X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=b991a9e6de229cb7a2bd67778d4da1b9dce98276;hb=20d2ce2e5ff8f811a96d25d2868bf91ee9ab8c69;hp=4a15b6d852e332f9ed20317301a0674570b683f3;hpb=8d4a595ba1b90a62dc781b93b12c2edbfff5080f;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index 4a15b6d8..b991a9e6 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,16 +1,25 @@ #include "quakedef.h" -//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"}; -cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"}; -//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"}; +cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"}; +cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"}; +cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; +cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"}; cvar_t 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; +// increase transtriangles automatically too +int overflowedtransverts = 0; + +int gl_maxdrawrangeelementsvertices; +int gl_maxdrawrangeelementsindices; + #ifdef DEBUGGL int errornumber = 0; @@ -75,8 +84,10 @@ float overbrightscale; void SCR_ScreenShot_f (void); static int max_meshs; +static int max_transmeshs; static int max_batch; static int max_verts; // always max_meshs * 3 +static int max_transverts; // always max_transmeshs * 3 #define TRANSDEPTHRES 4096 typedef struct buf_mesh_s @@ -85,7 +96,7 @@ typedef struct buf_mesh_s int depthtest; int blendfunc1, blendfunc2; int textures[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; + int texturergbscale[MAX_TEXTUREUNITS]; int firsttriangle; int triangles; int firstvert; @@ -159,39 +170,53 @@ static void gl_backend_start(void) { int i; + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); + + Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer); + if (qglDrawRangeElements != NULL) + Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + if (strstr(gl_renderer, "3Dfx")) + { + Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); + Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); + } + Con_Printf("\n"); + max_verts = max_meshs * 3; + max_transverts = max_transmeshs * 3; if (!gl_backend_mempool) gl_backend_mempool = Mem_AllocPool("GL_Backend"); -#define BACKENDALLOC(var, count, sizeofstruct)\ +#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\n");\ + Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\ memset(var, 0, count * sizeof(sizeofstruct));\ } - BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t) - BACKENDALLOC(buf_tri, max_meshs, buf_tri_t) - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t) - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t) + BACKENDALLOC(buf_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") - BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t) - BACKENDALLOC(buf_sorttranstri, max_meshs, buf_transtri_t) - BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *) - BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t) - BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t) + BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh") + BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri") + BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list") + BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri") + BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex") + BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor") for (i = 0;i < MAX_TEXTUREUNITS;i++) { // only allocate as many texcoord arrays as we need if (i < gl_textureunits) { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t) - BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t) + BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i)) + BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i)) } else { @@ -205,6 +230,8 @@ static void gl_backend_start(void) static void gl_backend_shutdown(void) { + Con_Printf("OpenGL Backend shutting down\n"); + if (resizingbuffers) Mem_EmptyPool(gl_backend_mempool); else @@ -216,22 +243,47 @@ static void gl_backend_shutdown(void) static void gl_backend_bufferchanges(int init) { + if (overflowedverts > gl_mesh_maxtriangles.integer * 3) + Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3)); + overflowedverts = 0; + + if (overflowedtransverts > gl_mesh_transtriangles.integer * 3) + Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3)); + overflowedtransverts = 0; + + if (gl_mesh_drawmode.integer < 0) + Cvar_SetValueQuick(&gl_mesh_drawmode, 0); + if (gl_mesh_drawmode.integer > 3) + Cvar_SetValueQuick(&gl_mesh_drawmode, 3); + + if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) + { + // change drawmode 3 to 2 if 3 won't work at all + Cvar_SetValueQuick(&gl_mesh_drawmode, 2); + } + // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 256) - Cvar_SetValue("gl_mesh_maxtriangles", 256); + if (gl_mesh_maxtriangles.integer < 1024) + Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValue("gl_mesh_maxtriangles", 21760); + Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); + + if (gl_mesh_transtriangles.integer < 1024) + Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024); + if (gl_mesh_transtriangles.integer > 65536) + Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536); - if (gl_mesh_batchtriangles.integer < 0) - Cvar_SetValue("gl_mesh_batchtriangles", 0); + if (gl_mesh_batchtriangles.integer < 1) + Cvar_SetValueQuick(&gl_mesh_batchtriangles, 1); if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer) - Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer); + Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer); max_batch = gl_mesh_batchtriangles.integer; - if (max_meshs != gl_mesh_maxtriangles.integer) + if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer) { max_meshs = gl_mesh_maxtriangles.integer; + max_transmeshs = gl_mesh_transtriangles.integer; if (!init) { @@ -260,8 +312,10 @@ void gl_backend_init(void) #endif Cvar_RegisterVariable(&gl_mesh_maxtriangles); + Cvar_RegisterVariable(&gl_mesh_transtriangles); Cvar_RegisterVariable(&gl_mesh_batchtriangles); Cvar_RegisterVariable(&gl_mesh_floatcolors); + Cvar_RegisterVariable(&gl_mesh_drawmode); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); gl_backend_bufferchanges(true); for (i = 0;i < 256;i++) @@ -276,7 +330,7 @@ int arraylocked = false; void GL_LockArray(int first, int count) { - if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer) + if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0) { qglLockArraysEXT(first, count); CHECKGLERROR @@ -294,8 +348,6 @@ void GL_UnlockArray(void) } } -//static float gldepthmin, gldepthmax; - /* ============= GL_SetupFrame @@ -312,19 +364,14 @@ static void GL_SetupFrame (void) if (!r_render.integer) return; -// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen -// gldepthmin = 0; -// gldepthmax = 1; - glDepthFunc (GL_LEQUAL);CHECKGLERROR - -// glDepthRange (gldepthmin, gldepthmax);CHECKGLERROR + qglDepthFunc (GL_LEQUAL);CHECKGLERROR // set up viewpoint - glMatrixMode(GL_PROJECTION);CHECKGLERROR - glLoadIdentity ();CHECKGLERROR + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity ();CHECKGLERROR // y is weird beause OpenGL is bottom to top, we use top to bottom - glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR + qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR // depth range zNear = 1.0; @@ -340,40 +387,20 @@ static void GL_SetupFrame (void) ymax = zNear * tan(fovy * M_PI / 360.0); // set view pyramid - glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR - -// glCullFace(GL_FRONT);CHECKGLERROR + qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR - glMatrixMode(GL_MODELVIEW);CHECKGLERROR - glLoadIdentity ();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + qglLoadIdentity ();CHECKGLERROR // put Z going up - glRotatef (-90, 1, 0, 0);CHECKGLERROR - glRotatef (90, 0, 0, 1);CHECKGLERROR + qglRotatef (-90, 1, 0, 0);CHECKGLERROR + qglRotatef (90, 0, 0, 1);CHECKGLERROR // camera rotation - glRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR - glRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR - glRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR + 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 - glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR - -// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); - - // - // set drawing parms - // -// if (gl_cull.integer) -// { -// glEnable(GL_CULL_FACE);CHECKGLERROR -// } -// else -// { -// glDisable(GL_CULL_FACE);CHECKGLERROR -// } - -// glEnable(GL_BLEND);CHECKGLERROR -// glEnable(GL_DEPTH_TEST);CHECKGLERROR -// glDepthMask(1);CHECKGLERROR + qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR } static int mesh_blendfunc1; @@ -394,64 +421,83 @@ void GL_SetupTextureState(void) for (i = 0;i < backendunits;i++) { qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR if (gl_combine.integer) { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR - glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } else { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR - glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR if (mesh_texture[i]) { - glEnable(GL_TEXTURE_2D);CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { - glDisable(GL_TEXTURE_2D);CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + if (gl_mesh_drawmode.integer > 0) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR + if (mesh_texture[i]) + { + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + else + { + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } } } else { - glBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (mesh_texture[0]) { - glEnable(GL_TEXTURE_2D);CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { - glDisable(GL_TEXTURE_2D);CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + if (gl_mesh_drawmode.integer > 0) + { + qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR + if (mesh_texture[0]) + { + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + else + { + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } } } // called at beginning of frame +int usedarrays; void R_Mesh_Start(void) { int i; @@ -488,33 +534,38 @@ void R_Mesh_Start(void) mesh_texturergbscale[i] = 1; } - glEnable(GL_CULL_FACE);CHECKGLERROR - glCullFace(GL_FRONT);CHECKGLERROR + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglCullFace(GL_FRONT);CHECKGLERROR mesh_depthtest = true; - glEnable(GL_DEPTH_TEST);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR mesh_blendfunc1 = GL_ONE; mesh_blendfunc2 = GL_ZERO; - glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR + qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR mesh_blend = 0; - glDisable(GL_BLEND);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR mesh_depthmask = GL_TRUE; - glDepthMask(mesh_depthmask);CHECKGLERROR + qglDepthMask(mesh_depthmask);CHECKGLERROR - glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR - glEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) + usedarrays = false; + if (gl_mesh_drawmode.integer > 0) { - glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR - } - else - { - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR + usedarrays = true; + qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (gl_mesh_floatcolors.integer) + { + qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR + } + else + { + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR + } + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } - glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR GL_SetupTextureState(); } @@ -544,25 +595,37 @@ void GL_UpdateFarclip(void) void GL_ConvertColorsFloatToByte(void) { - int i, k, *icolor; - float *fcolor; + int i, k, total; + // LordHavoc: to avoid problems with aliasing (treating memory as two + // different types - exactly what this is doing), these must be volatile + // (or a union) + volatile int *icolor; + volatile float *fcolor; qbyte *bcolor; + total = currentvertex * 4; + // shift float to have 8bit fraction at base of number - for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++) + fcolor = &buf_fcolor->c[0]; + for (i = 0;i < total;) { - *fcolor++ += 32768.0f; - *fcolor++ += 32768.0f; - *fcolor++ += 32768.0f; - *fcolor++ += 32768.0f; + fcolor[i ] += 32768.0f; + fcolor[i + 1] += 32768.0f; + fcolor[i + 2] += 32768.0f; + fcolor[i + 3] += 32768.0f; + i += 4; } + // then read as integer and kill float bits... - for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++) + icolor = (int *)&buf_fcolor->c[0]; + bcolor = &buf_bcolor->c[0]; + for (i = 0;i < total;) { - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; + 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; } } @@ -581,7 +644,7 @@ void GL_MeshState(buf_mesh_t *mesh) } if (mesh_texture[i] == 0) { - glEnable(GL_TEXTURE_2D);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array @@ -589,12 +652,12 @@ void GL_MeshState(buf_mesh_t *mesh) { qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR } - glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR if (mesh_texture[i] == 0) { - glDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array @@ -602,7 +665,7 @@ void GL_MeshState(buf_mesh_t *mesh) { qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR } - glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } if (mesh_texturergbscale[i] != mesh->texturergbscale[i]) @@ -611,7 +674,7 @@ void GL_MeshState(buf_mesh_t *mesh) { qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR } - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR } } } @@ -621,20 +684,20 @@ void GL_MeshState(buf_mesh_t *mesh) { if (mesh_texture[0] == 0) { - glEnable(GL_TEXTURE_2D);CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR if (mesh_texture[0] == 0) { - glDisable(GL_TEXTURE_2D);CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2) { - glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR + qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR if (mesh_blendfunc2 == GL_ZERO) { if (mesh_blendfunc1 == GL_ONE) @@ -642,7 +705,7 @@ void GL_MeshState(buf_mesh_t *mesh) if (mesh_blend) { mesh_blend = 0; - glDisable(GL_BLEND);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR } } else @@ -650,7 +713,7 @@ void GL_MeshState(buf_mesh_t *mesh) if (!mesh_blend) { mesh_blend = 1; - glEnable(GL_BLEND);CHECKGLERROR + qglEnable(GL_BLEND);CHECKGLERROR } } } @@ -659,7 +722,7 @@ void GL_MeshState(buf_mesh_t *mesh) if (!mesh_blend) { mesh_blend = 1; - glEnable(GL_BLEND);CHECKGLERROR + qglEnable(GL_BLEND);CHECKGLERROR } } } @@ -667,13 +730,68 @@ void GL_MeshState(buf_mesh_t *mesh) { mesh_depthtest = mesh->depthtest; if (mesh_depthtest) - glEnable(GL_DEPTH_TEST); + qglEnable(GL_DEPTH_TEST); else - glDisable(GL_DEPTH_TEST); + qglDisable(GL_DEPTH_TEST); } if (mesh_depthmask != mesh->depthmask) { - glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR + qglDepthMask(mesh_depthmask = mesh->depthmask);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*/) + { + // 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); + } + else if (gl_mesh_drawmode.integer >= 1) + { + // GL 1.1 + // feed it manually using glArrayElement + qglBegin(GL_TRIANGLES); + for (i = 0;i < indexcount;i++) + qglArrayElement(index[i]); + qglEnd(); + } + else + { + // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver + // feed it manually + qglBegin(GL_TRIANGLES); + if (r_multitexture.integer) + { + // the minigl doesn't have this (because it does not have ARB_multitexture) + for (i = 0;i < indexcount;i++) + { + in = index[i]; + qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); + for (j = 0;j < backendunits;j++) + if (mesh_texture[j]) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]); + qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); + } + } + else + { + for (i = 0;i < indexcount;i++) + { + in = index[i]; + qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); + if (mesh_texture[0]) + qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]); + qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); + } + } + qglEnd(); } } @@ -693,15 +811,22 @@ void R_Mesh_Render(void) if (!currentmesh) return; + if (!r_render.integer) + { + currentmesh = 0; + currenttriangle = 0; + currentvertex = 0; + return; + } + CHECKGLERROR GL_UpdateFarclip(); - if (!gl_mesh_floatcolors.integer) + // drawmode 0 always uses byte colors + if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) GL_ConvertColorsFloatToByte(); - // lock the arrays now that they will have no further modifications - //GL_LockArray(0, currentvertex);CHECKGLERROR if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; @@ -710,12 +835,7 @@ void R_Mesh_Render(void) GL_MeshState(buf_mesh); GL_LockArray(0, currentvertex); - #ifdef WIN32 - // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32 - glDrawElements(GL_TRIANGLES, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR - #else - glDrawRangeElements(GL_TRIANGLES, buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR - #endif + 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) { @@ -732,12 +852,7 @@ void R_Mesh_Render(void) for (i = 0;i < indexcount;i++) index[i] += firstvert; - #ifdef WIN32 - // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32 - glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR - #else - glDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR - #endif + GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR } } @@ -753,52 +868,62 @@ void R_Mesh_Finish(void) { int i; // flush any queued meshs - R_Mesh_Render(); + if (currentmesh) + R_Mesh_Render(); if (backendunits > 1) { for (i = backendunits - 1;i >= 0;i--) { qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (gl_combine.integer) { - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR } if (i > 0) { - glDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } else { - glEnable(GL_TEXTURE_2D);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } - glBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + if (usedarrays) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } } else { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - glEnable(GL_TEXTURE_2D);CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + if (usedarrays) + { + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } + if (usedarrays) + { + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR } - glDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - glDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - glDisable(GL_BLEND);CHECKGLERROR - glEnable(GL_DEPTH_TEST);CHECKGLERROR - glDepthMask(true);CHECKGLERROR - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(GL_TRUE);CHECKGLERROR + qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } void R_Mesh_ClearDepth(void) { R_Mesh_AddTransparent(); R_Mesh_Finish(); - glClear(GL_DEPTH_BUFFER_BIT); + qglClear(GL_DEPTH_BUFFER_BIT); R_Mesh_Start(); } @@ -891,7 +1016,7 @@ void R_Mesh_AddTransparent(void) for (;transmesh;transmesh = transmesh->chain) { - if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts) + if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts) R_Mesh_Render(); mesh = &buf_mesh[currentmesh++]; @@ -964,9 +1089,29 @@ void R_Mesh_Draw(const rmeshinfo_t *m) Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts); #endif + // LordHavoc: removed this error condition because with floatcolors 0, + // the 3DFX driver works with very large meshs + // FIXME: we can work around this by falling back on non-array renderer if buffers are too big + //if (m->numtriangles > 1024 || m->numverts > 3072) + //{ + // Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n"); + // return; + //} + + 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: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); + return; + } + if (m->transparent) { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) + overflowedtransverts += max(m->numtriangles * 3, m->numverts); + if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) { if (!transranout) { @@ -995,12 +1140,6 @@ void R_Mesh_Draw(const rmeshinfo_t *m) } else { - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw: mesh too big for buffers\n"); - return; - } - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) R_Mesh_Render(); @@ -1032,12 +1171,13 @@ void R_Mesh_Draw(const rmeshinfo_t *m) overbright = false; scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) + if (m->blendfunc1 == GL_DST_COLOR) { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer + // check if it is a 2x modulate with framebuffer + if (m->blendfunc2 == GL_SRC_COLOR) scaler *= 0.5f; } - else + else if (m->blendfunc2 != GL_SRC_COLOR) { if (m->tex[0]) { @@ -1113,174 +1253,9 @@ void R_Mesh_Draw(const rmeshinfo_t *m) else memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); } - #if 0 - for (;j < backendunits;j++) - memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t)); - #endif -} - -void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m) -{ - // these are static because gcc runs out of virtual registers otherwise - static int i, j, overbright, *index; - static float *in, scaler; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - if (m->index == NULL - || !m->numtriangles - || m->vertex == NULL - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); - - // ignore meaningless alpha meshs - if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) - { - if (m->color) - { - for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep) - if (*in >= 0.01f) - break; - if (i == m->numverts) - return; - } - else if (m->ca < 0.01f) - return; - } - if (m->transparent) - { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) - { - if (!transranout) - { - Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n"); - transranout = true; - } - return; - } - - c_transmeshs++; - c_transtris += m->numtriangles; - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - index = &buf_transtri[currenttranstriangle].index[0]; - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; - } - else - { - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n"); - return; - } - - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - c_meshs++; - c_meshtris += m->numtriangles; - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_texcoord[i][currentvertex]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - index = &buf_tri[currenttriangle].index[0]; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - } - - // code shared for transparent and opaque meshs - memcpy(index, m->index, sizeof(int[3]) * m->numtriangles); - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - - overbright = false; - scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) - { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer - scaler *= 0.5f; - } - else - { - if (m->tex[0]) - { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - scaler *= overbrightscale; - } - - j = -1; - for (i = 0;i < backendunits;i++) - { - if ((mesh->textures[i] = m->tex[i])) - j = i; - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; - } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - - if (m->vertexstep != sizeof(buf_vertex_t)) - Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n"); - if (m->colorstep != sizeof(buf_fcolor_t)) - Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n"); - if (m->color == NULL) - Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n"); - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) - { - if (j >= backendunits) - Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); - if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) - Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n"); - } - - memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) - memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); - #if 0 - for (;j < backendunits;j++) - memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t)); - #endif - - memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t)); - - // do this as a second step because memcpy preloaded the cache, which we can't easily do - if (scaler != 1) - { - for (i = 0;i < m->numverts;i++) - { - fcolor[i].c[0] *= scaler; - fcolor[i].c[1] *= scaler; - fcolor[i].c[2] *= scaler; - } - } + if (currenttriangle >= max_batch) + R_Mesh_Render(); } // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct @@ -1299,9 +1274,29 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m) || !m->numverts) Host_Error("R_Mesh_Draw: no triangles or verts\n"); + // LordHavoc: removed this error condition because with floatcolors 0, + // the 3DFX driver works with very large meshs + // FIXME: we can work around this by falling back on non-array renderer if buffers are too big + //if (m->numtriangles > 1024 || m->numverts > 3072) + //{ + // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n"); + // return false; + //} + + i = max(m->numtriangles * 3, m->numverts); + if (overflowedverts < i) + overflowedverts = i; + + if (m->numtriangles > max_meshs || m->numverts > max_verts) + { + Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); + return false; + } + if (m->transparent) { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) + overflowedtransverts += max(m->numtriangles * 3, m->numverts); + if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) { if (!transranout) { @@ -1329,12 +1324,6 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m) } else { - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n"); - return false; - } - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) R_Mesh_Render(); @@ -1364,12 +1353,13 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m) overbright = false; scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) + if (m->blendfunc1 == GL_DST_COLOR) { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer + // check if it is a 2x modulate with framebuffer + if (m->blendfunc2 == GL_SRC_COLOR) scaler *= 0.5f; } - else + else if (m->blendfunc2 != GL_SRC_COLOR) { if (m->tex[0]) { @@ -1436,7 +1426,7 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) return false; buffer = Mem_Alloc(tempmempool, width*height*3); - glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); + qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); CHECKGLERROR // LordHavoc: compensate for v_overbrightbits when using hardware gamma @@ -1457,17 +1447,17 @@ void R_ClearScreen(void) if (r_render.integer) { // clear to black - glClearColor(0,0,0,0);CHECKGLERROR + qglClearColor(0,0,0,0);CHECKGLERROR // clear the screen - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR + qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR // set dithering mode if (gl_dither.integer) { - glEnable(GL_DITHER);CHECKGLERROR + qglEnable(GL_DITHER);CHECKGLERROR } else { - glDisable(GL_DITHER);CHECKGLERROR + qglDisable(GL_DITHER);CHECKGLERROR } } } @@ -1482,9 +1472,6 @@ text to the screen. */ void SCR_UpdateScreen (void) { - //Mem_CheckSentinelsGlobal(); - //R_TimeReport("memtest"); - VID_Finish (); R_TimeReport("finish"); @@ -1513,5 +1500,6 @@ void SCR_UpdateScreen (void) // tell driver to commit it's partially full geometry queue to the rendering queue // (this doesn't wait for the commands themselves to complete) - glFlush(); + qglFlush(); } +