X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=ecc972d94951293c17857d73713a89684d1782c8;hb=95ed6d481f1ccbd2d39372acf2a38e2fc0b1782c;hp=ad6f24c9189819f201f11d59b498dbcaa3aee925;hpb=3a84ee2a4a69143708e7e033761408a64cf63bd1;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index ad6f24c9..ecc972d9 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,17 +1,36 @@ #include "quakedef.h" - -cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; -cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"}; - -cvar_t r_render = {0, "r_render", "1"}; -cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; - -// this is used to increase gl_mesh_maxtriangles automatically if a mesh was -// too large for the buffers in the previous frame -int overflowedverts = 0; +#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; @@ -54,9 +73,14 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) break; #endif #ifdef GL_TABLE_TOO_LARGE - case GL_TABLE_TOO_LARGE: + case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; +#endif +#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); @@ -65,132 +89,161 @@ 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"); - -float r_mesh_farclip; +#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active"); -static float viewdist; -// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares -static int vpnbit0, vpnbit1, vpnbit2; - -int c_meshs, c_meshtris; +void SCR_ScreenShot_f (void); -int lightscalebit; -float lightscale; -float overbrightscale; +typedef struct gl_bufferobjectinfo_s +{ + int target; + int object; + size_t size; + char name[MAX_QPATH]; +} +gl_bufferobjectinfo_t; -void SCR_ScreenShot_f (void); +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; -// these are externally accessible -float mesh_colorscale; -int *varray_element; -float *varray_vertex; -float *varray_color; -float *varray_texcoord[MAX_TEXTUREUNITS]; -int mesh_maxtris; -int mesh_maxverts; // always mesh_maxtris * 3 +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 matrix4x4_t backend_viewmatrix; -static matrix4x4_t backend_modelmatrix; -static matrix4x4_t backend_modelviewmatrix; -static matrix4x4_t backend_glmodelviewmatrix; +static gl_state_t gl_state; -static int backendunits, backendactive; -static qbyte *varray_bcolor; -static mempool_t *gl_backend_mempool; -void GL_Backend_AllocArrays(void) -{ - int i; +/* +note: here's strip order for a terrain row: +0--1--2--3--4 +|\ |\ |\ |\ | +| \| \| \| \| +A--B--C--D--E +clockwise - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); +A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E - mesh_maxverts = mesh_maxtris * 3; +*elements++ = i + row; +*elements++ = i; +*elements++ = i + row + 1; +*elements++ = i; +*elements++ = i + 1; +*elements++ = i + row + 1; - varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3])); - varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); - varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); - varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); - for (i = 0;i < backendunits;i++) - varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2])); - for (;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = NULL; -} -void GL_Backend_FreeArrays(int resizingbuffers) +for (y = 0;y < rows - 1;y++) { - int i; - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - varray_element = NULL; - varray_vertex = NULL; - varray_color = NULL; - varray_bcolor = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = 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; + } } -static void gl_backend_start(void) +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise + +for (y = 0;y < rows - 1;y++) { - Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer); - if (qglDrawRangeElements != NULL) - { - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - CHECKGLERROR - Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); - } - if (strstr(gl_renderer, "3Dfx")) + for (x = 0;x < columns - 1;x++) { - Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); - Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); + i = y * rows + x; + *elements++ = i; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + 1; } +} +*/ - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - - GL_Backend_AllocArrays(); +int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelement3i[QUADELEMENTS_MAXQUADS*6]; +unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; - backendactive = true; +void GL_VBOStats_f(void) +{ + GL_Mesh_ListVBOs(true); } -static void gl_backend_shutdown(void) -{ - backendunits = 0; - backendactive = false; +static void GL_Backend_ResetState(void); - Con_Printf("OpenGL Backend shutting down\n"); +static void gl_backend_start(void) +{ + memset(&gl_state, 0, sizeof(gl_state)); - GL_Backend_FreeArrays(false); -} + Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); -void GL_Backend_CheckCvars(void) -{ - if (gl_mesh_drawmode.integer < 0) - Cvar_SetValueQuick(&gl_mesh_drawmode, 0); - if (gl_mesh_drawmode.integer > 3) - Cvar_SetValueQuick(&gl_mesh_drawmode, 3); + Con_DPrintf("OpenGL backend started.\n"); - // change drawmode 3 to 2 if 3 won't work - if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) - Cvar_SetValueQuick(&gl_mesh_drawmode, 2); + CHECKGLERROR - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); + GL_Backend_ResetState(); } -void GL_Backend_ResizeArrays(int numtriangles) +static void gl_backend_shutdown(void) { - Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles); - GL_Backend_CheckCvars(); - mesh_maxtris = gl_mesh_maxtriangles.integer; - GL_Backend_FreeArrays(true); - GL_Backend_AllocArrays(); + Con_DPrint("OpenGL Backend shutting down\n"); + + Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray); + + memset(&gl_state, 0, sizeof(gl_state)); } static void gl_backend_newmap(void) @@ -199,786 +252,1739 @@ static void gl_backend_newmap(void) void gl_backend_init(void) { + int i; + + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelement3s[i * 3 + 0] = 0; + polygonelement3s[i * 3 + 1] = i + 1; + polygonelement3s[i * 3 + 2] = i + 2; + } + // elements for rendering a series of quads as triangles + for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) + { + 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; + } + + 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]; + 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); -#ifdef NORENDER - Cvar_SetValue("r_render", 0); -#endif + Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); + Cvar_RegisterVariable(&gl_vbo); + Cvar_RegisterVariable(&gl_paranoid); + Cvar_RegisterVariable(&gl_printcheckerror); + + 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"); - Cvar_RegisterVariable(&gl_mesh_maxtriangles); - Cvar_RegisterVariable(&gl_mesh_floatcolors); - Cvar_RegisterVariable(&gl_mesh_drawmode); - GL_Backend_CheckCvars(); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } -int arraylocked = false; +void GL_SetMirrorState(qboolean state); -void GL_LockArray(int first, int count) +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { - if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0) - { - qglLockArraysEXT(first, count); - CHECKGLERROR - arraylocked = true; - } + 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; +} + +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]; + + // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php + + 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); + +#if 0 +{ + // 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 + + // 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_UnlockArray(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) { - if (arraylocked) + 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 { - qglUnlockArraysEXT(); - CHECKGLERROR - arraylocked = false; + 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]); } +#endif } -/* -============= -GL_SetupFrame -============= -*/ -static void GL_SetupFrame (void) +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) { - double xmax, ymax; - double fovx, fovy, zNear, zFar, aspect; + 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]); +} - if (!r_render.integer) - return; +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_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]); +} - qglDepthFunc (GL_LEQUAL);CHECKGLERROR - - // set up viewpoint - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR - - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR - - // depth range - zNear = 1.0; - zFar = r_mesh_farclip; - if (zFar < 64) - zFar = 64; - - // fov angles - fovx = r_refdef.fov_x; - fovy = r_refdef.fov_y; - aspect = r_refdef.width / r_refdef.height; - - // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0) * aspect; - ymax = zNear * tan(fovy * M_PI / 360.0); - - // set view pyramid - qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR - - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - - Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1); - Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); - //Con_Printf("Our Matrix:\n"); - //Matrix4x4_Print(&backend_viewmatrix); - - //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix); - //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); - - /* - // put Z going up - qglLoadIdentity ();CHECKGLERROR - qglRotatef (-90, 1, 0, 0);CHECKGLERROR - qglRotatef (90, 0, 0, 1);CHECKGLERROR - // camera rotation - qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR - // camera location - qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR - qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]); - Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix); - Con_Printf("GL Matrix:\n"); - Matrix4x4_Print(&backend_viewmatrix); - */ -} - -static struct +float cubeviewmatrix[6][16] = { - int blendfunc1; - int blendfunc2; - int blend; - GLboolean depthmask; - int depthdisable; - int unit; - int clientunit; - int texture[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; + // 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] = +{ + // 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]); } -gl_state; -void GL_SetupTextureState(void) +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) { - int i; - if (backendunits > 1) - { - for (i = 0;i < backendunits;i++) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - if (gl_state.texture[i]) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - if (gl_mesh_drawmode.integer > 0) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR - if (gl_state.texture[i]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - } - } - else - { - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_state.texture[0]) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - if (gl_mesh_drawmode.integer > 0) - { - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR - if (gl_state.texture[0]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - } + 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]); } -int usedarrays; -void GL_Backend_ResetState(void) +void R_SetViewport(const r_viewport_t *v) { - int i; - gl_state.unit = 0; - gl_state.clientunit = 0; + gl_viewport = *v; - for (i = 0;i < backendunits;i++) - { - gl_state.texture[i] = 0; - gl_state.texturergbscale[i] = 1; - } + CHECKGLERROR + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR + // 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)); - gl_state.depthdisable = false; - qglEnable(GL_DEPTH_TEST);CHECKGLERROR + // copy over the matrices to our state + gl_viewmatrix = v->viewmatrix; + gl_projectionmatrix = v->projectmatrix; - gl_state.blendfunc1 = GL_ONE; - gl_state.blendfunc2 = GL_ZERO; - qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + 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; + } - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR + // force an update of the derived matrices + gl_modelmatrixchanged = true; + R_EntityMatrix(&gl_modelmatrix); +} - gl_state.depthmask = GL_TRUE; - qglDepthMask(gl_state.depthmask);CHECKGLERROR +void R_GetViewport(r_viewport_t *v) +{ + *v = gl_viewport; +} - usedarrays = false; - if (gl_mesh_drawmode.integer > 0) +static void GL_BindVBO(int bufferobject) +{ + if (gl_state.vertexbufferobject != bufferobject) { - usedarrays = true; - qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) - { - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR - } - else - { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR - } - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + gl_state.vertexbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR } +} - GL_SetupTextureState(); +static void GL_BindEBO(int bufferobject) +{ + if (gl_state.elementbufferobject != bufferobject) + { + gl_state.elementbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } } -// called at beginning of frame -void R_Mesh_Start(float farclip) +static void GL_Backend_ResetState(void) { - BACKENDACTIVECHECK + 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.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.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 - r_mesh_farclip = farclip; - viewdist = DotProduct(r_origin, vpn); - vpnbit0 = vpn[0] < 0; - vpnbit1 = vpn[1] < 0; - vpnbit2 = vpn[2] < 0; - - c_meshs = 0; - c_meshtris = 0; + 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 + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - GL_Backend_CheckCvars(); - if (mesh_maxtris != gl_mesh_maxtriangles.integer) - GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer); + if (vid.support.arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } - GL_SetupFrame(); + if (vid.support.ext_framebuffer_object) + { + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } - GL_Backend_ResetState(); -} + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR -int gl_backend_rebindtextures; + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR -void GL_ConvertColorsFloatToByte(int numverts) -{ - int i, k, total; - // LordHavoc: to avoid problems with aliasing (treating memory as two - // different types - exactly what this is doing), these must be volatile - // (or a union) - volatile int *icolor; - volatile float *fcolor; - qbyte *bcolor; + GL_Color(0, 0, 0, 0); + GL_Color(1, 1, 1, 1); - total = numverts * 4; + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + for (i = 0;i < vid.teximageunits;i++) + { + 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 + } + } - // shift float to have 8bit fraction at base of number - fcolor = varray_color; - for (i = 0;i < total;) + for (i = 0;i < vid.texarrayunits;i++) { - fcolor[i ] += 32768.0f; - fcolor[i + 1] += 32768.0f; - fcolor[i + 2] += 32768.0f; - fcolor[i + 3] += 32768.0f; - i += 4; + GL_ClientActiveTexture(i); + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - // then read as integer and kill float bits... - icolor = (int *)varray_color; - bcolor = varray_bcolor; - for (i = 0;i < total;) + for (i = 0;i < vid.texunits;i++) { - k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; - k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k; - k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k; - k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k; - i += 4; + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (vid.support.ext_texture_3d) + { + 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_TransformVertices(int numverts) +void GL_ActiveTexture(unsigned int num) { - int i; - float m[12], tempv[4], *v; - m[0] = backendmatrix.m[0][0]; - m[1] = backendmatrix.m[0][1]; - m[2] = backendmatrix.m[0][2]; - m[3] = backendmatrix.m[0][3]; - m[4] = backendmatrix.m[1][0]; - m[5] = backendmatrix.m[1][1]; - m[6] = backendmatrix.m[1][2]; - m[7] = backendmatrix.m[1][3]; - m[8] = backendmatrix.m[2][0]; - m[9] = backendmatrix.m[2][1]; - m[10] = backendmatrix.m[2][2]; - m[11] = backendmatrix.m[2][3]; - for (i = 0, v = varray_vertex;i < numverts;i++, v += 4) - { - VectorCopy(v, tempv); - v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; - v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; - v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; + if (gl_state.unit != num) + { + gl_state.unit = num; + if (qglActiveTexture) + { + CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } } } -*/ -void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) +void GL_ClientActiveTexture(unsigned int num) { - unsigned int i, j, in; - qbyte *c; - float *v; - GL_LockArray(firstvert, endvert - firstvert); - if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/) - { - // GL 1.2 or GL 1.1 with extension - qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index); - CHECKGLERROR - } - else if (gl_mesh_drawmode.integer >= 2) + if (gl_state.clientunit != num) { - // GL 1.1 - qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); - CHECKGLERROR + gl_state.clientunit = num; + if (qglActiveTexture) + { + CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } } - else if (gl_mesh_drawmode.integer >= 1) +} + +void GL_BlendFunc(int blendfunc1, int blendfunc2) +{ + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - // GL 1.1 - // feed it manually using glArrayElement - qglBegin(GL_TRIANGLES); - for (i = 0;i < indexcount;i++) - qglArrayElement(index[i]); - qglEnd(); CHECKGLERROR - } - else - { - // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver - // feed it manually - qglBegin(GL_TRIANGLES); - if (gl_state.texture[1]) // if the mesh uses multiple textures + qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) { - // the minigl doesn't have this (because it does not have ARB_multitexture) - for (i = 0;i < indexcount;i++) + if (gl_state.blendfunc1 == GL_ONE) { - in = index[i]; - c = varray_bcolor + in * 4; - qglColor4ub(c[0], c[1], c[2], c[3]); - for (j = 0;j < backendunits;j++) + if (gl_state.blend) { - if (gl_state.texture[j]) - { - v = varray_texcoord[j] + in * 2; - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]); - } + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR } - v = varray_vertex + in * 4; - qglVertex3f(v[0], v[1], v[2]); } } else { - for (i = 0;i < indexcount;i++) + if (!gl_state.blend) { - in = index[i]; - c = varray_bcolor + in * 4; - qglColor4ub(c[0], c[1], c[2], c[3]); - if (gl_state.texture[0]) - { - v = varray_texcoord[0] + in * 2; - qglTexCoord2f(v[0], v[1]); - } - v = varray_vertex + in * 4; - qglVertex3f(v[0], v[1], v[2]); + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR } } - qglEnd(); - CHECKGLERROR } - GL_UnlockArray(); } -// enlarges geometry buffers if they are too small -void _R_Mesh_ResizeCheck(int numverts, int numtriangles) +void GL_DepthMask(int state) { - if (numtriangles > mesh_maxtris || numverts > mesh_maxverts) + if (gl_state.depthmask != state) { - BACKENDACTIVECHECK - GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100); - GL_Backend_ResetState(); + CHECKGLERROR + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } -// renders the mesh -void R_Mesh_Draw(int numverts, int numtriangles) +void GL_DepthTest(int state) { - BACKENDACTIVECHECK - - c_meshs++; - c_meshtris += numtriangles; - - CHECKGLERROR - - // drawmode 0 always uses byte colors - if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) - GL_ConvertColorsFloatToByte(numverts); - //GL_TransformVertices(numverts); - if (!r_render.integer) - return; - GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element); + if (gl_state.depthtest != state) + { + gl_state.depthtest = state; + CHECKGLERROR + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } + } } -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) +void GL_DepthRange(float nearfrac, float farfrac) { - int i; - BACKENDACTIVECHECK + if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) + { + gl_state.depthrange[0] = nearfrac; + gl_state.depthrange[1] = farfrac; + qglDepthRange(nearfrac, farfrac); + } +} - if (backendunits > 1) +void GL_PolygonOffset(float planeoffset, float depthoffset) +{ + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) { - for (i = backendunits - 1;i >= 0;i--) - { - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - } - if (i > 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + qglPolygonOffset(planeoffset, depthoffset); + } +} - if (usedarrays) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } +void GL_SetMirrorState(qboolean state) +{ + if(!state != !v_flipped_state) + { + // 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)); + } + v_flipped_state = state; +} + +void GL_CullFace(int state) +{ + CHECKGLERROR + + if(v_flipped_state) + { + if(state == GL_FRONT) + state = GL_BACK; + else if(state == GL_BACK) + state = GL_FRONT; + } + + if (state != GL_NONE) + { + if (!gl_state.cullfaceenable) + { + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR + } + if (gl_state.cullface != state) + { + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR } } else { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - if (usedarrays) + if (gl_state.cullfaceenable) { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR } } - if (usedarrays) +} + +void GL_AlphaTest(int state) +{ + if (gl_state.alphatest != state) { - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + gl_state.alphatest = state; + CHECKGLERROR + if (gl_state.alphatest) + { + qglEnable(GL_ALPHA_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + } } - - qglDisable(GL_BLEND);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(GL_TRUE);CHECKGLERROR - qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } -void R_Mesh_ClearDepth(void) +void GL_ColorMask(int r, int g, int b, int a) { - BACKENDACTIVECHECK + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) + { + gl_state.colormask = state; + CHECKGLERROR + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR + } +} - R_Mesh_Finish(); - qglClear(GL_DEPTH_BUFFER_BIT); - R_Mesh_Start(r_mesh_farclip); +void GL_Color(float cr, float cg, float cb, float ca) +{ + 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 + } } -void R_Mesh_Matrix(const matrix4x4_t *matrix) +void GL_LockArrays(int first, int count) { - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) + if (count < gl_lockarrays_minimumvertices.integer) + { + first = 0; + count = 0; + } + if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) { - backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); - qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); + if (gl_state.lockrange_count) + { + gl_state.lockrange_count = 0; + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR + } + if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer) + { + gl_state.lockrange_first = first; + gl_state.lockrange_count = count; + CHECKGLERROR + qglLockArraysEXT(first, count); + CHECKGLERROR + } } } -// sets up the requested state -void R_Mesh_State(const rmeshstate_t *m) +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, y,width,height); + CHECKGLERROR +} + +void GL_ScissorTest(int state) { - int i, overbright; - int texturergbscale[MAX_TEXTUREUNITS]; - float scaler; + 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) + { + Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); + Cvar_SetValueQuick(&gl_paranoid, 1); + } +} - if (gl_backend_rebindtextures) +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"))) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + 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 (!shadercompiled) + { + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return false; + } + qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return true; +} + +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 - overbright = false; - scaler = 1; - if (m->blendfunc1 == GL_DST_COLOR) + 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 + + 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]) { - // check if it is a 2x modulate with framebuffer - if (m->blendfunc2 == GL_SRC_COLOR) - scaler *= 0.5f; + 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; } - else if (m->blendfunc2 != GL_SRC_COLOR) + if (!programlinked) + goto cleanup; + return programobject; +cleanup: + qglDeleteObjectARB(programobject);CHECKGLERROR + return 0; +} + +void GL_Backend_FreeProgram(unsigned int prog) +{ + CHECKGLERROR + qglDeleteObjectARB(prog); + CHECKGLERROR +} + +void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) +{ + int i; + if (offset) { - if (m->tex[0]) - { - overbright = m->wantoverbright && gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - scaler *= overbrightscale; + for (i = 0;i < count;i++) + *out++ = *in++ + offset; } - mesh_colorscale = scaler; + else + memcpy(out, in, sizeof(*out) * count); +} - if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) +// 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) { - qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) + 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) + { + 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 (gl_state.blendfunc1 == GL_ONE) + 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) { - if (gl_state.blend) + 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) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); + return; } } - else + } + if (element3s) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (!gl_state.blend) + if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) { - gl_state.blend = 1; - qglEnable(GL_BLEND);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 + CHECKGLERROR + } + if (r_render.integer || r_refdef.draw2dstage) + { + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - if (!gl_state.blend) + unsigned int i, j, element; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + element = element3i ? element3i[i] : element3s[i]; + for (j = 0;j < vid.texarrayunits;j++) + { + if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled) + { + 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]); + } + } + } + } + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + { + 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]); + } + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_testarrayelement.integer) + { + int i; + qglBegin(GL_TRIANGLES); + if (element3i) + { + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3i[i]); + } + else if (element3s) + { + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3s[i]); + } + qglEnd(); + CHECKGLERROR + } + else if (bufferobject3s) + { + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } + } + else if (bufferobject3i) + { + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } + } + else if (element3s) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + } + else if (element3i) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR } } } - if (gl_state.depthdisable != m->depthdisable) +} + +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) +{ +} + +int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) +{ + gl_bufferobjectinfo_t *info; + GLuint bufferobject; + + if (!gl_vbo.integer) + return 0; + + qglGenBuffersARB(1, &bufferobject); + switch(target) { - gl_state.depthdisable = m->depthdisable; - if (gl_state.depthdisable) - qglDisable(GL_DEPTH_TEST); - else - qglEnable(GL_DEPTH_TEST); + 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; } - if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); + + 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)); + + return (int)bufferobject; +} + +void R_Mesh_DestroyBufferObject(int bufferobject) +{ + int i, endindex; + gl_bufferobjectinfo_t *info; + + qglDeleteBuffersARB(1, (GLuint *)&bufferobject); + + endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray); + for (i = 0;i < endindex;i++) { - qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i); + if (!info) + continue; + if (info->object == bufferobject) + { + Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info); + break; + } } +} - for (i = 0;i < backendunits;i++) +void GL_Mesh_ListVBOs(qboolean printeach) +{ + 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++) { - if (m->texrgbscale[i]) - texturergbscale[i] = m->texrgbscale[i]; - else - texturergbscale[i] = 1; + 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; + } } - if (overbright) + 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); +} + +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) + { + 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 + } +} + +void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) +{ + // 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) + { + 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) + { + 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 { - for (i = backendunits - 1;i >= 0;i--) + // caller wants color array disabled + if (gl_state.pointer_color_enabled) { - if (m->tex[i]) + 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 + } + } +} + +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) +{ + 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) + { + 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) + { + 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 + { + // texture array unit is disabled, disable the array + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } +} + +int R_Mesh_TexBound(unsigned int unitnum, int id) +{ + 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; +} + +void R_Mesh_CopyToTexture(int texnum, int tx, int ty, int sx, int sy, int width, int height) +{ + R_Mesh_TexBind(0, texnum); + GL_ActiveTexture(0);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR +} + +void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= vid.teximageunits) + return; + // update 2d texture binding + if (unit->t2d != tex2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (tex2d) { - texturergbscale[i] = 4; - break; + 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 } - - if (backendunits > 1) + // update 3d texture binding + if (unit->t3d != tex3d) { - for (i = 0;i < backendunits;i++) + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) { - if (gl_state.texture[i] != m->tex[i]) + if (tex3d) { - if (gl_state.unit != i) + if (unit->t3d == 0) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglEnable(GL_TEXTURE_3D);CHECKGLERROR } - if (gl_state.texture[i] == 0) + } + else + { + if (unit->t3d) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR - if (gl_state.texture[i] == 0) + } + } + 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) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } - if (gl_state.texturergbscale[i] != texturergbscale[i]) + else { - if (gl_state.unit != i) + if (unit->tcubemap) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR } } + unit->tcubemap = texcubemap; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - else + // update rectangle texture binding + if (unit->trectangle != texrectangle) { - if (gl_state.texture[0] != m->tex[0]) + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) { - if (gl_state.texture[0] == 0) + if (texrectangle) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + if (unit->trectangle == 0) + { + qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR - if (gl_state.texture[0] == 0) + else { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } } } + unit->trectangle = texrectangle; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } -/* -============================================================================== - - SCREEN SHOTS - -============================================================================== -*/ - -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +void R_Mesh_TexBind(unsigned int unitnum, int texnum) { - qboolean ret; - int i; - qbyte *buffer; - - if (!r_render.integer) - return false; - - buffer = Mem_Alloc(tempmempool, width*height*3); - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); - CHECKGLERROR - - // LordHavoc: compensate for v_overbrightbits when using hardware gamma - if (v_hwgamma.integer) - for (i = 0;i < width * height * 3;i++) - buffer[i] <<= v_overbrightbits.integer; + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= vid.teximageunits) + return; + // update 2d texture binding + if (unit->t2d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + 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 + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < vid.texunits) + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != 0) + { + 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 + } + // update rectangle texture binding + if (unit->trectangle != 0) + { + 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 + } +} - ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); +static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; - Mem_Free(buffer); - return ret; +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (matrix && matrix->m[3][3]) + { + // 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 + } + } + else + { + // 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 + } + } } -//============================================================================= - -void R_ClearScreen(void) +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) { - if (r_render.integer) + gltextureunit_t *unit = gl_state.units + unitnum; + CHECKGLERROR + switch(vid.renderpath) { - // clear to black - qglClearColor(0,0,0,0);CHECKGLERROR - // clear the screen - qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR - // set dithering mode - if (gl_dither.integer) + 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) { - qglEnable(GL_DITHER);CHECKGLERROR + 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 { - qglDisable(GL_DITHER);CHECKGLERROR + 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; } } -/* -================== -SCR_UpdateScreen - -This is called every frame, and can also be called explicitly to flush -text to the screen. -================== -*/ -void SCR_UpdateScreen (void) +void R_Mesh_ResetTextureState(void) { - VID_Finish (); - - R_TimeReport("finish"); + unsigned int unitnum; - 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 - overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); - - // lightmaps only - lightscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_textureunits.integer > 1) - lightscalebit += 2; - lightscale = 1.0f / (float) (1 << lightscalebit); - - R_TimeReport("setup"); - - R_ClearScreen(); - - R_TimeReport("clear"); - - if (scr_conlines < vid.conheight && cls.signon == SIGNONS) - R_RenderView(); - - // draw 2D stuff - R_DrawQueue(); + BACKENDACTIVECHECK - // 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(); + 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; + } } -