glBlendEquationi");
glBlendEquationSeparatei_ = (PFNGLBLENDEQUATIONSEPARATEIPROC)getprocaddress("glBlendEquationSeparatei");
glBlendFunci_ = (PFNGLBLENDFUNCIPROC) getprocaddress("glBlendFunci");
glBlendFuncSeparatei_ = (PFNGLBLENDFUNCSEPARATEIPROC) getprocaddress("glBlendFuncSeparatei");
hasDBB = true;
}
else
{
if(hasext("GL_ARB_texture_gather"))
{
hasTG = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_gather extension.");
}
if(hasext("GL_ARB_gpu_shader5"))
{
hasGPU5 = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_gpu_shader5 extension.");
}
if(hasext("GL_ARB_sample_shading"))
{
glMinSampleShading_ = (PFNGLMINSAMPLESHADINGPROC)getprocaddress("glMinSampleShadingARB");
hasMSS = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_sample_shading extension.");
}
if(hasext("GL_ARB_draw_buffers_blend"))
{
glBlendEquationi_ = (PFNGLBLENDEQUATIONIPROC) getprocaddress("glBlendEquationiARB");
glBlendEquationSeparatei_ = (PFNGLBLENDEQUATIONSEPARATEIPROC)getprocaddress("glBlendEquationSeparateiARB");
glBlendFunci_ = (PFNGLBLENDFUNCIPROC) getprocaddress("glBlendFunciARB");
glBlendFuncSeparatei_ = (PFNGLBLENDFUNCSEPARATEIPROC) getprocaddress("glBlendFuncSeparateiARB");
hasDBB = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_draw_buffers_blend extension.");
}
}
if(hasTG) usetexgather = hasGPU5 && !intel && !nvidia ? 2 : 1;
if(glversion >= 430 || hasext("GL_ARB_ES3_compatibility"))
{
hasES3 = true;
if(glversion < 430 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_ES3_compatibility extension.");
}
if(glversion >= 430)
{
glDebugMessageControl_ = (PFNGLDEBUGMESSAGECONTROLPROC) getprocaddress("glDebugMessageControl");
glDebugMessageInsert_ = (PFNGLDEBUGMESSAGEINSERTPROC) getprocaddress("glDebugMessageInsert");
glDebugMessageCallback_ = (PFNGLDEBUGMESSAGECALLBACKPROC)getprocaddress("glDebugMessageCallback");
glGetDebugMessageLog_ = (PFNGLGETDEBUGMESSAGELOGPROC) getprocaddress("glGetDebugMessageLog");
hasDBGO = true;
}
else
{
if(hasext("GL_ARB_debug_output"))
{
glDebugMessageControl_ = (PFNGLDEBUGMESSAGECONTROLPROC) getprocaddress("glDebugMessageControlARB");
glDebugMessageInsert_ = (PFNGLDEBUGMESSAGEINSERTPROC) getprocaddress("glDebugMessageInsertARB");
glDebugMessageCallback_ = (PFNGLDEBUGMESSAGECALLBACKPROC)getprocaddress("glDebugMessageCallbackARB");
glGetDebugMessageLog_ = (PFNGLGETDEBUGMESSAGELOGPROC) getprocaddress("glGetDebugMessageLogARB");
hasDBGO = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_ARB_debug_output extension.");
}
}
if(glversion >= 430 || hasext("GL_ARB_copy_image"))
{
glCopyImageSubData_ = (PFNGLCOPYIMAGESUBDATAPROC)getprocaddress("glCopyImageSubData");
hasCI = true;
if(glversion < 430 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_copy_image extension.");
}
else if(hasext("GL_NV_copy_image"))
{
glCopyImageSubData_ = (PFNGLCOPYIMAGESUBDATAPROC)getprocaddress("glCopyImageSubDataNV");
hasCI = true;
if(dbgexts) conoutf(CON_INIT, "Using GL_NV_copy_image extension.");
}
extern int gdepthstencil, gstencil, glineardepth, msaadepthstencil, msaalineardepth, batchsunlight, smgather, rhrect, tqaaresolvegather;
if(amd)
{
msaalineardepth = glineardepth = 1; // reading back from depth-stencil still buggy on newer cards, and requires stencil for MSAA
msaadepthstencil = gdepthstencil = 1; // some older AMD GPUs do not support reading from depth-stencil textures, so only use depth-stencil renderbuffer for now
if(checkseries(renderer, "Radeon HD", 4000, 5199)) amd_pf_bug = 1;
if(glversion < 400)
{
amd_eal_bug = 1; // explicit_attrib_location broken when used with blend_func_extended on legacy Catalyst
rhrect = 1; // bad cpu stalls on Catalyst 13.x when trying to use 3D textures previously bound to FBOs
}
}
else if(nvidia)
{
}
else if(intel)
{
smgather = 1; // native shadow filter is slow
if(mesa)
{
batchsunlight = 0; // causes massive slowdown in linux driver
if(!checkmesaversion(version, 10, 0, 3))
mesa_texrectoffset_bug = 1; // mesa i965 driver has buggy textureOffset with texture rectangles
msaalineardepth = 1; // MSAA depth texture access is buggy and resolves are slow
}
else
{
// causes massive slowdown in windows driver if reading depth-stencil texture
if(checkdepthtexstencilrb())
{
gdepthstencil = 1;
gstencil = 1;
}
// sampling alpha by itself from a texture generates garbage on Intel drivers on Windows
intel_texalpha_bug = 1;
// MapBufferRange is buggy on older Intel drivers on Windows
if(glversion <= 310) intel_mapbufferrange_bug = 1;
}
}
if(mesa) mesa_swap_bug = 1;
if(hasGPU5 && hasTG) tqaaresolvegather = 1;
}
ICOMMAND(glext, "s", (char *ext), intret(hasext(ext) ? 1 : 0));
struct timer
{
enum { MAXQUERY = 4 };
const char *name;
bool gpu;
GLuint query[MAXQUERY];
int waiting;
uint starttime;
float result, print;
};
static vector<timer> timers;
static vector<int> timerorder;
static int timercycle = 0;
extern int usetimers;
static timer *findtimer(const char *name, bool gpu)
{
loopv(timers) if(!strcmp(timers[i].name, name) && timers[i].gpu == gpu)
{
timerorder.removeobj(i);
timerorder.add(i);
return &timers[i];
}
timerorder.add(timers.length());
timer &t = timers.add();
t.name = name;
t.gpu = gpu;
memset(t.query, 0, sizeof(t.query));
if(gpu) glGenQueries_(timer::MAXQUERY, t.query);
t.waiting = 0;
t.starttime = 0;
t.result = -1;
t.print = -1;
return &t;
}
timer *begintimer(const char *name, bool gpu)
{
if(!usetimers || inbetweenframes || (gpu && (!hasTQ || deferquery))) return NULL;
timer *t = findtimer(name, gpu);
if(t->gpu)
{
deferquery++;
glBeginQuery_(GL_TIME_ELAPSED_EXT, t->query[timercycle]);
t->waiting |= 1<<timercycle;
}
else t->starttime = getclockmillis();
return t;
}
void endtimer(timer *t)
{
if(!t) return;
if(t->gpu)
{
glEndQuery_(GL_TIME_ELAPSED_EXT);
deferquery--;
}
else t->result = max(float(getclockmillis() - t->starttime), 0.0f);
}
static void synctimers()
{
timercycle = (timercycle + 1) % timer::MAXQUERY;
loopv(timers)
{
timer &t = timers[i];
if(t.waiting&(1<<timercycle))
{
GLint available = 0;
while(!available)
glGetQueryObjectiv_(t.query[timercycle], GL_QUERY_RESULT_AVAILABLE, &available);
GLuint64EXT result = 0;
glGetQueryObjectui64v_(t.query[timercycle], GL_QUERY_RESULT, &result);
t.result = max(float(result) * 1e-6f, 0.0f);
t.waiting &= ~(1<<timercycle);
}
else t.result = -1;
}
}
static void cleanuptimers()
{
loopv(timers)
{
timer &t = timers[i];
if(t.gpu) glDeleteQueries_(timer::MAXQUERY, t.query);
}
timers.shrink(0);
timerorder.shrink(0);
}
VARFN(timer, usetimers, 0, 0, 1, cleanuptimers());
VAR(frametimer, 0, 0, 1);
static int framemillis = 0; // frame time (ie does not take into account the swap)
static void printtimers(int conw, int conh)
{
if(!frametimer && !usetimers) return;
static int lastprint = 0;
int offset = 0;
if(frametimer)
{
static int printmillis = 0;
if(totalmillis - lastprint >= 200) printmillis = framemillis;
draw_textf("frame time %i ms", conw-20*FONTH, conh-FONTH*3/2-offset*9*FONTH/8, printmillis);
offset++;
}
if(usetimers) loopv(timerorder)
{
timer &t = timers[timerorder[i]];
if(t.print < 0 ? t.result >= 0 : totalmillis - lastprint >= 200) t.print = t.result;
if(t.print < 0 || (t.gpu && !(t.waiting&(1<<timercycle)))) continue;
draw_textf("%s%s %5.2f ms", conw-20*FONTH, conh-FONTH*3/2-offset*9*FONTH/8, t.name, t.gpu ? "" : " (cpu)", t.print);
offset++;
}
if(totalmillis - lastprint >= 200) lastprint = totalmillis;
}
void gl_resize()
{
gl_setupframe();
glViewport(0, 0, hudw, hudh);
}
void gl_init()
{
GLERROR;
glClearColor(0, 0, 0, 0);
glClearDepth(1);
glClearStencil(0);
glDepthFunc(GL_LESS);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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();
GLERROR;
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;
static 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
}
}
static void setcamprojmatrix(bool init = true, bool flush = false)
{
if(init)
{
setcammatrix();
}
jitteraa();
camprojmatrix.muld(projmatrix, cammatrix);
if(init)
{
invcammatrix.invert(cammatrix);
invprojmatrix.invert(projmatrix);
invcamprojmatrix.invert(camprojmatrix);
}
GLOBALPARAM(camprojmatrix, camprojmatrix);
GLOBALPARAM(lineardepthscale, projmatrix.lineardepthscale()); //(invprojmatrix.c.z, invprojmatrix.d.z));
if(flush && Shader::lastshader) Shader::lastshader->flushparams();
}
matrix4 hudmatrix, hudmatrixstack[64];
static 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();
}
int vieww = -1, viewh = -1;
float curfov, curavatarfov, fovy, aspect;
int farplane;
VARP(zoominvel, 0, 40, 500);
VARP(zoomoutvel, 0, 50, 500);
VARP(zoomfov, 10, 42, 90);
VARP(fov, 10, 100, 150);
VAR(avatarzoomfov, 1, 1, 1);
VAR(avatarfov, 10, 40, 100);
FVAR(avatardepth, 0, 0.7f, 1);
FVARNP(aspect, forceaspect, 0, 0, 1e3f);
static float zoomprogress = 0;
VAR(zoom, -1, 0, 1);
void disablezoom()
{
zoom = 0;
zoomprogress = 0;
}
static 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-4f, 4.5f, 1e4f);
FVARP(zoomaccel, 0, 0, 1000);
VARP(zoomautosens, 0, 1, 1);
FVARP(sensitivity, 1e-4f, 10, 1e4f);
FVARP(sensitivityscale, 1e-4f, 100, 1e4f);
VARP(invmouse, 0, 0, 1);
FVARP(mouseaccel, 0, 0, 1000);
VAR(thirdperson, 0, 0, 2);
FVAR(thirdpersondistance, 0, 30, 50);
FVAR(thirdpersonup, -25, 0, 25);
FVAR(thirdpersonside, -25, 0, 25);
physent *camera1 = NULL;
static bool detachedcamera = false;
bool isthirdperson() { return player!=camera1 || detachedcamera; }
static 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;
}
static void modifyorient(float yaw, float pitch)
{
camera1->yaw += yaw;
camera1->pitch += pitch;
fixcamerarange();
if(camera1!=player && !detachedcamera)
{
player->yaw = camera1->yaw;
player->pitch = camera1->pitch;
}
}
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 /= sensitivityscale;
modifyorient(dx*cursens, dy*cursens*(invmouse ? 1 : -1));
}
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));
}
}
setviewcell(camera1->o);
}
float calcfrustumboundsphere(float nearplane, float farplane, const vec &pos, const vec &view, vec &center)
{
if(drawtex == DRAWTEX_MINIMAP)
{
center = minimapcenter;
return minimapradius.magnitude();
}
float width = tan(fov/2.0f*RAD), height = width / aspect,
cdist = ((nearplane + farplane)/2)*(1 + width*width + height*height);
if(cdist <= farplane)
{
center = vec(view).mul(cdist).add(pos);
return vec(width*nearplane, height*nearplane, cdist-nearplane).magnitude();
}
else
{
center = vec(view).mul(farplane).add(pos);
return vec(width*farplane, height*farplane, 0).magnitude();
}
}
extern const matrix4 viewmatrix(vec(-1, 0, 0), vec(0, 0, 1), vec(0, -1, 0));
extern const matrix4 invviewmatrix(vec(-1, 0, 0), vec(0, 0, -1), vec(0, 1, 0));
matrix4 cammatrix, projmatrix, camprojmatrix, invcammatrix, invcamprojmatrix, invprojmatrix;
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);
}
void renderavatar()
{
if(isthirdperson()) return;
matrix4 oldprojmatrix = nojittermatrix;
projmatrix.perspective(curavatarfov, aspect, nearplane, farplane);
projmatrix.scalez(avatardepth);
setcamprojmatrix(false);
enableavatarmask();
game::renderavatar();
disableavatarmask();
projmatrix = oldprojmatrix;
setcamprojmatrix(false);
}
FVAR(polygonoffsetfactor, -1e4f, -3.0f, 1e4f);
FVAR(polygonoffsetunits, -1e4f, -3.0f, 1e4f);
FVAR(depthoffset, -1e4f, 0.01f, 1e4f);
static matrix4 nooffsetmatrix;
void enablepolygonoffset(GLenum type)
{
if(!depthoffset)
{
glPolygonOffset(polygonoffsetfactor, polygonoffsetunits);
glEnable(type);
return;
}
projmatrix = nojittermatrix;
nooffsetmatrix = projmatrix;
projmatrix.d.z += depthoffset * projmatrix.c.z;
setcamprojmatrix(false, true);
}
void disablepolygonoffset(GLenum type)
{
if(!depthoffset)
{
glDisable(type);
return;
}
projmatrix = nooffsetmatrix;
setcamprojmatrix(false, true);
}
bool calcspherescissor(const vec &center, float size, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2)
{
vec e;
cammatrix.transform(center, e);
if(e.z > 2*size) { sx1 = sy1 = sz1 = 1; sx2 = sy2 = sz2 = -1; return false; }
if(drawtex == DRAWTEX_MINIMAP)
{
vec dir(size, size, size);
if(projmatrix.a.x < 0) dir.x = -dir.x;
if(projmatrix.b.y < 0) dir.y = -dir.y;
if(projmatrix.c.z < 0) dir.z = -dir.z;
sx1 = max(projmatrix.a.x*(e.x - dir.x) + projmatrix.d.x, -1.0f);
sx2 = min(projmatrix.a.x*(e.x + dir.x) + projmatrix.d.x, 1.0f);
sy1 = max(projmatrix.b.y*(e.y - dir.y) + projmatrix.d.y, -1.0f);
sy2 = min(projmatrix.b.y*(e.y + dir.y) + projmatrix.d.y, 1.0f);
sz1 = max(projmatrix.c.z*(e.z - dir.z) + projmatrix.d.z, -1.0f);
sz2 = min(projmatrix.c.z*(e.z + dir.z) + projmatrix.d.z, 1.0f);
return sx1 < sx2 && sy1 < sy2 && sz1 < sz2;
}
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);
}
float z1 = min(e.z + size, -1e-3f - nearplane), z2 = min(e.z - size, -1e-3f - nearplane);
sz1 = (z1*projmatrix.c.z + projmatrix.d.z) / (z1*projmatrix.c.w + projmatrix.d.w);
sz2 = (z2*projmatrix.c.z + projmatrix.d.z) / (z2*projmatrix.c.w + projmatrix.d.w);
return sx1 < sx2 && sy1 < sy2 && sz1 < sz2;
}
bool calcbbscissor(const ivec &bbmin, const ivec &bbmax, float &sx1, float &sy1, float &sx2, float &sy2)
{
#define ADDXYSCISSOR(p) do { \
if(p.z >= -p.w) \
{ \
float x = p.x / p.w, y = p.y / p.w; \
sx1 = min(sx1, x); \
sy1 = min(sy1, y); \
sx2 = max(sx2, x); \
sy2 = max(sy2, y); \
} \
} while(0)
vec4 v[8];
sx1 = sy1 = 1;
sx2 = sy2 = -1;
camprojmatrix.transform(vec(bbmin.x, bbmin.y, bbmin.z), v[0]);
ADDXYSCISSOR(v[0]);
camprojmatrix.transform(vec(bbmax.x, bbmin.y, bbmin.z), v[1]);
ADDXYSCISSOR(v[1]);
camprojmatrix.transform(vec(bbmin.x, bbmax.y, bbmin.z), v[2]);
ADDXYSCISSOR(v[2]);
camprojmatrix.transform(vec(bbmax.x, bbmax.y, bbmin.z), v[3]);
ADDXYSCISSOR(v[3]);
camprojmatrix.transform(vec(bbmin.x, bbmin.y, bbmax.z), v[4]);
ADDXYSCISSOR(v[4]);
camprojmatrix.transform(vec(bbmax.x, bbmin.y, bbmax.z), v[5]);
ADDXYSCISSOR(v[5]);
camprojmatrix.transform(vec(bbmin.x, bbmax.y, bbmax.z), v[6]);
ADDXYSCISSOR(v[6]);
camprojmatrix.transform(vec(bbmax.x, bbmax.y, bbmax.z), v[7]);
ADDXYSCISSOR(v[7]);
if(sx1 > sx2 || sy1 > sy2) return false;
loopi(8)
{
const vec4 &p = v[i];
if(p.z >= -p.w) continue;
loopj(3)
{
const vec4 &o = v[i^(1<<j)];
if(o.z <= -o.w) continue;
#define INTERPXYSCISSOR(p, o) do { \
float t = (p.z + p.w)/(p.z + p.w - o.z - o.w), \
w = p.w + t*(o.w - p.w), \
x = (p.x + t*(o.x - p.x))/w, \
y = (p.y + t*(o.y - p.y))/w; \
sx1 = min(sx1, x); \
sy1 = min(sy1, y); \
sx2 = max(sx2, x); \
sy2 = max(sy2, y); \
} while(0)
INTERPXYSCISSOR(p, o);
}
}
sx1 = max(sx1, -1.0f);
sy1 = max(sy1, -1.0f);
sx2 = min(sx2, 1.0f);
sy2 = min(sy2, 1.0f);
return true;
}
bool calcspotscissor(const vec &origin, float radius, const vec &dir, int spot, const vec &spotx, const vec &spoty, float &sx1, float &sy1, float &sx2, float &sy2, float &sz1, float &sz2)
{
float spotscale = radius * tan360(spot);
vec up = vec(spotx).mul(spotscale), right = vec(spoty).mul(spotscale), center = vec(dir).mul(radius).add(origin);
#define ADDXYZSCISSOR(p) do { \
if(p.z >= -p.w) \
{ \
float x = p.x / p.w, y = p.y / p.w, z = p.z / p.w; \
sx1 = min(sx1, x); \
sy1 = min(sy1, y); \
sz1 = min(sz1, z); \
sx2 = max(sx2, x); \
sy2 = max(sy2, y); \
sz2 = max(sz2, z); \
} \
} while(0)
vec4 v[5];
sx1 = sy1 = sz1 = 1;
sx2 = sy2 = sz2 = -1;
camprojmatrix.transform(vec(center).sub(right).sub(up), v[0]);
ADDXYZSCISSOR(v[0]);
camprojmatrix.transform(vec(center).add(right).sub(up), v[1]);
ADDXYZSCISSOR(v[1]);
camprojmatrix.transform(vec(center).sub(right).add(up), v[2]);
ADDXYZSCISSOR(v[2]);
camprojmatrix.transform(vec(center).add(right).add(up), v[3]);
ADDXYZSCISSOR(v[3]);
camprojmatrix.transform(origin, v[4]);
ADDXYZSCISSOR(v[4]);
if(sx1 > sx2 || sy1 > sy2 || sz1 > sz2) return false;
loopi(4)
{
const vec4 &p = v[i];
if(p.z >= -p.w) continue;
loopj(2)
{
const vec4 &o = v[i^(1<<j)];
if(o.z <= -o.w) continue;
#define INTERPXYZSCISSOR(p, o) do { \
float t = (p.z + p.w)/(p.z + p.w - o.z - o.w), \
w = p.w + t*(o.w - p.w), \
x = (p.x + t*(o.x - p.x))/w, \
y = (p.y + t*(o.y - p.y))/w; \
sx1 = min(sx1, x); \
sy1 = min(sy1, y); \
sz1 = min(sz1, -1.0f); \
sx2 = max(sx2, x); \
sy2 = max(sy2, y); \
} while(0)
INTERPXYZSCISSOR(p, o);
}
if(v[4].z > -v[4].w) INTERPXYZSCISSOR(p, v[4]);
}
if(v[4].z < -v[4].w) loopj(4)
{
const vec4 &o = v[j];
if(o.z <= -o.w) continue;
INTERPXYZSCISSOR(v[4], o);
}
sx1 = max(sx1, -1.0f);
sy1 = max(sy1, -1.0f);
sz1 = max(sz1, -1.0f);
sx2 = min(sx2, 1.0f);
sy2 = min(sy2, 1.0f);
sz2 = min(sz2, 1.0f);
return true;
}
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);
}
void debugquad(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+th, tx+tw, ty);
}
VARR(fog, 16, 4000, 1000024);
CVARR(fogcolour, 0x8099B3);
VAR(fogoverlay, 0, 1, 1);
static float findsurface(int fogmat, const vec &v, int &abovemat)
{
fogmat &= MATF_VOLUME;
ivec o(v), co;
int csize;
do
{
cube &c = lookupcube(o, 0, co, csize);
int mat = c.material&MATF_VOLUME;
if(mat != fogmat)
{
abovemat = isliquid(mat) ? c.material : MAT_AIR;
return o.z;
}
o.z = co.z + csize;
}
while(o.z < worldsize);
abovemat = MAT_AIR;
return worldsize;
}
static void blendfog(int fogmat, float below, float blend, float logblend, float &start, float &end, vec &fogc)
{
switch(fogmat&MATF_VOLUME)
{
case MAT_WATER:
{
const bvec &wcol = getwatercolour(fogmat), &wdeepcol = getwaterdeepcolour(fogmat);
int wfog = getwaterfog(fogmat), wdeep = getwaterdeep(fogmat);
float deepfade = clamp(below/max(wdeep, wfog), 0.0f, 1.0f);
vec color;
color.lerp(wcol.tocolor(), wdeepcol.tocolor(), deepfade);
fogc.add(vec(color).mul(blend));
end += logblend*min(fog, max(wfog*2, 16));
break;
}
case MAT_LAVA:
{
const bvec &lcol = getlavacolour(fogmat);
int lfog = getlavafog(fogmat);
fogc.add(lcol.tocolor().mul(blend));
end += logblend*min(fog, max(lfog*2, 16));
break;
}
default:
fogc.add(fogcolour.tocolor().mul(blend));
start += logblend*(fog+64)/8;
end += logblend*fog;
break;
}
}
vec curfogcolor(0, 0, 0);
void setfogcolor(const vec &v)
{
GLOBALPARAM(fogcolor, v);
}
void zerofogcolor()
{
setfogcolor(vec(0, 0, 0));
}
void resetfogcolor()
{
setfogcolor(curfogcolor);
}
FVAR(fogintensity, 0, 0.15f, 1);
float calcfogdensity(float dist)
{
return log(fogintensity)/(M_LN2*dist);
}
FVAR(fogcullintensity, 0, 1e-3f, 1);
float calcfogcull()
{
return log(fogcullintensity) / (M_LN2*calcfogdensity(fog - (fog+64)/8));
}
static void setfog(int fogmat, float below = 0, float blend = 1, int abovemat = MAT_AIR)
{
float start = 0, end = 0;
float logscale = 256, logblend = log(1 + (logscale - 1)*blend) / log(logscale);
curfogcolor = vec(0, 0, 0);
blendfog(fogmat, below, blend, logblend, start, end, curfogcolor);
if(blend < 1) blendfog(abovemat, 0, 1-blend, 1-logblend, start, end, curfogcolor);
curfogcolor.mul(ldrscale);
GLOBALPARAM(fogcolor, curfogcolor);
float fogdensity = calcfogdensity(end-start);
GLOBALPARAMF(fogdensity, fogdensity, 1/exp(M_LN2*start*fogdensity));
}
static void blendfogoverlay(int fogmat, float below, float blend, vec &overlay)
{
float maxc;
switch(fogmat&MATF_VOLUME)
{
case MAT_WATER:
{
const bvec &wcol = getwatercolour(fogmat), &wdeepcol = getwaterdeepcolour(fogmat);
int wfog = getwaterfog(fogmat), wdeep = getwaterdeep(fogmat);
float deepfade = clamp(below/max(wdeep, wfog), 0.0f, 1.0f);
vec color = vec(wcol.r, wcol.g, wcol.b).lerp(vec(wdeepcol.r, wdeepcol.g, wdeepcol.b), deepfade);
overlay.add(color.div(min(32.0f + max(color.r, max(color.g, color.b))*7.0f/8.0f, 255.0f)).max(0.4f).mul(blend));
break;
}
case MAT_LAVA:
{
const bvec &lcol = getlavacolour(fogmat);
maxc = max(lcol.r, max(lcol.g, lcol.b));
overlay.add(vec(lcol.r, lcol.g, lcol.b).div(min(32.0f + maxc*7.0f/8.0f, 255.0f)).max(0.4f).mul(blend));
break;
}
default:
overlay.add(blend);
break;
}
}
static void drawfogoverlay(int fogmat, float fogbelow, float fogblend, int abovemat)
{
SETSHADER(fogoverlay);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
vec overlay(0, 0, 0);
blendfogoverlay(fogmat, fogbelow, fogblend, overlay);
blendfogoverlay(abovemat, 0, 1-fogblend, overlay);
gle::color(overlay);
screenquad();
glDisable(GL_BLEND);
}
int drawtex = 0;
static GLuint minimaptex = 0;
vec minimapcenter(0, 0, 0), minimapradius(0, 0, 0), minimapscale(0, 0, 0);
static void clearminimap()
{
if(minimaptex) { glDeleteTextures(1, &minimaptex); minimaptex = 0; }
}
VARR(minimapheight, 0, 0, 2<<16);
CVARR(minimapcolour, 0);
VARR(minimapclip, 0, 0, 1);
VARFP(minimapsize, 7, 8, 10, { if(minimaptex) drawminimap(); });
VARFP(showminimap, 0, 1, 1, { if(minimaptex) drawminimap(); });
CVARFP(nominimapcolour, 0x101010, { if(minimaptex && !showminimap) drawminimap(); });
void bindminimap()
{
glBindTexture(GL_TEXTURE_2D, minimaptex);
}
static void clipminimap(ivec &bbmin, ivec &bbmax, cube *c = worldroot, const ivec &co = ivec(0, 0, 0), int size = worldsize>>1)
{
loopi(8)
{
ivec o(i, co, size);
if(c[i].children) clipminimap(bbmin, bbmax, c[i].children, o, size>>1);
else if(!isentirelysolid(c[i]) && (c[i].material&MATF_CLIP)!=MAT_CLIP)
{
loopk(3) bbmin[k] = min(bbmin[k], o[k]);
loopk(3) bbmax[k] = max(bbmax[k], o[k] + size);
}
}
}
void drawminimap()
{
if(!game::needminimap()) { clearminimap(); return; }
if(!showminimap)
{
if(!minimaptex) glGenTextures(1, &minimaptex);
createtexture(minimaptex, 1, 1, nominimapcolour.v, 3, 0, GL_RGB, GL_TEXTURE_2D);
return;
}
GLERROR;
renderprogress(0, "generating mini-map...", !renderedframe);
drawtex = DRAWTEX_MINIMAP;
GLERROR;
gl_setupframe(true);
int size = 1<<minimapsize, sizelimit = min(hwtexsize, min(gw, gh));
while(size > sizelimit) size /= 2;
if(!minimaptex) glGenTextures(1, &minimaptex);
ivec bbmin(worldsize, worldsize, worldsize), bbmax(0, 0, 0);
loopv(valist)
{
vtxarray *va = valist[i];
loopk(3)
{
if(va->geommin[k]>va->geommax[k]) continue;
bbmin[k] = min(bbmin[k], va->geommin[k]);
bbmax[k] = max(bbmax[k], va->geommax[k]);
}
}
if(minimapclip)
{
ivec clipmin(worldsize, worldsize, worldsize), clipmax(0, 0, 0);
clipminimap(clipmin, clipmax);
loopk(2) bbmin[k] = max(bbmin[k], clipmin[k]);
loopk(2) bbmax[k] = min(bbmax[k], clipmax[k]);
}
minimapradius = vec(bbmax).sub(vec(bbmin)).mul(0.5f);
minimapcenter = vec(bbmin).add(minimapradius);
minimapradius.x = minimapradius.y = max(minimapradius.x, minimapradius.y);
minimapscale = vec((0.5f - 1.0f/size)/minimapradius.x, (0.5f - 1.0f/size)/minimapradius.y, 1.0f);
physent *oldcamera = camera1;
static physent cmcamera;
cmcamera = *player;
cmcamera.reset();
cmcamera.type = ENT_CAMERA;
cmcamera.o = vec(minimapcenter.x, minimapcenter.y, minimapheight > 0 ? minimapheight : minimapcenter.z + minimapradius.z + 1);
cmcamera.yaw = 0;
cmcamera.pitch = -90;
cmcamera.roll = 0;
camera1 = &cmcamera;
setviewcell(vec(-1, -1, -1));
float oldldrscale = ldrscale, oldldrscaleb = ldrscaleb;
int oldfarplane = farplane, oldvieww = vieww, oldviewh = viewh;
farplane = worldsize*2;
vieww = viewh = size;
float zscale = max(float(minimapheight), minimapcenter.z + minimapradius.z + 1) + 1;
projmatrix.ortho(-minimapradius.x, minimapradius.x, -minimapradius.y, minimapradius.y, 0, 2*zscale);
setcamprojmatrix();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
xtravertsva = xtraverts = glde = gbatches = vtris = vverts = 0;
flipqueries();
ldrscale = 1;
ldrscaleb = ldrscale/255;
visiblecubes(false);
rendergbuffer();
rendershadowatlas();
shademinimap(minimapcolour.tocolor().mul(ldrscale));
if(minimapheight > 0 && minimapheight < minimapcenter.z + minimapradius.z)
{
camera1->o.z = minimapcenter.z + minimapradius.z + 1;
projmatrix.ortho(-minimapradius.x, minimapradius.x, -minimapradius.y, minimapradius.y, -zscale, zscale);
setcamprojmatrix();
rendergbuffer(false);
shademinimap();
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
farplane = oldfarplane;
vieww = oldvieww;
viewh = oldviewh;
ldrscale = oldldrscale;
ldrscaleb = oldldrscaleb;
camera1 = oldcamera;
drawtex = 0;
createtexture(minimaptex, size, size, NULL, 3, 1, GL_RGB5, GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLfloat border[4] = { minimapcolour.x/255.0f, minimapcolour.y/255.0f, minimapcolour.z/255.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint fbo = 0;
glGenFramebuffers_(1, &fbo);
glBindFramebuffer_(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, minimaptex, 0);
copyhdr(size, size, fbo);
glBindFramebuffer_(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers_(1, &fbo);
glViewport(0, 0, hudw, hudh);
}
void drawcubemap(int size, const vec &o, float yaw, float pitch, const cubemapside &side, bool onlysky)
{
drawtex = DRAWTEX_ENVMAP;
physent *oldcamera = camera1;
static physent cmcamera;
cmcamera = *player;
cmcamera.reset();
cmcamera.type = ENT_CAMERA;
cmcamera.o = o;
cmcamera.yaw = yaw;
cmcamera.pitch = pitch;
cmcamera.roll = 0;
camera1 = &cmcamera;
setviewcell(camera1->o);
float fogmargin = 1 + WATER_AMPLITUDE + nearplane;
int fogmat = lookupmaterial(vec(camera1->o.x, camera1->o.y, camera1->o.z - fogmargin))&(MATF_VOLUME|MATF_INDEX), abovemat = MAT_AIR;
float fogbelow = 0;
if(isliquid(fogmat&MATF_VOLUME))
{
float z = findsurface(fogmat, vec(camera1->o.x, camera1->o.y, camera1->o.z - fogmargin), abovemat) - WATER_OFFSET;
if(camera1->o.z < z + fogmargin)
{
fogbelow = z - camera1->o.z;
}
else fogmat = abovemat;
}
else fogmat = MAT_AIR;
setfog(abovemat);
float oldaspect = aspect, oldfovy = fovy, oldfov = curfov, oldldrscale = ldrscale, oldldrscaleb = ldrscaleb;
int oldfarplane = farplane, oldvieww = vieww, oldviewh = viewh;
curfov = fovy = 90;
aspect = 1;
farplane = worldsize*2;
vieww = viewh = size;
projmatrix.perspective(fovy, aspect, nearplane, farplane);
setcamprojmatrix();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
xtravertsva = xtraverts = glde = gbatches = vtris = vverts = 0;
flipqueries();
ldrscale = 1;
ldrscaleb = ldrscale/255;
visiblecubes();
if(onlysky)
{
preparegbuffer();
GLERROR;
shadesky();
GLERROR;
}
else
{
rendergbuffer();
GLERROR;
renderradiancehints();
GLERROR;
rendershadowatlas();
GLERROR;
shadegbuffer();
GLERROR;
if(fogmat)
{
setfog(fogmat, fogbelow, 1, abovemat);
renderwaterfog(fogmat, fogbelow);
setfog(fogmat, fogbelow, clamp(fogbelow, 0.0f, 1.0f), abovemat);
}
rendertransparent();
GLERROR;
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
aspect = oldaspect;
fovy = oldfovy;
curfov = oldfov;
farplane = oldfarplane;
vieww = oldvieww;
viewh = oldviewh;
ldrscale = oldldrscale;
ldrscaleb = oldldrscaleb;
camera1 = oldcamera;
drawtex = 0;
}
VAR(modelpreviewfov, 10, 20, 100);
VAR(modelpreviewpitch, -90, -15, 90);
namespace modelpreview
{
physent *oldcamera;
physent camera;
float oldaspect, oldfovy, oldfov, oldldrscale, oldldrscaleb;
int oldfarplane, oldvieww, oldviewh;
matrix4 oldprojmatrix;
int x, y, w, h;
bool background, scissor;
void start(int x, int y, int w, int h, bool background, bool scissor)
{
modelpreview::x = x;
modelpreview::y = y;
modelpreview::w = w;
modelpreview::h = h;
modelpreview::background = background;
modelpreview::scissor = scissor;
setupgbuffer();
useshaderbyname("modelpreview");
drawtex = DRAWTEX_MODELPREVIEW;
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;
oldldrscale = ldrscale;
oldldrscaleb = ldrscaleb;
oldfarplane = farplane;
oldvieww = vieww;
oldviewh = viewh;
oldprojmatrix = projmatrix;
aspect = w/float(h);
fovy = modelpreviewfov;
curfov = 2*atan2(tan(fovy/2*RAD), 1/aspect)/RAD;
farplane = 1024;
vieww = min(gw, w);
viewh = min(gh, h);
ldrscale = 1;
ldrscaleb = ldrscale/255;
projmatrix.perspective(fovy, aspect, nearplane, farplane);
setcamprojmatrix();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
preparegbuffer();
}
void end()
{
rendermodelbatches();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
shademodelpreview(x, y, w, h, background, scissor);
aspect = oldaspect;
fovy = oldfovy;
curfov = oldfov;
farplane = oldfarplane;
vieww = oldvieww;
viewh = oldviewh;
ldrscale = oldldrscale;
ldrscaleb = oldldrscaleb;
camera1 = oldcamera;
drawtex = 0;
projmatrix = oldprojmatrix;
setcamprojmatrix();
}
}
vec calcmodelpreviewpos(const vec &radius, float &yaw)
{
yaw = fmod(lastmillis/10000.0f*360.0f, 360.0f);
float dist = max(radius.magnitude2()/aspect, radius.magnitude())/sinf(fovy/2*RAD);
return vec(0, dist, 0).rotate_around_x(camera1->pitch*RAD);
}
int xtraverts, xtravertsva;
void gl_drawview()
{
GLuint scalefbo = shouldscale();
if(scalefbo) { vieww = gw; viewh = gh; }
float fogmargin = 1 + WATER_AMPLITUDE + nearplane;
int fogmat = lookupmaterial(vec(camera1->o.x, camera1->o.y, camera1->o.z - fogmargin))&(MATF_VOLUME|MATF_INDEX), abovemat = MAT_AIR;
float fogbelow = 0;
if(isliquid(fogmat&MATF_VOLUME))
{
float z = findsurface(fogmat, vec(camera1->o.x, camera1->o.y, camera1->o.z - fogmargin), abovemat) - WATER_OFFSET;
if(camera1->o.z < z + fogmargin)
{
fogbelow = z - camera1->o.z;
}
else fogmat = abovemat;
}
else fogmat = MAT_AIR;
setfog(abovemat);
//setfog(fogmat, fogbelow, 1, abovemat);
farplane = worldsize*2;
projmatrix.perspective(fovy, aspect, nearplane, farplane);
setcamprojmatrix();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
ldrscale = 0.5f;
ldrscaleb = ldrscale/255;
visiblecubes();
if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
rendergbuffer();
if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
else if(limitsky() && editmode) renderexplicitsky(true);
renderao();
GLERROR;
// render avatar after AO to avoid weird contact shadows
renderavatar();
GLERROR;
// render grass after AO to avoid disturbing shimmering patterns
generategrass();
rendergrass();
GLERROR;
glFlush();
renderradiancehints();
GLERROR;
rendershadowatlas();
GLERROR;
shadegbuffer();
GLERROR;
if(fogmat)
{
setfog(fogmat, fogbelow, 1, abovemat);
renderwaterfog(fogmat, fogbelow);
setfog(fogmat, fogbelow, clamp(fogbelow, 0.0f, 1.0f), abovemat);
}
rendertransparent();
GLERROR;
if(fogmat) setfog(fogmat, fogbelow, 1, abovemat);
rendervolumetric();
GLERROR;
if(editmode)
{
extern int outline;
if(!wireframe && outline) renderoutline();
GLERROR;
rendereditmaterials();
GLERROR;
renderparticles();
GLERROR;
extern int hidehud;
if(!hidehud)
{
glDepthMask(GL_FALSE);
renderblendbrush();
rendereditcursor();
glDepthMask(GL_TRUE);
}
}
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
if(fogoverlay && fogmat != MAT_AIR) drawfogoverlay(fogmat, fogbelow, clamp(fogbelow, 0.0f, 1.0f), abovemat);
doaa(setuppostfx(vieww, viewh, scalefbo), processhdr);
renderpostfx(scalefbo);
if(scalefbo) doscale();
}
void gl_drawmainmenu()
{
renderbackground(NULL, NULL, NULL, NULL, true);
}
VAR(hidestats, 0, 0, 1);
VAR(hidehud, 0, 0, 1);
VARP(crosshairsize, 0, 15, 50);
VARP(cursorsize, 0, 15, 30);
static Texture *crosshair = NULL;
static void drawcrosshair(int w, int h)
{
bool windowhit = /*UI::hascursor()*/ 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;
if(windowhit)
{
static Texture *cursor = NULL;
if(!cursor) cursor = textureload("media/interface/cursor.png", 3, true);
crosshair = cursor;
chsize = cursorsize*w/900.0f;
//UI::getcursorpos(cx, cy);
}
else
{
color = vec(1, 1, 1);
if(!crosshair)
{
crosshair = textureload("media/interface/crosshair/default.png", 3, true);
}
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);
hudshader->set();
gle::color(color);
float x = cx*w - (windowhit ? 0 : chsize/2.0f);
float y = cy*h - (windowhit ? 0 : chsize/2.0f);
glBindTexture(GL_TEXTURE_2D, crosshair->id);
hudquad(x, y, chsize, chsize);
}
VARP(wallclock, 0, 0, 1);
VARP(wallclock24, 0, 0, 1);
VARP(wallclocksecs, 0, 0, 1);
static time_t walltime = 0;
VARP(showfps, 0, 1, 1);
VARP(showfpsrange, 0, 0, 1);
VAR(statrate, 1, 200, 1000);
FVARP(conscale, 1e-3f, 0.33f, 1e3f);
void resethudshader()
{
hudshader->set();
gle::colorf(1, 1, 1);
}
void gl_drawhud()
{
int w = hudw, h = hudh;
if(forceaspect) w = int(ceil(h*forceaspect));
gettextres(w, h);
hudmatrix.ortho(0, w, h, 0, -1, 1);
resethudmatrix();
resethudshader();
pushfont();
setfont("default_outline");
debuglights();
glEnable(GL_BLEND);
debugparticles();
float conw = w/conscale, conh = h/conscale, abovehud = conh - FONTH;
if(!hidehud && !mainmenu)
{
if(!hidestats)
{
pushhudscale(conscale);
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;
}
printtimers(conw, conh);
if(wallclock)
{
if(!walltime) { walltime = time(NULL); walltime -= totalmillis/1000; if(!walltime) walltime++; }
time_t walloffset = walltime + totalmillis/1000;
struct tm *localvals = localtime(&walloffset);
static string buf;
if(localvals && strftime(buf, sizeof(buf), wallclocksecs ? (wallclock24 ? "%H:%M:%S" : "%I:%M:%S%p") : (wallclock24 ? "%H:%M" : "%I:%M%p"), localvals))
{
// hack because not all platforms (windows) support %P lowercase option
// also strip leading 0 from 12 hour time
char *dst = buf;
const char *src = &buf[!wallclock24 && buf[0]=='0' ? 1 : 0];
while(*src) *dst++ = tolower(*src++);
*dst++ = '\0';
draw_text(buf, conw-5*FONTH, conh-FONTH*3/2-roffset);
roffset += FONTH;
}
}
pophudmatrix();
}
if(!editmode)
{
resethudshader();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
game::gameplayhud(w, h);
abovehud = min(abovehud, conh*game::abovegameplayhud(w, h));
}
rendertexturepanel(w, h);
}
//abovehud = min(abovehud, conh*UI::abovehud());
pushhudscale(conscale);
abovehud -= rendercommand(FONTH/2, abovehud - FONTH/2, conw-FONTH);
if(!hidehud /*&& !UI::uivisible("fullconsole")*/) renderconsole(conw, conh, abovehud - FONTH/2);
pophudmatrix();
drawcrosshair(w, h);
glDisable(GL_BLEND);
popfont();
if(frametimer)
{
glFinish();
framemillis = getclockmillis() - totalmillis;
}
}
int renderw = 0, renderh = 0, hudw = 0, hudh = 0;
void gl_setupframe(bool force)
{
extern int scr_w, scr_h;
renderw = min(scr_w, screenw);
renderh = min(scr_h, screenh);
hudw = screenw;
hudh = screenh;
if(!force) return;
setuplights();
}
void gl_drawframe()
{
synctimers();
xtravertsva = xtraverts = glde = gbatches = vtris = vverts = 0;
flipqueries();
aspect = forceaspect ? forceaspect : hudw/float(hudh);
fovy = 2*atan2(tan(curfov/2*RAD), aspect)/RAD;
vieww = hudw;
viewh = hudh;
if(mainmenu) gl_drawmainmenu();
else gl_drawview();
//UI::render();
gl_drawhud();
}
void cleanupgl()
{
clearminimap();
cleanuptimers();
cleanupscreenquad();
gle::cleanup();
}