X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=d56bc790671244933ba5a94e2aa94cf0fa6e9181;hb=a31c7f6abe972870ba5753513adcf2f58b6c561a;hp=d655003090238fcfb2174111677dcad59687de46;hpb=7099f710b75218eb73c73ecd662d62780f00c79b;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index d6550030..d56bc790 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,20 +1,26 @@ #include "quakedef.h" - -cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; -cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"}; -cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"}; -cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"}; +#include "image.h" +#include "jpeg.h" +#include "cl_collision.h" + +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; +cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"}; +cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"}; +cvar_t gl_paranoid = {0, "gl_paranoid", "0"}; +cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"}; +cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"}; +cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"}; +cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"}; +cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"}; +cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"}; cvar_t r_render = {0, "r_render", "1"}; +cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"}; +cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; -// this is used to increase gl_mesh_maxtriangles automatically if a mesh was -// too large for the buffers in the previous frame -int overflowedmeshtris = 0; - int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -56,7 +62,7 @@ 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 @@ -67,1496 +73,1532 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -float r_farclip, r_newfarclip; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); -int polyindexarray[768]; +void SCR_ScreenShot_f (void); -static float viewdist; +static matrix4x4_t backend_viewmatrix; +static matrix4x4_t backend_modelmatrix; +static matrix4x4_t backend_modelviewmatrix; +static matrix4x4_t backend_glmodelviewmatrix; +static matrix4x4_t backend_projectmatrix; -int c_meshs, c_meshtris, c_transmeshs, c_transtris; +static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; -int lightscalebit; -float lightscale; -float overbrightscale; +/* +note: here's strip order for a terrain row: +0--1--2--3--4 +|\ |\ |\ |\ | +| \| \| \| \| +A--B--C--D--E +clockwise -void SCR_ScreenShot_f (void); +A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E -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 +*elements++ = i + row; +*elements++ = i; +*elements++ = i + row + 1; +*elements++ = i; +*elements++ = i + 1; +*elements++ = i + row + 1; -typedef struct buf_mesh_s -{ - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - int texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int verts; - struct buf_mesh_s *chain; - struct buf_transtri_s *transchain; -} -buf_mesh_t; -typedef struct buf_transtri_s +for (y = 0;y < rows - 1;y++) { - struct buf_transtri_s *next; - struct buf_transtri_s *meshsortchain; - buf_mesh_t *mesh; - int index[3]; + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i + columns; + *elements++ = i; + *elements++ = i + columns + 1; + *elements++ = i; + *elements++ = i + 1; + *elements++ = i + columns + 1; + } } -buf_transtri_t; -typedef struct buf_tri_s -{ - int index[3]; -} -buf_tri_t; +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise -typedef struct +for (y = 0;y < rows - 1;y++) { - float v[4]; + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + 1; + } } -buf_vertex_t; +*/ -typedef struct -{ - float c[4]; -} -buf_fcolor_t; +int polygonelements[768]; -typedef struct +static void R_Mesh_CacheArray_Startup(void); +static void R_Mesh_CacheArray_Shutdown(void); +void GL_Backend_AllocArrays(void) { - qbyte c[4]; + R_Mesh_CacheArray_Startup(); } -buf_bcolor_t; -typedef struct +void GL_Backend_FreeArrays(void) { - float t[2]; + R_Mesh_CacheArray_Shutdown(); } -buf_texcoord_t; - -static float meshfarclip; -static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout; -static buf_mesh_t *buf_mesh; -static buf_tri_t *buf_tri; -static buf_vertex_t *buf_vertex; -static buf_fcolor_t *buf_fcolor; -static buf_bcolor_t *buf_bcolor; -static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; - -static int currenttransmesh, currenttransvertex, currenttranstriangle; -static buf_mesh_t *buf_transmesh; -static buf_transtri_t *buf_sorttranstri; -static buf_transtri_t **buf_sorttranstri_list; -static buf_tri_t *buf_transtri; -static buf_vertex_t *buf_transvertex; -static buf_fcolor_t *buf_transfcolor; -static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS]; - -static mempool_t *gl_backend_mempool; -static int resizingbuffers = false; static void gl_backend_start(void) { - int i; - - max_verts = max_meshs * 3; - max_transverts = max_transmeshs * 3; + Con_Print("OpenGL Backend starting...\n"); + CHECKGLERROR - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); + 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); + } -#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); + backendimageunits = backendunits; + backendarrayunits = backendunits; + if (gl_support_fragment_shader) + { + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits); + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits); + CHECKGLERROR + Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); } + else if (backendunits > 1) + Con_Printf("multitexture detected: texture units = %i\n", backendunits); + else + Con_Printf("singletexture\n"); - 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(); - 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") + Con_Printf("OpenGL backend started.\n"); + + CHECKGLERROR - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i)) - BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i)) - } - else - { - buf_texcoord[i] = NULL; - buf_transtexcoord[i] = NULL; - } - } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); backendactive = true; } static void gl_backend_shutdown(void) { - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - backendunits = 0; + backendimageunits = 0; + backendarrayunits = 0; backendactive = false; -} - -static void gl_backend_bufferchanges(int init) -{ - if (overflowedmeshtris > gl_mesh_maxtriangles.integer) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, overflowedmeshtris); - overflowedmeshtris = 0; - - if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements != NULL) - { - if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsindices) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsindices / 3)); - if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsvertices) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsvertices / 3)); - } - - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); - - if (gl_mesh_transtriangles.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024); - if (gl_mesh_transtriangles.integer > 65536) - Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536); - if (gl_mesh_batchtriangles.integer < 0) - Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0); - if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer) - Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer); + Con_Print("OpenGL Backend shutting down\n"); - max_batch = gl_mesh_batchtriangles.integer; - - if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer) - { - max_meshs = gl_mesh_maxtriangles.integer; - max_transmeshs = gl_mesh_transtriangles.integer; - - if (!init) - { - resizingbuffers = true; - gl_backend_shutdown(); - gl_backend_start(); - resizingbuffers = false; - } - } + GL_Backend_FreeArrays(); } static void gl_backend_newmap(void) { - r_farclip = r_newfarclip = 2048.0f; } +cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"}; +cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"}; +cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"}; +cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"}; + void gl_backend_init(void) { int i; + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; + } + Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&r_waterwarp); + Cvar_RegisterVariable(&r_stereo_separation); + Cvar_RegisterVariable(&r_stereo_sidebyside); + Cvar_RegisterVariable(&r_stereo_redblue); + Cvar_RegisterVariable(&r_stereo_redcyan); + Cvar_RegisterVariable(&r_stereo_redgreen); + Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_paranoid); + Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif - Cvar_RegisterVariable(&gl_mesh_maxtriangles); - Cvar_RegisterVariable(&gl_mesh_transtriangles); - Cvar_RegisterVariable(&gl_mesh_batchtriangles); - Cvar_RegisterVariable(&gl_mesh_floatcolors); - Cvar_RegisterVariable(&gl_mesh_drawmode); + Cvar_RegisterVariable(&gl_mesh_drawrangeelements); + Cvar_RegisterVariable(&gl_mesh_testarrayelement); + Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); + + Cvar_RegisterVariable(&scr_zoomwindow); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); + Cvar_RegisterVariable(&scr_zoomwindow_fov); + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); - gl_backend_bufferchanges(true); - for (i = 0;i < 256;i++) - { - polyindexarray[i*3+0] = 0; - polyindexarray[i*3+1] = i + 1; - polyindexarray[i*3+2] = i + 2; - } } -int arraylocked = false; - -void GL_LockArray(int first, int count) +void GL_SetupView_Orientation_Identity (void) { - if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer != 0) - { - qglLockArraysEXT(first, count); - CHECKGLERROR - arraylocked = true; - } + Matrix4x4_CreateIdentity(&backend_viewmatrix); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_UnlockArray(void) +void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) { - if (arraylocked) - { - qglUnlockArraysEXT(); - CHECKGLERROR - arraylocked = false; - } + matrix4x4_t tempmatrix, basematrix; + Matrix4x4_Invert_Simple(&tempmatrix, matrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); + //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); + //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); + //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); + //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -/* -============= -GL_SetupFrame -============= -*/ -static void GL_SetupFrame (void) +void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) { double xmax, ymax; - double fovx, fovy, zNear, zFar, aspect; - - // update farclip based on previous frame - r_farclip = r_newfarclip; + double m[16]; if (!r_render.integer) return; - qglDepthFunc (GL_LEQUAL);CHECKGLERROR - // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + // pyramid slopes + xmax = zNear * tan(fovx * M_PI / 360.0); + ymax = zNear * tan(fovy * M_PI / 360.0); + // set view pyramid + qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + qglGetDoublev(GL_PROJECTION_MATRIX, m); + backend_projectmatrix.m[0][0] = m[0]; + backend_projectmatrix.m[1][0] = m[1]; + backend_projectmatrix.m[2][0] = m[2]; + backend_projectmatrix.m[3][0] = m[3]; + backend_projectmatrix.m[0][1] = m[4]; + backend_projectmatrix.m[1][1] = m[5]; + backend_projectmatrix.m[2][1] = m[6]; + backend_projectmatrix.m[3][1] = m[7]; + backend_projectmatrix.m[0][2] = m[8]; + backend_projectmatrix.m[1][2] = m[9]; + backend_projectmatrix.m[2][2] = m[10]; + backend_projectmatrix.m[3][2] = m[11]; + backend_projectmatrix.m[0][3] = m[12]; + backend_projectmatrix.m[1][3] = m[13]; + backend_projectmatrix.m[2][3] = m[14]; + backend_projectmatrix.m[3][3] = m[15]; + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); +} - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +{ + double nudge, m[16]; - // depth range - zNear = 1.0; - zFar = r_farclip; + if (!r_render.integer) + return; - // fov angles - fovx = r_refdef.fov_x; - fovy = r_refdef.fov_y; - aspect = r_refdef.width / r_refdef.height; + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + // set view pyramid + nudge = 1.0 - 1.0 / (1<<23); + m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); + m[ 1] = 0; + m[ 2] = 0; + m[ 3] = 0; + m[ 4] = 0; + m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 6] = 0; + m[ 7] = 0; + m[ 8] = 0; + m[ 9] = 0; + m[10] = -nudge; + m[11] = -1; + m[12] = 0; + m[13] = 0; + m[14] = -2 * zNear * nudge; + m[15] = 0; + qglLoadMatrixd(m); + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); + backend_projectmatrix.m[0][0] = m[0]; + backend_projectmatrix.m[1][0] = m[1]; + backend_projectmatrix.m[2][0] = m[2]; + backend_projectmatrix.m[3][0] = m[3]; + backend_projectmatrix.m[0][1] = m[4]; + backend_projectmatrix.m[1][1] = m[5]; + backend_projectmatrix.m[2][1] = m[6]; + backend_projectmatrix.m[3][1] = m[7]; + backend_projectmatrix.m[0][2] = m[8]; + backend_projectmatrix.m[1][2] = m[9]; + backend_projectmatrix.m[2][2] = m[10]; + backend_projectmatrix.m[3][2] = m[11]; + backend_projectmatrix.m[0][3] = m[12]; + backend_projectmatrix.m[1][3] = m[13]; + backend_projectmatrix.m[2][3] = m[14]; + backend_projectmatrix.m[3][3] = m[15]; +} - // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0) * aspect; - ymax = zNear * tan(fovy * M_PI / 360.0); +void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) +{ + double m[16]; - // set view pyramid - qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + if (!r_render.integer) + return; + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglOrtho(x1, x2, y2, y1, zNear, zFar); + qglGetDoublev(GL_PROJECTION_MATRIX, m); + backend_projectmatrix.m[0][0] = m[0]; + backend_projectmatrix.m[1][0] = m[1]; + backend_projectmatrix.m[2][0] = m[2]; + backend_projectmatrix.m[3][0] = m[3]; + backend_projectmatrix.m[0][1] = m[4]; + backend_projectmatrix.m[1][1] = m[5]; + backend_projectmatrix.m[2][1] = m[6]; + backend_projectmatrix.m[3][1] = m[7]; + backend_projectmatrix.m[0][2] = m[8]; + backend_projectmatrix.m[1][2] = m[9]; + backend_projectmatrix.m[2][2] = m[10]; + backend_projectmatrix.m[3][2] = m[11]; + backend_projectmatrix.m[0][3] = m[12]; + backend_projectmatrix.m[1][3] = m[13]; + backend_projectmatrix.m[2][3] = m[14]; + backend_projectmatrix.m[3][3] = m[15]; qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR - - // put Z going up - qglRotatef (-90, 1, 0, 0);CHECKGLERROR - qglRotatef (90, 0, 0, 1);CHECKGLERROR - // camera rotation - qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR - // camera location - qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR + GL_SetupView_Orientation_Identity(); } -static int mesh_blendfunc1; -static int mesh_blendfunc2; -static int mesh_blend; -static GLboolean mesh_depthmask; -static int mesh_depthtest; -static int mesh_unit; -static int mesh_clientunit; -static int mesh_texture[MAX_TEXTUREUNITS]; -static float mesh_texturergbscale[MAX_TEXTUREUNITS]; +typedef struct gltextureunit_s +{ + int t1d, t2d, t3d, tcubemap; + int arrayenabled; + unsigned int arraycomponents; + const void *pointer_texcoord; + float rgbscale, alphascale; + int combinergb, combinealpha; + // FIXME: add more combine stuff + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; + matrix4x4_t matrix; +} +gltextureunit_t; + +static struct +{ + int blendfunc1; + int blendfunc2; + int blend; + GLboolean depthmask; + int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) + int depthtest; + int scissortest; + unsigned int unit; + unsigned int clientunit; + gltextureunit_t units[MAX_TEXTUREUNITS]; + float color4f[4]; + int lockrange_first; + int lockrange_count; + const void *pointer_vertex; + const void *pointer_color; +} +gl_state; void GL_SetupTextureState(void) { - int i; - if (backendunits > 1) + unsigned int i; + gltextureunit_t *unit; + CHECKGLERROR + gl_state.unit = -1; + gl_state.clientunit = -1; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + { + unit = gl_state.units + i; + unit->t1d = 0; + unit->t2d = 0; + unit->t3d = 0; + unit->tcubemap = 0; + unit->arrayenabled = false; + unit->arraycomponents = 0; + unit->pointer_texcoord = NULL; + unit->rgbscale = 1; + unit->alphascale = 1; + unit->combinergb = GL_MODULATE; + unit->combinealpha = GL_MODULATE; + unit->texmatrixenabled = false; + unit->matrix = r_identitymatrix; + } + + for (i = 0;i < backendimageunits;i++) { - for (i = 0;i < backendunits;i++) + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (gl_texture3d) { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - if (mesh_texture[i]) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - if (gl_mesh_drawmode.integer != 0) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR - if (mesh_texture[i]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } } - else + + for (i = 0;i < backendarrayunits;i++) { - qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (mesh_texture[0]) + GL_ClientActiveTexture(i); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - else + if (gl_texturecubemap) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - if (gl_mesh_drawmode.integer != 0) + qglMatrixMode(GL_TEXTURE); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); + if (gl_combine.integer) { - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR - if (mesh_texture[0]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + } + else + { + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } } + CHECKGLERROR } -// called at beginning of frame -int usedarrays; -void R_Mesh_Start(void) +void GL_Backend_ResetState(void) { - int i; - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); + memset(&gl_state, 0, sizeof(gl_state)); + gl_state.depthtest = true; + gl_state.blendfunc1 = GL_ONE; + gl_state.blendfunc2 = GL_ZERO; + gl_state.blend = false; + gl_state.depthmask = GL_TRUE; + gl_state.colormask = 15; + gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; + gl_state.lockrange_first = 0; + gl_state.lockrange_count = 0; + gl_state.pointer_vertex = NULL; + gl_state.pointer_color = NULL; CHECKGLERROR - gl_backend_bufferchanges(false); - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; - meshfarclip = 0; - transranout = false; - viewdist = DotProduct(r_origin, vpn); - - c_meshs = 0; - c_meshtris = 0; - c_transmeshs = 0; - c_transtris = 0; - - GL_SetupFrame(); - - mesh_unit = 0; - mesh_clientunit = 0; - - for (i = 0;i < backendunits;i++) - { - mesh_texture[i] = 0; - mesh_texturergbscale[i] = 1; - } - + qglColorMask(1, 1, 1, 1); qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR - - mesh_depthtest = true; qglEnable(GL_DEPTH_TEST);CHECKGLERROR - - mesh_blendfunc1 = GL_ONE; - mesh_blendfunc2 = GL_ZERO; - qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR - - mesh_blend = 0; + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR - mesh_depthmask = GL_TRUE; - qglDepthMask(mesh_depthmask);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - usedarrays = false; - if (gl_mesh_drawmode.integer != 0) - { - usedarrays = true; - qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) - { - qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR - } - else - { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR - } - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR - } + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + + GL_Color(0, 0, 0, 0); + GL_Color(1, 1, 1, 1); GL_SetupTextureState(); } -int gl_backend_rebindtextures; - -void GL_UpdateFarclip(void) +void GL_ActiveTexture(unsigned int num) { - int i; - float farclip; - - // push out farclip based on vertices - // FIXME: wouldn't this be slow when using matrix transforms? - for (i = 0;i < currentvertex;i++) + if (gl_state.unit != num) { - farclip = DotProduct(buf_vertex[i].v, vpn); - if (meshfarclip < farclip) - meshfarclip = farclip; - } - - farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe - - // push out farclip for next frame - if (farclip > r_newfarclip) - r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256; -} - -void GL_ConvertColorsFloatToByte(void) -{ - int i, k, total; - // LordHavoc: to avoid problems with aliasing (treating memory as two - // different types - exactly what this is doing), these must be volatile - // (or a union) - volatile int *icolor; - volatile float *fcolor; - qbyte *bcolor; - - total = currentvertex * 4; - - // shift float to have 8bit fraction at base of number - fcolor = &buf_fcolor->c[0]; - for (i = 0;i < total;) - { - fcolor[i ] += 32768.0f; - fcolor[i + 1] += 32768.0f; - fcolor[i + 2] += 32768.0f; - fcolor[i + 3] += 32768.0f; - i += 4; - } - - // then read as integer and kill float bits... - icolor = (int *)&buf_fcolor->c[0]; - bcolor = &buf_bcolor->c[0]; - for (i = 0;i < total;) - { - k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; - k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k; - k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k; - k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k; - i += 4; + gl_state.unit = num; + if (qglActiveTexture) + { + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } } } -void GL_MeshState(buf_mesh_t *mesh) +void GL_ClientActiveTexture(unsigned int num) { - int i; - if (backendunits > 1) - { - for (i = 0;i < backendunits;i++) - { - if (mesh_texture[i] != mesh->textures[i]) - { - if (mesh_unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - } - if (mesh_texture[i] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (mesh_clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR - if (mesh_texture[i] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (mesh_clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - if (mesh_texturergbscale[i] != mesh->texturergbscale[i]) - { - if (mesh_unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR - } - } - } - else + if (gl_state.clientunit != num) { - if (mesh_texture[0] != mesh->textures[0]) + gl_state.clientunit = num; + if (qglActiveTexture) { - if (mesh_texture[0] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR - if (mesh_texture[0] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR } } - if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2) +} + +void GL_BlendFunc(int blendfunc1, int blendfunc2) +{ + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR - if (mesh_blendfunc2 == GL_ZERO) + if (r_showtrispass) + return; + qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) { - if (mesh_blendfunc1 == GL_ONE) + if (gl_state.blendfunc1 == GL_ONE) { - if (mesh_blend) + if (gl_state.blend) { - mesh_blend = 0; + gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR } } else { - if (!mesh_blend) + if (!gl_state.blend) { - mesh_blend = 1; + gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } else { - if (!mesh_blend) + if (!gl_state.blend) { - mesh_blend = 1; + gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } - if (mesh_depthtest != mesh->depthtest) - { - mesh_depthtest = mesh->depthtest; - if (mesh_depthtest) - qglEnable(GL_DEPTH_TEST); - else - qglDisable(GL_DEPTH_TEST); - } - if (mesh_depthmask != mesh->depthmask) - { - qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR - } } -void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) +void GL_DepthMask(int state) { - unsigned int i, j, in; - if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements == NULL) - Cvar_SetValueQuick(&gl_mesh_drawmode, 2); - - if (gl_mesh_drawmode.integer == 3) - { - // 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) + if (gl_state.depthmask != state) { - // GL 1.1 - // feed it manually using glArrayElement - qglBegin(GL_TRIANGLES); - for (i = 0;i < indexcount;i++) - qglArrayElement(index[i]); - qglEnd(); + if (r_showtrispass) + return; + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } - else +} + +void GL_DepthTest(int state) +{ + if (gl_state.depthtest != state) { - // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver - // feed it manually - if (gl_mesh_drawmode.integer != 0) - Cvar_SetValueQuick(&gl_mesh_drawmode, 0); - qglBegin(GL_TRIANGLES); - if (r_multitexture.integer) + if (r_showtrispass) + return; + gl_state.depthtest = state; + if (gl_state.depthtest) { - // the minigl doesn't have this (because it does not have ARB_multitexture) - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - for (j = 0;j < backendunits;j++) - if (mesh_texture[j]) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } + qglEnable(GL_DEPTH_TEST);CHECKGLERROR } else { - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - if (mesh_texture[0]) - qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } + qglDisable(GL_DEPTH_TEST);CHECKGLERROR } - qglEnd(); } } -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +void GL_ColorMask(int r, int g, int b, int a) { - int i; - int k; - int indexcount; - int firstvert; - buf_mesh_t *mesh; - unsigned int *index; - - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - - if (!currentmesh) - return; - - if (!r_render.integer) + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) { - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - return; + if (r_showtrispass) + return; + gl_state.colormask = state; + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } +} - CHECKGLERROR +void GL_Color(float cr, float cg, float cb, float ca) +{ + if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + { + if (r_showtrispass) + return; + gl_state.color4f[0] = cr; + gl_state.color4f[1] = cg; + gl_state.color4f[2] = cb; + gl_state.color4f[3] = ca; + CHECKGLERROR + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + CHECKGLERROR + } +} - GL_UpdateFarclip(); +void GL_ShowTrisColor(float cr, float cg, float cb, float ca) +{ + if (!r_showtrispass) + return; + r_showtrispass = false; + GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca); + r_showtrispass = true; +} - if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0) - GL_ConvertColorsFloatToByte(); - if (gl_backend_rebindtextures) +void GL_LockArrays(int first, int count) +{ + if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + if (gl_state.lockrange_count) + { + gl_state.lockrange_count = 0; + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR + } + if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) + { + gl_state.lockrange_first = first; + gl_state.lockrange_count = count; + CHECKGLERROR + qglLockArraysEXT(first, count); + CHECKGLERROR + } } +} - GL_MeshState(buf_mesh); - GL_LockArray(0, currentvertex); - GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR - - if (currentmesh >= 2) - { - for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++) - { - GL_MeshState(mesh); +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, vid.realheight - (y + height),width,height); + CHECKGLERROR +} - firstvert = mesh->firstvert; - indexcount = mesh->triangles * 3; - index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0]; +void GL_ScissorTest(int state) +{ + if(gl_state.scissortest == state) + return; - // if not using batching, skip the index adjustment - if (firstvert != 0) - for (i = 0;i < indexcount;i++) - index[i] += firstvert; + CHECKGLERROR + if((gl_state.scissortest = state)) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(GL_SCISSOR_TEST); + CHECKGLERROR +} - GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR - } - } +void GL_Clear(int mask) +{ + if (r_showtrispass) + return; + qglClear(mask);CHECKGLERROR +} - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; +void GL_TransformToScreen(const vec4_t in, vec4_t out) +{ + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); + Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f; + out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f; + out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f; +} - GL_UnlockArray();CHECKGLERROR +// called at beginning of frame +void R_Mesh_Start(void) +{ + BACKENDACTIVECHECK + CHECKGLERROR + GL_Backend_ResetState(); } -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list) { - int i; - // flush any queued meshs - R_Mesh_Render(); + GLint vertexshadercompiled, fragmentshadercompiled, programlinked; + GLuint vertexshaderobject, fragmentshaderobject, programobject = 0; + char compilelog[4096]; + CHECKGLERROR + + programobject = qglCreateProgramObjectARB(); + CHECKGLERROR + if (!programobject) + return 0; - if (backendunits > 1) + if (vertexstrings_count) { - for (i = backendunits - 1;i >= 0;i--) + CHECKGLERROR + vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); + if (!vertexshaderobject) { - qglActiveTexture(GL_TEXTURE0_ARB + i);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 - } - if (i > 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - - if (usedarrays) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglDeleteObjectARB(programobject); + CHECKGLERROR + return 0; + } + qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL); + qglCompileShaderARB(vertexshaderobject); + CHECKGLERROR + qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled); + qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) + Con_Printf("vertex shader compile log:\n%s\n", compilelog); + if (!vertexshadercompiled) + { + qglDeleteObjectARB(programobject); + qglDeleteObjectARB(vertexshaderobject); + CHECKGLERROR + return 0; } + qglAttachObjectARB(programobject, vertexshaderobject); + qglDeleteObjectARB(vertexshaderobject); + CHECKGLERROR } - else + + if (fragmentstrings_count) { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - if (usedarrays) + CHECKGLERROR + fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); + if (!fragmentshaderobject) { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDeleteObjectARB(programobject); + CHECKGLERROR + return 0; } + qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL); + qglCompileShaderARB(fragmentshaderobject); + CHECKGLERROR + qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled); + qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) + Con_Printf("fragment shader compile log:\n%s\n", compilelog); + if (!fragmentshadercompiled) + { + qglDeleteObjectARB(programobject); + qglDeleteObjectARB(fragmentshaderobject); + CHECKGLERROR + return 0; + } + qglAttachObjectARB(programobject, fragmentshaderobject); + qglDeleteObjectARB(fragmentshaderobject); + CHECKGLERROR } - if (usedarrays) + + qglLinkProgramARB(programobject); + CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked); + qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) { - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + Con_Printf("program link log:\n%s\n", compilelog); + // software vertex shader is ok but software fragment shader is WAY + // too slow, fail program if so. + // NOTE: this string might be ATI specific, but that's ok because the + // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a + // software fragment shader due to low instruction and dependent + // texture limits. + if (strstr(compilelog, "fragment shader will run in software")) + programlinked = false; } - - qglDisable(GL_BLEND);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(GL_TRUE);CHECKGLERROR - qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR + CHECKGLERROR + if (!programlinked) + { + qglDeleteObjectARB(programobject); + return 0; + } + CHECKGLERROR + return programobject; } -void R_Mesh_ClearDepth(void) +void GL_Backend_FreeProgram(unsigned int prog) { - R_Mesh_AddTransparent(); - R_Mesh_Finish(); - qglClear(GL_DEPTH_BUFFER_BIT); - R_Mesh_Start(); + CHECKGLERROR + qglDeleteObjectARB(prog); + CHECKGLERROR } -void R_Mesh_AddTransparent(void) +int gl_backend_rebindtextures; + +void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { - int i, j, k, *index; - float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist; - buf_vertex_t *vert1, *vert2, *vert3; - buf_transtri_t *tri; - buf_mesh_t *mesh, *transmesh; + int i; + if (offset) + { + for (i = 0;i < count;i++) + *out++ = *in++ + offset; + } + else + memcpy(out, in, sizeof(*out) * count); +} - if (!currenttransmesh) +// renders triangles using vertices from the active arrays +int paranoidblah = 0; +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) +{ + unsigned int numelements = numtriangles * 3; + if (numvertices < 3 || numtriangles < 1) + { + Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); return; - - // convert index data to transtris for sorting - for (j = 0;j < currenttransmesh;j++) + } + //CHECKGLERROR + if (r_showtrispass) { - mesh = buf_transmesh + j; - k = mesh->firsttriangle; - index = &buf_transtri[k].index[0]; - for (i = 0;i < mesh->triangles;i++) - { - tri = &buf_sorttranstri[k++]; - tri->mesh = mesh; - tri->index[0] = *index++; - tri->index[1] = *index++; - tri->index[2] = *index++; - } + R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); + return; } - - // map farclip to 0-4095 list range - centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f); - viewdistcompare = viewdist + 4.0f; - - memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *)); - - k = 0; - for (j = 0;j < currenttranstriangle;j++) + c_meshs++; + c_meshelements += numelements; + if (gl_paranoid.integer) { - tri = &buf_sorttranstri[j]; - i = tri->mesh->firstvert; - - vert1 = &buf_transvertex[tri->index[0] + i]; - vert2 = &buf_transvertex[tri->index[1] + i]; - vert3 = &buf_transvertex[tri->index[2] + i]; - - dist1 = DotProduct(vert1->v, vpn); - dist2 = DotProduct(vert2->v, vpn); - dist3 = DotProduct(vert3->v, vpn); - - maxdist = max(dist1, max(dist2, dist3)); - if (maxdist < viewdistcompare) - continue; - - center = (dist1 + dist2 + dist3) * centerscaler - viewdist; -#if SLOWMATH - i = (int) center; - i = bound(0, i, (TRANSDEPTHRES - 1)); -#else - if (center < 0.0f) - center = 0.0f; - center += 8388608.0f; - i = *((int *)¢er) & 0x7FFFFF; - i = min(i, (TRANSDEPTHRES - 1)); -#endif - tri->next = buf_sorttranstri_list[i]; - buf_sorttranstri_list[i] = tri; - k++; + unsigned int i, j, size; + const int *p; + if (!qglIsEnabled(GL_VERTEX_ARRAY)) + Con_Print("R_Mesh_Draw: vertex array not enabled\n"); + for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) + paranoidblah += *p; + if (gl_state.pointer_color) + { + if (!qglIsEnabled(GL_COLOR_ARRAY)) + Con_Print("R_Mesh_Draw: color array set but not enabled\n"); + for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) + paranoidblah += *p; + } + for (i = 0;i < backendarrayunits;i++) + { + if (gl_state.units[i].arrayenabled) + { + GL_ClientActiveTexture(i); + if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) + Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); + for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) + paranoidblah += *p; + } + } + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); + return; + } + } + CHECKGLERROR } - - for (i = 0;i < currenttransmesh;i++) - buf_transmesh[i].transchain = NULL; - transmesh = NULL; - for (j = 0;j < TRANSDEPTHRES;j++) + if (r_render.integer) { - if ((tri = buf_sorttranstri_list[j])) + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - for (;tri;tri = tri->next) + unsigned int i, j; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (!tri->mesh->transchain) + for (j = 0;j < backendarrayunits;j++) { - tri->mesh->chain = transmesh; - transmesh = tri->mesh; + if (gl_state.units[j].pointer_texcoord) + { + if (backendarrayunits > 1) + { + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + } + else if (gl_state.units[j].arraycomponents == 3) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + } + else if (gl_state.units[j].arraycomponents == 2) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + } + } + else + { + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglTexCoord4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.units[j].arraycomponents == 3) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglTexCoord3f(p[0], p[1], p[2]); + } + else if (gl_state.units[j].arraycomponents == 2) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglTexCoord2f(p[0], p[1]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglTexCoord1f(p[0]); + } + } + } } - tri->meshsortchain = tri->mesh->transchain; - tri->mesh->transchain = tri; + if (gl_state.pointer_color) + { + p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; + qglColor4f(p[0], p[1], p[2], p[3]); + } + p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; + qglVertex3f(p[0], p[1], p[2]); } + qglEnd(); + CHECKGLERROR } - } - - for (;transmesh;transmesh = transmesh->chain) - { - if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts) - R_Mesh_Render(); - - mesh = &buf_mesh[currentmesh++]; - *mesh = *transmesh; // copy mesh properties - - mesh->firstvert = currentvertex; - memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t)); - memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t)); - for (i = 0;i < backendunits && transmesh->textures[i];i++) - memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t)); - currentvertex += mesh->verts; - - mesh->firsttriangle = currenttriangle; - for (tri = transmesh->transchain;tri;tri = tri->meshsortchain) + else if (gl_mesh_testarrayelement.integer) + { + int i; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) + { + qglArrayElement(elements[i]); + } + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR + } + else { - buf_tri[currenttriangle].index[0] = tri->index[0]; - buf_tri[currenttriangle].index[1] = tri->index[1]; - buf_tri[currenttriangle].index[2] = tri->index[2]; - currenttriangle++; + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR } - mesh->triangles = currenttriangle - mesh->firsttriangle; } - - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; } -void R_Mesh_Draw(const rmeshinfo_t *m) +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) { - // these are static because gcc runs out of virtual registers otherwise - static int i, j, overbright, *index; - static float *in, scaler; - static float cr, cg, cb, ca; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - if (m->index == NULL - || !m->numtriangles - || m->vertex == NULL - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); - - // ignore meaningless alpha meshs - if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) - { - if (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; + unsigned int i; + BACKENDACTIVECHECK + CHECKGLERROR + GL_LockArrays(0, 0); + CHECKGLERROR + + for (i = 0;i < backendimageunits;i++) + { + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (gl_texture3d) + { + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } - else if (m->ca < 0.01f) - return; } - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - -#ifdef DEBUGGL - for (i = 0;i < m->numtriangles * 3;i++) - if ((unsigned int) m->index[i] >= (unsigned int) m->numverts) - Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts); -#endif - - // LordHavoc: removed this error condition because with floatcolors 0, - // the 3DFX driver works with very large meshs - // FIXME: we can work around this by falling back on non-array renderer if buffers are too big - //if (m->numtriangles > 1024 || m->numverts > 3072) - //{ - // Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n"); - // return; - //} - - 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"); - if (m->numtriangles > overflowedmeshtris) - overflowedmeshtris = m->numtriangles; - if (((m->numverts + 2) / 3) > overflowedmeshtris) - overflowedmeshtris = (m->numverts + 2) / 3; - return; + for (i = 0;i < backendarrayunits;i++) + { + GL_ActiveTexture(backendarrayunits - 1 - i); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - - if (m->transparent) + for (i = 0;i < backendunits;i++) { - if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) + GL_ActiveTexture(backendunits - 1 - i); + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) { - if (!transranout) - { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; - } - return; + 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 } - - c_transmeshs++; - c_transtris += m->numtriangles; - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - index = &buf_transtri[currenttranstriangle].index[0]; - - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; } - else - { - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - c_meshs++; - c_meshtris += m->numtriangles; - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_texcoord[i][currentvertex]; + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - index = &buf_tri[currenttriangle].index[0]; + qglDisable(GL_BLEND);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(GL_TRUE);CHECKGLERROR + qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR +} - currenttriangle += m->numtriangles; - currentvertex += m->numverts; +void R_Mesh_Matrix(const matrix4x4_t *matrix) +{ + if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) + { + backend_modelmatrix = *matrix; + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); + Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); + qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); } +} - // 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) +void R_Mesh_VertexPointer(const float *vertex3f) +{ + if (gl_state.pointer_vertex != vertex3f) { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer - scaler *= 0.5f; + gl_state.pointer_vertex = vertex3f; + CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + CHECKGLERROR } - else +} + +void R_Mesh_ColorPointer(const float *color4f) +{ + if (gl_state.pointer_color != color4f) { - if (m->tex[0]) + CHECKGLERROR + if (!gl_state.pointer_color) { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; + qglEnableClientState(GL_COLOR_ARRAY); + CHECKGLERROR } - scaler *= overbrightscale; + else if (!color4f) + { + qglDisableClientState(GL_COLOR_ARRAY); + CHECKGLERROR + // when color array is on the glColor gets trashed, set it again + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + CHECKGLERROR + } + gl_state.pointer_color = color4f; + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); + CHECKGLERROR } +} - - j = -1; - for (i = 0;i < backendunits;i++) +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + // update array settings + if (texcoord) { - 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; + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) + { + unit->pointer_texcoord = texcoord; + unit->arraycomponents = numcomponents; + GL_ClientActiveTexture(unitnum); + qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord); + CHECKGLERROR + } + // texture array unit is enabled, enable the array + if (!unit->arrayenabled) + { + unit->arrayenabled = true; + GL_ClientActiveTexture(unitnum); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - - if (m->vertexstep != sizeof(buf_vertex_t)) + else { - for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep) + // texture array unit is disabled, disable the array + if (unit->arrayenabled) { - vert[i].v[0] = in[0]; - vert[i].v[1] = in[1]; - vert[i].v[2] = in[2]; + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } - else - memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); +} - if (m->color) +void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d != tex1d) { - for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - fcolor[i].c[0] = in[0] * scaler; - fcolor[i].c[1] = in[1] * scaler; - fcolor[i].c[2] = in[2] * scaler; - fcolor[i].c[3] = in[3]; + if (tex1d) + { + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); + } + else + { + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + } } + unit->t1d = tex1d; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR } - else + // update 2d texture binding + if (unit->t2d != tex2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (tex2d) + { + if (unit->t2d == 0) + qglEnable(GL_TEXTURE_2D); + } + else + { + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + } + } + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d != tex3d) { - cr = m->cr * scaler; - cg = m->cg * scaler; - cb = m->cb * scaler; - ca = m->ca; - for (i = 0;i < m->numverts;i++) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - fcolor[i].c[0] = cr; - fcolor[i].c[1] = cg; - fcolor[i].c[2] = cb; - fcolor[i].c[3] = ca; + if (tex3d) + { + if (unit->t3d == 0) + qglEnable(GL_TEXTURE_3D); + } + else + { + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + } } + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR } - - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) + // update cubemap texture binding + if (unit->tcubemap != texcubemap) { - if (j >= backendunits) - Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); - if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j]) + if (texcubemap) { - texcoord[j][i].t[0] = in[0]; - texcoord[j][i].t[1] = in[1]; + if (unit->tcubemap == 0) + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + } + else + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); } } - else - memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); + unit->tcubemap = texcubemap; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR } - - if (currenttriangle >= max_batch) - R_Mesh_Render(); } -void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m) +void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) { - // 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; + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d != texnum) + { + GL_ActiveTexture(unitnum); + if (texnum) + { + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); } - else if (m->ca < 0.01f) - return; + else + { + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + } + unit->t1d = texnum; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR } - - // 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_NativeOnly: mesh too big for 3DFX drivers, rejected\n"); - // return; - //} - - if (m->numtriangles > max_meshs || m->numverts > max_verts) + // update 2d texture binding + if (unit->t2d) { - Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); - if (m->numtriangles > overflowedmeshtris) - overflowedmeshtris = m->numtriangles; - if (((m->numverts + 2) / 3) > overflowedmeshtris) - overflowedmeshtris = (m->numverts + 2) / 3; - return; + GL_ActiveTexture(unitnum); + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap) + { + GL_ActiveTexture(unitnum); + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR + } +} - if (m->transparent) +void R_Mesh_TexBind(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d != texnum) { - if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) + GL_ActiveTexture(unitnum); + if (texnum) { - if (!transranout) - { - Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n"); - transranout = true; - } - return; + if (unit->t2d == 0) + qglEnable(GL_TEXTURE_2D); } + else + { + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + } + unit->t2d = texnum; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != 0) + { + GL_ActiveTexture(unitnum); + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR + } +} - c_transmeshs++; - c_transtris += m->numtriangles; - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - index = &buf_transtri[currenttranstriangle].index[0]; - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; +void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR } - else + // update 2d texture binding + if (unit->t2d) { - 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; + GL_ActiveTexture(unitnum); + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR } - else + // update 3d texture binding + if (unit->t3d != texnum) { - if (m->tex[0]) + GL_ActiveTexture(unitnum); + if (texnum) { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; + if (unit->t3d == 0) + qglEnable(GL_TEXTURE_3D); } - scaler *= overbrightscale; + else + { + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + } + unit->t3d = texnum; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR } - - j = -1; - for (i = 0;i < backendunits;i++) + // update cubemap texture binding + if (unit->tcubemap != 0) { - if ((mesh->textures[i] = m->tex[i])) - j = i; - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; + GL_ActiveTexture(unitnum); + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR } - 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++) +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) { - 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"); + GL_ActiveTexture(unitnum); + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR } - - 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)); - - 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) + // update 3d texture binding + if (unit->t3d) { - for (i = 0;i < m->numverts;i++) + GL_ActiveTexture(unitnum); + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != texnum) + { + GL_ActiveTexture(unitnum); + if (texnum) + { + if (unit->tcubemap == 0) + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + } + else { - fcolor[i].c[0] *= scaler; - fcolor[i].c[1] *= scaler; - fcolor[i].c[2] *= scaler; + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); } + unit->tcubemap = texnum; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR } - - if (currenttriangle >= max_batch) - R_Mesh_Render(); } -// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct -// (this is used for very high speed rendering, no copying) -int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m) +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { - // these are static because gcc runs out of virtual registers otherwise - int i, j, overbright; - float scaler; - buf_mesh_t *mesh; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - if (!m->numtriangles - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); - - // LordHavoc: removed this error condition because with floatcolors 0, - // the 3DFX driver works with very large meshs - // FIXME: we can work around this by falling back on non-array renderer if buffers are too big - //if (m->numtriangles > 1024 || m->numverts > 3072) - //{ - // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n"); - // return false; - //} - - 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"); - if (m->numtriangles > overflowedmeshtris) - overflowedmeshtris = m->numtriangles; - if (((m->numverts + 2) / 3) > overflowedmeshtris) - overflowedmeshtris = (m->numverts + 2) / 3; - return false; - } - - if (m->transparent) + gltextureunit_t *unit = gl_state.units + unitnum; + if (matrix->m[3][3]) { - if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) { - if (!transranout) - { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; - } - return false; + matrix4x4_t tempmatrix; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + Matrix4x4_Transpose(&tempmatrix, &unit->matrix); + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(unitnum); + qglLoadMatrixf(&tempmatrix.m[0][0]); + qglMatrixMode(GL_MODELVIEW); } - - c_transmeshs++; - c_transtris += m->numtriangles; - m->index = &buf_transtri[currenttranstriangle].index[0]; - m->vertex = &buf_transvertex[currenttransvertex].v[0]; - m->color = &buf_transfcolor[currenttransvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; } else { - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - c_meshs++; - c_meshtris += m->numtriangles; - m->index = &buf_tri[currenttriangle].index[0]; - m->vertex = &buf_vertex[currentvertex].v[0]; - m->color = &buf_fcolor[currentvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(unitnum); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); + } } +} - // code shared for transparent and opaque meshs - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - - overbright = false; - scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (gl_combine.integer) { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer - scaler *= 0.5f; + // GL_ARB_texture_env_combine + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (!rgbscale) + rgbscale = 1; + if (!alphascale) + alphascale = 1; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != rgbscale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR + } + if (unit->alphascale != alphascale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR + } } else { - if (m->tex[0]) + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR } - scaler *= overbrightscale; } - m->colorscale = scaler; +} - j = -1; - for (i = 0;i < MAX_TEXTUREUNITS;i++) +void R_Mesh_State(const rmeshstate_t *m) +{ + unsigned int i; + + BACKENDACTIVECHECK + + R_Mesh_VertexPointer(m->pointer_vertex); + + if (r_showtrispass) + return; + + R_Mesh_ColorPointer(m->pointer_color); + + if (gl_backend_rebindtextures) { - if ((mesh->textures[i] = m->tex[i])) - { - 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); - } - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; + gl_backend_rebindtextures = false; + GL_SetupTextureState(); } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - return true; + for (i = 0;i < backendimageunits;i++) + R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); + for (i = 0;i < backendarrayunits;i++) + { + if (m->pointer_texcoord3f[i]) + R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); + else + R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); + } + for (i = 0;i < backendunits;i++) + { + R_Mesh_TexMatrix(i, &m->texmatrix[i]); + R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); + } } -void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) +void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) { - m->index = polyindexarray; - m->numverts = numverts; - m->numtriangles = numverts - 2; - if (m->numtriangles < 1) - { - Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n"); - return; - } - if (m->numtriangles >= 256) + qglBegin(GL_LINES); + for (;numtriangles;numtriangles--, elements += 3) { - Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n"); - return; + qglArrayElement(elements[0]);qglArrayElement(elements[1]); + qglArrayElement(elements[1]);qglArrayElement(elements[2]); + qglArrayElement(elements[2]);qglArrayElement(elements[0]); } - R_Mesh_Draw(m); + qglEnd(); + CHECKGLERROR } /* @@ -1567,27 +1609,35 @@ void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) ============================================================================== */ -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg) { + int indices[3] = {0,1,2}; qboolean ret; - int i; - qbyte *buffer; if (!r_render.integer) return false; - buffer = Mem_Alloc(tempmempool, width*height*3); - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); + qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1); CHECKGLERROR - // LordHavoc: compensate for v_overbrightbits when using hardware gamma - if (v_hwgamma.integer) - for (i = 0;i < width * height * 3;i++) - buffer[i] <<= v_overbrightbits.integer; + if (scr_screenshot_gamma.value != 1) + { + int i; + double igamma = 1.0 / scr_screenshot_gamma.value; + unsigned char ramp[256]; + for (i = 0;i < 256;i++) + ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0); + for (i = 0;i < width*height*3;i++) + buffer1[i] = ramp[buffer1[i]]; + } + + Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices); - ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); + if (jpeg) + ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2); + else + ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3); - Mem_Free(buffer); return ret; } @@ -1599,8 +1649,16 @@ 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 + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0)); // set dithering mode if (gl_dither.integer) { @@ -1613,6 +1671,155 @@ void R_ClearScreen(void) } } +/* +==================== +CalcFov +==================== +*/ +float CalcFov (float fov_x, float width, float height) +{ + // calculate vision size and alter by aspect, then convert back to angle + return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI; +} + +int r_stereo_side; + +void SCR_DrawScreen (void) +{ + for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++) + { + R_Mesh_Start(); + + R_TimeReport("setup"); + + if (r_showtrispass) + { + rmeshstate_t m; + r_showtrispass = 0; + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthTest(GL_FALSE); + GL_DepthMask(GL_FALSE); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + GL_ShowTrisColor(0.2,0.2,0.2,1); + r_showtrispass = 1; + } + + if (cls.signon == SIGNONS) + { + float size; + + size = scr_viewsize.value * (1.0 / 100.0); + size = min(size, 1); + + if (r_stereo_sidebyside.integer) + { + r_refdef.width = vid.realwidth * size / 2.5; + r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100); + r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5; + r_refdef.y = (vid.realheight - r_refdef.height)/2; + if (r_stereo_side) + r_refdef.x += r_refdef.width * 1.5; + } + else + { + r_refdef.width = vid.realwidth * size; + r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100); + r_refdef.x = (vid.realwidth - r_refdef.width)/2; + r_refdef.y = (vid.realheight - r_refdef.height)/2; + } + + // LordHavoc: viewzoom (zoom in for sniper rifles, etc) + r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x; + r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; + + R_RenderView(); + + if (scr_zoomwindow.integer) + { + float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0; + float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0; + r_refdef.width = vid.realwidth * sizex; + r_refdef.height = vid.realheight * sizey; + r_refdef.x = (vid.realwidth - r_refdef.width)/2; + r_refdef.y = 0; + r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x; + r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; + + R_RenderView(); + } + } + + if (!r_stereo_sidebyside.integer) + { + r_refdef.width = vid.realwidth; + r_refdef.height = vid.realheight; + r_refdef.x = 0; + r_refdef.y = 0; + } + + // draw 2D stuff + R_DrawQueue(); + + R_Mesh_Finish(); + + R_TimeReport("meshfinish"); + } + r_showtrispass = 0; +} + +void SCR_UpdateLoadingScreen (void) +{ + float x, y; + cachepic_t *pic; + rmeshstate_t m; + // don't do anything if not initialized yet + if (vid_hidden) + return; + r_showtrispass = 0; + VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight); + VID_UpdateGamma(false); + qglViewport(0, 0, vid.realwidth, vid.realheight); + //qglDisable(GL_SCISSOR_TEST); + //qglDepthMask(1); + qglColorMask(1,1,1,1); + //qglClearColor(0,0,0,0); + //qglClear(GL_COLOR_BUFFER_BIT); + //qglCullFace(GL_FRONT); + //qglDisable(GL_CULL_FACE); + //R_ClearScreen(); + R_Textures_Frame(); + GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100); + R_Mesh_Start(); + R_Mesh_Matrix(&r_identitymatrix); + // draw the loading plaque + pic = Draw_CachePic("gfx/loading.lmp", false); + x = (vid_conwidth.integer - pic->width)/2; + y = (vid_conheight.integer - pic->height)/2; + GL_Color(1,1,1,1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthTest(false); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.tex[0] = R_GetTexture(pic->tex); + R_Mesh_State(&m); + varray_vertex3f[0] = varray_vertex3f[9] = x; + varray_vertex3f[1] = varray_vertex3f[4] = y; + varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width; + varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height; + varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0; + varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0; + varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1; + varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1; + GL_LockArrays(0, 4); + R_Mesh_Draw(0, 4, 2, polygonelements); + GL_LockArrays(0, 0); + R_Mesh_Finish(); + // refresh + VID_Finish(); +} + /* ================== SCR_UpdateScreen @@ -1623,34 +1830,350 @@ text to the screen. */ void SCR_UpdateScreen (void) { - VID_Finish (); + if (vid_hidden) + return; + + if (r_textureunits.integer > gl_textureunits) + Cvar_SetValueQuick(&r_textureunits, gl_textureunits); + if (r_textureunits.integer < 1) + Cvar_SetValueQuick(&r_textureunits, 1); + + if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) + Cvar_SetValueQuick(&gl_combine, 0); + + CHECKGLERROR + qglViewport(0, 0, vid.realwidth, vid.realheight); + qglDisable(GL_SCISSOR_TEST); + qglDepthMask(1); + qglColorMask(1,1,1,1); + qglClearColor(0,0,0,0); + qglClear(GL_COLOR_BUFFER_BIT); + CHECKGLERROR + + R_TimeReport("clear"); + + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) + { + matrix4x4_t originalmatrix = r_refdef.viewentitymatrix; + r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1]; + r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1]; + r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1]; + + if (r_stereo_sidebyside.integer) + r_stereo_side = 0; + + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) + { + r_refdef.colormask[0] = 1; + r_refdef.colormask[1] = 0; + r_refdef.colormask[2] = 0; + } + + SCR_DrawScreen(); + + r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1]; + r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1]; + r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1]; + + if (r_stereo_sidebyside.integer) + r_stereo_side = 1; + + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) + { + r_refdef.colormask[0] = 0; + r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer; + r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer; + } + + SCR_DrawScreen(); + + r_refdef.viewentitymatrix = originalmatrix; + } + else + { + r_showtrispass = false; + SCR_DrawScreen(); + if (r_showtris.value > 0) + { + rmeshstate_t m; + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthTest(GL_FALSE); + GL_DepthMask(GL_FALSE); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + r_showtrispass = true; + GL_ShowTrisColor(0.2,0.2,0.2,1); + SCR_DrawScreen(); + r_showtrispass = false; + } + } + + VID_Finish(); R_TimeReport("finish"); +} - if (gl_combine.integer && !gl_combine_extension) - Cvar_SetValue("gl_combine", 0); - lightscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_multitexture.integer) - lightscalebit += 2; +//=========================================================================== +// dynamic vertex array buffer subsystem +//=========================================================================== - lightscale = 1.0f / (float) (1 << lightscalebit); - overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); +// FIXME: someday this should be dynamically allocated and resized? +float varray_vertex3f[65536*3]; +float varray_svector3f[65536*3]; +float varray_tvector3f[65536*3]; +float varray_normal3f[65536*3]; +float varray_color4f[65536*4]; +float varray_texcoord2f[4][65536*2]; +float varray_texcoord3f[4][65536*3]; +int earray_element3i[65536]; +float varray_vertex3f2[65536*3]; - R_TimeReport("setup"); +//=========================================================================== +// vertex array caching subsystem +//=========================================================================== - R_ClearScreen(); +typedef struct rcachearraylink_s +{ + struct rcachearraylink_s *next, *prev; + struct rcachearrayitem_s *data; +} +rcachearraylink_t; - R_TimeReport("clear"); +typedef struct rcachearrayitem_s +{ + // the original request structure + rcachearrayrequest_t request; + // active + int active; + // offset into r_mesh_rcachedata + int offset; + // for linking this into the sequential list + rcachearraylink_t sequentiallink; + // for linking this into the lookup list + rcachearraylink_t hashlink; +} +rcachearrayitem_t; + +#define RCACHEARRAY_HASHSIZE 65536 +#define RCACHEARRAY_ITEMS 4096 +#define RCACHEARRAY_DEFAULTSIZE (4 << 20) + +// all active items are linked into this chain in sorted order +static rcachearraylink_t r_mesh_rcachesequentialchain; +// all inactive items are linked into this chain in unknown order +static rcachearraylink_t r_mesh_rcachefreechain; +// all active items are also linked into these chains (using their hashlink) +static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; + +// all items are stored here, whether active or inactive +static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; + +// size of data buffer +static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; +// data buffer +static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; + +// current state +static int r_mesh_rcachedata_offset; +static rcachearraylink_t *r_mesh_rcachesequentialchain_current; + +static void R_Mesh_CacheArray_Startup(void) +{ + int i; + rcachearraylink_t *l; + // prepare all the linked lists + l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; + l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; + memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); + for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) + { + l = &r_mesh_rcachechain[i]; + l->next = l->prev = l; + l->data = NULL; + } + memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); + for (i = 0;i < RCACHEARRAY_ITEMS;i++) + { + r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; + l = &r_mesh_rcacheitems[i].sequentiallink; + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + } + // clear other state + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; +} + +static void R_Mesh_CacheArray_Shutdown(void) +{ +} + +/* +static void R_Mesh_CacheArray_ValidateState(int num) +{ + rcachearraylink_t *l, *lhead; + lhead = &r_mesh_rcachesequentialchain; + if (r_mesh_rcachesequentialchain_current == lhead) + return; + for (l = lhead->next;l != lhead;l = l->next) + if (r_mesh_rcachesequentialchain_current == l) + return; + Sys_Error("%i", num); +} +*/ + +int R_Mesh_CacheArray(rcachearrayrequest_t *r) +{ + rcachearraylink_t *l, *lhead, *lnext; + rcachearrayitem_t *d; + int hashindex, offset, offsetend; + + //R_Mesh_CacheArray_ValidateState(3); + // calculate a hashindex to choose a cache chain + r->data = NULL; + hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; + + // is it already cached? + for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) + { + if (!memcmp(&l->data->request, r, sizeof(l->data->request))) + { + // we have it cached already + r->data = r_mesh_rcachedata + l->data->offset; + return false; + } + } + + // we need to add a new cache item, this means finding a place for the new + // data and making sure we have a free item available, lots of work... + + // check if buffer needs to wrap + if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) + { + /* + if (r->data_size * 10 > r_mesh_rcachedata_size) + { + // realloc whole cache + } + */ + // reset back to start + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; + } + offset = r_mesh_rcachedata_offset; + r_mesh_rcachedata_offset += r->data_size; + offsetend = r_mesh_rcachedata_offset; + //R_Mesh_CacheArray_ValidateState(4); + + /* + { + int n; + for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); + Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); + } + */ + + // make room for the new data (remove old items) + lhead = &r_mesh_rcachesequentialchain; + l = r_mesh_rcachesequentialchain_current; + if (l == lhead) + l = l->next; + while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) + { + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(8); + lnext = l->next; + // if at the end of the chain, wrap around + if (lnext == lhead) + lnext = lnext->next; + //r_mesh_rcachesequentialchain_current = lnext; + //R_Mesh_CacheArray_ValidateState(10); + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + //R_Mesh_CacheArray_ValidateState(11); + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + //R_Mesh_CacheArray_ValidateState(12); + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(9); + } + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(5); + // gobble an extra item if we have no free items available + if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) + { + lnext = l->next; + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + } + r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(6); + + // now take an item from the free chain + l = r_mesh_rcachefreechain.next; + // set it up + d = l->data; + d->request = *r; + d->offset = offset; + // unlink + l->next->prev = l->prev; + l->prev->next = l->next; + // relink to sequential + l->next = r_mesh_rcachesequentialchain_current->prev; + l->prev = l->next->prev; + while (l->next->data && l->data && l->next->data->offset <= d->offset) + { + //Con_Print(">\n"); + l->next = l->next->next; + l->prev = l->prev->next; + } + while (l->prev->data && l->data && l->prev->data->offset >= d->offset) + { + //Con_Print("<\n"); + l->prev = l->prev->prev; + l->next = l->next->prev; + } + l->next->prev = l->prev->next = l; + // also link into hash chain + l = &l->data->hashlink; + l->next = &r_mesh_rcachechain[hashindex]; + l->prev = l->next->prev; + l->prev->next = l; + l->next->prev = l->prev->next = l; - if (scr_conlines < vid.conheight) - R_RenderView(); - // draw 2D stuff - R_DrawQueue(); + //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; - // 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(); + //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; }