#include "quakedef.h"
+#include "image.h"
cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
static matrix4x4_t backend_modelmatrix;
static matrix4x4_t backend_modelviewmatrix;
static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
static int backendunits, backendactive;
static qbyte *varray_bcolor;
static mempool_t *gl_backend_mempool;
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
+*/
+
int polygonelements[768];
void GL_Backend_AllocArrays(void)
qglLoadMatrixd(m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
}
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
{
unsigned int t1d, t2d, t3d, tcubemap;
unsigned int arrayenabled;
- float rgbscale;
+ float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
}
unit->t3d = 0;
unit->tcubemap = 0;
unit->rgbscale = 1;
+ unit->alphascale = 1;
unit->combinergb = GL_MODULATE;
unit->combinealpha = GL_MODULATE;
unit->arrayenabled = false;
qglColor4f(cr, cg, cb, ca);
}
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
+{
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
+ out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+ out[2] = out[2] * iw;
+}
+
// called at beginning of frame
void R_Mesh_Start(void)
{
if (gl_combine.integer)
{
qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
}
qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
void R_Mesh_TextureState(const rmeshstate_t *m)
{
int i, combinergb, combinealpha;
- float rgbscale;
+ float scale;
gltextureunit_t *unit;
BACKENDACTIVECHECK
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
}
}
- rgbscale = max(m->texrgbscale[i], 1);
- if (gl_state.units[i].rgbscale != rgbscale)
+ scale = max(m->texrgbscale[i], 1);
+ if (gl_state.units[i].rgbscale != scale)
{
if (gl_state.unit != i)
{
qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
}
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = rgbscale));CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
+ }
+ scale = max(m->texalphascale[i], 1);
+ if (gl_state.units[i].alphascale != scale)
+ {
+ if (gl_state.unit != i)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
}
}
}
{
// clear to black
qglClearColor(0,0,0,0);CHECKGLERROR
+ qglClearDepth(1);CHECKGLERROR
+ if (gl_stencil)
+ {
+ qglClearStencil(0);CHECKGLERROR
+ }
// clear the screen
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+ qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
// set dithering mode
if (gl_dither.integer)
{