5 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "21760"};
6 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"};
9 cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"};
10 cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"};
11 cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"};
12 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
14 cvar_t r_render = {0, "r_render", "1"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
16 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
28 #ifdef GL_INVALID_ENUM
30 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
33 #ifdef GL_INVALID_VALUE
34 case GL_INVALID_VALUE:
35 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
38 #ifdef GL_INVALID_OPERATION
39 case GL_INVALID_OPERATION:
40 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
43 #ifdef GL_STACK_OVERFLOW
44 case GL_STACK_OVERFLOW:
45 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
48 #ifdef GL_STACK_UNDERFLOW
49 case GL_STACK_UNDERFLOW:
50 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
53 #ifdef GL_OUT_OF_MEMORY
54 case GL_OUT_OF_MEMORY:
55 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
58 #ifdef GL_TABLE_TOO_LARGE
59 case GL_TABLE_TOO_LARGE:
60 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
64 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
72 int c_meshs, c_meshelements;
74 void SCR_ScreenShot_f (void);
76 // these are externally accessible
77 int r_lightmapscalebit;
79 GLfloat *varray_vertex3f, *varray_buf_vertex3f;
80 GLfloat *varray_color4f, *varray_buf_color4f;
81 GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS];
82 GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS];
83 static qbyte *varray_color4b, *varray_buf_color4b;
86 float mesh_var_readfrequency;
87 float mesh_var_writefrequency;
88 float mesh_var_priority;
89 int varray_offset = 0, varray_offsetnext = 0;
90 GLuint *varray_buf_elements3i;
91 int mesh_maxelements = 3072;
93 static matrix4x4_t backend_viewmatrix;
94 static matrix4x4_t backend_modelmatrix;
95 static matrix4x4_t backend_modelviewmatrix;
96 static matrix4x4_t backend_glmodelviewmatrix;
97 static matrix4x4_t backend_projectmatrix;
99 static int backendunits, backendactive;
100 static mempool_t *gl_backend_mempool;
103 note: here's strip order for a terrain row:
109 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
111 *elements++ = i + row;
113 *elements++ = i + row + 1;
116 *elements++ = i + row + 1;
119 void GL_Backend_AllocElementsArray(void)
121 if (varray_buf_elements3i)
122 Mem_Free(varray_buf_elements3i);
123 varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
126 void GL_Backend_FreeElementArray(void)
128 if (varray_buf_elements3i)
129 Mem_Free(varray_buf_elements3i);
130 varray_buf_elements3i = NULL;
133 void GL_Backend_CheckCvars(void)
135 // 21760 is (65536 / 3) rounded off to a multiple of 128
136 if (gl_mesh_maxverts.integer < 1024)
137 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
138 if (gl_mesh_maxverts.integer > 21760)
139 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
140 if (gl_mesh_vertex_array_range.integer && !gl_support_var)
141 Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0);
142 if (gl_mesh_vertex_array_range_readfrequency.value < 0)
143 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0);
144 if (gl_mesh_vertex_array_range_readfrequency.value > 1)
145 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1);
146 if (gl_mesh_vertex_array_range_writefrequency.value < 0)
147 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0);
148 if (gl_mesh_vertex_array_range_writefrequency.value > 1)
149 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1);
150 if (gl_mesh_vertex_array_range_priority.value < 0)
151 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0);
152 if (gl_mesh_vertex_array_range_priority.value > 1)
153 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1);
156 int polygonelements[768];
158 void GL_Backend_AllocArrays(void)
163 if (!gl_backend_mempool)
165 gl_backend_mempool = Mem_AllocPool("GL_Backend");
166 varray_buf_vertex3f = NULL;
167 varray_buf_color4f = NULL;
168 varray_buf_color4b = NULL;
169 varray_buf_elements3i = NULL;
170 for (i = 0;i < MAX_TEXTUREUNITS;i++)
171 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
174 mesh_maxverts = gl_mesh_maxverts.integer;
175 mesh_var = gl_mesh_vertex_array_range.integer;
176 mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value;
177 mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value;
178 mesh_var_priority = gl_mesh_vertex_array_range_priority.value;
180 if (varray_buf_vertex3f)
181 VID_FreeVertexArrays(varray_buf_vertex3f);
182 varray_buf_vertex3f = NULL;
183 varray_buf_color4f = NULL;
184 varray_buf_color4b = NULL;
185 for (i = 0;i < MAX_TEXTUREUNITS;i++)
186 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
188 size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits);
189 data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value);
190 varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
191 varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts;
192 for (i = 0;i < backendunits;i++)
194 varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
195 varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts;
197 for (;i < MAX_TEXTUREUNITS;i++)
198 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
199 varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts;
201 GL_Backend_AllocElementsArray();
206 qglVertexArrayRangeNV(size, varray_buf_vertex3f);
208 qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
213 void GL_Backend_FreeArrays(void)
220 qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
224 if (varray_buf_vertex3f)
225 VID_FreeVertexArrays(varray_buf_vertex3f);
226 varray_buf_vertex3f = NULL;
227 varray_buf_color4f = NULL;
228 varray_buf_color4b = NULL;
229 for (i = 0;i < MAX_TEXTUREUNITS;i++)
230 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
231 varray_buf_elements3i = NULL;
233 Mem_FreePool(&gl_backend_mempool);
236 static void gl_backend_start(void)
238 GL_Backend_CheckCvars();
240 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
241 if (qglDrawRangeElements != NULL)
244 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
246 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
248 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
250 if (strstr(gl_renderer, "3Dfx"))
252 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
253 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
256 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
258 GL_Backend_AllocArrays();
260 backendactive = true;
263 static void gl_backend_shutdown(void)
266 backendactive = false;
268 Con_Printf("OpenGL Backend shutting down\n");
270 GL_Backend_FreeArrays();
273 void GL_Backend_ResizeArrays(int numvertices)
275 Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
276 GL_Backend_CheckCvars();
277 mesh_maxverts = gl_mesh_maxverts.integer;
278 GL_Backend_AllocArrays();
281 static void gl_backend_newmap(void)
285 void gl_backend_init(void)
289 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
291 polygonelements[i * 3 + 0] = 0;
292 polygonelements[i * 3 + 1] = i + 1;
293 polygonelements[i * 3 + 2] = i + 2;
296 Cvar_RegisterVariable(&r_render);
297 Cvar_RegisterVariable(&gl_dither);
298 Cvar_RegisterVariable(&gl_lockarrays);
299 Cvar_RegisterVariable(&gl_delayfinish);
301 Cvar_SetValue("r_render", 0);
304 Cvar_RegisterVariable(&gl_mesh_maxverts);
305 Cvar_RegisterVariable(&gl_mesh_floatcolors);
306 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
307 Cvar_RegisterVariable(&gl_mesh_vertex_array_range);
308 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency);
309 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency);
310 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority);
311 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
314 void GL_SetupView_ViewPort (int x, int y, int width, int height)
316 if (!r_render.integer)
319 // y is weird beause OpenGL is bottom to top, we use top to bottom
320 qglViewport(x, vid.realheight - (y + height), width, height);
324 void GL_SetupView_Orientation_Identity (void)
326 Matrix4x4_CreateIdentity(&backend_viewmatrix);
327 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
330 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
332 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
333 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
334 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
335 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
336 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
337 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
338 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
341 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
345 if (!r_render.integer)
349 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
350 qglLoadIdentity();CHECKGLERROR
352 xmax = zNear * tan(fovx * M_PI / 360.0);
353 ymax = zNear * tan(fovy * M_PI / 360.0);
355 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
356 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
357 GL_SetupView_Orientation_Identity();
360 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
364 if (!r_render.integer)
368 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
369 qglLoadIdentity();CHECKGLERROR
371 nudge = 1.0 - 1.0 / (1<<23);
372 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
377 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
386 m[14] = -2 * zNear * nudge;
389 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
390 GL_SetupView_Orientation_Identity();
391 backend_projectmatrix.m[0][0] = m[0];
392 backend_projectmatrix.m[1][0] = m[1];
393 backend_projectmatrix.m[2][0] = m[2];
394 backend_projectmatrix.m[3][0] = m[3];
395 backend_projectmatrix.m[0][1] = m[4];
396 backend_projectmatrix.m[1][1] = m[5];
397 backend_projectmatrix.m[2][1] = m[6];
398 backend_projectmatrix.m[3][1] = m[7];
399 backend_projectmatrix.m[0][2] = m[8];
400 backend_projectmatrix.m[1][2] = m[9];
401 backend_projectmatrix.m[2][2] = m[10];
402 backend_projectmatrix.m[3][2] = m[11];
403 backend_projectmatrix.m[0][3] = m[12];
404 backend_projectmatrix.m[1][3] = m[13];
405 backend_projectmatrix.m[2][3] = m[14];
406 backend_projectmatrix.m[3][3] = m[15];
409 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
411 if (!r_render.integer)
415 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
416 qglLoadIdentity();CHECKGLERROR
417 qglOrtho(x1, x2, y2, y1, zNear, zFar);
418 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
419 GL_SetupView_Orientation_Identity();
422 typedef struct gltextureunit_s
424 int t1d, t2d, t3d, tcubemap;
425 int arrayenabled, arrayis3d;
426 float rgbscale, alphascale;
427 int combinergb, combinealpha;
428 // FIXME: add more combine stuff
441 gltextureunit_t units[MAX_TEXTUREUNITS];
446 void GL_SetupTextureState(void)
449 gltextureunit_t *unit;
450 for (i = 0;i < backendunits;i++)
452 if (qglActiveTexture)
453 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
454 if (qglClientActiveTexture)
455 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
456 unit = gl_state.units + i;
462 unit->alphascale = 1;
463 unit->combinergb = GL_MODULATE;
464 unit->combinealpha = GL_MODULATE;
465 unit->arrayenabled = false;
466 unit->arrayis3d = false;
467 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
468 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR
469 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
470 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
473 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
475 if (gl_texturecubemap)
477 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
479 if (gl_combine.integer)
481 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
482 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
483 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
484 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
485 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
486 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
487 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
488 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
489 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
490 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
491 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
492 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
493 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
494 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
495 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
496 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
497 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
501 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
506 void GL_Backend_ResetState(void)
508 memset(&gl_state, 0, sizeof(gl_state));
509 gl_state.depthdisable = false;
510 gl_state.blendfunc1 = GL_ONE;
511 gl_state.blendfunc2 = GL_ZERO;
512 gl_state.blend = false;
513 gl_state.depthmask = GL_TRUE;
514 gl_state.colorarray = false;
516 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
517 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
519 qglEnable(GL_CULL_FACE);CHECKGLERROR
520 qglCullFace(GL_FRONT);CHECKGLERROR
521 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
522 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
523 qglDisable(GL_BLEND);CHECKGLERROR
524 qglDepthMask(gl_state.depthmask);CHECKGLERROR
525 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR
526 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
527 if (gl_mesh_floatcolors.integer)
529 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR
533 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR
535 GL_Color(1, 1, 1, 1);
537 GL_SetupTextureState();
540 void GL_UseColorArray(void)
542 if (!gl_state.colorarray)
544 gl_state.colorarray = true;
545 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
549 void GL_Color(float cr, float cg, float cb, float ca)
551 if (gl_state.colorarray)
553 gl_state.colorarray = false;
554 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
556 qglColor4f(cr, cg, cb, ca);
559 void GL_TransformToScreen(const vec4_t in, vec4_t out)
563 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
564 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
566 out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
567 out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
568 out[2] = out[2] * iw;
571 // called at beginning of frame
572 void R_Mesh_Start(void)
578 GL_Backend_CheckCvars();
579 if (mesh_maxverts != gl_mesh_maxverts.integer
580 || mesh_var != gl_mesh_vertex_array_range.integer
581 || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value
582 || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value
583 || mesh_var_priority != gl_mesh_vertex_array_range_priority.value)
584 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
586 GL_Backend_ResetState();
591 qglFlushVertexArrayRangeNV();
597 int gl_backend_rebindtextures;
599 void GL_ConvertColorsFloatToByte(int numverts)
602 // LordHavoc: to avoid problems with aliasing (treating memory as two
603 // different types - exactly what this is doing), these must be volatile
605 volatile int *icolor;
606 volatile float *fcolor;
609 total = numverts * 4;
611 // shift float to have 8bit fraction at base of number
612 fcolor = varray_buf_color4f;
613 for (i = 0;i < total;)
615 fcolor[i ] += 32768.0f;
616 fcolor[i + 1] += 32768.0f;
617 fcolor[i + 2] += 32768.0f;
618 fcolor[i + 3] += 32768.0f;
622 // then read as integer and kill float bits...
623 icolor = (int *)varray_buf_color4f;
624 bcolor = varray_buf_color4b;
625 for (i = 0;i < total;)
627 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (GLubyte) k;
628 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k;
629 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k;
630 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k;
636 // enlarges geometry buffers if they are too small
637 void _R_Mesh_ResizeCheck(int numverts)
639 if (numverts > mesh_maxverts)
642 GL_Backend_ResizeArrays(numverts + 100);
643 GL_Backend_ResetState();
648 void GL_Backend_RenumberElements(int numelements, const int *in, int offset)
651 for (i = 0;i < numelements;i++)
652 varray_buf_elements3i[i] = in[i] + offset;
655 // gets geometry space for a mesh
656 void R_Mesh_GetSpace(int numverts)
660 varray_offset = varray_offsetnext;
661 if (varray_offset + numverts > mesh_maxverts)
663 if (numverts > mesh_maxverts)
666 GL_Backend_ResizeArrays(numverts + 100);
667 GL_Backend_ResetState();
671 if (varray_offset == 0 && mesh_var)
674 qglFlushVertexArrayRangeNV();
680 // varray_offset = rand() % (mesh_maxverts - numverts);
682 varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
683 varray_color4f = varray_buf_color4f + varray_offset * 4;
684 varray_color4b = varray_buf_color4b + varray_offset * 4;
685 for (i = 0;i < backendunits;i++)
687 varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3;
688 varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2;
691 varray_offsetnext = varray_offset + numverts;
694 // renders the current mesh
695 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
698 if (numtriangles == 0 || numverts == 0)
700 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
703 numelements = numtriangles * 3;
704 if (mesh_maxelements < numelements)
706 mesh_maxelements = numelements;
707 GL_Backend_AllocElementsArray();
709 GL_Backend_RenumberElements(numelements, elements, varray_offset);
711 c_meshelements += numelements;
712 if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
713 GL_ConvertColorsFloatToByte(numverts);
714 if (r_render.integer)
716 if (gl_supportslockarrays && gl_lockarrays.integer)
718 qglLockArraysEXT(varray_offset, numverts);
720 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
722 qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
727 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
730 qglUnlockArraysEXT();
735 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
741 // restores backend state, used when done with 3D rendering
742 void R_Mesh_Finish(void)
749 qglFlushVertexArrayRangeNV();
754 for (i = backendunits - 1;i >= 0;i--)
756 if (qglActiveTexture)
757 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
758 if (qglClientActiveTexture)
759 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
760 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
761 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
762 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
765 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
767 if (gl_texturecubemap)
769 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
771 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
772 if (gl_combine.integer)
774 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
775 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
778 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
779 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
781 qglDisable(GL_BLEND);CHECKGLERROR
782 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
783 qglDepthMask(GL_TRUE);CHECKGLERROR
784 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
787 void R_Mesh_Matrix(const matrix4x4_t *matrix)
789 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
791 backend_modelmatrix = *matrix;
792 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
793 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
794 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
798 // sets up the requested state
799 void R_Mesh_MainState(const rmeshstate_t *m)
803 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
805 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
806 if (gl_state.blendfunc2 == GL_ZERO)
808 if (gl_state.blendfunc1 == GL_ONE)
813 qglDisable(GL_BLEND);CHECKGLERROR
821 qglEnable(GL_BLEND);CHECKGLERROR
830 qglEnable(GL_BLEND);CHECKGLERROR
834 if (gl_state.depthdisable != m->depthdisable)
836 gl_state.depthdisable = m->depthdisable;
837 if (gl_state.depthdisable)
838 qglDisable(GL_DEPTH_TEST);
840 qglEnable(GL_DEPTH_TEST);
842 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
844 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
848 void R_Mesh_TextureState(const rmeshstate_t *m)
850 int i, combinergb, combinealpha;
852 gltextureunit_t *unit;
856 if (gl_backend_rebindtextures)
858 gl_backend_rebindtextures = false;
859 GL_SetupTextureState();
862 for (i = 0;i < backendunits;i++)
864 unit = gl_state.units + i;
865 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
867 if (m->tex3d[i] || m->texcubemap[i])
869 if (!unit->arrayis3d)
871 unit->arrayis3d = true;
872 if (gl_state.clientunit != i)
874 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
876 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]);
878 if (!unit->arrayenabled)
880 unit->arrayenabled = true;
881 if (gl_state.clientunit != i)
883 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
885 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
888 else if (m->tex1d[i] || m->tex[i])
892 unit->arrayis3d = false;
893 if (gl_state.clientunit != i)
895 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
897 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);
899 if (!unit->arrayenabled)
901 unit->arrayenabled = true;
902 if (gl_state.clientunit != i)
904 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
906 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
911 if (unit->arrayenabled)
913 unit->arrayenabled = false;
914 if (gl_state.clientunit != i)
916 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
918 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
921 if (unit->t1d != m->tex1d[i])
923 if (gl_state.unit != i)
925 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
930 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
935 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
937 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
939 if (unit->t2d != m->tex[i])
941 if (gl_state.unit != i)
943 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
948 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
953 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
955 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
957 if (unit->t3d != m->tex3d[i])
959 if (gl_state.unit != i)
961 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
966 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
971 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
973 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
975 if (unit->tcubemap != m->texcubemap[i])
977 if (gl_state.unit != i)
979 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
981 if (m->texcubemap[i])
983 if (unit->tcubemap == 0)
984 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
989 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
991 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
994 combinergb = m->texcombinergb[i];
996 combinergb = GL_MODULATE;
997 if (unit->combinergb != combinergb)
999 if (gl_state.unit != i)
1001 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1003 unit->combinergb = combinergb;
1004 if (gl_combine.integer)
1006 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1010 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1013 combinealpha = m->texcombinealpha[i];
1015 combinealpha = GL_MODULATE;
1016 if (unit->combinealpha != combinealpha)
1018 if (gl_state.unit != i)
1020 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1022 unit->combinealpha = combinealpha;
1023 if (gl_combine.integer)
1025 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1028 scale = max(m->texrgbscale[i], 1);
1029 if (gl_state.units[i].rgbscale != scale)
1031 if (gl_state.unit != i)
1033 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1035 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
1037 scale = max(m->texalphascale[i], 1);
1038 if (gl_state.units[i].alphascale != scale)
1040 if (gl_state.unit != i)
1042 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1044 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
1049 void R_Mesh_State(const rmeshstate_t *m)
1051 R_Mesh_MainState(m);
1052 R_Mesh_TextureState(m);
1056 ==============================================================================
1060 ==============================================================================
1063 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
1069 if (!r_render.integer)
1072 buffer = Mem_Alloc(tempmempool, width*height*3);
1073 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1076 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1077 if (v_hwgamma.integer)
1079 for (i = 0;i < width * height * 3;i++)
1081 j = buffer[i] << v_overbrightbits.integer;
1082 buffer[i] = (qbyte) (bound(0, j, 255));
1086 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
1092 //=============================================================================
1094 void R_ClearScreen(void)
1096 if (r_render.integer)
1099 qglClearColor(0,0,0,0);CHECKGLERROR
1100 qglClearDepth(1);CHECKGLERROR
1103 // LordHavoc: we use a stencil centered around 128 instead of 0,
1104 // to avoid clamping interfering with strange shadow volume
1106 qglClearStencil(128);CHECKGLERROR
1109 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
1110 // set dithering mode
1111 if (gl_dither.integer)
1113 qglEnable(GL_DITHER);CHECKGLERROR
1117 qglDisable(GL_DITHER);CHECKGLERROR
1126 This is called every frame, and can also be called explicitly to flush
1130 void SCR_UpdateScreen (void)
1132 if (gl_delayfinish.integer)
1136 R_TimeReport("finish");
1139 if (r_textureunits.integer > gl_textureunits)
1140 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1141 if (r_textureunits.integer < 1)
1142 Cvar_SetValueQuick(&r_textureunits, 1);
1144 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1145 Cvar_SetValueQuick(&gl_combine, 0);
1148 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1151 r_lightmapscalebit = v_overbrightbits.integer;
1152 if (gl_combine.integer && r_textureunits.integer > 1)
1153 r_lightmapscalebit += 2;
1155 R_TimeReport("setup");
1159 R_TimeReport("clear");
1161 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1167 if (gl_delayfinish.integer)
1169 // tell driver to commit it's partially full geometry queue to the rendering queue
1170 // (this doesn't wait for the commands themselves to complete)
1177 R_TimeReport("finish");
1181 // utility functions
1183 void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
1187 float *out = varray_vertex3f;
1190 *out++ = *vertex3f++;
1191 *out++ = *vertex3f++;
1192 *out++ = *vertex3f++;
1196 memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3]));
1199 void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts)
1203 float *out = varray_texcoord2f[tmu];
1206 *out++ = *texcoord2f++;
1207 *out++ = *texcoord2f++;
1211 memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2]));
1214 void R_Mesh_CopyColor4f(const float *color4f, int numverts)
1218 float *out = varray_color4f;
1221 *out++ = *color4f++;
1222 *out++ = *color4f++;
1223 *out++ = *color4f++;
1224 *out++ = *color4f++;
1228 memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));