#include "quakedef.h"
#include "image.h"
#include "jpeg.h"
+#include "cl_collision.h"
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "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"};
void SCR_ScreenShot_f (void);
-// these are externally accessible
-int r_lightmapscalebit;
-
static matrix4x4_t backend_viewmatrix;
static matrix4x4_t backend_modelmatrix;
static matrix4x4_t backend_modelviewmatrix;
static void gl_backend_start(void)
{
- Con_DPrintf("OpenGL Backend started\n");
+ Con_DPrint("OpenGL Backend started\n");
if (qglDrawRangeElements != NULL)
{
CHECKGLERROR
backendunits = 0;
backendactive = false;
- Con_DPrintf("OpenGL Backend shutting down\n");
+ Con_DPrint("OpenGL Backend shutting down\n");
GL_Backend_FreeArrays();
}
{
}
+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;
}
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_mesh_drawrangeelements);
Cvar_RegisterVariable(&gl_mesh_testarrayelement);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
- R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-}
-void GL_SetupView_ViewPort (int x, int y, int width, int height)
-{
- if (!r_render.integer)
- return;
+ Cvar_RegisterVariable(&scr_zoomwindow);
+ Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
+ Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
+ Cvar_RegisterVariable(&scr_zoomwindow_fov);
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- qglViewport(x, vid.realheight - (y + height), width, height);
- CHECKGLERROR
+ R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
}
void GL_SetupView_Orientation_Identity (void)
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
{
- Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
- 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]);
+ 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));
}
void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
+ double m[16];
if (!r_render.integer)
return;
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();
}
void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
{
- float nudge, m[16];
+ double nudge, m[16];
if (!r_render.integer)
return;
m[ 7] = 0;
m[ 8] = 0;
m[ 9] = 0;
- m[10] = -1 * nudge;
- m[11] = -1 * nudge;
+ m[10] = -nudge;
+ m[11] = -1;
m[12] = 0;
m[13] = 0;
m[14] = -2 * zNear * nudge;
m[15] = 0;
- qglLoadMatrixf(m);
+ qglLoadMatrixd(m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
backend_projectmatrix.m[0][0] = m[0];
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
{
+ double m[16];
+
if (!r_render.integer)
return;
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
GL_SetupView_Orientation_Identity();
}
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;
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 i;
gltextureunit_t *unit;
+ CHECKGLERROR
gl_state.unit = -1;
gl_state.clientunit = -1;
for (i = 0;i < backendunits;i++)
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
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
}
+ CHECKGLERROR
}
void GL_Backend_ResetState(void)
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;
CHECKGLERROR
+ qglColorMask(1, 1, 1, 1);
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
{
if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
+ if (r_showtrispass)
+ return;
qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
if (gl_state.blendfunc2 == GL_ZERO)
{
{
if (gl_state.depthmask != state)
{
+ if (r_showtrispass)
+ return;
qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
}
}
{
if (gl_state.depthtest != state)
{
+ if (r_showtrispass)
+ return;
gl_state.depthtest = state;
if (gl_state.depthtest)
{
}
}
-void GL_VertexPointer(const float *p)
+void GL_ColorMask(int r, int g, int b, int a)
{
- if (gl_state.pointer_vertex != p)
+ int state = r*8 + g*4 + b*2 + a*1;
+ if (gl_state.colormask != state)
{
- gl_state.pointer_vertex = p;
- CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
- CHECKGLERROR
- }
-}
-
-void GL_ColorPointer(const float *p)
-{
- if (gl_state.pointer_color != p)
- {
- CHECKGLERROR
- if (!gl_state.pointer_color)
- {
- qglEnableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
- }
- else if (!p)
- {
- qglDisableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
- }
- gl_state.pointer_color = p;
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
- CHECKGLERROR
+ if (r_showtrispass)
+ return;
+ gl_state.colormask = state;
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
}
}
{
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)
{
- GL_ColorPointer(NULL);
+ 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(cr, cg, cb, ca);
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
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;
+}
+
+
void GL_LockArrays(int first, int count)
{
if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
qglUnlockArraysEXT();
CHECKGLERROR
}
- if (count && gl_supportslockarrays && gl_lockarrays.integer)
+ if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
{
gl_state.lockrange_first = first;
gl_state.lockrange_count = count;
{
if(gl_state.scissortest == state)
return;
-
+
CHECKGLERROR
if((gl_state.scissortest = state))
qglEnable(GL_SCISSOR_TEST);
CHECKGLERROR
}
+void GL_Clear(int mask)
+{
+ if (r_showtrispass)
+ return;
+ qglClear(mask);CHECKGLERROR
+}
+
void GL_TransformToScreen(const vec4_t in, vec4_t out)
{
vec4_t temp;
Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
iw = 1.0f / out[3];
- out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
- out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
- out[2] = out[2] * iw;
+ 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;
}
// called at beginning of frame
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;
- CHECKGLERROR
- if (r_render.integer)
+ if (gl_paranoid.integer)
{
- if (gl_paranoid.integer)
+ 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)
{
- int i, j, size;
- const int *p;
- if (!qglIsEnabled(GL_VERTEX_ARRAY))
- Con_Printf("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++)
+ 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;
- if (gl_state.pointer_color)
+ }
+ 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)
{
- if (!qglIsEnabled(GL_COLOR_ARRAY))
- Con_Printf("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++)
+ 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;
}
- 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)
- {
- 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_Printf("R_Mesh_Draw: array enabled but no texture bound\n");
- GL_ActiveTexture(i);
- if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
- Con_Printf("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;
- }
- }
- for (i = 0;i < numtriangles * 3;i++)
+ }
+ for (i = 0;i < numtriangles * 3;i++)
+ {
+ if (elements[i] < 0 || elements[i] >= numverts)
{
- if (elements[i] < 0 || elements[i] >= numverts)
- {
- Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
- return;
- }
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+ return;
}
}
CHECKGLERROR
- GL_LockArrays(0, numverts);
+ }
+ if (r_render.integer)
+ {
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
}
CHECKGLERROR
- GL_LockArrays(0, 0);
- CHECKGLERROR
}
}
{
int i;
BACKENDACTIVECHECK
- CHECKGLERROR
+ CHECKGLERROR
GL_LockArrays(0, 0);
- CHECKGLERROR
+ CHECKGLERROR
for (i = backendunits - 1;i >= 0;i--)
{
}
}
-void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
+void R_Mesh_State(const rmeshstate_t *m)
{
- if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
+ int i, combinergb, combinealpha, scale;
+ gltextureunit_t *unit;
+ matrix4x4_t tempmatrix;
+
+ BACKENDACTIVECHECK
+
+ if (gl_state.pointer_vertex != m->pointer_vertex)
{
- matrix4x4_t tempmatrix;
- gl_state.units[unitnumber].matrix = *matrix;
- Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
- qglMatrixMode(GL_TEXTURE);
- GL_ActiveTexture(unitnumber);
- qglLoadMatrixf(&tempmatrix.m[0][0]);
- qglMatrixMode(GL_MODELVIEW);
+ gl_state.pointer_vertex = m->pointer_vertex;
+ CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+ CHECKGLERROR
}
-}
-void R_Mesh_State_Texture(const rmeshstate_t *m)
-{
- int i, combinergb, combinealpha, scale, arrayis3d;
- gltextureunit_t *unit;
+ if (r_showtrispass)
+ return;
- BACKENDACTIVECHECK
+ if (gl_state.pointer_color != m->pointer_color)
+ {
+ CHECKGLERROR
+ if (!gl_state.pointer_color)
+ {
+ qglEnableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
+ }
+ else if (!m->pointer_color)
+ {
+ 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
+ }
+ gl_state.pointer_color = m->pointer_color;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+ CHECKGLERROR
+ }
if (gl_backend_rebindtextures)
{
for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
{
+ // update 1d texture binding
if (unit->t1d != m->tex1d[i])
{
- GL_ActiveTexture(i);
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
+ }
}
- qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
}
+ // update 2d texture binding
if (unit->t2d != m->tex[i])
{
- GL_ActiveTexture(i);
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
+ }
}
- qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
}
+ // update 3d texture binding
if (unit->t3d != m->tex3d[i])
{
- GL_ActiveTexture(i);
if (m->tex3d[i])
{
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
+ }
}
- qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
}
+ // update cubemap texture binding
if (unit->tcubemap != m->texcubemap[i])
{
- GL_ActiveTexture(i);
if (m->texcubemap[i])
{
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
+ }
}
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
}
- combinergb = m->texcombinergb[i];
- if (!combinergb)
- combinergb = GL_MODULATE;
- if (unit->combinergb != combinergb)
+ // update texture unit settings if the unit is enabled
+ if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap)
{
- GL_ActiveTexture(i);
- unit->combinergb = combinergb;
+ // 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)
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ // 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
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ // 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
+ }
}
- }
- combinealpha = m->texcombinealpha[i];
- if (!combinealpha)
- combinealpha = GL_MODULATE;
- if (unit->combinealpha != combinealpha)
- {
- GL_ActiveTexture(i);
- unit->combinealpha = combinealpha;
- if (gl_combine.integer)
+ // 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
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ // 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
+ }
}
- }
- 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
- }
- arrayis3d = unit->t3d || unit->tcubemap;
- if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
- {
- GL_ClientActiveTexture(i);
- if (m->pointer_texcoord[i])
+ // update texmatrix
+ if (m->texmatrix[i].m[3][3])
{
- if (!unit->arrayenabled)
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
{
- unit->arrayenabled = true;
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ 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
{
- if (unit->arrayenabled)
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
{
- unit->arrayenabled = false;
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ unit->texmatrixenabled = false;
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(i);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
}
}
- unit->pointer_texcoord = m->pointer_texcoord[i];
- unit->arrayis3d = arrayis3d;
- if (unit->arrayis3d)
- qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
- else
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
- CHECKGLERROR
+ }
+ else
+ {
+ // 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
}
}
}
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
+{
+ qglBegin(GL_LINES);
+ for (;numtriangles;numtriangles--, elements += 3)
+ {
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ }
+ qglEnd();
+ CHECKGLERROR
+}
+
/*
==============================================================================
==============================================================================
*/
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
+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;
- 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
+ Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
+
if (jpeg)
- ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+ ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
else
- ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
+ ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
- Mem_Free(buffer);
return ret;
}
qglClearStencil(128);CHECKGLERROR
}
// clear the screen
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));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
{
if (gl_delayfinish.integer)
{
- VID_Finish ();
-
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
+ VID_Finish();
R_TimeReport("finish");
}
+ R_Mesh_Start();
+
if (r_textureunits.integer > gl_textureunits)
Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
if (r_textureunits.integer < 1)
if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
Cvar_SetValueQuick(&gl_combine, 0);
- // lightmaps only
- r_lightmapscalebit = 0;
- if (gl_combine.integer && r_textureunits.integer > 1)
- r_lightmapscalebit += 2;
-
+showtris:
R_TimeReport("setup");
R_ClearScreen();
R_TimeReport("clear");
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();
+ 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
}
else
{
- VID_Finish ();
-
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
+ VID_Finish();
R_TimeReport("finish");
}
}
l->prev = l->next->prev;
while (l->next->data && l->data && l->next->data->offset <= d->offset)
{
- //Con_Printf(">\n");
+ //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_Printf("<\n");
+ //Con_Print("<\n");
l->prev = l->prev->prev;
l->next = l->next->prev;
}