#include "quakedef.h"
+#include "image.h"
-//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
-cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+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
}
#endif
-float r_farclip, r_newfarclip;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-int polyindexarray[768];
-
-static float viewdist;
-
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
-
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+int c_meshs, c_meshelements;
void SCR_ScreenShot_f (void);
-static int max_meshs;
-static int max_transmeshs;
-static int max_batch;
-static int max_verts; // always max_meshs * 3
-static int max_transverts; // always max_transmeshs * 3
-#define TRANSDEPTHRES 4096
+// these are externally accessible
+int r_lightmapscalebit;
+float r_colorscale;
+float *varray_vertex;
+float *varray_color;
+float *varray_texcoord[MAX_TEXTUREUNITS];
+int mesh_maxverts;
+
+static matrix4x4_t backend_viewmatrix;
+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;
-typedef struct buf_mesh_s
-{
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- int texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int verts;
- struct buf_mesh_s *chain;
- struct buf_transtri_s *transchain;
-}
-buf_mesh_t;
+/*
+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;
+*/
-typedef struct buf_transtri_s
-{
- struct buf_transtri_s *next;
- struct buf_transtri_s *meshsortchain;
- buf_mesh_t *mesh;
- int index[3];
-}
-buf_transtri_t;
+int polygonelements[768];
-typedef struct buf_tri_s
+void GL_Backend_AllocArrays(void)
{
- int index[3];
-}
-buf_tri_t;
+ int i;
-typedef struct
-{
- float v[4];
-}
-buf_vertex_t;
+ for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+ {
+ polygonelements[i * 3 + 0] = 0;
+ polygonelements[i * 3 + 1] = i + 1;
+ polygonelements[i * 3 + 2] = i + 2;
+ }
-typedef struct
-{
- float c[4];
-}
-buf_fcolor_t;
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
-typedef struct
-{
- qbyte c[4];
+ varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+ 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[4]));
+ for (;i < MAX_TEXTUREUNITS;i++)
+ varray_texcoord[i] = NULL;
}
-buf_bcolor_t;
-typedef struct
+void GL_Backend_FreeArrays(int resizingbuffers)
{
- float t[2];
+ int i;
+ if (resizingbuffers)
+ Mem_EmptyPool(gl_backend_mempool);
+ else
+ Mem_FreePool(&gl_backend_mempool);
+ varray_vertex = NULL;
+ varray_color = NULL;
+ varray_bcolor = NULL;
+ for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ varray_texcoord[i] = NULL;
}
-buf_texcoord_t;
-
-static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static int currenttransmesh, currenttransvertex, currenttranstriangle;
-static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_sorttranstri;
-static buf_transtri_t **buf_sorttranstri_list;
-static buf_tri_t *buf_transtri;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
static void gl_backend_start(void)
{
- int i;
-
- max_verts = max_meshs * 3;
- max_transverts = max_transmeshs * 3;
-
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
-
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
- {\
- var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
- if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
- memset(var, 0, count * sizeof(sizeofstruct));\
+ Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
+ if (qglDrawRangeElements != NULL)
+ {
+ qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+ qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+ CHECKGLERROR
+ Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
-
- BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
- BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
-
- BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
- BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
- BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
- BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
- BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
-
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ if (strstr(gl_renderer, "3Dfx"))
{
- // only allocate as many texcoord arrays as we need
- if (i < gl_textureunits)
- {
- BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
- BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
- }
- else
- {
- buf_texcoord[i] = NULL;
- buf_transtexcoord[i] = NULL;
- }
+ Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
+ Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
}
+
backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+
+ GL_Backend_AllocArrays();
+
backendactive = true;
}
static void gl_backend_shutdown(void)
{
- if (resizingbuffers)
- Mem_EmptyPool(gl_backend_mempool);
- else
- Mem_FreePool(&gl_backend_mempool);
-
backendunits = 0;
backendactive = false;
+
+ Con_Printf("OpenGL Backend shutting down\n");
+
+ GL_Backend_FreeArrays(false);
}
-static void gl_backend_bufferchanges(int init)
+void GL_Backend_CheckCvars(void)
{
- if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements != NULL)
- {
- if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsindices)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsindices / 3));
- if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsvertices)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsvertices / 3));
- }
-
// 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
- if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
-
- if (gl_mesh_transtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
- if (gl_mesh_transtriangles.integer > 65536)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
-
- if (gl_mesh_batchtriangles.integer < 0)
- Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
- if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
- Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
-
- max_batch = gl_mesh_batchtriangles.integer;
-
- if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
- {
- max_meshs = gl_mesh_maxtriangles.integer;
- max_transmeshs = gl_mesh_transtriangles.integer;
+ if (gl_mesh_maxverts.integer < 1024)
+ Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
+ if (gl_mesh_maxverts.integer > 21760)
+ Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
+}
- if (!init)
- {
- resizingbuffers = true;
- gl_backend_shutdown();
- gl_backend_start();
- resizingbuffers = false;
- }
- }
+void GL_Backend_ResizeArrays(int numtriangles)
+{
+ Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
+ GL_Backend_CheckCvars();
+ mesh_maxverts = gl_mesh_maxverts.integer;
+ GL_Backend_FreeArrays(true);
+ GL_Backend_AllocArrays();
}
static void gl_backend_newmap(void)
{
- r_farclip = r_newfarclip = 2048.0f;
}
void gl_backend_init(void)
{
- int i;
-
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&gl_delayfinish);
#ifdef NORENDER
Cvar_SetValue("r_render", 0);
#endif
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_transtriangles);
- Cvar_RegisterVariable(&gl_mesh_batchtriangles);
+ Cvar_RegisterVariable(&gl_mesh_maxverts);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
- Cvar_RegisterVariable(&gl_mesh_drawmode);
+ Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+ GL_Backend_CheckCvars();
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
- for (i = 0;i < 256;i++)
- {
- polyindexarray[i*3+0] = 0;
- polyindexarray[i*3+1] = i + 1;
- polyindexarray[i*3+2] = i + 2;
- }
}
-int arraylocked = false;
-
-void GL_LockArray(int first, int count)
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer != 0)
- {
- qglLockArraysEXT(first, count);
- CHECKGLERROR
- arraylocked = true;
- }
+ if (!r_render.integer)
+ return;
+
+ // y is weird beause OpenGL is bottom to top, we use top to bottom
+ qglViewport(x, vid.realheight - (y + height), width, height);
+ CHECKGLERROR
}
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_Identity (void)
{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
- }
+ Matrix4x4_CreateIdentity(&backend_viewmatrix);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-//static float gldepthmin, gldepthmax;
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
+{
+ Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+ Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+}
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
- double fovx, fovy, zNear, zFar, aspect;
-
- // update farclip based on previous frame
- r_farclip = r_newfarclip;
if (!r_render.integer)
return;
-// qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-// gldepthmin = 0;
-// gldepthmax = 1;
- qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-
-// qglDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
-
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
-
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
-
- // depth range
- zNear = 1.0;
- zFar = r_farclip;
-
- // fov angles
- fovx = r_refdef.fov_x;
- fovy = r_refdef.fov_y;
- aspect = r_refdef.width / r_refdef.height;
-
+ qglLoadIdentity();CHECKGLERROR
// pyramid slopes
- xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+ xmax = zNear * tan(fovx * M_PI / 360.0);
ymax = zNear * tan(fovy * M_PI / 360.0);
-
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-
-// qglCullFace(GL_FRONT);CHECKGLERROR
-
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
-
- // put Z going up
- qglRotatef (-90, 1, 0, 0);CHECKGLERROR
- qglRotatef (90, 0, 0, 1);CHECKGLERROR
- // camera rotation
- qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
- // camera location
- qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
-
-// qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.integer)
-// {
-// qglEnable(GL_CULL_FACE);CHECKGLERROR
-// }
-// else
-// {
-// qglDisable(GL_CULL_FACE);CHECKGLERROR
-// }
-
-// qglEnable(GL_BLEND);CHECKGLERROR
-// qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-// qglDepthMask(1);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
}
-static int mesh_blendfunc1;
-static int mesh_blendfunc2;
-static int mesh_blend;
-static GLboolean mesh_depthmask;
-static int mesh_depthtest;
-static int mesh_unit;
-static int mesh_clientunit;
-static int mesh_texture[MAX_TEXTUREUNITS];
-static float mesh_texturergbscale[MAX_TEXTUREUNITS];
-
-void GL_SetupTextureState(void)
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
{
- int i;
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, mesh_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, mesh_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 (mesh_texture[i])
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- if (gl_mesh_drawmode.integer != 0)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
- if (mesh_texture[i])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- }
- }
- else
- {
- qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (mesh_texture[0])
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- if (gl_mesh_drawmode.integer != 0)
- {
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
- if (mesh_texture[0])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- }
-}
-
-// called at beginning of frame
-int usedarrays;
-void R_Mesh_Start(void)
-{
- int i;
- if (!backendactive)
- Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
- CHECKGLERROR
-
- gl_backend_bufferchanges(false);
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
- meshfarclip = 0;
- transranout = false;
- viewdist = DotProduct(r_origin, vpn);
-
- c_meshs = 0;
- c_meshtris = 0;
- c_transmeshs = 0;
- c_transtris = 0;
-
- GL_SetupFrame();
+ float nudge, m[16];
- mesh_unit = 0;
- mesh_clientunit = 0;
-
- for (i = 0;i < backendunits;i++)
- {
- mesh_texture[i] = 0;
- mesh_texturergbscale[i] = 1;
- }
-
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- qglCullFace(GL_FRONT);CHECKGLERROR
-
- mesh_depthtest = true;
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
- mesh_blendfunc1 = GL_ONE;
- mesh_blendfunc2 = GL_ZERO;
- qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
-
- mesh_blend = 0;
- qglDisable(GL_BLEND);CHECKGLERROR
-
- mesh_depthmask = GL_TRUE;
- qglDepthMask(mesh_depthmask);CHECKGLERROR
+ if (!r_render.integer)
+ return;
- usedarrays = false;
- if (gl_mesh_drawmode.integer != 0)
- {
- usedarrays = true;
- qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
- {
- qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
- }
- else
- {
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
- }
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- }
+ // 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)
+ return;
- GL_SetupTextureState();
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
}
-int gl_backend_rebindtextures;
-
-void GL_UpdateFarclip(void)
+typedef struct gltextureunit_s
{
- int i;
- float farclip;
-
- // push out farclip based on vertices
- // FIXME: wouldn't this be slow when using matrix transforms?
- for (i = 0;i < currentvertex;i++)
- {
- farclip = DotProduct(buf_vertex[i].v, vpn);
- if (meshfarclip < farclip)
- meshfarclip = farclip;
- }
-
- farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
-
- // push out farclip for next frame
- if (farclip > r_newfarclip)
- r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ float rgbscale, alphascale;
+ int combinergb, combinealpha;
+ // FIXME: add more combine stuff
}
+gltextureunit_t;
-void GL_ConvertColorsFloatToByte(void)
+static struct
{
- int i, k, total;
- // LordHavoc: to avoid problems with aliasing (treating memory as two
- // different types - exactly what this is doing), these must be volatile
- // (or a union)
- volatile int *icolor;
- volatile float *fcolor;
- qbyte *bcolor;
-
- total = currentvertex * 4;
-
- // shift float to have 8bit fraction at base of number
- fcolor = &buf_fcolor->c[0];
- for (i = 0;i < total;)
- {
- fcolor[i ] += 32768.0f;
- fcolor[i + 1] += 32768.0f;
- fcolor[i + 2] += 32768.0f;
- fcolor[i + 3] += 32768.0f;
- i += 4;
- }
-
- // then read as integer and kill float bits...
- icolor = (int *)&buf_fcolor->c[0];
- bcolor = &buf_bcolor->c[0];
- for (i = 0;i < total;)
- {
- k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
- k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
- k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
- k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
- i += 4;
- }
+ int blendfunc1;
+ int blendfunc2;
+ int blend;
+ GLboolean depthmask;
+ int depthdisable;
+ int unit;
+ int clientunit;
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ int colorarray;
}
+gl_state;
-void GL_MeshState(buf_mesh_t *mesh)
+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 (mesh_texture[i] != mesh->textures[i])
- {
- if (mesh_unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- }
- if (mesh_texture[i] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
- if (mesh_texture[i] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
- {
- if (mesh_unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
- }
+ if (qglActiveTexture)
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ if (qglClientActiveTexture)
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ 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)
+ {
+ qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
}
- }
- else
- {
- if (mesh_texture[0] != mesh->textures[0])
+ else
{
- if (mesh_texture[0] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
- if (mesh_texture[0] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
}
- }
- if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
- {
- qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
- if (mesh_blendfunc2 == GL_ZERO)
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- if (mesh_blendfunc1 == GL_ONE)
- {
- if (mesh_blend)
- {
- mesh_blend = 0;
- qglDisable(GL_BLEND);CHECKGLERROR
- }
- }
- else
- {
- if (!mesh_blend)
- {
- mesh_blend = 1;
- qglEnable(GL_BLEND);CHECKGLERROR
- }
- }
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
- else
+ if (gl_texturecubemap)
{
- if (!mesh_blend)
- {
- mesh_blend = 1;
- qglEnable(GL_BLEND);CHECKGLERROR
- }
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- }
- if (mesh_depthtest != mesh->depthtest)
- {
- mesh_depthtest = mesh->depthtest;
- if (mesh_depthtest)
- qglEnable(GL_DEPTH_TEST);
- else
- qglDisable(GL_DEPTH_TEST);
- }
- if (mesh_depthmask != mesh->depthmask)
- {
- qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
- }
-}
-
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
-{
- unsigned int i, j, in;
- if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements == NULL)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
-
- if (gl_mesh_drawmode.integer == 3)
- {
- // GL 1.2 or GL 1.1 with extension
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer == 2)
- {
- // GL 1.1
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer == 1)
- {
- // GL 1.1
- // feed it manually using glArrayElement
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < indexcount;i++)
- qglArrayElement(index[i]);
- qglEnd();
- }
- else
- {
- // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
- // feed it manually
- if (gl_mesh_drawmode.integer != 0)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
- qglBegin(GL_TRIANGLES);
- if (r_multitexture.integer)
+ if (gl_combine.integer)
{
- // the minigl doesn't have this (because it does not have ARB_multitexture)
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- for (j = 0;j < backendunits;j++)
- if (mesh_texture[j])
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
+ 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
{
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- if (mesh_texture[0])
- qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
- qglEnd();
- }
- /*
- if (qglDrawRangeElements)
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, index);
- else
- {
}
- #ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #else
- qglDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #endif
- */
}
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_Backend_ResetState(void)
{
- int i;
- int k;
- int indexcount;
- int firstvert;
- buf_mesh_t *mesh;
- unsigned int *index;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
- if (!currentmesh)
- return;
-
- CHECKGLERROR
-
- GL_UpdateFarclip();
-
- if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0)
- GL_ConvertColorsFloatToByte();
-
- // lock the arrays now that they will have no further modifications
- //GL_LockArray(0, currentvertex);CHECKGLERROR
- if (gl_backend_rebindtextures)
- {
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
- }
+ 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;
- GL_MeshState(buf_mesh);
- GL_LockArray(0, currentvertex);
- GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (currentmesh >= 2)
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ 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)
{
- for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
- {
- GL_MeshState(mesh);
-
- firstvert = mesh->firstvert;
- indexcount = mesh->triangles * 3;
- index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
-
- // if not using batching, skip the index adjustment
- if (firstvert != 0)
- for (i = 0;i < indexcount;i++)
- index[i] += firstvert;
-
- GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
- }
- }
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
-
- GL_UnlockArray();CHECKGLERROR
-}
-
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
-{
- int i;
- // flush any queued meshs
- R_Mesh_Render();
-
- if (backendunits > 1)
- {
- for (i = backendunits - 1;i >= 0;i--)
- {
- 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 (usedarrays)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
}
else
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- if (usedarrays)
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (usedarrays)
- {
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
}
+ GL_Color(1, 1, 1, 1);
- qglDisable(GL_BLEND);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglDepthMask(GL_TRUE);CHECKGLERROR
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
-}
-
-void R_Mesh_ClearDepth(void)
-{
- R_Mesh_AddTransparent();
- R_Mesh_Finish();
- qglClear(GL_DEPTH_BUFFER_BIT);
- R_Mesh_Start();
+ GL_SetupTextureState();
}
-void R_Mesh_AddTransparent(void)
+void GL_UseColorArray(void)
{
- int i, j, k, *index;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh, *transmesh;
-
- if (!currenttransmesh)
- return;
-
- // convert index data to transtris for sorting
- for (j = 0;j < currenttransmesh;j++)
+ if (!gl_state.colorarray)
{
- mesh = buf_transmesh + j;
- k = mesh->firsttriangle;
- index = &buf_transtri[k].index[0];
- for (i = 0;i < mesh->triangles;i++)
- {
- tri = &buf_sorttranstri[k++];
- tri->mesh = mesh;
- tri->index[0] = *index++;
- tri->index[1] = *index++;
- tri->index[2] = *index++;
- }
- }
-
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
-
- memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
- k = 0;
- for (j = 0;j < currenttranstriangle;j++)
- {
- tri = &buf_sorttranstri[j];
- i = tri->mesh->firstvert;
-
- vert1 = &buf_transvertex[tri->index[0] + i];
- vert2 = &buf_transvertex[tri->index[1] + i];
- vert3 = &buf_transvertex[tri->index[2] + i];
-
- dist1 = DotProduct(vert1->v, vpn);
- dist2 = DotProduct(vert2->v, vpn);
- dist3 = DotProduct(vert3->v, vpn);
-
- maxdist = max(dist1, max(dist2, dist3));
- if (maxdist < viewdistcompare)
- continue;
-
- center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-#if SLOWMATH
- i = (int) center;
- i = bound(0, i, (TRANSDEPTHRES - 1));
-#else
- if (center < 0.0f)
- center = 0.0f;
- center += 8388608.0f;
- i = *((int *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
-#endif
- tri->next = buf_sorttranstri_list[i];
- buf_sorttranstri_list[i] = tri;
- k++;
- }
-
- for (i = 0;i < currenttransmesh;i++)
- buf_transmesh[i].transchain = NULL;
- transmesh = NULL;
- for (j = 0;j < TRANSDEPTHRES;j++)
- {
- if ((tri = buf_sorttranstri_list[j]))
- {
- for (;tri;tri = tri->next)
- {
- if (!tri->mesh->transchain)
- {
- tri->mesh->chain = transmesh;
- transmesh = tri->mesh;
- }
- tri->meshsortchain = tri->mesh->transchain;
- tri->mesh->transchain = tri;
- }
- }
+ gl_state.colorarray = true;
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
+}
- for (;transmesh;transmesh = transmesh->chain)
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+ if (gl_state.colorarray)
{
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
- R_Mesh_Render();
-
- mesh = &buf_mesh[currentmesh++];
- *mesh = *transmesh; // copy mesh properties
-
- mesh->firstvert = currentvertex;
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
- for (i = 0;i < backendunits && transmesh->textures[i];i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
- currentvertex += mesh->verts;
-
- mesh->firsttriangle = currenttriangle;
- for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
- {
- buf_tri[currenttriangle].index[0] = tri->index[0];
- buf_tri[currenttriangle].index[1] = tri->index[1];
- buf_tri[currenttriangle].index[2] = tri->index[2];
- currenttriangle++;
- }
- mesh->triangles = currenttriangle - mesh->firsttriangle;
+ gl_state.colorarray = false;
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
+ qglColor4f(cr, cg, cb, ca);
+}
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
+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;
}
-void R_Mesh_Draw(const rmeshinfo_t *m)
+// called at beginning of frame
+void R_Mesh_Start(void)
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright, *index;
- static float *in, scaler;
- static float cr, cg, cb, ca;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
- // ignore meaningless alpha meshs
- if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
- {
- if (m->color)
- {
- for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
- if (*in >= 0.01f)
- break;
- if (i == m->numverts)
- return;
- }
- else if (m->ca < 0.01f)
- return;
- }
+ BACKENDACTIVECHECK
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+ CHECKGLERROR
-#ifdef DEBUGGL
- for (i = 0;i < m->numtriangles * 3;i++)
- if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
- Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
-#endif
+ GL_Backend_CheckCvars();
+ if (mesh_maxverts != gl_mesh_maxverts.integer)
+ GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
- // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
- if (m->numtriangles > 1024 || m->numverts > 3072)
- {
- Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
- return;
- }
+ GL_Backend_ResetState();
+}
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
- return;
- }
+int gl_backend_rebindtextures;
+void GL_ConvertColorsFloatToByte(int numverts)
+{
+ int i, k, total;
+ // LordHavoc: to avoid problems with aliasing (treating memory as two
+ // different types - exactly what this is doing), these must be volatile
+ // (or a union)
+ volatile int *icolor;
+ volatile float *fcolor;
+ qbyte *bcolor;
- if (m->transparent)
- {
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
- {
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
- }
- return;
- }
+ total = numverts * 4;
- c_transmeshs++;
- c_transtris += m->numtriangles;
- vert = &buf_transvertex[currenttransvertex];
- fcolor = &buf_transfcolor[currenttransvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- index = &buf_transtri[currenttranstriangle].index[0];
-
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
- }
- else
+ // shift float to have 8bit fraction at base of number
+ fcolor = varray_color;
+ for (i = 0;i < total;)
{
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- vert = &buf_vertex[currentvertex];
- fcolor = &buf_fcolor[currentvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_texcoord[i][currentvertex];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- index = &buf_tri[currenttriangle].index[0];
-
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
+ fcolor[i ] += 32768.0f;
+ fcolor[i + 1] += 32768.0f;
+ fcolor[i + 2] += 32768.0f;
+ fcolor[i + 3] += 32768.0f;
+ i += 4;
}
- // code shared for transparent and opaque meshs
- memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
+ // then read as integer and kill float bits...
+ icolor = (int *)varray_color;
+ bcolor = varray_bcolor;
+ for (i = 0;i < total;)
{
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
+ k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
+ k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
+ k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
+ k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
+ i += 4;
}
- else
+}
+
+// enlarges geometry buffers if they are too small
+void _R_Mesh_ResizeCheck(int numverts)
+{
+ if (numverts > mesh_maxverts)
{
- if (m->tex[0])
- {
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
- }
- scaler *= overbrightscale;
+ BACKENDACTIVECHECK
+ GL_Backend_ResizeArrays(numverts + 100);
+ GL_Backend_ResetState();
}
+}
-
- j = -1;
- for (i = 0;i < backendunits;i++)
+// renders the mesh
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+{
+ int numelements;
+ if (numtriangles == 0 || numverts == 0)
{
- if ((mesh->textures[i] = m->tex[i]))
- j = i;
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
+ Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- if (m->vertexstep != sizeof(buf_vertex_t))
+ numelements = numtriangles * 3;
+ c_meshs++;
+ c_meshelements += numelements;
+ if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
+ GL_ConvertColorsFloatToByte(numverts);
+ if (!r_render.integer)
+ return;
+ if (gl_supportslockarrays && gl_lockarrays.integer)
{
- for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
- {
- vert[i].v[0] = in[0];
- vert[i].v[1] = in[1];
- vert[i].v[2] = in[2];
- }
+ 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
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ CHECKGLERROR
+ }
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+ int i;
+ BACKENDACTIVECHECK
- if (m->color)
+ for (i = backendunits - 1;i >= 0;i--)
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+ if (qglActiveTexture)
+ qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ if (qglClientActiveTexture)
+ qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- fcolor[i].c[0] = in[0] * scaler;
- fcolor[i].c[1] = in[1] * scaler;
- fcolor[i].c[2] = in[2] * scaler;
- fcolor[i].c[3] = in[3];
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
- }
- else
- {
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
+ if (gl_texturecubemap)
{
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- }
-
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
- {
- if (j >= backendunits)
- Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
- if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ if (gl_combine.integer)
{
- for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
- {
- texcoord[j][i].t[0] = in[0];
- texcoord[j][i].t[1] = in[1];
- }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
- else
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
}
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (currenttriangle >= max_batch)
- R_Mesh_Render();
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(GL_TRUE);CHECKGLERROR
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright, *index;
- static float *in, scaler;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
- // ignore meaningless alpha meshs
- if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
- {
- if (m->color)
- {
- for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
- if (*in >= 0.01f)
- break;
- if (i == m->numverts)
- return;
- }
- else if (m->ca < 0.01f)
- return;
- }
-
- // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
- if (m->numtriangles > 1024 || m->numverts > 3072)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for 3DFX drivers, rejected\n");
- return;
- }
-
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
{
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
- return;
+ backend_modelmatrix = *matrix;
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+ Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
}
+}
+// sets up the requested state
+void R_Mesh_MainState(const rmeshstate_t *m)
+{
+ BACKENDACTIVECHECK
- if (m->transparent)
+ if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
{
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
+ qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
{
- if (!transranout)
+ if (gl_state.blendfunc1 == GL_ONE)
+ {
+ if (gl_state.blend)
+ {
+ gl_state.blend = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
+ }
+ }
+ else
{
- Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
- transranout = true;
+ if (!gl_state.blend)
+ {
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
+ }
}
- return;
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- vert = &buf_transvertex[currenttransvertex];
- fcolor = &buf_transfcolor[currenttransvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- index = &buf_transtri[currenttranstriangle].index[0];
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
- }
- else
- {
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- vert = &buf_vertex[currentvertex];
- fcolor = &buf_fcolor[currentvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_texcoord[i][currentvertex];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- index = &buf_tri[currenttriangle].index[0];
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
-
- // code shared for transparent and opaque meshs
- memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
- {
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
- }
- else
- {
- if (m->tex[0])
+ else
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ if (!gl_state.blend)
+ {
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
+ }
}
- scaler *= overbrightscale;
- }
-
- j = -1;
- for (i = 0;i < backendunits;i++)
- {
- if ((mesh->textures[i] = m->tex[i]))
- j = i;
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- if (m->vertexstep != sizeof(buf_vertex_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
- if (m->colorstep != sizeof(buf_fcolor_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
- if (m->color == NULL)
- Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+ if (gl_state.depthdisable != m->depthdisable)
{
- if (j >= backendunits)
- Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
- if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
+ gl_state.depthdisable = m->depthdisable;
+ if (gl_state.depthdisable)
+ qglDisable(GL_DEPTH_TEST);
+ else
+ qglEnable(GL_DEPTH_TEST);
}
-
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
-
- memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
-
- // do this as a second step because memcpy preloaded the cache, which we can't easily do
- if (scaler != 1)
+ if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
{
- for (i = 0;i < m->numverts;i++)
- {
- fcolor[i].c[0] *= scaler;
- fcolor[i].c[1] *= scaler;
- fcolor[i].c[2] *= scaler;
- }
+ qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
}
-
- if (currenttriangle >= max_batch)
- R_Mesh_Render();
}
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
+void R_Mesh_TextureState(const rmeshstate_t *m)
{
- // these are static because gcc runs out of virtual registers otherwise
- int i, j, overbright;
- float scaler;
- buf_mesh_t *mesh;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- if (!m->numtriangles
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
+ int i, combinergb, combinealpha;
+ float scale;
+ gltextureunit_t *unit;
- // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
- if (m->numtriangles > 1024 || m->numverts > 3072)
- {
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
- return false;
- }
+ BACKENDACTIVECHECK
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ if (gl_backend_rebindtextures)
{
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
- return false;
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
}
-
- if (m->transparent)
+ for (i = 0;i < backendunits;i++)
{
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
+ 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 (!transranout)
+ if (gl_state.unit != i)
+ {
+ 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)
+ {
+ unit->arrayenabled = true;
+ if (gl_state.clientunit != i)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ }
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ if (gl_state.clientunit != i)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ }
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ 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])
{
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
+ if (m->texcubemap[i])
+ {
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
}
- return false;
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- m->index = &buf_transtri[currenttranstriangle].index[0];
- m->vertex = &buf_transvertex[currenttransvertex].v[0];
- m->color = &buf_transfcolor[currenttransvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
- }
- else
- {
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- m->index = &buf_tri[currenttriangle].index[0];
- m->vertex = &buf_vertex[currentvertex].v[0];
- m->color = &buf_fcolor[currentvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
-
- // code shared for transparent and opaque meshs
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
- {
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
- }
- else
- {
- if (m->tex[0])
+ scale = max(m->texrgbscale[i], 1);
+ if (gl_state.units[i].rgbscale != scale)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ if (gl_state.unit != i)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
}
- scaler *= overbrightscale;
- }
- m->colorscale = scaler;
-
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- if ((mesh->textures[i] = m->tex[i]))
+ scale = max(m->texalphascale[i], 1);
+ if (gl_state.units[i].alphascale != scale)
{
- j = i;
- if (i >= backendunits)
- Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+ if (gl_state.unit != i)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
}
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- return true;
}
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+void R_Mesh_State(const rmeshstate_t *m)
{
- m->index = polyindexarray;
- m->numverts = numverts;
- m->numtriangles = numverts - 2;
- if (m->numtriangles < 1)
- {
- Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
- return;
- }
- if (m->numtriangles >= 256)
- {
- Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
- return;
- }
- R_Mesh_Draw(m);
+ R_Mesh_MainState(m);
+ R_Mesh_TextureState(m);
}
/*
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)
{
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
+ if (gl_delayfinish.integer)
+ {
+ VID_Finish ();
- VID_Finish ();
+ R_TimeReport("finish");
+ }
- R_TimeReport("finish");
+ if (r_textureunits.integer > gl_textureunits)
+ Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
+ if (r_textureunits.integer < 1)
+ Cvar_SetValueQuick(&r_textureunits, 1);
- if (gl_combine.integer && !gl_combine_extension)
- Cvar_SetValue("gl_combine", 0);
+ if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+ Cvar_SetValueQuick(&gl_combine, 0);
- lightscalebit = v_overbrightbits.integer;
- if (gl_combine.integer && r_multitexture.integer)
- lightscalebit += 2;
+ // lighting scale
+ r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
- lightscale = 1.0f / (float) (1 << lightscalebit);
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+ // lightmaps only
+ r_lightmapscalebit = v_overbrightbits.integer;
+ if (gl_combine.integer && r_textureunits.integer > 1)
+ r_lightmapscalebit += 2;
R_TimeReport("setup");
R_TimeReport("clear");
- if (scr_conlines < vid.conheight)
+ if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
R_RenderView();
// 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");
+ }
}
+