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
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&gl_delayfinish);
#ifdef NORENDER
Cvar_SetValue("r_render", 0);
#endif
// 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);
void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
{
- double nudge, m[16];
+ float nudge, m[16];
if (!r_render.integer)
return;
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
// set view pyramid
nudge = 1.0 - 1.0 / (1<<23);
m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
m[13] = 0;
m[14] = -2 * zNear * nudge;
m[15] = 0;
- qglLoadMatrixd(m);
+ qglLoadMatrixf(m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
backend_projectmatrix.m[0][0] = m[0];
// 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();
}
}
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, const int *index)
-{
- int arraylocked = false;
- c_meshs++;
- c_meshelements += indexcount;
- if (indexcount == 0 || endvert == firstvert)
- {
- Con_Printf("GL_DrawRangeElements(%d, %d, %d, %08p);\n", firstvert, endvert, indexcount, index);
- return;
- }
- 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, (const GLuint *) index);
- else
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (const 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, 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);
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
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);
qglClearDepth(1);CHECKGLERROR
if (gl_stencil)
{
- qglClearStencil(0);CHECKGLERROR
+ // 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 | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
*/
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");
+ }
}