#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)
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
// pyramid slopes
xmax = zNear * tan(fovx * M_PI / 360.0);
ymax = zNear * tan(fovy * M_PI / 360.0);
GL_SetupView_Orientation_Identity();
}
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+ float nudge, m[16];
+
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // set view pyramid
+ nudge = 1.0 - 1.0 / (1<<23);
+ m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+ m[ 1] = 0;
+ m[ 2] = 0;
+ m[ 3] = 0;
+ m[ 4] = 0;
+ m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+ m[ 6] = 0;
+ m[ 7] = 0;
+ m[ 8] = 0;
+ m[ 9] = 0;
+ m[10] = -1 * nudge;
+ m[11] = -1 * nudge;
+ m[12] = 0;
+ m[13] = 0;
+ m[14] = -2 * zNear * nudge;
+ m[15] = 0;
+ qglLoadMatrixf(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)
{
if (!r_render.integer)
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
qglOrtho(x1, x2, y2, y1, zNear, zFar);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
typedef struct gltextureunit_s
{
- unsigned int t1d, t2d, t3d, tcubemap;
- unsigned int arrayenabled;
- float rgbscale;
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ float rgbscale, alphascale;
+ int combinergb, combinealpha;
// FIXME: add more combine stuff
}
gltextureunit_t;
unit->t3d = 0;
unit->tcubemap = 0;
unit->rgbscale = 1;
+ unit->alphascale = 1;
+ unit->combinergb = GL_MODULATE;
+ unit->combinealpha = GL_MODULATE;
unit->arrayenabled = false;
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- if (gl_texture3d)
+ if (gl_texture3d || gl_texturecubemap)
+ {
qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
+ }
else
+ {
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
+ }
qglDisable(GL_TEXTURE_1D);CHECKGLERROR
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
if (gl_texture3d)
{
- qglDisable(GL_TEXTURE_3D_EXT);CHECKGLERROR
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
if (gl_texturecubemap)
{
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)
{
}
}
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
-{
- int arraylocked = false;
- c_meshs++;
- c_meshelements += indexcount;
- if (gl_supportslockarrays && gl_lockarrays.integer)
- {
- qglLockArraysEXT(firstvert, endvert - firstvert);
- CHECKGLERROR
- arraylocked = true;
- }
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
- else
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
- CHECKGLERROR
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
- }
-}
-
// enlarges geometry buffers if they are too small
void _R_Mesh_ResizeCheck(int numverts)
{
}
// renders the mesh
-void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
{
- BACKENDACTIVECHECK
-
- CHECKGLERROR
-
+ int numelements;
+ if (numtriangles == 0 || numverts == 0)
+ {
+ Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
+ }
+ numelements = numtriangles * 3;
+ c_meshs++;
+ c_meshelements += numelements;
if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
GL_ConvertColorsFloatToByte(numverts);
if (!r_render.integer)
return;
- GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
+ if (gl_supportslockarrays && gl_lockarrays.integer)
+ {
+ qglLockArraysEXT(0, numverts);
+ CHECKGLERROR
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ else
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ CHECKGLERROR
+ qglUnlockArraysEXT();
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ CHECKGLERROR
+ }
}
// restores backend state, used when done with 3D rendering
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
if (gl_texture3d)
{
- qglDisable(GL_TEXTURE_3D_EXT);CHECKGLERROR
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
if (gl_texturecubemap)
{
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;
- float rgbscale;
+ int i, combinergb, combinealpha;
+ float scale;
gltextureunit_t *unit;
BACKENDACTIVECHECK
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
+ combinergb = m->texcombinergb[i];
+ combinealpha = m->texcombinealpha[i];
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ else
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ }
+ }
+ if (unit->combinealpha != combinealpha)
+ {
+ unit->combinealpha = combinealpha;
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ }
if (unit->t1d != m->tex1d[i])
{
if (m->tex1d[i])
if (m->tex3d[i])
{
if (unit->t3d == 0)
- qglEnable(GL_TEXTURE_3D_EXT);CHECKGLERROR
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
}
else
{
if (unit->t3d)
- qglDisable(GL_TEXTURE_3D_EXT);CHECKGLERROR
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
- qglBindTexture(GL_TEXTURE_3D_EXT, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
}
if (unit->tcubemap != m->texcubemap[i])
{
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)
+ {
+ // LordHavoc: we use a stencil centered around 128 instead of 0,
+ // to avoid clamping interfering with strange shadow volume
+ // drawing orders
+ qglClearStencil(128);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)
{