#include "quakedef.h"
+//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
+cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
+//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
+cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
+cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+
+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"};
+
+#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
+
+float r_farclip, r_newfarclip;
+
+int polyindexarray[768];
+
+static float viewdist;
+
+int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+
+int lightscalebit;
+float lightscale;
+float overbrightscale;
+
+void SCR_ScreenShot_f (void);
+
static int max_meshs;
static int max_batch;
static int max_verts; // always max_meshs * 3
#define TRANSDEPTHRES 4096
-//#define FLOATCOLORS
-
-//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"};
-#if FLOATCOLORS
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-#endif
-static cvar_t gl_mesh_dupetransverts = {0, "gl_mesh_dupetransverts", "0"};
-static cvar_t gl_mesh_sorttransbymesh = {0, "gl_mesh_sorttransbymesh", "1"};
-
typedef struct buf_mesh_s
{
- //struct buf_mesh_s *next;
int depthmask;
int depthtest;
int blendfunc1, blendfunc2;
int firsttriangle;
int triangles;
int firstvert;
- int lastvert;
+ int verts;
struct buf_mesh_s *chain;
struct buf_transtri_s *transchain;
- //struct buf_transtri_s **transchainpointer;
}
buf_mesh_t;
}
buf_vertex_t;
-#if FLOATCOLORS
typedef struct
{
float c[4];
}
buf_fcolor_t;
-#endif
typedef struct
{
- byte c[4];
+ qbyte c[4];
}
buf_bcolor_t;
buf_texcoord_t;
static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, transranout;
-#if FLOATCOLORS
-static int floatcolors;
-#endif
+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;
-#if FLOATCOLORS
static buf_fcolor_t *buf_fcolor;
-#endif
static buf_bcolor_t *buf_bcolor;
static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
static int currenttransmesh, currenttransvertex, currenttranstriangle;
static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_transtri;
-static buf_transtri_t **buf_transtri_list;
+static buf_transtri_t *buf_sorttranstri;
+static buf_transtri_t **buf_sorttranstri_list;
+static buf_tri_t *buf_transtri;
static buf_vertex_t *buf_transvertex;
-#if FLOATCOLORS
static buf_fcolor_t *buf_transfcolor;
-#endif
-static buf_bcolor_t *buf_transbcolor;
static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
static mempool_t *gl_backend_mempool;
BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t)
BACKENDALLOC(buf_tri, max_meshs, buf_tri_t)
BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t)
-#if FLOATCOLORS
BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t)
-#endif
BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_transtri, max_meshs, buf_transtri_t)
- BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_t *)
+ BACKENDALLOC(buf_sorttranstri, max_meshs, buf_transtri_t)
+ BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *)
+ BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t)
BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
-#if FLOATCOLORS
BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
-#endif
- BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t)
for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
static void gl_backend_shutdown(void)
{
- //int i;
- /*
-#define BACKENDFREE(var)\
- if (var)\
- {\
- Mem_Free(var);\
- var = NULL;\
- }
- */
- /*
-#define BACKENDFREE(var) var = NULL;
-
- BACKENDFREE(buf_mesh)
- BACKENDFREE(buf_tri)
- BACKENDFREE(buf_vertex)
-#if FLOATCOLORS
- BACKENDFREE(buf_fcolor)
-#endif
- BACKENDFREE(buf_bcolor)
-
- BACKENDFREE(buf_transmesh)
- BACKENDFREE(buf_transtri)
- BACKENDFREE(buf_transtri_list)
- BACKENDFREE(buf_transvertex)
-#if FLOATCOLORS
- BACKENDFREE(buf_transfcolor)
-#endif
- BACKENDFREE(buf_transbcolor)
-
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- BACKENDFREE(buf_texcoord[i])
- BACKENDFREE(buf_transtexcoord[i])
- }
- */
-
if (resizingbuffers)
Mem_EmptyPool(gl_backend_mempool);
else
}
}
-float r_farclip, r_newfarclip;
-
static void gl_backend_newmap(void)
{
r_farclip = r_newfarclip = 2048.0f;
}
-int polyindexarray[768];
-
void gl_backend_init(void)
{
int i;
+
+ Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&gl_dither);
+ Cvar_RegisterVariable(&gl_lockarrays);
+#ifdef NORENDER
+ Cvar_SetValue("r_render", 0);
+#endif
+
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
Cvar_RegisterVariable(&gl_mesh_batchtriangles);
- Cvar_RegisterVariable(&gl_mesh_merge);
-#if FLOATCOLORS
Cvar_RegisterVariable(&gl_mesh_floatcolors);
-#endif
- Cvar_RegisterVariable(&gl_mesh_dupetransverts);
- Cvar_RegisterVariable(&gl_mesh_sorttransbymesh);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
gl_backend_bufferchanges(true);
for (i = 0;i < 256;i++)
}
}
-static float viewdist;
+int arraylocked = false;
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+void GL_LockArray(int first, int count)
+{
+ if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer)
+ {
+ qglLockArraysEXT(first, count);
+ CHECKGLERROR
+ arraylocked = true;
+ }
+}
+
+void GL_UnlockArray(void)
+{
+ if (arraylocked)
+ {
+ qglUnlockArraysEXT();
+ CHECKGLERROR
+ arraylocked = false;
+ }
+}
+
+//static float gldepthmin, gldepthmax;
+
+/*
+=============
+GL_SetupFrame
+=============
+*/
+static void GL_SetupFrame (void)
+{
+ double xmax, ymax;
+ double fovx, fovy, zNear, zFar, aspect;
+
+ // update farclip based on previous frame
+ r_farclip = r_newfarclip;
+
+ if (!r_render.integer)
+ return;
+
+// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
+// gldepthmin = 0;
+// gldepthmax = 1;
+ glDepthFunc (GL_LEQUAL);CHECKGLERROR
+
+// glDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
+
+ // set up viewpoint
+ glMatrixMode(GL_PROJECTION);CHECKGLERROR
+ glLoadIdentity ();CHECKGLERROR
+
+ // y is weird beause OpenGL is bottom to top, we use top to bottom
+ glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
+
+ // depth range
+ zNear = 1.0;
+ zFar = r_farclip;
+
+ // fov angles
+ fovx = r_refdef.fov_x;
+ fovy = r_refdef.fov_y;
+ aspect = r_refdef.width / r_refdef.height;
+
+ // pyramid slopes
+ xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+ ymax = zNear * tan(fovy * M_PI / 360.0);
+
+ // set view pyramid
+ glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+
+// glCullFace(GL_FRONT);CHECKGLERROR
+
+ glMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ glLoadIdentity ();CHECKGLERROR
+
+ // put Z going up
+ glRotatef (-90, 1, 0, 0);CHECKGLERROR
+ glRotatef (90, 0, 0, 1);CHECKGLERROR
+ // camera rotation
+ glRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
+ glRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
+ glRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
+ // camera location
+ glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
+
+// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
+
+ //
+ // set drawing parms
+ //
+// if (gl_cull.integer)
+// {
+// glEnable(GL_CULL_FACE);CHECKGLERROR
+// }
+// else
+// {
+// glDisable(GL_CULL_FACE);CHECKGLERROR
+// }
+
+// glEnable(GL_BLEND);CHECKGLERROR
+// glEnable(GL_DEPTH_TEST);CHECKGLERROR
+// glDepthMask(1);CHECKGLERROR
+}
+
+static int mesh_blendfunc1;
+static int mesh_blendfunc2;
+static int mesh_blend;
+static GLboolean mesh_depthmask;
+static int mesh_depthtest;
+static int mesh_unit;
+static int mesh_clientunit;
+static int mesh_texture[MAX_TEXTUREUNITS];
+static float mesh_texturergbscale[MAX_TEXTUREUNITS];
// called at beginning of frame
-void R_Mesh_Clear(void)
+void R_Mesh_Start(void)
{
+ int i;
if (!backendactive)
Sys_Error("R_Mesh_Clear: called when backend is not active\n");
+ CHECKGLERROR
+
gl_backend_bufferchanges(false);
currentmesh = 0;
currenttranstriangle = 0;
currenttransvertex = 0;
meshfarclip = 0;
- meshmerge = gl_mesh_merge.integer;
-#if FLOATCOLORS
- floatcolors = gl_mesh_floatcolors.integer;
-#endif
transranout = false;
viewdist = DotProduct(r_origin, vpn);
c_meshtris = 0;
c_transmeshs = 0;
c_transtris = 0;
-}
-#ifdef DEBUGGL
-void GL_PrintError(int errornumber, char *filename, int linenumber)
-{
- switch(errornumber)
+ GL_SetupFrame();
+
+ mesh_unit = 0;
+ mesh_clientunit = 0;
+
+ for (i = 0;i < backendunits;i++)
{
- case GL_INVALID_ENUM:
- Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
- break;
- case GL_INVALID_VALUE:
- Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
- break;
- case GL_INVALID_OPERATION:
- Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
- break;
- case GL_STACK_OVERFLOW:
- Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
- break;
- case GL_STACK_UNDERFLOW:
- Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
- break;
- case GL_OUT_OF_MEMORY:
- Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
- break;
-#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;
+ mesh_texture[i] = 0;
+ mesh_texturergbscale[i] = 1;
}
-}
-int errornumber = 0;
-#endif
+ glEnable(GL_CULL_FACE);CHECKGLERROR
+ glCullFace(GL_FRONT);CHECKGLERROR
+
+ mesh_depthtest = true;
+ glEnable(GL_DEPTH_TEST);CHECKGLERROR
+
+ mesh_blendfunc1 = GL_ONE;
+ mesh_blendfunc2 = GL_ZERO;
+ glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
+
+ mesh_blend = 0;
+ glDisable(GL_BLEND);CHECKGLERROR
+
+ mesh_depthmask = GL_TRUE;
+ glDepthMask(mesh_depthmask);CHECKGLERROR
+
+ glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
+ glEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ if (gl_mesh_floatcolors.integer)
+ {
+ glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
+ }
+ else
+ {
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+ }
+ 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
+ }
+}
// renders mesh buffers, called to flush buffers when full
void R_Mesh_Render(void)
{
- int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, triangles, firstvert, lastvert, texture[MAX_TEXTUREUNITS];
- float farclip, texturergbscale[MAX_TEXTUREUNITS];
+ 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
+ CHECKGLERROR
// push out farclip based on vertices
+ // FIXME: wouldn't this be a little slow when using matrix transforms?
for (i = 0;i < currentvertex;i++)
{
farclip = DotProduct(buf_vertex[i].v, vpn);
if (farclip > r_newfarclip)
r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
- for (i = 0;i < backendunits;i++)
- texturergbscale[i] = 1;
-
- glEnable(GL_CULL_FACE);
-CHECKGLERROR
- glCullFace(GL_FRONT);
-CHECKGLERROR
- depthtest = true;
- glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
- blendfunc1 = GL_ONE;
- blendfunc2 = GL_ZERO;
- glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
- blend = 0;
- glDisable(GL_BLEND);
-CHECKGLERROR
- depthmask = true;
- glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
-
- glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex);
-CHECKGLERROR
- glEnableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-#if FLOATCOLORS
- if (floatcolors)
- {
- glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor);
-CHECKGLERROR
- }
- else
- {
-#endif
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor);
-CHECKGLERROR
-#if FLOATCOLORS
- }
-#endif
- glEnableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
-
- if (backendunits > 1)
+ if (!gl_mesh_floatcolors.integer)
{
- for (i = 0;i < backendunits;i++)
+ // shift float to have 8bit fraction at base of number
+ for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- glBindTexture(GL_TEXTURE_2D, (texture[i] = 0));
-CHECKGLERROR
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- if (gl_combine.integer)
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
-CHECKGLERROR
- }
- else
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- }
-
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ *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;
}
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (texture[0] = 0));
-CHECKGLERROR
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
}
- // lock as early as possible
- GL_LockArray(0, currentvertex);
-CHECKGLERROR
+ // lock the arrays now that they will have no further modifications
+ //GL_LockArray(0, currentvertex);CHECKGLERROR
- for (k = 0;k < currentmesh;)
+ for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
{
- mesh = &buf_mesh[k];
-
if (backendunits > 1)
{
-// int topunit = 0;
for (i = 0;i < backendunits;i++)
{
- if (texture[i] != mesh->textures[i])
+ if (mesh_texture[i] != mesh->textures[i])
{
- if (unit != i)
+ if (mesh_unit != i)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
}
- if (texture[i] == 0)
+ if (mesh_texture[i] == 0)
{
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
+ glEnable(GL_TEXTURE_2D);CHECKGLERROR
// have to disable texcoord array on disabled texture
// units due to NVIDIA driver bug with
// compiled_vertex_array
- if (clientunit != i)
+ if (mesh_clientunit != i)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
}
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i]));
-CHECKGLERROR
- if (texture[i] == 0)
+ glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
+ if (mesh_texture[i] == 0)
{
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
+ glDisable(GL_TEXTURE_2D);CHECKGLERROR
// have to disable texcoord array on disabled texture
// units due to NVIDIA driver bug with
// compiled_vertex_array
- if (clientunit != i)
+ if (mesh_clientunit != i)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
}
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
- if (texturergbscale[i] != mesh->texturergbscale[i])
+ if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
{
- if (unit != i)
+ if (mesh_unit != i)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
}
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
-CHECKGLERROR
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
}
-// if (texture[i])
-// topunit = i;
}
-// if (unit != topunit)
-// {
-// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
-//CHECKGLERROR
-// }
}
else
{
- if (texture[0] != mesh->textures[0])
+ if (mesh_texture[0] != mesh->textures[0])
{
- if (texture[0] == 0)
+ if (mesh_texture[0] == 0)
{
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ glEnable(GL_TEXTURE_2D);CHECKGLERROR
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0]));
-CHECKGLERROR
- if (texture[0] == 0)
+ 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
+ glDisable(GL_TEXTURE_2D);CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
}
- if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2)
+ if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
{
- blendfunc1 = mesh->blendfunc1;
- blendfunc2 = mesh->blendfunc2;
- glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
- if (blendfunc2 == GL_ZERO)
+ glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+ if (mesh_blendfunc2 == GL_ZERO)
{
- if (blendfunc1 == GL_ONE)
+ if (mesh_blendfunc1 == GL_ONE)
{
- if (blend)
+ if (mesh_blend)
{
- blend = 0;
- glDisable(GL_BLEND);
-CHECKGLERROR
+ mesh_blend = 0;
+ glDisable(GL_BLEND);CHECKGLERROR
}
}
else
{
- if (!blend)
+ if (!mesh_blend)
{
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
+ mesh_blend = 1;
+ glEnable(GL_BLEND);CHECKGLERROR
}
}
}
else
{
- if (!blend)
+ if (!mesh_blend)
{
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
+ mesh_blend = 1;
+ glEnable(GL_BLEND);CHECKGLERROR
}
}
}
- if (depthtest != mesh->depthtest)
+ if (mesh_depthtest != mesh->depthtest)
{
- depthtest = mesh->depthtest;
- if (depthtest)
+ mesh_depthtest = mesh->depthtest;
+ if (mesh_depthtest)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
}
- if (depthmask != mesh->depthmask)
+ if (mesh_depthmask != mesh->depthmask)
{
- depthmask = mesh->depthmask;
- glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
+ glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
}
firsttriangle = mesh->firsttriangle;
- triangles = mesh->triangles;
firstvert = mesh->firstvert;
- lastvert = mesh->lastvert;
- mesh = &buf_mesh[++k];
+ endtriangle = firsttriangle + mesh->triangles;
+ endvert = firstvert + mesh->verts;
- if (meshmerge)
- {
- #if MAX_TEXTUREUNITS != 4
- #error update this code
- #endif
- while (k < currentmesh
- && mesh->blendfunc1 == blendfunc1
- && mesh->blendfunc2 == blendfunc2
- && mesh->depthtest == depthtest
- && mesh->depthmask == depthmask
- && mesh->textures[0] == texture[0]
- && mesh->textures[1] == texture[1]
- && mesh->textures[2] == texture[2]
- && mesh->textures[3] == texture[3]
- && mesh->texturergbscale[0] == texturergbscale[0]
- && mesh->texturergbscale[1] == texturergbscale[1]
- && mesh->texturergbscale[2] == texturergbscale[2]
- && mesh->texturergbscale[3] == texturergbscale[3])
- {
- triangles += mesh->triangles;
- if (firstvert > mesh->firstvert)
- firstvert = mesh->firstvert;
- if (lastvert < mesh->lastvert)
- lastvert = mesh->lastvert;
- mesh = &buf_mesh[++k];
- }
- }
+ indexcount = (endtriangle - firsttriangle) * 3;
+ index = (unsigned int *)&buf_tri[firsttriangle].index[0];
+
+ // if not using batching, skip the index adjustment
+ if (firstvert != 0)
+ for (i = 0;i < indexcount;i++)
+ index[i] += firstvert;
+ // 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, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
+ glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
#else
- glDrawRangeElements(GL_TRIANGLES, firstvert, lastvert + 1, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
+ glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
#endif
-CHECKGLERROR
}
currentmesh = 0;
currenttriangle = 0;
currentvertex = 0;
- GL_UnlockArray();
-CHECKGLERROR
+ GL_UnlockArray();CHECKGLERROR
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+ int i;
+ // flush any queued meshs
+ R_Mesh_Render();
if (backendunits > 1)
{
for (i = backendunits - 1;i >= 0;i--)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
if (gl_combine.integer)
{
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);CHECKGLERROR
}
if (i > 0)
{
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
+ glDisable(GL_TEXTURE_2D);CHECKGLERROR
}
else
{
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
+ glEnable(GL_TEXTURE_2D);CHECKGLERROR
}
- glBindTexture(GL_TEXTURE_2D, 0);
-CHECKGLERROR
+ glBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
else
{
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ glEnable(GL_TEXTURE_2D);CHECKGLERROR
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- glDisableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
- glDisableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-
- glDisable(GL_BLEND);
-CHECKGLERROR
- glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
- glDepthMask(true);
-CHECKGLERROR
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-CHECKGLERROR
+ glDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ glDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+
+ glDisable(GL_BLEND);CHECKGLERROR
+ glEnable(GL_DEPTH_TEST);CHECKGLERROR
+ glDepthMask(true);CHECKGLERROR
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void R_Mesh_AddTransparent(void)
+void R_Mesh_ClearDepth(void)
{
- if (gl_mesh_sorttransbymesh.integer)
- {
- int i, j, k;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh, *transmesh;
-
- // process and add transparent mesh triangles
- if (!currenttranstriangle)
- return;
+ R_Mesh_AddTransparent();
+ R_Mesh_Finish();
+ glClear(GL_DEPTH_BUFFER_BIT);
+ R_Mesh_Start();
+}
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
+void R_Mesh_AddTransparent(void)
+{
+ 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;
- memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
+ if (!currenttransmesh)
+ return;
- k = 0;
- for (j = 0;j < currenttranstriangle;j++)
+ // convert index data to transtris for sorting
+ for (j = 0;j < currenttransmesh;j++)
+ {
+ mesh = buf_transmesh + j;
+ k = mesh->firsttriangle;
+ index = &buf_transtri[k].index[0];
+ for (i = 0;i < mesh->triangles;i++)
{
- tri = &buf_transtri[j];
-
- vert1 = &buf_transvertex[tri->index[0]];
- vert2 = &buf_transvertex[tri->index[1]];
- vert3 = &buf_transvertex[tri->index[2]];
-
- dist1 = DotProduct(vert1->v, vpn);
- dist2 = DotProduct(vert2->v, vpn);
- dist3 = DotProduct(vert3->v, vpn);
-
- maxdist = max(dist1, max(dist2, dist3));
- if (maxdist < viewdistcompare)
- continue;
-
- center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
- #if SLOWMATH
- i = (int) center;
- i = bound(0, i, (TRANSDEPTHRES - 1));
- #else
- if (center < 0.0f)
- center = 0.0f;
- center += 8388608.0f;
- i = *((long *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
- #endif
- tri->next = buf_transtri_list[i];
- buf_transtri_list[i] = tri;
- k++;
+ tri = &buf_sorttranstri[k++];
+ tri->mesh = mesh;
+ tri->index[0] = *index++;
+ tri->index[1] = *index++;
+ tri->index[2] = *index++;
}
+ }
- #ifndef TRANSBATCH
- if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
- R_Mesh_Render();
+ // map farclip to 0-4095 list range
+ centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
+ viewdistcompare = viewdist + 4.0f;
- // note: can't batch these because they can be rendered in any order
- // there can never be more transparent triangles than fit in main buffers
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
- else
+ memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
+
+ k = 0;
+ for (j = 0;j < currenttranstriangle;j++)
+ {
+ 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 = *((long *)¢er) & 0x7FFFFF;
+ i = min(i, (TRANSDEPTHRES - 1));
#endif
- memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
- for (i = 0;i < backendunits;i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
- #endif
+ tri->next = buf_sorttranstri_list[i];
+ buf_sorttranstri_list[i] = tri;
+ k++;
+ }
- for (i = 0;i < currenttransmesh;i++)
- {
- buf_transmesh[i].transchain = NULL;
- //buf_transmesh[i].transchainpointer = &buf_transmesh[i].transchain;
- buf_transmesh[i].triangles = 0;
- }
- transmesh = NULL;
- for (j = 0;j < TRANSDEPTHRES;j++)
+ for (i = 0;i < currenttransmesh;i++)
+ buf_transmesh[i].transchain = NULL;
+ transmesh = NULL;
+ for (j = 0;j < TRANSDEPTHRES;j++)
+ {
+ if ((tri = buf_sorttranstri_list[j]))
{
- if ((tri = buf_transtri_list[j]))
+ for (;tri;tri = tri->next)
{
- for (;tri;tri = tri->next)
+ if (!tri->mesh->transchain)
{
- if (!tri->mesh->transchain)
- {
- tri->mesh->chain = transmesh;
- transmesh = tri->mesh;
- }
- tri->meshsortchain = tri->mesh->transchain;
- tri->mesh->transchain = tri;
- /*
- *tri->mesh->transchainpointer = tri;
- tri->meshsortchain = NULL;
- tri->mesh->transchainpointer = &tri->meshsortchain;
- */
- tri->mesh->triangles++;
+ tri->mesh->chain = transmesh;
+ transmesh = tri->mesh;
}
+ tri->meshsortchain = tri->mesh->transchain;
+ tri->mesh->transchain = tri;
}
}
-
- #if TRANSBATCH
- for (;transmesh;transmesh = transmesh->chain)
- {
- int meshvertexadjust;
- int numverts = transmesh->lastvert - transmesh->firstvert + 1;
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + numverts > max_verts)
- R_Mesh_Render();
-
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], numverts * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], numverts * sizeof(buf_fcolor_t));
- else
-#endif
- memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[transmesh->firstvert], numverts * sizeof(buf_bcolor_t));
- for (i = 0;i < backendunits && transmesh->textures[i];i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], numverts * sizeof(buf_texcoord_t));
-
- mesh = &buf_mesh[currentmesh++];
- *mesh = *transmesh; // copy mesh properties
- mesh->firstvert = currentvertex;
- mesh->lastvert = currentvertex + numverts - 1;
- currentvertex += numverts;
- meshvertexadjust = mesh->firstvert - transmesh->firstvert;
- mesh->firsttriangle = currenttriangle;
- for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
- {
- buf_tri[currenttriangle].index[0] = tri->index[0] + meshvertexadjust;
- buf_tri[currenttriangle].index[1] = tri->index[1] + meshvertexadjust;
- buf_tri[currenttriangle].index[2] = tri->index[2] + meshvertexadjust;
- /*
- if (tri->mesh != transmesh)
- Sys_Error("!?!");
- if ((unsigned int) buf_tri[currenttriangle].index[0] < (unsigned int) mesh->firstvert
- || (unsigned int) buf_tri[currenttriangle].index[0] > (unsigned int) mesh->lastvert
- || (unsigned int) buf_tri[currenttriangle].index[1] < (unsigned int) mesh->firstvert
- || (unsigned int) buf_tri[currenttriangle].index[1] > (unsigned int) mesh->lastvert
- || (unsigned int) buf_tri[currenttriangle].index[2] < (unsigned int) mesh->firstvert
- || (unsigned int) buf_tri[currenttriangle].index[2] > (unsigned int) mesh->lastvert)
- Sys_Error("!?");
- */
- currenttriangle++;
- }
- /*
- if (mesh->triangles != currenttriangle - mesh->firsttriangle)
- Sys_Error("!");
- */
- }
- #else
- for (;transmesh;transmesh = transmesh->chain)
- {
- mesh = &buf_mesh[currentmesh++];
- *mesh = *transmesh; // copy mesh properties
- mesh->firstvert += currentvertex;
- mesh->lastvert += currentvertex;
- mesh->firsttriangle = currenttriangle;
- for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
- {
- buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
- buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
- buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
- /*
- if (tri->mesh != transmesh)
- Sys_Error("!?!");
- if ((unsigned int) buf_tri[currenttriangle].index[0] < (unsigned int) mesh->firstvert
- || (unsigned int) buf_tri[currenttriangle].index[0] > (unsigned int) mesh->lastvert
- || (unsigned int) buf_tri[currenttriangle].index[1] < (unsigned int) mesh->firstvert
- || (unsigned int) buf_tri[currenttriangle].index[1] > (unsigned int) mesh->lastvert
- || (unsigned int) buf_tri[currenttriangle].index[2] < (unsigned int) mesh->firstvert
- || (unsigned int) buf_tri[currenttriangle].index[2] > (unsigned int) mesh->lastvert)
- Sys_Error("!?");
- */
- currenttriangle++;
- }
- /*
- if (mesh->triangles != currenttriangle - mesh->firsttriangle)
- Sys_Error("!");
- */
- }
- currentvertex += currenttransvertex;
- #endif
-
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
}
- else if (gl_mesh_dupetransverts.integer)
+
+ for (;transmesh;transmesh = transmesh->chain)
{
- 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;
-
- // process and add transparent mesh triangles
- if (!currenttranstriangle)
- return;
+ if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
+ R_Mesh_Render();
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
+ mesh = &buf_mesh[currentmesh++];
+ *mesh = *transmesh; // copy mesh properties
- memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
+ 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;
- // process in reverse because transtri_list adding code is in reverse as well
- k = 0;
- for (j = currenttranstriangle - 1;j >= 0;j--)
+ mesh->firsttriangle = currenttriangle;
+ for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
{
- tri = &buf_transtri[j];
-
- vert1 = &buf_transvertex[tri->index[0]];
- vert2 = &buf_transvertex[tri->index[1]];
- vert3 = &buf_transvertex[tri->index[2]];
-
- dist1 = DotProduct(vert1->v, vpn);
- dist2 = DotProduct(vert2->v, vpn);
- dist3 = DotProduct(vert3->v, vpn);
-
- maxdist = max(dist1, max(dist2, dist3));
- if (maxdist < viewdistcompare)
- continue;
-
- center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
- #if SLOWMATH
- i = (int) center;
- i = bound(0, i, (TRANSDEPTHRES - 1));
- #else
- if (center < 0.0f)
- center = 0.0f;
- center += 8388608.0f;
- i = *((long *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
- #endif
- tri->next = buf_transtri_list[i];
- buf_transtri_list[i] = tri;
- k++;
+ 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++;
}
+ mesh->triangles = currenttriangle - mesh->firsttriangle;
+ }
- if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + k * 3 > max_verts)
- R_Mesh_Render();
-
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
-
- // note: can't batch these because they can be rendered in any order
- // there can never be more transparent triangles than fit in main buffers
- for (j = TRANSDEPTHRES - 1;j >= 0;j--)
- {
- if ((tri = buf_transtri_list[j]))
- {
- while(tri)
- {
- mesh = &buf_mesh[currentmesh++];
- *mesh = *tri->mesh; // copy mesh properties
- mesh->firstvert = currentvertex;
- mesh->lastvert = currentvertex + 2;
- mesh->firsttriangle = currenttriangle;
- mesh->triangles = 1;
- for (k = 0;k < 3;k++)
- {
- index = tri->index[k];
- buf_tri[currenttriangle].index[k] = currentvertex;
- memcpy(buf_vertex[currentvertex].v, buf_transvertex[index].v, sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(buf_fcolor[currentvertex].c, buf_transfcolor[index].c, sizeof(buf_fcolor_t));
- else
-#endif
- memcpy(buf_bcolor[currentvertex].c, buf_transbcolor[index].c, sizeof(buf_bcolor_t));
- for (i = 0;i < backendunits && tri->mesh->textures[i];i++)
- memcpy(buf_texcoord[i][currentvertex].t, buf_transtexcoord[i][index].t, sizeof(buf_texcoord_t));
- currentvertex++;
- }
- currenttriangle++;
- tri = tri->next;
- }
- }
- }
- }
- else
- {
- int i, j, k;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh;
-
- // process and add transparent mesh triangles
- if (!currenttranstriangle)
- return;
-
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
-
- memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
- // process in reverse because transtri_list adding code is in reverse as well
- k = 0;
- for (j = currenttranstriangle - 1;j >= 0;j--)
- {
- tri = &buf_transtri[j];
-
- vert1 = &buf_transvertex[tri->index[0]];
- vert2 = &buf_transvertex[tri->index[1]];
- vert3 = &buf_transvertex[tri->index[2]];
-
- dist1 = DotProduct(vert1->v, vpn);
- dist2 = DotProduct(vert2->v, vpn);
- dist3 = DotProduct(vert3->v, vpn);
-
- maxdist = max(dist1, max(dist2, dist3));
- if (maxdist < viewdistcompare)
- continue;
-
- center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
- #if SLOWMATH
- i = (int) center;
- i = bound(0, i, (TRANSDEPTHRES - 1));
- #else
- if (center < 0.0f)
- center = 0.0f;
- center += 8388608.0f;
- i = *((long *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
- #endif
- tri->next = buf_transtri_list[i];
- buf_transtri_list[i] = tri;
- k++;
- }
-
- if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
- R_Mesh_Render();
-
- // note: can't batch these because they can be rendered in any order
- // there can never be more transparent triangles than fit in main buffers
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
- else
-#endif
- memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
- for (i = 0;i < backendunits;i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
-
- for (j = TRANSDEPTHRES - 1;j >= 0;j--)
- {
- if ((tri = buf_transtri_list[j]))
- {
- while(tri)
- {
- mesh = &buf_mesh[currentmesh++];
- *mesh = *tri->mesh; // copy mesh properties
- buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
- buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
- buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
- mesh->firstvert = min(buf_tri[currenttriangle].index[0], min(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
- mesh->lastvert = max(buf_tri[currenttriangle].index[0], max(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
- mesh->firsttriangle = currenttriangle++;
- mesh->triangles = 1;
- tri = tri->next;
- }
- }
- }
- currentvertex += currenttransvertex;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
- }
+ currenttransmesh = 0;
+ currenttranstriangle = 0;
+ currenttransvertex = 0;
}
void R_Mesh_Draw(const rmeshinfo_t *m)
{
// these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float c, *in, scaler;
-#if FLOATCOLORS
+ static int i, j, overbright, *index;
+ static float *in, scaler;
static float cr, cg, cb, ca;
-#endif
static buf_mesh_t *mesh;
static buf_vertex_t *vert;
-#if FLOATCOLORS
static buf_fcolor_t *fcolor;
-#endif
- static buf_bcolor_t *bcolor;
static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
- static buf_transtri_t *tri;
- static buf_bcolor_t flatbcolor;
+
+ if (!backendactive)
+ Sys_Error("R_Mesh_Draw: called when backend is not active\n");
if (m->index == NULL
|| !m->numtriangles
|| m->vertex == NULL
|| !m->numverts)
- return;
+ Host_Error("R_Mesh_Draw: no triangles or verts\n");
+
// ignore meaningless alpha meshs
if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
{
if (!backendactive)
Sys_Error("R_Mesh_Draw: called when backend is not active\n");
- scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
- {
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
- }
- else
- {
- if (m->tex[0])
- {
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
- }
- if (lighthalf)
- scaler *= 0.5f;
- }
+#ifdef DEBUGGL
+ for (i = 0;i < m->numtriangles * 3;i++)
+ if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
+ Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
+#endif
if (m->transparent)
{
c_transmeshs++;
c_transtris += m->numtriangles;
vert = &buf_transvertex[currenttransvertex];
-#if FLOATCOLORS
fcolor = &buf_transfcolor[currenttransvertex];
-#endif
- bcolor = &buf_transbcolor[currenttransvertex];
for (i = 0;i < backendunits;i++)
texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
// transmesh is only for storage of transparent meshs until they
// are inserted into the main mesh array
mesh = &buf_transmesh[currenttransmesh++];
-
- // transparent meshs are broken up into individual triangles which can
- // be sorted by depth
- index = m->index;
- for (i = 0;i < m->numtriangles;i++)
- {
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = *index++ + currenttransvertex;
- tri->index[1] = *index++ + currenttransvertex;
- tri->index[2] = *index++ + currenttransvertex;
- }
-
+ mesh->firsttriangle = currenttranstriangle;
mesh->firstvert = currenttransvertex;
- mesh->lastvert = currenttransvertex + m->numverts - 1;
+ index = &buf_transtri[currenttranstriangle].index[0];
+
+ currenttranstriangle += m->numtriangles;
currenttransvertex += m->numverts;
}
else
c_meshs++;
c_meshtris += m->numtriangles;
vert = &buf_vertex[currentvertex];
-#if FLOATCOLORS
fcolor = &buf_fcolor[currentvertex];
-#endif
- bcolor = &buf_bcolor[currentvertex];
for (i = 0;i < backendunits;i++)
texcoord[i] = &buf_texcoord[i][currentvertex];
- mesh = &buf_mesh[currentmesh++];
// opaque meshs are rendered directly
- index = (int *)&buf_tri[currenttriangle];
+ mesh = &buf_mesh[currentmesh++];
mesh->firsttriangle = currenttriangle;
- currenttriangle += m->numtriangles;
- for (i = 0;i < m->numtriangles * 3;i++)
- index[i] = m->index[i] + currentvertex;
-
mesh->firstvert = currentvertex;
- mesh->lastvert = currentvertex + m->numverts - 1;
+ index = &buf_tri[currenttriangle].index[0];
+
+ currenttriangle += m->numtriangles;
currentvertex += m->numverts;
}
// code shared for transparent and opaque meshs
+ memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
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->blendfunc2 == GL_SRC_COLOR)
+ {
+ if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+ scaler *= 0.5f;
+ }
+ else
+ {
+ if (m->tex[0])
+ {
+ overbright = gl_combine.integer;
+ if (overbright)
+ scaler *= 0.25f;
+ }
+ scaler *= overbrightscale;
+ }
+
+
j = -1;
for (i = 0;i < backendunits;i++)
{
else
memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
+ if (m->color)
{
- if (m->color)
- {
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
- {
- fcolor[i].c[0] = in[0] * scaler;
- fcolor[i].c[1] = in[1] * scaler;
- fcolor[i].c[2] = in[2] * scaler;
- fcolor[i].c[3] = in[3];
- }
- }
- else
+ for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
- {
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
- }
+ fcolor[i].c[0] = in[0] * scaler;
+ fcolor[i].c[1] = in[1] * scaler;
+ fcolor[i].c[2] = in[2] * scaler;
+ fcolor[i].c[3] = in[3];
}
}
else
{
-#endif
- if (m->color)
- {
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
- {
- // shift float to have 8bit fraction at base of number,
- // then read as integer and kill float bits...
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j;
- }
- }
- else
+ cr = m->cr * scaler;
+ cg = m->cg * scaler;
+ cb = m->cb * scaler;
+ ca = m->ca;
+ for (i = 0;i < m->numverts;i++)
{
- c = m->cr * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[0] = (byte) j;
- c = m->cg * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[1] = (byte) j;
- c = m->cb * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[2] = (byte) j;
- c = m->ca + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[3] = (byte) j;
- for (i = 0;i < m->numverts;i++)
- bcolor[i] = flatbcolor;
+ fcolor[i].c[0] = cr;
+ fcolor[i].c[1] = cg;
+ fcolor[i].c[2] = cb;
+ fcolor[i].c[3] = ca;
}
-#if FLOATCOLORS
}
-#endif
for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
{
#endif
}
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
-{
- m->index = polyindexarray;
- m->numverts = numverts;
- m->numtriangles = numverts - 2;
- if (m->numtriangles < 1)
- {
- Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
- return;
- }
- if (m->numtriangles >= 256)
- {
- Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
- return;
- }
- R_Mesh_Draw(m);
-}
-
-// LordHavoc: this thing is evil, but necessary because decals account for so much overhead
-void R_Mesh_DrawDecal(const rmeshinfo_t *m)
+void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
{
// these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float c, scaler;
-#if FLOATCOLORS
- static float cr, cg, cb, ca;
-#endif
+ static int i, j, overbright, *index;
+ static float *in, scaler;
static buf_mesh_t *mesh;
static buf_vertex_t *vert;
-#if FLOATCOLORS
static buf_fcolor_t *fcolor;
-#endif
- static buf_bcolor_t *bcolor;
- static buf_texcoord_t *texcoord;
- static buf_transtri_t *tri;
- static buf_bcolor_t flatbcolor;
+ static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
if (!backendactive)
Sys_Error("R_Mesh_Draw: called when backend is not active\n");
- scaler = 1;
- if (m->tex[0])
+ if (m->index == NULL
+ || !m->numtriangles
+ || m->vertex == NULL
+ || !m->numverts)
+ Host_Error("R_Mesh_Draw: no triangles or verts\n");
+
+ // ignore meaningless alpha meshs
+ if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ if (m->color)
+ {
+ for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
+ if (*in >= 0.01f)
+ break;
+ if (i == m->numverts)
+ return;
+ }
+ else if (m->ca < 0.01f)
+ return;
}
- if (lighthalf)
- scaler *= 0.5f;
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + 2) > max_meshs || (currenttransvertex + 4) > max_verts)
+ if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
{
if (!transranout)
{
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
+ Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
transranout = true;
}
return;
}
c_transmeshs++;
- c_transtris += 2;
+ c_transtris += m->numtriangles;
vert = &buf_transvertex[currenttransvertex];
-#if FLOATCOLORS
fcolor = &buf_transfcolor[currenttransvertex];
-#endif
- bcolor = &buf_transbcolor[currenttransvertex];
- texcoord = &buf_transtexcoord[0][currenttransvertex];
+ for (i = 0;i < backendunits;i++)
+ texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
// transmesh is only for storage of transparent meshs until they
// are inserted into the main mesh array
mesh = &buf_transmesh[currenttransmesh++];
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = true;
- mesh->triangles = 2;
- mesh->textures[0] = m->tex[0];
- mesh->texturergbscale[0] = overbright ? 4 : 1;
- for (i = 1;i < backendunits;i++)
- {
- mesh->textures[i] = 0;
- mesh->texturergbscale[i] = 1;
- }
- mesh->chain = NULL;
-
- // transparent meshs are broken up into individual triangles which can
- // be sorted by depth
- index = m->index;
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = 0 + currenttransvertex;
- tri->index[1] = 1 + currenttransvertex;
- tri->index[2] = 2 + currenttransvertex;
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = 0 + currenttransvertex;
- tri->index[1] = 2 + currenttransvertex;
- tri->index[2] = 3 + currenttransvertex;
-
+ mesh->firsttriangle = currenttranstriangle;
mesh->firstvert = currenttransvertex;
- mesh->lastvert = currenttransvertex + 3;
- currenttransvertex += 4;
+ index = &buf_transtri[currenttranstriangle].index[0];
+ currenttranstriangle += m->numtriangles;
+ currenttransvertex += m->numverts;
}
else
{
- if (2 > max_meshs || 4 > max_verts)
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
{
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
+ Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
return;
}
- if (currentmesh >= max_meshs || (currenttriangle + 2) > max_batch || (currentvertex + 4) > max_verts)
+ if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
R_Mesh_Render();
c_meshs++;
- c_meshtris += 2;
+ c_meshtris += m->numtriangles;
vert = &buf_vertex[currentvertex];
-#if FLOATCOLORS
fcolor = &buf_fcolor[currentvertex];
-#endif
- bcolor = &buf_bcolor[currentvertex];
- texcoord = &buf_texcoord[0][currentvertex];
+ for (i = 0;i < backendunits;i++)
+ texcoord[i] = &buf_texcoord[i][currentvertex];
+ // opaque meshs are rendered directly
mesh = &buf_mesh[currentmesh++];
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = !m->depthdisable;
mesh->firsttriangle = currenttriangle;
- mesh->triangles = 2;
- mesh->textures[0] = m->tex[0];
- mesh->texturergbscale[0] = overbright ? 4 : 1;
- for (i = 1;i < backendunits;i++)
+ mesh->firstvert = currentvertex;
+ index = &buf_tri[currenttriangle].index[0];
+ currenttriangle += m->numtriangles;
+ currentvertex += m->numverts;
+ }
+
+ // code shared for transparent and opaque meshs
+ memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
+ 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->blendfunc2 == GL_SRC_COLOR)
+ {
+ if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+ scaler *= 0.5f;
+ }
+ else
+ {
+ if (m->tex[0])
{
- mesh->textures[i] = 0;
+ overbright = gl_combine.integer;
+ if (overbright)
+ scaler *= 0.25f;
+ }
+ scaler *= overbrightscale;
+ }
+
+ j = -1;
+ for (i = 0;i < backendunits;i++)
+ {
+ if ((mesh->textures[i] = m->tex[i]))
+ j = i;
+ mesh->texturergbscale[i] = m->texrgbscale[i];
+ if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
mesh->texturergbscale[i] = 1;
+ }
+ if (overbright && j >= 0)
+ mesh->texturergbscale[j] = 4;
+
+ if (m->vertexstep != sizeof(buf_vertex_t))
+ Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
+ if (m->colorstep != sizeof(buf_fcolor_t))
+ Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
+ if (m->color == NULL)
+ Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
+ for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+ {
+ if (j >= backendunits)
+ Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+ if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
+ Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
+ }
+
+ memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
+ for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+ memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
+ #if 0
+ for (;j < backendunits;j++)
+ memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
+ #endif
+
+ memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
+
+ // do this as a second step because memcpy preloaded the cache, which we can't easily do
+ if (scaler != 1)
+ {
+ for (i = 0;i < m->numverts;i++)
+ {
+ fcolor[i].c[0] *= scaler;
+ fcolor[i].c[1] *= scaler;
+ fcolor[i].c[2] *= scaler;
}
+ }
+}
+
+// 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)
+{
+ // 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: called when backend is not active\n");
+
+ if (!m->numtriangles
+ || !m->numverts)
+ Host_Error("R_Mesh_Draw: no triangles or verts\n");
+
+ if (m->transparent)
+ {
+ if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ {
+ if (!transranout)
+ {
+ Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
+ transranout = true;
+ }
+ 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 (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
+ return false;
+ }
+
+ if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
+ R_Mesh_Render();
+
+ 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
- index = (int *)&buf_tri[currenttriangle];
- index[0] = 0 + currentvertex;
- index[1] = 1 + currentvertex;
- index[2] = 2 + currentvertex;
- index[3] = 0 + currentvertex;
- index[4] = 2 + currentvertex;
- index[5] = 3 + currentvertex;
+ mesh = &buf_mesh[currentmesh++];
+ mesh->firsttriangle = currenttriangle;
mesh->firstvert = currentvertex;
- mesh->lastvert = currentvertex + 3;
- currenttriangle += 2;
- currentvertex += 4;
+ currenttriangle += m->numtriangles;
+ currentvertex += m->numverts;
}
- // buf_vertex_t must match the size of the decal vertex array (or vice versa)
- memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t));
+ // 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;
-#if FLOATCOLORS
- if (floatcolors)
+ overbright = false;
+ scaler = 1;
+ if (m->blendfunc2 == GL_SRC_COLOR)
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- fcolor[0].c[0] = cr;
- fcolor[0].c[1] = cg;
- fcolor[0].c[2] = cb;
- fcolor[0].c[3] = ca;
- fcolor[1].c[0] = cr;
- fcolor[1].c[1] = cg;
- fcolor[1].c[2] = cb;
- fcolor[1].c[3] = ca;
- fcolor[2].c[0] = cr;
- fcolor[2].c[1] = cg;
- fcolor[2].c[2] = cb;
- fcolor[2].c[3] = ca;
- fcolor[3].c[0] = cr;
- fcolor[3].c[1] = cg;
- fcolor[3].c[2] = cb;
- fcolor[3].c[3] = ca;
+ if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+ scaler *= 0.5f;
}
else
{
-#endif
- c = m->cr * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[0] = (byte) j;
- c = m->cg * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[1] = (byte) j;
- c = m->cb * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[2] = (byte) j;
- c = m->ca + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[3] = (byte) j;
- bcolor[0] = flatbcolor;
- bcolor[1] = flatbcolor;
- bcolor[2] = flatbcolor;
- bcolor[3] = flatbcolor;
-#if FLOATCOLORS
+ if (m->tex[0])
+ {
+ overbright = gl_combine.integer;
+ if (overbright)
+ scaler *= 0.25f;
+ }
+ scaler *= overbrightscale;
}
-#endif
+ m->colorscale = scaler;
+
+ j = -1;
+ for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ {
+ if ((mesh->textures[i] = m->tex[i]))
+ {
+ 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);
+ }
+ 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;
+}
+
+void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+{
+ m->index = polyindexarray;
+ m->numverts = numverts;
+ m->numtriangles = numverts - 2;
+ if (m->numtriangles < 1)
+ {
+ Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
+ return;
+ }
+ if (m->numtriangles >= 256)
+ {
+ Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
+ return;
+ }
+ R_Mesh_Draw(m);
+}
+
+/*
+==============================================================================
+
+ SCREEN SHOTS
+
+==============================================================================
+*/
+
+void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+{
+ int i;
+ qbyte *buffer;
+
+ if (!r_render.integer)
+ return;
+
+ buffer = Mem_Alloc(tempmempool, width*height*3);
+ glReadPixels (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;
+
+ Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+
+ Mem_Free(buffer);
+}
+
+//=============================================================================
+
+void R_ClearScreen(void)
+{
+ if (r_render.integer)
+ {
+ // clear to black
+ glClearColor(0,0,0,0);CHECKGLERROR
+ // clear the screen
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+ // set dithering mode
+ if (gl_dither.integer)
+ {
+ glEnable(GL_DITHER);CHECKGLERROR
+ }
+ else
+ {
+ glDisable(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)
+{
+ //Mem_CheckSentinelsGlobal();
+ //R_TimeReport("memtest");
+
+ VID_Finish ();
+
+ R_TimeReport("finish");
+
+ if (gl_combine.integer && !gl_combine_extension)
+ Cvar_SetValue("gl_combine", 0);
+
+ lightscalebit = v_overbrightbits.integer;
+ if (gl_combine.integer && r_multitexture.integer)
+ lightscalebit += 2;
+
+ lightscale = 1.0f / (float) (1 << lightscalebit);
+ overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+
+ R_TimeReport("setup");
+
+ R_ClearScreen();
+
+ R_TimeReport("clear");
+
+ if (scr_conlines < vid.conheight)
+ R_RenderView();
+
+ // draw 2D stuff
+ R_DrawQueue();
- // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa)
- memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t));
+ // tell driver to commit it's partially full geometry queue to the rendering queue
+ // (this doesn't wait for the commands themselves to complete)
+ glFlush();
}