#include "quakedef.h" #include "image.h" #include "jpeg.h" cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"}; cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"}; cvar_t r_render = {0, "r_render", "1"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; #ifdef DEBUGGL int errornumber = 0; void GL_PrintError(int errornumber, char *filename, int linenumber) { switch(errornumber) { #ifdef GL_INVALID_ENUM case GL_INVALID_ENUM: Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_INVALID_VALUE case GL_INVALID_VALUE: Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_INVALID_OPERATION case GL_INVALID_OPERATION: Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_STACK_OVERFLOW case GL_STACK_OVERFLOW: Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_STACK_UNDERFLOW case GL_STACK_UNDERFLOW: Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_OUT_OF_MEMORY case GL_OUT_OF_MEMORY: Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_TABLE_TOO_LARGE case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); break; } } #endif #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); int c_meshs, c_meshelements; void SCR_ScreenShot_f (void); // these are externally accessible int r_lightmapscalebit; static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; static matrix4x4_t backend_glmodelviewmatrix; static matrix4x4_t backend_projectmatrix; static int backendunits, backendactive; static mempool_t *gl_backend_mempool; /* note: here's strip order for a terrain row: 0--1--2--3--4 |\ |\ |\ |\ | | \| \| \| \| A--B--C--D--E clockwise A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i + row; *elements++ = i; *elements++ = i + row + 1; *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; for (y = 0;y < rows - 1;y++) { 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; } } alternative: 0--1--2--3--4 | /| /|\ | /| |/ |/ | \|/ | A--B--C--D--E counterclockwise for (y = 0;y < rows - 1;y++) { for (x = 0;x < columns - 1;x++) { i = y * rows + x; *elements++ = i; *elements++ = i + columns; *elements++ = i + columns + 1; *elements++ = i + columns; *elements++ = i + columns + 1; *elements++ = i + 1; } } */ int polygonelements[768]; static void R_Mesh_CacheArray_Startup(void); static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { if (!gl_backend_mempool) gl_backend_mempool = Mem_AllocPool("GL_Backend"); R_Mesh_CacheArray_Startup(); } void GL_Backend_FreeArrays(void) { R_Mesh_CacheArray_Shutdown(); Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { Con_DPrintf("OpenGL Backend started\n"); if (qglDrawRangeElements != NULL) { CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); GL_Backend_AllocArrays(); backendactive = true; } static void gl_backend_shutdown(void) { backendunits = 0; backendactive = false; Con_DPrintf("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(); } static void gl_backend_newmap(void) { } void gl_backend_init(void) { int i; for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) { polygonelements[i * 3 + 0] = 0; polygonelements[i * 3 + 1] = i + 1; polygonelements[i * 3 + 2] = i + 2; } Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); Cvar_RegisterVariable(&gl_delayfinish); 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); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } void GL_SetupView_ViewPort (int x, int y, int width, int height) { if (!r_render.integer) return; // y is weird beause OpenGL is bottom to top, we use top to bottom qglViewport(x, vid.realheight - (y + height), width, height); CHECKGLERROR } void GL_SetupView_Orientation_Identity (void) { Matrix4x4_CreateIdentity(&backend_viewmatrix); memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) { Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) { double xmax, ymax; if (!r_render.integer) return; // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR // pyramid slopes xmax = zNear * tan(fovx * M_PI / 360.0); ymax = zNear * tan(fovy * M_PI / 360.0); // set view pyramid qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); } void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) { float nudge, m[16]; if (!r_render.integer) return; // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR // set view pyramid nudge = 1.0 - 1.0 / (1<<23); m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); m[ 1] = 0; m[ 2] = 0; m[ 3] = 0; m[ 4] = 0; m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); m[ 6] = 0; m[ 7] = 0; m[ 8] = 0; m[ 9] = 0; m[10] = -1 * nudge; m[11] = -1 * nudge; m[12] = 0; m[13] = 0; m[14] = -2 * zNear * nudge; m[15] = 0; qglLoadMatrixf(m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); backend_projectmatrix.m[0][0] = m[0]; backend_projectmatrix.m[1][0] = m[1]; backend_projectmatrix.m[2][0] = m[2]; backend_projectmatrix.m[3][0] = m[3]; backend_projectmatrix.m[0][1] = m[4]; backend_projectmatrix.m[1][1] = m[5]; backend_projectmatrix.m[2][1] = m[6]; backend_projectmatrix.m[3][1] = m[7]; backend_projectmatrix.m[0][2] = m[8]; backend_projectmatrix.m[1][2] = m[9]; backend_projectmatrix.m[2][2] = m[10]; backend_projectmatrix.m[3][2] = m[11]; backend_projectmatrix.m[0][3] = m[12]; backend_projectmatrix.m[1][3] = m[13]; backend_projectmatrix.m[2][3] = m[14]; backend_projectmatrix.m[3][3] = m[15]; } void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) { if (!r_render.integer) return; // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR qglOrtho(x1, x2, y2, y1, zNear, zFar); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); } typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; int arrayenabled; int arrayis3d; const void *pointer_texcoord; float rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff matrix4x4_t matrix; } gltextureunit_t; static struct { int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; int depthtest; int unit; int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; float color4f[4]; int lockrange_first; int lockrange_count; const void *pointer_vertex; const void *pointer_color; } gl_state; void GL_SetupTextureState(void) { int i; gltextureunit_t *unit; gl_state.unit = -1; gl_state.clientunit = -1; for (i = 0;i < backendunits;i++) { GL_ActiveTexture(i); GL_ClientActiveTexture(i); unit = gl_state.units + i; unit->t1d = 0; unit->t2d = 0; unit->t3d = 0; unit->tcubemap = 0; unit->pointer_texcoord = NULL; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } if (gl_texturecubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_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 } } } void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); gl_state.depthtest = true; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; gl_state.pointer_vertex = NULL; gl_state.pointer_color = NULL; CHECKGLERROR qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR GL_Color(0, 0, 0, 0); GL_Color(1, 1, 1, 1); GL_SetupTextureState(); } void GL_ActiveTexture(int num) { if (gl_state.unit != num) { gl_state.unit = num; if (qglActiveTexture) { qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); CHECKGLERROR } } } void GL_ClientActiveTexture(int num) { if (gl_state.clientunit != num) { gl_state.clientunit = num; if (qglActiveTexture) { qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); CHECKGLERROR } } } void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR if (gl_state.blendfunc2 == GL_ZERO) { if (gl_state.blendfunc1 == GL_ONE) { if (gl_state.blend) { gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR } } else { if (!gl_state.blend) { gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } else { if (!gl_state.blend) { gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } } void GL_DepthMask(int state) { if (gl_state.depthmask != state) { qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } void GL_DepthTest(int state) { if (gl_state.depthtest != state) { gl_state.depthtest = state; if (gl_state.depthtest) { qglEnable(GL_DEPTH_TEST);CHECKGLERROR } else { qglDisable(GL_DEPTH_TEST);CHECKGLERROR } } } void GL_VertexPointer(const float *p) { if (gl_state.pointer_vertex != p) { gl_state.pointer_vertex = p; CHECKGLERROR qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); CHECKGLERROR } } void GL_ColorPointer(const float *p) { if (gl_state.pointer_color != p) { CHECKGLERROR if (!gl_state.pointer_color) { qglEnableClientState(GL_COLOR_ARRAY); CHECKGLERROR } else if (!p) { qglDisableClientState(GL_COLOR_ARRAY); CHECKGLERROR } gl_state.pointer_color = p; qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); CHECKGLERROR } } void GL_Color(float cr, float cg, float cb, float ca) { if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { GL_ColorPointer(NULL); gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; CHECKGLERROR qglColor4f(cr, cg, cb, ca); CHECKGLERROR } } void GL_LockArrays(int first, int count) { if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) { if (gl_state.lockrange_count) { gl_state.lockrange_count = 0; CHECKGLERROR qglUnlockArraysEXT(); CHECKGLERROR } if (count && gl_supportslockarrays && gl_lockarrays.integer) { gl_state.lockrange_first = first; gl_state.lockrange_count = count; CHECKGLERROR qglLockArraysEXT(first, count); CHECKGLERROR } } } void GL_TransformToScreen(const vec4_t in, vec4_t out) { vec4_t temp; float iw; Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); iw = 1.0f / out[3]; out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f; out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f; out[2] = out[2] * iw; } // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK CHECKGLERROR GL_Backend_ResetState(); } int gl_backend_rebindtextures; void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { int i; if (offset) { for (i = 0;i < count;i++) *out++ = *in++ + offset; } else memcpy(out, in, sizeof(*out) * count); } // renders triangles using vertices from the active arrays int paranoidblah = 0; void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) { int numelements = numtriangles * 3; if (numverts == 0 || numtriangles == 0) { Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); return; } c_meshs++; c_meshelements += numelements; CHECKGLERROR if (r_render.integer) { if (gl_paranoid.integer) { int i, j, size; const int *p; if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Printf("R_Mesh_Draw: vertex array not enabled\n"); for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++) paranoidblah += *p; if (gl_state.pointer_color) { if (!qglIsEnabled(GL_COLOR_ARRAY)) Con_Printf("R_Mesh_Draw: color array set but not enabled\n"); for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++) paranoidblah += *p; } for (i = 0;i < backendunits;i++) { if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled) { if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap)) Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n"); GL_ActiveTexture(i); if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n"); for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++) paranoidblah += *p; } } for (i = 0;i < numtriangles * 3;i++) { if (elements[i] < 0 || elements[i] >= numverts) { Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts); return; } } } CHECKGLERROR GL_LockArrays(0, numverts); CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { int i, j; const GLfloat *p; qglBegin(GL_TRIANGLES); for (i = 0;i < numtriangles * 3;i++) { for (j = 0;j < backendunits;j++) { if (gl_state.units[j].pointer_texcoord) { if (backendunits > 1) { if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); } else { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); } } else { if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; qglTexCoord3f(p[0], p[1], p[2]); } else { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglTexCoord2f(p[0], p[1]); } } } } if (gl_state.pointer_color) { p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; qglColor4f(p[0], p[1], p[2], p[3]); } p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; qglVertex3f(p[0], p[1], p[2]); } qglEnd(); CHECKGLERROR } else if (gl_mesh_testarrayelement.integer) { int i; qglBegin(GL_TRIANGLES); for (i = 0;i < numtriangles * 3;i++) { qglArrayElement(elements[i]); } qglEnd(); CHECKGLERROR } else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR } else { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR } CHECKGLERROR GL_LockArrays(0, 0); CHECKGLERROR } } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { int i; BACKENDACTIVECHECK CHECKGLERROR GL_LockArrays(0, 0); CHECKGLERROR for (i = backendunits - 1;i >= 0;i--) { if (qglActiveTexture) qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR if (qglClientActiveTexture) qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } if (gl_texturecubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } } qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(GL_TRUE);CHECKGLERROR qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); } } void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix) { if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t))) { matrix4x4_t tempmatrix; gl_state.units[unitnumber].matrix = *matrix; Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix); qglMatrixMode(GL_TEXTURE); GL_ActiveTexture(unitnumber); qglLoadMatrixf(&tempmatrix.m[0][0]); qglMatrixMode(GL_MODELVIEW); } } void R_Mesh_State_Texture(const rmeshstate_t *m) { int i, combinergb, combinealpha, scale, arrayis3d; gltextureunit_t *unit; BACKENDACTIVECHECK if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; GL_SetupTextureState(); } for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++) { if (unit->t1d != m->tex1d[i]) { GL_ActiveTexture(i); if (m->tex1d[i]) { if (unit->t1d == 0) qglEnable(GL_TEXTURE_1D);CHECKGLERROR } else { if (unit->t1d) qglDisable(GL_TEXTURE_1D);CHECKGLERROR } qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR } if (unit->t2d != m->tex[i]) { GL_ActiveTexture(i); if (m->tex[i]) { if (unit->t2d == 0) qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { if (unit->t2d) qglDisable(GL_TEXTURE_2D);CHECKGLERROR } qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR } if (unit->t3d != m->tex3d[i]) { GL_ActiveTexture(i); if (m->tex3d[i]) { if (unit->t3d == 0) qglEnable(GL_TEXTURE_3D);CHECKGLERROR } else { if (unit->t3d) qglDisable(GL_TEXTURE_3D);CHECKGLERROR } qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR } if (unit->tcubemap != m->texcubemap[i]) { GL_ActiveTexture(i); if (m->texcubemap[i]) { if (unit->tcubemap == 0) qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } else { if (unit->tcubemap) qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR } combinergb = m->texcombinergb[i]; if (!combinergb) combinergb = GL_MODULATE; if (unit->combinergb != combinergb) { GL_ActiveTexture(i); unit->combinergb = combinergb; if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } else { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR } } combinealpha = m->texcombinealpha[i]; if (!combinealpha) combinealpha = GL_MODULATE; if (unit->combinealpha != combinealpha) { GL_ActiveTexture(i); unit->combinealpha = combinealpha; if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } } scale = max(m->texrgbscale[i], 1); if (unit->rgbscale != scale) { GL_ActiveTexture(i); qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR } scale = max(m->texalphascale[i], 1); if (unit->alphascale != scale) { GL_ActiveTexture(i); qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR } arrayis3d = unit->t3d || unit->tcubemap; if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d) { GL_ClientActiveTexture(i); if (m->pointer_texcoord[i]) { if (!unit->arrayenabled) { unit->arrayenabled = true; qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } else { if (unit->arrayenabled) { unit->arrayenabled = false; qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } unit->pointer_texcoord = m->pointer_texcoord[i]; unit->arrayis3d = arrayis3d; if (unit->arrayis3d) qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord); else qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord); CHECKGLERROR } } } /* ============================================================================== SCREEN SHOTS ============================================================================== */ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg) { qboolean ret; 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 if (jpeg) ret = JPEG_SaveImage_preflipped (filename, width, height, buffer); else ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer); Mem_Free(buffer); return ret; } //============================================================================= void R_ClearScreen(void) { if (r_render.integer) { // clear to black qglClearColor(0,0,0,0);CHECKGLERROR qglClearDepth(1);CHECKGLERROR if (gl_stencil) { // LordHavoc: we use a stencil centered around 128 instead of 0, // to avoid clamping interfering with strange shadow volume // drawing orders qglClearStencil(128);CHECKGLERROR } // clear the screen qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR // set dithering mode if (gl_dither.integer) { qglEnable(GL_DITHER);CHECKGLERROR } else { qglDisable(GL_DITHER);CHECKGLERROR } } } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen (void) { if (gl_delayfinish.integer) { VID_Finish (); R_TimeReport("finish"); } 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); // lightmaps only r_lightmapscalebit = 0; if (gl_combine.integer && r_textureunits.integer > 1) r_lightmapscalebit += 2; R_TimeReport("setup"); R_ClearScreen(); R_TimeReport("clear"); if (scr_conlines < vid.conheight && cls.signon == SIGNONS) R_RenderView(); // draw 2D stuff R_DrawQueue(); if (gl_delayfinish.integer) { // tell driver to commit it's partially full geometry queue to the rendering queue // (this doesn't wait for the commands themselves to complete) qglFlush(); } else { VID_Finish (); R_TimeReport("finish"); } } //=========================================================================== // dynamic vertex array buffer subsystem //=========================================================================== float varray_vertex3f[65536*3]; float varray_color4f[65536*4]; float varray_texcoord2f[4][65536*2]; float varray_texcoord3f[4][65536*3]; float varray_normal3f[65536*3]; int earray_element3i[65536]; //=========================================================================== // vertex array caching subsystem //=========================================================================== typedef struct rcachearraylink_s { struct rcachearraylink_s *next, *prev; struct rcachearrayitem_s *data; } rcachearraylink_t; typedef struct rcachearrayitem_s { // the original request structure rcachearrayrequest_t request; // active int active; // offset into r_mesh_rcachedata int offset; // for linking this into the sequential list rcachearraylink_t sequentiallink; // for linking this into the lookup list rcachearraylink_t hashlink; } rcachearrayitem_t; #define RCACHEARRAY_HASHSIZE 65536 #define RCACHEARRAY_ITEMS 4096 #define RCACHEARRAY_DEFAULTSIZE (4 << 20) // all active items are linked into this chain in sorted order static rcachearraylink_t r_mesh_rcachesequentialchain; // all inactive items are linked into this chain in unknown order static rcachearraylink_t r_mesh_rcachefreechain; // all active items are also linked into these chains (using their hashlink) static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; // all items are stored here, whether active or inactive static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; // size of data buffer static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; // data buffer static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; // current state static int r_mesh_rcachedata_offset; static rcachearraylink_t *r_mesh_rcachesequentialchain_current; static void R_Mesh_CacheArray_Startup(void) { int i; rcachearraylink_t *l; // prepare all the linked lists l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) { l = &r_mesh_rcachechain[i]; l->next = l->prev = l; l->data = NULL; } memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); for (i = 0;i < RCACHEARRAY_ITEMS;i++) { r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; l = &r_mesh_rcacheitems[i].sequentiallink; l->next = &r_mesh_rcachefreechain; l->prev = l->next->prev; l->next->prev = l->prev->next = l; } // clear other state r_mesh_rcachedata_offset = 0; r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; } static void R_Mesh_CacheArray_Shutdown(void) { } /* static void R_Mesh_CacheArray_ValidateState(int num) { rcachearraylink_t *l, *lhead; lhead = &r_mesh_rcachesequentialchain; if (r_mesh_rcachesequentialchain_current == lhead) return; for (l = lhead->next;l != lhead;l = l->next) if (r_mesh_rcachesequentialchain_current == l) return; Sys_Error("%i", num); } */ int R_Mesh_CacheArray(rcachearrayrequest_t *r) { rcachearraylink_t *l, *lhead, *lnext; rcachearrayitem_t *d; int hashindex, offset, offsetend; //R_Mesh_CacheArray_ValidateState(3); // calculate a hashindex to choose a cache chain r->data = NULL; hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; // is it already cached? for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) { if (!memcmp(&l->data->request, r, sizeof(l->data->request))) { // we have it cached already r->data = r_mesh_rcachedata + l->data->offset; return false; } } // we need to add a new cache item, this means finding a place for the new // data and making sure we have a free item available, lots of work... // check if buffer needs to wrap if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) { /* if (r->data_size * 10 > r_mesh_rcachedata_size) { // realloc whole cache } */ // reset back to start r_mesh_rcachedata_offset = 0; r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; } offset = r_mesh_rcachedata_offset; r_mesh_rcachedata_offset += r->data_size; offsetend = r_mesh_rcachedata_offset; //R_Mesh_CacheArray_ValidateState(4); /* { int n; for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); } */ // make room for the new data (remove old items) lhead = &r_mesh_rcachesequentialchain; l = r_mesh_rcachesequentialchain_current; if (l == lhead) l = l->next; while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) { //r_mesh_rcachesequentialchain_current = l; //R_Mesh_CacheArray_ValidateState(8); lnext = l->next; // if at the end of the chain, wrap around if (lnext == lhead) lnext = lnext->next; //r_mesh_rcachesequentialchain_current = lnext; //R_Mesh_CacheArray_ValidateState(10); // unlink from sequential chain l->next->prev = l->prev; l->prev->next = l->next; //R_Mesh_CacheArray_ValidateState(11); // link into free chain l->next = &r_mesh_rcachefreechain; l->prev = l->next->prev; l->next->prev = l->prev->next = l; //R_Mesh_CacheArray_ValidateState(12); l = &l->data->hashlink; // unlink from hash chain l->next->prev = l->prev; l->prev->next = l->next; l = lnext; //r_mesh_rcachesequentialchain_current = l; //R_Mesh_CacheArray_ValidateState(9); } //r_mesh_rcachesequentialchain_current = l; //R_Mesh_CacheArray_ValidateState(5); // gobble an extra item if we have no free items available if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) { lnext = l->next; // unlink from sequential chain l->next->prev = l->prev; l->prev->next = l->next; // link into free chain l->next = &r_mesh_rcachefreechain; l->prev = l->next->prev; l->next->prev = l->prev->next = l; l = &l->data->hashlink; // unlink from hash chain l->next->prev = l->prev; l->prev->next = l->next; l = lnext; } r_mesh_rcachesequentialchain_current = l; //R_Mesh_CacheArray_ValidateState(6); // now take an item from the free chain l = r_mesh_rcachefreechain.next; // set it up d = l->data; d->request = *r; d->offset = offset; // unlink l->next->prev = l->prev; l->prev->next = l->next; // relink to sequential l->next = r_mesh_rcachesequentialchain_current->prev; l->prev = l->next->prev; while (l->next->data && l->data && l->next->data->offset <= d->offset) { //Con_Printf(">\n"); l->next = l->next->next; l->prev = l->prev->next; } while (l->prev->data && l->data && l->prev->data->offset >= d->offset) { //Con_Printf("<\n"); l->prev = l->prev->prev; l->next = l->next->prev; } l->next->prev = l->prev->next = l; // also link into hash chain l = &l->data->hashlink; l->next = &r_mesh_rcachechain[hashindex]; l->prev = l->next->prev; l->prev->next = l; l->next->prev = l->prev->next = l; //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; //R_Mesh_CacheArray_ValidateState(7); // and finally set the data pointer r->data = r_mesh_rcachedata + d->offset; // and tell the caller to fill the array return true; }