#include "quakedef.h"
cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
// too large for the buffers in the previous frame
int overflowedverts = 0;
-// increase transtriangles automatically too
-int overflowedtransverts = 0;
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
}
#endif
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error(__func__ " called when backend is not active\n");
+
float r_mesh_farclip;
static float viewdist;
// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
static int vpnbit0, vpnbit1, vpnbit2;
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+int c_meshs, c_meshtris;
int lightscalebit;
float lightscale;
void SCR_ScreenShot_f (void);
-static int max_meshs;
-static int max_transmeshs;
-static int max_verts; // always max_meshs * 3
-static int max_transverts; // always max_transmeshs * 3
-#define TRANSDEPTHRES 4096
+// these are externally accessible
+float mesh_colorscale;
+int *varray_element;
+float *varray_vertex;
+float *varray_color;
+float *varray_texcoord[MAX_TEXTUREUNITS];
+int mesh_maxtris;
+int mesh_maxverts; // always mesh_maxtris * 3
-typedef struct buf_mesh_s
-{
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- int texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int verts;
- struct buf_mesh_s *chain;
- struct buf_transtri_s *transchain;
-}
-buf_mesh_t;
+static matrix4x4_t backendmatrix;
-typedef struct buf_transtri_s
-{
- struct buf_transtri_s *next;
- struct buf_transtri_s *meshsortchain;
- buf_mesh_t *mesh;
- int index[3];
-}
-buf_transtri_t;
+static int backendunits, backendactive;
+static qbyte *varray_bcolor;
+static mempool_t *gl_backend_mempool;
-typedef struct buf_tri_s
+void GL_Backend_AllocArrays(void)
{
- int index[3];
-}
-buf_tri_t;
+ int i;
-typedef struct
-{
- float v[4];
-}
-buf_vertex_t;
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
-typedef struct
-{
- float c[4];
-}
-buf_fcolor_t;
+ mesh_maxverts = mesh_maxtris * 3;
-typedef struct
-{
- qbyte c[4];
+ varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3]));
+ 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[2]));
+ for (;i < MAX_TEXTUREUNITS;i++)
+ varray_texcoord[i] = NULL;
}
-buf_bcolor_t;
-typedef struct
+void GL_Backend_FreeArrays(int resizingbuffers)
{
- float t[2];
+ int i;
+ if (resizingbuffers)
+ Mem_EmptyPool(gl_backend_mempool);
+ else
+ Mem_FreePool(&gl_backend_mempool);
+ varray_element = NULL;
+ varray_vertex = NULL;
+ varray_color = NULL;
+ varray_bcolor = NULL;
+ for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ varray_texcoord[i] = NULL;
}
-buf_texcoord_t;
-
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, 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_sorttranstri;
-static buf_transtri_t **buf_sorttranstri_list;
-static buf_tri_t *buf_transtri;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
static void gl_backend_start(void)
{
- int i;
-
- qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
- qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
-
- Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
+ Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.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);
}
- Con_Printf("\n");
-
- max_verts = max_meshs * 3;
- max_transverts = max_transmeshs * 3;
-
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
- {\
- var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
- if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
- memset(var, 0, count * sizeof(sizeofstruct));\
- }
-
- BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
- BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
+ backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
- BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
- BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
- BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
- BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
+ GL_Backend_AllocArrays();
- 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, va("buf_texcoord[%d]", i))
- BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
- }
- else
- {
- buf_texcoord[i] = NULL;
- buf_transtexcoord[i] = NULL;
- }
- }
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
backendactive = true;
}
static void gl_backend_shutdown(void)
{
- Con_Printf("OpenGL Backend shutting down\n");
-
- if (resizingbuffers)
- Mem_EmptyPool(gl_backend_mempool);
- else
- Mem_FreePool(&gl_backend_mempool);
-
backendunits = 0;
backendactive = false;
-}
-static void gl_backend_bufferchanges(int init)
-{
- if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
- overflowedverts = 0;
+ Con_Printf("OpenGL Backend shutting down\n");
- if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
- overflowedtransverts = 0;
+ GL_Backend_FreeArrays(false);
+}
+void GL_Backend_CheckCvars(void)
+{
if (gl_mesh_drawmode.integer < 0)
Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
if (gl_mesh_drawmode.integer > 3)
Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
+ // change drawmode 3 to 2 if 3 won't work
if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
- {
- // change drawmode 3 to 2 if 3 won't work at all
Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
- }
// 21760 is (65536 / 3) rounded off to a multiple of 128
if (gl_mesh_maxtriangles.integer < 1024)
Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
if (gl_mesh_maxtriangles.integer > 21760)
Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+}
- if (gl_mesh_transtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
- if (gl_mesh_transtriangles.integer > 65536)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
-
- if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
- {
- max_meshs = gl_mesh_maxtriangles.integer;
- max_transmeshs = gl_mesh_transtriangles.integer;
-
- if (!init)
- {
- resizingbuffers = true;
- gl_backend_shutdown();
- gl_backend_start();
- resizingbuffers = false;
- }
- }
+void GL_Backend_ResizeArrays(int numtriangles)
+{
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles);
+ GL_Backend_CheckCvars();
+ mesh_maxtris = gl_mesh_maxtriangles.integer;
+ GL_Backend_FreeArrays(true);
+ GL_Backend_AllocArrays();
}
static void gl_backend_newmap(void)
#endif
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_transtriangles);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
Cvar_RegisterVariable(&gl_mesh_drawmode);
+ GL_Backend_CheckCvars();
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
}
int arraylocked = false;
// depth range
zNear = 1.0;
zFar = r_mesh_farclip;
+ if (zFar < 64)
+ zFar = 64;
// fov angles
fovx = r_refdef.fov_x;
int blendfunc2;
int blend;
GLboolean depthmask;
- int depthtest;
+ int depthdisable;
int unit;
int clientunit;
int texture[MAX_TEXTUREUNITS];
if (gl_mesh_drawmode.integer > 0)
{
qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
if (gl_state.texture[i])
{
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
if (gl_mesh_drawmode.integer > 0)
{
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
if (gl_state.texture[0])
{
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
-// called at beginning of frame
int usedarrays;
-void R_Mesh_Start(float farclip)
+void GL_Backend_ResetState(void)
{
int i;
- if (!backendactive)
- Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
- CHECKGLERROR
-
- gl_backend_bufferchanges(false);
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
- transranout = false;
- r_mesh_farclip = farclip;
- viewdist = DotProduct(r_origin, vpn);
- vpnbit0 = vpn[0] < 0;
- vpnbit1 = vpn[1] < 0;
- vpnbit2 = vpn[2] < 0;
-
- c_meshs = 0;
- c_meshtris = 0;
- c_transmeshs = 0;
- c_transtris = 0;
-
- GL_SetupFrame();
-
gl_state.unit = 0;
gl_state.clientunit = 0;
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
- gl_state.depthtest = true;
+ gl_state.depthdisable = false;
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
gl_state.blendfunc1 = GL_ONE;
if (gl_mesh_drawmode.integer > 0)
{
usedarrays = true;
- qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);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(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
}
else
{
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
}
qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
GL_SetupTextureState();
}
+// called at beginning of frame
+void R_Mesh_Start(float farclip)
+{
+ BACKENDACTIVECHECK
+
+ CHECKGLERROR
+
+ r_mesh_farclip = farclip;
+ viewdist = DotProduct(r_origin, vpn);
+ vpnbit0 = vpn[0] < 0;
+ vpnbit1 = vpn[1] < 0;
+ vpnbit2 = vpn[2] < 0;
+
+ c_meshs = 0;
+ c_meshtris = 0;
+
+ GL_Backend_CheckCvars();
+ if (mesh_maxtris != gl_mesh_maxtriangles.integer)
+ GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer);
+
+ GL_SetupFrame();
+
+ GL_Backend_ResetState();
+}
+
int gl_backend_rebindtextures;
-void GL_ConvertColorsFloatToByte(void)
+void GL_ConvertColorsFloatToByte(int numverts)
{
int i, k, total;
// LordHavoc: to avoid problems with aliasing (treating memory as two
volatile float *fcolor;
qbyte *bcolor;
- total = currentvertex * 4;
+ total = numverts * 4;
// shift float to have 8bit fraction at base of number
- fcolor = &buf_fcolor->c[0];
+ fcolor = varray_color;
for (i = 0;i < total;)
{
fcolor[i ] += 32768.0f;
}
// then read as integer and kill float bits...
- icolor = (int *)&buf_fcolor->c[0];
- bcolor = &buf_bcolor->c[0];
+ 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;
}
}
-void GL_MeshState(buf_mesh_t *mesh)
+void GL_TransformVertices(int numverts)
{
int i;
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
- {
- if (gl_state.texture[i] != mesh->textures[i])
- {
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (gl_state.texture[i] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR
- if (gl_state.texture[i] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (gl_state.texturergbscale[i] != mesh->texturergbscale[i])
- {
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
- }
- }
- }
- else
- {
- if (gl_state.texture[0] != mesh->textures[0])
- {
- if (gl_state.texture[0] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR
- if (gl_state.texture[0] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- }
- if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
- {
- qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->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.depthtest != mesh->depthtest)
- {
- gl_state.depthtest = mesh->depthtest;
- if (gl_state.depthtest)
- qglEnable(GL_DEPTH_TEST);
- else
- qglDisable(GL_DEPTH_TEST);
- }
- if (gl_state.depthmask != mesh->depthmask)
- {
- qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR
+ float m[12], tempv[4], *v;
+ m[0] = backendmatrix.m[0][0];
+ m[1] = backendmatrix.m[0][1];
+ m[2] = backendmatrix.m[0][2];
+ m[3] = backendmatrix.m[0][3];
+ m[4] = backendmatrix.m[1][0];
+ m[5] = backendmatrix.m[1][1];
+ m[6] = backendmatrix.m[1][2];
+ m[7] = backendmatrix.m[1][3];
+ m[8] = backendmatrix.m[2][0];
+ m[9] = backendmatrix.m[2][1];
+ m[10] = backendmatrix.m[2][2];
+ m[11] = backendmatrix.m[2][3];
+ for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
+ {
+ VectorCopy(v, tempv);
+ v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
+ v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
+ v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
}
}
void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
{
unsigned int i, j, in;
+ qbyte *c;
+ float *v;
+ GL_LockArray(firstvert, endvert - firstvert);
if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
{
// GL 1.2 or GL 1.1 with extension
qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
+ CHECKGLERROR
}
else if (gl_mesh_drawmode.integer >= 2)
{
// GL 1.1
qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
+ CHECKGLERROR
}
else if (gl_mesh_drawmode.integer >= 1)
{
for (i = 0;i < indexcount;i++)
qglArrayElement(index[i]);
qglEnd();
+ CHECKGLERROR
}
else
{
for (i = 0;i < indexcount;i++)
{
in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
+ c = varray_bcolor + in * 4;
+ qglColor4ub(c[0], c[1], c[2], c[3]);
for (j = 0;j < backendunits;j++)
+ {
if (gl_state.texture[j])
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
+ {
+ v = varray_texcoord[j] + in * 2;
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]);
+ }
+ }
+ v = varray_vertex + in * 4;
+ qglVertex3f(v[0], v[1], v[2]);
}
}
else
for (i = 0;i < indexcount;i++)
{
in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
+ c = varray_bcolor + in * 4;
+ qglColor4ub(c[0], c[1], c[2], c[3]);
if (gl_state.texture[0])
- qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
+ {
+ v = varray_texcoord[j] + in * 2;
+ qglTexCoord2f(v[0], v[1]);
+ }
+ v = varray_vertex + in * 4;
+ qglVertex3f(v[0], v[1], v[2]);
}
}
qglEnd();
+ CHECKGLERROR
}
+ GL_UnlockArray();
}
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+// enlarges geometry buffers if they are too small
+void _R_Mesh_ResizeCheck(int numverts, int numtriangles)
{
- int k;
- buf_mesh_t *mesh;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
- if (!currentmesh)
- return;
-
- if (!r_render.integer)
+ if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
{
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- return;
+ BACKENDACTIVECHECK
+ GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100);
+ GL_Backend_ResetState();
}
+}
+
+// renders the mesh
+void R_Mesh_Draw(int numverts, int numtriangles)
+{
+ BACKENDACTIVECHECK
+
+ c_meshs++;
+ c_meshtris += numtriangles;
CHECKGLERROR
// drawmode 0 always uses byte colors
if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
- GL_ConvertColorsFloatToByte();
-
- if (gl_backend_rebindtextures)
- {
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
- }
-
- GL_MeshState(buf_mesh);
- GL_LockArray(0, currentvertex);
- GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
-
- if (currentmesh >= 2)
- {
- for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
- {
- GL_MeshState(mesh);
- GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR
- }
- }
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
-
- GL_UnlockArray();CHECKGLERROR
+ GL_ConvertColorsFloatToByte(numverts);
+ GL_TransformVertices(numverts);
+ if (!r_render.integer)
+ return;
+ GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element);
}
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
int i;
- // flush any queued meshs
- if (currentmesh)
- R_Mesh_Render();
+ BACKENDACTIVECHECK
if (backendunits > 1)
{
void R_Mesh_ClearDepth(void)
{
- if (currenttransmesh)
- R_Mesh_AddTransparent();
- if (currentmesh)
- R_Mesh_Render();
+ BACKENDACTIVECHECK
+
R_Mesh_Finish();
qglClear(GL_DEPTH_BUFFER_BIT);
R_Mesh_Start(r_mesh_farclip);
}
-void R_Mesh_AddTransparent(void)
+// sets up the requested state
+void R_Mesh_State(const rmeshstate_t *m)
{
- int i, j, k, *index;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh, *transmesh;
+ int i, overbright;
+ int texturergbscale[MAX_TEXTUREUNITS];
+ float scaler;
- if (!currenttransmesh)
- return;
+ BACKENDACTIVECHECK
- // convert index data to transtris for sorting
- for (j = 0;j < currenttransmesh;j++)
+ if (gl_backend_rebindtextures)
{
- mesh = buf_transmesh + j;
- k = mesh->firsttriangle;
- index = &buf_transtri[k].index[0];
- for (i = 0;i < mesh->triangles;i++)
- {
- tri = &buf_sorttranstri[k++];
- tri->mesh = mesh;
- tri->index[0] = *index++;
- tri->index[1] = *index++;
- tri->index[2] = *index++;
- }
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
}
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_mesh_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
-
- memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
+ backendmatrix = m->matrix; // this copies the struct
- k = 0;
- for (j = 0;j < currenttranstriangle;j++)
+ overbright = false;
+ scaler = 1;
+ if (m->blendfunc1 == GL_DST_COLOR)
{
- tri = &buf_sorttranstri[j];
- i = tri->mesh->firstvert;
-
- vert1 = &buf_transvertex[tri->index[0] + i];
- vert2 = &buf_transvertex[tri->index[1] + i];
- vert3 = &buf_transvertex[tri->index[2] + i];
-
- 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 = *((int *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
-#endif
- tri->next = buf_sorttranstri_list[i];
- buf_sorttranstri_list[i] = tri;
- k++;
+ // check if it is a 2x modulate with framebuffer
+ if (m->blendfunc2 == GL_SRC_COLOR)
+ scaler *= 0.5f;
}
-
- for (i = 0;i < currenttransmesh;i++)
- buf_transmesh[i].transchain = NULL;
- transmesh = NULL;
- for (j = 0;j < TRANSDEPTHRES;j++)
+ else if (m->blendfunc2 != GL_SRC_COLOR)
{
- if ((tri = buf_sorttranstri_list[j]))
+ if (m->tex[0])
{
- for (;tri;tri = tri->next)
- {
- if (!tri->mesh->transchain)
- {
- tri->mesh->chain = transmesh;
- transmesh = tri->mesh;
- }
- tri->meshsortchain = tri->mesh->transchain;
- tri->mesh->transchain = tri;
- }
+ overbright = m->wantoverbright && gl_combine.integer;
+ if (overbright)
+ scaler *= 0.25f;
}
+ scaler *= overbrightscale;
}
+ mesh_colorscale = scaler;
- R_Mesh_Render();
- for (;transmesh;transmesh = transmesh->chain)
+ if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
{
- mesh = &buf_mesh[currentmesh++];
- *mesh = *transmesh; // copy mesh properties
-
- mesh->firstvert = currentvertex;
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
- for (i = 0;i < backendunits && transmesh->textures[i];i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
- currentvertex += mesh->verts;
-
- mesh->firsttriangle = currenttriangle;
- for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
+ qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
{
- buf_tri[currenttriangle].index[0] = tri->index[0];
- buf_tri[currenttriangle].index[1] = tri->index[1];
- buf_tri[currenttriangle].index[2] = tri->index[2];
- currenttriangle++;
+ 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
+ }
+ }
}
- mesh->triangles = currenttriangle - mesh->firsttriangle;
- R_Mesh_Render();
- }
-
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
-}
-
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
-{
- // these are static because gcc runs out of virtual registers otherwise
- int i, j, overbright;
- float scaler;
- buf_mesh_t *mesh;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
-
- if (!m->numtriangles
- || !m->numverts)
- Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
-
- // LordHavoc: removed this error condition because with floatcolors 0,
- // the 3DFX driver works with very large meshs
- // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
- //if (m->numtriangles > 1024 || m->numverts > 3072)
- //{
- // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
- // return false;
- //}
-
- i = max(m->numtriangles * 3, m->numverts);
- if (overflowedverts < i)
- overflowedverts = i;
-
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
- return false;
- }
-
- if (m->transparent)
- {
- overflowedtransverts += max(m->numtriangles * 3, m->numverts);
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
+ else
{
- if (!transranout)
+ if (!gl_state.blend)
{
- Con_Printf("R_Mesh_Draw_GetBuffer: ran out of room for transparent meshs\n");
- transranout = true;
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
- return false;
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- m->index = &buf_transtri[currenttranstriangle].index[0];
- m->vertex = &buf_transvertex[currenttransvertex].v[0];
- m->color = &buf_transfcolor[currenttransvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
}
- else
+ if (gl_state.depthdisable != m->depthdisable)
{
- if (currentmesh)
- {
- R_Mesh_Render();
- Con_Printf("mesh queue not empty, flushing.\n");
- }
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- m->index = &buf_tri[currenttriangle].index[0];
- m->vertex = &buf_vertex[currentvertex].v[0];
- m->color = &buf_fcolor[currentvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
+ 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
}
- // code shared for transparent and opaque meshs
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc1 == GL_DST_COLOR)
+ for (i = 0;i < backendunits;i++)
{
- // check if it is a 2x modulate with framebuffer
- if (m->blendfunc2 == GL_SRC_COLOR)
- scaler *= 0.5f;
+ if (m->texrgbscale[i])
+ texturergbscale[i] = m->texrgbscale[i];
+ else
+ texturergbscale[i] = 1;
}
- else if (m->blendfunc2 != GL_SRC_COLOR)
+ if (overbright)
+ for (i = backendunits - 1;i >= 0;i--)
+ if (m->tex[i])
+ texturergbscale[i] = 4;
+
+ if (backendunits > 1)
{
- if (m->tex[0])
+ for (i = 0;i < backendunits;i++)
{
- overbright = wantoverbright && gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ if (gl_state.texture[i] != m->tex[i])
+ {
+ if (gl_state.unit != i)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ if (gl_state.texture[i] == 0)
+ {
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_state.clientunit != i)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ }
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
+ if (gl_state.texture[i] == 0)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_state.clientunit != i)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ }
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ if (gl_state.texturergbscale[i] != texturergbscale[i])
+ {
+ if (gl_state.unit != i)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
+ }
}
- scaler *= overbrightscale;
}
- m->colorscale = scaler;
-
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ else
{
- if ((mesh->textures[i] = m->tex[i]))
+ if (gl_state.texture[0] != m->tex[0])
{
- j = i;
- if (i >= backendunits)
- Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+ if (gl_state.texture[0] == 0)
+ {
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
+ if (gl_state.texture[0] == 0)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
- 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;
-
- return true;
}
/*
R_TimeReport("clear");
- if (scr_conlines < vid.conheight)
+ if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
R_RenderView();
// draw 2D stuff