#include "quakedef.h" static int max_meshs; static int max_batch; static int max_verts; // always max_meshs * 3 #define TRANSDEPTHRES 4096 static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"}; static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"}; static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"}; static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; typedef struct buf_mesh_s { struct buf_mesh_s *next; int depthmask; int blendfunc1, blendfunc2; int textures[MAX_TEXTUREUNITS]; float texturergbscale[MAX_TEXTUREUNITS]; int firsttriangle; int triangles; } buf_mesh_t; typedef struct buf_transtri_s { struct buf_transtri_s *next; buf_mesh_t *mesh; int index[3]; } buf_transtri_t; typedef struct buf_tri_s { int index[3]; } buf_tri_t; typedef struct { float v[4]; } buf_vertex_t; typedef struct { float c[4]; } buf_fcolor_t; typedef struct { byte c[4]; } buf_bcolor_t; typedef struct { float t[2]; } buf_texcoord_t; static float meshfarclip; static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, floatcolors, transranout; static buf_mesh_t *buf_mesh; static buf_tri_t *buf_tri; static buf_vertex_t *buf_vertex; static buf_fcolor_t *buf_fcolor; static buf_bcolor_t *buf_bcolor; static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; static int currenttransmesh, currenttransvertex, currenttranstriangle; static buf_mesh_t *buf_transmesh; static buf_transtri_t *buf_transtri; static buf_transtri_t **buf_transtri_list; static buf_vertex_t *buf_transvertex; static buf_fcolor_t *buf_transfcolor; static buf_bcolor_t *buf_transbcolor; static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS]; static mempool_t *gl_backend_mempool; static void gl_backend_start(void) { int i; max_verts = max_meshs * 3; gl_backend_mempool = Mem_AllocPool("GL_Backend"); #define BACKENDALLOC(var, count, sizeofstruct)\ {\ var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ if (var == NULL)\ Sys_Error("gl_backend_start: unable to allocate memory\n");\ memset(var, 0, count * sizeof(sizeofstruct));\ } BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t) BACKENDALLOC(buf_tri, max_meshs, buf_tri_t) BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t) BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t) BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t) BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t) BACKENDALLOC(buf_transtri, max_meshs, buf_transtri_t) BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_t *) BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t) BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t) BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t) for (i = 0;i < MAX_TEXTUREUNITS;i++) { // only allocate as many texcoord arrays as we need if (i < gl_textureunits) { BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t) BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t) } else { buf_texcoord[i] = NULL; buf_transtexcoord[i] = NULL; } } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); backendactive = true; } static void gl_backend_shutdown(void) { int i; /* #define BACKENDFREE(var)\ if (var)\ {\ Mem_Free(var);\ var = NULL;\ } */ #define BACKENDFREE(var) var = NULL; BACKENDFREE(buf_mesh) BACKENDFREE(buf_tri) BACKENDFREE(buf_vertex) BACKENDFREE(buf_fcolor) BACKENDFREE(buf_bcolor) BACKENDFREE(buf_transmesh) BACKENDFREE(buf_transtri) BACKENDFREE(buf_transtri_list) BACKENDFREE(buf_transvertex) BACKENDFREE(buf_transfcolor) BACKENDFREE(buf_transbcolor) for (i = 0;i < MAX_TEXTUREUNITS;i++) { BACKENDFREE(buf_texcoord[i]) BACKENDFREE(buf_transtexcoord[i]) } Mem_FreePool(&gl_backend_mempool); backendunits = 0; backendactive = false; } static void gl_backend_bufferchanges(int init) { // 21760 is (65536 / 3) rounded off to a multiple of 128 if (gl_mesh_maxtriangles.integer < 256) Cvar_SetValue("gl_mesh_maxtriangles", 256); if (gl_mesh_maxtriangles.integer > 21760) Cvar_SetValue("gl_mesh_maxtriangles", 21760); if (gl_mesh_batchtriangles.integer < 0) Cvar_SetValue("gl_mesh_batchtriangles", 0); if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer) Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer); max_batch = gl_mesh_batchtriangles.integer; if (max_meshs != gl_mesh_maxtriangles.integer) { max_meshs = gl_mesh_maxtriangles.integer; if (!init) { gl_backend_shutdown(); gl_backend_start(); } } } float r_farclip, r_newfarclip; static void gl_backend_newmap(void) { r_farclip = r_newfarclip = 2048.0f; } int polyindexarray[768]; void gl_backend_init(void) { int i; Cvar_RegisterVariable(&gl_mesh_maxtriangles); Cvar_RegisterVariable(&gl_mesh_batchtriangles); Cvar_RegisterVariable(&gl_mesh_merge); Cvar_RegisterVariable(&gl_mesh_floatcolors); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); gl_backend_bufferchanges(true); for (i = 0;i < 256;i++) { polyindexarray[i*3+0] = 0; polyindexarray[i*3+1] = i + 1; polyindexarray[i*3+2] = i + 2; } } static float viewdist; int c_meshtris; // called at beginning of frame void R_Mesh_Clear(void) { if (!backendactive) Sys_Error("R_Mesh_Clear: called when backend is not active\n"); gl_backend_bufferchanges(false); currentmesh = 0; currenttriangle = 0; currentvertex = 0; currenttransmesh = 0; currenttranstriangle = 0; currenttransvertex = 0; meshfarclip = 0; meshmerge = gl_mesh_merge.integer; floatcolors = gl_mesh_floatcolors.integer; transranout = false; viewdist = DotProduct(r_origin, vpn); c_meshtris = 0; } #ifdef DEBUGGL void GL_PrintError(int errornumber, char *filename, int linenumber) { switch(errornumber) { case GL_INVALID_ENUM: Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); break; case GL_INVALID_VALUE: Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); break; case GL_INVALID_OPERATION: Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); break; case GL_STACK_OVERFLOW: Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); break; case GL_STACK_UNDERFLOW: Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); break; case GL_OUT_OF_MEMORY: Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); break; case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); break; } } int errornumber = 0; #endif // renders mesh buffers, called to flush buffers when full void R_Mesh_Render(void) { int i, k, blendfunc1, blendfunc2, blend, depthmask, unit = 0, clientunit = 0, firsttriangle, triangles, texture[MAX_TEXTUREUNITS]; float farclip, texturergbscale[MAX_TEXTUREUNITS]; buf_mesh_t *mesh; if (!backendactive) Sys_Error("R_Mesh_Render: called when backend is not active\n"); if (!currentmesh) return; CHECKGLERROR farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe // push out farclip for next frame if (farclip > r_newfarclip) r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256; for (i = 0;i < backendunits;i++) texturergbscale[i] = 1; glEnable(GL_CULL_FACE); CHECKGLERROR glCullFace(GL_FRONT); CHECKGLERROR glEnable(GL_DEPTH_TEST); CHECKGLERROR blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; glBlendFunc(blendfunc1, blendfunc2); CHECKGLERROR blend = 0; glDisable(GL_BLEND); CHECKGLERROR depthmask = true; glDepthMask((GLboolean) depthmask); CHECKGLERROR CHECKGLERROR glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex); CHECKGLERROR glEnableClientState(GL_VERTEX_ARRAY); CHECKGLERROR if (floatcolors) { glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor); CHECKGLERROR } else { glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor); CHECKGLERROR } glEnableClientState(GL_COLOR_ARRAY); CHECKGLERROR if (backendunits > 1) { for (i = 0;i < backendunits;i++) { qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); CHECKGLERROR glBindTexture(GL_TEXTURE_2D, (texture[i] = 0)); CHECKGLERROR glDisable(GL_TEXTURE_2D); CHECKGLERROR if (gl_combine.integer) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA); CHECKGLERROR glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); CHECKGLERROR glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f); CHECKGLERROR } else { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); CHECKGLERROR } qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); CHECKGLERROR glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]); CHECKGLERROR glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } } else { glBindTexture(GL_TEXTURE_2D, (texture[0] = 0)); CHECKGLERROR glDisable(GL_TEXTURE_2D); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); CHECKGLERROR glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]); CHECKGLERROR glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } // lock as early as possible GL_LockArray(0, currentvertex); CHECKGLERROR for (k = 0;k < currentmesh;) { mesh = &buf_mesh[k]; if (backendunits > 1) { // int topunit = 0; for (i = 0;i < backendunits;i++) { if (texture[i] != mesh->textures[i]) { if (unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); CHECKGLERROR } if (texture[i] == 0) { glEnable(GL_TEXTURE_2D); CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array if (clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); CHECKGLERROR } glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i])); CHECKGLERROR if (texture[i] == 0) { glDisable(GL_TEXTURE_2D); CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array if (clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); CHECKGLERROR } glDisableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } } if (texturergbscale[i] != mesh->texturergbscale[i]) { if (unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); CHECKGLERROR } glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i])); CHECKGLERROR } // if (texture[i]) // topunit = i; } // if (unit != topunit) // { // qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit)); //CHECKGLERROR // } } else { if (texture[0] != mesh->textures[0]) { if (texture[0] == 0) { glEnable(GL_TEXTURE_2D); CHECKGLERROR glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0])); CHECKGLERROR if (texture[0] == 0) { glDisable(GL_TEXTURE_2D); CHECKGLERROR glDisableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } } } if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2) { blendfunc1 = mesh->blendfunc1; blendfunc2 = mesh->blendfunc2; glBlendFunc(blendfunc1, blendfunc2); CHECKGLERROR if (blendfunc2 == GL_ZERO) { if (blendfunc1 == GL_ONE) { if (blend) { blend = 0; glDisable(GL_BLEND); CHECKGLERROR } } else { if (!blend) { blend = 1; glEnable(GL_BLEND); CHECKGLERROR } } } else { if (!blend) { blend = 1; glEnable(GL_BLEND); CHECKGLERROR } } } if (depthmask != mesh->depthmask) { depthmask = mesh->depthmask; glDepthMask((GLboolean) depthmask); CHECKGLERROR } firsttriangle = mesh->firsttriangle; triangles = mesh->triangles; mesh = &buf_mesh[++k]; if (meshmerge) { #if MAX_TEXTUREUNITS != 4 #error update this code #endif while (k < currentmesh && mesh->blendfunc1 == blendfunc1 && mesh->blendfunc2 == blendfunc2 && mesh->depthmask == depthmask && mesh->textures[0] == texture[0] && mesh->textures[1] == texture[1] && mesh->textures[2] == texture[2] && mesh->textures[3] == texture[3] && mesh->texturergbscale[0] == texturergbscale[0] && mesh->texturergbscale[1] == texturergbscale[1] && mesh->texturergbscale[2] == texturergbscale[2] && mesh->texturergbscale[3] == texturergbscale[3]) { triangles += mesh->triangles; mesh = &buf_mesh[++k]; } } glDrawElements(GL_TRIANGLES, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]); CHECKGLERROR } currentmesh = 0; currenttriangle = 0; currentvertex = 0; GL_UnlockArray(); CHECKGLERROR if (backendunits > 1) { for (i = backendunits - 1;i >= 0;i--) { qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); CHECKGLERROR glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); CHECKGLERROR if (gl_combine.integer) { glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); CHECKGLERROR } if (i > 0) { glDisable(GL_TEXTURE_2D); CHECKGLERROR } else { glEnable(GL_TEXTURE_2D); CHECKGLERROR } glBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); CHECKGLERROR glDisableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } } else { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); CHECKGLERROR glEnable(GL_TEXTURE_2D); CHECKGLERROR glDisableClientState(GL_TEXTURE_COORD_ARRAY); CHECKGLERROR } glDisableClientState(GL_COLOR_ARRAY); CHECKGLERROR glDisableClientState(GL_VERTEX_ARRAY); CHECKGLERROR glDisable(GL_BLEND); CHECKGLERROR glDepthMask(true); CHECKGLERROR glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CHECKGLERROR } void R_Mesh_AddTransparent(void) { int i, j, k; float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist; buf_vertex_t *vert1, *vert2, *vert3; buf_transtri_t *tri; buf_mesh_t *mesh; // process and add transparent mesh triangles if (!currenttranstriangle) return; // map farclip to 0-4095 list range centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f); viewdistcompare = viewdist + 4.0f; memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *)); // process in reverse because transtri_list adding code is in reverse as well k = 0; for (j = currenttranstriangle - 1;j >= 0;j--) { tri = &buf_transtri[j]; vert1 = &buf_transvertex[tri->index[0]]; vert2 = &buf_transvertex[tri->index[1]]; vert3 = &buf_transvertex[tri->index[2]]; dist1 = DotProduct(vert1->v, vpn); dist2 = DotProduct(vert2->v, vpn); dist3 = DotProduct(vert3->v, vpn); maxdist = max(dist1, max(dist2, dist3)); if (maxdist < viewdistcompare) continue; center = (dist1 + dist2 + dist3) * centerscaler - viewdist; #if SLOWMATH i = (int) center; i = bound(0, i, (TRANSDEPTHRES - 1)); #else if (center < 0.0f) center = 0.0f; center += 8388608.0f; i = *((long *)¢er) & 0x7FFFFF; i = min(i, (TRANSDEPTHRES - 1)); #endif tri->next = buf_transtri_list[i]; buf_transtri_list[i] = tri; k++; } if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts) R_Mesh_Render(); // note: can't batch these because they can be rendered in any order // there can never be more transparent triangles than fit in main buffers memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t)); if (floatcolors) memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t)); else memcpy(&buf_fcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t)); for (i = 0;i < backendunits;i++) memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t)); for (j = TRANSDEPTHRES - 1;j >= 0;j--) { if ((tri = buf_transtri_list[j])) { while(tri) { mesh = &buf_mesh[currentmesh++]; *mesh = *tri->mesh; // copy mesh properties buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex; buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex; buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex; mesh->firsttriangle = currenttriangle++; mesh->triangles = 1; tri = tri->next; } } } currentvertex += currenttransvertex; currenttransmesh = 0; currenttranstriangle = 0; currenttransvertex = 0; } void R_Mesh_Draw(const rmeshinfo_t *m) { static int i, j, *index, overbright; static float c, *in, scaler, cr, cg, cb, ca; static buf_mesh_t *mesh; static buf_vertex_t *vert; static buf_fcolor_t *fcolor; static buf_bcolor_t *bcolor; static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; static buf_transtri_t *tri; static byte br, bg, bb, ba; if (m->index == NULL || !m->numtriangles || m->vertex == NULL || !m->numverts) return; if (!backendactive) Sys_Error("R_DrawMesh: called when backend is not active\n"); if (m->transparent) { if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) { if (!transranout) { Con_Printf("R_DrawMesh: ran out of room for transparent meshs\n"); transranout = true; } return; } vert = &buf_transvertex[currenttransvertex]; fcolor = &buf_transfcolor[currenttransvertex]; bcolor = &buf_transbcolor[currenttransvertex]; for (i = 0;i < backendunits;i++) texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; } else { if (m->numtriangles > max_meshs || m->numverts > max_verts) { Con_Printf("R_DrawMesh: mesh too big for buffers\n"); return; } if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) R_Mesh_Render(); vert = &buf_vertex[currentvertex]; fcolor = &buf_fcolor[currentvertex]; bcolor = &buf_bcolor[currentvertex]; for (i = 0;i < backendunits;i++) texcoord[i] = &buf_texcoord[i][currentvertex]; } // vertex array code is shared for transparent and opaque meshs for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep) { vert[i].v[0] = in[0]; vert[i].v[1] = in[1]; vert[i].v[2] = in[2]; // push out farclip based on vertices encountered c = DotProduct(vert[i].v, vpn); if (meshfarclip < c) meshfarclip = c; } scaler = 1; if (m->blendfunc2 == GL_SRC_COLOR) { if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer scaler *= 0.5f; } else { if (m->tex[0]) { overbright = gl_combine.integer; if (overbright) scaler *= 0.25f; } if (lighthalf) scaler *= 0.5f; } if (floatcolors) { if (m->color) { for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) { fcolor[i].c[0] = in[0] * scaler; fcolor[i].c[1] = in[1] * scaler; fcolor[i].c[2] = in[2] * scaler; fcolor[i].c[3] = in[3]; } } else { cr = m->cr * scaler; cg = m->cg * scaler; cb = m->cb * scaler; ca = m->ca; for (i = 0;i < m->numverts;i++) { fcolor[i].c[0] = cr; fcolor[i].c[1] = cg; fcolor[i].c[2] = cb; fcolor[i].c[3] = ca; } } } else { if (m->color) { for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) { // shift float to have 8bit fraction at base of number, // then read as integer and kill float bits... c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j; c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j; c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j; c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j; } } else { c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j; c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j; c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j; c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j; for (i = 0;i < m->numverts;i++) { bcolor[i].c[0] = br; bcolor[i].c[1] = bg; bcolor[i].c[2] = bb; bcolor[i].c[3] = ba; } } } for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) { if (j >= backendunits) Sys_Error("R_DrawMesh: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j]) { texcoord[j][i].t[0] = in[0]; texcoord[j][i].t[1] = in[1]; } } for (;j < backendunits;j++) { for (i = 0;i < m->numverts;i++) { texcoord[j][i].t[0] = 0; texcoord[j][i].t[1] = 0; } } if (m->transparent) { // transmesh is only for storage of tranparent meshs until they // are inserted into the main mesh array mesh = &buf_transmesh[currenttransmesh++]; mesh->blendfunc1 = m->blendfunc1; mesh->blendfunc2 = m->blendfunc2; mesh->depthmask = false; j = -1; for (i = 0;i < backendunits;i++) { if ((mesh->textures[i] = m->tex[i])) j = i; mesh->texturergbscale[i] = m->texrgbscale[i]; if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) mesh->texturergbscale[i] = 1; } if (overbright && j >= 0) mesh->texturergbscale[j] = 4; // transparent meshs are broken up into individual triangles which can // be sorted by depth index = m->index; for (i = 0;i < m->numtriangles;i++) { tri = &buf_transtri[currenttranstriangle++]; tri->mesh = mesh; tri->index[0] = *index++ + currenttransvertex; tri->index[1] = *index++ + currenttransvertex; tri->index[2] = *index++ + currenttransvertex; } currenttransvertex += m->numverts; } else { mesh = &buf_mesh[currentmesh++]; mesh->blendfunc1 = m->blendfunc1; mesh->blendfunc2 = m->blendfunc2; mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); mesh->firsttriangle = currenttriangle; mesh->triangles = m->numtriangles; j = -1; for (i = 0;i < backendunits;i++) { if ((mesh->textures[i] = m->tex[i])) j = i; mesh->texturergbscale[i] = m->texrgbscale[i]; if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) mesh->texturergbscale[i] = 1; } if (overbright && j >= 0) mesh->texturergbscale[j] = 4; // opaque meshs are rendered directly index = (int *)&buf_tri[currenttriangle]; for (i = 0;i < m->numtriangles * 3;i++) index[i] = m->index[i] + currentvertex; currenttriangle += m->numtriangles; currentvertex += m->numverts; } c_meshtris += m->numtriangles; } void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) { m->index = polyindexarray; m->numverts = numverts; m->numtriangles = numverts - 2; if (m->numtriangles < 1) { Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n"); return; } if (m->numtriangles >= 256) { Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n"); return; } R_Mesh_Draw(m); }