}
#endif
-#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
void SCR_ScreenShot_f (void);
static matrix4x4_t backend_projectmatrix;
static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
-static mempool_t *gl_backend_mempool;
/*
note: here's strip order for a terrain row:
static void R_Mesh_CacheArray_Shutdown(void);
void GL_Backend_AllocArrays(void)
{
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
R_Mesh_CacheArray_Startup();
}
void GL_Backend_FreeArrays(void)
{
R_Mesh_CacheArray_Shutdown();
- Mem_FreePool(&gl_backend_mempool);
}
static void gl_backend_start(void)
if (gl_support_fragment_shader)
{
CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
CHECKGLERROR
Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
}
}
gltextureunit_t;
-static struct
+static struct gl_state_s
{
int blendfunc1;
int blendfunc2;
unsigned int i;
gltextureunit_t *unit;
CHECKGLERROR
- gl_state.unit = -1;
- gl_state.clientunit = -1;
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
unit = gl_state.units + i;
void GL_Scissor (int x, int y, int width, int height)
{
CHECKGLERROR
- qglScissor(x, vid.realheight - (y + height),width,height);
+ qglScissor(x, vid.height - (y + height),width,height);
CHECKGLERROR
}
{
GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
- char compilelog[4096];
+ char compilelog[MAX_INPUTLINE];
CHECKGLERROR
programobject = qglCreateProgramObjectARB();
R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
return;
}
- c_meshs++;
- c_meshelements += numelements;
+ renderstats.meshes++;
+ renderstats.meshes_elements += numelements;
if (gl_paranoid.integer)
{
unsigned int i, j, size;
void R_Mesh_ColorPointer(const float *color4f)
{
+ if (r_showtrispass)
+ return;
if (gl_state.pointer_color != color4f)
{
CHECKGLERROR
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
// update array settings
if (texcoord)
{
void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d != tex1d)
void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->t1d == 0)
- qglEnable(GL_TEXTURE_1D);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (texnum)
+ {
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);
+ }
+ else
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
}
unit->t1d = texnum;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
if (unit->t2d)
{
GL_ActiveTexture(unitnum);
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
unit->t2d = 0;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
CHECKGLERROR
if (unit->t3d)
{
GL_ActiveTexture(unitnum);
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
unit->t3d = 0;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
CHECKGLERROR
if (unit->tcubemap)
{
GL_ActiveTexture(unitnum);
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
CHECKGLERROR
void R_Mesh_TexBind(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d)
{
GL_ActiveTexture(unitnum);
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
unit->t1d = 0;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
CHECKGLERROR
if (unit->t2d != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->t2d == 0)
- qglEnable(GL_TEXTURE_2D);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (texnum)
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);
+ }
+ else
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
}
unit->t2d = texnum;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
if (unit->t3d)
{
GL_ActiveTexture(unitnum);
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
unit->t3d = 0;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
CHECKGLERROR
if (unit->tcubemap != 0)
{
GL_ActiveTexture(unitnum);
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
CHECKGLERROR
void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d)
{
GL_ActiveTexture(unitnum);
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
unit->t1d = 0;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
CHECKGLERROR
if (unit->t2d)
{
GL_ActiveTexture(unitnum);
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
unit->t2d = 0;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
CHECKGLERROR
if (unit->t3d != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->t3d == 0)
- qglEnable(GL_TEXTURE_3D);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (texnum)
+ {
+ if (unit->t3d == 0)
+ qglEnable(GL_TEXTURE_3D);
+ }
+ else
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
}
unit->t3d = texnum;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
if (unit->tcubemap != 0)
{
GL_ActiveTexture(unitnum);
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
CHECKGLERROR
void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d)
{
GL_ActiveTexture(unitnum);
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
unit->t1d = 0;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
CHECKGLERROR
if (unit->t2d)
{
GL_ActiveTexture(unitnum);
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
unit->t2d = 0;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
CHECKGLERROR
if (unit->t3d)
{
GL_ActiveTexture(unitnum);
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
unit->t3d = 0;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
CHECKGLERROR
if (unit->tcubemap != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->tcubemap == 0)
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (texnum)
+ {
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
+ else
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
}
unit->tcubemap = texnum;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (matrix->m[3][3])
{
// texmatrix specified, check if it is different
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (gl_combine.integer)
{
// GL_ARB_texture_env_combine
BACKENDACTIVECHECK
R_Mesh_VertexPointer(m->pointer_vertex);
-
- if (r_showtrispass)
- return;
-
R_Mesh_ColorPointer(m->pointer_color);
if (gl_backend_rebindtextures)
==============================================================================
*/
-qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
+qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect)
{
int indices[3] = {0,1,2};
qboolean ret;
qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
CHECKGLERROR
- if (scr_screenshot_gamma.value != 1)
+ if (scr_screenshot_gamma.value != 1 && gammacorrect)
{
int i;
double igamma = 1.0 / scr_screenshot_gamma.value;
if (r_render.integer)
{
// clear to black
- qglClearColor(0,0,0,0);CHECKGLERROR
+ if (fogenabled)
+ qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0);
+ else
+ qglClearColor(0,0,0,0);
+ CHECKGLERROR
qglClearDepth(1);CHECKGLERROR
if (gl_stencil)
{
GL_DepthMask(GL_FALSE);
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
+ //qglEnable(GL_LINE_SMOOTH);
GL_ShowTrisColor(0.2,0.2,0.2,1);
r_showtrispass = 1;
}
if (r_stereo_sidebyside.integer)
{
- r_refdef.width = vid.realwidth * size / 2.5;
- r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
- r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
- r_refdef.y = (vid.realheight - r_refdef.height)/2;
+ r_refdef.width = vid.width * size / 2.5;
+ r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
if (r_stereo_side)
r_refdef.x += r_refdef.width * 1.5;
}
else
{
- r_refdef.width = vid.realwidth * size;
- r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
- r_refdef.x = (vid.realwidth - r_refdef.width)/2;
- r_refdef.y = (vid.realheight - r_refdef.height)/2;
+ r_refdef.width = vid.width * size;
+ r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width)/2;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
}
// LordHavoc: viewzoom (zoom in for sniper rifles, etc)
{
float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
- r_refdef.width = vid.realwidth * sizex;
- r_refdef.height = vid.realheight * sizey;
- r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+ r_refdef.width = vid.width * sizex;
+ r_refdef.height = vid.height * sizey;
+ r_refdef.x = (vid.width - r_refdef.width)/2;
r_refdef.y = 0;
r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
if (!r_stereo_sidebyside.integer)
{
- r_refdef.width = vid.realwidth;
- r_refdef.height = vid.realheight;
+ r_refdef.width = vid.width;
+ r_refdef.height = vid.height;
r_refdef.x = 0;
r_refdef.y = 0;
}
R_TimeReport("meshfinish");
}
r_showtrispass = 0;
+ //qglDisable(GL_LINE_SMOOTH);
}
void SCR_UpdateLoadingScreen (void)
if (vid_hidden)
return;
r_showtrispass = 0;
- VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
VID_UpdateGamma(false);
- qglViewport(0, 0, vid.realwidth, vid.realheight);
+ qglViewport(0, 0, vid.width, vid.height);
//qglDisable(GL_SCISSOR_TEST);
//qglDepthMask(1);
qglColorMask(1,1,1,1);
R_Mesh_Start();
R_Mesh_Matrix(&r_identitymatrix);
// draw the loading plaque
- pic = Draw_CachePic("gfx/loading.lmp");
+ pic = Draw_CachePic("gfx/loading", false);
x = (vid_conwidth.integer - pic->width)/2;
y = (vid_conheight.integer - pic->height)/2;
GL_Color(1,1,1,1);
if (r_textureunits.integer < 1)
Cvar_SetValueQuick(&r_textureunits, 1);
- if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+ if (gl_combine.integer && !gl_combine_extension)
Cvar_SetValueQuick(&gl_combine, 0);
CHECKGLERROR
- qglViewport(0, 0, vid.realwidth, vid.realheight);
+ qglViewport(0, 0, vid.width, vid.height);
qglDisable(GL_SCISSOR_TEST);
qglDepthMask(1);
qglColorMask(1,1,1,1);
// size of data buffer
static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
// data buffer
-static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
+static unsigned char r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
// current state
static int r_mesh_rcachedata_offset;
//R_Mesh_CacheArray_ValidateState(3);
// calculate a hashindex to choose a cache chain
r->data = NULL;
- hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
+ hashindex = CRC_Block((unsigned char *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
// is it already cached?
for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)