X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=299e42ab8c21d953da436add9196e9c4d2f7c0e2;hb=d560c170ab305550f8fc6ab39d94daee5b732fbd;hp=3196022fec8e533497284b9db8621b35aa21f2c0;hpb=c22ec98a144f18d7519eb4a06dd1ee8937e8c4ac;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index 3196022f..299e42ab 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2,28 +2,22 @@ #include "quakedef.h" #include "image.h" #include "jpeg.h" +#include "cl_collision.h" -//#define MESH_VAR -#define MESH_BATCH - -// 65536 is the max addressable on a Geforce 256 up until Geforce3 -// (excluding MX), seems a reasonable number... -cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; -#ifdef MESH_VAR -cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"}; -cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"}; -#endif -#ifdef MESH_BATCH -cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"}; -#endif -cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "1"}; -cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; +cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"}; +cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"}; +cvar_t gl_paranoid = {0, "gl_paranoid", "0"}; +cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"}; +cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"}; +cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"}; +cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"}; +cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"}; +cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "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"}; @@ -85,30 +79,6 @@ int c_meshs, c_meshelements; void SCR_ScreenShot_f (void); -// these are externally accessible -int r_lightmapscalebit; -float r_colorscale; -GLfloat *varray_vertex3f, *varray_buf_vertex3f; -GLfloat *varray_color4f, *varray_buf_color4f; -GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS]; -GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS]; -static qbyte *varray_buf_color4b; -int mesh_maxverts; -#ifdef MESH_VAR -int mesh_var; -float mesh_var_readfrequency; -float mesh_var_writefrequency; -float mesh_var_priority; -#endif -int varray_offset = 0, varray_offsetnext = 0; -GLuint *varray_buf_elements3i; -int mesh_maxelements = 32768; -#ifdef MESH_BATCH -int gl_batchvertexfirst = 0; -int gl_batchvertexcount = 0; -int gl_batchelementcount = 0; -#endif - static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; @@ -124,6 +94,7 @@ note: here's strip order for a terrain row: |\ |\ |\ |\ | | \| \| \| \| A--B--C--D--E +clockwise A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E @@ -133,45 +104,43 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; -*/ -void GL_Backend_AllocElementsArray(void) -{ - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); -} -void GL_Backend_FreeElementArray(void) +for (y = 0;y < rows - 1;y++) { - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = NULL; + 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; + } } -void GL_Backend_CheckCvars(void) +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise + +for (y = 0;y < rows - 1;y++) { - if (gl_mesh_maxverts.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); - if (gl_mesh_maxverts.integer > 65536) - Cvar_SetValueQuick(&gl_mesh_maxverts, 65536); -#ifdef MESH_VAR - if (gl_mesh_vertex_array_range.integer && !gl_support_var) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0); - if (gl_mesh_vertex_array_range_readfrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0); - if (gl_mesh_vertex_array_range_readfrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1); - if (gl_mesh_vertex_array_range_writefrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0); - if (gl_mesh_vertex_array_range_writefrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1); - if (gl_mesh_vertex_array_range_priority.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0); - if (gl_mesh_vertex_array_range_priority.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1); -#endif + 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; + } } +*/ int polygonelements[768]; @@ -179,105 +148,20 @@ static void R_Mesh_CacheArray_Startup(void); static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { - int i, size; - qbyte *data; - if (!gl_backend_mempool) - { - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - varray_buf_elements3i = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - } - - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - - mesh_maxverts = gl_mesh_maxverts.integer; - size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits); -#ifdef MESH_VAR - mesh_var = gl_mesh_vertex_array_range.integer && gl_support_var; - mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value; - mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value; - mesh_var_priority = gl_mesh_vertex_array_range_priority.value; - data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value); -#else - data = Mem_Alloc(gl_backend_mempool, size); -#endif - - varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts; - for (i = 0;i < backendunits;i++) - { - varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts; - } - for (;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts; - - GL_Backend_AllocElementsArray(); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglVertexArrayRangeNV(size, varray_buf_vertex3f); - CHECKGLERROR - } -#endif - + gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL); R_Mesh_CacheArray_Startup(); } void GL_Backend_FreeArrays(void) { - int i; - R_Mesh_CacheArray_Shutdown(); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif - - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_elements3i = NULL; - Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { - GL_Backend_CheckCvars(); - - Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); + Con_DPrint("OpenGL Backend started\n"); if (qglDrawRangeElements != NULL) { CHECKGLERROR @@ -285,33 +169,13 @@ static void gl_backend_start(void) CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR - 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_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); GL_Backend_AllocArrays(); -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif - varray_offset = varray_offsetnext = 0; -#ifdef MESH_BATCH - gl_batchvertexfirst = 0; - gl_batchvertexcount = 0; - gl_batchelementcount = 0; -#endif - backendactive = true; } @@ -320,32 +184,20 @@ static void gl_backend_shutdown(void) backendunits = 0; backendactive = false; - Con_Printf("OpenGL Backend shutting down\n"); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif + Con_DPrint("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(); } -void GL_Backend_ResizeArrays(int numvertices) -{ - Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices); - GL_Backend_CheckCvars(); - mesh_maxverts = gl_mesh_maxverts.integer; - GL_Backend_AllocArrays(); -} - static void gl_backend_newmap(void) { } +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; @@ -358,37 +210,31 @@ void gl_backend_init(void) } Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&r_waterwarp); + Cvar_RegisterVariable(&r_stereo_separation); + Cvar_RegisterVariable(&r_stereo_sidebyside); + Cvar_RegisterVariable(&r_stereo_redblue); + Cvar_RegisterVariable(&r_stereo_redcyan); + Cvar_RegisterVariable(&r_stereo_redgreen); + 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_maxverts); - Cvar_RegisterVariable(&gl_mesh_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawrangeelements); -#ifdef MESH_VAR - Cvar_RegisterVariable(&gl_mesh_vertex_array_range); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority); -#endif -#ifdef MESH_BATCH - Cvar_RegisterVariable(&gl_mesh_batching); -#endif - Cvar_RegisterVariable(&gl_mesh_copyarrays); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); -} + Cvar_RegisterVariable(&gl_mesh_testarrayelement); + Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); -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) @@ -397,20 +243,24 @@ 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; @@ -423,13 +273,30 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub 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; @@ -449,13 +316,13 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou 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]; @@ -478,6 +345,8 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou 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; @@ -485,6 +354,23 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double 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(); } @@ -492,11 +378,15 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; - int arrayenabled, arrayis3d; - void *pointer_texcoord; + 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; @@ -506,17 +396,17 @@ static struct int blendfunc2; int blend; GLboolean depthmask; - int depthdisable; + 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]; - int colorarray; float color4f[4]; int lockrange_first; int lockrange_count; - int pointervertexcount; - void *pointer_vertex; - void *pointer_color; + const void *pointer_vertex; + const void *pointer_color; } gl_state; @@ -524,12 +414,13 @@ void GL_SetupTextureState(void) { int i; gltextureunit_t *unit; + CHECKGLERROR + gl_state.unit = -1; + gl_state.clientunit = -1; for (i = 0;i < backendunits;i++) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + GL_ActiveTexture(i); + GL_ClientActiveTexture(i); unit = gl_state.units + i; unit->t1d = 0; unit->t2d = 0; @@ -542,8 +433,15 @@ void GL_SetupTextureState(void) 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 - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -560,7 +458,7 @@ void GL_SetupTextureState(void) 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_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 @@ -579,96 +477,175 @@ void GL_SetupTextureState(void) qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } } + CHECKGLERROR } void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); - gl_state.depthdisable = false; + 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.colorarray = false; + 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.pointervertexcount = 0; gl_state.pointer_vertex = NULL; gl_state.pointer_color = NULL; CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + qglColorMask(1, 1, 1, 1); qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR + + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) + + 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(); +} + +void GL_ActiveTexture(int num) +{ + if (gl_state.unit != num) { - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR + gl_state.unit = num; + if (qglActiveTexture) + { + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } } - else +} + +void GL_ClientActiveTexture(int num) +{ + if (gl_state.clientunit != num) { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR + gl_state.clientunit = num; + if (qglActiveTexture) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } } - GL_Color(0, 0, 0, 0); - GL_Color(1, 1, 1, 1); +} - GL_SetupTextureState(); +void GL_BlendFunc(int blendfunc1, int blendfunc2) +{ + 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.blendfunc1 == GL_ONE) + { + if (gl_state.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } } -void GL_UseColorArray(void) +void GL_DepthMask(int state) { - if (!gl_state.colorarray) + if (gl_state.depthmask != state) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = true; - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + if (r_showtrispass) + return; + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + } +} + +void GL_DepthTest(int state) +{ + if (gl_state.depthtest != state) + { + if (r_showtrispass) + return; + gl_state.depthtest = state; + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } + } +} + +void GL_ColorMask(int r, int g, int b, int a) +{ + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) + { + if (r_showtrispass) + return; + gl_state.colormask = state; + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } } void GL_Color(float cr, float cg, float cb, float ca) { - if (gl_state.colorarray) + 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) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = false; - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + if (r_showtrispass) + return; gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; - qglColor4f(cr, cg, cb, ca); - } - else - { - if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.color4f[0] = cr; - gl_state.color4f[1] = cg; - gl_state.color4f[2] = cb; - gl_state.color4f[3] = ca; - qglColor4f(cr, cg, cb, ca); - } + CHECKGLERROR + 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) @@ -680,7 +657,7 @@ void GL_LockArrays(int first, int count) 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; @@ -691,6 +668,33 @@ void GL_LockArrays(int first, int count) } } +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, vid.realheight - (y + height),width,height); + CHECKGLERROR +} + +void GL_ScissorTest(int state) +{ + if(gl_state.scissortest == state) + return; + + CHECKGLERROR + if((gl_state.scissortest = state)) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(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; @@ -698,295 +702,162 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out) 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 void R_Mesh_Start(void) { BACKENDACTIVECHECK - CHECKGLERROR - - GL_Backend_CheckCvars(); - if (mesh_maxverts != gl_mesh_maxverts.integer -#ifdef MESH_VAR - || mesh_var != (gl_mesh_vertex_array_range.integer && gl_support_var) - || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value - || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value - || mesh_var_priority != gl_mesh_vertex_array_range_priority.value -#endif - ) - GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); - GL_Backend_ResetState(); -#ifdef MESH_VAR - if (!mesh_var) - { - gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0; - varray_offset = varray_offsetnext = 0; - } -#else - varray_offset = varray_offsetnext = 0; -#endif } int gl_backend_rebindtextures; -void GL_ConvertColorsFloatToByte(int first, int count) +void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { - int i, k; - union {float f[4];int i[4];} *color4fi; - struct {GLubyte c[4];} *color4b; - - // shift float to have 8bit fraction at base of number - color4fi = (void *)(varray_buf_color4f + first * 4); - for (i = 0;i < count;i++, color4fi++) - { - color4fi->f[0] += 32768.0f; - color4fi->f[1] += 32768.0f; - color4fi->f[2] += 32768.0f; - color4fi->f[3] += 32768.0f; - } - - // then read as integer and kill float bits... - color4fi = (void *)(varray_buf_color4f + first * 4); - color4b = (void *)(varray_buf_color4b + first * 4); - for (i = 0;i < count;i++, color4fi++, color4b++) + int i; + if (offset) { - k = color4fi->i[0] & 0x7FFFFF;color4b->c[0] = (GLubyte) min(k, 255); - k = color4fi->i[1] & 0x7FFFFF;color4b->c[1] = (GLubyte) min(k, 255); - k = color4fi->i[2] & 0x7FFFFF;color4b->c[2] = (GLubyte) min(k, 255); - k = color4fi->i[3] & 0x7FFFFF;color4b->c[3] = (GLubyte) min(k, 255); + for (i = 0;i < count;i++) + *out++ = *in++ + offset; } + else + memcpy(out, in, sizeof(*out) * count); } -/* -// enlarges geometry buffers if they are too small -void _R_Mesh_ResizeCheck(int numverts) +// renders triangles using vertices from the active arrays +int paranoidblah = 0; +void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) { - if (numverts > mesh_maxverts) + int numelements = numtriangles * 3; + if (numverts == 0 || numtriangles == 0) { - BACKENDACTIVECHECK - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); + Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + return; } -} -*/ - -void R_Mesh_EndBatch(void) -{ -#ifdef MESH_BATCH - if (gl_batchelementcount) + CHECKGLERROR + if (r_showtrispass) { - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_EndBatch: called with pointers enabled\n"); - - if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL) - GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount); - if (r_render.integer) - { - //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount); - CHECKGLERROR - GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR - } - GL_LockArrays(0, 0); - } - gl_batchelementcount = 0; - gl_batchvertexcount = 0; - } -#endif -} - -void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) -{ - int i; - //if (offset) - for (i = 0;i < count;i++) - *out++ = *in++ + offset; - //else - // memcpy(out, in, sizeof(*out) * count); -} - -// gets vertex buffer space for use with a following R_Mesh_Draw -// (can be multiple Draw calls per GetSpace) -void R_Mesh_GetSpace(int numverts) -{ - int i; - - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_GetSpace: called with pointers enabled\n"); - if (gl_state.lockrange_count) - Host_Error("R_Mesh_GetSpace: called with arrays locked\n"); - - varray_offset = varray_offsetnext; - if (varray_offset + numverts > mesh_maxverts) - { - //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n"); -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - varray_offset = 0; -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglFlushVertexArrayRangeNV(); - CHECKGLERROR - } -#endif - if (numverts > mesh_maxverts) - { - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); - } - } - - varray_vertex3f = varray_buf_vertex3f + varray_offset * 3; - varray_color4f = varray_buf_color4f + varray_offset * 4; - for (i = 0;i < backendunits;i++) - { - varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3; - varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2; - } - - varray_offsetnext = varray_offset + numverts; -} - -// renders triangles using vertices from the most recent GetSpace call -// (can be multiple Draw calls per GetSpace) -void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) -{ - int numelements = numtriangles * 3; - if (numtriangles == 0 || numverts == 0) - { - Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + R_Mesh_Draw_ShowTris(numverts, numtriangles, elements); return; } c_meshs++; c_meshelements += numelements; - CHECKGLERROR - if (gl_state.pointervertexcount) + if (gl_paranoid.integer) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (r_render.integer) - { - GL_LockArrays(0, gl_state.pointervertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - GL_LockArrays(0, 0); - } - } -#ifdef MESH_BATCH - else if (gl_mesh_batching.integer) - { - if (mesh_maxelements < gl_batchelementcount + numelements) - { - //Con_Printf("R_Mesh_Draw: enlarging elements array\n"); - if (gl_batchelementcount) - R_Mesh_EndBatch(); - // round up to a multiple of 1024 and add another 1024 just for good measure - mesh_maxelements = (gl_batchelementcount + numelements + 1024 + 1023) & ~1023; - GL_Backend_AllocElementsArray(); - } - if (varray_offset < gl_batchvertexfirst && gl_batchelementcount) - R_Mesh_EndBatch(); - if (gl_batchelementcount == 0) + 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) { - gl_batchvertexfirst = varray_offset; - gl_batchvertexcount = 0; + 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_batchvertexcount < varray_offsetnext - gl_batchvertexfirst) - gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst; - GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset); - //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements); - gl_batchelementcount += numelements; - //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);} - } -#endif - else - { - GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); - if (r_render.integer) + for (i = 0;i < backendunits;i++) { - GL_LockArrays(varray_offset, numverts); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + 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) { - qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);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; } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR - } - GL_LockArrays(0, 0); } - } -} - -// renders triangles using vertices from the most recent GetSpace call -// (can be multiple Draw calls per GetSpace) -void R_Mesh_Draw_NoBatching(int numverts, int numtriangles, const int *elements) -{ - int numelements = numtriangles * 3; - if (numtriangles == 0 || numverts == 0) - { - Con_Printf("R_Mesh_Draw_NoBatching(%d, %d, %08p);\n", numverts, numtriangles, elements); - return; - } - c_meshs++; - c_meshelements += numelements; - CHECKGLERROR - if (gl_state.pointervertexcount) - { - if (r_render.integer) + for (i = 0;i < numtriangles * 3;i++) { - GL_LockArrays(0, gl_state.pointervertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - else + if (elements[i] < 0 || elements[i] >= numverts) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts); + return; } - GL_LockArrays(0, 0); } + CHECKGLERROR } - else + if (r_render.integer) { - GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); - if (r_render.integer) + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - GL_LockArrays(varray_offset, numverts); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + int i, j; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) { - qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);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]); } - else + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_testarrayelement.integer) + { + int i; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + qglArrayElement(elements[i]); } - GL_LockArrays(0, 0); + qglEnd(); + CHECKGLERROR } + else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + CHECKGLERROR } } @@ -995,11 +866,9 @@ void R_Mesh_Finish(void) { int i; BACKENDACTIVECHECK -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif + CHECKGLERROR GL_LockArrays(0, 0); + CHECKGLERROR for (i = backendunits - 1;i >= 0;i--) { @@ -1038,10 +907,6 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); @@ -1049,112 +914,45 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) } } -// sets up the requested state -void R_Mesh_MainState(const rmeshstate_t *m) +void R_Mesh_State(const rmeshstate_t *m) { - void *p; - BACKENDACTIVECHECK + int i, combinergb, combinealpha, scale; + gltextureunit_t *unit; + matrix4x4_t tempmatrix; - if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) - { - if (gl_state.blendfunc1 == GL_ONE) - { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - if (gl_state.depthdisable != m->depthdisable) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.depthdisable = m->depthdisable; - if (gl_state.depthdisable) - qglDisable(GL_DEPTH_TEST); - else - qglEnable(GL_DEPTH_TEST); - } - if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR - } + BACKENDACTIVECHECK - if (gl_state.pointervertexcount != m->pointervertexcount) + if (gl_state.pointer_vertex != m->pointer_vertex) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointervertexcount = m->pointervertexcount; + gl_state.pointer_vertex = m->pointer_vertex; + CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + CHECKGLERROR } - p = gl_state.pointervertexcount ? m->pointer_vertex : NULL; - if (gl_state.pointer_vertex != p) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointer_vertex = p; - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR - } + if (r_showtrispass) + return; - p = gl_state.pointervertexcount ? m->pointer_color : NULL; - if (gl_state.pointer_color != p) + if (gl_state.pointer_color != m->pointer_color) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointer_color = p; - if (p || gl_mesh_floatcolors.integer) - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f); - else - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b); + 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 } -} - -void R_Mesh_TextureState(const rmeshstate_t *m) -{ - int i, combinergb, combinealpha; - float scale; - gltextureunit_t *unit; - void *p; - - BACKENDACTIVECHECK if (gl_backend_rebindtextures) { @@ -1162,270 +960,234 @@ void R_Mesh_TextureState(const rmeshstate_t *m) GL_SetupTextureState(); } - for (i = 0;i < backendunits;i++) + for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++) { - unit = gl_state.units + i; - if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i]) + // update 1d texture binding + if (unit->t1d != m->tex1d[i]) { - if (m->tex3d[i] || m->texcubemap[i]) + if (m->tex1d[i]) { - if (!unit->arrayis3d) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]); - } - if (!unit->arrayenabled) + if (unit->t1d == 0) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + 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 (m->tex1d[i] || m->tex[i]) + else { - if (unit->arrayis3d) + if (unit->t1d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]); + unit->t1d = 0; + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_1D);CHECKGLERROR } - if (!unit->arrayenabled) + } + } + // update 2d texture binding + if (unit->t2d != m->tex[i]) + { + if (m->tex[i]) + { + if (unit->t2d == 0) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + 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->arrayenabled) + if (unit->t2d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + unit->t2d = 0; + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } - if (unit->t1d != m->tex1d[i]) + } + // update 3d texture binding + if (unit->t3d != m->tex3d[i]) + { + if (m->tex3d[i]) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex1d[i]) - { - if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - else + if (unit->t3d == 0) { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + GL_ActiveTexture(i); + qglEnable(GL_TEXTURE_3D);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR + unit->t3d = m->tex3d[i]; + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - if (unit->t2d != m->tex[i]) + else { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + if (unit->t3d) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + unit->t3d = 0; + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - if (m->tex[i]) - { - if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - if (unit->t2d) - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR } - if (unit->t3d != m->tex3d[i]) + } + // update cubemap texture binding + if (unit->tcubemap != m->texcubemap[i]) + { + if (m->texcubemap[i]) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex3d[i]) + if (unit->tcubemap == 0) { - if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D);CHECKGLERROR + GL_ActiveTexture(i); + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - else - { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR + unit->tcubemap = m->texcubemap[i]; + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - if (unit->tcubemap != m->texcubemap[i]) + else { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->texcubemap[i]) - { - if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - else + if (unit->tcubemap) { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + 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) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + // texture unit is enabled, enable the array + if (!unit->arrayenabled) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + unit->arrayenabled = true; + GL_ClientActiveTexture(i); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - unit->combinergb = combinergb; + // 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) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + // update array settings + if (m->pointer_texcoord3f[i]) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + // 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 + } } - unit->combinealpha = combinealpha; - if (gl_combine.integer) + 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 (gl_state.units[i].rgbscale != scale) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + // update texmatrix + if (m->texmatrix[i].m[3][3]) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + // 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); + } } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR - } - scale = max(m->texalphascale[i], 1); - if (gl_state.units[i].alphascale != scale) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + else { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(i); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); + } } - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR } - if (unit->arrayenabled) + else { - p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL; - if (unit->pointer_texcoord != p) + // texture unit is disabled, disable the array + if (unit->arrayenabled) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->pointer_texcoord = p; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - if (unit->arrayis3d) - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_texcoord3f[i]); - else - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), p ? p : varray_buf_texcoord2f[i]); - CHECKGLERROR + 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_State(const rmeshstate_t *m) +void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements) { - R_Mesh_MainState(m); - R_Mesh_TextureState(m); + 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 } /* @@ -1436,35 +1198,24 @@ void R_Mesh_State(const rmeshstate_t *m) ============================================================================== */ -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; - int i, j; - 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++) - { - j = buffer[i] << v_overbrightbits.integer; - buffer[i] = (qbyte) (bound(0, j, 255)); - } - } + 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; } @@ -1485,7 +1236,7 @@ void R_ClearScreen(void) 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) { @@ -1498,6 +1249,102 @@ void R_ClearScreen(void) } } +/* +==================== +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/360.0*M_PI))*360.0/M_PI; +} + +int r_stereo_side; + +void SCR_DrawScreen (void) +{ + for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++) + { + R_Mesh_Start(); + + R_TimeReport("setup"); + + if (r_showtrispass) + { + rmeshstate_t m; + r_showtrispass = 0; + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthTest(GL_FALSE); + GL_DepthMask(GL_FALSE); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + GL_ShowTrisColor(0.2,0.2,0.2,1); + r_showtrispass = 1; + } + + if (scr_conlines < vid.conheight && cls.signon == SIGNONS) + { + float size; + + size = scr_viewsize.value * (1.0 / 100.0); + size = min(size, 1); + + if (r_stereo_sidebyside.integer) + { + r_refdef.width = vid.realwidth * size / 2.5; + r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100); + r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5; + r_refdef.y = (vid.realheight - r_refdef.height)/2; + if (r_stereo_side) + r_refdef.x += r_refdef.width * 1.5; + } + else + { + r_refdef.width = vid.realwidth * size; + r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100); + 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.fovscale_x; + r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; + + 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.fovscale_x; + r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; + + R_RenderView(); + } + } + + if (!r_stereo_sidebyside.integer) + { + r_refdef.width = vid.realwidth; + r_refdef.height = vid.realheight; + r_refdef.x = 0; + r_refdef.y = 0; + } + + // draw 2D stuff + R_DrawQueue(); + + R_Mesh_Finish(); + + R_TimeReport("meshfinish"); + } +} + /* ================== SCR_UpdateScreen @@ -1508,13 +1355,6 @@ text to the screen. */ void SCR_UpdateScreen (void) { - if (gl_delayfinish.integer) - { - VID_Finish (); - - R_TimeReport("finish"); - } - if (r_textureunits.integer > gl_textureunits) Cvar_SetValueQuick(&r_textureunits, gl_textureunits); if (r_textureunits.integer < 1) @@ -1523,96 +1363,144 @@ void SCR_UpdateScreen (void) if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) Cvar_SetValueQuick(&gl_combine, 0); - // lighting scale - r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); - - // lightmaps only - r_lightmapscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_textureunits.integer > 1) - r_lightmapscalebit += 2; - - R_TimeReport("setup"); - - R_ClearScreen(); - - R_TimeReport("clear"); - - if (scr_conlines < vid.conheight && cls.signon == SIGNONS) - R_RenderView(); - - // draw 2D stuff - R_DrawQueue(); - - if (gl_delayfinish.integer) + // don't allow cheats in multiplayer + if (!cl.islocalgame && cl.worldmodel) { - // 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_fullbright.integer != 0) + Cvar_Set ("r_fullbright", "0"); + if (r_ambient.value != 0) + Cvar_Set ("r_ambient", "0"); } + + // 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) + sb_lines = 0; else { - VID_Finish (); - - R_TimeReport("finish"); + 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; } -} -// utility functions - -void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) + r_refdef.fovscale_x = 1; + r_refdef.fovscale_y = 1; + if (r_waterwarp.value > 0 && cl.worldmodel) { - float *out = varray_vertex3f; - while (--numverts) + Mod_CheckLoaded(cl.worldmodel); + if (CL_PointSuperContents(r_vieworigin) & SUPERCONTENTS_LIQUIDSMASK) { - *out++ = *vertex3f++; - *out++ = *vertex3f++; - *out++ = *vertex3f++; + r_refdef.fovscale_x = 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); + r_refdef.fovscale_y = 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); } } - else -#endif - memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3])); -} -void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) + r_refdef.colormask[0] = 1; + r_refdef.colormask[1] = 1; + r_refdef.colormask[2] = 1; + + CHECKGLERROR + qglViewport(0, 0, vid.realwidth, vid.realheight); + qglDisable(GL_SCISSOR_TEST); + qglDepthMask(1); + qglColorMask(1,1,1,1); + qglClearColor(0,0,0,0); + qglClear(GL_COLOR_BUFFER_BIT); + CHECKGLERROR + + R_TimeReport("clear"); + + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) { - float *out = varray_texcoord2f[tmu]; - while (--numverts) + matrix4x4_t originalmatrix = r_refdef.viewentitymatrix; + r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1]; + r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1]; + r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1]; + + if (r_stereo_sidebyside.integer) + r_stereo_side = 0; + + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) { - *out++ = *texcoord2f++; - *out++ = *texcoord2f++; + r_refdef.colormask[0] = 1; + r_refdef.colormask[1] = 0; + r_refdef.colormask[2] = 0; } + + SCR_DrawScreen(); + + r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1]; + r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1]; + r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1]; + + if (r_stereo_sidebyside.integer) + r_stereo_side = 1; + + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) + { + r_refdef.colormask[0] = 0; + r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer; + r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer; + } + + SCR_DrawScreen(); + + r_refdef.viewentitymatrix = originalmatrix; } else -#endif - memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2])); -} - -void R_Mesh_CopyColor4f(const float *color4f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) { - float *out = varray_color4f; - while (--numverts) + r_showtrispass = false; + SCR_DrawScreen(); + + if (r_showtris.value > 0) { - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; + 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); + SCR_DrawScreen(); + r_showtrispass = false; } } - else -#endif - memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); + + VID_Finish(); + R_TimeReport("finish"); } + +//=========================================================================== +// dynamic vertex array buffer subsystem +//=========================================================================== + +// FIXME: someday this should be dynamically allocated and resized? +float varray_vertex3f[65536*3]; +float varray_svector3f[65536*3]; +float varray_tvector3f[65536*3]; +float varray_normal3f[65536*3]; +float varray_color4f[65536*4]; +float varray_texcoord2f[4][65536*2]; +float varray_texcoord3f[4][65536*3]; +int earray_element3i[65536]; +float varray_vertex3f2[65536*3]; + //=========================================================================== // vertex array caching subsystem //=========================================================================== @@ -1833,13 +1721,13 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r) 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; }