#include "quakedef.h"
+#include "image.h"
+#include "jpeg.h"
+#include "cl_collision.h"
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
-cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
+cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
cvar_t r_render = {0, "r_render", "1"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
-// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
-// too large for the buffers in the previous frame
-int overflowedverts = 0;
-// increase transtriangles automatically too
-int overflowedtransverts = 0;
-
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
break;
#endif
#ifdef GL_TABLE_TOO_LARGE
- case GL_TABLE_TOO_LARGE:
+ case GL_TABLE_TOO_LARGE:
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
#endif
}
#endif
-float r_farclip, r_newfarclip;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-int polyindexarray[768];
+int c_meshs, c_meshelements;
-static float viewdist;
+void SCR_ScreenShot_f (void);
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+static int backendunits, backendactive;
+static mempool_t *gl_backend_mempool;
-void SCR_ScreenShot_f (void);
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
-static int max_meshs;
-static int max_transmeshs;
-static int max_batch;
-static int max_verts; // always max_meshs * 3
-static int max_transverts; // always max_transmeshs * 3
-#define TRANSDEPTHRES 4096
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
-typedef struct buf_mesh_s
-{
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- int texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int verts;
- struct buf_mesh_s *chain;
- struct buf_transtri_s *transchain;
-}
-buf_mesh_t;
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
-typedef struct buf_transtri_s
-{
- struct buf_transtri_s *next;
- struct buf_transtri_s *meshsortchain;
- buf_mesh_t *mesh;
- int index[3];
-}
-buf_transtri_t;
-typedef struct buf_tri_s
+for (y = 0;y < rows - 1;y++)
{
- int index[3];
+ 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_tri_t;
-typedef struct
-{
- float v[4];
-}
-buf_vertex_t;
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
-typedef struct
+for (y = 0;y < rows - 1;y++)
{
- float 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_fcolor_t;
+*/
+
+int polygonelements[768];
-typedef struct
+static void R_Mesh_CacheArray_Startup(void);
+static void R_Mesh_CacheArray_Shutdown(void);
+void GL_Backend_AllocArrays(void)
{
- qbyte c[4];
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
+ R_Mesh_CacheArray_Startup();
}
-buf_bcolor_t;
-typedef struct
+void GL_Backend_FreeArrays(void)
{
- float t[2];
+ R_Mesh_CacheArray_Shutdown();
+ Mem_FreePool(&gl_backend_mempool);
}
-buf_texcoord_t;
-
-static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static int currenttransmesh, currenttransvertex, currenttranstriangle;
-static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_sorttranstri;
-static buf_transtri_t **buf_sorttranstri_list;
-static buf_tri_t *buf_transtri;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
static void gl_backend_start(void)
{
- int i;
-
- qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
- qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
-
- Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
+ Con_DPrint("OpenGL Backend started\n");
if (qglDrawRangeElements != NULL)
- Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
- if (strstr(gl_renderer, "3Dfx"))
{
- Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
- Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
- }
- Con_Printf("\n");
-
- max_verts = max_meshs * 3;
- max_transverts = max_transmeshs * 3;
-
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
-
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
- {\
- var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
- if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
- memset(var, 0, count * sizeof(sizeofstruct));\
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+ CHECKGLERROR
+ Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
- BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
- BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
+ backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
- BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
- BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
- BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
- BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
+ GL_Backend_AllocArrays();
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- // only allocate as many texcoord arrays as we need
- if (i < gl_textureunits)
- {
- BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
- BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
- }
- else
- {
- buf_texcoord[i] = NULL;
- buf_transtexcoord[i] = NULL;
- }
- }
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
backendactive = true;
}
static void gl_backend_shutdown(void)
{
- Con_Printf("OpenGL Backend shutting down\n");
-
- if (resizingbuffers)
- Mem_EmptyPool(gl_backend_mempool);
- else
- Mem_FreePool(&gl_backend_mempool);
-
backendunits = 0;
backendactive = false;
-}
-
-static void gl_backend_bufferchanges(int init)
-{
- if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
- overflowedverts = 0;
-
- if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
- overflowedtransverts = 0;
-
- if (gl_mesh_drawmode.integer < 0)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
- if (gl_mesh_drawmode.integer > 3)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
-
- if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
- {
- // change drawmode 3 to 2 if 3 won't work at all
- Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
- }
-
- // 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
- if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
-
- if (gl_mesh_transtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
- if (gl_mesh_transtriangles.integer > 65536)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
- if (gl_mesh_batchtriangles.integer < 0)
- Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
- if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
- Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
+ Con_DPrint("OpenGL Backend shutting down\n");
- max_batch = gl_mesh_batchtriangles.integer;
-
- if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
- {
- max_meshs = gl_mesh_maxtriangles.integer;
- max_transmeshs = gl_mesh_transtriangles.integer;
-
- if (!init)
- {
- resizingbuffers = true;
- gl_backend_shutdown();
- gl_backend_start();
- resizingbuffers = false;
- }
- }
+ GL_Backend_FreeArrays();
}
static void gl_backend_newmap(void)
{
- r_farclip = r_newfarclip = 2048.0f;
}
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
+
void gl_backend_init(void)
{
int i;
+ for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+ {
+ polygonelements[i * 3 + 0] = 0;
+ polygonelements[i * 3 + 1] = i + 1;
+ polygonelements[i * 3 + 2] = i + 2;
+ }
+
Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&r_waterwarp);
+ Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&gl_delayfinish);
+ Cvar_RegisterVariable(&gl_paranoid);
+ Cvar_RegisterVariable(&gl_printcheckerror);
#ifdef NORENDER
Cvar_SetValue("r_render", 0);
#endif
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_transtriangles);
- Cvar_RegisterVariable(&gl_mesh_batchtriangles);
- Cvar_RegisterVariable(&gl_mesh_floatcolors);
- Cvar_RegisterVariable(&gl_mesh_drawmode);
+ Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+ Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+ Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
+
+ Cvar_RegisterVariable(&scr_zoomwindow);
+ Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
+ Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
+ Cvar_RegisterVariable(&scr_zoomwindow_fov);
+
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
- for (i = 0;i < 256;i++)
- {
- polyindexarray[i*3+0] = 0;
- polyindexarray[i*3+1] = i + 1;
- polyindexarray[i*3+2] = i + 2;
- }
}
-int arraylocked = false;
-
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
- {
- qglLockArraysEXT(first, count);
- CHECKGLERROR
- arraylocked = true;
- }
+ Matrix4x4_CreateIdentity(&backend_viewmatrix);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
- }
+ matrix4x4_t tempmatrix, basematrix;
+ Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+ //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
- double fovx, fovy, zNear, zFar, aspect;
-
- // update farclip based on previous frame
- r_farclip = r_newfarclip;
+ double m[16];
if (!r_render.integer)
return;
- qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // pyramid slopes
+ xmax = zNear * tan(fovx * M_PI / 360.0);
+ ymax = zNear * tan(fovy * M_PI / 360.0);
+ // set view pyramid
+ qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+ double nudge, m[16];
- // depth range
- zNear = 1.0;
- zFar = r_farclip;
+ if (!r_render.integer)
+ return;
- // fov angles
- fovx = r_refdef.fov_x;
- fovy = r_refdef.fov_y;
- aspect = r_refdef.width / r_refdef.height;
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // set view pyramid
+ nudge = 1.0 - 1.0 / (1<<23);
+ m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+ m[ 1] = 0;
+ m[ 2] = 0;
+ m[ 3] = 0;
+ m[ 4] = 0;
+ m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+ m[ 6] = 0;
+ m[ 7] = 0;
+ m[ 8] = 0;
+ m[ 9] = 0;
+ m[10] = -nudge;
+ m[11] = -1;
+ m[12] = 0;
+ m[13] = 0;
+ m[14] = -2 * zNear * nudge;
+ m[15] = 0;
+ qglLoadMatrixd(m);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
+}
- // pyramid slopes
- xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
- ymax = zNear * tan(fovy * M_PI / 360.0);
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+ double m[16];
- // set view pyramid
- qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ if (!r_render.integer)
+ return;
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
-
- // put Z going up
- qglRotatef (-90, 1, 0, 0);CHECKGLERROR
- qglRotatef (90, 0, 0, 1);CHECKGLERROR
- // camera rotation
- qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
- // camera location
- qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
}
-static int mesh_blendfunc1;
-static int mesh_blendfunc2;
-static int mesh_blend;
-static GLboolean mesh_depthmask;
-static int mesh_depthtest;
-static int mesh_unit;
-static int mesh_clientunit;
-static int mesh_texture[MAX_TEXTUREUNITS];
-static float mesh_texturergbscale[MAX_TEXTUREUNITS];
+typedef struct gltextureunit_s
+{
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ int arrayis3d;
+ const void *pointer_texcoord;
+ float rgbscale, alphascale;
+ int combinergb, combinealpha;
+ // FIXME: add more combine stuff
+ // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+ int texmatrixenabled;
+ matrix4x4_t matrix;
+}
+gltextureunit_t;
+
+static struct
+{
+ 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;
+ int scissortest;
+ int unit;
+ int clientunit;
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ float color4f[4];
+ int lockrange_first;
+ int lockrange_count;
+ const void *pointer_vertex;
+ const void *pointer_color;
+}
+gl_state;
void GL_SetupTextureState(void)
{
int i;
- if (backendunits > 1)
+ gltextureunit_t *unit;
+ CHECKGLERROR
+ gl_state.unit = -1;
+ gl_state.clientunit = -1;
+ for (i = 0;i < backendunits;i++)
{
- for (i = 0;i < backendunits;i++)
+ GL_ActiveTexture(i);
+ GL_ClientActiveTexture(i);
+ unit = gl_state.units + i;
+ unit->t1d = 0;
+ unit->t2d = 0;
+ unit->t3d = 0;
+ unit->tcubemap = 0;
+ unit->arrayenabled = false;
+ unit->arrayis3d = false;
+ unit->pointer_texcoord = NULL;
+ unit->rgbscale = 1;
+ unit->alphascale = 1;
+ unit->combinergb = GL_MODULATE;
+ unit->combinealpha = GL_MODULATE;
+ unit->texmatrixenabled = false;
+ unit->matrix = r_identitymatrix;
+ qglMatrixMode(GL_TEXTURE);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
+
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- }
- if (mesh_texture[i])
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- if (gl_mesh_drawmode.integer > 0)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
- if (mesh_texture[i])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
- }
- else
- {
- qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (mesh_texture[0])
+ if (gl_texturecubemap)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- else
+ if (gl_combine.integer)
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
- if (gl_mesh_drawmode.integer > 0)
+ else
{
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
- if (mesh_texture[0])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
}
+ CHECKGLERROR
}
-// called at beginning of frame
-int usedarrays;
-void R_Mesh_Start(void)
+void GL_Backend_ResetState(void)
{
- int i;
- if (!backendactive)
- Sys_Error("R_Mesh_Clear: called when backend is not active\n");
+ memset(&gl_state, 0, sizeof(gl_state));
+ gl_state.depthtest = true;
+ 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.pointer_vertex = NULL;
+ gl_state.pointer_color = NULL;
CHECKGLERROR
- gl_backend_bufferchanges(false);
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
- meshfarclip = 0;
- transranout = false;
- viewdist = DotProduct(r_origin, vpn);
-
- c_meshs = 0;
- c_meshtris = 0;
- c_transmeshs = 0;
- c_transtris = 0;
-
- GL_SetupFrame();
-
- mesh_unit = 0;
- mesh_clientunit = 0;
-
- for (i = 0;i < backendunits;i++)
- {
- mesh_texture[i] = 0;
- mesh_texturergbscale[i] = 1;
- }
-
+ qglColorMask(1, 1, 1, 1);
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
-
- mesh_depthtest = true;
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
- mesh_blendfunc1 = GL_ONE;
- mesh_blendfunc2 = GL_ZERO;
- qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
-
- mesh_blend = 0;
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
- mesh_depthmask = GL_TRUE;
- qglDepthMask(mesh_depthmask);CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- usedarrays = false;
- if (gl_mesh_drawmode.integer > 0)
- {
- usedarrays = true;
- qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
- {
- qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
- }
- else
- {
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
- }
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- }
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+
+ GL_Color(0, 0, 0, 0);
+ GL_Color(1, 1, 1, 1);
GL_SetupTextureState();
}
-int gl_backend_rebindtextures;
-
-void GL_UpdateFarclip(void)
+void GL_ActiveTexture(int num)
{
- int i;
- float farclip;
-
- // push out farclip based on vertices
- // FIXME: wouldn't this be slow when using matrix transforms?
- for (i = 0;i < currentvertex;i++)
+ if (gl_state.unit != num)
{
- farclip = DotProduct(buf_vertex[i].v, vpn);
- if (meshfarclip < farclip)
- meshfarclip = farclip;
+ gl_state.unit = num;
+ if (qglActiveTexture)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
+ }
}
-
- farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
-
- // push out farclip for next frame
- if (farclip > r_newfarclip)
- r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
}
-void GL_ConvertColorsFloatToByte(void)
+void GL_ClientActiveTexture(int num)
{
- int i, k, total;
- // LordHavoc: to avoid problems with aliasing (treating memory as two
- // different types - exactly what this is doing), these must be volatile
- // (or a union)
- volatile int *icolor;
- volatile float *fcolor;
- qbyte *bcolor;
-
- total = currentvertex * 4;
-
- // shift float to have 8bit fraction at base of number
- fcolor = &buf_fcolor->c[0];
- for (i = 0;i < total;)
+ if (gl_state.clientunit != num)
{
- fcolor[i ] += 32768.0f;
- fcolor[i + 1] += 32768.0f;
- fcolor[i + 2] += 32768.0f;
- fcolor[i + 3] += 32768.0f;
- i += 4;
- }
-
- // then read as integer and kill float bits...
- icolor = (int *)&buf_fcolor->c[0];
- bcolor = &buf_bcolor->c[0];
- for (i = 0;i < total;)
- {
- k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
- k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
- k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
- k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
- i += 4;
+ gl_state.clientunit = num;
+ if (qglActiveTexture)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
+ }
}
}
-void GL_MeshState(buf_mesh_t *mesh)
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
{
- int i;
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
- {
- if (mesh_texture[i] != mesh->textures[i])
- {
- if (mesh_unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- }
- if (mesh_texture[i] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
- if (mesh_texture[i] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
- {
- if (mesh_unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
- }
- }
- }
- else
- {
- if (mesh_texture[0] != mesh->textures[0])
- {
- if (mesh_texture[0] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
- if (mesh_texture[0] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- }
- if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
+ if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
- qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
- if (mesh_blendfunc2 == GL_ZERO)
+ if (r_showtrispass)
+ return;
+ 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;
+ gl_state.blend = 0;
qglDisable(GL_BLEND);CHECKGLERROR
}
}
else
{
- if (!mesh_blend)
+ if (!gl_state.blend)
{
- mesh_blend = 1;
+ gl_state.blend = 1;
qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
else
{
- if (!mesh_blend)
+ if (!gl_state.blend)
{
- mesh_blend = 1;
+ gl_state.blend = 1;
qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
- if (mesh_depthtest != mesh->depthtest)
- {
- mesh_depthtest = mesh->depthtest;
- if (mesh_depthtest)
- qglEnable(GL_DEPTH_TEST);
- else
- qglDisable(GL_DEPTH_TEST);
- }
- if (mesh_depthmask != mesh->depthmask)
- {
- qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
- }
}
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+void GL_DepthMask(int state)
{
- unsigned int i, j, in;
- if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
- {
- // GL 1.2 or GL 1.1 with extension
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer >= 2)
+ if (gl_state.depthmask != state)
{
- // GL 1.1
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer >= 1)
- {
- // GL 1.1
- // feed it manually using glArrayElement
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < indexcount;i++)
- qglArrayElement(index[i]);
- qglEnd();
+ if (r_showtrispass)
+ return;
+ qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
}
- else
+}
+
+void GL_DepthTest(int state)
+{
+ if (gl_state.depthtest != state)
{
- // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
- // feed it manually
- qglBegin(GL_TRIANGLES);
- if (r_multitexture.integer)
+ if (r_showtrispass)
+ return;
+ gl_state.depthtest = state;
+ if (gl_state.depthtest)
{
- // the minigl doesn't have this (because it does not have ARB_multitexture)
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- for (j = 0;j < backendunits;j++)
- if (mesh_texture[j])
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
}
else
{
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- if (mesh_texture[0])
- qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
}
- qglEnd();
}
}
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_ColorMask(int r, int g, int b, int a)
{
- int i;
- int k;
- int indexcount;
- int firstvert;
- buf_mesh_t *mesh;
- unsigned int *index;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
- if (!currentmesh)
- return;
+ int state = r*8 + g*4 + b*2 + a*1;
+ if (gl_state.colormask != state)
+ {
+ if (r_showtrispass)
+ return;
+ gl_state.colormask = state;
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+ }
+}
- if (!r_render.integer)
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+ if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
{
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- return;
+ if (r_showtrispass)
+ return;
+ 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
}
+}
- CHECKGLERROR
+void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
+{
+ if (!r_showtrispass)
+ return;
+ r_showtrispass = false;
+ GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
+ r_showtrispass = true;
+}
- GL_UpdateFarclip();
- // drawmode 0 always uses byte colors
- if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
- GL_ConvertColorsFloatToByte();
-
- if (gl_backend_rebindtextures)
+void GL_LockArrays(int first, int count)
+{
+ if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
{
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
+ if (gl_state.lockrange_count)
+ {
+ gl_state.lockrange_count = 0;
+ CHECKGLERROR
+ qglUnlockArraysEXT();
+ CHECKGLERROR
+ }
+ if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
+ {
+ gl_state.lockrange_first = first;
+ gl_state.lockrange_count = count;
+ CHECKGLERROR
+ qglLockArraysEXT(first, count);
+ CHECKGLERROR
+ }
}
+}
- GL_MeshState(buf_mesh);
- GL_LockArray(0, currentvertex);
- GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
-
- if (currentmesh >= 2)
- {
- for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
- {
- GL_MeshState(mesh);
+void GL_Scissor (int x, int y, int width, int height)
+{
+ CHECKGLERROR
+ qglScissor(x, vid.realheight - (y + height),width,height);
+ CHECKGLERROR
+}
- firstvert = mesh->firstvert;
- indexcount = mesh->triangles * 3;
- index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
+void GL_ScissorTest(int state)
+{
+ if(gl_state.scissortest == state)
+ return;
- // if not using batching, skip the index adjustment
- if (firstvert != 0)
- for (i = 0;i < indexcount;i++)
- index[i] += firstvert;
+ CHECKGLERROR
+ if((gl_state.scissortest = state))
+ qglEnable(GL_SCISSOR_TEST);
+ else
+ qglDisable(GL_SCISSOR_TEST);
+ CHECKGLERROR
+}
- GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
- }
- }
+void GL_Clear(int mask)
+{
+ if (r_showtrispass)
+ return;
+ qglClear(mask);CHECKGLERROR
+}
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
+{
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
+ out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
+ out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
+}
- GL_UnlockArray();CHECKGLERROR
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ GL_Backend_ResetState();
}
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+int gl_backend_rebindtextures;
+
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
{
int i;
- // flush any queued meshs
- R_Mesh_Render();
+ if (offset)
+ {
+ for (i = 0;i < count;i++)
+ *out++ = *in++ + offset;
+ }
+ else
+ memcpy(out, in, sizeof(*out) * count);
+}
- if (backendunits > 1)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+{
+ int numelements = numtriangles * 3;
+ if (numverts == 0 || numtriangles == 0)
+ {
+ Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
+ }
+ CHECKGLERROR
+ if (r_showtrispass)
+ {
+ R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
+ return;
+ }
+ c_meshs++;
+ c_meshelements += numelements;
+ if (gl_paranoid.integer)
{
- for (i = backendunits - 1;i >= 0;i--)
+ int i, j, size;
+ const int *p;
+ if (!qglIsEnabled(GL_VERTEX_ARRAY))
+ Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+ for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+ paranoidblah += *p;
+ if (gl_state.pointer_color)
{
- qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_combine.integer)
+ if (!qglIsEnabled(GL_COLOR_ARRAY))
+ Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+ for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
+ paranoidblah += *p;
+ }
+ for (i = 0;i < backendunits;i++)
+ {
+ if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
+ Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
+ GL_ClientActiveTexture(i);
+ if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+ Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+ for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
+ paranoidblah += *p;
}
- if (i > 0)
+ }
+ for (i = 0;i < numtriangles * 3;i++)
+ {
+ if (elements[i] < 0 || elements[i] >= numverts)
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+ return;
}
- else
+ }
+ CHECKGLERROR
+ }
+ if (r_render.integer)
+ {
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
+ {
+ int i, j;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ for (j = 0;j < backendunits;j++)
+ {
+ if (gl_state.units[j].pointer_texcoord)
+ {
+ if (backendunits > 1)
+ {
+ if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ }
+ }
+ else
+ {
+ if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+ qglTexCoord3f(p[0], p[1], p[2]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ qglTexCoord2f(p[0], p[1]);
+ }
+ }
+ }
+ }
+ if (gl_state.pointer_color)
+ {
+ p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+ qglVertex3f(p[0], p[1], p[2]);
}
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
- if (usedarrays)
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_mesh_testarrayelement.integer)
+ {
+ int i;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglArrayElement(elements[i]);
}
+ qglEnd();
+ CHECKGLERROR
}
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- if (usedarrays)
+ else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
}
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ }
+ CHECKGLERROR
}
- if (usedarrays)
- {
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- }
-
- qglDisable(GL_BLEND);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglDepthMask(GL_TRUE);CHECKGLERROR
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void R_Mesh_ClearDepth(void)
-{
- R_Mesh_AddTransparent();
- R_Mesh_Finish();
- qglClear(GL_DEPTH_BUFFER_BIT);
- R_Mesh_Start();
-}
-
-void R_Mesh_AddTransparent(void)
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
{
- int i, j, k, *index;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh, *transmesh;
-
- if (!currenttransmesh)
- return;
+ int i;
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ GL_LockArrays(0, 0);
+ CHECKGLERROR
- // convert index data to transtris for sorting
- for (j = 0;j < currenttransmesh;j++)
+ for (i = backendunits - 1;i >= 0;i--)
{
- mesh = buf_transmesh + j;
- k = mesh->firsttriangle;
- index = &buf_transtri[k].index[0];
- for (i = 0;i < mesh->triangles;i++)
+ if (qglActiveTexture)
+ qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ if (qglClientActiveTexture)
+ qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- tri = &buf_sorttranstri[k++];
- tri->mesh = mesh;
- tri->index[0] = *index++;
- tri->index[1] = *index++;
- tri->index[2] = *index++;
+ qglDisable(GL_TEXTURE_3D);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;
-
- vert1 = &buf_transvertex[tri->index[0] + i];
- vert2 = &buf_transvertex[tri->index[1] + i];
- vert3 = &buf_transvertex[tri->index[2] + i];
-
- dist1 = DotProduct(vert1->v, vpn);
- dist2 = DotProduct(vert2->v, vpn);
- dist3 = DotProduct(vert3->v, vpn);
-
- maxdist = max(dist1, max(dist2, dist3));
- if (maxdist < viewdistcompare)
- continue;
-
- center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-#if SLOWMATH
- i = (int) center;
- i = bound(0, i, (TRANSDEPTHRES - 1));
-#else
- if (center < 0.0f)
- center = 0.0f;
- center += 8388608.0f;
- i = *((int *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
-#endif
- tri->next = buf_sorttranstri_list[i];
- buf_sorttranstri_list[i] = tri;
- k++;
- }
-
- for (i = 0;i < currenttransmesh;i++)
- buf_transmesh[i].transchain = NULL;
- transmesh = NULL;
- for (j = 0;j < TRANSDEPTHRES;j++)
- {
- if ((tri = buf_sorttranstri_list[j]))
+ if (gl_texturecubemap)
{
- 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;
- }
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- }
-
- for (;transmesh;transmesh = transmesh->chain)
- {
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
- R_Mesh_Render();
-
- mesh = &buf_mesh[currentmesh++];
- *mesh = *transmesh; // copy mesh properties
-
- mesh->firstvert = currentvertex;
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
- for (i = 0;i < backendunits && transmesh->textures[i];i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
- currentvertex += mesh->verts;
-
- mesh->firsttriangle = currenttriangle;
- for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ if (gl_combine.integer)
{
- 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++;
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
- mesh->triangles = currenttriangle - mesh->firsttriangle;
}
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(GL_TRUE);CHECKGLERROR
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void R_Mesh_Draw(const rmeshinfo_t *m)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright, *index;
- static float *in, scaler;
- static float cr, cg, cb, ca;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
- // ignore meaningless alpha meshs
- if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+ if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
{
- 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;
+ backend_modelmatrix = *matrix;
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+ Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
}
+}
- 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
-
- // LordHavoc: removed this error condition because with floatcolors 0,
- // the 3DFX driver works with very large meshs
- // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
- //if (m->numtriangles > 1024 || m->numverts > 3072)
- //{
- // Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
- // return;
- //}
+void R_Mesh_State(const rmeshstate_t *m)
+{
+ int i, combinergb, combinealpha, scale;
+ gltextureunit_t *unit;
+ matrix4x4_t tempmatrix;
- i = max(m->numtriangles * 3, m->numverts);
- if (overflowedverts < i)
- overflowedverts = i;
+ BACKENDACTIVECHECK
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ if (gl_state.pointer_vertex != m->pointer_vertex)
{
- Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
- return;
+ gl_state.pointer_vertex = m->pointer_vertex;
+ CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+ CHECKGLERROR
}
- if (m->transparent)
+ if (r_showtrispass)
+ return;
+
+ if (gl_state.pointer_color != m->pointer_color)
{
- overflowedtransverts += max(m->numtriangles * 3, m->numverts);
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
+ CHECKGLERROR
+ if (!gl_state.pointer_color)
{
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
- }
- return;
+ qglEnableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- vert = &buf_transvertex[currenttransvertex];
- fcolor = &buf_transfcolor[currenttransvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- index = &buf_transtri[currenttranstriangle].index[0];
-
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
- }
- else
- {
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- vert = &buf_vertex[currentvertex];
- fcolor = &buf_fcolor[currentvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_texcoord[i][currentvertex];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- index = &buf_tri[currenttriangle].index[0];
-
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
-
- // code shared for transparent and opaque meshs
- memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc1 == GL_DST_COLOR)
- {
- // check if it is a 2x modulate with framebuffer
- if (m->blendfunc2 == GL_SRC_COLOR)
- scaler *= 0.5f;
- }
- else if (m->blendfunc2 != GL_SRC_COLOR)
- {
- if (m->tex[0])
+ else if (!m->pointer_color)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ 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
}
- 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;
+ gl_state.pointer_color = m->pointer_color;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+ CHECKGLERROR
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
- if (m->vertexstep != sizeof(buf_vertex_t))
+ if (gl_backend_rebindtextures)
{
- for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
- {
- vert[i].v[0] = in[0];
- vert[i].v[1] = in[1];
- vert[i].v[2] = in[2];
- }
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
}
- else
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
- if (m->color)
+ for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+ // update 1d texture binding
+ if (unit->t1d != m->tex1d[i])
{
- fcolor[i].c[0] = in[0] * scaler;
- fcolor[i].c[1] = in[1] * scaler;
- fcolor[i].c[2] = in[2] * scaler;
- fcolor[i].c[3] = in[3];
+ if (m->tex1d[i])
+ {
+ if (unit->t1d == 0)
+ {
+ GL_ActiveTexture(i);
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ unit->t1d = m->tex1d[i];
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t1d)
+ {
+ unit->t1d = 0;
+ GL_ActiveTexture(i);
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
}
- }
- else
- {
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
+ // update 2d texture binding
+ if (unit->t2d != m->tex[i])
{
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
+ if (m->tex[i])
+ {
+ if (unit->t2d == 0)
+ {
+ GL_ActiveTexture(i);
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ unit->t2d = m->tex[i];
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t2d)
+ {
+ unit->t2d = 0;
+ GL_ActiveTexture(i);
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
}
- }
-
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
- {
- if (j >= backendunits)
- Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
- if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
+ // update 3d texture binding
+ if (unit->t3d != m->tex3d[i])
{
- for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
+ if (m->tex3d[i])
{
- texcoord[j][i].t[0] = in[0];
- texcoord[j][i].t[1] = in[1];
+ if (unit->t3d == 0)
+ {
+ GL_ActiveTexture(i);
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ unit->t3d = m->tex3d[i];
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t3d)
+ {
+ unit->t3d = 0;
+ GL_ActiveTexture(i);
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
}
}
- else
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
- }
-
- if (currenttriangle >= max_batch)
- R_Mesh_Render();
-}
-
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
-{
- // 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");
-
- // LordHavoc: removed this error condition because with floatcolors 0,
- // the 3DFX driver works with very large meshs
- // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
- //if (m->numtriangles > 1024 || m->numverts > 3072)
- //{
- // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
- // return false;
- //}
-
- i = max(m->numtriangles * 3, m->numverts);
- if (overflowedverts < i)
- overflowedverts = i;
-
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
- return false;
- }
-
- if (m->transparent)
- {
- overflowedtransverts += max(m->numtriangles * 3, m->numverts);
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
+ // update cubemap texture binding
+ if (unit->tcubemap != m->texcubemap[i])
{
- if (!transranout)
+ if (m->texcubemap[i])
{
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
+ if (unit->tcubemap == 0)
+ {
+ GL_ActiveTexture(i);
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ unit->tcubemap = m->texcubemap[i];
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->tcubemap)
+ {
+ unit->tcubemap = 0;
+ GL_ActiveTexture(i);
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
}
- return false;
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- m->index = &buf_transtri[currenttranstriangle].index[0];
- m->vertex = &buf_transvertex[currenttransvertex].v[0];
- m->color = &buf_transfcolor[currenttransvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
- }
- else
- {
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- m->index = &buf_tri[currenttriangle].index[0];
- m->vertex = &buf_vertex[currentvertex].v[0];
- m->color = &buf_fcolor[currentvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
-
- // code shared for transparent and opaque meshs
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc1 == GL_DST_COLOR)
- {
- // check if it is a 2x modulate with framebuffer
- if (m->blendfunc2 == GL_SRC_COLOR)
- scaler *= 0.5f;
- }
- else if (m->blendfunc2 != GL_SRC_COLOR)
- {
- if (m->tex[0])
+ // update texture unit settings if the unit is enabled
+ if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ // texture unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ GL_ClientActiveTexture(i);
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ // update combine settings
+ if (gl_combine.integer)
+ {
+ // GL_ARB_texture_env_combine
+ combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
+ if (unit->combinealpha != combinealpha)
+ {
+ unit->combinealpha = combinealpha;
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ scale = max(m->texrgbscale[i], 1);
+ if (unit->rgbscale != scale)
+ {
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
+ }
+ scale = max(m->texalphascale[i], 1);
+ if (unit->alphascale != scale)
+ {
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
+ }
+ }
+ else
+ {
+ // normal GL texenv
+ combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ }
+ }
+ // update array settings
+ if (m->pointer_texcoord3f[i])
+ {
+ // 3d texcoord array
+ if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
+ {
+ unit->pointer_texcoord = m->pointer_texcoord3f[i];
+ unit->arrayis3d = true;
+ GL_ClientActiveTexture(i);
+ qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
+ CHECKGLERROR
+ }
+ }
+ else
+ {
+ // 2d texcoord array
+ if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
+ {
+ unit->pointer_texcoord = m->pointer_texcoord[i];
+ unit->arrayis3d = false;
+ GL_ClientActiveTexture(i);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
+ CHECKGLERROR
+ }
+ }
+ // update texmatrix
+ if (m->texmatrix[i].m[3][3])
+ {
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
+ {
+ unit->texmatrixenabled = true;
+ unit->matrix = m->texmatrix[i];
+ Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(i);
+ qglLoadMatrixf(&tempmatrix.m[0][0]);
+ qglMatrixMode(GL_MODELVIEW);
+ }
+ }
+ else
+ {
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(i);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
+ }
+ }
}
- scaler *= overbrightscale;
- }
- m->colorscale = scaler;
-
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- if ((mesh->textures[i] = m->tex[i]))
+ else
{
- 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);
+ // texture unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(i);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ // no need to update most settings on a disabled texture unit
}
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- return true;
}
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
{
- m->index = polyindexarray;
- m->numverts = numverts;
- m->numtriangles = numverts - 2;
- if (m->numtriangles < 1)
- {
- Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
- return;
- }
- if (m->numtriangles >= 256)
+ qglBegin(GL_LINES);
+ for (;numtriangles;numtriangles--, elements += 3)
{
- Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
- return;
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
}
- R_Mesh_Draw(m);
+ qglEnd();
+ CHECKGLERROR
}
/*
==============================================================================
*/
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
{
+ int indices[3] = {0,1,2};
qboolean ret;
- int i;
- qbyte *buffer;
if (!r_render.integer)
return false;
- buffer = Mem_Alloc(tempmempool, width*height*3);
- qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
CHECKGLERROR
- // LordHavoc: compensate for v_overbrightbits when using hardware gamma
- if (v_hwgamma.integer)
- for (i = 0;i < width * height * 3;i++)
- buffer[i] <<= v_overbrightbits.integer;
+ Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
- ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+ if (jpeg)
+ ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
+ else
+ ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
- Mem_Free(buffer);
return ret;
}
{
// clear to black
qglClearColor(0,0,0,0);CHECKGLERROR
+ qglClearDepth(1);CHECKGLERROR
+ if (gl_stencil)
+ {
+ // LordHavoc: we use a stencil centered around 128 instead of 0,
+ // to avoid clamping interfering with strange shadow volume
+ // drawing orders
+ qglClearStencil(128);CHECKGLERROR
+ }
// clear the screen
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
// set dithering mode
if (gl_dither.integer)
{
}
}
+/*
+====================
+CalcFov
+====================
+*/
+float CalcFov (float fov_x, float width, float height)
+{
+ // calculate vision size and alter by aspect, then convert back to angle
+ return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.*M_PI))*360./M_PI;
+}
+
/*
==================
SCR_UpdateScreen
*/
void SCR_UpdateScreen (void)
{
- VID_Finish ();
-
- R_TimeReport("finish");
+ if (gl_delayfinish.integer)
+ {
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
+ VID_Finish();
+ R_TimeReport("finish");
+ }
- if (gl_combine.integer && !gl_combine_extension)
- Cvar_SetValue("gl_combine", 0);
+ R_Mesh_Start();
- lightscalebit = v_overbrightbits.integer;
- if (gl_combine.integer && r_multitexture.integer)
- lightscalebit += 2;
+ if (r_textureunits.integer > gl_textureunits)
+ Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
+ if (r_textureunits.integer < 1)
+ Cvar_SetValueQuick(&r_textureunits, 1);
- lightscale = 1.0f / (float) (1 << lightscalebit);
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+ if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+ Cvar_SetValueQuick(&gl_combine, 0);
+showtris:
R_TimeReport("setup");
R_ClearScreen();
R_TimeReport("clear");
- if (scr_conlines < vid.conheight)
+ if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
+ {
+ float size;
+ int contents;
+
+ // bound viewsize
+ if (scr_viewsize.value < 30)
+ Cvar_Set ("viewsize","30");
+ if (scr_viewsize.value > 120)
+ Cvar_Set ("viewsize","120");
+
+ // bound field of view
+ if (scr_fov.value < 1)
+ Cvar_Set ("fov","1");
+ if (scr_fov.value > 170)
+ Cvar_Set ("fov","170");
+
+ // intermission is always full screen
+ if (cl.intermission)
+ {
+ size = 1;
+ sb_lines = 0;
+ }
+ else
+ {
+ if (scr_viewsize.value >= 120)
+ sb_lines = 0; // no status bar at all
+ else if (scr_viewsize.value >= 110)
+ sb_lines = 24; // no inventory
+ else
+ sb_lines = 24+16+8;
+ size = scr_viewsize.value * (1.0 / 100.0);
+ size = min(size, 1);
+ }
+
+ r_refdef.width = vid.realwidth * size;
+ r_refdef.height = vid.realheight * size;
+ r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+ r_refdef.y = (vid.realheight - r_refdef.height)/2;
+
+ // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+ r_refdef.fov_x = scr_fov.value * cl.viewzoom;
+ r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
+
+ if (r_waterwarp.value > 0)
+ {
+ if (cl.worldmodel)
+ {
+ Mod_CheckLoaded(cl.worldmodel);
+ contents = CL_PointSuperContents(r_vieworigin);
+ if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ r_refdef.fov_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
+ r_refdef.fov_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+ }
+ }
+ }
+
R_RenderView();
+ if (scr_zoomwindow.integer)
+ {
+ float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+ float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+ r_refdef.width = vid.realwidth * sizex;
+ r_refdef.height = vid.realheight * sizey;
+ r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+ r_refdef.y = 0;
+ r_refdef.fov_x = scr_zoomwindow_fov.value;
+ r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
+
+ R_RenderView();
+ }
+ }
+
// draw 2D stuff
R_DrawQueue();
- // tell driver to commit it's partially full geometry queue to the rendering queue
- // (this doesn't wait for the commands themselves to complete)
- qglFlush();
+ if (r_showtrispass)
+ r_showtrispass = false;
+ else if (r_showtris.value > 0)
+ {
+ rmeshstate_t m;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthTest(GL_FALSE);
+ GL_DepthMask(GL_FALSE);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ r_showtrispass = true;
+ GL_ShowTrisColor(0.2,0.2,0.2,1);
+ goto showtris;
+ }
+
+ if (gl_delayfinish.integer)
+ {
+ // tell driver to commit it's partially full geometry queue to the rendering queue
+ // (this doesn't wait for the commands themselves to complete)
+ qglFlush();
+ }
+ else
+ {
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
+ VID_Finish();
+ R_TimeReport("finish");
+ }
+}
+
+
+//===========================================================================
+// dynamic vertex array buffer subsystem
+//===========================================================================
+
+float varray_vertex3f[65536*3];
+float varray_color4f[65536*4];
+float varray_texcoord2f[4][65536*2];
+float varray_texcoord3f[4][65536*3];
+float varray_normal3f[65536*3];
+int earray_element3i[65536];
+
+//===========================================================================
+// vertex array caching subsystem
+//===========================================================================
+
+typedef struct rcachearraylink_s
+{
+ struct rcachearraylink_s *next, *prev;
+ struct rcachearrayitem_s *data;
+}
+rcachearraylink_t;
+
+typedef struct rcachearrayitem_s
+{
+ // the original request structure
+ rcachearrayrequest_t request;
+ // active
+ int active;
+ // offset into r_mesh_rcachedata
+ int offset;
+ // for linking this into the sequential list
+ rcachearraylink_t sequentiallink;
+ // for linking this into the lookup list
+ rcachearraylink_t hashlink;
+}
+rcachearrayitem_t;
+
+#define RCACHEARRAY_HASHSIZE 65536
+#define RCACHEARRAY_ITEMS 4096
+#define RCACHEARRAY_DEFAULTSIZE (4 << 20)
+
+// all active items are linked into this chain in sorted order
+static rcachearraylink_t r_mesh_rcachesequentialchain;
+// all inactive items are linked into this chain in unknown order
+static rcachearraylink_t r_mesh_rcachefreechain;
+// all active items are also linked into these chains (using their hashlink)
+static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
+
+// all items are stored here, whether active or inactive
+static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
+
+// size of data buffer
+static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
+// data buffer
+static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
+
+// current state
+static int r_mesh_rcachedata_offset;
+static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
+
+static void R_Mesh_CacheArray_Startup(void)
+{
+ int i;
+ rcachearraylink_t *l;
+ // prepare all the linked lists
+ l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
+ l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
+ memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
+ for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
+ {
+ l = &r_mesh_rcachechain[i];
+ l->next = l->prev = l;
+ l->data = NULL;
+ }
+ memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
+ for (i = 0;i < RCACHEARRAY_ITEMS;i++)
+ {
+ r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
+ l = &r_mesh_rcacheitems[i].sequentiallink;
+ l->next = &r_mesh_rcachefreechain;
+ l->prev = l->next->prev;
+ l->next->prev = l->prev->next = l;
+ }
+ // clear other state
+ r_mesh_rcachedata_offset = 0;
+ r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
+}
+
+static void R_Mesh_CacheArray_Shutdown(void)
+{
+}
+
+/*
+static void R_Mesh_CacheArray_ValidateState(int num)
+{
+ rcachearraylink_t *l, *lhead;
+ lhead = &r_mesh_rcachesequentialchain;
+ if (r_mesh_rcachesequentialchain_current == lhead)
+ return;
+ for (l = lhead->next;l != lhead;l = l->next)
+ if (r_mesh_rcachesequentialchain_current == l)
+ return;
+ Sys_Error("%i", num);
+}
+*/
+
+int R_Mesh_CacheArray(rcachearrayrequest_t *r)
+{
+ rcachearraylink_t *l, *lhead, *lnext;
+ rcachearrayitem_t *d;
+ int hashindex, offset, offsetend;
+
+ //R_Mesh_CacheArray_ValidateState(3);
+ // calculate a hashindex to choose a cache chain
+ r->data = NULL;
+ hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
+
+ // is it already cached?
+ for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
+ {
+ if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
+ {
+ // we have it cached already
+ r->data = r_mesh_rcachedata + l->data->offset;
+ return false;
+ }
+ }
+
+ // we need to add a new cache item, this means finding a place for the new
+ // data and making sure we have a free item available, lots of work...
+
+ // check if buffer needs to wrap
+ if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
+ {
+ /*
+ if (r->data_size * 10 > r_mesh_rcachedata_size)
+ {
+ // realloc whole cache
+ }
+ */
+ // reset back to start
+ r_mesh_rcachedata_offset = 0;
+ r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
+ }
+ offset = r_mesh_rcachedata_offset;
+ r_mesh_rcachedata_offset += r->data_size;
+ offsetend = r_mesh_rcachedata_offset;
+ //R_Mesh_CacheArray_ValidateState(4);
+
+ /*
+ {
+ int n;
+ for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
+ Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
+ }
+ */
+
+ // make room for the new data (remove old items)
+ lhead = &r_mesh_rcachesequentialchain;
+ l = r_mesh_rcachesequentialchain_current;
+ if (l == lhead)
+ l = l->next;
+ while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
+ {
+ //r_mesh_rcachesequentialchain_current = l;
+ //R_Mesh_CacheArray_ValidateState(8);
+ lnext = l->next;
+ // if at the end of the chain, wrap around
+ if (lnext == lhead)
+ lnext = lnext->next;
+ //r_mesh_rcachesequentialchain_current = lnext;
+ //R_Mesh_CacheArray_ValidateState(10);
+
+ // unlink from sequential chain
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+ //R_Mesh_CacheArray_ValidateState(11);
+ // link into free chain
+ l->next = &r_mesh_rcachefreechain;
+ l->prev = l->next->prev;
+ l->next->prev = l->prev->next = l;
+ //R_Mesh_CacheArray_ValidateState(12);
+
+ l = &l->data->hashlink;
+ // unlink from hash chain
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+
+ l = lnext;
+ //r_mesh_rcachesequentialchain_current = l;
+ //R_Mesh_CacheArray_ValidateState(9);
+ }
+ //r_mesh_rcachesequentialchain_current = l;
+ //R_Mesh_CacheArray_ValidateState(5);
+ // gobble an extra item if we have no free items available
+ if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
+ {
+ lnext = l->next;
+
+ // unlink from sequential chain
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+ // link into free chain
+ l->next = &r_mesh_rcachefreechain;
+ l->prev = l->next->prev;
+ l->next->prev = l->prev->next = l;
+
+ l = &l->data->hashlink;
+ // unlink from hash chain
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+
+ l = lnext;
+ }
+ r_mesh_rcachesequentialchain_current = l;
+ //R_Mesh_CacheArray_ValidateState(6);
+
+ // now take an item from the free chain
+ l = r_mesh_rcachefreechain.next;
+ // set it up
+ d = l->data;
+ d->request = *r;
+ d->offset = offset;
+ // unlink
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+ // relink to sequential
+ l->next = r_mesh_rcachesequentialchain_current->prev;
+ l->prev = l->next->prev;
+ while (l->next->data && l->data && l->next->data->offset <= d->offset)
+ {
+ //Con_Print(">\n");
+ l->next = l->next->next;
+ l->prev = l->prev->next;
+ }
+ while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
+ {
+ //Con_Print("<\n");
+ l->prev = l->prev->prev;
+ l->next = l->next->prev;
+ }
+ l->next->prev = l->prev->next = l;
+ // also link into hash chain
+ l = &l->data->hashlink;
+ l->next = &r_mesh_rcachechain[hashindex];
+ l->prev = l->next->prev;
+ l->prev->next = l;
+ l->next->prev = l->prev->next = l;
+
+
+ //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
+
+ //R_Mesh_CacheArray_ValidateState(7);
+ // and finally set the data pointer
+ r->data = r_mesh_rcachedata + d->offset;
+ // and tell the caller to fill the array
+ return true;
}