#include "quakedef.h"
-
-//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
-
-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"};
+#include "cl_collision.h"
+
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
+
+cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
+cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
+cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
+cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
+
+cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+qboolean v_flipped_state = false;
+
+r_viewport_t gl_viewport;
+matrix4x4_t gl_modelmatrix;
+matrix4x4_t gl_viewmatrix;
+matrix4x4_t gl_modelviewmatrix;
+matrix4x4_t gl_projectionmatrix;
+matrix4x4_t gl_modelviewprojectionmatrix;
+float gl_modelview16f[16];
+float gl_modelviewprojection16f[16];
+qboolean gl_modelmatrixchanged;
+
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
#ifdef DEBUGGL
int errornumber = 0;
break;
#endif
#ifdef GL_TABLE_TOO_LARGE
- case GL_TABLE_TOO_LARGE:
+ case GL_TABLE_TOO_LARGE:
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
+#endif
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
+ case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
+ Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
+ break;
#endif
default:
Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
}
#endif
-float r_farclip, r_newfarclip;
-
-int polyindexarray[768];
-
-static float viewdist;
-
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
-
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
void SCR_ScreenShot_f (void);
-static int max_meshs;
-static int max_batch;
-static int max_verts; // always max_meshs * 3
-#define TRANSDEPTHRES 4096
-
-typedef struct buf_mesh_s
+typedef struct gl_bufferobjectinfo_s
{
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int verts;
- struct buf_mesh_s *chain;
- struct buf_transtri_s *transchain;
+ int target;
+ int object;
+ size_t size;
+ char name[MAX_QPATH];
}
-buf_mesh_t;
+gl_bufferobjectinfo_t;
-typedef struct buf_transtri_s
+typedef struct gltextureunit_s
{
- struct buf_transtri_s *next;
- struct buf_transtri_s *meshsortchain;
- buf_mesh_t *mesh;
- int index[3];
+ const void *pointer_texcoord;
+ size_t pointer_texcoord_offset;
+ int pointer_texcoord_buffer;
+ int t2d, t3d, tcubemap, trectangle;
+ int arrayenabled;
+ unsigned int arraycomponents;
+ int rgbscale, alphascale;
+ int combine;
+ int combinergb, combinealpha;
+ // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+ int texmatrixenabled;
+ matrix4x4_t matrix;
}
-buf_transtri_t;
+gltextureunit_t;
-typedef struct buf_tri_s
+typedef struct gl_state_s
{
- int index[3];
+ int cullface;
+ int cullfaceenable;
+ int blendfunc1;
+ int blendfunc2;
+ int blend;
+ GLboolean depthmask;
+ int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
+ int depthtest;
+ float depthrange[2];
+ float polygonoffset[2];
+ int alphatest;
+ int scissortest;
+ unsigned int unit;
+ unsigned int clientunit;
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ float color4f[4];
+ int lockrange_first;
+ int lockrange_count;
+ int vertexbufferobject;
+ int elementbufferobject;
+ qboolean pointer_color_enabled;
+ const void *pointer_vertex;
+ const void *pointer_color;
+ size_t pointer_vertex_offset;
+ size_t pointer_color_offset;
+ int pointer_vertex_buffer;
+ int pointer_color_buffer;
+
+ memexpandablearray_t bufferobjectinfoarray;
+
+ qboolean active;
}
-buf_tri_t;
+gl_state_t;
-typedef struct
-{
- float v[4];
-}
-buf_vertex_t;
+static gl_state_t gl_state;
+
+
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
-typedef struct
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
+
+
+for (y = 0;y < rows - 1;y++)
{
- float c[4];
+ for (x = 0;x < columns - 1;x++)
+ {
+ i = y * rows + x;
+ *elements++ = i + columns;
+ *elements++ = i;
+ *elements++ = i + columns + 1;
+ *elements++ = i;
+ *elements++ = i + 1;
+ *elements++ = i + columns + 1;
+ }
}
-buf_fcolor_t;
-typedef struct
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
{
- qbyte c[4];
+ for (x = 0;x < columns - 1;x++)
+ {
+ i = y * rows + x;
+ *elements++ = i;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + 1;
+ }
}
-buf_bcolor_t;
+*/
+
+int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelement3i[QUADELEMENTS_MAXQUADS*6];
+unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
-typedef struct
+void GL_VBOStats_f(void)
{
- float t[2];
+ GL_Mesh_ListVBOs(true);
}
-buf_texcoord_t;
-
-static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static int currenttransmesh, currenttransvertex, currenttranstriangle;
-static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_sorttranstri;
-static buf_transtri_t **buf_sorttranstri_list;
-static buf_tri_t *buf_transtri;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
+
+static void GL_Backend_ResetState(void);
static void gl_backend_start(void)
{
- int i;
+ memset(&gl_state, 0, sizeof(gl_state));
- max_verts = max_meshs * 3;
+ Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
+ Con_DPrintf("OpenGL backend started.\n");
-#define BACKENDALLOC(var, count, sizeofstruct)\
- {\
- var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
- if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory\n");\
- 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)
+ CHECKGLERROR
- 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)
- }
- else
- {
- buf_texcoord[i] = NULL;
- buf_transtexcoord[i] = NULL;
- }
- }
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- backendactive = true;
+ GL_Backend_ResetState();
}
static void gl_backend_shutdown(void)
{
- if (resizingbuffers)
- Mem_EmptyPool(gl_backend_mempool);
- else
- Mem_FreePool(&gl_backend_mempool);
-
- backendunits = 0;
- backendactive = false;
-}
-
-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);
+ Con_DPrint("OpenGL Backend shutting down\n");
- 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);
+ Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
- max_batch = gl_mesh_batchtriangles.integer;
-
- if (max_meshs != gl_mesh_maxtriangles.integer)
- {
- max_meshs = gl_mesh_maxtriangles.integer;
-
- if (!init)
- {
- resizingbuffers = true;
- gl_backend_shutdown();
- gl_backend_start();
- resizingbuffers = false;
- }
- }
+ memset(&gl_state, 0, sizeof(gl_state));
}
static void gl_backend_newmap(void)
{
- r_farclip = r_newfarclip = 2048.0f;
}
void gl_backend_init(void)
{
int i;
+ for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+ {
+ polygonelement3s[i * 3 + 0] = 0;
+ polygonelement3s[i * 3 + 1] = i + 1;
+ polygonelement3s[i * 3 + 2] = i + 2;
+ }
+ // elements for rendering a series of quads as triangles
+ for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
+ {
+ quadelement3s[i * 6 + 0] = i * 4;
+ quadelement3s[i * 6 + 1] = i * 4 + 1;
+ quadelement3s[i * 6 + 2] = i * 4 + 2;
+ quadelement3s[i * 6 + 3] = i * 4;
+ quadelement3s[i * 6 + 4] = i * 4 + 2;
+ quadelement3s[i * 6 + 5] = i * 4 + 3;
+ }
+
+ for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
+ polygonelement3i[i] = polygonelement3s[i];
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ quadelement3i[i] = quadelement3s[i];
+
Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&r_renderview);
+ Cvar_RegisterVariable(&r_waterwarp);
+ Cvar_RegisterVariable(&gl_polyblend);
+ Cvar_RegisterVariable(&v_flipped);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
-#ifdef NORENDER
- Cvar_SetValue("r_render", 0);
-#endif
+ Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
+ Cvar_RegisterVariable(&gl_vbo);
+ Cvar_RegisterVariable(&gl_paranoid);
+ Cvar_RegisterVariable(&gl_printcheckerror);
+
+ Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+ Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+ Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
+ Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
+
+ Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_batchtriangles);
- Cvar_RegisterVariable(&gl_mesh_floatcolors);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
- for (i = 0;i < 256;i++)
- {
- polyindexarray[i*3+0] = 0;
- polyindexarray[i*3+1] = i + 1;
- polyindexarray[i*3+2] = i + 2;
- }
}
-int arraylocked = false;
+void GL_SetMirrorState(qboolean state);
-void GL_LockArray(int first, int count)
+void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer)
- {
- qglLockArraysEXT(first, count);
- CHECKGLERROR
- arraylocked = true;
- }
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
+ out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+ out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
}
-void GL_UnlockArray(void)
+static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float normaly, float normalz, float dist)
{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
- }
-}
+ float q[4];
+ float d;
+ float clipPlane[4], v3[3], v4[3];
+ float normal[3];
-//static float gldepthmin, gldepthmax;
-
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
-{
- double xmax, ymax;
- double fovx, fovy, zNear, zFar, aspect;
+ // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
- // update farclip based on previous frame
- r_farclip = r_newfarclip;
+ VectorSet(normal, normalx, normaly, normalz);
+ Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
+ VectorScale(normal, dist, v3);
+ Matrix4x4_Transform(&v->viewmatrix, v3, v4);
+ // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+ clipPlane[3] = -DotProduct(v4, clipPlane);
- if (!r_render.integer)
- return;
+#if 0
+{
+ // testing code for comparing results
+ float clipPlane2[4];
+ VectorCopy4(clipPlane, clipPlane2);
+ R_EntityMatrix(&identitymatrix);
+ VectorSet(q, normal[0], normal[1], normal[2], -dist);
+ qglClipPlane(GL_CLIP_PLANE0, q);
+ qglGetClipPlane(GL_CLIP_PLANE0, q);
+ VectorCopy4(q, clipPlane);
+}
+#endif
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-// gldepthmin = 0;
-// gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);CHECKGLERROR
-
-// glDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
-
- // set up viewpoint
- glMatrixMode(GL_PROJECTION);CHECKGLERROR
- glLoadIdentity ();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);CHECKGLERROR
-
- // depth range
- zNear = 1.0;
- zFar = r_farclip;
-
- // fov angles
- fovx = r_refdef.fov_x;
- fovy = r_refdef.fov_y;
- aspect = r_refdef.width / r_refdef.height;
-
- // pyramid slopes
- xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
- ymax = zNear * tan(fovy * M_PI / 360.0);
-
- // set view pyramid
- glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-
-// glCullFace(GL_FRONT);CHECKGLERROR
-
- glMatrixMode(GL_MODELVIEW);CHECKGLERROR
- glLoadIdentity ();CHECKGLERROR
-
- // put Z going up
- glRotatef (-90, 1, 0, 0);CHECKGLERROR
- glRotatef (90, 0, 0, 1);CHECKGLERROR
- // camera rotation
- glRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
- glRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
- glRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
- // camera location
- glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
-
-// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.integer)
-// {
-// glEnable(GL_CULL_FACE);CHECKGLERROR
-// }
-// else
-// {
-// glDisable(GL_CULL_FACE);CHECKGLERROR
-// }
-
-// glEnable(GL_BLEND);CHECKGLERROR
-// glEnable(GL_DEPTH_TEST);CHECKGLERROR
-// glDepthMask(1);CHECKGLERROR
+ // Calculate the clip-space corner point opposite the clipping plane
+ // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+ // transform it into camera space by multiplying it
+ // by the inverse of the projection matrix
+ q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
+ q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
+ q[2] = -1.0f;
+ q[3] = (1.0f + v->m[10]) / v->m[14];
+
+ // Calculate the scaled plane vector
+ d = 2.0f / DotProduct4(clipPlane, q);
+
+ // Replace the third row of the projection matrix
+ v->m[2] = clipPlane[0] * d;
+ v->m[6] = clipPlane[1] * d;
+ v->m[10] = clipPlane[2] * d + 1.0f;
+ v->m[14] = clipPlane[3] * d;
}
-static int mesh_blendfunc1;
-static int mesh_blendfunc2;
-static int mesh_blend;
-static GLboolean mesh_depthmask;
-static int mesh_depthtest;
-static int mesh_unit;
-static int mesh_clientunit;
-static int mesh_texture[MAX_TEXTUREUNITS];
-static float mesh_texturergbscale[MAX_TEXTUREUNITS];
-
-void GL_SetupTextureState(void)
+void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
{
- int i;
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);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, mesh_texturergbscale[i]);CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);CHECKGLERROR
- }
- else
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- }
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
- if (mesh_texture[i])
- {
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- }
- else
+ float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_ORTHO;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[0] = 2/(right - left);
+ v->m[5] = 2/(top - bottom);
+ v->m[10] = -2/(zFar - zNear);
+ v->m[12] = - (right + left)/(right - left);
+ v->m[13] = - (top + bottom)/(top - bottom);
+ v->m[14] = - (zFar + zNear)/(zFar - zNear);
+ v->m[15] = 1;
+ v->screentodepth[0] = -farclip / (farclip - nearclip);
+ v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
+
+ Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+#if 0
{
- glBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
- if (mesh_texture[0])
- {
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ vec4_t test1;
+ vec4_t test2;
+ Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
+ R_Viewport_TransformToScreen(v, test1, test2);
+ Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
}
+#endif
}
-// called at beginning of frame
-void R_Mesh_Start(void)
+void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
{
- int i;
- if (!backendactive)
- Sys_Error("R_Mesh_Clear: called when backend is not active\n");
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+
+ if(v_flipped.integer)
+ frustumx = -frustumx;
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[0] = 1.0 / frustumx;
+ v->m[5] = 1.0 / frustumy;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+ v->screentodepth[0] = -farclip / (farclip - nearclip);
+ v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
- CHECKGLERROR
+void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ const float nudge = 1.0 - 1.0 / (1<<23);
+ memset(v, 0, sizeof(*v));
+
+ if(v_flipped.integer)
+ frustumx = -frustumx;
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[ 0] = 1.0 / frustumx;
+ v->m[ 5] = 1.0 / frustumy;
+ v->m[10] = -nudge;
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * nudge;
+ v->screentodepth[0] = (v->m[10] + 1) * 0.5 - 1;
+ v->screentodepth[1] = v->m[14] * -0.5;
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+float cubeviewmatrix[6][16] =
+{
+ // standard cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0,-1, 0, 0,
+ -1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ -1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+float rectviewmatrix[6][16] =
+{
+ // sign-preserving cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+
+void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ v->m[0] = v->m[5] = 1.0f;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
+ Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
- gl_backend_bufferchanges(false);
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->x = (side & 1) * size;
+ v->y = (side >> 1) * size;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
+ Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
- meshfarclip = 0;
- transranout = false;
- viewdist = DotProduct(r_origin, vpn);
+void R_SetViewport(const r_viewport_t *v)
+{
+ gl_viewport = *v;
- c_meshs = 0;
- c_meshtris = 0;
- c_transmeshs = 0;
- c_transtris = 0;
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
- GL_SetupFrame();
+ // FIXME: v_flipped_state is evil, this probably breaks somewhere
+ GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
- mesh_unit = 0;
- mesh_clientunit = 0;
+ // copy over the matrices to our state
+ gl_viewmatrix = v->viewmatrix;
+ gl_projectionmatrix = v->projectmatrix;
- for (i = 0;i < backendunits;i++)
+ switch(vid.renderpath)
{
- mesh_texture[i] = 0;
- mesh_texturergbscale[i] = 1;
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+// break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ // Load the projection matrix into OpenGL
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadMatrixf(gl_viewport.m);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ break;
}
- glEnable(GL_CULL_FACE);CHECKGLERROR
- glCullFace(GL_FRONT);CHECKGLERROR
-
- mesh_depthtest = true;
- glEnable(GL_DEPTH_TEST);CHECKGLERROR
-
- mesh_blendfunc1 = GL_ONE;
- mesh_blendfunc2 = GL_ZERO;
- glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
-
- mesh_blend = 0;
- glDisable(GL_BLEND);CHECKGLERROR
+ // force an update of the derived matrices
+ gl_modelmatrixchanged = true;
+ R_EntityMatrix(&gl_modelmatrix);
+}
- mesh_depthmask = GL_TRUE;
- glDepthMask(mesh_depthmask);CHECKGLERROR
+void R_GetViewport(r_viewport_t *v)
+{
+ *v = gl_viewport;
+}
- glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
- glEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
+static void GL_BindVBO(int bufferobject)
+{
+ if (gl_state.vertexbufferobject != bufferobject)
{
- glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
+ gl_state.vertexbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
}
- else
+}
+
+static void GL_BindEBO(int bufferobject)
+{
+ if (gl_state.elementbufferobject != bufferobject)
{
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+ gl_state.elementbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
}
- glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-
- GL_SetupTextureState();
}
-int gl_backend_rebindtextures;
-
-void GL_UpdateFarclip(void)
+static void GL_Backend_ResetState(void)
{
- int i;
- float farclip;
+ unsigned int i;
+ gl_state.active = true;
+ gl_state.depthtest = true;
+ gl_state.alphatest = false;
+ gl_state.blendfunc1 = GL_ONE;
+ gl_state.blendfunc2 = GL_ZERO;
+ gl_state.blend = false;
+ gl_state.depthmask = GL_TRUE;
+ gl_state.colormask = 15;
+ gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
+ gl_state.lockrange_first = 0;
+ gl_state.lockrange_count = 0;
+ gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
+ gl_state.cullfaceenable = true;
+ gl_state.polygonoffset[0] = 0;
+ gl_state.polygonoffset[1] = 0;
+
+ CHECKGLERROR
+
+ qglColorMask(1, 1, 1, 1);
+ qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+
+ if (vid.support.arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
- // push out farclip based on vertices
- // FIXME: wouldn't this be slow when using matrix transforms?
- for (i = 0;i < currentvertex;i++)
+ if (vid.support.ext_framebuffer_object)
{
- farclip = DotProduct(buf_vertex[i].v, vpn);
- if (meshfarclip < farclip)
- meshfarclip = farclip;
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
- farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- // push out farclip for next frame
- if (farclip > r_newfarclip)
- r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
-}
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-void GL_ConvertColorsFloatToByte(void)
-{
- int i, k, *icolor;
- float *fcolor;
- qbyte *bcolor;
+ GL_Color(0, 0, 0, 0);
+ GL_Color(1, 1, 1, 1);
+
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
+ for (i = 0;i < vid.teximageunits;i++)
+ {
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_rectangle)
+ {
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ }
+ }
- // shift float to have 8bit fraction at base of number
- for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+ for (i = 0;i < vid.texarrayunits;i++)
{
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
+ GL_ClientActiveTexture(i);
+ GL_BindVBO(0);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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++)
+
+ for (i = 0;i < vid.texunits;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;
+ GL_ActiveTexture(i);
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_rectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ CHECKGLERROR
}
+ CHECKGLERROR
}
-void GL_MeshState(buf_mesh_t *mesh)
+void GL_ActiveTexture(unsigned int num)
{
- int i;
- if (backendunits > 1)
+ if (gl_state.unit != num)
{
- for (i = 0;i < backendunits;i++)
+ gl_state.unit = num;
+ if (qglActiveTexture)
{
- if (mesh_texture[i] != mesh->textures[i])
- {
- if (mesh_unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- }
- if (mesh_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 (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
- if (mesh_texture[i] == 0)
- {
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
- {
- if (mesh_unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- }
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
- }
+ CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
}
}
- else
+}
+
+void GL_ClientActiveTexture(unsigned int num)
+{
+ if (gl_state.clientunit != num)
{
- if (mesh_texture[0] != mesh->textures[0])
+ gl_state.clientunit = num;
+ if (qglActiveTexture)
{
- if (mesh_texture[0] == 0)
- {
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
- if (mesh_texture[0] == 0)
- {
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
}
}
- if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
+}
+
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+ if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
- glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
- if (mesh_blendfunc2 == GL_ZERO)
+ CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
{
- if (mesh_blendfunc1 == GL_ONE)
+ if (gl_state.blendfunc1 == GL_ONE)
{
- if (mesh_blend)
+ if (gl_state.blend)
{
- mesh_blend = 0;
- glDisable(GL_BLEND);CHECKGLERROR
+ gl_state.blend = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
}
}
else
{
- if (!mesh_blend)
+ if (!gl_state.blend)
{
- mesh_blend = 1;
- glEnable(GL_BLEND);CHECKGLERROR
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
else
{
- if (!mesh_blend)
+ if (!gl_state.blend)
{
- mesh_blend = 1;
- glEnable(GL_BLEND);CHECKGLERROR
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
- if (mesh_depthtest != mesh->depthtest)
+}
+
+void GL_DepthMask(int state)
+{
+ if (gl_state.depthmask != state)
{
- mesh_depthtest = mesh->depthtest;
- if (mesh_depthtest)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
+ CHECKGLERROR
+ qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
}
- if (mesh_depthmask != mesh->depthmask)
+}
+
+void GL_DepthTest(int state)
+{
+ if (gl_state.depthtest != state)
{
- glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+ gl_state.depthtest = state;
+ CHECKGLERROR
+ if (gl_state.depthtest)
+ {
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+ }
}
}
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_DepthRange(float nearfrac, float farfrac)
{
- int i;
- int k;
- int indexcount;
- int firstvert;
- buf_mesh_t *mesh;
- unsigned int *index;
+ if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
+ {
+ gl_state.depthrange[0] = nearfrac;
+ gl_state.depthrange[1] = farfrac;
+ qglDepthRange(nearfrac, farfrac);
+ }
+}
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
+void GL_PolygonOffset(float planeoffset, float depthoffset)
+{
+ if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
+ {
+ gl_state.polygonoffset[0] = planeoffset;
+ gl_state.polygonoffset[1] = depthoffset;
+ qglPolygonOffset(planeoffset, depthoffset);
+ }
+}
- if (!currentmesh)
- return;
+void GL_SetMirrorState(qboolean state)
+{
+ if(!state != !v_flipped_state)
+ {
+ // change cull face mode!
+ if(gl_state.cullface == GL_BACK)
+ qglCullFace((gl_state.cullface = GL_FRONT));
+ else if(gl_state.cullface == GL_FRONT)
+ qglCullFace((gl_state.cullface = GL_BACK));
+ }
+ v_flipped_state = state;
+}
+void GL_CullFace(int state)
+{
CHECKGLERROR
- GL_UpdateFarclip();
-
- if (!gl_mesh_floatcolors.integer)
- GL_ConvertColorsFloatToByte();
-
- // lock the arrays now that they will have no further modifications
- //GL_LockArray(0, currentvertex);CHECKGLERROR
- if (gl_backend_rebindtextures)
+ if(v_flipped_state)
{
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
}
- GL_MeshState(buf_mesh);
- GL_LockArray(0, currentvertex);
- #ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- glDrawElements(GL_TRIANGLES, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
- #else
- glDrawRangeElements(GL_TRIANGLES, buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
- #endif
-
- if (currentmesh >= 2)
+ if (state != GL_NONE)
{
- for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
+ if (!gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = true;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ }
+ if (gl_state.cullface != state)
{
- GL_MeshState(mesh);
-
- firstvert = mesh->firstvert;
- indexcount = mesh->triangles * 3;
- index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
-
- // if not using batching, skip the index adjustment
- if (firstvert != 0)
- for (i = 0;i < indexcount;i++)
- index[i] += firstvert;
-
- #ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #else
- glDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #endif
+ gl_state.cullface = state;
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
}
}
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
-
- GL_UnlockArray();CHECKGLERROR
}
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+void GL_AlphaTest(int state)
{
- int i;
- // flush any queued meshs
- R_Mesh_Render();
-
- if (backendunits > 1)
+ if (gl_state.alphatest != state)
{
- for (i = backendunits - 1;i >= 0;i--)
+ gl_state.alphatest = state;
+ CHECKGLERROR
+ if (gl_state.alphatest)
{
- qglActiveTexture(GL_TEXTURE0_ARB + 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 + i);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
}
}
- else
+}
+
+void GL_ColorMask(int r, int g, int b, int a)
+{
+ int state = r*8 + g*4 + b*2 + a*1;
+ if (gl_state.colormask != state)
{
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ gl_state.colormask = state;
+ CHECKGLERROR
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);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_ClearDepth(void)
+void GL_Color(float cr, float cg, float cb, float ca)
{
- R_Mesh_AddTransparent();
- R_Mesh_Finish();
- glClear(GL_DEPTH_BUFFER_BIT);
- R_Mesh_Start();
+ if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+ {
+ gl_state.color4f[0] = cr;
+ gl_state.color4f[1] = cg;
+ gl_state.color4f[2] = cb;
+ gl_state.color4f[3] = ca;
+ CHECKGLERROR
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+ CHECKGLERROR
+ }
}
-void R_Mesh_AddTransparent(void)
+void GL_LockArrays(int first, int count)
{
- int i, j, k, *index;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh, *transmesh;
-
- if (!currenttransmesh)
- return;
-
- // convert index data to transtris for sorting
- for (j = 0;j < currenttransmesh;j++)
+ if (count < gl_lockarrays_minimumvertices.integer)
{
- mesh = buf_transmesh + j;
- k = mesh->firsttriangle;
- index = &buf_transtri[k].index[0];
- for (i = 0;i < mesh->triangles;i++)
+ first = 0;
+ count = 0;
+ }
+ if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+ {
+ if (gl_state.lockrange_count)
+ {
+ gl_state.lockrange_count = 0;
+ CHECKGLERROR
+ qglUnlockArraysEXT();
+ CHECKGLERROR
+ }
+ if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer)
{
- tri = &buf_sorttranstri[k++];
- tri->mesh = mesh;
- tri->index[0] = *index++;
- tri->index[1] = *index++;
- tri->index[2] = *index++;
+ gl_state.lockrange_first = first;
+ gl_state.lockrange_count = count;
+ CHECKGLERROR
+ qglLockArraysEXT(first, count);
+ CHECKGLERROR
}
}
+}
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
-
- memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
- k = 0;
- for (j = 0;j < currenttranstriangle;j++)
- {
- tri = &buf_sorttranstri[j];
- i = tri->mesh->firstvert;
+void GL_Scissor (int x, int y, int width, int height)
+{
+ CHECKGLERROR
+ qglScissor(x, y,width,height);
+ CHECKGLERROR
+}
- vert1 = &buf_transvertex[tri->index[0] + i];
- vert2 = &buf_transvertex[tri->index[1] + i];
- vert3 = &buf_transvertex[tri->index[2] + i];
+void GL_ScissorTest(int state)
+{
+ if(gl_state.scissortest == state)
+ return;
- dist1 = DotProduct(vert1->v, vpn);
- dist2 = DotProduct(vert2->v, vpn);
- dist3 = DotProduct(vert3->v, vpn);
+ CHECKGLERROR
+ if((gl_state.scissortest = state))
+ qglEnable(GL_SCISSOR_TEST);
+ else
+ qglDisable(GL_SCISSOR_TEST);
+ CHECKGLERROR
+}
- maxdist = max(dist1, max(dist2, dist3));
- if (maxdist < viewdistcompare)
- continue;
+void GL_Clear(int mask)
+{
+ CHECKGLERROR
+ qglClear(mask);CHECKGLERROR
+}
- 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++;
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ if (gl_printcheckerror.integer && !gl_paranoid.integer)
+ {
+ Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+ Cvar_SetValueQuick(&gl_paranoid, 1);
}
+}
- for (i = 0;i < currenttransmesh;i++)
- buf_transmesh[i].transchain = NULL;
- transmesh = NULL;
- for (j = 0;j < TRANSDEPTHRES;j++)
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
+{
+ int shaderobject;
+ int shadercompiled;
+ char compilelog[MAX_INPUTLINE];
+ shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ if (!shaderobject)
+ return false;
+ qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShaderARB(shaderobject);CHECKGLERROR
+ qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
+ qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ if (compilelog[0] && developer.integer > 0 && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
{
- if ((tri = buf_sorttranstri_list[j]))
- {
- for (;tri;tri = tri->next)
- {
- if (!tri->mesh->transchain)
- {
- tri->mesh->chain = transmesh;
- transmesh = tri->mesh;
- }
- tri->meshsortchain = tri->mesh->transchain;
- tri->mesh->transchain = tri;
- }
- }
+ int i, j, pretextlines = 0;
+ for (i = 0;i < numstrings - 1;i++)
+ for (j = 0;strings[i][j];j++)
+ if (strings[i][j] == '\n')
+ pretextlines++;
+ Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
}
-
- for (;transmesh;transmesh = transmesh->chain)
+ if (!shadercompiled)
{
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
- R_Mesh_Render();
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return false;
+ }
+ qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return true;
+}
- mesh = &buf_mesh[currentmesh++];
- *mesh = *transmesh; // copy mesh properties
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+ GLint programlinked;
+ GLuint programobject = 0;
+ char linklog[MAX_INPUTLINE];
+ CHECKGLERROR
- 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;
+ programobject = qglCreateProgramObjectARB();CHECKGLERROR
+ if (!programobject)
+ return 0;
- 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;
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ goto cleanup;
+
+#ifdef GL_GEOMETRY_SHADER_ARB
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+ goto cleanup;
+#endif
+
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ goto cleanup;
+
+ qglLinkProgramARB(programobject);CHECKGLERROR
+ qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
+ qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ if (linklog[0])
+ {
+ if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
+ Con_DPrintf("program link log:\n%s\n", linklog);
+ // software vertex shader is ok but software fragment shader is WAY
+ // too slow, fail program if so.
+ // NOTE: this string might be ATI specific, but that's ok because the
+ // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+ // software fragment shader due to low instruction and dependent
+ // texture limits.
+ if (strstr(linklog, "fragment shader will run in software"))
+ programlinked = false;
}
+ if (!programlinked)
+ goto cleanup;
+ return programobject;
+cleanup:
+ qglDeleteObjectARB(programobject);CHECKGLERROR
+ return 0;
+}
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
+void GL_Backend_FreeProgram(unsigned int prog)
+{
+ CHECKGLERROR
+ qglDeleteObjectARB(prog);
+ CHECKGLERROR
}
-void R_Mesh_Draw(const rmeshinfo_t *m)
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright, *index;
- static float *in, scaler;
- static float cr, cg, cb, ca;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
- // ignore meaningless alpha meshs
- if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+ int i;
+ if (offset)
{
- 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;
+ for (i = 0;i < count;i++)
+ *out++ = *in++ + offset;
}
+ else
+ memcpy(out, in, sizeof(*out) * count);
+}
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-#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)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
+{
+ unsigned int numelements = numtriangles * 3;
+ if (numvertices < 3 || numtriangles < 1)
+ {
+ if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
+ Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
+ return;
+ }
+ if (!gl_mesh_prefer_short_elements.integer)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (element3i)
+ element3s = NULL;
+ if (bufferobject3i)
+ bufferobject3s = 0;
+ }
+ if (element3i)
+ element3i += firsttriangle * 3;
+ if (element3s)
+ element3s += firsttriangle * 3;
+ switch (gl_vbo.integer)
+ {
+ default:
+ case 0:
+ case 2:
+ bufferobject3i = bufferobject3s = 0;
+ break;
+ case 1:
+ break;
+ case 3:
+ if (firsttriangle)
+ bufferobject3i = bufferobject3s = 0;
+ break;
+ }
+ CHECKGLERROR
+ r_refdef.stats.meshes++;
+ r_refdef.stats.meshes_elements += numelements;
+ if (gl_paranoid.integer)
+ {
+ unsigned int i, j, size;
+ const int *p;
+ // note: there's no validation done here on buffer objects because it
+ // is somewhat difficult to get at the data, and gl_paranoid can be
+ // used without buffer objects if the need arises
+ // (the data could be gotten using glMapBuffer but it would be very
+ // slow due to uncachable video memory reads)
+ if (!qglIsEnabled(GL_VERTEX_ARRAY))
+ Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+ CHECKGLERROR
+ if (gl_state.pointer_vertex)
+ for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+ paranoidblah += *p;
+ if (gl_state.pointer_color_enabled)
+ {
+ if (!qglIsEnabled(GL_COLOR_ARRAY))
+ Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+ CHECKGLERROR
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+ paranoidblah += *p;
+ }
+ for (i = 0;i < vid.texarrayunits;i++)
{
- if (!transranout)
+ if (gl_state.units[i].arrayenabled)
{
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
+ GL_ClientActiveTexture(i);
+ if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+ Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+ CHECKGLERROR
+ if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
+ for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
+ paranoidblah += *p;
}
- return;
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- vert = &buf_transvertex[currenttransvertex];
- fcolor = &buf_transfcolor[currenttransvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- index = &buf_transtri[currenttranstriangle].index[0];
-
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
+ if (element3i)
+ {
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
+ {
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
+ return;
+ }
+ }
+ }
+ if (element3s)
+ {
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
+ {
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
+ return;
+ }
+ }
+ }
+ CHECKGLERROR
}
- else
+ if (r_render.integer || r_refdef.draw2dstage)
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
{
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
- return;
+ unsigned int i, j, element;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ element = element3i ? element3i[i] : element3s[i];
+ for (j = 0;j < vid.texarrayunits;j++)
+ {
+ if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
+ {
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].arraycomponents == 4)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.units[j].arraycomponents == 3)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ }
+ else if (gl_state.units[j].arraycomponents == 2)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ }
+ }
+ else
+ {
+ if (gl_state.units[j].arraycomponents == 4)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
+ qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.units[j].arraycomponents == 3)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
+ qglTexCoord3f(p[0], p[1], p[2]);
+ }
+ else if (gl_state.units[j].arraycomponents == 2)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
+ qglTexCoord2f(p[0], p[1]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
+ qglTexCoord1f(p[0]);
+ }
+ }
+ }
+ }
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ {
+ p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
+ qglVertex3f(p[0], p[1], p[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_mesh_testarrayelement.integer)
+ {
+ int i;
+ qglBegin(GL_TRIANGLES);
+ if (element3i)
+ {
+ for (i = 0;i < numtriangles * 3;i++)
+ qglArrayElement(element3i[i]);
+ }
+ else if (element3s)
+ {
+ for (i = 0;i < numtriangles * 3;i++)
+ qglArrayElement(element3s[i]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (bufferobject3s)
+ {
+ GL_BindEBO(bufferobject3s);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ CHECKGLERROR
+ }
+ }
+ else if (bufferobject3i)
+ {
+ GL_BindEBO(bufferobject3i);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ CHECKGLERROR
+ }
+ }
+ else if (element3s)
+ {
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ }
+ else if (element3i)
+ {
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
}
+ }
+}
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+}
- 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];
+int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
+{
+ gl_bufferobjectinfo_t *info;
+ GLuint bufferobject;
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- index = &buf_tri[currenttriangle].index[0];
+ if (!gl_vbo.integer)
+ return 0;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
+ qglGenBuffersARB(1, &bufferobject);
+ switch(target)
+ {
+ case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
+ case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
+ default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
}
+ qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
+
+ info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
+ memset(info, 0, sizeof(*info));
+ info->target = target;
+ info->object = bufferobject;
+ info->size = size;
+ strlcpy(info->name, name, sizeof(info->name));
- // 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)
+ return (int)bufferobject;
+}
+
+void R_Mesh_DestroyBufferObject(int bufferobject)
+{
+ int i, endindex;
+ gl_bufferobjectinfo_t *info;
+
+ qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
+
+ endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
{
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
+ info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ if (info->object == bufferobject)
+ {
+ Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
+ break;
+ }
}
- else
+}
+
+void GL_Mesh_ListVBOs(qboolean printeach)
+{
+ int i, endindex;
+ size_t ebocount = 0, ebomemory = 0;
+ size_t vbocount = 0, vbomemory = 0;
+ gl_bufferobjectinfo_t *info;
+ endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
{
- if (m->tex[0])
+ info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ switch(info->target)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+ case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+ default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
}
- scaler *= overbrightscale;
}
+ Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+}
-
- j = -1;
- for (i = 0;i < backendunits;i++)
+void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
+{
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
+ bufferobject = 0;
+ if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
{
- 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;
+ gl_state.pointer_vertex = vertex3f;
+ gl_state.pointer_vertex_buffer = bufferobject;
+ gl_state.pointer_vertex_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
+}
- if (m->vertexstep != sizeof(buf_vertex_t))
+void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
+{
+ // note: this can not rely on bufferobject to decide whether a color array
+ // is supplied, because surfmesh_t shares one vbo for all arrays, which
+ // means that a valid vbo may be supplied even if there is no color array.
+ if (color4f)
{
- for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
+ bufferobject = 0;
+ // caller wants color array enabled
+ if (!gl_state.pointer_color_enabled)
{
- vert[i].v[0] = in[0];
- vert[i].v[1] = in[1];
- vert[i].v[2] = in[2];
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- }
- else
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-
- if (m->color)
- {
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+ if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
{
- 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];
+ gl_state.pointer_color = color4f;
+ gl_state.pointer_color_buffer = bufferobject;
+ gl_state.pointer_color_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
}
}
else
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
{
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
}
}
+}
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // update array settings
+ CHECKGLERROR
+ // note: there is no need to check bufferobject here because all cases
+ // that involve a valid bufferobject also supply a texcoord array
+ if (texcoord)
{
- 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))
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
+ bufferobject = 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
{
- 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];
- }
+ unit->arrayenabled = true;
+ GL_ClientActiveTexture(unitnum);
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ // texcoord array
+ if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+ {
+ unit->pointer_texcoord = texcoord;
+ unit->pointer_texcoord_buffer = bufferobject;
+ unit->pointer_texcoord_offset = bufferoffset;
+ unit->arraycomponents = numcomponents;
+ GL_ClientActiveTexture(unitnum);
+ GL_BindVBO(bufferobject);
+ qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
}
- else
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
}
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
-}
-
-void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
-{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright, *index;
- static float *in, scaler;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
- // ignore meaningless alpha meshs
- if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+ else
{
- if (m->color)
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
{
- 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;
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- else if (m->ca < 0.01f)
- return;
}
+}
+
+int R_Mesh_TexBound(unsigned int unitnum, int id)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= vid.teximageunits)
+ return 0;
+ if (id == GL_TEXTURE_2D)
+ return unit->t2d;
+ if (id == GL_TEXTURE_3D)
+ return unit->t3d;
+ if (id == GL_TEXTURE_CUBE_MAP_ARB)
+ return unit->tcubemap;
+ if (id == GL_TEXTURE_RECTANGLE_ARB)
+ return unit->trectangle;
+ return 0;
+}
- if (m->transparent)
+void R_Mesh_CopyToTexture(int texnum, int tx, int ty, int sx, int sy, int width, int height)
+{
+ R_Mesh_TexBind(0, texnum);
+ GL_ActiveTexture(0);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
+}
+
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= vid.teximageunits)
+ return;
+ // update 2d texture binding
+ if (unit->t2d != tex2d)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- if (!transranout)
+ if (tex2d)
{
- Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
- transranout = true;
+ if (unit->t2d == 0)
+ {
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
}
- return;
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- vert = &buf_transvertex[currenttransvertex];
- fcolor = &buf_transfcolor[currenttransvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- index = &buf_transtri[currenttranstriangle].index[0];
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
+ unit->t2d = tex2d;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
}
- else
+ // update 3d texture binding
+ if (unit->t3d != tex3d)
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
- return;
+ if (tex3d)
+ {
+ if (unit->t3d == 0)
+ {
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
}
-
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- vert = &buf_vertex[currentvertex];
- fcolor = &buf_fcolor[currentvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_texcoord[i][currentvertex];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- index = &buf_tri[currenttriangle].index[0];
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
+ unit->t3d = tex3d;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
}
-
- // 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
+ // update cubemap texture binding
+ if (unit->tcubemap != texcubemap)
{
- if (m->tex[0])
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ if (texcubemap)
+ {
+ if (unit->tcubemap == 0)
+ {
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
}
- scaler *= overbrightscale;
- }
-
- j = -1;
- for (i = 0;i < backendunits;i++)
- {
- if ((mesh->textures[i] = m->tex[i]))
- j = i;
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
- }
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- if (m->vertexstep != sizeof(buf_vertex_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
- if (m->colorstep != sizeof(buf_fcolor_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
- if (m->color == NULL)
- Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
- {
- if (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");
+ unit->tcubemap = texcubemap;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
-
- 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)
+ // update rectangle texture binding
+ if (unit->trectangle != texrectangle)
{
- for (i = 0;i < m->numverts;i++)
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- fcolor[i].c[0] *= scaler;
- fcolor[i].c[1] *= scaler;
- fcolor[i].c[2] *= scaler;
+ if (texrectangle)
+ {
+ if (unit->trectangle == 0)
+ {
+ qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
}
+ unit->trectangle = texrectangle;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
}
}
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
{
- // 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)
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= vid.teximageunits)
+ return;
+ // update 2d texture binding
+ if (unit->t2d != texnum)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- if (!transranout)
+ if (texnum)
{
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
+ if (unit->t2d == 0)
+ {
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
}
- return false;
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- m->index = &buf_transtri[currenttranstriangle].index[0];
- m->vertex = &buf_transvertex[currenttransvertex].v[0];
- m->color = &buf_transfcolor[currenttransvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
+ unit->t2d = texnum;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
}
- else
+ // update 3d texture binding
+ if (unit->t3d)
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
- return false;
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
}
-
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- m->index = &buf_tri[currenttriangle].index[0];
- m->vertex = &buf_vertex[currentvertex].v[0];
- m->color = &buf_fcolor[currentvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
-
- // code shared for transparent and opaque meshs
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
- {
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
}
- else
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
{
- if (m->tex[0])
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
}
- scaler *= overbrightscale;
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
- m->colorscale = scaler;
-
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ // update rectangle texture binding
+ if (unit->trectangle != 0)
{
- if ((mesh->textures[i] = m->tex[i]))
+ GL_ActiveTexture(unitnum);
+ if (unitnum < vid.texunits)
{
- j = i;
- if (i >= backendunits)
- Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
}
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
+ unit->trectangle = 0;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- return true;
}
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
+
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
- m->index = polyindexarray;
- m->numverts = numverts;
- m->numtriangles = numverts - 2;
- if (m->numtriangles < 1)
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (matrix && matrix->m[3][3])
{
- Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
- return;
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+ {
+ float glmatrix[16];
+ unit->texmatrixenabled = true;
+ unit->matrix = *matrix;
+ CHECKGLERROR
+ Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadMatrixf(glmatrix);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
}
- if (m->numtriangles >= 256)
+ else
{
- Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
- return;
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
+ CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
}
- R_Mesh_Draw(m);
}
-/*
-==============================================================================
-
- SCREEN SHOTS
-
-==============================================================================
-*/
-
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
{
- qboolean ret;
- int i;
- 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);
+ gltextureunit_t *unit = gl_state.units + unitnum;
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;
-
- ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
-
- Mem_Free(buffer);
- return ret;
-}
-
-//=============================================================================
-
-void R_ClearScreen(void)
-{
- if (r_render.integer)
+ switch(vid.renderpath)
{
- // clear to black
- glClearColor(0,0,0,0);CHECKGLERROR
- // clear the screen
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
- // set dithering mode
- if (gl_dither.integer)
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ // do nothing
+ break;
+ case RENDERPATH_GL13:
+ // GL_ARB_texture_env_combine
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (!rgbscale)
+ rgbscale = 1;
+ if (!alphascale)
+ alphascale = 1;
+ if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
{
- glEnable(GL_DITHER);CHECKGLERROR
+ if (combinergb == GL_DECAL)
+ combinergb = GL_INTERPOLATE_ARB;
+ if (unit->combine != GL_COMBINE_ARB)
+ {
+ unit->combine = GL_COMBINE_ARB;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+ }
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ if (unit->combinealpha != combinealpha)
+ {
+ unit->combinealpha = combinealpha;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ if (unit->rgbscale != rgbscale)
+ {
+ unit->rgbscale = rgbscale;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
+ }
+ if (unit->alphascale != alphascale)
+ {
+ unit->alphascale = alphascale;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
+ }
}
else
{
- glDisable(GL_DITHER);CHECKGLERROR
+ if (unit->combine != combinergb)
+ {
+ unit->combine = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
+ }
+ }
+ break;
+ case RENDERPATH_GL11:
+ // normal GL texenv
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (unit->combine != combinergb)
+ {
+ unit->combine = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
}
+ break;
}
}
-/*
-==================
-SCR_UpdateScreen
-
-This is called every frame, and can also be called explicitly to flush
-text to the screen.
-==================
-*/
-void SCR_UpdateScreen (void)
+void R_Mesh_ResetTextureState(void)
{
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
-
- 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;
+ unsigned int unitnum;
- lightscale = 1.0f / (float) (1 << lightscalebit);
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+ BACKENDACTIVECHECK
- R_TimeReport("setup");
-
- R_ClearScreen();
-
- R_TimeReport("clear");
-
- if (scr_conlines < vid.conheight)
- 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)
- glFlush();
+ CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unit->t2d)
+ {
+ unit->t2d = 0;
+ GL_ActiveTexture(unitnum);
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ if (unit->t3d)
+ {
+ unit->t3d = 0;
+ GL_ActiveTexture(unitnum);
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ if (unit->tcubemap)
+ {
+ unit->tcubemap = 0;
+ GL_ActiveTexture(unitnum);
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+ if (unit->trectangle)
+ {
+ unit->trectangle = 0;
+ GL_ActiveTexture(unitnum);
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
+ }
+ for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ for (unitnum = 0;unitnum < vid.texunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
+ CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ for (unitnum = 0;unitnum < vid.texunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unit->t2d)
+ {
+ unit->t2d = 0;
+ GL_ActiveTexture(unitnum);
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ if (unit->t3d)
+ {
+ unit->t3d = 0;
+ GL_ActiveTexture(unitnum);
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ if (unit->tcubemap)
+ {
+ unit->tcubemap = 0;
+ GL_ActiveTexture(unitnum);
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+ if (unit->trectangle)
+ {
+ unit->trectangle = 0;
+ GL_ActiveTexture(unitnum);
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
+ CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
+ if (unit->combine != GL_MODULATE)
+ {
+ unit->combine = GL_MODULATE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
+ }
+ }
+ break;
+ }
}