X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=ecc972d94951293c17857d73713a89684d1782c8;hb=a1295dca545c58fcdfc4dfae84bf838c1c06ada0;hp=9db2543513a5b6c008e378d2953190a04dba42df;hpb=a056e027b02076083f7f36e4f787ad4476c8fda6;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index 9db25435..ecc972d9 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -5,16 +5,32 @@ 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 calls (you want this on!)"}; +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 = {0, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"}; +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; @@ -60,6 +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); @@ -68,16 +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"); +#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); -static matrix4x4_t backend_viewmatrix; -static matrix4x4_t backend_modelmatrix; -static matrix4x4_t backend_modelviewmatrix; -static matrix4x4_t backend_projectmatrix; +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; + +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 unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; /* note: here's strip order for a terrain row: @@ -133,90 +212,38 @@ for (y = 0;y < rows - 1;y++) } */ -int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; -int quadelements[QUADELEMENTS_MAXQUADS*6]; - -void GL_Backend_AllocArrays(void) -{ -} - -void GL_Backend_FreeArrays(void) -{ -} +int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelement3i[QUADELEMENTS_MAXQUADS*6]; +unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; void GL_VBOStats_f(void) { GL_Mesh_ListVBOs(true); } -typedef struct gl_bufferobjectinfo_s -{ - int target; - int object; - size_t size; - char name[MAX_QPATH]; -} -gl_bufferobjectinfo_t; - -memexpandablearray_t gl_bufferobjectinfoarray; +static void GL_Backend_ResetState(void); static void gl_backend_start(void) { - Con_Print("OpenGL Backend starting...\n"); - CHECKGLERROR - - if (qglDrawRangeElements != NULL) - { - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - CHECKGLERROR - Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); - } - - backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS); - backendimageunits = backendunits; - backendarrayunits = backendunits; - if (gl_support_fragment_shader) - { - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); - CHECKGLERROR - Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); - backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS); - backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS); - } - else if (backendunits > 1) - Con_Printf("multitexture detected: texture units = %i\n", backendunits); - else - Con_Printf("singletexture\n"); - - GL_Backend_AllocArrays(); + memset(&gl_state, 0, sizeof(gl_state)); - Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); + Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); - Con_Printf("OpenGL backend started.\n"); + Con_DPrintf("OpenGL backend started.\n"); CHECKGLERROR - backendactive = true; + GL_Backend_ResetState(); } static void gl_backend_shutdown(void) { - backendunits = 0; - backendimageunits = 0; - backendarrayunits = 0; - backendactive = false; - - Con_Print("OpenGL Backend shutting down\n"); + Con_DPrint("OpenGL Backend shutting down\n"); - Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray); + Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray); - GL_Backend_FreeArrays(); + memset(&gl_state, 0, sizeof(gl_state)); } static void gl_backend_newmap(void) @@ -229,176 +256,386 @@ void gl_backend_init(void) for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) { - polygonelements[i * 3 + 0] = 0; - polygonelements[i * 3 + 1] = i + 1; - polygonelements[i * 3 + 2] = i + 2; + 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++) { - quadelements[i * 6 + 0] = i * 4; - quadelements[i * 6 + 1] = i * 4 + 1; - quadelements[i * 6 + 2] = i * 4 + 2; - quadelements[i * 6 + 3] = i * 4; - quadelements[i * 6 + 4] = i * 4 + 2; - quadelements[i * 6 + 5] = i * 4 + 3; + 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); Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); Cvar_RegisterVariable(&gl_vbo); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); -#ifdef NORENDER - Cvar_SetValue("r_render", 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\n"); + 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"); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } -void GL_SetupView_Orientation_Identity (void) +void GL_SetMirrorState(qboolean state); + +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) +{ + 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 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) { - backend_viewmatrix = identitymatrix; - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + 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 + { + 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 } -void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix) +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) { matrix4x4_t tempmatrix, basematrix; - Matrix4x4_Invert_Simple(&tempmatrix, matrix); + 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(&backend_viewmatrix, &basematrix, &tempmatrix); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); - //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + 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 frustumx, double frustumy, double zNear, double zFar) +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) { - double m[16]; + 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); - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR + 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 frustumx, double frustumy, double zNear) +float cubeviewmatrix[6][16] = { - double nudge, m[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] = +{ + // 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]); +} - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - nudge = 1.0 - 1.0 / (1<<23); - m[ 0] = 1.0 / frustumx; - m[ 1] = 0; - m[ 2] = 0; - m[ 3] = 0; - m[ 4] = 0; - m[ 5] = 1.0 / frustumy; - m[ 6] = 0; - m[ 7] = 0; - m[ 8] = 0; - m[ 9] = 0; - m[10] = -nudge; - m[11] = -1; - m[12] = 0; - m[13] = 0; - m[14] = -2 * zNear * nudge; - m[15] = 0; - qglLoadMatrixd(m);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); +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) +{ + 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_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) +void R_SetViewport(const r_viewport_t *v) { - double m[16]; + gl_viewport = *v; - // set up viewpoint CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR -} + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR -typedef struct gltextureunit_s -{ - const void *pointer_texcoord; - size_t pointer_texcoord_offset; - int pointer_texcoord_buffer; - int t1d, t2d, t3d, tcubemap; - int arrayenabled; - unsigned int arraycomponents; - int rgbscale, alphascale; - int combinergb, combinealpha; - // FIXME: add more combine stuff - // texmatrixenabled exists only to avoid unnecessary texmatrix compares - int texmatrixenabled; - matrix4x4_t matrix; + // 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)); + + // 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; + } + + // force an update of the derived matrices + gl_modelmatrixchanged = true; + R_EntityMatrix(&gl_modelmatrix); } -gltextureunit_t; -static struct gl_state_s +void R_GetViewport(r_viewport_t *v) { - 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]; - 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; + *v = gl_viewport; } -gl_state; static void GL_BindVBO(int bufferobject) { @@ -422,104 +659,10 @@ static void GL_BindEBO(int bufferobject) } } -void GL_SetupTextureState(void) +static void GL_Backend_ResetState(void) { unsigned int i; - gltextureunit_t *unit; - CHECKGLERROR - gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - unit = gl_state.units + i; - unit->t1d = 0; - unit->t2d = 0; - unit->t3d = 0; - unit->tcubemap = 0; - unit->arrayenabled = false; - unit->arraycomponents = 0; - unit->pointer_texcoord = NULL; - unit->pointer_texcoord_buffer = 0; - unit->pointer_texcoord_offset = 0; - unit->rgbscale = 1; - unit->alphascale = 1; - unit->combinergb = GL_MODULATE; - unit->combinealpha = GL_MODULATE; - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - } - - for (i = 0;i < backendimageunits;i++) - { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (gl_texture3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } - } - - for (i = 0;i < backendarrayunits;i++) - { - GL_ClientActiveTexture(i); - GL_BindVBO(0); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - - for (i = 0;i < backendunits;i++) - { - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);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_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - CHECKGLERROR - } - CHECKGLERROR -} - -void GL_Backend_ResetState(void) -{ - memset(&gl_state, 0, sizeof(gl_state)); + gl_state.active = true; gl_state.depthtest = true; gl_state.alphatest = false; gl_state.blendfunc1 = GL_ONE; @@ -530,8 +673,10 @@ void GL_Backend_ResetState(void) 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 = GL_FRONT; // quake is backwards, this culls back faces + 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 @@ -545,13 +690,20 @@ void GL_Backend_ResetState(void) qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - if (gl_support_arb_vertex_buffer_object) + if (vid.support.arb_vertex_buffer_object) { qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } + if (vid.support.ext_framebuffer_object) + { + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR @@ -561,30 +713,80 @@ void GL_Backend_ResetState(void) GL_Color(0, 0, 0, 0); GL_Color(1, 1, 1, 1); - GL_SetupTextureState(); -} - -void GL_ActiveTexture(unsigned int num) -{ - if (gl_state.unit != num) + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + for (i = 0;i < vid.teximageunits;i++) { - gl_state.unit = num; - if (qglActiveTexture) + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (vid.support.ext_texture_3d) { - CHECKGLERROR - qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); - CHECKGLERROR + 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_ClientActiveTexture(unsigned int num) -{ - if (gl_state.clientunit != num) + for (i = 0;i < vid.texarrayunits;i++) { - gl_state.clientunit = num; - if (qglActiveTexture) - { + GL_ClientActiveTexture(i); + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + + for (i = 0;i < vid.texunits;i++) + { + 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_ActiveTexture(unsigned int num) +{ + if (gl_state.unit != num) + { + gl_state.unit = num; + if (qglActiveTexture) + { + CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } + } +} + +void GL_ClientActiveTexture(unsigned int num) +{ + if (gl_state.clientunit != num) + { + gl_state.clientunit = num; + if (qglActiveTexture) + { CHECKGLERROR qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); CHECKGLERROR @@ -664,9 +866,41 @@ void GL_DepthRange(float nearfrac, float farfrac) } } +void GL_PolygonOffset(float planeoffset, float depthoffset) +{ + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) + { + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + qglPolygonOffset(planeoffset, depthoffset); + } +} + +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) @@ -748,7 +982,7 @@ void GL_LockArrays(int first, int count) qglUnlockArraysEXT(); CHECKGLERROR } - if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) + if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer) { gl_state.lockrange_first = first; gl_state.lockrange_count = count; @@ -762,7 +996,7 @@ void GL_LockArrays(int first, int count) void GL_Scissor (int x, int y, int width, int height) { CHECKGLERROR - qglScissor(x, vid.height - (y + height),width,height); + qglScissor(x, y,width,height); CHECKGLERROR } @@ -785,18 +1019,6 @@ void GL_Clear(int mask) qglClear(mask);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_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f; - out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f; - out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f; -} - // called at beginning of frame void R_Mesh_Start(void) { @@ -807,7 +1029,6 @@ void R_Mesh_Start(void) Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); Cvar_SetValueQuick(&gl_paranoid, 1); } - GL_Backend_ResetState(); } qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) @@ -822,8 +1043,15 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons qglCompileShaderARB(shaderobject);CHECKGLERROR qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0]) - Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog); + if (compilelog[0] && developer.integer > 0 && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning"))) + { + 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 @@ -861,7 +1089,8 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR if (linklog[0]) { - Con_DPrintf("program link log:\n%s\n", linklog); + 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 @@ -886,8 +1115,6 @@ void GL_Backend_FreeProgram(unsigned int prog) CHECKGLERROR } -int gl_backend_rebindtextures; - void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { int i; @@ -902,16 +1129,40 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) // renders triangles using vertices from the active arrays int paranoidblah = 0; -void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset) +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) { - Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset); + 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_vbo.integer) - bufferobject = 0; + 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; @@ -939,7 +1190,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) paranoidblah += *p; } - for (i = 0;i < backendarrayunits;i++) + for (i = 0;i < vid.texarrayunits;i++) { if (gl_state.units[i].arrayenabled) { @@ -952,50 +1203,65 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * paranoidblah += *p; } } - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + if (element3i) { - if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); - return; + if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); + return; + } + } + } + if (element3s) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices); + return; + } } } CHECKGLERROR } - if (r_render.integer) + if (r_render.integer || r_refdef.draw2dstage) { CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { - unsigned int i, j; + unsigned int i, j, element; const GLfloat *p; qglBegin(GL_TRIANGLES); for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - for (j = 0;j < backendarrayunits;j++) + 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 (backendarrayunits > 1) + if (vid.texarrayunits > 1) { if (gl_state.units[j].arraycomponents == 4) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 1; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); } } @@ -1003,22 +1269,22 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { if (gl_state.units[j].arraycomponents == 4) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 1; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; qglTexCoord1f(p[0]); } } @@ -1026,10 +1292,10 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * } if (gl_state.pointer_color && gl_state.pointer_color_enabled) { - p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; + 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)) + elements[i] * 3; + p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3; qglVertex3f(p[0], p[1], p[2]); } qglEnd(); @@ -1039,83 +1305,81 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { int i; qglBegin(GL_TRIANGLES); - for (i = 0;i < numtriangles * 3;i++) + if (element3i) + { + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3i[i]); + } + else if (element3s) { - qglArrayElement(elements[i]); + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3s[i]); } qglEnd(); CHECKGLERROR } - else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - GL_BindEBO(bufferobject); - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements); - CHECKGLERROR - } - else - { - GL_BindEBO(bufferobject); - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements); - CHECKGLERROR - } - } -} - -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) -{ - unsigned int i; - BACKENDACTIVECHECK - CHECKGLERROR - GL_LockArrays(0, 0); - CHECKGLERROR - - for (i = 0;i < backendimageunits;i++) - { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (gl_texture3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (gl_texturecubemap) + else if (bufferobject3s) { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + 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 + } } - } - for (i = 0;i < backendarrayunits;i++) - { - GL_ActiveTexture(backendarrayunits - 1 - i); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - for (i = 0;i < backendunits;i++) - { - GL_ActiveTexture(backendunits - 1 - i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) + else if (bufferobject3i) { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + 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 + } } - if (gl_texturecubemap) + else if (element3s) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + 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 + } } - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) + else if (element3i) { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + 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 + } } } - 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 +// 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) @@ -1135,7 +1399,7 @@ int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size } qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); - info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray); + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray); memset(info, 0, sizeof(*info)); info->target = target; info->object = bufferobject; @@ -1152,15 +1416,15 @@ void R_Mesh_DestroyBufferObject(int bufferobject) qglDeleteBuffersARB(1, (GLuint *)&bufferobject); - endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray); for (i = 0;i < endindex;i++) { - info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i); if (!info) continue; if (info->object == bufferobject) { - Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info); + Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info); break; } } @@ -1172,10 +1436,10 @@ void GL_Mesh_ListVBOs(qboolean printeach) size_t ebocount = 0, ebomemory = 0; size_t vbocount = 0, vbomemory = 0; gl_bufferobjectinfo_t *info; - endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray); for (i = 0;i < endindex;i++) { - info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i); if (!info) continue; switch(info->target) @@ -1188,22 +1452,9 @@ void GL_Mesh_ListVBOs(qboolean printeach) 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_Matrix(const matrix4x4_t *matrix) -{ - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) - { - double glmatrix[16]; - backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix); - CHECKGLERROR - qglLoadMatrixd(glmatrix);CHECKGLERROR - } -} - void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) { - if (!gl_vbo.integer) + 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) { @@ -1223,7 +1474,7 @@ void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferof // means that a valid vbo may be supplied even if there is no color array. if (color4f) { - if (!gl_vbo.integer) + if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) bufferobject = 0; // caller wants color array enabled if (!gl_state.pointer_color_enabled) @@ -1265,7 +1516,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co // that involve a valid bufferobject also supply a texcoord array if (texcoord) { - if (!gl_vbo.integer) + if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) bufferobject = 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) @@ -1298,40 +1549,39 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co } } -void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +int R_Mesh_TexBound(unsigned int unitnum, int id) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) + 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 1d texture binding - if (unit->t1d != tex1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (tex1d) - { - if (unit->t1d == 0) - { - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - } - else - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } - } - unit->t1d = tex1d; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } // update 2d texture binding if (unit->t2d != tex2d) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { if (tex2d) { @@ -1355,7 +1605,7 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in if (unit->t3d != tex3d) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { if (tex3d) { @@ -1379,7 +1629,7 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in if (unit->tcubemap != texcubemap) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { if (texcubemap) { @@ -1399,105 +1649,42 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in unit->tcubemap = texcubemap; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } -} - -void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) -{ - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d != texnum) + // update rectangle texture binding + if (unit->trectangle != texrectangle) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { - if (texnum) + if (texrectangle) { - if (unit->t1d == 0) + if (unit->trectangle == 0) { - qglEnable(GL_TEXTURE_1D);CHECKGLERROR + qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR } } else { - if (unit->t1d) + if (unit->trectangle) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR } } } - unit->t1d = texnum; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - 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) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + unit->trectangle = texrectangle; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } void R_Mesh_TexBind(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) + if (unitnum >= vid.teximageunits) return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } // update 2d texture binding if (unit->t2d != texnum) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { if (texnum) { @@ -1521,7 +1708,7 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum) if (unit->t3d) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { if (unit->t3d) { @@ -1535,7 +1722,7 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum) if (unit->tcubemap != 0) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { if (unit->tcubemap) { @@ -1545,170 +1732,40 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum) unit->tcubemap = 0; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } -} - -void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) -{ - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (texnum) - { - if (unit->t3d == 0) - { - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - } - else - { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - } - } - unit->t3d = texnum; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != 0) + // update rectangle texture binding + if (unit->trectangle != 0) { GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unitnum < vid.texunits) { - if (unit->tcubemap) + if (unit->trectangle) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR } } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + unit->trectangle = 0; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } -void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) -{ - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - 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 != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (texnum) - { - if (unit->tcubemap == 0) - { - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - else - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - } - unit->tcubemap = texnum; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR - } -} +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->m[3][3]) + if (matrix && matrix->m[3][3]) { // texmatrix specified, check if it is different if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) { - double glmatrix[16]; + float glmatrix[16]; unit->texmatrixenabled = true; unit->matrix = *matrix; CHECKGLERROR - Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); GL_ActiveTexture(unitnum); - qglLoadMatrixd(glmatrix);CHECKGLERROR + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadMatrixf(glmatrix);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } @@ -1718,9 +1775,10 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) if (unit->texmatrixenabled) { unit->texmatrixenabled = false; + unit->matrix = identitymatrix; CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR qglLoadIdentity();CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } @@ -1731,8 +1789,13 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i { gltextureunit_t *unit = gl_state.units + unitnum; CHECKGLERROR - if (gl_combine.integer) + switch(vid.renderpath) { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // do nothing + break; + case RENDERPATH_GL13: // GL_ARB_texture_env_combine if (!combinergb) combinergb = GL_MODULATE; @@ -1742,74 +1805,66 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i rgbscale = 1; if (!alphascale) alphascale = 1; - if (unit->combinergb != combinergb) - { - unit->combinergb = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - if (unit->combinealpha != combinealpha) - { - unit->combinealpha = combinealpha; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } - if (unit->rgbscale != rgbscale) + if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));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 + } } - if (unit->alphascale != alphascale) + else { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR + if (unit->combine != combinergb) + { + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR + } } - } - else - { + break; + case RENDERPATH_GL11: // normal GL texenv if (!combinergb) combinergb = GL_MODULATE; - if (unit->combinergb != combinergb) + if (unit->combine != combinergb) { - unit->combinergb = combinergb; + unit->combine = combinergb; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } + break; } } -void R_Mesh_TextureState(const rmeshstate_t *m) -{ - unsigned int i; - - BACKENDACTIVECHECK - - CHECKGLERROR - if (gl_backend_rebindtextures) - { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR - } - - for (i = 0;i < backendimageunits;i++) - R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); - for (i = 0;i < backendarrayunits;i++) - { - if (m->pointer_texcoord3f[i]) - R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); - else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); - } - for (i = 0;i < backendunits;i++) - { - R_Mesh_TexMatrix(i, &m->texmatrix[i]); - R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); - } - CHECKGLERROR -} - void R_Mesh_ResetTextureState(void) { unsigned int unitnum; @@ -1817,134 +1872,119 @@ void R_Mesh_ResetTextureState(void) BACKENDACTIVECHECK CHECKGLERROR - if (gl_backend_rebindtextures) - { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR - } - - for (unitnum = 0;unitnum < backendimageunits;unitnum++) + switch(vid.renderpath) { - gltextureunit_t *unit = gl_state.units + unitnum; - // update 1d texture binding - if (unit->t1d) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unit->t3d) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + unit->t3d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unit->tcubemap) { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + if (unit->trectangle) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + unit->trectangle = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - } - for (unitnum = 0;unitnum < backendarrayunits;unitnum++) - { - gltextureunit_t *unit = gl_state.units + unitnum; - // texture array unit is disabled, disable the array - if (unit->arrayenabled) + for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) { - unit->arrayenabled = false; - GL_ClientActiveTexture(unitnum); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + 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 < backendunits;unitnum++) - { - gltextureunit_t *unit = gl_state.units + unitnum; - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) + for (unitnum = 0;unitnum < vid.texunits;unitnum++) { - unit->texmatrixenabled = false; - CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - GL_ActiveTexture(unitnum); - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + 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 + } } - if (gl_combine.integer) + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + for (unitnum = 0;unitnum < vid.texunits;unitnum++) { - // GL_ARB_texture_env_combine - if (unit->combinergb != GL_MODULATE) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) { - unit->combinergb = GL_MODULATE; + unit->t2d = 0; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - if (unit->combinealpha != GL_MODULATE) + if (unit->t3d) { - unit->combinealpha = GL_MODULATE; + unit->t3d = 0; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - if (unit->rgbscale != 1) + if (unit->tcubemap) { + unit->tcubemap = 0; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - if (unit->alphascale != 1) + if (unit->trectangle) { + unit->trectangle = 0; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } - } - else - { - // normal GL texenv - if (unit->combinergb != GL_MODULATE) + if (unit->arrayenabled) { - unit->combinergb = GL_MODULATE; + 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); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + 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; } } - -void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) -{ - CHECKGLERROR - qglBegin(GL_LINES); - for (;numtriangles;numtriangles--, elements += 3) - { - qglArrayElement(elements[0]);qglArrayElement(elements[1]); - qglArrayElement(elements[1]);qglArrayElement(elements[2]); - qglArrayElement(elements[2]);qglArrayElement(elements[0]); - } - qglEnd(); - CHECKGLERROR -}