#include "quakedef.h"
+#include "image.h"
cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
+cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
cvar_t r_render = {0, "r_render", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
break;
#endif
#ifdef GL_TABLE_TOO_LARGE
- case GL_TABLE_TOO_LARGE:
+ case GL_TABLE_TOO_LARGE:
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
#endif
static matrix4x4_t backend_modelmatrix;
static matrix4x4_t backend_modelviewmatrix;
static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
static int backendunits, backendactive;
static qbyte *varray_bcolor;
static mempool_t *gl_backend_mempool;
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
+*/
+
int polygonelements[768];
void GL_Backend_AllocArrays(void)
varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
for (i = 0;i < backendunits;i++)
- varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
+ varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
for (;i < MAX_TEXTUREUNITS;i++)
varray_texcoord[i] = NULL;
}
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&gl_delayfinish);
#ifdef NORENDER
Cvar_SetValue("r_render", 0);
#endif
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
// pyramid slopes
xmax = zNear * tan(fovx * M_PI / 360.0);
ymax = zNear * tan(fovy * M_PI / 360.0);
GL_SetupView_Orientation_Identity();
}
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+ float nudge, m[16];
+
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // set view pyramid
+ nudge = 1.0 - 1.0 / (1<<23);
+ m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+ m[ 1] = 0;
+ m[ 2] = 0;
+ m[ 3] = 0;
+ m[ 4] = 0;
+ m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+ m[ 6] = 0;
+ m[ 7] = 0;
+ m[ 8] = 0;
+ m[ 9] = 0;
+ m[10] = -1 * nudge;
+ m[11] = -1 * nudge;
+ m[12] = 0;
+ m[13] = 0;
+ m[14] = -2 * zNear * nudge;
+ m[15] = 0;
+ qglLoadMatrixf(m);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
+}
+
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
{
if (!r_render.integer)
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
qglOrtho(x1, x2, y2, y1, zNear, zFar);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
}
+typedef struct gltextureunit_s
+{
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ float rgbscale, alphascale;
+ int combinergb, combinealpha;
+ // FIXME: add more combine stuff
+}
+gltextureunit_t;
+
static struct
{
int blendfunc1;
int depthdisable;
int unit;
int clientunit;
- int texture[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
+ gltextureunit_t units[MAX_TEXTUREUNITS];
int colorarray;
}
gl_state;
void GL_SetupTextureState(void)
{
int i;
- if (backendunits > 1)
+ gltextureunit_t *unit;
+ for (i = 0;i < backendunits;i++)
{
- for (i = 0;i < backendunits;i++)
- {
+ if (qglActiveTexture)
qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- }
- if (gl_state.texture[i])
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
+ if (qglClientActiveTexture)
qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
- if (gl_state.texture[i])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- }
- else
- {
- qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_state.texture[0])
+ unit = gl_state.units + i;
+ unit->t1d = 0;
+ unit->t2d = 0;
+ unit->t3d = 0;
+ unit->tcubemap = 0;
+ unit->rgbscale = 1;
+ unit->alphascale = 1;
+ unit->combinergb = GL_MODULATE;
+ unit->combinealpha = GL_MODULATE;
+ unit->arrayenabled = false;
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ if (gl_texture3d || gl_texturecubemap)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
}
else
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
+ }
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
- if (gl_state.texture[0])
+ if (gl_texturecubemap)
{
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
else
{
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
}
}
void GL_Backend_ResetState(void)
{
- int i;
- gl_state.unit = 0;
- gl_state.clientunit = 0;
+ memset(&gl_state, 0, sizeof(gl_state));
+ gl_state.depthdisable = false;
+ gl_state.blendfunc1 = GL_ONE;
+ gl_state.blendfunc2 = GL_ZERO;
+ gl_state.blend = false;
+ gl_state.depthmask = GL_TRUE;
+ gl_state.colorarray = false;
- for (i = 0;i < backendunits;i++)
- {
- gl_state.texture[i] = 0;
- gl_state.texturergbscale[i] = 1;
- }
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
-
- gl_state.depthdisable = false;
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
- gl_state.blendfunc1 = GL_ONE;
- gl_state.blendfunc2 = GL_ZERO;
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-
- gl_state.blend = 0;
qglDisable(GL_BLEND);CHECKGLERROR
-
- gl_state.depthmask = GL_TRUE;
qglDepthMask(gl_state.depthmask);CHECKGLERROR
-
qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
if (gl_mesh_floatcolors.integer)
{
qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
}
- // LordHavoc: default to color array off
- gl_state.colorarray = false;
GL_Color(1, 1, 1, 1);
GL_SetupTextureState();
qglColor4f(cr, cg, cb, ca);
}
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
+{
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
+ out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+ out[2] = out[2] * iw;
+}
+
// called at beginning of frame
void R_Mesh_Start(void)
{
}
}
-/*
-void GL_TransformVertices(int numverts)
-{
- int i;
- float m[12], tempv[4], *v;
- m[0] = backendmatrix.m[0][0];
- m[1] = backendmatrix.m[0][1];
- m[2] = backendmatrix.m[0][2];
- m[3] = backendmatrix.m[0][3];
- m[4] = backendmatrix.m[1][0];
- m[5] = backendmatrix.m[1][1];
- m[6] = backendmatrix.m[1][2];
- m[7] = backendmatrix.m[1][3];
- m[8] = backendmatrix.m[2][0];
- m[9] = backendmatrix.m[2][1];
- m[10] = backendmatrix.m[2][2];
- m[11] = backendmatrix.m[2][3];
- for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
- {
- VectorCopy(v, tempv);
- v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
- v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
- v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
- }
-}
-*/
-
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
-{
- int arraylocked = false;
- c_meshs++;
- c_meshelements += indexcount;
- if (gl_supportslockarrays && gl_lockarrays.integer)
- {
- qglLockArraysEXT(firstvert, endvert - firstvert);
- CHECKGLERROR
- arraylocked = true;
- }
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
- else
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
- CHECKGLERROR
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
- }
-}
-
// enlarges geometry buffers if they are too small
void _R_Mesh_ResizeCheck(int numverts)
{
}
// renders the mesh
-void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
{
- BACKENDACTIVECHECK
-
- CHECKGLERROR
-
+ int numelements;
+ if (numtriangles == 0 || numverts == 0)
+ {
+ Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
+ }
+ numelements = numtriangles * 3;
+ c_meshs++;
+ c_meshelements += numelements;
if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
GL_ConvertColorsFloatToByte(numverts);
- //GL_TransformVertices(numverts);
if (!r_render.integer)
return;
- GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
+ if (gl_supportslockarrays && gl_lockarrays.integer)
+ {
+ qglLockArraysEXT(0, numverts);
+ CHECKGLERROR
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ else
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ CHECKGLERROR
+ qglUnlockArraysEXT();
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ CHECKGLERROR
+ }
}
// restores backend state, used when done with 3D rendering
int i;
BACKENDACTIVECHECK
- if (backendunits > 1)
+ for (i = backendunits - 1;i >= 0;i--)
{
- for (i = backendunits - 1;i >= 0;i--)
- {
+ if (qglActiveTexture)
qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
- }
- if (i > 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
+ if (qglClientActiveTexture)
qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- }
- else
- {
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ }
}
qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void GL_DepthFunc(int value)
-{
- if (!r_render.integer)
- return;
-
- qglDepthFunc (value);
- CHECKGLERROR
-}
-
-void GL_ClearDepth(void)
-{
- BACKENDACTIVECHECK
-
- if (!r_render.integer)
- return;
-
- qglClear(GL_DEPTH_BUFFER_BIT);
- CHECKGLERROR
-}
-
void R_Mesh_Matrix(const matrix4x4_t *matrix)
{
if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
void R_Mesh_TextureState(const rmeshstate_t *m)
{
- int i;
- int texturergbscale[MAX_TEXTUREUNITS];
+ int i, combinergb, combinealpha;
+ float scale;
+ gltextureunit_t *unit;
BACKENDACTIVECHECK
for (i = 0;i < backendunits;i++)
{
- if (m->texrgbscale[i])
- texturergbscale[i] = m->texrgbscale[i];
- else
- texturergbscale[i] = 1;
- }
-
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
+ unit = gl_state.units + i;
+ if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
{
- if (gl_state.texture[i] != m->tex[i])
+ if (gl_state.unit != i)
{
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (gl_state.texture[i] == 0)
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
+ {
+ if (!unit->arrayenabled)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ unit->arrayenabled = true;
if (gl_state.clientunit != i)
{
qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
}
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
- if (gl_state.texture[i] == 0)
+ }
+ else
+ {
+ if (unit->arrayenabled)
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ unit->arrayenabled = false;
if (gl_state.clientunit != i)
{
qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
- if (gl_state.texturergbscale[i] != texturergbscale[i])
+ combinergb = m->texcombinergb[i];
+ combinealpha = m->texcombinealpha[i];
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ else
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ }
+ }
+ if (unit->combinealpha != combinealpha)
+ {
+ unit->combinealpha = combinealpha;
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ }
+ if (unit->t1d != m->tex1d[i])
+ {
+ if (m->tex1d[i])
+ {
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
+ }
+ if (unit->t2d != m->tex[i])
+ {
+ if (m->tex[i])
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
+ }
+ if (unit->t3d != m->tex3d[i])
+ {
+ if (m->tex3d[i])
+ {
+ if (unit->t3d == 0)
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+ }
+ if (unit->tcubemap != m->texcubemap[i])
{
- if (gl_state.unit != i)
+ if (m->texcubemap[i])
{
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
+ else
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
}
}
- }
- else
- {
- if (gl_state.texture[0] != m->tex[0])
+ scale = max(m->texrgbscale[i], 1);
+ if (gl_state.units[i].rgbscale != scale)
{
- if (gl_state.texture[0] == 0)
+ if (gl_state.unit != i)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
}
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
- if (gl_state.texture[0] == 0)
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
+ }
+ scale = max(m->texalphascale[i], 1);
+ if (gl_state.units[i].alphascale != scale)
+ {
+ if (gl_state.unit != i)
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
}
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
}
}
}
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
{
qboolean ret;
- int i;
+ int i, j;
qbyte *buffer;
if (!r_render.integer)
// LordHavoc: compensate for v_overbrightbits when using hardware gamma
if (v_hwgamma.integer)
+ {
for (i = 0;i < width * height * 3;i++)
- buffer[i] <<= v_overbrightbits.integer;
+ {
+ j = buffer[i] << v_overbrightbits.integer;
+ buffer[i] = (qbyte) (bound(0, j, 255));
+ }
+ }
ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
{
// clear to black
qglClearColor(0,0,0,0);CHECKGLERROR
+ qglClearDepth(1);CHECKGLERROR
+ if (gl_stencil)
+ {
+ // LordHavoc: we use a stencil centered around 128 instead of 0,
+ // to avoid clamping interfering with strange shadow volume
+ // drawing orders
+ qglClearStencil(128);CHECKGLERROR
+ }
// clear the screen
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+ qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
// set dithering mode
if (gl_dither.integer)
{
*/
void SCR_UpdateScreen (void)
{
- VID_Finish ();
+ if (gl_delayfinish.integer)
+ {
+ VID_Finish ();
- R_TimeReport("finish");
+ R_TimeReport("finish");
+ }
if (r_textureunits.integer > gl_textureunits)
Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
// draw 2D stuff
R_DrawQueue();
- // tell driver to commit it's partially full geometry queue to the rendering queue
- // (this doesn't wait for the commands themselves to complete)
- qglFlush();
+ if (gl_delayfinish.integer)
+ {
+ // tell driver to commit it's partially full geometry queue to the rendering queue
+ // (this doesn't wait for the commands themselves to complete)
+ qglFlush();
+ }
+ else
+ {
+ VID_Finish ();
+
+ R_TimeReport("finish");
+ }
}