#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
+
+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", "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", "1"};
+static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
typedef struct buf_mesh_s
{
- struct buf_mesh_s *next;
int depthmask;
int depthtest;
int blendfunc1, blendfunc2;
int firsttriangle;
int triangles;
int firstvert;
- int lastvert;
+ int verts;
+ 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_texcoord_t;
static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, floatcolors, transranout;
+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 int currenttransmesh, currenttransvertex, currenttranstriangle;
static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_transtri;
-static buf_transtri_t **buf_transtri_list;
+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_bcolor_t *buf_transbcolor;
static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
static mempool_t *gl_backend_mempool;
+static int resizingbuffers = false;
static void gl_backend_start(void)
{
max_verts = max_meshs * 3;
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
#define BACKENDALLOC(var, count, sizeofstruct)\
{\
BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_transtri, max_meshs, buf_transtri_t)
- BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_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_transbcolor, max_verts, buf_bcolor_t)
for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
static void gl_backend_shutdown(void)
{
- int i;
- /*
-#define BACKENDFREE(var)\
- if (var)\
- {\
- Mem_Free(var);\
- var = NULL;\
- }
- */
-#define BACKENDFREE(var) var = NULL;
-
- BACKENDFREE(buf_mesh)
- BACKENDFREE(buf_tri)
- BACKENDFREE(buf_vertex)
- BACKENDFREE(buf_fcolor)
- BACKENDFREE(buf_bcolor)
-
- BACKENDFREE(buf_transmesh)
- BACKENDFREE(buf_transtri)
- BACKENDFREE(buf_transtri_list)
- BACKENDFREE(buf_transvertex)
- BACKENDFREE(buf_transfcolor)
- BACKENDFREE(buf_transbcolor)
-
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- BACKENDFREE(buf_texcoord[i])
- BACKENDFREE(buf_transtexcoord[i])
- }
-
- Mem_FreePool(&gl_backend_mempool);
+ if (resizingbuffers)
+ Mem_EmptyPool(gl_backend_mempool);
+ else
+ Mem_FreePool(&gl_backend_mempool);
backendunits = 0;
backendactive = false;
if (!init)
{
+ resizingbuffers = true;
gl_backend_shutdown();
gl_backend_start();
+ resizingbuffers = false;
}
}
}
void gl_backend_init(void)
{
int i;
+
+ Cvar_RegisterVariable (&r_render);
+ Cvar_RegisterVariable (&gl_dither);
+#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);
}
}
+static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+{
+ 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 );
+}
+
+
+/*
+=============
+GL_SetupFrame
+=============
+*/
+static void GL_SetupFrame (void)
+{
+ 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;
+
+ // set up viewpoint
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity ();
+
+ // 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);
+}
+
static float viewdist;
-int c_meshtris;
+int c_meshs, c_meshtris, c_transmeshs, c_transtris;
// called at beginning of frame
void R_Mesh_Clear(void)
currenttranstriangle = 0;
currenttransvertex = 0;
meshfarclip = 0;
- meshmerge = gl_mesh_merge.integer;
- floatcolors = gl_mesh_floatcolors.integer;
transranout = false;
viewdist = DotProduct(r_origin, vpn);
+ c_meshs = 0;
c_meshtris = 0;
+ c_transmeshs = 0;
+ c_transtris = 0;
+
+ GL_SetupFrame();
}
#ifdef DEBUGGL
// 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, triangles, firstvert, lastvert, texture[MAX_TEXTUREUNITS];
+ 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)
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;
+ }
+
farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
// push out farclip for next frame
glDepthMask((GLboolean) depthmask);
CHECKGLERROR
-CHECKGLERROR
- glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex);
+ glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);
CHECKGLERROR
glEnableClientState(GL_VERTEX_ARRAY);
CHECKGLERROR
- if (floatcolors)
+ if (gl_mesh_floatcolors.integer)
{
- glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor);
+ glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);
CHECKGLERROR
}
else
{
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor);
+ // shift float to have 8bit fraction at base of number
+ for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+ {
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ }
+ // 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++)
+ {
+ 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;
+ }
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);
CHECKGLERROR
}
glEnableClientState(GL_COLOR_ARRAY);
}
firsttriangle = mesh->firsttriangle;
- triangles = mesh->triangles;
firstvert = mesh->firstvert;
- lastvert = mesh->lastvert;
- mesh = &buf_mesh[++k];
+ endtriangle = firsttriangle + mesh->triangles;
+ endvert = firstvert + mesh->verts;
- if (meshmerge)
+ mesh = &buf_mesh[++k];
+ if (gl_mesh_merge.integer)
{
#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->depthtest == depthtest
- && mesh->depthmask == depthmask
&& mesh->textures[0] == texture[0]
&& mesh->textures[1] == texture[1]
&& mesh->textures[2] == texture[2]
&& mesh->texturergbscale[2] == texturergbscale[2]
&& mesh->texturergbscale[3] == texturergbscale[3])
{
- triangles += mesh->triangles;
- if (firstvert > mesh->firstvert)
- firstvert = mesh->firstvert;
- if (lastvert < mesh->lastvert)
- lastvert = mesh->lastvert;
+ endtriangle += mesh->triangles;
+ endvert += mesh->verts;
mesh = &buf_mesh[++k];
}
}
+ 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, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
+ glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
#else
- glDrawRangeElements(GL_TRIANGLES, firstvert, lastvert + 1, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
+ glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
#endif
CHECKGLERROR
}
void R_Mesh_AddTransparent(void)
{
- int i, j, k;
+ 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;
+ buf_mesh_t *mesh, *transmesh;
- // process and add transparent mesh triangles
- if (!currenttranstriangle)
+ 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_farclip) * (1.0f / 3.0f);
viewdistcompare = viewdist + 4.0f;
- memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
+ memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
- // process in reverse because transtri_list adding code is in reverse as well
k = 0;
- for (j = currenttranstriangle - 1;j >= 0;j--)
+ for (j = 0;j < currenttranstriangle;j++)
{
- tri = &buf_transtri[j];
+ tri = &buf_sorttranstri[j];
+ i = tri->mesh->firstvert;
- vert1 = &buf_transvertex[tri->index[0]];
- vert2 = &buf_transvertex[tri->index[1]];
- vert3 = &buf_transvertex[tri->index[2]];
+ 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);
i = *((long *)¢er) & 0x7FFFFF;
i = min(i, (TRANSDEPTHRES - 1));
#endif
- tri->next = buf_transtri_list[i];
- buf_transtri_list[i] = tri;
+ tri->next = buf_sorttranstri_list[i];
+ buf_sorttranstri_list[i] = tri;
k++;
}
- if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
- R_Mesh_Render();
-
- // note: can't batch these because they can be rendered in any order
- // there can never be more transparent triangles than fit in main buffers
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
- else
- memcpy(&buf_fcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
- for (i = 0;i < backendunits;i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
-
- for (j = TRANSDEPTHRES - 1;j >= 0;j--)
+ for (i = 0;i < currenttransmesh;i++)
+ buf_transmesh[i].transchain = NULL;
+ transmesh = NULL;
+ for (j = 0;j < TRANSDEPTHRES;j++)
{
- if ((tri = buf_transtri_list[j]))
+ if ((tri = buf_sorttranstri_list[j]))
{
- while(tri)
+ for (;tri;tri = tri->next)
{
- mesh = &buf_mesh[currentmesh++];
- *mesh = *tri->mesh; // copy mesh properties
- buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
- buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
- buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
- mesh->firstvert = min(buf_tri[currenttriangle].index[0], min(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
- mesh->lastvert = max(buf_tri[currenttriangle].index[0], max(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
- mesh->firsttriangle = currenttriangle++;
- mesh->triangles = 1;
- tri = tri->next;
+ if (!tri->mesh->transchain)
+ {
+ tri->mesh->chain = transmesh;
+ transmesh = tri->mesh;
+ }
+ tri->meshsortchain = tri->mesh->transchain;
+ tri->mesh->transchain = tri;
}
}
}
- currentvertex += currenttransvertex;
+
+ 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)
+ {
+ 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;
+ }
+
currenttransmesh = 0;
currenttranstriangle = 0;
currenttransvertex = 0;
void R_Mesh_Draw(const rmeshinfo_t *m)
{
// these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float c, *in, scaler, cr, cg, cb, ca;
+ 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_bcolor_t *bcolor;
static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
- static buf_transtri_t *tri;
- static byte br, bg, bb, ba;
+
+ 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)
- return;
+ 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 (!backendactive)
Sys_Error("R_Mesh_Draw: called when backend is not active\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;
- }
- if (lighthalf)
- scaler *= 0.5f;
- }
+#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
if (m->transparent)
{
return;
}
+ c_transmeshs++;
+ c_transtris += m->numtriangles;
vert = &buf_transvertex[currenttransvertex];
fcolor = &buf_transfcolor[currenttransvertex];
- bcolor = &buf_transbcolor[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->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = !m->depthdisable;
- 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;
-
- // transparent meshs are broken up into individual triangles which can
- // be sorted by depth
- index = m->index;
- for (i = 0;i < m->numtriangles;i++)
- {
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = *index++ + currenttransvertex;
- tri->index[1] = *index++ + currenttransvertex;
- tri->index[2] = *index++ + currenttransvertex;
- }
+ 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];
- bcolor = &buf_bcolor[currentvertex];
for (i = 0;i < backendunits;i++)
texcoord[i] = &buf_texcoord[i][currentvertex];
+ // opaque meshs are rendered directly
mesh = &buf_mesh[currentmesh++];
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
mesh->firsttriangle = currenttriangle;
- mesh->triangles = m->numtriangles;
- 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;
-
- // opaque meshs are rendered directly
- index = (int *)&buf_tri[currenttriangle];
- for (i = 0;i < m->numtriangles * 3;i++)
- index[i] = m->index[i] + currentvertex;
mesh->firstvert = currentvertex;
+ index = &buf_tri[currenttriangle].index[0];
+
currenttriangle += m->numtriangles;
currentvertex += m->numverts;
- mesh->lastvert = currentvertex - 1;
}
- // vertex array code is shared for transparent and opaque meshs
+ // 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])
+ {
+ overbright = gl_combine.integer;
+ if (overbright)
+ scaler *= 0.25f;
+ }
+ scaler *= overbrightscale;
+ }
+
- c_meshtris += m->numtriangles;
+ 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))
{
vert[i].v[0] = in[0];
vert[i].v[1] = in[1];
vert[i].v[2] = in[2];
- // push out farclip based on vertices encountered
- c = DotProduct(vert[i].v, vpn);
- if (meshfarclip < c)
- meshfarclip = c;
}
}
else
- {
memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
- // push out farclip based on vertices encountered
- for (i = 0;i < m->numverts;i++)
- {
- c = DotProduct(vert[i].v, vpn);
- if (meshfarclip < c)
- meshfarclip = c;
- }
- }
- if (floatcolors)
+ if (m->color)
{
- if (m->color)
+ for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
- {
- 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];
- }
- }
- else
- {
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
- {
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
- }
+ 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];
}
}
else
{
- if (m->color)
- {
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
- {
- // shift float to have 8bit fraction at base of number,
- // then read as integer and kill float bits...
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j;
- }
- }
- else
+ cr = m->cr * scaler;
+ cg = m->cg * scaler;
+ cb = m->cb * scaler;
+ ca = m->ca;
+ for (i = 0;i < m->numverts;i++)
{
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j;
- for (i = 0;i < m->numverts;i++)
- {
- bcolor[i].c[0] = br;
- bcolor[i].c[1] = bg;
- bcolor[i].c[2] = bb;
- bcolor[i].c[3] = ba;
- }
+ fcolor[i].c[0] = cr;
+ fcolor[i].c[1] = cg;
+ fcolor[i].c[2] = cb;
+ fcolor[i].c[3] = ca;
}
}
#endif
}
-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);
-}
-
-// LordHavoc: this thing is evil, but necessary because decals account for so much overhead
-void R_Mesh_DrawDecal(const rmeshinfo_t *m)
+void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
{
// these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float c, *in, scaler, cr, cg, cb, ca;
+ 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_bcolor_t *bcolor;
- static buf_texcoord_t *texcoord;
- static buf_transtri_t *tri;
- static byte br, bg, bb, ba;
+ static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
if (!backendactive)
Sys_Error("R_Mesh_Draw: called when backend is not active\n");
- scaler = 1;
- if (m->tex[0])
+ 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))
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ 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;
}
- if (lighthalf)
- scaler *= 0.5f;
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + 2) > max_meshs || (currenttransvertex + 4) > max_verts)
+ 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");
+ 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];
- bcolor = &buf_transbcolor[currenttransvertex];
- texcoord = &buf_transtexcoord[0][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->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = true;
- mesh->textures[0] = m->tex[0];
- mesh->texturergbscale[0] = overbright ? 4 : 1;
- for (i = 1;i < backendunits;i++)
- {
- mesh->textures[i] = 0;
- mesh->texturergbscale[i] = 1;
- }
-
- // transparent meshs are broken up into individual triangles which can
- // be sorted by depth
- index = m->index;
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = 0 + currenttransvertex;
- tri->index[1] = 1 + currenttransvertex;
- tri->index[2] = 2 + currenttransvertex;
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = 0 + currenttransvertex;
- tri->index[1] = 2 + currenttransvertex;
- tri->index[2] = 3 + currenttransvertex;
-
- currenttransvertex += 4;
+ mesh->firsttriangle = currenttranstriangle;
+ mesh->firstvert = currenttransvertex;
+ index = &buf_transtri[currenttranstriangle].index[0];
+ currenttranstriangle += m->numtriangles;
+ currenttransvertex += m->numverts;
}
else
{
- if (2 > max_meshs || 4 > max_verts)
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
{
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
+ Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
return;
}
- if (currentmesh >= max_meshs || (currenttriangle + 2) > max_batch || (currentvertex + 4) > max_verts)
+ 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];
- bcolor = &buf_bcolor[currentvertex];
- texcoord = &buf_texcoord[0][currentvertex];
+ for (i = 0;i < backendunits;i++)
+ texcoord[i] = &buf_texcoord[i][currentvertex];
+ // opaque meshs are rendered directly
mesh = &buf_mesh[currentmesh++];
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = !m->depthdisable;
mesh->firsttriangle = currenttriangle;
- mesh->triangles = 2;
- mesh->textures[0] = m->tex[0];
- mesh->texturergbscale[0] = overbright ? 4 : 1;
- for (i = 1;i < backendunits;i++)
+ 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])
{
- mesh->textures[i] = 0;
+ overbright = gl_combine.integer;
+ if (overbright)
+ scaler *= 0.25f;
+ }
+ 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 (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;
+ }
+ }
+}
+
+// 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)
+{
+ // 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");
+
+ 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 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 (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
+ return false;
+ }
+
+ 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
- index = (int *)&buf_tri[currenttriangle];
- index[0] = 0 + currentvertex;
- index[1] = 1 + currentvertex;
- index[2] = 2 + currentvertex;
- index[3] = 0 + currentvertex;
- index[4] = 2 + currentvertex;
- index[5] = 3 + currentvertex;
+ mesh = &buf_mesh[currentmesh++];
+ mesh->firsttriangle = currenttriangle;
mesh->firstvert = currentvertex;
- currenttriangle += 2;
- currentvertex += 4;
- mesh->lastvert = currentvertex - 1;
+ 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])
+ {
+ overbright = gl_combine.integer;
+ if (overbright)
+ scaler *= 0.25f;
+ }
+ scaler *= overbrightscale;
+ }
+ m->colorscale = scaler;
+
+ j = -1;
+ for (i = 0;i < MAX_TEXTUREUNITS;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;
+
+ return true;
+}
+
+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);
+}
+
+/*
+==============================================================================
- // vertex array code is shared for transparent and opaque meshs
+ SCREEN SHOTS
- c_meshtris += 2;
+==============================================================================
+*/
- // buf_vertex_t must match the size of the decal vertex array (or vice versa)
- memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t));
- // push out farclip based on vertices encountered
- c = DotProduct(vert[0].v, vpn);if (meshfarclip < c) meshfarclip = c;
- c = DotProduct(vert[1].v, vpn);if (meshfarclip < c) meshfarclip = c;
- c = DotProduct(vert[2].v, vpn);if (meshfarclip < c) meshfarclip = c;
- c = DotProduct(vert[3].v, vpn);if (meshfarclip < c) meshfarclip = c;
+float CalcFov (float fov_x, float width, float height);
+void R_ClearScreen(void);
- if (floatcolors)
+void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+{
+ int i;
+ byte *buffer;
+
+ buffer = Mem_Alloc(tempmempool, width*height*3);
+ glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ CHECKGLERROR
+
+ // 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;
+
+ 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++)
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- fcolor[0].c[0] = cr;
- fcolor[0].c[1] = cg;
- fcolor[0].c[2] = cb;
- fcolor[0].c[3] = ca;
- fcolor[1].c[0] = cr;
- fcolor[1].c[1] = cg;
- fcolor[1].c[2] = cb;
- fcolor[1].c[3] = ca;
- fcolor[2].c[0] = cr;
- fcolor[2].c[1] = cg;
- fcolor[2].c[2] = cb;
- fcolor[2].c[3] = ca;
- fcolor[3].c[0] = cr;
- fcolor[3].c[1] = cg;
- fcolor[3].c[2] = cb;
- fcolor[3].c[3] = ca;
+ 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
}
- else
+ 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)
{
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j;
- bcolor[0].c[0] = br;
- bcolor[0].c[1] = bg;
- bcolor[0].c[2] = bb;
- bcolor[0].c[3] = ba;
- bcolor[1].c[0] = br;
- bcolor[1].c[1] = bg;
- bcolor[1].c[2] = bb;
- bcolor[1].c[3] = ba;
- bcolor[2].c[0] = br;
- bcolor[2].c[1] = bg;
- bcolor[2].c[2] = bb;
- bcolor[2].c[3] = ba;
- bcolor[3].c[0] = br;
- bcolor[3].c[1] = bg;
- bcolor[3].c[2] = bb;
- bcolor[3].c[3] = ba;
+ 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;
+}
+
+//=============================================================================
+
+void R_ClearScreen(void)
+{
+ 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
+ if (gl_dither.integer)
+ glEnable(GL_DITHER);
+ else
+ glDisable(GL_DITHER);
+ CHECKGLERROR
+ }
+}
+
+/*
+==================
+SCR_UpdateScreen
+
+This is called every frame, and can also be called explicitly to flush
+text to the screen.
+==================
+*/
+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);
+
+ lightscalebit = v_overbrightbits.integer;
+ if (gl_combine.integer && r_multitexture.integer)
+ lightscalebit += 2;
+
+ lightscale = 1.0f / (float) (1 << lightscalebit);
+ overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+
+ R_TimeReport("setup");
+
+ R_ClearScreen();
+
+ R_TimeReport("clear");
+
+ if (scr_conlines < vid.conheight)
+ R_RenderView();
- // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa)
- memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t));
+ // draw 2D stuff
+ R_DrawQueue();
}