X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=16178e65f892c4ea9eed3e19848256c10792d879;hp=aff67a440c10e6f15fdfdd8c7681723b3f2c2fc6;hb=f531502dfb0891dc47be92447aa1f19375237fb1;hpb=a154190c6672544bc623b003a76833baeeb0b088 diff --git a/gl_backend.c b/gl_backend.c index aff67a44..16178e65 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,1222 +1,944 @@ #include "quakedef.h" -static int max_meshs; -static int max_batch; -static int max_verts; // always max_meshs * 3 -#define TRANSDEPTHRES 4096 +cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; +cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; +cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"}; -static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"}; -static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"}; -static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"}; -static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; +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"}; -typedef struct buf_mesh_s -{ - struct buf_mesh_s *next; - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int lastvert; -} -buf_mesh_t; +// this is used to increase gl_mesh_maxtriangles automatically if a mesh was +// too large for the buffers in the previous frame +int overflowedverts = 0; -typedef struct buf_transtri_s -{ - struct buf_transtri_s *next; - buf_mesh_t *mesh; - int index[3]; -} -buf_transtri_t; +int gl_maxdrawrangeelementsvertices; +int gl_maxdrawrangeelementsindices; -typedef struct buf_tri_s -{ - int index[3]; -} -buf_tri_t; +#ifdef DEBUGGL +int errornumber = 0; -typedef struct +void GL_PrintError(int errornumber, char *filename, int linenumber) { - float v[4]; + 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; + } } -buf_vertex_t; +#endif -typedef struct -{ - float c[4]; -} -buf_fcolor_t; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error(__func__ " called when backend is not active\n"); -typedef struct -{ - byte c[4]; -} -buf_bcolor_t; +float r_mesh_farclip; -typedef struct -{ - float t[2]; -} -buf_texcoord_t; - -static float meshfarclip; -static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, floatcolors, transranout; -static buf_mesh_t *buf_mesh; -static buf_tri_t *buf_tri; -static buf_vertex_t *buf_vertex; -static buf_fcolor_t *buf_fcolor; -static buf_bcolor_t *buf_bcolor; -static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; - -static 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_vertex_t *buf_transvertex; -static buf_fcolor_t *buf_transfcolor; -static buf_bcolor_t *buf_transbcolor; -static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS]; +static float viewdist; +// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares +static int vpnbit0, vpnbit1, vpnbit2; + +int c_meshs, c_meshtris; + +int lightscalebit; +float lightscale; +float overbrightscale; +void SCR_ScreenShot_f (void); + +// these are externally accessible +float mesh_colorscale; +int *varray_element; +float *varray_vertex; +float *varray_color; +float *varray_texcoord[MAX_TEXTUREUNITS]; +int mesh_maxtris; +int mesh_maxverts; // always mesh_maxtris * 3 + +static matrix4x4_t backendmatrix; + +static int backendunits, backendactive; +static qbyte *varray_bcolor; static mempool_t *gl_backend_mempool; -static void gl_backend_start(void) +void GL_Backend_AllocArrays(void) { int i; - max_verts = max_meshs * 3; - - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - -#define BACKENDALLOC(var, count, sizeofstruct)\ - {\ - var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ - if (var == NULL)\ - Sys_Error("gl_backend_start: unable to allocate memory\n");\ - memset(var, 0, count * sizeof(sizeofstruct));\ - } + if (!gl_backend_mempool) + gl_backend_mempool = Mem_AllocPool("GL_Backend"); - BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t) - BACKENDALLOC(buf_tri, max_meshs, buf_tri_t) - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t) - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t) + mesh_maxverts = mesh_maxtris * 3; - 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_transvertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t) - BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t) + varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3])); + varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); + for (i = 0;i < backendunits;i++) + varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2])); + for (;i < MAX_TEXTUREUNITS;i++) + varray_texcoord[i] = NULL; +} +void GL_Backend_FreeArrays(int resizingbuffers) +{ + int i; + if (resizingbuffers) + Mem_EmptyPool(gl_backend_mempool); + else + Mem_FreePool(&gl_backend_mempool); + varray_element = NULL; + varray_vertex = NULL; + varray_color = NULL; + varray_bcolor = NULL; for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t) - BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t) - } - else - { - buf_texcoord[i] = NULL; - buf_transtexcoord[i] = NULL; - } - } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - backendactive = true; + varray_texcoord[i] = NULL; } -static void gl_backend_shutdown(void) +static void gl_backend_start(void) { - int i; - /* -#define BACKENDFREE(var)\ - if (var)\ - {\ - Mem_Free(var);\ - var = NULL;\ + Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer); + if (qglDrawRangeElements != NULL) + { + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); + CHECKGLERROR + Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } - */ -#define BACKENDFREE(var) var = NULL; - - BACKENDFREE(buf_mesh) - BACKENDFREE(buf_tri) - BACKENDFREE(buf_vertex) - BACKENDFREE(buf_fcolor) - BACKENDFREE(buf_bcolor) - - BACKENDFREE(buf_transmesh) - BACKENDFREE(buf_transtri) - BACKENDFREE(buf_transtri_list) - BACKENDFREE(buf_transvertex) - BACKENDFREE(buf_transfcolor) - BACKENDFREE(buf_transbcolor) - - for (i = 0;i < MAX_TEXTUREUNITS;i++) + if (strstr(gl_renderer, "3Dfx")) { - BACKENDFREE(buf_texcoord[i]) - BACKENDFREE(buf_transtexcoord[i]) + Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); + Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); } - Mem_FreePool(&gl_backend_mempool); + backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - backendunits = 0; - backendactive = false; + GL_Backend_AllocArrays(); + + backendactive = true; } -static void gl_backend_bufferchanges(int init) +static void gl_backend_shutdown(void) { - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 256) - Cvar_SetValue("gl_mesh_maxtriangles", 256); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValue("gl_mesh_maxtriangles", 21760); + backendunits = 0; + backendactive = false; - if (gl_mesh_batchtriangles.integer < 0) - Cvar_SetValue("gl_mesh_batchtriangles", 0); - if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer) - Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer); + Con_Printf("OpenGL Backend shutting down\n"); - max_batch = gl_mesh_batchtriangles.integer; + GL_Backend_FreeArrays(false); +} - if (max_meshs != gl_mesh_maxtriangles.integer) - { - max_meshs = gl_mesh_maxtriangles.integer; +void GL_Backend_CheckCvars(void) +{ + if (gl_mesh_drawmode.integer < 0) + Cvar_SetValueQuick(&gl_mesh_drawmode, 0); + if (gl_mesh_drawmode.integer > 3) + Cvar_SetValueQuick(&gl_mesh_drawmode, 3); - if (!init) - { - gl_backend_shutdown(); - gl_backend_start(); - } - } + // change drawmode 3 to 2 if 3 won't work + if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) + Cvar_SetValueQuick(&gl_mesh_drawmode, 2); + + // 21760 is (65536 / 3) rounded off to a multiple of 128 + if (gl_mesh_maxtriangles.integer < 1024) + Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); + if (gl_mesh_maxtriangles.integer > 21760) + Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); } -float r_farclip, r_newfarclip; +void GL_Backend_ResizeArrays(int numtriangles) +{ + Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles); + GL_Backend_CheckCvars(); + mesh_maxtris = gl_mesh_maxtriangles.integer; + GL_Backend_FreeArrays(true); + GL_Backend_AllocArrays(); +} static void gl_backend_newmap(void) { - 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); Cvar_RegisterVariable(&gl_mesh_floatcolors); + Cvar_RegisterVariable(&gl_mesh_drawmode); + GL_Backend_CheckCvars(); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); - gl_backend_bufferchanges(true); - for (i = 0;i < 256;i++) - { - polyindexarray[i*3+0] = 0; - polyindexarray[i*3+1] = i + 1; - polyindexarray[i*3+2] = i + 2; - } } -static float viewdist; - -int c_meshtris; +int arraylocked = false; -// called at beginning of frame -void R_Mesh_Clear(void) +void GL_LockArray(int first, int count) { - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); - - gl_backend_bufferchanges(false); - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; - meshfarclip = 0; - meshmerge = gl_mesh_merge.integer; - floatcolors = gl_mesh_floatcolors.integer; - transranout = false; - viewdist = DotProduct(r_origin, vpn); - - c_meshtris = 0; + if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0) + { + qglLockArraysEXT(first, count); + CHECKGLERROR + arraylocked = true; + } } -#ifdef DEBUGGL -void GL_PrintError(int errornumber, char *filename, int linenumber) +void GL_UnlockArray(void) { - switch(errornumber) + if (arraylocked) { - 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; + qglUnlockArraysEXT(); + CHECKGLERROR + arraylocked = false; } } -int errornumber = 0; -#endif - -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +/* +============= +GL_SetupFrame +============= +*/ +static void GL_SetupFrame (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]; - buf_mesh_t *mesh; - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - if (!currentmesh) - return; + double xmax, ymax; + double fovx, fovy, zNear, zFar, aspect; -CHECKGLERROR - - farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe + if (!r_render.integer) + return; - // push out farclip for next frame - if (farclip > r_newfarclip) - r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256; + qglDepthFunc (GL_LEQUAL);CHECKGLERROR + + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity ();CHECKGLERROR + + // y is weird beause OpenGL is bottom to top, we use top to bottom + qglViewport(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_mesh_farclip; + if (zFar < 64) + zFar = 64; + + // 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 + qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + qglLoadIdentity ();CHECKGLERROR + + // put Z going up + qglRotatef (-90, 1, 0, 0);CHECKGLERROR + qglRotatef (90, 0, 0, 1);CHECKGLERROR + // camera rotation + qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR + qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR + qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR + // camera location + qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR +} - 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 - -CHECKGLERROR - glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex); -CHECKGLERROR - glEnableClientState(GL_VERTEX_ARRAY); -CHECKGLERROR - if (floatcolors) - { - glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor); -CHECKGLERROR - } - else - { - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor); -CHECKGLERROR - } - glEnableClientState(GL_COLOR_ARRAY); -CHECKGLERROR +static struct +{ + int blendfunc1; + int blendfunc2; + int blend; + GLboolean depthmask; + int depthdisable; + int unit; + int clientunit; + int texture[MAX_TEXTUREUNITS]; + float texturergbscale[MAX_TEXTUREUNITS]; +} +gl_state; +void GL_SetupTextureState(void) +{ + int i; if (backendunits > 1) { for (i = 0;i < backendunits;i++) { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - glBindTexture(GL_TEXTURE_2D, (texture[i] = 0)); -CHECKGLERROR - glDisable(GL_TEXTURE_2D); -CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);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 + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } else { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR + qglTexEnvi(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 - } - } - 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 - - for (k = 0;k < currentmesh;) - { - mesh = &buf_mesh[k]; - - if (backendunits > 1) - { -// int topunit = 0; - for (i = 0;i < backendunits;i++) + if (gl_state.texture[i]) { - if (texture[i] != mesh->textures[i]) + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + } + else + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + if (gl_mesh_drawmode.integer > 0) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR + if (gl_state.texture[i]) { - if (unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - } - if (texture[i] == 0) - { - 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) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - } - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i])); -CHECKGLERROR - if (texture[i] == 0) - { - 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) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - } - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - if (texturergbscale[i] != mesh->texturergbscale[i]) + else { - if (unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - } - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i])); -CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } -// if (texture[i]) -// topunit = i; } -// if (unit != topunit) -// { -// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit)); -//CHECKGLERROR -// } + } + } + else + { + qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + if (gl_state.texture[0]) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { - if (texture[0] != mesh->textures[0]) - { - if (texture[0] == 0) - { - 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) - { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - } + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } - if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2) + if (gl_mesh_drawmode.integer > 0) { - blendfunc1 = mesh->blendfunc1; - blendfunc2 = mesh->blendfunc2; - glBlendFunc(blendfunc1, blendfunc2); -CHECKGLERROR - if (blendfunc2 == GL_ZERO) + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR + if (gl_state.texture[0]) { - if (blendfunc1 == GL_ONE) - { - if (blend) - { - blend = 0; - glDisable(GL_BLEND); -CHECKGLERROR - } - } - else - { - if (!blend) - { - blend = 1; - glEnable(GL_BLEND); -CHECKGLERROR - } - } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } else { - if (!blend) - { - blend = 1; - glEnable(GL_BLEND); -CHECKGLERROR - } + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } - if (depthtest != mesh->depthtest) + } +} + +int usedarrays; +void GL_Backend_ResetState(void) +{ + int i; + gl_state.unit = 0; + gl_state.clientunit = 0; + + for (i = 0;i < backendunits;i++) + { + gl_state.texture[i] = 0; + gl_state.texturergbscale[i] = 1; + } + + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglCullFace(GL_FRONT);CHECKGLERROR + + gl_state.depthdisable = false; + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + + gl_state.blendfunc1 = GL_ONE; + gl_state.blendfunc2 = GL_ZERO; + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + + gl_state.depthmask = GL_TRUE; + qglDepthMask(gl_state.depthmask);CHECKGLERROR + + usedarrays = false; + if (gl_mesh_drawmode.integer > 0) + { + usedarrays = true; + qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (gl_mesh_floatcolors.integer) { - depthtest = mesh->depthtest; - if (depthtest) - glEnable(GL_DEPTH_TEST); - else - glDisable(GL_DEPTH_TEST); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR } - if (depthmask != mesh->depthmask) + else { - depthmask = mesh->depthmask; - glDepthMask((GLboolean) depthmask); -CHECKGLERROR + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR } + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + } + + GL_SetupTextureState(); +} + +// called at beginning of frame +void R_Mesh_Start(float farclip) +{ + BACKENDACTIVECHECK + + CHECKGLERROR + + r_mesh_farclip = farclip; + viewdist = DotProduct(r_origin, vpn); + vpnbit0 = vpn[0] < 0; + vpnbit1 = vpn[1] < 0; + vpnbit2 = vpn[2] < 0; + + c_meshs = 0; + c_meshtris = 0; + + GL_Backend_CheckCvars(); + if (mesh_maxtris != gl_mesh_maxtriangles.integer) + GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer); + + GL_SetupFrame(); + + GL_Backend_ResetState(); +} - firsttriangle = mesh->firsttriangle; - triangles = mesh->triangles; - firstvert = mesh->firstvert; - lastvert = mesh->lastvert; - mesh = &buf_mesh[++k]; +int gl_backend_rebindtextures; - if (meshmerge) +void GL_ConvertColorsFloatToByte(int numverts) +{ + int i, k, total; + // LordHavoc: to avoid problems with aliasing (treating memory as two + // different types - exactly what this is doing), these must be volatile + // (or a union) + volatile int *icolor; + volatile float *fcolor; + qbyte *bcolor; + + total = numverts * 4; + + // shift float to have 8bit fraction at base of number + fcolor = varray_color; + for (i = 0;i < total;) + { + fcolor[i ] += 32768.0f; + fcolor[i + 1] += 32768.0f; + fcolor[i + 2] += 32768.0f; + fcolor[i + 3] += 32768.0f; + i += 4; + } + + // then read as integer and kill float bits... + icolor = (int *)varray_color; + bcolor = varray_bcolor; + for (i = 0;i < total;) + { + k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; + k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k; + k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k; + k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k; + i += 4; + } +} + +void GL_TransformVertices(int numverts) +{ + int i; + float m[12], tempv[4], *v; + m[0] = backendmatrix.m[0][0]; + m[1] = backendmatrix.m[0][1]; + m[2] = backendmatrix.m[0][2]; + m[3] = backendmatrix.m[0][3]; + m[4] = backendmatrix.m[1][0]; + m[5] = backendmatrix.m[1][1]; + m[6] = backendmatrix.m[1][2]; + m[7] = backendmatrix.m[1][3]; + m[8] = backendmatrix.m[2][0]; + m[9] = backendmatrix.m[2][1]; + m[10] = backendmatrix.m[2][2]; + m[11] = backendmatrix.m[2][3]; + for (i = 0, v = varray_vertex;i < numverts;i++, v += 4) + { + VectorCopy(v, tempv); + v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; + v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; + v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; + } +} + +void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) +{ + unsigned int i, j, in; + qbyte *c; + float *v; + GL_LockArray(firstvert, endvert - firstvert); + if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/) + { + // GL 1.2 or GL 1.1 with extension + qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index); + CHECKGLERROR + } + else if (gl_mesh_drawmode.integer >= 2) + { + // GL 1.1 + qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); + CHECKGLERROR + } + else if (gl_mesh_drawmode.integer >= 1) + { + // GL 1.1 + // feed it manually using glArrayElement + qglBegin(GL_TRIANGLES); + for (i = 0;i < indexcount;i++) + qglArrayElement(index[i]); + qglEnd(); + CHECKGLERROR + } + else + { + // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver + // feed it manually + qglBegin(GL_TRIANGLES); + if (gl_state.texture[1]) // if the mesh uses multiple textures + { + // the minigl doesn't have this (because it does not have ARB_multitexture) + for (i = 0;i < indexcount;i++) + { + in = index[i]; + c = varray_bcolor + in * 4; + qglColor4ub(c[0], c[1], c[2], c[3]); + for (j = 0;j < backendunits;j++) + { + if (gl_state.texture[j]) + { + v = varray_texcoord[j] + in * 2; + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]); + } + } + v = varray_vertex + in * 4; + qglVertex3f(v[0], v[1], v[2]); + } + } + else { - #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]) + for (i = 0;i < indexcount;i++) { - triangles += mesh->triangles; - if (firstvert > mesh->firstvert) - firstvert = mesh->firstvert; - if (lastvert < mesh->lastvert) - lastvert = mesh->lastvert; - mesh = &buf_mesh[++k]; + in = index[i]; + c = varray_bcolor + in * 4; + qglColor4ub(c[0], c[1], c[2], c[3]); + if (gl_state.texture[0]) + { + v = varray_texcoord[j] + in * 2; + qglTexCoord2f(v[0], v[1]); + } + v = varray_vertex + in * 4; + qglVertex3f(v[0], v[1], v[2]); } } + qglEnd(); + CHECKGLERROR + } + GL_UnlockArray(); +} -#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]); -#else - glDrawRangeElements(GL_TRIANGLES, firstvert, lastvert + 1, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]); -#endif -CHECKGLERROR +// enlarges geometry buffers if they are too small +void _R_Mesh_ResizeCheck(int numverts, int numtriangles) +{ + if (numtriangles > mesh_maxtris || numverts > mesh_maxverts) + { + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100); + GL_Backend_ResetState(); } +} - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; +// renders the mesh +void R_Mesh_Draw(int numverts, int numtriangles) +{ + BACKENDACTIVECHECK - GL_UnlockArray(); -CHECKGLERROR + c_meshs++; + c_meshtris += numtriangles; + + CHECKGLERROR + + // drawmode 0 always uses byte colors + if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) + GL_ConvertColorsFloatToByte(numverts); + GL_TransformVertices(numverts); + if (!r_render.integer) + return; + GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element); +} + +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) +{ + int i; + BACKENDACTIVECHECK if (backendunits > 1) { for (i = backendunits - 1;i >= 0;i--) { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + qglTexEnvi(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 + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR } if (i > 0) { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } else { - glEnable(GL_TEXTURE_2D); -CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } - glBindTexture(GL_TEXTURE_2D, 0); -CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + if (usedarrays) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + qglDisableClientState(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 + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + if (usedarrays) + { + qglDisableClientState(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 -} - -void R_Mesh_AddTransparent(void) -{ - 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--) + if (usedarrays) { - 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++; + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR } - if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts) - R_Mesh_Render(); + qglDisable(GL_BLEND);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(GL_TRUE);CHECKGLERROR + qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR +} - // 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) - memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t)); - else - memcpy(&buf_fcolor[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)); +void R_Mesh_ClearDepth(void) +{ + BACKENDACTIVECHECK - 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; + R_Mesh_Finish(); + qglClear(GL_DEPTH_BUFFER_BIT); + R_Mesh_Start(r_mesh_farclip); } -void R_Mesh_Draw(const rmeshinfo_t *m) +// sets up the requested state +void R_Mesh_State(const rmeshstate_t *m) { - // these are static because gcc runs out of virtual registers otherwise - static int i, j, *index, overbright; - static float c, *in, scaler, cr, cg, cb, ca; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_bcolor_t *bcolor; - static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; - static buf_transtri_t *tri; - static byte br, bg, bb, ba; - - if (m->index == NULL - || !m->numtriangles - || m->vertex == NULL - || !m->numverts) - return; - // ignore meaningless alpha meshs - if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) + int i, overbright; + int texturergbscale[MAX_TEXTUREUNITS]; + float scaler; + + BACKENDACTIVECHECK + + if (gl_backend_rebindtextures) { - 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; + gl_backend_rebindtextures = false; + GL_SetupTextureState(); } - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); + backendmatrix = m->matrix; // this copies the struct + overbright = false; scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) + if (m->blendfunc1 == GL_DST_COLOR) { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer + // check if it is a 2x modulate with framebuffer + if (m->blendfunc2 == GL_SRC_COLOR) scaler *= 0.5f; } - else + else if (m->blendfunc2 != GL_SRC_COLOR) { if (m->tex[0]) { - overbright = gl_combine.integer; + overbright = m->wantoverbright && gl_combine.integer; if (overbright) scaler *= 0.25f; } - if (lighthalf) - scaler *= 0.5f; + scaler *= overbrightscale; } + mesh_colorscale = scaler; - if (m->transparent) + if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) + qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) { - if (!transranout) + if (gl_state.blendfunc1 == GL_ONE) + { + if (gl_state.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } } - return; - } - - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - 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++]; - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = false; - mesh->depthtest = !m->depthdisable; - 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; - - // transparent meshs are broken up into individual triangles which can - // be sorted by depth - index = m->index; - for (i = 0;i < m->numtriangles;i++) + else { - tri = &buf_transtri[currenttranstriangle++]; - tri->mesh = mesh; - tri->index[0] = *index++ + currenttransvertex; - tri->index[1] = *index++ + currenttransvertex; - tri->index[2] = *index++ + currenttransvertex; + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } } - - currenttransvertex += m->numverts; } - else + if (gl_state.depthdisable != m->depthdisable) { - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw: mesh too big for buffers\n"); - return; - } - - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - bcolor = &buf_bcolor[currentvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_texcoord[i][currentvertex]; - - mesh = &buf_mesh[currentmesh++]; - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->firsttriangle = currenttriangle; - mesh->triangles = m->numtriangles; - 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; - - // opaque meshs are rendered directly - index = (int *)&buf_tri[currenttriangle]; - for (i = 0;i < m->numtriangles * 3;i++) - index[i] = m->index[i] + currentvertex; - mesh->firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - mesh->lastvert = currentvertex - 1; + gl_state.depthdisable = m->depthdisable; + if (gl_state.depthdisable) + qglDisable(GL_DEPTH_TEST); + else + qglEnable(GL_DEPTH_TEST); } - - // vertex array code is shared for transparent and opaque meshs - - c_meshtris += m->numtriangles; - - if (m->vertexstep != sizeof(buf_vertex_t)) + if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) { - for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep) - { - vert[i].v[0] = in[0]; - vert[i].v[1] = in[1]; - vert[i].v[2] = in[2]; - // push out farclip based on vertices encountered - c = DotProduct(vert[i].v, vpn); - if (meshfarclip < c) - meshfarclip = c; - } + qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR } - else + + for (i = 0;i < backendunits;i++) { - memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); - // push out farclip based on vertices encountered - for (i = 0;i < m->numverts;i++) - { - c = DotProduct(vert[i].v, vpn); - if (meshfarclip < c) - meshfarclip = c; - } + if (m->texrgbscale[i]) + texturergbscale[i] = m->texrgbscale[i]; + else + texturergbscale[i] = 1; } + if (overbright) + for (i = backendunits - 1;i >= 0;i--) + if (m->tex[i]) + texturergbscale[i] = 4; - if (floatcolors) + if (backendunits > 1) { - if (m->color) + for (i = 0;i < backendunits;i++) { - for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) + if (gl_state.texture[i] != m->tex[i]) { - 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]; + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + if (gl_state.texture[i] == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR + if (gl_state.texture[i] == 0) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } - } - else - { - cr = m->cr * scaler; - cg = m->cg * scaler; - cb = m->cb * scaler; - ca = m->ca; - for (i = 0;i < m->numverts;i++) + if (gl_state.texturergbscale[i] != texturergbscale[i]) { - fcolor[i].c[0] = cr; - fcolor[i].c[1] = cg; - fcolor[i].c[2] = cb; - fcolor[i].c[3] = ca; + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR } } } else { - if (m->color) + if (gl_state.texture[0] != m->tex[0]) { - for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) + if (gl_state.texture[0] == 0) { - // 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; + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - } - else - { - c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j; - c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j; - c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j; - c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j; - for (i = 0;i < m->numverts;i++) + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR + if (gl_state.texture[0] == 0) { - bcolor[i].c[0] = br; - bcolor[i].c[1] = bg; - bcolor[i].c[2] = bb; - bcolor[i].c[3] = ba; + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } +} + +/* +============================================================================== + + SCREEN SHOTS + +============================================================================== +*/ + +qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +{ + qboolean ret; + int i; + qbyte *buffer; + + if (!r_render.integer) + return false; + + buffer = Mem_Alloc(tempmempool, width*height*3); + qglReadPixels (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; + + ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) + Mem_Free(buffer); + return ret; +} + +//============================================================================= + +void R_ClearScreen(void) +{ + if (r_render.integer) { - if (j >= backendunits) - Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); - if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) + // clear to black + qglClearColor(0,0,0,0);CHECKGLERROR + // clear the screen + qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR + // set dithering mode + if (gl_dither.integer) { - for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j]) - { - texcoord[j][i].t[0] = in[0]; - texcoord[j][i].t[1] = in[1]; - } + qglEnable(GL_DITHER);CHECKGLERROR } else - memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); + { + qglDisable(GL_DITHER);CHECKGLERROR + } } - #if 0 - for (;j < backendunits;j++) - memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t)); - #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); -} +/* +================== +SCR_UpdateScreen -// LordHavoc: this thing is evil, but necessary because decals account for so much overhead -void R_Mesh_DrawDecal(const rmeshinfo_t *m) +This is called every frame, and can also be called explicitly to flush +text to the screen. +================== +*/ +void SCR_UpdateScreen (void) { - // these are static because gcc runs out of virtual registers otherwise - static int i, j, *index, overbright; - static float c, *in, scaler, cr, cg, cb, ca; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_bcolor_t *bcolor; - static buf_texcoord_t *texcoord; - static buf_transtri_t *tri; - static byte br, bg, bb, ba; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); + VID_Finish (); - scaler = 1; - if (m->tex[0]) - { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - if (lighthalf) - scaler *= 0.5f; + R_TimeReport("finish"); - if (m->transparent) - { - if (currenttransmesh >= max_meshs || (currenttranstriangle + 2) > max_meshs || (currenttransvertex + 4) > max_verts) - { - if (!transranout) - { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; - } - return; - } + if (r_textureunits.integer > gl_textureunits) + Cvar_SetValueQuick(&r_textureunits, gl_textureunits); + if (r_textureunits.integer < 1) + Cvar_SetValueQuick(&r_textureunits, 1); - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - bcolor = &buf_transbcolor[currenttransvertex]; - texcoord = &buf_transtexcoord[0][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->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; - } + if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) + Cvar_SetValueQuick(&gl_combine, 0); - // 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; - - currenttransvertex += 4; - } - else - { - if (2 > max_meshs || 4 > max_verts) - { - Con_Printf("R_Mesh_Draw: mesh too big for buffers\n"); - return; - } + // lighting scale + overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); - if (currentmesh >= max_meshs || (currenttriangle + 2) > max_batch || (currentvertex + 4) > max_verts) - R_Mesh_Render(); - - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - bcolor = &buf_bcolor[currentvertex]; - texcoord = &buf_texcoord[0][currentvertex]; - - 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->textures[i] = 0; - mesh->texturergbscale[i] = 1; - } + // lightmaps only + lightscalebit = v_overbrightbits.integer; + if (gl_combine.integer && r_textureunits.integer > 1) + lightscalebit += 2; + lightscale = 1.0f / (float) (1 << lightscalebit); - // 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->firstvert = currentvertex; - currenttriangle += 2; - currentvertex += 4; - mesh->lastvert = currentvertex - 1; - } + R_TimeReport("setup"); - // vertex array code is shared for transparent and opaque meshs + R_ClearScreen(); - c_meshtris += 2; + R_TimeReport("clear"); - // buf_vertex_t must match the size of the decal vertex array (or vice versa) - memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t)); - // push out farclip based on vertices encountered - c = DotProduct(vert[0].v, vpn);if (meshfarclip < c) meshfarclip = c; - c = DotProduct(vert[1].v, vpn);if (meshfarclip < c) meshfarclip = c; - c = DotProduct(vert[2].v, vpn);if (meshfarclip < c) meshfarclip = c; - c = DotProduct(vert[3].v, vpn);if (meshfarclip < c) meshfarclip = c; + if (scr_conlines < vid.conheight && cls.signon == SIGNONS) + R_RenderView(); - if (floatcolors) - { - 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; - } - else - { - c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j; - c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j; - c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j; - c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j; - bcolor[0].c[0] = br; - bcolor[0].c[1] = bg; - bcolor[0].c[2] = bb; - bcolor[0].c[3] = ba; - bcolor[1].c[0] = br; - bcolor[1].c[1] = bg; - bcolor[1].c[2] = bb; - bcolor[1].c[3] = ba; - bcolor[2].c[0] = br; - bcolor[2].c[1] = bg; - bcolor[2].c[2] = bb; - bcolor[2].c[3] = ba; - bcolor[3].c[0] = br; - bcolor[3].c[1] = bg; - bcolor[3].c[2] = bb; - bcolor[3].c[3] = ba; - } + // 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) + qglFlush(); } +