X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=ecc972d94951293c17857d73713a89684d1782c8;hb=95ed6d481f1ccbd2d39372acf2a38e2fc0b1782c;hp=55788e8934328995d468cdadcb5fc5ff6d0f5671;hpb=7d54c4765df912724f35244c37cf65c471fd4597;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index 55788e89..ecc972d9 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,31 +1,36 @@ #include "quakedef.h" -#include "image.h" -#include "jpeg.h" - -//#define MESH_VAR -#define MESH_BATCH - -// 65536 is the max addressable on a Geforce 256 up until Geforce3 -// (excluding MX), seems a reasonable number... -cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; -cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; -#ifdef MESH_VAR -cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"}; -cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"}; -#endif -#ifdef MESH_BATCH -cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"}; -#endif -cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "1"}; -cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; - -cvar_t r_render = {0, "r_render", "1"}; -cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; +#include "cl_collision.h" + +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; +cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; +cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; +cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; + +cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; +cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; +cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; +cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; +cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; +cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"}; +cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"}; + +cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; +qboolean v_flipped_state = false; + +r_viewport_t gl_viewport; +matrix4x4_t gl_modelmatrix; +matrix4x4_t gl_viewmatrix; +matrix4x4_t gl_modelviewmatrix; +matrix4x4_t gl_projectionmatrix; +matrix4x4_t gl_modelviewprojectionmatrix; +float gl_modelview16f[16]; +float gl_modelviewprojection16f[16]; +qboolean gl_modelmatrixchanged; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -71,6 +76,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; +#endif +#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT + case GL_INVALID_FRAMEBUFFER_OPERATION_EXT: + Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber); + break; #endif default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); @@ -79,44 +89,74 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); - -int c_meshs, c_meshelements; +#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); -// these are externally accessible -int r_lightmapscalebit; -float r_colorscale; -GLfloat *varray_vertex3f, *varray_buf_vertex3f; -GLfloat *varray_color4f, *varray_buf_color4f; -GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS]; -GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS]; -static qbyte *varray_buf_color4b; -int mesh_maxverts; -#ifdef MESH_VAR -int mesh_var; -float mesh_var_readfrequency; -float mesh_var_writefrequency; -float mesh_var_priority; -#endif -int varray_offset = 0, varray_offsetnext = 0; -GLuint *varray_buf_elements3i; -int mesh_maxelements = 32768; -#ifdef MESH_BATCH -int gl_batchvertexfirst = 0; -int gl_batchvertexcount = 0; -int gl_batchelementcount = 0; -#endif +typedef struct gl_bufferobjectinfo_s +{ + int target; + int object; + size_t size; + char name[MAX_QPATH]; +} +gl_bufferobjectinfo_t; + +typedef struct gltextureunit_s +{ + const void *pointer_texcoord; + size_t pointer_texcoord_offset; + int pointer_texcoord_buffer; + int t2d, t3d, tcubemap, trectangle; + int arrayenabled; + unsigned int arraycomponents; + int rgbscale, alphascale; + int combine; + int combinergb, combinealpha; + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; + matrix4x4_t matrix; +} +gltextureunit_t; -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; +typedef struct gl_state_s +{ + int cullface; + int cullfaceenable; + 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; + float depthrange[2]; + float polygonoffset[2]; + int alphatest; + int scissortest; + unsigned int unit; + unsigned int clientunit; + gltextureunit_t units[MAX_TEXTUREUNITS]; + float color4f[4]; + int lockrange_first; + int lockrange_count; + int vertexbufferobject; + int elementbufferobject; + qboolean pointer_color_enabled; + const void *pointer_vertex; + const void *pointer_color; + size_t pointer_vertex_offset; + size_t pointer_color_offset; + int pointer_vertex_buffer; + int pointer_color_buffer; + + memexpandablearray_t bufferobjectinfoarray; + + qboolean active; +} +gl_state_t; + +static gl_state_t gl_state; -static int backendunits, backendactive; -static mempool_t *gl_backend_mempool; /* note: here's strip order for a terrain row: @@ -124,6 +164,7 @@ note: here's strip order for a terrain row: |\ |\ |\ |\ | | \| \| \| \| A--B--C--D--E +clockwise A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E @@ -133,1693 +174,1817 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; -*/ -void GL_Backend_AllocElementsArray(void) -{ - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); -} -void GL_Backend_FreeElementArray(void) +for (y = 0;y < rows - 1;y++) { - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = NULL; + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i + columns; + *elements++ = i; + *elements++ = i + columns + 1; + *elements++ = i; + *elements++ = i + 1; + *elements++ = i + columns + 1; + } } -void GL_Backend_CheckCvars(void) +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise + +for (y = 0;y < rows - 1;y++) { - if (gl_mesh_maxverts.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); - if (gl_mesh_maxverts.integer > 65536) - Cvar_SetValueQuick(&gl_mesh_maxverts, 65536); -#ifdef MESH_VAR - if (gl_mesh_vertex_array_range.integer && !gl_support_var) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0); - if (gl_mesh_vertex_array_range_readfrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0); - if (gl_mesh_vertex_array_range_readfrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1); - if (gl_mesh_vertex_array_range_writefrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0); - if (gl_mesh_vertex_array_range_writefrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1); - if (gl_mesh_vertex_array_range_priority.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0); - if (gl_mesh_vertex_array_range_priority.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1); -#endif + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + 1; + } } +*/ -int polygonelements[768]; +int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelement3i[QUADELEMENTS_MAXQUADS*6]; +unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; -static void R_Mesh_CacheArray_Startup(void); -static void R_Mesh_CacheArray_Shutdown(void); -void GL_Backend_AllocArrays(void) +void GL_VBOStats_f(void) { - int i, size; - qbyte *data; + GL_Mesh_ListVBOs(true); +} - if (!gl_backend_mempool) - { - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - varray_buf_elements3i = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - } +static void GL_Backend_ResetState(void); - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - - mesh_maxverts = gl_mesh_maxverts.integer; - size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits); -#ifdef MESH_VAR - mesh_var = gl_mesh_vertex_array_range.integer && gl_support_var; - mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value; - mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value; - mesh_var_priority = gl_mesh_vertex_array_range_priority.value; - data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value); -#else - data = Mem_Alloc(gl_backend_mempool, size); -#endif +static void gl_backend_start(void) +{ + memset(&gl_state, 0, sizeof(gl_state)); - varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts; - for (i = 0;i < backendunits;i++) - { - varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts; - } - for (;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts; + Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); - GL_Backend_AllocElementsArray(); + Con_DPrintf("OpenGL backend started.\n"); -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglVertexArrayRangeNV(size, varray_buf_vertex3f); - CHECKGLERROR - } -#endif + CHECKGLERROR - R_Mesh_CacheArray_Startup(); + GL_Backend_ResetState(); } -void GL_Backend_FreeArrays(void) +static void gl_backend_shutdown(void) { - int i; + Con_DPrint("OpenGL Backend shutting down\n"); - R_Mesh_CacheArray_Shutdown(); + Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray); -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif + memset(&gl_state, 0, sizeof(gl_state)); +} - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_elements3i = NULL; - - Mem_FreePool(&gl_backend_mempool); +static void gl_backend_newmap(void) +{ } -static void gl_backend_start(void) +void gl_backend_init(void) { - GL_Backend_CheckCvars(); + int i; - Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); - if (qglDrawRangeElements != NULL) + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) { - 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); + polygonelement3s[i * 3 + 0] = 0; + polygonelement3s[i * 3 + 1] = i + 1; + polygonelement3s[i * 3 + 2] = i + 2; } - if (strstr(gl_renderer, "3Dfx")) + // elements for rendering a series of quads as triangles + for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) { - Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); - Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); + quadelement3s[i * 6 + 0] = i * 4; + quadelement3s[i * 6 + 1] = i * 4 + 1; + quadelement3s[i * 6 + 2] = i * 4 + 2; + quadelement3s[i * 6 + 3] = i * 4; + quadelement3s[i * 6 + 4] = i * 4 + 2; + quadelement3s[i * 6 + 5] = i * 4 + 3; } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++) + polygonelement3i[i] = polygonelement3s[i]; + for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++) + quadelement3i[i] = quadelement3s[i]; - GL_Backend_AllocArrays(); + Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&r_renderview); + Cvar_RegisterVariable(&r_waterwarp); + Cvar_RegisterVariable(&gl_polyblend); + Cvar_RegisterVariable(&v_flipped); + Cvar_RegisterVariable(&gl_dither); + Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); + Cvar_RegisterVariable(&gl_vbo); + Cvar_RegisterVariable(&gl_paranoid); + Cvar_RegisterVariable(&gl_printcheckerror); -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif - varray_offset = varray_offsetnext = 0; -#ifdef MESH_BATCH - gl_batchvertexfirst = 0; - gl_batchvertexcount = 0; - gl_batchelementcount = 0; -#endif + Cvar_RegisterVariable(&gl_mesh_drawrangeelements); + Cvar_RegisterVariable(&gl_mesh_testarrayelement); + Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); + Cvar_RegisterVariable(&gl_mesh_prefer_short_elements); + + Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); - backendactive = true; + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } -static void gl_backend_shutdown(void) +void GL_SetMirrorState(qboolean state); + +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { - backendunits = 0; - backendactive = false; + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&v->viewmatrix, in, temp); + Matrix4x4_Transform4 (&v->projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f; + out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f; + out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f; +} - Con_Printf("OpenGL Backend shutting down\n"); +static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float normaly, float normalz, float dist) +{ + float q[4]; + float d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif + // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php - GL_Backend_FreeArrays(); -} + VectorSet(normal, normalx, normaly, normalz); + Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane); + VectorScale(normal, dist, v3); + Matrix4x4_Transform(&v->viewmatrix, v3, v4); + // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique + clipPlane[3] = -DotProduct(v4, clipPlane); -void GL_Backend_ResizeArrays(int numvertices) +#if 0 { - Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices); - GL_Backend_CheckCvars(); - mesh_maxverts = gl_mesh_maxverts.integer; - GL_Backend_AllocArrays(); + // testing code for comparing results + float clipPlane2[4]; + VectorCopy4(clipPlane, clipPlane2); + R_EntityMatrix(&identitymatrix); + VectorSet(q, normal[0], normal[1], normal[2], -dist); + qglClipPlane(GL_CLIP_PLANE0, q); + qglGetClipPlane(GL_CLIP_PLANE0, q); + VectorCopy4(q, clipPlane); } +#endif -static void gl_backend_newmap(void) -{ + // Calculate the clip-space corner point opposite the clipping plane + // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and + // transform it into camera space by multiplying it + // by the inverse of the projection matrix + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5]; + q[2] = -1.0f; + q[3] = (1.0f + v->m[10]) / v->m[14]; + + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); + + // Replace the third row of the projection matrix + v->m[2] = clipPlane[0] * d; + v->m[6] = clipPlane[1] * d; + v->m[10] = clipPlane[2] * d + 1.0f; + v->m[14] = clipPlane[3] * d; } -void gl_backend_init(void) +void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane) { - int i; - - for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_ORTHO; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + v->m[0] = 2/(right - left); + v->m[5] = 2/(top - bottom); + v->m[10] = -2/(zFar - zNear); + v->m[12] = - (right + left)/(right - left); + v->m[13] = - (top + bottom)/(top - bottom); + v->m[14] = - (zFar + zNear)/(zFar - zNear); + v->m[15] = 1; + v->screentodepth[0] = -farclip / (farclip - nearclip); + v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); + + Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix); + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + +#if 0 { - polygonelements[i * 3 + 0] = 0; - polygonelements[i * 3 + 1] = i + 1; - polygonelements[i * 3 + 2] = i + 2; + vec4_t test1; + vec4_t test2; + Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f); + R_Viewport_TransformToScreen(v, test1, test2); + Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]); } - - Cvar_RegisterVariable(&r_render); - Cvar_RegisterVariable(&gl_dither); - Cvar_RegisterVariable(&gl_lockarrays); - Cvar_RegisterVariable(&gl_delayfinish); -#ifdef NORENDER - Cvar_SetValue("r_render", 0); -#endif - - Cvar_RegisterVariable(&gl_mesh_maxverts); - Cvar_RegisterVariable(&gl_mesh_floatcolors); - Cvar_RegisterVariable(&gl_mesh_drawrangeelements); -#ifdef MESH_VAR - Cvar_RegisterVariable(&gl_mesh_vertex_array_range); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority); #endif -#ifdef MESH_BATCH - Cvar_RegisterVariable(&gl_mesh_batching); -#endif - Cvar_RegisterVariable(&gl_mesh_copyarrays); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } -void GL_SetupView_ViewPort (int x, int y, int width, int height) +void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane) { - if (!r_render.integer) - return; - - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(x, vid.realheight - (y + height), width, height); - CHECKGLERROR + matrix4x4_t tempmatrix, basematrix; + memset(v, 0, sizeof(*v)); + + if(v_flipped.integer) + frustumx = -frustumx; + + v->type = R_VIEWPORTTYPE_PERSPECTIVE; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + v->m[0] = 1.0 / frustumx; + v->m[5] = 1.0 / frustumy; + v->m[10] = -(farclip + nearclip) / (farclip - nearclip); + v->m[11] = -1; + v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + v->screentodepth[0] = -farclip / (farclip - nearclip); + v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); + + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); } -void GL_SetupView_Orientation_Identity (void) +void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane) { - Matrix4x4_CreateIdentity(&backend_viewmatrix); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + matrix4x4_t tempmatrix, basematrix; + const float nudge = 1.0 - 1.0 / (1<<23); + memset(v, 0, sizeof(*v)); + + if(v_flipped.integer) + frustumx = -frustumx; + + v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + v->m[ 0] = 1.0 / frustumx; + v->m[ 5] = 1.0 / frustumy; + v->m[10] = -nudge; + v->m[11] = -1; + v->m[14] = -2 * nearclip * nudge; + v->screentodepth[0] = (v->m[10] + 1) * 0.5 - 1; + v->screentodepth[1] = v->m[14] * -0.5; + + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); } -void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) +float cubeviewmatrix[6][16] = +{ + // standard cubemap projections + { // +X + 0, 0,-1, 0, + 0,-1, 0, 0, + -1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0,-1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0,-1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + -1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; +float rectviewmatrix[6][16] = { - Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); - Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + // sign-preserving cubemap projections + { // +X + 0, 0,-1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; + +void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->width = size; + v->height = size; + v->depth = 1; + v->m[0] = v->m[5] = 1.0f; + v->m[10] = -(farclip + nearclip) / (farclip - nearclip); + v->m[11] = -1; + v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); } -void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) +void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane) { - double xmax, ymax; - - if (!r_render.integer) - return; - - // set up viewpoint - qglMatrixMode(GL_PROJECTION);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 - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); + matrix4x4_t tempmatrix, basematrix; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->x = (side & 1) * size; + v->y = (side >> 1) * size; + v->width = size; + v->height = size; + v->depth = 1; + v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size; + v->m[10] = -(farclip + nearclip) / (farclip - nearclip); + v->m[11] = -1; + v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); } -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +void R_SetViewport(const r_viewport_t *v) { - float nudge, m[16]; + gl_viewport = *v; - if (!r_render.integer) - return; + CHECKGLERROR + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR - // set up viewpoint - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - nudge = 1.0 - 1.0 / (1<<23); - m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); - m[ 1] = 0; - m[ 2] = 0; - m[ 3] = 0; - m[ 4] = 0; - m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); - m[ 6] = 0; - m[ 7] = 0; - m[ 8] = 0; - m[ 9] = 0; - m[10] = -1 * nudge; - m[11] = -1 * nudge; - m[12] = 0; - m[13] = 0; - m[14] = -2 * zNear * nudge; - m[15] = 0; - qglLoadMatrixf(m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - backend_projectmatrix.m[0][0] = m[0]; - backend_projectmatrix.m[1][0] = m[1]; - backend_projectmatrix.m[2][0] = m[2]; - backend_projectmatrix.m[3][0] = m[3]; - backend_projectmatrix.m[0][1] = m[4]; - backend_projectmatrix.m[1][1] = m[5]; - backend_projectmatrix.m[2][1] = m[6]; - backend_projectmatrix.m[3][1] = m[7]; - backend_projectmatrix.m[0][2] = m[8]; - backend_projectmatrix.m[1][2] = m[9]; - backend_projectmatrix.m[2][2] = m[10]; - backend_projectmatrix.m[3][2] = m[11]; - backend_projectmatrix.m[0][3] = m[12]; - backend_projectmatrix.m[1][3] = m[13]; - backend_projectmatrix.m[2][3] = m[14]; - backend_projectmatrix.m[3][3] = m[15]; -} + // FIXME: v_flipped_state is evil, this probably breaks somewhere + GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP)); -void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) -{ - if (!r_render.integer) - return; + // copy over the matrices to our state + gl_viewmatrix = v->viewmatrix; + gl_projectionmatrix = v->projectmatrix; + + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: +// break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + // Load the projection matrix into OpenGL + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadMatrixf(gl_viewport.m);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + break; + } - // set up viewpoint - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); + // force an update of the derived matrices + gl_modelmatrixchanged = true; + R_EntityMatrix(&gl_modelmatrix); } -typedef struct gltextureunit_s +void R_GetViewport(r_viewport_t *v) { - int t1d, t2d, t3d, tcubemap; - int arrayenabled, arrayis3d; - void *pointer_texcoord; - float rgbscale, alphascale; - int combinergb, combinealpha; - // FIXME: add more combine stuff + *v = gl_viewport; } -gltextureunit_t; -static struct +static void GL_BindVBO(int bufferobject) { - int blendfunc1; - int blendfunc2; - int blend; - GLboolean depthmask; - int depthdisable; - int unit; - int clientunit; - gltextureunit_t units[MAX_TEXTUREUNITS]; - int colorarray; - float color4f[4]; - int lockrange_first; - int lockrange_count; - int pointervertexcount; - void *pointer_vertex; - void *pointer_color; + if (gl_state.vertexbufferobject != bufferobject) + { + gl_state.vertexbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } } -gl_state; -void GL_SetupTextureState(void) +static void GL_BindEBO(int bufferobject) { - int i; - gltextureunit_t *unit; - for (i = 0;i < backendunits;i++) + if (gl_state.elementbufferobject != bufferobject) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - unit = gl_state.units + i; - unit->t1d = 0; - unit->t2d = 0; - unit->t3d = 0; - unit->tcubemap = 0; - unit->arrayenabled = false; - unit->arrayis3d = false; - unit->pointer_texcoord = NULL; - unit->rgbscale = 1; - unit->alphascale = 1; - unit->combinergb = GL_MODULATE; - unit->combinealpha = GL_MODULATE; - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);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, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } + gl_state.elementbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR } } -void GL_Backend_ResetState(void) +static void GL_Backend_ResetState(void) { - memset(&gl_state, 0, sizeof(gl_state)); - gl_state.depthdisable = false; + unsigned int i; + gl_state.active = true; + gl_state.depthtest = true; + gl_state.alphatest = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; - gl_state.colorarray = false; + gl_state.colormask = 15; gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.pointervertexcount = 0; - gl_state.pointer_vertex = NULL; - gl_state.pointer_color = NULL; + gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces + gl_state.cullfaceenable = true; + gl_state.polygonoffset[0] = 0; + gl_state.polygonoffset[1] = 0; CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglColorMask(1, 1, 1, 1); + qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (vid.support.arb_vertex_buffer_object) { - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } - else + + if (vid.support.ext_framebuffer_object) { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } + + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR + qglEnableClientState(GL_VERTEX_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(); -} - -void GL_UseColorArray(void) -{ - if (!gl_state.colorarray) + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + for (i = 0;i < vid.teximageunits;i++) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = true; - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (vid.support.ext_texture_3d) + { + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (vid.support.arb_texture_cube_map) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + if (vid.support.arb_texture_rectangle) + { + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + } } -} -void GL_Color(float cr, float cg, float cb, float ca) -{ - if (gl_state.colorarray) + for (i = 0;i < vid.texarrayunits;i++) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = false; - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - gl_state.color4f[0] = cr; - gl_state.color4f[1] = cg; - gl_state.color4f[2] = cb; - gl_state.color4f[3] = ca; - qglColor4f(cr, cg, cb, ca); + GL_ClientActiveTexture(i); + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - else + + for (i = 0;i < vid.texunits;i++) { - if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (vid.support.ext_texture_3d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.color4f[0] = cr; - gl_state.color4f[1] = cg; - gl_state.color4f[2] = cb; - gl_state.color4f[3] = ca; - qglColor4f(cr, cg, cb, ca); + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + if (vid.support.arb_texture_cube_map) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + if (vid.support.arb_texture_rectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR } + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + CHECKGLERROR } + CHECKGLERROR } -void GL_LockArrays(int first, int count) +void GL_ActiveTexture(unsigned int num) { - if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) + if (gl_state.unit != num) { - if (gl_state.lockrange_count) - { - gl_state.lockrange_count = 0; - CHECKGLERROR - qglUnlockArraysEXT(); - CHECKGLERROR - } - if (count && gl_supportslockarrays && gl_lockarrays.integer) + gl_state.unit = num; + if (qglActiveTexture) { - gl_state.lockrange_first = first; - gl_state.lockrange_count = count; CHECKGLERROR - qglLockArraysEXT(first, count); + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); CHECKGLERROR } } } -void GL_TransformToScreen(const vec4_t in, vec4_t out) -{ - vec4_t temp; - float iw; - Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); - Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); - iw = 1.0f / out[3]; - out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f; - out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f; - out[2] = out[2] * iw; -} - -// called at beginning of frame -void R_Mesh_Start(void) +void GL_ClientActiveTexture(unsigned int num) { - BACKENDACTIVECHECK - - CHECKGLERROR - - GL_Backend_CheckCvars(); - if (mesh_maxverts != gl_mesh_maxverts.integer -#ifdef MESH_VAR - || mesh_var != (gl_mesh_vertex_array_range.integer && gl_support_var) - || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value - || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value - || mesh_var_priority != gl_mesh_vertex_array_range_priority.value -#endif - ) - GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); - - GL_Backend_ResetState(); -#ifdef MESH_VAR - if (!mesh_var) + if (gl_state.clientunit != num) { - gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0; - varray_offset = varray_offsetnext = 0; + gl_state.clientunit = num; + if (qglActiveTexture) + { + CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } } -#else - varray_offset = varray_offsetnext = 0; -#endif } -int gl_backend_rebindtextures; - -void GL_ConvertColorsFloatToByte(int first, int count) +void GL_BlendFunc(int blendfunc1, int blendfunc2) { - int i, k; - union {float f[4];int i[4];} *color4fi; - struct {GLubyte c[4];} *color4b; - - // shift float to have 8bit fraction at base of number - color4fi = (void *)(varray_buf_color4f + first * 4); - for (i = 0;i < count;i++, color4fi++) - { - color4fi->f[0] += 32768.0f; - color4fi->f[1] += 32768.0f; - color4fi->f[2] += 32768.0f; - color4fi->f[3] += 32768.0f; - } - - // then read as integer and kill float bits... - color4fi = (void *)(varray_buf_color4f + first * 4); - color4b = (void *)(varray_buf_color4b + first * 4); - for (i = 0;i < count;i++, color4fi++, color4b++) + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - k = color4fi->i[0] & 0x7FFFFF;color4b->c[0] = (GLubyte) min(k, 255); - k = color4fi->i[1] & 0x7FFFFF;color4b->c[1] = (GLubyte) min(k, 255); - k = color4fi->i[2] & 0x7FFFFF;color4b->c[2] = (GLubyte) min(k, 255); - k = color4fi->i[3] & 0x7FFFFF;color4b->c[3] = (GLubyte) min(k, 255); - } -} - -/* -// enlarges geometry buffers if they are too small -void _R_Mesh_ResizeCheck(int numverts) -{ - if (numverts > mesh_maxverts) - { - BACKENDACTIVECHECK - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); - } -} -*/ - -void R_Mesh_EndBatch(void) -{ -#ifdef MESH_BATCH - if (gl_batchelementcount) - { - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_EndBatch: called with pointers enabled\n"); - - if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL) - GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount); - if (r_render.integer) + CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) { - //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount); - CHECKGLERROR - GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + if (gl_state.blendfunc1 == GL_ONE) { - qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR + if (gl_state.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } } else { - qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR } - GL_LockArrays(0, 0); } - gl_batchelementcount = 0; - gl_batchvertexcount = 0; } -#endif } -void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) +void GL_DepthMask(int state) { - int i; - //if (offset) - for (i = 0;i < count;i++) - *out++ = *in++ + offset; - //else - // memcpy(out, in, sizeof(*out) * count); + if (gl_state.depthmask != state) + { + CHECKGLERROR + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + } } -// gets vertex buffer space for use with a following R_Mesh_Draw -// (can be multiple Draw calls per GetSpace) -void R_Mesh_GetSpace(int numverts) +void GL_DepthTest(int state) { - int i; - - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_GetSpace: called with pointers enabled\n"); - if (gl_state.lockrange_count) - Host_Error("R_Mesh_GetSpace: called with arrays locked\n"); - - varray_offset = varray_offsetnext; - if (varray_offset + numverts > mesh_maxverts) + if (gl_state.depthtest != state) { - //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n"); -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - varray_offset = 0; -#ifdef MESH_VAR - if (mesh_var) + gl_state.depthtest = state; + CHECKGLERROR + if (gl_state.depthtest) { - CHECKGLERROR - qglFlushVertexArrayRangeNV(); - CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR } -#endif - if (numverts > mesh_maxverts) + else { - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); + qglDisable(GL_DEPTH_TEST);CHECKGLERROR } } +} -/* -#ifdef MESH_BATCH - if (gl_mesh_batching.integer) +void GL_DepthRange(float nearfrac, float farfrac) +{ + if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) { - if (gl_batchvertexcount == 0) - gl_batchvertexfirst = varray_offset; - gl_batchvertexcount += numverts; + gl_state.depthrange[0] = nearfrac; + gl_state.depthrange[1] = farfrac; + qglDepthRange(nearfrac, farfrac); } -#endif -*/ - varray_vertex3f = varray_buf_vertex3f + varray_offset * 3; - varray_color4f = varray_buf_color4f + varray_offset * 4; - for (i = 0;i < backendunits;i++) +} + +void GL_PolygonOffset(float planeoffset, float depthoffset) +{ + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) { - varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3; - varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2; + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + qglPolygonOffset(planeoffset, depthoffset); } - - varray_offsetnext = varray_offset + numverts; } -// renders triangles using vertices from the most recent GetSpace call -// (can be multiple Draw calls per GetSpace) -void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) +void GL_SetMirrorState(qboolean state) { - int numelements = numtriangles * 3; - if (numtriangles == 0 || numverts == 0) + if(!state != !v_flipped_state) { - Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); - return; + // change cull face mode! + if(gl_state.cullface == GL_BACK) + qglCullFace((gl_state.cullface = GL_FRONT)); + else if(gl_state.cullface == GL_FRONT) + qglCullFace((gl_state.cullface = GL_BACK)); } - c_meshs++; - c_meshelements += numelements; + v_flipped_state = state; +} + +void GL_CullFace(int state) +{ CHECKGLERROR - if (gl_state.pointervertexcount) + + if(v_flipped_state) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (r_render.integer) - { - GL_LockArrays(0, gl_state.pointervertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - GL_LockArrays(0, 0); - } + if(state == GL_FRONT) + state = GL_BACK; + else if(state == GL_BACK) + state = GL_FRONT; } -#ifdef MESH_BATCH - else if (gl_mesh_batching.integer) + + if (state != GL_NONE) { - if (mesh_maxelements < gl_batchelementcount + numelements) + if (!gl_state.cullfaceenable) { - //Con_Printf("R_Mesh_Draw: enlarging elements array\n"); - if (gl_batchelementcount) - R_Mesh_EndBatch(); - // round up to a multiple of 1024 and add another 1024 just for good measure - mesh_maxelements = (gl_batchelementcount + numelements + 1024 + 1023) & ~1023; - GL_Backend_AllocElementsArray(); + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR } - if (varray_offset < gl_batchvertexfirst && gl_batchelementcount) - R_Mesh_EndBatch(); - if (gl_batchelementcount == 0) + if (gl_state.cullface != state) { - gl_batchvertexfirst = varray_offset; - gl_batchvertexcount = 0; + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR } - if (gl_batchvertexcount < varray_offsetnext - gl_batchvertexfirst) - gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst; - GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset); - //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements); - gl_batchelementcount += numelements; - //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);} } -#endif else { - GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); - if (r_render.integer) + if (gl_state.cullfaceenable) { - GL_LockArrays(varray_offset, numverts); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR - } - GL_LockArrays(0, 0); + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR } } } -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) +void GL_AlphaTest(int state) { - int i; - BACKENDACTIVECHECK -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - GL_LockArrays(0, 0); - - for (i = backendunits - 1;i >= 0;i--) + if (gl_state.alphatest != state) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - if (gl_texturecubemap) + gl_state.alphatest = state; + CHECKGLERROR + if (gl_state.alphatest) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglEnable(GL_ALPHA_TEST);CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) + else { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR } } - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - - qglDisable(GL_BLEND);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(GL_TRUE);CHECKGLERROR - qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } -void R_Mesh_Matrix(const matrix4x4_t *matrix) +void GL_ColorMask(int r, int g, int b, int a) { - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); - qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); + gl_state.colormask = state; + CHECKGLERROR + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } } -// sets up the requested state -void R_Mesh_MainState(const rmeshstate_t *m) +void GL_Color(float cr, float cg, float cb, float ca) { - void *p; - BACKENDACTIVECHECK + if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + { + 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 + } +} - if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) +void GL_LockArrays(int first, int count) +{ + if (count < gl_lockarrays_minimumvertices.integer) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) + first = 0; + count = 0; + } + if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) + { + if (gl_state.lockrange_count) { - if (gl_state.blendfunc1 == GL_ONE) - { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } + gl_state.lockrange_count = 0; + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR } - else + if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer) { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } + gl_state.lockrange_first = first; + gl_state.lockrange_count = count; + CHECKGLERROR + qglLockArraysEXT(first, count); + CHECKGLERROR } } - if (gl_state.depthdisable != m->depthdisable) +} + +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, y,width,height); + CHECKGLERROR +} + +void GL_ScissorTest(int state) +{ + if(gl_state.scissortest == state) + return; + + CHECKGLERROR + if((gl_state.scissortest = state)) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(GL_SCISSOR_TEST); + CHECKGLERROR +} + +void GL_Clear(int mask) +{ + CHECKGLERROR + qglClear(mask);CHECKGLERROR +} + +// called at beginning of frame +void R_Mesh_Start(void) +{ + BACKENDACTIVECHECK + CHECKGLERROR + if (gl_printcheckerror.integer && !gl_paranoid.integer) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.depthdisable = m->depthdisable; - if (gl_state.depthdisable) - qglDisable(GL_DEPTH_TEST); - else - qglEnable(GL_DEPTH_TEST); + Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); + Cvar_SetValueQuick(&gl_paranoid, 1); } - if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) +} + +qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) +{ + int shaderobject; + int shadercompiled; + char compilelog[MAX_INPUTLINE]; + shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR + if (!shaderobject) + return false; + qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR + qglCompileShaderARB(shaderobject);CHECKGLERROR + qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR + qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR + if (compilelog[0] && developer.integer > 0 && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning"))) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + int i, j, pretextlines = 0; + for (i = 0;i < numstrings - 1;i++) + for (j = 0;strings[i][j];j++) + if (strings[i][j] == '\n') + pretextlines++; + Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); } - - if (gl_state.pointervertexcount != m->pointervertexcount) + if (!shadercompiled) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointervertexcount = m->pointervertexcount; + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return false; } + qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return true; +} - p = gl_state.pointervertexcount ? m->pointer_vertex : NULL; - if (gl_state.pointer_vertex != p) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint programlinked; + GLuint programobject = 0; + char linklog[MAX_INPUTLINE]; + CHECKGLERROR + + programobject = qglCreateProgramObjectARB();CHECKGLERROR + if (!programobject) + return 0; + + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) + goto cleanup; + +#ifdef GL_GEOMETRY_SHADER_ARB + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) + goto cleanup; #endif - gl_state.pointer_vertex = p; - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR - } - p = gl_state.pointervertexcount ? m->pointer_color : NULL; - if (gl_state.pointer_color != p) + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + goto cleanup; + + qglLinkProgramARB(programobject);CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR + qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + if (linklog[0]) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointer_color = p; - if (p || gl_mesh_floatcolors.integer) - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f); - else - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b); - CHECKGLERROR + if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning")) + Con_DPrintf("program link log:\n%s\n", linklog); + // 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(linklog, "fragment shader will run in software")) + programlinked = false; } + if (!programlinked) + goto cleanup; + return programobject; +cleanup: + qglDeleteObjectARB(programobject);CHECKGLERROR + return 0; } -void R_Mesh_TextureState(const rmeshstate_t *m) +void GL_Backend_FreeProgram(unsigned int prog) { - int i, combinergb, combinealpha; - float scale; - gltextureunit_t *unit; - void *p; - - BACKENDACTIVECHECK + CHECKGLERROR + qglDeleteObjectARB(prog); + CHECKGLERROR +} - if (gl_backend_rebindtextures) +void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) +{ + int i; + if (offset) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + for (i = 0;i < count;i++) + *out++ = *in++ + offset; } + else + memcpy(out, in, sizeof(*out) * count); +} - for (i = 0;i < backendunits;i++) +// renders triangles using vertices from the active arrays +int paranoidblah = 0; +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s) +{ + unsigned int numelements = numtriangles * 3; + if (numvertices < 3 || numtriangles < 1) + { + if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100) + Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s); + return; + } + if (!gl_mesh_prefer_short_elements.integer) + { + if (element3i) + element3s = NULL; + if (bufferobject3i) + bufferobject3s = 0; + } + if (element3i) + element3i += firsttriangle * 3; + if (element3s) + element3s += firsttriangle * 3; + switch (gl_vbo.integer) + { + default: + case 0: + case 2: + bufferobject3i = bufferobject3s = 0; + break; + case 1: + break; + case 3: + if (firsttriangle) + bufferobject3i = bufferobject3s = 0; + break; + } + CHECKGLERROR + r_refdef.stats.meshes++; + r_refdef.stats.meshes_elements += numelements; + if (gl_paranoid.integer) { - unit = gl_state.units + i; - if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i]) + unsigned int i, j, size; + const int *p; + // note: there's no validation done here on buffer objects because it + // is somewhat difficult to get at the data, and gl_paranoid can be + // used without buffer objects if the need arises + // (the data could be gotten using glMapBuffer but it would be very + // slow due to uncachable video memory reads) + if (!qglIsEnabled(GL_VERTEX_ARRAY)) + Con_Print("R_Mesh_Draw: vertex array not enabled\n"); + CHECKGLERROR + if (gl_state.pointer_vertex) + 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_enabled) + { + if (!qglIsEnabled(GL_COLOR_ARRAY)) + Con_Print("R_Mesh_Draw: color array set but not enabled\n"); + CHECKGLERROR + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + 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 < vid.texarrayunits;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"); + CHECKGLERROR + if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled) + 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; + } + } + if (element3i) { - if (m->tex3d[i] || m->texcubemap[i]) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (!unit->arrayis3d) + if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]); + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); + return; } - if (!unit->arrayenabled) + } + } + if (element3s) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices); + return; } } - else if (m->tex1d[i] || m->tex[i]) + } + CHECKGLERROR + } + if (r_render.integer || r_refdef.draw2dstage) + { + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) + { + unsigned int i, j, element; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (unit->arrayis3d) + element = element3i ? element3i[i] : element3s[i]; + for (j = 0;j < vid.texarrayunits;j++) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = false; - if (gl_state.clientunit != i) + if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled) { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 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)) + element * 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)) + element * 2; + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 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)) + element * 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)) + element * 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)) + element * 2; + qglTexCoord2f(p[0], p[1]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; + qglTexCoord1f(p[0]); + } + } } - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]); } - if (!unit->arrayenabled) + if (gl_state.pointer_color && gl_state.pointer_color_enabled) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4; + qglColor4f(p[0], p[1], p[2], p[3]); } + p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3; + qglVertex3f(p[0], p[1], p[2]); } - else - { - if (unit->arrayenabled) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - if (unit->t1d != m->tex1d[i]) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex1d[i]) - { - if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - else - { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR - } - if (unit->t2d != m->tex[i]) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex[i]) - { - if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - if (unit->t2d) - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR - } - if (unit->t3d != m->tex3d[i]) + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_testarrayelement.integer) + { + int i; + qglBegin(GL_TRIANGLES); + if (element3i) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex3d[i]) - { - if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - else - { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3i[i]); } - if (unit->tcubemap != m->texcubemap[i]) + else if (element3s) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->texcubemap[i]) - { - if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - else - { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3s[i]); } + qglEnd(); + CHECKGLERROR } - combinergb = m->texcombinergb[i]; - if (!combinergb) - combinergb = GL_MODULATE; - if (unit->combinergb != combinergb) + else if (bufferobject3s) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - unit->combinergb = combinergb; - if (gl_combine.integer) + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR } else { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR } } - combinealpha = m->texcombinealpha[i]; - if (!combinealpha) - combinealpha = GL_MODULATE; - if (unit->combinealpha != combinealpha) + else if (bufferobject3i) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR } - unit->combinealpha = combinealpha; - if (gl_combine.integer) + else { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR } } - scale = max(m->texrgbscale[i], 1); - if (gl_state.units[i].rgbscale != scale) + else if (element3s) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR - } - scale = max(m->texalphascale[i], 1); - if (gl_state.units[i].alphascale != scale) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) + else { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR } - if (unit->arrayenabled) + else if (element3i) { - p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL; - if (unit->pointer_texcoord != p) + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->pointer_texcoord = p; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - if (unit->arrayis3d) - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_texcoord3f[i]); - else - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), p ? p : varray_buf_texcoord2f[i]); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); CHECKGLERROR } } } } -void R_Mesh_State(const rmeshstate_t *m) +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) { - R_Mesh_MainState(m); - R_Mesh_TextureState(m); } -/* -============================================================================== - - SCREEN SHOTS - -============================================================================== -*/ - -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg) +int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) { - qboolean ret; - int i, j; - qbyte *buffer; + gl_bufferobjectinfo_t *info; + GLuint bufferobject; - if (!r_render.integer) - return false; - - buffer = Mem_Alloc(tempmempool, width*height*3); - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); - CHECKGLERROR + if (!gl_vbo.integer) + return 0; - // LordHavoc: compensate for v_overbrightbits when using hardware gamma - if (v_hwgamma.integer) + qglGenBuffersARB(1, &bufferobject); + switch(target) { - for (i = 0;i < width * height * 3;i++) - { - j = buffer[i] << v_overbrightbits.integer; - buffer[i] = (qbyte) (bound(0, j, 255)); - } + case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break; + case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break; + default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0; } + qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); - if (jpeg) - ret = JPEG_SaveImage_preflipped (filename, width, height, buffer); - else - ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer); + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray); + memset(info, 0, sizeof(*info)); + info->target = target; + info->object = bufferobject; + info->size = size; + strlcpy(info->name, name, sizeof(info->name)); - Mem_Free(buffer); - return ret; + return (int)bufferobject; } -//============================================================================= - -void R_ClearScreen(void) +void R_Mesh_DestroyBufferObject(int bufferobject) { - if (r_render.integer) + int i, endindex; + gl_bufferobjectinfo_t *info; + + qglDeleteBuffersARB(1, (GLuint *)&bufferobject); + + endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray); + for (i = 0;i < endindex;i++) { - // 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 | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR - // set dithering mode - if (gl_dither.integer) - { - qglEnable(GL_DITHER);CHECKGLERROR - } - else + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i); + if (!info) + continue; + if (info->object == bufferobject) { - qglDisable(GL_DITHER);CHECKGLERROR + Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info); + break; } } } -/* -================== -SCR_UpdateScreen - -This is called every frame, and can also be called explicitly to flush -text to the screen. -================== -*/ -void SCR_UpdateScreen (void) +void GL_Mesh_ListVBOs(qboolean printeach) { - if (gl_delayfinish.integer) + int i, endindex; + size_t ebocount = 0, ebomemory = 0; + size_t vbocount = 0, vbomemory = 0; + gl_bufferobjectinfo_t *info; + endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray); + for (i = 0;i < endindex;i++) { - VID_Finish (); - - R_TimeReport("finish"); + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i); + if (!info) + continue; + switch(info->target) + { + case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break; + } } + Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); +} - 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); - - // lighting scale - r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); - - // lightmaps only - r_lightmapscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_textureunits.integer > 1) - r_lightmapscalebit += 2; - - R_TimeReport("setup"); - - R_ClearScreen(); - - R_TimeReport("clear"); - - if (scr_conlines < vid.conheight && cls.signon == SIGNONS) - R_RenderView(); - - // draw 2D stuff - R_DrawQueue(); - - if (gl_delayfinish.integer) - { - // tell driver to commit it's partially full geometry queue to the rendering queue - // (this doesn't wait for the commands themselves to complete) - qglFlush(); - } - else +void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) +{ + if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) + bufferobject = 0; + if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset) { - VID_Finish (); - - R_TimeReport("finish"); + gl_state.pointer_vertex = vertex3f; + gl_state.pointer_vertex_buffer = bufferobject; + gl_state.pointer_vertex_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR } } -// utility functions - -void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) +void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) { -#ifdef MESH_VAR - if (mesh_var) + // note: this can not rely on bufferobject to decide whether a color array + // is supplied, because surfmesh_t shares one vbo for all arrays, which + // means that a valid vbo may be supplied even if there is no color array. + if (color4f) { - float *out = varray_vertex3f; - while (--numverts) + if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) + bufferobject = 0; + // caller wants color array enabled + if (!gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = true; + CHECKGLERROR + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + } + if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset) { - *out++ = *vertex3f++; - *out++ = *vertex3f++; - *out++ = *vertex3f++; + gl_state.pointer_color = color4f; + gl_state.pointer_color_buffer = bufferobject; + gl_state.pointer_color_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR } } else -#endif - memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3])); -} - -void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) { - float *out = varray_texcoord2f[tmu]; - while (--numverts) + // caller wants color array disabled + if (gl_state.pointer_color_enabled) { - *out++ = *texcoord2f++; - *out++ = *texcoord2f++; + gl_state.pointer_color_enabled = false; + CHECKGLERROR + 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 } } - else -#endif - memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2])); } -void R_Mesh_CopyColor4f(const float *color4f, int numverts) +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) { -#ifdef MESH_VAR - if (mesh_var) + gltextureunit_t *unit = gl_state.units + unitnum; + // update array settings + CHECKGLERROR + // note: there is no need to check bufferobject here because all cases + // that involve a valid bufferobject also supply a texcoord array + if (texcoord) { - float *out = varray_color4f; - while (--numverts) + if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) + bufferobject = 0; + // texture array unit is enabled, enable the array + if (!unit->arrayenabled) + { + unit->arrayenabled = true; + GL_ClientActiveTexture(unitnum); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents) { - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; + unit->pointer_texcoord = texcoord; + unit->pointer_texcoord_buffer = bufferobject; + unit->pointer_texcoord_offset = bufferoffset; + unit->arraycomponents = numcomponents; + GL_ClientActiveTexture(unitnum); + GL_BindVBO(bufferobject); + qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR } } else -#endif - memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); + { + // texture array unit is disabled, disable the array + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } } -//=========================================================================== -// vertex array caching subsystem -//=========================================================================== - -typedef struct rcachearraylink_s +int R_Mesh_TexBound(unsigned int unitnum, int id) { - struct rcachearraylink_s *next, *prev; - struct rcachearrayitem_s *data; + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= vid.teximageunits) + return 0; + if (id == GL_TEXTURE_2D) + return unit->t2d; + if (id == GL_TEXTURE_3D) + return unit->t3d; + if (id == GL_TEXTURE_CUBE_MAP_ARB) + return unit->tcubemap; + if (id == GL_TEXTURE_RECTANGLE_ARB) + return unit->trectangle; + return 0; } -rcachearraylink_t; -typedef struct rcachearrayitem_s +void R_Mesh_CopyToTexture(int texnum, int tx, int ty, int sx, int sy, int width, int height) { - // 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; + R_Mesh_TexBind(0, texnum); + GL_ActiveTexture(0);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR } -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) +void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle) { - 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++) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= vid.teximageunits) + return; + // update 2d texture binding + if (unit->t2d != tex2d) { - l = &r_mesh_rcachechain[i]; - l->next = l->prev = l; - l->data = NULL; + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (tex2d) + { + if (unit->t2d == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + } + } + else + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } + } + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); - for (i = 0;i < RCACHEARRAY_ITEMS;i++) + // update 3d texture binding + if (unit->t3d != tex3d) { - 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; + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (tex3d) + { + if (unit->t3d == 0) + { + qglEnable(GL_TEXTURE_3D);CHECKGLERROR + } + } + else + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } + } + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != texcubemap) + { + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (texcubemap) + { + if (unit->tcubemap == 0) + { + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + else + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + } + unit->tcubemap = texcubemap; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle != texrectangle) + { + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (texrectangle) + { + if (unit->trectangle == 0) + { + qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + else + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + } + unit->trectangle = texrectangle; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } - // 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) +void R_Mesh_TexBind(unsigned int unitnum, int texnum) { - rcachearraylink_t *l, *lhead; - lhead = &r_mesh_rcachesequentialchain; - if (r_mesh_rcachesequentialchain_current == lhead) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= vid.teximageunits) 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) + // update 2d texture binding + if (unit->t2d != texnum) { - if (!memcmp(&l->data->request, r, sizeof(l->data->request))) + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) { - // we have it cached already - r->data = r_mesh_rcachedata + l->data->offset; - return false; + if (texnum) + { + if (unit->t2d == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + } + } + else + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } } + unit->t2d = texnum; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - - // 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) + // update 3d texture binding + if (unit->t3d) { - /* - if (r->data_size * 10 > r_mesh_rcachedata_size) + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) { - // realloc whole cache + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } } - */ - // reset back to start - r_mesh_rcachedata_offset = 0; - r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - offset = r_mesh_rcachedata_offset; - r_mesh_rcachedata_offset += r->data_size; - offsetend = r_mesh_rcachedata_offset; - //R_Mesh_CacheArray_ValidateState(4); - - /* + // update cubemap texture binding + if (unit->tcubemap != 0) { - 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); + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - */ - - // 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) + // update rectangle texture binding + if (unit->trectangle != 0) { - //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); + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + unit->trectangle = 0; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } - //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) +} + +static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; + +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (matrix && matrix->m[3][3]) { - 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; + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + { + float glmatrix[16]; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadMatrixf(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } - 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) + else { - //Con_Printf(">\n"); - l->next = l->next->next; - l->prev = l->prev->next; + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } - while (l->prev->data && l->data && l->prev->data->offset >= d->offset) +} + +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + CHECKGLERROR + switch(vid.renderpath) { - //Con_Printf("<\n"); - l->prev = l->prev->prev; - l->next = l->next->prev; + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // do nothing + break; + case RENDERPATH_GL13: + // GL_ARB_texture_env_combine + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (!rgbscale) + rgbscale = 1; + if (!alphascale) + alphascale = 1; + if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) + { + if (combinergb == GL_DECAL) + combinergb = GL_INTERPOLATE_ARB; + if (unit->combine != GL_COMBINE_ARB) + { + unit->combine = GL_COMBINE_ARB; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode + } + 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) + { + unit->rgbscale = rgbscale; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR + } + if (unit->alphascale != alphascale) + { + unit->alphascale = alphascale; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR + } + } + else + { + if (unit->combine != combinergb) + { + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR + } + } + break; + case RENDERPATH_GL11: + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combine != combinergb) + { + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR + } + break; } - 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; +} +void R_Mesh_ResetTextureState(void) +{ + unsigned int unitnum; - //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; + BACKENDACTIVECHECK - //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; + CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) + { + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + if (unit->t3d) + { + unit->t3d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + if (unit->tcubemap) + { + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + if (unit->trectangle) + { + unit->trectangle = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR + } + } + for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } + for (unitnum = 0;unitnum < vid.texunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } + } + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + for (unitnum = 0;unitnum < vid.texunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) + { + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + if (unit->t3d) + { + unit->t3d = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + if (unit->tcubemap) + { + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + if (unit->trectangle) + { + unit->trectangle = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR + } + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } + if (unit->combine != GL_MODULATE) + { + unit->combine = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR + } + } + break; + } } -