X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=55788e8934328995d468cdadcb5fc5ff6d0f5671;hb=ebd79ac26160a878c6f0d4a9736361e0b7f549d4;hp=dec7eebe82a5d0d35d32800df7712301d6747f4a;hpb=34a303e2a5bbe2a9845906496bdaabbf83f99f92;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index dec7eebe..55788e89 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,18 +1,32 @@ #include "quakedef.h" +#include "image.h" +#include "jpeg.h" -cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; +//#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_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"}; +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 r_render = {0, "r_render", "1"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; -// this is used to increase gl_mesh_maxtriangles automatically if a mesh was -// too large for the buffers in the previous frame -int overflowedverts = 0; - int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -54,7 +68,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) break; #endif #ifdef GL_TABLE_TOO_LARGE - case GL_TABLE_TOO_LARGE: + case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif @@ -65,180 +79,267 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -float r_mesh_farclip; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); -static float viewdist; -// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares -static int vpnbit0, vpnbit1, vpnbit2; +int c_meshs, c_meshelements; -int c_meshs, c_meshtris; +void SCR_ScreenShot_f (void); -int lightscalebit; -float lightscale; -float overbrightscale; +// 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 -void SCR_ScreenShot_f (void); +static matrix4x4_t backend_viewmatrix; +static matrix4x4_t backend_modelmatrix; +static matrix4x4_t backend_modelviewmatrix; +static matrix4x4_t backend_glmodelviewmatrix; +static matrix4x4_t backend_projectmatrix; -static int max_meshs; -static int max_verts; // always max_meshs * 3 +static int backendunits, backendactive; +static mempool_t *gl_backend_mempool; -typedef struct buf_mesh_s -{ - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - int texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int verts; - matrix4x4_t matrix; - struct buf_mesh_s *chain; -} -buf_mesh_t; +/* +note: here's strip order for a terrain row: +0--1--2--3--4 +|\ |\ |\ |\ | +| \| \| \| \| +A--B--C--D--E + +A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E + +*elements++ = i + row; +*elements++ = i; +*elements++ = i + row + 1; +*elements++ = i; +*elements++ = i + 1; +*elements++ = i + row + 1; +*/ -typedef struct buf_tri_s +void GL_Backend_AllocElementsArray(void) { - int index[3]; + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); } -buf_tri_t; -typedef struct +void GL_Backend_FreeElementArray(void) { - float v[4]; + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = NULL; } -buf_vertex_t; -typedef struct +void GL_Backend_CheckCvars(void) { - float c[4]; + 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 } -buf_fcolor_t; -typedef struct +int polygonelements[768]; + +static void R_Mesh_CacheArray_Startup(void); +static void R_Mesh_CacheArray_Shutdown(void); +void GL_Backend_AllocArrays(void) { - qbyte c[4]; + 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 + + R_Mesh_CacheArray_Startup(); } -buf_bcolor_t; -typedef struct +void GL_Backend_FreeArrays(void) { - float t[2]; -} -buf_texcoord_t; + int i; -static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive; -static buf_mesh_t *buf_mesh; -static buf_tri_t *buf_tri; -static buf_vertex_t *buf_vertex; -static buf_fcolor_t *buf_fcolor; -static buf_bcolor_t *buf_bcolor; -static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; + R_Mesh_CacheArray_Shutdown(); -static mempool_t *gl_backend_mempool; -static int resizingbuffers = false; +#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) { - int i; + GL_Backend_CheckCvars(); - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - - Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer); + Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); if (qglDrawRangeElements != NULL) + { + CHECKGLERROR + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + 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_Printf("\n"); - max_verts = max_meshs * 3; - - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - -#define BACKENDALLOC(var, count, sizeofstruct, varname)\ - {\ - var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ - if (var == NULL)\ - Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\ - memset(var, 0, count * sizeof(sizeofstruct));\ - } + backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh") - BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri") - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex") - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor") - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor") + GL_Backend_AllocArrays(); - for (i = 0;i < MAX_TEXTUREUNITS;i++) +#ifdef MESH_VAR + if (mesh_var) { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i)) - } - else - { - buf_texcoord[i] = NULL; - } + CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); +#endif + varray_offset = varray_offsetnext = 0; +#ifdef MESH_BATCH + gl_batchvertexfirst = 0; + gl_batchvertexcount = 0; + gl_batchelementcount = 0; +#endif + backendactive = true; } static void gl_backend_shutdown(void) { - Con_Printf("OpenGL Backend shutting down\n"); - - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - backendunits = 0; backendactive = false; -} - -static void gl_backend_bufferchanges(int init) -{ - if (overflowedverts > gl_mesh_maxtriangles.integer * 3) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3)); - overflowedverts = 0; - if (gl_mesh_drawmode.integer < 0) - Cvar_SetValueQuick(&gl_mesh_drawmode, 0); - if (gl_mesh_drawmode.integer > 3) - Cvar_SetValueQuick(&gl_mesh_drawmode, 3); + Con_Printf("OpenGL Backend shutting down\n"); - if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) +#ifdef MESH_VAR + if (mesh_var) { - // change drawmode 3 to 2 if 3 won't work at all - Cvar_SetValueQuick(&gl_mesh_drawmode, 2); + CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR } +#endif - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); - - if (max_meshs != gl_mesh_maxtriangles.integer) - { - max_meshs = gl_mesh_maxtriangles.integer; + GL_Backend_FreeArrays(); +} - if (!init) - { - resizingbuffers = true; - gl_backend_shutdown(); - gl_backend_start(); - resizingbuffers = false; - } - } +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) @@ -247,369 +348,682 @@ static void gl_backend_newmap(void) void gl_backend_init(void) { + int i; + + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; + } + Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_delayfinish); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif - Cvar_RegisterVariable(&gl_mesh_maxtriangles); + Cvar_RegisterVariable(&gl_mesh_maxverts); Cvar_RegisterVariable(&gl_mesh_floatcolors); - Cvar_RegisterVariable(&gl_mesh_drawmode); + 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); - gl_backend_bufferchanges(true); } -int arraylocked = false; +void GL_SetupView_ViewPort (int x, int y, int width, int height) +{ + if (!r_render.integer) + return; + + // y is weird beause OpenGL is bottom to top, we use top to bottom + qglViewport(x, vid.realheight - (y + height), width, height); + CHECKGLERROR +} -void GL_LockArray(int first, int count) +void GL_SetupView_Orientation_Identity (void) { - if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0) - { - qglLockArraysEXT(first, count); - CHECKGLERROR - arraylocked = true; - } + Matrix4x4_CreateIdentity(&backend_viewmatrix); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_UnlockArray(void) +void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) { - if (arraylocked) - { - qglUnlockArraysEXT(); - CHECKGLERROR - arraylocked = false; - } + 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]); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -/* -============= -GL_SetupFrame -============= -*/ -static void GL_SetupFrame (void) +void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) { double xmax, ymax; - double fovx, fovy, zNear, zFar, aspect; if (!r_render.integer) return; - qglDepthFunc (GL_LEQUAL);CHECKGLERROR - // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR - - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR - - // depth range - zNear = 1.0; - zFar = r_mesh_farclip; - - // fov angles - fovx = r_refdef.fov_x; - fovy = r_refdef.fov_y; - aspect = r_refdef.width / r_refdef.height; - + qglLoadIdentity();CHECKGLERROR // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0) * aspect; + xmax = zNear * tan(fovx * M_PI / 360.0); ymax = zNear * tan(fovy * M_PI / 360.0); - // set view pyramid qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); +} + +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +{ + float nudge, m[16]; + + if (!r_render.integer) + return; + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + // set view pyramid + nudge = 1.0 - 1.0 / (1<<23); + m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); + m[ 1] = 0; + m[ 2] = 0; + m[ 3] = 0; + m[ 4] = 0; + m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 6] = 0; + m[ 7] = 0; + m[ 8] = 0; + m[ 9] = 0; + m[10] = -1 * nudge; + m[11] = -1 * nudge; + m[12] = 0; + m[13] = 0; + m[14] = -2 * zNear * nudge; + m[15] = 0; + qglLoadMatrixf(m); + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); + backend_projectmatrix.m[0][0] = m[0]; + backend_projectmatrix.m[1][0] = m[1]; + backend_projectmatrix.m[2][0] = m[2]; + backend_projectmatrix.m[3][0] = m[3]; + backend_projectmatrix.m[0][1] = m[4]; + backend_projectmatrix.m[1][1] = m[5]; + backend_projectmatrix.m[2][1] = m[6]; + backend_projectmatrix.m[3][1] = m[7]; + backend_projectmatrix.m[0][2] = m[8]; + backend_projectmatrix.m[1][2] = m[9]; + backend_projectmatrix.m[2][2] = m[10]; + backend_projectmatrix.m[3][2] = m[11]; + backend_projectmatrix.m[0][3] = m[12]; + backend_projectmatrix.m[1][3] = m[13]; + backend_projectmatrix.m[2][3] = m[14]; + backend_projectmatrix.m[3][3] = m[15]; +} + +void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) +{ + if (!r_render.integer) + return; + + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglOrtho(x1, x2, y2, y1, zNear, zFar); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR - - // put Z going up - qglRotatef (-90, 1, 0, 0);CHECKGLERROR - qglRotatef (90, 0, 0, 1);CHECKGLERROR - // camera rotation - qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR - // camera location - qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR + GL_SetupView_Orientation_Identity(); } +typedef struct gltextureunit_s +{ + int t1d, t2d, t3d, tcubemap; + int arrayenabled, arrayis3d; + void *pointer_texcoord; + float rgbscale, alphascale; + int combinergb, combinealpha; + // FIXME: add more combine stuff +} +gltextureunit_t; + static struct { int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; - int depthtest; + int depthdisable; int unit; int clientunit; - int texture[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; + gltextureunit_t units[MAX_TEXTUREUNITS]; + int colorarray; + float color4f[4]; + int lockrange_first; + int lockrange_count; + int pointervertexcount; + void *pointer_vertex; + void *pointer_color; } gl_state; void GL_SetupTextureState(void) { int i; - if (backendunits > 1) + gltextureunit_t *unit; + for (i = 0;i < backendunits;i++) { - for (i = 0;i < backendunits;i++) - { + if (qglActiveTexture) qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - if (gl_state.texture[i]) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - if (gl_mesh_drawmode.integer > 0) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR - if (gl_state.texture[i]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } + if (qglClientActiveTexture) + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + unit = gl_state.units + i; + unit->t1d = 0; + unit->t2d = 0; + unit->t3d = 0; + unit->tcubemap = 0; + unit->arrayenabled = false; + unit->arrayis3d = false; + unit->pointer_texcoord = NULL; + unit->rgbscale = 1; + unit->alphascale = 1; + unit->combinergb = GL_MODULATE; + unit->combinealpha = GL_MODULATE; + 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) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - } - else - { - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_state.texture[0]) + if (gl_texturecubemap) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - else + if (gl_combine.integer) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } - if (gl_mesh_drawmode.integer > 0) + else { - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR - if (gl_state.texture[0]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } } } -// called at beginning of frame -int usedarrays; -void R_Mesh_Start(float farclip) +void GL_Backend_ResetState(void) { - int i; - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); + memset(&gl_state, 0, sizeof(gl_state)); + gl_state.depthdisable = false; + 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.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 - - gl_backend_bufferchanges(false); - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - r_mesh_farclip = farclip; - viewdist = DotProduct(r_origin, vpn); - vpnbit0 = vpn[0] < 0; - vpnbit1 = vpn[1] < 0; - vpnbit2 = vpn[2] < 0; - - c_meshs = 0; - c_meshtris = 0; - - GL_SetupFrame(); - - gl_state.unit = 0; - gl_state.clientunit = 0; - - for (i = 0;i < backendunits;i++) - { - gl_state.texture[i] = 0; - gl_state.texturergbscale[i] = 1; - } + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR - - gl_state.depthtest = true; qglEnable(GL_DEPTH_TEST);CHECKGLERROR - - gl_state.blendfunc1 = GL_ONE; - gl_state.blendfunc2 = GL_ZERO; qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - - gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR - - gl_state.depthmask = GL_TRUE; qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (gl_mesh_floatcolors.integer) + { + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR + } + else + { + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR + } + GL_Color(0, 0, 0, 0); + GL_Color(1, 1, 1, 1); + + GL_SetupTextureState(); +} + +void GL_UseColorArray(void) +{ + if (!gl_state.colorarray) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + gl_state.colorarray = true; + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + } +} - usedarrays = false; - if (gl_mesh_drawmode.integer > 0) +void GL_Color(float cr, float cg, float cb, float ca) +{ + if (gl_state.colorarray) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + gl_state.colorarray = false; + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + 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 { - usedarrays = true; - qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) + if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { - qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR +#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); } - else + } +} + +void GL_LockArrays(int first, int count) +{ + if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) + { + if (gl_state.lockrange_count) { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR + gl_state.lockrange_count = 0; + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR + } + if (count && gl_supportslockarrays && gl_lockarrays.integer) + { + gl_state.lockrange_first = first; + gl_state.lockrange_count = count; + CHECKGLERROR + qglLockArraysEXT(first, count); + CHECKGLERROR } - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } +} - GL_SetupTextureState(); +void GL_TransformToScreen(const vec4_t in, vec4_t out) +{ + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); + Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = r_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; +} + +// 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(void) +void GL_ConvertColorsFloatToByte(int first, int count) { - int i, k, total; - // LordHavoc: to avoid problems with aliasing (treating memory as two - // different types - exactly what this is doing), these must be volatile - // (or a union) - volatile int *icolor; - volatile float *fcolor; - qbyte *bcolor; - - total = currentvertex * 4; + 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 - fcolor = &buf_fcolor->c[0]; - for (i = 0;i < total;) + color4fi = (void *)(varray_buf_color4f + first * 4); + for (i = 0;i < count;i++, color4fi++) { - fcolor[i ] += 32768.0f; - fcolor[i + 1] += 32768.0f; - fcolor[i + 2] += 32768.0f; - fcolor[i + 3] += 32768.0f; - i += 4; + 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... - icolor = (int *)&buf_fcolor->c[0]; - bcolor = &buf_bcolor->c[0]; - for (i = 0;i < total;) + color4fi = (void *)(varray_buf_color4f + first * 4); + color4b = (void *)(varray_buf_color4b + first * 4); + for (i = 0;i < count;i++, color4fi++, color4b++) + { + 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); + } +} + +/* +// enlarges geometry buffers if they are too small +void _R_Mesh_ResizeCheck(int numverts) +{ + if (numverts > mesh_maxverts) { - k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; - k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k; - k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k; - k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k; - i += 4; + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); } } +*/ -void GL_MeshState(buf_mesh_t *mesh) +void R_Mesh_EndBatch(void) { - int i; - if (backendunits > 1) +#ifdef MESH_BATCH + if (gl_batchelementcount) { - for (i = 0;i < backendunits;i++) + 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) { - if (gl_state.texture[i] != mesh->textures[i]) + //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) { - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (gl_state.texture[i] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR - if (gl_state.texture[i] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR } - if (gl_state.texturergbscale[i] != mesh->texturergbscale[i]) + else { - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR + 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(); + } + } + +/* +#ifdef MESH_BATCH + if (gl_mesh_batching.integer) + { + if (gl_batchvertexcount == 0) + gl_batchvertexfirst = varray_offset; + gl_batchvertexcount += numverts; + } +#endif +*/ + 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); + return; + } + c_meshs++; + c_meshelements += numelements; + CHECKGLERROR + if (gl_state.pointervertexcount) + { +#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) + { + gl_batchvertexfirst = varray_offset; + gl_batchvertexcount = 0; + } + 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 { - if (gl_state.texture[0] != mesh->textures[0]) + GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); + if (r_render.integer) { - if (gl_state.texture[0] == 0) + GL_LockArrays(varray_offset, numverts); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR - if (gl_state.texture[0] == 0) + else { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR } + GL_LockArrays(0, 0); } } - if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2) +} + +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) +{ + int i; + BACKENDACTIVECHECK +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + GL_LockArrays(0, 0); + + for (i = backendunits - 1;i >= 0;i--) + { + if (qglActiveTexture) + qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + if (qglClientActiveTexture) + qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + } + } + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + + qglDisable(GL_BLEND);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(GL_TRUE);CHECKGLERROR + qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR +} + +void R_Mesh_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); + qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); + } +} + +// sets up the requested state +void R_Mesh_MainState(const rmeshstate_t *m) +{ + void *p; + BACKENDACTIVECHECK + + if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { - qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR +#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) @@ -638,101 +1052,71 @@ void GL_MeshState(buf_mesh_t *mesh) } } } - if (gl_state.depthtest != mesh->depthtest) + if (gl_state.depthdisable != m->depthdisable) { - gl_state.depthtest = mesh->depthtest; - if (gl_state.depthtest) - qglEnable(GL_DEPTH_TEST); - else +#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 != mesh->depthmask) + if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) { - qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR } -} -void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) -{ - unsigned int i, j, in; - if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/) + if (gl_state.pointervertexcount != m->pointervertexcount) { - // GL 1.2 or GL 1.1 with extension - qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index); - } - else if (gl_mesh_drawmode.integer >= 2) - { - // GL 1.1 - qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + gl_state.pointervertexcount = m->pointervertexcount; } - else if (gl_mesh_drawmode.integer >= 1) + + p = gl_state.pointervertexcount ? m->pointer_vertex : NULL; + if (gl_state.pointer_vertex != p) { - // GL 1.1 - // feed it manually using glArrayElement - qglBegin(GL_TRIANGLES); - for (i = 0;i < indexcount;i++) - qglArrayElement(index[i]); - qglEnd(); +#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 } - else + + p = gl_state.pointervertexcount ? m->pointer_color : NULL; + if (gl_state.pointer_color != p) { - // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver - // feed it manually - qglBegin(GL_TRIANGLES); - if (gl_state.texture[1]) // if the mesh uses multiple textures - { - // the minigl doesn't have this (because it does not have ARB_multitexture) - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - for (j = 0;j < backendunits;j++) - if (gl_state.texture[j]) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } - } +#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 - { - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - if (gl_state.texture[0]) - qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } - } - qglEnd(); + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b); + CHECKGLERROR } } -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +void R_Mesh_TextureState(const rmeshstate_t *m) { - int i, k; - float *v, tempv[4], m[12]; - buf_mesh_t *mesh; - - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - - if (!currentmesh) - return; - - if (!r_render.integer) - { - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - return; - } + int i, combinergb, combinealpha; + float scale; + gltextureunit_t *unit; + void *p; - CHECKGLERROR - - // drawmode 0 always uses byte colors - if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) - GL_ConvertColorsFloatToByte(); + BACKENDACTIVECHECK if (gl_backend_rebindtextures) { @@ -740,215 +1124,270 @@ void R_Mesh_Render(void) GL_SetupTextureState(); } - GL_MeshState(buf_mesh); - for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++) - { - m[0] = mesh->matrix.m[0][0]; - m[1] = mesh->matrix.m[0][1]; - m[2] = mesh->matrix.m[0][2]; - m[3] = mesh->matrix.m[0][3]; - m[4] = mesh->matrix.m[1][0]; - m[5] = mesh->matrix.m[1][1]; - m[6] = mesh->matrix.m[1][2]; - m[7] = mesh->matrix.m[1][3]; - m[8] = mesh->matrix.m[2][0]; - m[9] = mesh->matrix.m[2][1]; - m[10] = mesh->matrix.m[2][2]; - m[11] = mesh->matrix.m[2][3]; - for (i = 0, v = buf_vertex[mesh->firstvert].v;i < mesh->verts;i++, v += 4) - { - VectorCopy(v, tempv); - //Matrix4x4_Transform(&mesh->matrix, tempv, v); - v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; - v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; - v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; - } - } - GL_LockArray(0, currentvertex); - GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR - - if (currentmesh >= 2) + for (i = 0;i < backendunits;i++) { - for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++) + 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]) { - GL_MeshState(mesh); - GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR + if (m->tex3d[i] || m->texcubemap[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) + { +#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 + } + } + else if (m->tex1d[i] || m->tex[i]) + { + if (unit->arrayis3d) + { +#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]); + } + if (!unit->arrayenabled) + { +#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 + } + } + else + { + if (unit->arrayenabled) + { +#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 + } + } + if (unit->t1d != m->tex1d[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->t1d) + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR + } + if (unit->t2d != m->tex[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->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]) + { +#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->t3d == 0) + qglEnable(GL_TEXTURE_3D);CHECKGLERROR + } + else + { + if (unit->t3d) + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR + } + if (unit->tcubemap != 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->texcubemap[i]) + { + if (unit->tcubemap == 0) + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + else + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR + } } - } - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - - GL_UnlockArray();CHECKGLERROR -} - -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) -{ - int i; - // flush any queued meshs - if (currentmesh) - R_Mesh_Render(); - - if (backendunits > 1) - { - for (i = backendunits - 1;i >= 0;i--) + combinergb = m->texcombinergb[i]; + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) { - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } - if (i > 0) + unit->combinergb = combinergb; + if (gl_combine.integer) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } else { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - - if (usedarrays) + } + 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) { - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + unit->combinealpha = combinealpha; + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } } - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - if (usedarrays) + scale = max(m->texrgbscale[i], 1); + if (gl_state.units[i].rgbscale != scale) { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR } - } - if (usedarrays) - { - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - } - - qglDisable(GL_BLEND);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(GL_TRUE);CHECKGLERROR - qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR -} - -void R_Mesh_ClearDepth(void) -{ - if (currentmesh) - R_Mesh_Render(); - R_Mesh_Finish(); - qglClear(GL_DEPTH_BUFFER_BIT); - R_Mesh_Start(r_mesh_farclip); -} - -// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct -// (this is used for very high speed rendering, no copying) -int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright) -{ - // these are static because gcc runs out of virtual registers otherwise - int i, j, overbright; - float scaler; - buf_mesh_t *mesh; - - if (!backendactive) - Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n"); - - if (!m->numtriangles - || !m->numverts) - Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n"); - - // LordHavoc: removed this error condition because with floatcolors 0, - // the 3DFX driver works with very large meshs - // FIXME: we can work around this by falling back on non-array renderer if buffers are too big - //if (m->numtriangles > 1024 || m->numverts > 3072) - //{ - // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n"); - // return false; - //} - - i = max(m->numtriangles * 3, m->numverts); - if (overflowedverts < i) - overflowedverts = i; - - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); - return false; - } - - if (currentmesh) - { - R_Mesh_Render(); - Con_Printf("mesh queue not empty, flushing.\n"); - } - - c_meshs++; - c_meshtris += m->numtriangles; - m->index = &buf_tri[currenttriangle].index[0]; - m->vertex = &buf_vertex[currentvertex].v[0]; - m->color = &buf_fcolor[currentvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - mesh->matrix = m->matrix; // this copies the struct - - overbright = false; - scaler = 1; - if (m->blendfunc1 == GL_DST_COLOR) - { - // check if it is a 2x modulate with framebuffer - if (m->blendfunc2 == GL_SRC_COLOR) - scaler *= 0.5f; - } - else if (m->blendfunc2 != GL_SRC_COLOR) - { - if (m->tex[0]) + scale = max(m->texalphascale[i], 1); + if (gl_state.units[i].alphascale != scale) { - overbright = wantoverbright && gl_combine.integer; - if (overbright) - scaler *= 0.25f; +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR } - scaler *= overbrightscale; - } - m->colorscale = scaler; - - j = -1; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - if ((mesh->textures[i] = m->tex[i])) + if (unit->arrayenabled) { - j = i; - if (i >= backendunits) - Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); + p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL; + if (unit->pointer_texcoord != p) + { +#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 + } } - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; +} - return true; +void R_Mesh_State(const rmeshstate_t *m) +{ + R_Mesh_MainState(m); + R_Mesh_TextureState(m); } /* @@ -959,10 +1398,10 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright) ============================================================================== */ -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg) { qboolean ret; - int i; + int i, j; qbyte *buffer; if (!r_render.integer) @@ -974,10 +1413,18 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) // LordHavoc: compensate for v_overbrightbits when using hardware gamma if (v_hwgamma.integer) + { for (i = 0;i < width * height * 3;i++) - buffer[i] <<= v_overbrightbits.integer; + { + j = buffer[i] << v_overbrightbits.integer; + buffer[i] = (qbyte) (bound(0, j, 255)); + } + } - ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); + if (jpeg) + ret = JPEG_SaveImage_preflipped (filename, width, height, buffer); + else + ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer); Mem_Free(buffer); return ret; @@ -991,8 +1438,16 @@ void R_ClearScreen(void) { // clear to black qglClearColor(0,0,0,0);CHECKGLERROR + qglClearDepth(1);CHECKGLERROR + if (gl_stencil) + { + // LordHavoc: we use a stencil centered around 128 instead of 0, + // to avoid clamping interfering with strange shadow volume + // drawing orders + qglClearStencil(128);CHECKGLERROR + } // clear the screen - qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR + qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR // set dithering mode if (gl_dither.integer) { @@ -1015,9 +1470,12 @@ text to the screen. */ void SCR_UpdateScreen (void) { - VID_Finish (); + if (gl_delayfinish.integer) + { + VID_Finish (); - R_TimeReport("finish"); + R_TimeReport("finish"); + } if (r_textureunits.integer > gl_textureunits) Cvar_SetValueQuick(&r_textureunits, gl_textureunits); @@ -1028,13 +1486,12 @@ void SCR_UpdateScreen (void) Cvar_SetValueQuick(&gl_combine, 0); // lighting scale - overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); + r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); // lightmaps only - lightscalebit = v_overbrightbits.integer; + r_lightmapscalebit = v_overbrightbits.integer; if (gl_combine.integer && r_textureunits.integer > 1) - lightscalebit += 2; - lightscale = 1.0f / (float) (1 << lightscalebit); + r_lightmapscalebit += 2; R_TimeReport("setup"); @@ -1042,14 +1499,327 @@ void SCR_UpdateScreen (void) R_TimeReport("clear"); - if (scr_conlines < vid.conheight) + if (scr_conlines < vid.conheight && cls.signon == SIGNONS) R_RenderView(); // draw 2D stuff R_DrawQueue(); - // tell driver to commit it's partially full geometry queue to the rendering queue - // (this doesn't wait for the commands themselves to complete) - qglFlush(); + if (gl_delayfinish.integer) + { + // tell driver to commit it's partially full geometry queue to the rendering queue + // (this doesn't wait for the commands themselves to complete) + qglFlush(); + } + else + { + VID_Finish (); + + R_TimeReport("finish"); + } +} + +// utility functions + +void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) +{ +#ifdef MESH_VAR + if (mesh_var) + { + float *out = varray_vertex3f; + while (--numverts) + { + *out++ = *vertex3f++; + *out++ = *vertex3f++; + *out++ = *vertex3f++; + } + } + 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) + { + float *out = varray_texcoord2f[tmu]; + while (--numverts) + { + *out++ = *texcoord2f++; + *out++ = *texcoord2f++; + } + } + 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) + { + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; + } + } + else +#endif + memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); +} + +//=========================================================================== +// vertex array caching subsystem +//=========================================================================== + +typedef struct rcachearraylink_s +{ + struct rcachearraylink_s *next, *prev; + struct rcachearrayitem_s *data; +} +rcachearraylink_t; + +typedef struct rcachearrayitem_s +{ + // the original request structure + rcachearrayrequest_t request; + // active + int active; + // offset into r_mesh_rcachedata + int offset; + // for linking this into the sequential list + rcachearraylink_t sequentiallink; + // for linking this into the lookup list + rcachearraylink_t hashlink; +} +rcachearrayitem_t; + +#define RCACHEARRAY_HASHSIZE 65536 +#define RCACHEARRAY_ITEMS 4096 +#define RCACHEARRAY_DEFAULTSIZE (4 << 20) + +// all active items are linked into this chain in sorted order +static rcachearraylink_t r_mesh_rcachesequentialchain; +// all inactive items are linked into this chain in unknown order +static rcachearraylink_t r_mesh_rcachefreechain; +// all active items are also linked into these chains (using their hashlink) +static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; + +// all items are stored here, whether active or inactive +static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; + +// size of data buffer +static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; +// data buffer +static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; + +// current state +static int r_mesh_rcachedata_offset; +static rcachearraylink_t *r_mesh_rcachesequentialchain_current; + +static void R_Mesh_CacheArray_Startup(void) +{ + int i; + rcachearraylink_t *l; + // prepare all the linked lists + l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; + l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; + memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); + for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) + { + l = &r_mesh_rcachechain[i]; + l->next = l->prev = l; + l->data = NULL; + } + memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); + for (i = 0;i < RCACHEARRAY_ITEMS;i++) + { + r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; + l = &r_mesh_rcacheitems[i].sequentiallink; + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + } + // clear other state + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; +} + +static void R_Mesh_CacheArray_Shutdown(void) +{ +} + +/* +static void R_Mesh_CacheArray_ValidateState(int num) +{ + rcachearraylink_t *l, *lhead; + lhead = &r_mesh_rcachesequentialchain; + if (r_mesh_rcachesequentialchain_current == lhead) + return; + for (l = lhead->next;l != lhead;l = l->next) + if (r_mesh_rcachesequentialchain_current == l) + return; + Sys_Error("%i", num); +} +*/ + +int R_Mesh_CacheArray(rcachearrayrequest_t *r) +{ + rcachearraylink_t *l, *lhead, *lnext; + rcachearrayitem_t *d; + int hashindex, offset, offsetend; + + //R_Mesh_CacheArray_ValidateState(3); + // calculate a hashindex to choose a cache chain + r->data = NULL; + hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; + + // is it already cached? + for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) + { + if (!memcmp(&l->data->request, r, sizeof(l->data->request))) + { + // we have it cached already + r->data = r_mesh_rcachedata + l->data->offset; + return false; + } + } + + // we need to add a new cache item, this means finding a place for the new + // data and making sure we have a free item available, lots of work... + + // check if buffer needs to wrap + if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) + { + /* + if (r->data_size * 10 > r_mesh_rcachedata_size) + { + // realloc whole cache + } + */ + // reset back to start + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; + } + offset = r_mesh_rcachedata_offset; + r_mesh_rcachedata_offset += r->data_size; + offsetend = r_mesh_rcachedata_offset; + //R_Mesh_CacheArray_ValidateState(4); + + /* + { + int n; + for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); + Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); + } + */ + + // make room for the new data (remove old items) + lhead = &r_mesh_rcachesequentialchain; + l = r_mesh_rcachesequentialchain_current; + if (l == lhead) + l = l->next; + while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) + { + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(8); + lnext = l->next; + // if at the end of the chain, wrap around + if (lnext == lhead) + lnext = lnext->next; + //r_mesh_rcachesequentialchain_current = lnext; + //R_Mesh_CacheArray_ValidateState(10); + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + //R_Mesh_CacheArray_ValidateState(11); + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + //R_Mesh_CacheArray_ValidateState(12); + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(9); + } + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(5); + // gobble an extra item if we have no free items available + if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) + { + lnext = l->next; + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + } + r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(6); + + // now take an item from the free chain + l = r_mesh_rcachefreechain.next; + // set it up + d = l->data; + d->request = *r; + d->offset = offset; + // unlink + l->next->prev = l->prev; + l->prev->next = l->next; + // relink to sequential + l->next = r_mesh_rcachesequentialchain_current->prev; + l->prev = l->next->prev; + while (l->next->data && l->data && l->next->data->offset <= d->offset) + { + //Con_Printf(">\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"); + l->prev = l->prev->prev; + l->next = l->next->prev; + } + l->next->prev = l->prev->next = l; + // also link into hash chain + l = &l->data->hashlink; + l->next = &r_mesh_rcachechain[hashindex]; + l->prev = l->next->prev; + l->prev->next = l; + l->next->prev = l->prev->next = l; + + + //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; + + //R_Mesh_CacheArray_ValidateState(7); + // and finally set the data pointer + r->data = r_mesh_rcachedata + d->offset; + // and tell the caller to fill the array + return true; }