#include "quakedef.h" #include "image.h" cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"}; cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; 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; float r_colorscale; float *varray_vertex; float *varray_color; float *varray_texcoord[MAX_TEXTUREUNITS]; int mesh_maxverts; 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 qbyte *varray_bcolor; 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 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; */ int polygonelements[768]; void GL_Backend_AllocArrays(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; } if (!gl_backend_mempool) gl_backend_mempool = Mem_AllocPool("GL_Backend"); varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); for (i = 0;i < backendunits;i++) varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); for (;i < MAX_TEXTUREUNITS;i++) varray_texcoord[i] = NULL; } void GL_Backend_FreeArrays(int resizingbuffers) { int i; if (resizingbuffers) Mem_EmptyPool(gl_backend_mempool); else Mem_FreePool(&gl_backend_mempool); varray_vertex = NULL; varray_color = NULL; varray_bcolor = NULL; for (i = 0;i < MAX_TEXTUREUNITS;i++) varray_texcoord[i] = NULL; } static void gl_backend_start(void) { Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); if (qglDrawRangeElements != NULL) { qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } if (strstr(gl_renderer, "3Dfx")) { Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); GL_Backend_AllocArrays(); backendactive = true; } static void gl_backend_shutdown(void) { backendunits = 0; backendactive = false; Con_Printf("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(false); } void GL_Backend_CheckCvars(void) { // 21760 is (65536 / 3) rounded off to a multiple of 128 if (gl_mesh_maxverts.integer < 1024) Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); if (gl_mesh_maxverts.integer > 21760) Cvar_SetValueQuick(&gl_mesh_maxverts, 21760); } void GL_Backend_ResizeArrays(int numtriangles) { Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles); GL_Backend_CheckCvars(); mesh_maxverts = gl_mesh_maxverts.integer; GL_Backend_FreeArrays(true); GL_Backend_AllocArrays(); } static void gl_backend_newmap(void) { } void gl_backend_init(void) { Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif Cvar_RegisterVariable(&gl_mesh_maxverts); Cvar_RegisterVariable(&gl_mesh_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawrangeelements); GL_Backend_CheckCvars(); 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; float rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff } gltextureunit_t; static struct { int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; int depthdisable; int unit; int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; int colorarray; } gl_state; void GL_SetupTextureState(void) { int i; gltextureunit_t *unit; for (i = 0;i < backendunits;i++) { if (qglActiveTexture) qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR if (qglClientActiveTexture) qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR unit = gl_state.units + i; unit->t1d = 0; unit->t2d = 0; unit->t3d = 0; unit->tcubemap = 0; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; unit->arrayenabled = false; qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR if (gl_texture3d || gl_texturecubemap) { qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR } else { qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR } qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } if (gl_texturecubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } else { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } } } void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); gl_state.depthdisable = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; gl_state.colorarray = false; qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR qglDisableClientState(GL_VERTEX_ARRAY);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[4]), varray_vertex);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR if (gl_mesh_floatcolors.integer) { qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR } else { qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR } GL_Color(1, 1, 1, 1); GL_SetupTextureState(); } void GL_UseColorArray(void) { if (!gl_state.colorarray) { gl_state.colorarray = true; qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } } void GL_Color(float cr, float cg, float cb, float ca) { if (gl_state.colorarray) { gl_state.colorarray = false; qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR } qglColor4f(cr, cg, cb, ca); } 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_CheckCvars(); if (mesh_maxverts != gl_mesh_maxverts.integer) GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); GL_Backend_ResetState(); } int gl_backend_rebindtextures; void GL_ConvertColorsFloatToByte(int numverts) { int i, k, total; // LordHavoc: to avoid problems with aliasing (treating memory as two // different types - exactly what this is doing), these must be volatile // (or a union) volatile int *icolor; volatile float *fcolor; qbyte *bcolor; total = numverts * 4; // shift float to have 8bit fraction at base of number fcolor = varray_color; for (i = 0;i < total;) { fcolor[i ] += 32768.0f; fcolor[i + 1] += 32768.0f; fcolor[i + 2] += 32768.0f; fcolor[i + 3] += 32768.0f; i += 4; } // then read as integer and kill float bits... icolor = (int *)varray_color; bcolor = varray_bcolor; for (i = 0;i < total;) { k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k; k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k; k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k; i += 4; } } // enlarges geometry buffers if they are too small void _R_Mesh_ResizeCheck(int numverts) { if (numverts > mesh_maxverts) { BACKENDACTIVECHECK GL_Backend_ResizeArrays(numverts + 100); GL_Backend_ResetState(); } } // renders the mesh void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) { int numelements; if (numtriangles == 0 || numverts == 0) { Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); return; } numelements = numtriangles * 3; c_meshs++; c_meshelements += numelements; if (gl_state.colorarray && !gl_mesh_floatcolors.integer) GL_ConvertColorsFloatToByte(numverts); if (!r_render.integer) return; if (gl_supportslockarrays && gl_lockarrays.integer) { qglLockArraysEXT(0, numverts); CHECKGLERROR if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); else qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); CHECKGLERROR qglUnlockArraysEXT(); CHECKGLERROR } else { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); CHECKGLERROR } } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { int i; BACKENDACTIVECHECK 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]); } } // sets up the requested state void R_Mesh_MainState(const rmeshstate_t *m) { BACKENDACTIVECHECK if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->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 } } } if (gl_state.depthdisable != m->depthdisable) { gl_state.depthdisable = m->depthdisable; if (gl_state.depthdisable) qglDisable(GL_DEPTH_TEST); else qglEnable(GL_DEPTH_TEST); } if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) { qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR } } void R_Mesh_TextureState(const rmeshstate_t *m) { int i, combinergb, combinealpha; float scale; gltextureunit_t *unit; BACKENDACTIVECHECK if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; GL_SetupTextureState(); } for (i = 0;i < backendunits;i++) { unit = gl_state.units + i; if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i]) { if (gl_state.unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i]) { if (!unit->arrayenabled) { unit->arrayenabled = true; if (gl_state.clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } else { if (unit->arrayenabled) { unit->arrayenabled = false; if (gl_state.clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } combinergb = m->texcombinergb[i]; combinealpha = m->texcombinealpha[i]; if (!combinergb) combinergb = GL_MODULATE; if (!combinealpha) combinealpha = GL_MODULATE; if (unit->combinergb != combinergb) { 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 } } if (unit->combinealpha != combinealpha) { unit->combinealpha = combinealpha; if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } } if (unit->t1d != m->tex1d[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]) { 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]) { 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]) { 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 } } scale = max(m->texrgbscale[i], 1); if (gl_state.units[i].rgbscale != scale) { if (gl_state.unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR } scale = max(m->texalphascale[i], 1); if (gl_state.units[i].alphascale != scale) { if (gl_state.unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR } } } void R_Mesh_State(const rmeshstate_t *m) { R_Mesh_MainState(m); R_Mesh_TextureState(m); } /* ============================================================================== SCREEN SHOTS ============================================================================== */ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) { qboolean ret; int i; qbyte *buffer; if (!r_render.integer) return false; buffer = Mem_Alloc(tempmempool, width*height*3); qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); CHECKGLERROR // LordHavoc: compensate for v_overbrightbits when using hardware gamma if (v_hwgamma.integer) for (i = 0;i < width * height * 3;i++) buffer[i] <<= v_overbrightbits.integer; 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) { 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); // lighting scale r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); // lightmaps only r_lightmapscalebit = v_overbrightbits.integer; if (gl_combine.integer && r_textureunits.integer > 1) r_lightmapscalebit += 2; R_TimeReport("setup"); R_ClearScreen(); R_TimeReport("clear"); if (scr_conlines < vid.conheight && cls.signon == SIGNONS) R_RenderView(); // draw 2D stuff R_DrawQueue(); // 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(); }