#include "quakedef.h"
cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
// too large for the buffers in the previous frame
int overflowedverts = 0;
-// increase transtriangles automatically too
-int overflowedtransverts = 0;
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
static int vpnbit0, vpnbit1, vpnbit2;
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+int c_meshs, c_meshtris;
int lightscalebit;
float lightscale;
void SCR_ScreenShot_f (void);
static int max_meshs;
-static int max_transmeshs;
static int max_verts; // always max_meshs * 3
-static int max_transverts; // always max_transmeshs * 3
-#define TRANSDEPTHRES 4096
typedef struct buf_mesh_s
{
int triangles;
int firstvert;
int verts;
+ matrix4x4_t matrix;
struct buf_mesh_s *chain;
- struct buf_transtri_s *transchain;
}
buf_mesh_t;
-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;
-
typedef struct buf_tri_s
{
int index[3];
}
buf_texcoord_t;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
+static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive;
static buf_mesh_t *buf_mesh;
static buf_tri_t *buf_tri;
static buf_vertex_t *buf_vertex;
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;
qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
- Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
+ Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
if (qglDrawRangeElements != NULL)
Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
if (strstr(gl_renderer, "3Dfx"))
Con_Printf("\n");
max_verts = max_meshs * 3;
- max_transverts = max_transmeshs * 3;
if (!gl_backend_mempool)
gl_backend_mempool = Mem_AllocPool("GL_Backend");
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++)
{
// 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;
}
}
backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
overflowedverts = 0;
- if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
- overflowedtransverts = 0;
-
if (gl_mesh_drawmode.integer < 0)
Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
if (gl_mesh_drawmode.integer > 3)
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 (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
+ if (max_meshs != gl_mesh_maxtriangles.integer)
{
max_meshs = gl_mesh_maxtriangles.integer;
- max_transmeshs = gl_mesh_transtriangles.integer;
if (!init)
{
#endif
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_transtriangles);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
Cvar_RegisterVariable(&gl_mesh_drawmode);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
// depth range
zNear = 1.0;
zFar = r_mesh_farclip;
+ if (zFar < 64)
+ zFar = 64;
// fov angles
fovx = r_refdef.fov_x;
qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
}
-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];
+static struct
+{
+ int blendfunc1;
+ int blendfunc2;
+ int blend;
+ GLboolean depthmask;
+ int depthtest;
+ int unit;
+ int clientunit;
+ int texture[MAX_TEXTUREUNITS];
+ float texturergbscale[MAX_TEXTUREUNITS];
+}
+gl_state;
void GL_SetupTextureState(void)
{
{
for (i = 0;i < backendunits;i++)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
+ 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_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_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 (mesh_texture[i])
+ if (gl_state.texture[i])
{
qglEnable(GL_TEXTURE_2D);CHECKGLERROR
}
}
if (gl_mesh_drawmode.integer > 0)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
- if (mesh_texture[i])
+ if (gl_state.texture[i])
{
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
else
{
- qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (mesh_texture[0])
+ if (gl_state.texture[0])
{
qglEnable(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])
+ if (gl_state.texture[0])
{
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
currentmesh = 0;
currenttriangle = 0;
currentvertex = 0;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
- transranout = false;
r_mesh_farclip = farclip;
viewdist = DotProduct(r_origin, vpn);
vpnbit0 = vpn[0] < 0;
c_meshs = 0;
c_meshtris = 0;
- c_transmeshs = 0;
- c_transtris = 0;
GL_SetupFrame();
- mesh_unit = 0;
- mesh_clientunit = 0;
+ gl_state.unit = 0;
+ gl_state.clientunit = 0;
for (i = 0;i < backendunits;i++)
{
- mesh_texture[i] = 0;
- mesh_texturergbscale[i] = 1;
+ gl_state.texture[i] = 0;
+ gl_state.texturergbscale[i] = 1;
}
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
- mesh_depthtest = true;
+ gl_state.depthtest = true;
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- mesh_blendfunc1 = GL_ONE;
- mesh_blendfunc2 = GL_ZERO;
- qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
+ gl_state.blendfunc1 = GL_ONE;
+ gl_state.blendfunc2 = GL_ZERO;
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
- mesh_blend = 0;
+ gl_state.blend = 0;
qglDisable(GL_BLEND);CHECKGLERROR
- mesh_depthmask = GL_TRUE;
- qglDepthMask(mesh_depthmask);CHECKGLERROR
+ gl_state.depthmask = GL_TRUE;
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
usedarrays = false;
if (gl_mesh_drawmode.integer > 0)
{
for (i = 0;i < backendunits;i++)
{
- if (mesh_texture[i] != mesh->textures[i])
+ if (gl_state.texture[i] != mesh->textures[i])
{
- if (mesh_unit != i)
+ if (gl_state.unit != i)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
}
- if (mesh_texture[i] == 0)
+ if (gl_state.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)
+ if (gl_state.clientunit != i)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.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)
+ qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR
+ if (gl_state.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)
+ if (gl_state.clientunit != i)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
}
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
- if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
+ if (gl_state.texturergbscale[i] != mesh->texturergbscale[i])
{
- if (mesh_unit != i)
+ if (gl_state.unit != i)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
}
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
}
}
}
else
{
- if (mesh_texture[0] != mesh->textures[0])
+ if (gl_state.texture[0] != mesh->textures[0])
{
- if (mesh_texture[0] == 0)
+ if (gl_state.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)
+ qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR
+ if (gl_state.texture[0] == 0)
{
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
}
- if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
+ if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
{
- qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
- if (mesh_blendfunc2 == GL_ZERO)
+ qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
{
- if (mesh_blendfunc1 == GL_ONE)
+ if (gl_state.blendfunc1 == GL_ONE)
{
- if (mesh_blend)
+ if (gl_state.blend)
{
- mesh_blend = 0;
+ gl_state.blend = 0;
qglDisable(GL_BLEND);CHECKGLERROR
}
}
else
{
- if (!mesh_blend)
+ if (!gl_state.blend)
{
- mesh_blend = 1;
+ gl_state.blend = 1;
qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
else
{
- if (!mesh_blend)
+ if (!gl_state.blend)
{
- mesh_blend = 1;
+ gl_state.blend = 1;
qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
- if (mesh_depthtest != mesh->depthtest)
+ if (gl_state.depthtest != mesh->depthtest)
{
- mesh_depthtest = mesh->depthtest;
- if (mesh_depthtest)
+ gl_state.depthtest = mesh->depthtest;
+ if (gl_state.depthtest)
qglEnable(GL_DEPTH_TEST);
else
qglDisable(GL_DEPTH_TEST);
}
- if (mesh_depthmask != mesh->depthmask)
+ if (gl_state.depthmask != mesh->depthmask)
{
- qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR
}
}
// GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
// feed it manually
qglBegin(GL_TRIANGLES);
- if (mesh_texture[1]) // if the mesh uses multiple textures
+ if (gl_state.texture[1]) // if the mesh uses multiple textures
{
// 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])
+ if (gl_state.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]);
}
{
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])
+ if (gl_state.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]);
}
// renders mesh buffers, called to flush buffers when full
void R_Mesh_Render(void)
{
- int k;
+ int i, k;
+ float *v, tempv[4], m[12];
buf_mesh_t *mesh;
if (!backendactive)
}
GL_MeshState(buf_mesh);
+ for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
+ {
+ m[0] = mesh->matrix.m[0][0];
+ m[1] = mesh->matrix.m[0][1];
+ m[2] = mesh->matrix.m[0][2];
+ m[3] = mesh->matrix.m[0][3];
+ m[4] = mesh->matrix.m[1][0];
+ m[5] = mesh->matrix.m[1][1];
+ m[6] = mesh->matrix.m[1][2];
+ m[7] = mesh->matrix.m[1][3];
+ m[8] = mesh->matrix.m[2][0];
+ m[9] = mesh->matrix.m[2][1];
+ m[10] = mesh->matrix.m[2][2];
+ m[11] = mesh->matrix.m[2][3];
+ for (i = 0, v = buf_vertex[mesh->firstvert].v;i < mesh->verts;i++, v += 4)
+ {
+ VectorCopy(v, tempv);
+ //Matrix4x4_Transform(&mesh->matrix, tempv, v);
+ 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];
+ }
+ }
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
void R_Mesh_ClearDepth(void)
{
- if (currenttransmesh)
- R_Mesh_AddTransparent();
if (currentmesh)
R_Mesh_Render();
R_Mesh_Finish();
R_Mesh_Start(r_mesh_farclip);
}
-void R_Mesh_AddTransparent(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++)
- {
- 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_mesh_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;
- }
- }
- }
-
- R_Mesh_Render();
- for (;transmesh;transmesh = transmesh->chain)
- {
- 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;
- R_Mesh_Render();
- }
-
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
-}
-
// 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, int wantoverbright)
return false;
}
- if (m->transparent)
+ if (currentmesh)
{
- overflowedtransverts += max(m->numtriangles * 3, m->numverts);
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
- {
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw_GetBuffer: ran out of room for transparent meshs\n");
- transranout = true;
- }
- 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;
+ R_Mesh_Render();
+ Con_Printf("mesh queue not empty, flushing.\n");
}
- else
- {
- if (currentmesh)
- {
- R_Mesh_Render();
- Con_Printf("mesh queue not empty, flushing.\n");
- }
- 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;
- }
+ 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;
+ mesh->matrix = m->matrix; // this copies the struct
overbright = false;
scaler = 1;
R_TimeReport("clear");
- if (scr_conlines < vid.conheight)
+ if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
R_RenderView();
// draw 2D stuff