}
#endif
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error(__func__ " called when backend is not active\n");
+
float r_mesh_farclip;
static float viewdist;
void SCR_ScreenShot_f (void);
-static int max_tris;
-static int max_verts; // always max_tris * 3
+// 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;
- matrix4x4_t matrix;
- struct buf_mesh_s *chain;
-}
-buf_mesh_t;
+static matrix4x4_t backendmatrix;
-typedef struct buf_tri_s
-{
- int index[3];
-}
-buf_tri_t;
+static int backendunits, backendactive;
+static qbyte *varray_bcolor;
+static mempool_t *gl_backend_mempool;
-typedef struct
+void GL_Backend_AllocArrays(void)
{
- float v[4];
-}
-buf_vertex_t;
+ int i;
-typedef struct
-{
- float c[4];
-}
-buf_fcolor_t;
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
-typedef struct
-{
- qbyte c[4];
+ mesh_maxverts = mesh_maxtris * 3;
+
+ 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 currenttriangle, currentvertex, backendunits, backendactive;
-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 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\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_tris * 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));\
- }
+ backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- BACKENDALLOC(buf_tri, max_tris, 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")
+ 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))
- }
- else
- {
- buf_texcoord[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;
+
+ Con_Printf("OpenGL Backend shutting down\n");
+
+ GL_Backend_FreeArrays(false);
}
-static void gl_backend_bufferchanges(int init)
+void GL_Backend_CheckCvars(void)
{
- if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
- overflowedverts = 0;
-
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 (max_tris != gl_mesh_maxtriangles.integer)
- {
- max_tris = gl_mesh_maxtriangles.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)
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
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;
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);
-
- currenttriangle = 0;
- currentvertex = 0;
- 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_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(void)
+void GL_TransformVertices(int numverts)
{
int i;
- if (backendunits > 1)
- {
- for (i = 0;i < backendunits;i++)
- {
- if (gl_state.texture[i] != buf_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] = buf_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] != buf_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] = buf_mesh.texturergbscale[i]));CHECKGLERROR
- }
- }
- }
- else
- {
- if (gl_state.texture[0] != buf_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] = buf_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 != buf_mesh.blendfunc1 || gl_state.blendfunc2 != buf_mesh.blendfunc2)
- {
- qglBlendFunc(gl_state.blendfunc1 = buf_mesh.blendfunc1, gl_state.blendfunc2 = buf_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 != buf_mesh.depthtest)
- {
- gl_state.depthtest = buf_mesh.depthtest;
- if (gl_state.depthtest)
- qglEnable(GL_DEPTH_TEST);
- else
- qglDisable(GL_DEPTH_TEST);
- }
- if (gl_state.depthmask != buf_mesh.depthmask)
+ 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)
{
- qglDepthMask(gl_state.depthmask = buf_mesh.depthmask);CHECKGLERROR
+ 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 i;
- float *v, tempv[4], m[12];
-
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
- if (!r_render.integer)
+ if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
{
- 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();
- m[0] = buf_mesh.matrix.m[0][0];
- m[1] = buf_mesh.matrix.m[0][1];
- m[2] = buf_mesh.matrix.m[0][2];
- m[3] = buf_mesh.matrix.m[0][3];
- m[4] = buf_mesh.matrix.m[1][0];
- m[5] = buf_mesh.matrix.m[1][1];
- m[6] = buf_mesh.matrix.m[1][2];
- m[7] = buf_mesh.matrix.m[1][3];
- m[8] = buf_mesh.matrix.m[2][0];
- m[9] = buf_mesh.matrix.m[2][1];
- m[10] = buf_mesh.matrix.m[2][2];
- m[11] = buf_mesh.matrix.m[2][3];
- for (i = 0, v = buf_vertex[buf_mesh.firstvert].v;i < buf_mesh.verts;i++, v += 4)
- {
- VectorCopy(v, tempv);
- //Matrix4x4_Transform(&buf_mesh.matrix, tempv, v);
- 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];
- }
- 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
-
- 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;
+ BACKENDACTIVECHECK
+
if (backendunits > 1)
{
for (i = backendunits - 1;i >= 0;i--)
void R_Mesh_ClearDepth(void)
{
+ BACKENDACTIVECHECK
+
R_Mesh_Finish();
qglClear(GL_DEPTH_BUFFER_BIT);
R_Mesh_Start(r_mesh_farclip);
}
-// 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)
+// sets up the requested state
+void R_Mesh_State(const rmeshstate_t *m)
{
- // these are static because gcc runs out of virtual registers otherwise
- int i, j, overbright;
+ int i, overbright;
+ int texturergbscale[MAX_TEXTUREUNITS];
float scaler;
- 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");
+ BACKENDACTIVECHECK
- i = max(m->numtriangles * 3, m->numverts);
- if (overflowedverts < i)
- overflowedverts = i;
-
- if (m->numtriangles > max_tris || m->numverts > max_verts)
+ if (gl_backend_rebindtextures)
{
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
- return false;
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
}
- 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
- buf_mesh.firsttriangle = currenttriangle;
- buf_mesh.firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
-
- buf_mesh.blendfunc1 = m->blendfunc1;
- buf_mesh.blendfunc2 = m->blendfunc2;
- buf_mesh.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- buf_mesh.depthtest = !m->depthdisable;
- buf_mesh.triangles = m->numtriangles;
- buf_mesh.verts = m->numverts;
- buf_mesh.matrix = m->matrix; // this copies the struct
+ backendmatrix = m->matrix; // this copies the struct
overbright = false;
scaler = 1;
{
if (m->tex[0])
{
- overbright = wantoverbright && gl_combine.integer;
+ overbright = m->wantoverbright && gl_combine.integer;
if (overbright)
scaler *= 0.25f;
}
scaler *= overbrightscale;
}
- m->colorscale = scaler;
+ mesh_colorscale = scaler;
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
{
- if ((buf_mesh.textures[i] = m->tex[i]))
+ qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
{
- 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.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
+ }
}
- buf_mesh.texturergbscale[i] = m->texrgbscale[i];
- if (buf_mesh.texturergbscale[i] != 1 && buf_mesh.texturergbscale[i] != 2 && buf_mesh.texturergbscale[i] != 4)
- buf_mesh.texturergbscale[i] = 1;
}
- if (overbright && j >= 0)
- buf_mesh.texturergbscale[j] = 4;
+ 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
+ }
+
+ for (i = 0;i < backendunits;i++)
+ {
+ if (m->texrgbscale[i])
+ texturergbscale[i] = m->texrgbscale[i];
+ else
+ texturergbscale[i] = 1;
+ }
+ if (overbright)
+ for (i = backendunits - 1;i >= 0;i--)
+ if (m->tex[i])
+ texturergbscale[i] = 4;
- return true;
+ if (backendunits > 1)
+ {
+ for (i = 0;i < backendunits;i++)
+ {
+ 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
+ }
+ }
+ }
+ else
+ {
+ if (gl_state.texture[0] != m->tex[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] = m->tex[0]));CHECKGLERROR
+ if (gl_state.texture[0] == 0)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ }
}
/*