#include "quakedef.h"
-cvar_t r_render = {0, "r_render", "1"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
+cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
+cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
+cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+cvar_t r_render = {0, "r_render", "1"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+
+// 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;
+
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
+
+#ifdef DEBUGGL
+int errornumber = 0;
+
+void GL_PrintError(int errornumber, char *filename, int linenumber)
+{
+ switch(errornumber)
+ {
+#ifdef GL_INVALID_ENUM
+ case GL_INVALID_ENUM:
+ Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_INVALID_VALUE
+ case GL_INVALID_VALUE:
+ Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_INVALID_OPERATION
+ case GL_INVALID_OPERATION:
+ Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_STACK_OVERFLOW
+ case GL_STACK_OVERFLOW:
+ Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_STACK_UNDERFLOW
+ case GL_STACK_UNDERFLOW:
+ Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_OUT_OF_MEMORY
+ case GL_OUT_OF_MEMORY:
+ Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_TABLE_TOO_LARGE
+ case GL_TABLE_TOO_LARGE:
+ Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
+ break;
+#endif
+ default:
+ Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
+ break;
+ }
+}
+#endif
+
+float r_mesh_farclip;
+
+static float viewdist;
+// 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;
+
+int lightscalebit;
+float lightscale;
+float overbrightscale;
void SCR_ScreenShot_f (void);
-static void R_Envmap_f (void);
static int max_meshs;
-static int max_batch;
static int max_verts; // always max_meshs * 3
-#define TRANSDEPTHRES 4096
-
-//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"};
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
typedef struct buf_mesh_s
{
int depthtest;
int blendfunc1, blendfunc2;
int textures[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
+ int texturergbscale[MAX_TEXTUREUNITS];
int firsttriangle;
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];
typedef struct
{
- byte c[4];
+ qbyte c[4];
}
buf_bcolor_t;
}
buf_texcoord_t;
-static float meshfarclip;
-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;
{
int i;
+ qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+ qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+
+ 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("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
+ Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
+ }
+ Con_Printf("\n");
+
max_verts = max_meshs * 3;
if (!gl_backend_mempool)
gl_backend_mempool = Mem_AllocPool("GL_Backend");
-#define BACKENDALLOC(var, count, sizeofstruct)\
+#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\n");\
+ Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
memset(var, 0, count * sizeof(sizeofstruct));\
}
- BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_tri, max_meshs, buf_tri_t)
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t)
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t)
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
-
- BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_sorttranstri, max_meshs, buf_transtri_t)
- BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *)
- BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t)
- BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
- BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
+ 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")
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)
- BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t)
+ BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
}
else
{
buf_texcoord[i] = NULL;
- buf_transtexcoord[i] = NULL;
}
}
backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
static void gl_backend_shutdown(void)
{
+ Con_Printf("OpenGL Backend shutting down\n");
+
if (resizingbuffers)
Mem_EmptyPool(gl_backend_mempool);
else
static void gl_backend_bufferchanges(int init)
{
- // 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 256)
- Cvar_SetValue("gl_mesh_maxtriangles", 256);
- if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValue("gl_mesh_maxtriangles", 21760);
+ if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
+ overflowedverts = 0;
- if (gl_mesh_batchtriangles.integer < 0)
- Cvar_SetValue("gl_mesh_batchtriangles", 0);
- if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
- Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer);
+ if (gl_mesh_drawmode.integer < 0)
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
+ if (gl_mesh_drawmode.integer > 3)
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
+
+ if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
+ {
+ // change drawmode 3 to 2 if 3 won't work at all
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
+ }
- max_batch = gl_mesh_batchtriangles.integer;
+ // 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 (max_meshs != gl_mesh_maxtriangles.integer)
{
}
}
-float r_farclip, r_newfarclip;
-
static void gl_backend_newmap(void)
{
- r_farclip = r_newfarclip = 2048.0f;
}
-int polyindexarray[768];
-
void gl_backend_init(void)
{
- int i;
-
- Cvar_RegisterVariable (&r_render);
- Cvar_RegisterVariable (&gl_dither);
+ Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&gl_dither);
+ Cvar_RegisterVariable(&gl_lockarrays);
#ifdef NORENDER
Cvar_SetValue("r_render", 0);
#endif
- Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
- Cmd_AddCommand ("envmap", R_Envmap_f);
-
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_batchtriangles);
- Cvar_RegisterVariable(&gl_mesh_merge);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
+ Cvar_RegisterVariable(&gl_mesh_drawmode);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
gl_backend_bufferchanges(true);
- for (i = 0;i < 256;i++)
+}
+
+int arraylocked = false;
+
+void GL_LockArray(int first, int count)
+{
+ if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
{
- polyindexarray[i*3+0] = 0;
- polyindexarray[i*3+1] = i + 1;
- polyindexarray[i*3+2] = i + 2;
+ qglLockArraysEXT(first, count);
+ CHECKGLERROR
+ arraylocked = true;
}
}
-static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+void GL_UnlockArray(void)
{
- GLdouble xmax, ymax;
-
- xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
- ymax = zNear * tan( fovy * M_PI / 360.0 );
-
- glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+ if (arraylocked)
+ {
+ qglUnlockArraysEXT();
+ CHECKGLERROR
+ arraylocked = false;
+ }
}
-
/*
=============
GL_SetupFrame
*/
static void GL_SetupFrame (void)
{
+ double xmax, ymax;
+ double fovx, fovy, zNear, zFar, aspect;
+
if (!r_render.integer)
return;
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
- gldepthmin = 0;
- gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);
-
- glDepthRange (gldepthmin, gldepthmax);
-
- // update farclip based on previous frame
- r_farclip = r_newfarclip;
+ qglDepthFunc (GL_LEQUAL);CHECKGLERROR
// set up viewpoint
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity ();CHECKGLERROR
// y is weird beause OpenGL is bottom to top, we use top to bottom
- glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
-// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
- MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4.0 / 3.0, r_farclip);
-
- glCullFace(GL_FRONT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
-
- glRotatef (-90, 1, 0, 0); // put Z going up
- glRotatef (90, 0, 0, 1); // put Z going up
- glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
- glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
- glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
- glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
-
-// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.integer)
- glEnable(GL_CULL_FACE);
-// else
-// glDisable(GL_CULL_FACE);
-
- glEnable(GL_BLEND); // was Disable
- glEnable(GL_DEPTH_TEST);
- glDepthMask(1);
+ 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_mesh_farclip;
+ if (zFar < 64)
+ zFar = 64;
+
+ // fov angles
+ fovx = r_refdef.fov_x;
+ fovy = r_refdef.fov_y;
+ aspect = r_refdef.width / r_refdef.height;
+
+ // pyramid slopes
+ xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+ ymax = zNear * tan(fovy * M_PI / 360.0);
+
+ // set view pyramid
+ qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);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
}
-static float viewdist;
+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;
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+void GL_SetupTextureState(void)
+{
+ int i;
+ if (backendunits > 1)
+ {
+ for (i = 0;i < backendunits;i++)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ }
+ else
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ }
+ if (gl_state.texture[i])
+ {
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ if (gl_mesh_drawmode.integer > 0)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+ if (gl_state.texture[i])
+ {
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ }
+ }
+ else
+ {
+ qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ if (gl_state.texture[0])
+ {
+ 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 (gl_state.texture[0])
+ {
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ }
+}
// called at beginning of frame
-void R_Mesh_Clear(void)
+int usedarrays;
+void R_Mesh_Start(float farclip)
{
+ 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;
+ r_mesh_farclip = farclip;
viewdist = DotProduct(r_origin, vpn);
+ vpnbit0 = vpn[0] < 0;
+ vpnbit1 = vpn[1] < 0;
+ vpnbit2 = vpn[2] < 0;
c_meshs = 0;
c_meshtris = 0;
- c_transmeshs = 0;
- c_transtris = 0;
GL_SetupFrame();
-}
-#ifdef DEBUGGL
-void GL_PrintError(int errornumber, char *filename, int linenumber)
-{
- switch(errornumber)
+ gl_state.unit = 0;
+ gl_state.clientunit = 0;
+
+ for (i = 0;i < backendunits;i++)
{
- case GL_INVALID_ENUM:
- Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
- break;
- case GL_INVALID_VALUE:
- Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
- break;
- case GL_INVALID_OPERATION:
- Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
- break;
- case GL_STACK_OVERFLOW:
- Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
- break;
- case GL_STACK_UNDERFLOW:
- Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
- break;
- case GL_OUT_OF_MEMORY:
- Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
- break;
-#ifdef GL_TABLE_TOO_LARGE
- case GL_TABLE_TOO_LARGE:
- Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
- break;
-#endif
- default:
- Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
- break;
+ gl_state.texture[i] = 0;
+ gl_state.texturergbscale[i] = 1;
}
-}
-
-int errornumber = 0;
-#endif
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
-{
- int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, endtriangle, indexcount, firstvert, endvert, texture[MAX_TEXTUREUNITS];
- float farclip, texturergbscale[MAX_TEXTUREUNITS];
- buf_mesh_t *mesh;
- unsigned int *index;
- // float to byte color conversion
- int *icolor;
- float *fcolor;
- byte *bcolor;
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
- if (!currentmesh)
- return;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR
-CHECKGLERROR
+ gl_state.depthtest = true;
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- // push out farclip based on vertices
- for (i = 0;i < currentvertex;i++)
- {
- farclip = DotProduct(buf_vertex[i].v, vpn);
- if (meshfarclip < farclip)
- meshfarclip = farclip;
- }
+ gl_state.blendfunc1 = GL_ONE;
+ gl_state.blendfunc2 = GL_ZERO;
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
- farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
+ gl_state.blend = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
- // push out farclip for next frame
- if (farclip > r_newfarclip)
- r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+ gl_state.depthmask = GL_TRUE;
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
- for (i = 0;i < backendunits;i++)
- texturergbscale[i] = 1;
-
- glEnable(GL_CULL_FACE);
-CHECKGLERROR
- glCullFace(GL_FRONT);
-CHECKGLERROR
- depthtest = true;
- glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
- blendfunc1 = GL_ONE;
- blendfunc2 = GL_ZERO;
- glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
- blend = 0;
- glDisable(GL_BLEND);
-CHECKGLERROR
- depthmask = true;
- glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
-
- glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);
-CHECKGLERROR
- glEnableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
+ usedarrays = false;
+ if (gl_mesh_drawmode.integer > 0)
{
- glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);
-CHECKGLERROR
- }
- else
- {
- // shift float to have 8bit fraction at base of number
- for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+ 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)
{
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
+ qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
}
- // then read as integer and kill float bits...
- for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
+ else
{
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
}
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);
-CHECKGLERROR
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- glEnableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- glBindTexture(GL_TEXTURE_2D, (texture[i] = 0));
-CHECKGLERROR
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- if (gl_combine.integer)
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
-CHECKGLERROR
- }
- else
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- }
+ GL_SetupTextureState();
+}
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- }
- else
+int gl_backend_rebindtextures;
+
+void GL_ConvertColorsFloatToByte(void)
+{
+ 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;)
{
- glBindTexture(GL_TEXTURE_2D, (texture[0] = 0));
-CHECKGLERROR
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ fcolor[i ] += 32768.0f;
+ fcolor[i + 1] += 32768.0f;
+ fcolor[i + 2] += 32768.0f;
+ fcolor[i + 3] += 32768.0f;
+ i += 4;
}
- // lock as early as possible
- GL_LockArray(0, currentvertex);
-CHECKGLERROR
-
- for (k = 0;k < currentmesh;)
+ // then read as integer and kill float bits...
+ icolor = (int *)&buf_fcolor->c[0];
+ bcolor = &buf_bcolor->c[0];
+ for (i = 0;i < total;)
{
- mesh = &buf_mesh[k];
+ 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;
+ }
+}
- if (backendunits > 1)
+void GL_MeshState(buf_mesh_t *mesh)
+{
+ int i;
+ if (backendunits > 1)
+ {
+ for (i = 0;i < backendunits;i++)
{
-// int topunit = 0;
- for (i = 0;i < backendunits;i++)
+ if (gl_state.texture[i] != mesh->textures[i])
{
- if (texture[i] != mesh->textures[i])
+ if (gl_state.unit != i)
{
- if (unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- }
- if (texture[i] == 0)
- {
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- }
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i]));
-CHECKGLERROR
- if (texture[i] == 0)
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ 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 (gl_state.clientunit != i)
{
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- }
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
}
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- if (texturergbscale[i] != mesh->texturergbscale[i])
+ qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR
+ if (gl_state.texture[i] == 0)
{
- if (unit != i)
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ // have to disable texcoord array on disabled texture
+ // units due to NVIDIA driver bug with
+ // compiled_vertex_array
+ if (gl_state.clientunit != i)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
}
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
-CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
-// if (texture[i])
-// topunit = i;
}
-// if (unit != topunit)
-// {
-// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
-//CHECKGLERROR
-// }
- }
- else
- {
- if (texture[0] != mesh->textures[0])
+ if (gl_state.texturergbscale[i] != mesh->texturergbscale[i])
{
- if (texture[0] == 0)
- {
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0]));
-CHECKGLERROR
- if (texture[0] == 0)
+ if (gl_state.unit != i)
{
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
}
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
}
}
- if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2)
+ }
+ else
+ {
+ if (gl_state.texture[0] != mesh->textures[0])
{
- blendfunc1 = mesh->blendfunc1;
- blendfunc2 = mesh->blendfunc2;
- glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
- if (blendfunc2 == GL_ZERO)
+ if (gl_state.texture[0] == 0)
{
- if (blendfunc1 == GL_ONE)
- {
- if (blend)
- {
- blend = 0;
- glDisable(GL_BLEND);
-CHECKGLERROR
- }
- }
- else
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ 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 (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
+ {
+ qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
+ {
+ if (gl_state.blendfunc1 == GL_ONE)
+ {
+ if (gl_state.blend)
{
- if (!blend)
- {
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
- }
+ gl_state.blend = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
}
}
else
{
- if (!blend)
+ if (!gl_state.blend)
{
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
- if (depthtest != mesh->depthtest)
- {
- depthtest = mesh->depthtest;
- if (depthtest)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- }
- if (depthmask != mesh->depthmask)
- {
- depthmask = mesh->depthmask;
- glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
- }
-
- firsttriangle = mesh->firsttriangle;
- firstvert = mesh->firstvert;
- endtriangle = firsttriangle + mesh->triangles;
- endvert = firstvert + mesh->verts;
-
- mesh = &buf_mesh[++k];
- if (gl_mesh_merge.integer)
+ else
{
- #if MAX_TEXTUREUNITS != 4
- #error update this code
- #endif
- while (k < currentmesh
- && mesh->firsttriangle == endtriangle
- && mesh->firstvert == endvert
- && mesh->depthmask == depthmask
- && mesh->depthtest == depthtest
- && mesh->blendfunc1 == blendfunc1
- && mesh->blendfunc2 == blendfunc2
- && mesh->textures[0] == texture[0]
- && mesh->textures[1] == texture[1]
- && mesh->textures[2] == texture[2]
- && mesh->textures[3] == texture[3]
- && mesh->texturergbscale[0] == texturergbscale[0]
- && mesh->texturergbscale[1] == texturergbscale[1]
- && mesh->texturergbscale[2] == texturergbscale[2]
- && mesh->texturergbscale[3] == texturergbscale[3])
+ if (!gl_state.blend)
{
- endtriangle += mesh->triangles;
- endvert += mesh->verts;
- mesh = &buf_mesh[++k];
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
-
- indexcount = (endtriangle - firsttriangle) * 3;
- index = (unsigned int *)&buf_tri[firsttriangle].index[0];
- for (i = 0;i < indexcount;i++)
- index[i] += firstvert;
-
-#ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
-#else
- glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
-#endif
-CHECKGLERROR
}
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
-
- GL_UnlockArray();
-CHECKGLERROR
-
- if (backendunits > 1)
+ if (gl_state.depthtest != mesh->depthtest)
{
- for (i = backendunits - 1;i >= 0;i--)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- if (gl_combine.integer)
- {
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
- }
- if (i > 0)
- {
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- }
- else
- {
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, 0);
-CHECKGLERROR
-
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
+ gl_state.depthtest = mesh->depthtest;
+ if (gl_state.depthtest)
+ qglEnable(GL_DEPTH_TEST);
+ else
+ qglDisable(GL_DEPTH_TEST);
}
- else
+ if (gl_state.depthmask != mesh->depthmask)
{
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR
}
- glDisableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
- glDisableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-
- glDisable(GL_BLEND);
-CHECKGLERROR
- glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
- glDepthMask(true);
-CHECKGLERROR
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-CHECKGLERROR
}
-void R_Mesh_AddTransparent(void)
+void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
{
- 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++)
+ unsigned int i, j, in;
+ if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
{
- 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++;
- }
+ // GL 1.2 or GL 1.1 with extension
+ qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, 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++)
+ else if (gl_mesh_drawmode.integer >= 2)
{
- 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 = *((long *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
-#endif
- tri->next = buf_sorttranstri_list[i];
- buf_sorttranstri_list[i] = tri;
- k++;
+ // GL 1.1
+ qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
}
-
- for (i = 0;i < currenttransmesh;i++)
- buf_transmesh[i].transchain = NULL;
- transmesh = NULL;
- for (j = 0;j < TRANSDEPTHRES;j++)
+ 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
{
- if ((tri = buf_sorttranstri_list[j]))
+ // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
+ // feed it manually
+ qglBegin(GL_TRIANGLES);
+ if (gl_state.texture[1]) // if the mesh uses multiple textures
{
- for (;tri;tri = tri->next)
+ // the minigl doesn't have this (because it does not have ARB_multitexture)
+ for (i = 0;i < indexcount;i++)
{
- if (!tri->mesh->transchain)
- {
- tri->mesh->chain = transmesh;
- transmesh = tri->mesh;
- }
- tri->meshsortchain = tri->mesh->transchain;
- tri->mesh->transchain = tri;
+ 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 (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]);
}
}
- }
-
- for (;transmesh;transmesh = transmesh->chain)
- {
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || 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)
+ else
{
- 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++;
+ 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 (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]);
+ }
}
- mesh->triangles = currenttriangle - mesh->firsttriangle;
+ qglEnd();
}
-
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
}
-void R_Mesh_Draw(const rmeshinfo_t *m)
+// renders mesh buffers, called to flush buffers when full
+void R_Mesh_Render(void)
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright;
- 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];
+ int i, k;
+ float *v, tempv[4], m[12];
+ buf_mesh_t *mesh;
if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+ Sys_Error("R_Mesh_Render: 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");
+ if (!currentmesh)
+ return;
- // ignore meaningless alpha meshs
- if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+ if (!r_render.integer)
{
- 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;
+ currentmesh = 0;
+ currenttriangle = 0;
+ currentvertex = 0;
+ return;
}
- 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
+ // drawmode 0 always uses byte colors
+ if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
+ GL_ConvertColorsFloatToByte();
- if (m->transparent)
+ if (gl_backend_rebindtextures)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
- {
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
- }
- 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;
- memcpy(&buf_transtri[currenttranstriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
-
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
}
- else
+
+ GL_MeshState(buf_mesh);
+ for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ 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)
{
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
- return;
+ 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];
}
-
- 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;
- memcpy(&buf_tri[currenttriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
}
+ 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
- // 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 (currentmesh >= 2)
{
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
- }
- else
- {
- if (m->tex[0])
+ for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ GL_MeshState(mesh);
+ GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR
}
- scaler *= overbrightscale;
}
+ currentmesh = 0;
+ currenttriangle = 0;
+ currentvertex = 0;
- 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;
+ GL_UnlockArray();CHECKGLERROR
+}
- if (m->vertexstep != sizeof(buf_vertex_t))
- {
- 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];
- }
- }
- else
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+ int i;
+ // flush any queued meshs
+ if (currentmesh)
+ R_Mesh_Render();
- if (m->color)
+ if (backendunits > 1)
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+ for (i = backendunits - 1;i >= 0;i--)
{
- 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];
+ 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
+ }
}
}
else
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ if (usedarrays)
{
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
-
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+ if (usedarrays)
{
- 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))
- {
- 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];
- }
- }
- else
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
}
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
+
+ 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_ClearDepth(void)
+{
+ if (currentmesh)
+ R_Mesh_Render();
+ R_Mesh_Finish();
+ qglClear(GL_DEPTH_BUFFER_BIT);
+ R_Mesh_Start(r_mesh_farclip);
+}
+
+// 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)
{
// these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright;
- 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];
+ int i, j, overbright;
+ float scaler;
+ buf_mesh_t *mesh;
if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+ Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
+ if (!m->numtriangles
|| !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))
+ Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
+
+ // LordHavoc: removed this error condition because with floatcolors 0,
+ // the 3DFX driver works with very large meshs
+ // 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;
+ //}
+
+ i = max(m->numtriangles * 3, m->numverts);
+ if (overflowedverts < i)
+ overflowedverts = i;
+
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
{
- 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;
+ Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
+ return false;
}
- if (m->transparent)
+ if (currentmesh)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
- {
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
- transranout = true;
- }
- 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;
- memcpy(&buf_transtri[currenttranstriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
+ R_Mesh_Render();
+ Con_Printf("mesh queue not empty, flushing.\n");
}
- else
- {
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
- return;
- }
- 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];
- 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;
- memcpy(&buf_tri[currenttriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
+ // 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;
- if (m->blendfunc2 == GL_SRC_COLOR)
+ if (m->blendfunc1 == GL_DST_COLOR)
{
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+ // check if it is a 2x modulate with framebuffer
+ if (m->blendfunc2 == GL_SRC_COLOR)
scaler *= 0.5f;
}
- else
+ else if (m->blendfunc2 != GL_SRC_COLOR)
{
if (m->tex[0])
{
- overbright = gl_combine.integer;
+ overbright = wantoverbright && gl_combine.integer;
if (overbright)
scaler *= 0.25f;
}
scaler *= overbrightscale;
}
+ m->colorscale = scaler;
j = -1;
- for (i = 0;i < backendunits;i++)
+ for (i = 0;i < MAX_TEXTUREUNITS;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 (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");
- }
-
- 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)
- {
- for (i = 0;i < m->numverts;i++)
{
- fcolor[i].c[0] *= scaler;
- fcolor[i].c[1] *= scaler;
- fcolor[i].c[2] *= scaler;
- }
- }
-}
-
-/*
-void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
-{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float *in, scaler;
-
- 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");
-
- 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])
- {
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
- }
- scaler *= overbrightscale;
- }
-
- if (m->transparent)
- {
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
- {
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
- }
- return;
- }
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- 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].tc[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;
- memcpy(&buf_transtri[currenttranstriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
- }
- else
- {
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
- return;
- }
-
- 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;
- memcpy(&buf_tri[currenttriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
- 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;
- j = -1;
- for (i = 0;i < backendunits;i++)
- {
- if ((mesh->textures[i] = m->tex[i]))
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);
+ }
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 (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");
- }
-
- 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)
- {
- for (i = 0;i < m->numverts;i++)
- {
- fcolor[i].c[0] *= scaler;
- fcolor[i].c[1] *= scaler;
- fcolor[i].c[2] *= scaler;
- }
- }
-}
-*/
-
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
-{
- 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);
+ return true;
}
/*
==============================================================================
*/
-float CalcFov (float fov_x, float width, float height);
-void R_ClearScreen(void);
-
-void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
{
+ qboolean ret;
int i;
- byte *buffer;
+ qbyte *buffer;
+
+ if (!r_render.integer)
+ return false;
buffer = Mem_Alloc(tempmempool, width*height*3);
- glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
CHECKGLERROR
// LordHavoc: compensate for v_overbrightbits when using hardware gamma
for (i = 0;i < width * height * 3;i++)
buffer[i] <<= v_overbrightbits.integer;
- Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+ ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
Mem_Free(buffer);
-}
-
-/*
-==================
-SCR_ScreenShot_f
-==================
-*/
-void SCR_ScreenShot_f (void)
-{
- int i;
- char filename[16];
- char checkname[MAX_OSPATH];
-//
-// find a file name to save it to
-//
- strcpy(filename, "dp0000.tga");
-
- for (i=0 ; i<=9999 ; i++)
- {
- filename[2] = (i/1000)%10 + '0';
- filename[3] = (i/ 100)%10 + '0';
- filename[4] = (i/ 10)%10 + '0';
- filename[5] = (i/ 1)%10 + '0';
- sprintf (checkname, "%s/%s", com_gamedir, filename);
- if (Sys_FileTime(checkname) == -1)
- break; // file doesn't exist
- }
- if (i==10000)
- {
- Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
- return;
- }
-
- SCR_ScreenShot(filename, vid.realx, vid.realy, vid.realwidth, vid.realheight);
- Con_Printf ("Wrote %s\n", filename);
-}
-
-/*
-===============
-R_Envmap_f
-
-Grab six views for environment mapping tests
-===============
-*/
-struct
-{
- float angles[3];
- char *name;
-}
-envmapinfo[6] =
-{
- {{ 0, 0, 0}, "ft"},
- {{ 0, 90, 0}, "rt"},
- {{ 0, 180, 0}, "bk"},
- {{ 0, 270, 0}, "lf"},
- {{-90, 90, 0}, "up"},
- {{ 90, 90, 0}, "dn"}
-};
-static void R_Envmap_f (void)
-{
- int j, size;
- char filename[256], basename[256];
-
- if (Cmd_Argc() != 3)
- {
- Con_Printf ("envmap <basename> <size>: save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n");
- return;
- }
-
- if (!r_render.integer)
- return;
-
- strcpy(basename, Cmd_Argv(1));
- size = atoi(Cmd_Argv(2));
- if (size != 128 && size != 256 && size != 512 && size != 1024)
- {
- Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
- return;
- }
- if (size > vid.realwidth || size > vid.realheight)
- {
- Con_Printf("envmap: your resolution is not big enough to render that size\n");
- return;
- }
-
- envmap = true;
-
- r_refdef.x = 0;
- r_refdef.y = 0;
- r_refdef.width = size;
- r_refdef.height = size;
-
- r_refdef.fov_x = 90;
- r_refdef.fov_y = 90;
-
- for (j = 0;j < 6;j++)
- {
- sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name);
- VectorCopy(envmapinfo[j].angles, r_refdef.viewangles);
- R_ClearScreen();
- R_RenderView ();
- SCR_ScreenShot(filename, vid.realx, vid.realy, size, size);
- }
-
- envmap = false;
+ return ret;
}
//=============================================================================
{
if (r_render.integer)
{
- glClearColor(0,0,0,0);
- CHECKGLERROR
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
- CHECKGLERROR
+ // clear to black
+ qglClearColor(0,0,0,0);CHECKGLERROR
+ // clear the screen
+ qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+ // set dithering mode
if (gl_dither.integer)
- glEnable(GL_DITHER);
+ {
+ qglEnable(GL_DITHER);CHECKGLERROR
+ }
else
- glDisable(GL_DITHER);
- CHECKGLERROR
+ {
+ qglDisable(GL_DITHER);CHECKGLERROR
+ }
}
}
*/
void SCR_UpdateScreen (void)
{
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
-
- glFinish ();
- CHECKGLERROR
-
VID_Finish ();
R_TimeReport("finish");
- if (gl_combine.integer && !gl_combine_extension)
- Cvar_SetValue("gl_combine", 0);
+ 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 || r_textureunits.integer < 2))
+ Cvar_SetValueQuick(&gl_combine, 0);
+
+ // lighting scale
+ overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+ // lightmaps only
lightscalebit = v_overbrightbits.integer;
- if (gl_combine.integer && r_multitexture.integer)
+ if (gl_combine.integer && r_textureunits.integer > 1)
lightscalebit += 2;
-
lightscale = 1.0f / (float) (1 << lightscalebit);
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
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();
}
+