static int mesh_texture[MAX_TEXTUREUNITS];
static float mesh_texturergbscale[MAX_TEXTUREUNITS];
+void GL_SetupTextureState(void)
+{
+ int i;
+ if (backendunits > 1)
+ {
+ for (i = 0;i < backendunits;i++)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+ glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);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, mesh_texturergbscale[i]);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 + (mesh_clientunit = i));CHECKGLERROR
+ glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+ if (mesh_texture[i])
+ {
+ glEnable(GL_TEXTURE_2D);CHECKGLERROR
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ glDisable(GL_TEXTURE_2D);CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+ if (mesh_texture[0])
+ {
+ glEnable(GL_TEXTURE_2D);CHECKGLERROR
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ glDisable(GL_TEXTURE_2D);CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+}
+
// called at beginning of frame
void R_Mesh_Start(void)
{
}
glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);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, mesh_texturergbscale[i]);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 + (mesh_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, (mesh_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
- }
+ GL_SetupTextureState();
}
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+int gl_backend_rebindtextures;
+
+void GL_UpdateFarclip(void)
{
int i;
- int k;
- int firsttriangle;
- int endtriangle;
- int indexcount;
- int firstvert;
- int endvert;
float farclip;
- buf_mesh_t *mesh;
- unsigned int *index;
- // float to byte color conversion
- int *icolor;
- float *fcolor;
- qbyte *bcolor;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
- if (!currentmesh)
- return;
-
- CHECKGLERROR
// push out farclip based on vertices
- // FIXME: wouldn't this be a little slow when using matrix transforms?
+ // FIXME: wouldn't this be slow when using matrix transforms?
for (i = 0;i < currentvertex;i++)
{
farclip = DotProduct(buf_vertex[i].v, vpn);
// push out farclip for next frame
if (farclip > r_newfarclip)
r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+}
- if (!gl_mesh_floatcolors.integer)
+void GL_ConvertColorsFloatToByte(void)
+{
+ int i, k, *icolor;
+ float *fcolor;
+ qbyte *bcolor;
+
+ // shift float to have 8bit fraction at base of number
+ for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
{
- // shift float to have 8bit fraction at base of number
- for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
- {
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- }
- // then read as integer and kill float bits...
- for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
- {
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- }
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
}
+ // then read as integer and kill float bits...
+ for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
+ {
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ }
+}
- // lock the arrays now that they will have no further modifications
- //GL_LockArray(0, currentvertex);CHECKGLERROR
-
- for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
+void GL_MeshState(buf_mesh_t *mesh)
+{
+ int i;
+ if (backendunits > 1)
{
- if (backendunits > 1)
+ for (i = 0;i < backendunits;i++)
{
- for (i = 0;i < backendunits;i++)
+ if (mesh_texture[i] != mesh->textures[i])
{
- if (mesh_texture[i] != mesh->textures[i])
+ if (mesh_unit != i)
{
- if (mesh_unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- }
- if (mesh_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 (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
- if (mesh_texture[i] == 0)
+ qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+ }
+ if (mesh_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 (mesh_clientunit != i)
{
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (mesh_clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- }
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
}
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
+ glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
+ if (mesh_texture[i] == 0)
{
- if (mesh_unit != i)
+ glDisable(GL_TEXTURE_2D);CHECKGLERROR
+ // have to disable texcoord array on disabled texture
+ // units due to NVIDIA driver bug with
+ // compiled_vertex_array
+ if (mesh_clientunit != i)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
}
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
- }
- else
- {
- if (mesh_texture[0] != mesh->textures[0])
+ if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
{
- if (mesh_texture[0] == 0)
- {
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
- if (mesh_texture[0] == 0)
+ if (mesh_unit != i)
{
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
}
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
}
}
- if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
+ }
+ else
+ {
+ if (mesh_texture[0] != mesh->textures[0])
{
- glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
- if (mesh_blendfunc2 == GL_ZERO)
+ if (mesh_texture[0] == 0)
{
- if (mesh_blendfunc1 == GL_ONE)
- {
- if (mesh_blend)
- {
- mesh_blend = 0;
- glDisable(GL_BLEND);CHECKGLERROR
- }
- }
- else
+ glEnable(GL_TEXTURE_2D);CHECKGLERROR
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
+ if (mesh_texture[0] == 0)
+ {
+ glDisable(GL_TEXTURE_2D);CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ }
+ if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
+ {
+ glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+ if (mesh_blendfunc2 == GL_ZERO)
+ {
+ if (mesh_blendfunc1 == GL_ONE)
+ {
+ if (mesh_blend)
{
- if (!mesh_blend)
- {
- mesh_blend = 1;
- glEnable(GL_BLEND);CHECKGLERROR
- }
+ mesh_blend = 0;
+ glDisable(GL_BLEND);CHECKGLERROR
}
}
else
}
}
}
- if (mesh_depthtest != mesh->depthtest)
- {
- mesh_depthtest = mesh->depthtest;
- if (mesh_depthtest)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- }
- if (mesh_depthmask != mesh->depthmask)
+ else
{
- glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+ if (!mesh_blend)
+ {
+ mesh_blend = 1;
+ glEnable(GL_BLEND);CHECKGLERROR
+ }
}
+ }
+ if (mesh_depthtest != mesh->depthtest)
+ {
+ mesh_depthtest = mesh->depthtest;
+ if (mesh_depthtest)
+ glEnable(GL_DEPTH_TEST);
+ else
+ glDisable(GL_DEPTH_TEST);
+ }
+ if (mesh_depthmask != mesh->depthmask)
+ {
+ glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+ }
+}
- firsttriangle = mesh->firsttriangle;
- firstvert = mesh->firstvert;
- endtriangle = firsttriangle + mesh->triangles;
- endvert = firstvert + mesh->verts;
+// renders mesh buffers, called to flush buffers when full
+void R_Mesh_Render(void)
+{
+ int i;
+ int k;
+ int indexcount;
+ int firstvert;
+ buf_mesh_t *mesh;
+ unsigned int *index;
+
+ if (!backendactive)
+ Sys_Error("R_Mesh_Render: called when backend is not active\n");
- indexcount = (endtriangle - firsttriangle) * 3;
- index = (unsigned int *)&buf_tri[firsttriangle].index[0];
+ if (!currentmesh)
+ return;
- // if not using batching, skip the index adjustment
- if (firstvert != 0)
- for (i = 0;i < indexcount;i++)
- index[i] += firstvert;
+ CHECKGLERROR
- // lock arrays (this is ignored if already locked)
- CHECKGLERROR
- GL_LockArray(0, currentvertex);
-#ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
-#else
- glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
-#endif
+ GL_UpdateFarclip();
+
+ if (!gl_mesh_floatcolors.integer)
+ GL_ConvertColorsFloatToByte();
+
+ // lock the arrays now that they will have no further modifications
+ //GL_LockArray(0, currentvertex);CHECKGLERROR
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ }
+
+ GL_MeshState(buf_mesh);
+ GL_LockArray(0, currentvertex);
+ #ifdef WIN32
+ // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
+ glDrawElements(GL_TRIANGLES, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
+ #else
+ glDrawRangeElements(GL_TRIANGLES, buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
+ #endif
+
+ if (currentmesh >= 2)
+ {
+ for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
+ {
+ GL_MeshState(mesh);
+
+ firstvert = mesh->firstvert;
+ indexcount = mesh->triangles * 3;
+ index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
+
+ // if not using batching, skip the index adjustment
+ if (firstvert != 0)
+ for (i = 0;i < indexcount;i++)
+ index[i] += firstvert;
+
+ #ifdef WIN32
+ // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
+ glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
+ #else
+ glDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
+ #endif
+ }
}
currentmesh = 0;
==============================================================================
*/
-void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
{
+ qboolean ret;
int i;
qbyte *buffer;
if (!r_render.integer)
- return;
+ return false;
buffer = Mem_Alloc(tempmempool, width*height*3);
glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
for (i = 0;i < width * height * 3;i++)
buffer[i] <<= v_overbrightbits.integer;
- Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+ ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
Mem_Free(buffer);
+ return ret;
}
//=============================================================================