X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=35a0e01fa12b4b12f6c71de92f66df596af3543e;hp=c686bd5361c498733452f831eb481708b87120f7;hb=a26b4a77c05fcb30bab5e089c228e931ef76fa65;hpb=9dc5208ff6b6b5969b5b86113363cbbc3b42850f diff --git a/gl_backend.c b/gl_backend.c index c686bd53..35a0e01f 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,25 +1,26 @@ #include "quakedef.h" -#include "image.h" -#include "jpeg.h" #include "cl_collision.h" -cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; -cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"}; -cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"}; -cvar_t gl_paranoid = {0, "gl_paranoid", "0"}; -cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"}; -cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"}; -cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"}; -cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"}; -cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"}; -cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"}; - -cvar_t r_render = {0, "r_render", "1"}; -cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"}; -cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"}; -cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; +cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; +cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; +cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; + +cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; +cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; +cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; +cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; +cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; +cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"}; +cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"}; + +cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; +qboolean v_flipped_state = false; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -65,6 +66,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; +#endif +#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT + case GL_INVALID_FRAMEBUFFER_OPERATION_EXT: + Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber); + break; #endif default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); @@ -73,18 +79,15 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #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_viewmatrix; +static r_viewport_t backend_viewport; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; -static matrix4x4_t backend_glmodelviewmatrix; -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: @@ -140,26 +143,35 @@ for (y = 0;y < rows - 1;y++) } */ -int polygonelements[768]; +unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short quadelements[QUADELEMENTS_MAXQUADS*6]; -static void R_Mesh_CacheArray_Startup(void); -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); } +void GL_VBOStats_f(void) +{ + GL_Mesh_ListVBOs(true); +} + +typedef struct gl_bufferobjectinfo_s +{ + int target; + int object; + size_t size; + char name[MAX_QPATH]; +} +gl_bufferobjectinfo_t; + +memexpandablearray_t gl_bufferobjectinfoarray; + static void gl_backend_start(void) { - Con_Print("OpenGL Backend starting...\n"); CHECKGLERROR if (qglDrawRangeElements != NULL) @@ -169,29 +181,31 @@ static void gl_backend_start(void) CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR - Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS); backendimageunits = backendunits; backendarrayunits = backendunits; 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); + Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); + backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS); + backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS); } - else if (backendunits > 1) - Con_Printf("multitexture detected: texture units = %i\n", backendunits); else - Con_Printf("singletexture\n"); + Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits); GL_Backend_AllocArrays(); - Con_Printf("OpenGL backend started.\n"); + Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); + + Con_DPrintf("OpenGL backend started.\n"); CHECKGLERROR @@ -205,7 +219,9 @@ static void gl_backend_shutdown(void) backendarrayunits = 0; backendactive = false; - Con_Print("OpenGL Backend shutting down\n"); + Con_DPrint("OpenGL Backend shutting down\n"); + + Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray); GL_Backend_FreeArrays(); } @@ -214,11 +230,6 @@ static void gl_backend_newmap(void) { } -cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"}; -cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"}; -cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"}; -cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"}; - void gl_backend_init(void) { int i; @@ -229,180 +240,372 @@ void gl_backend_init(void) polygonelements[i * 3 + 1] = i + 1; polygonelements[i * 3 + 2] = i + 2; } + // elements for rendering a series of quads as triangles + for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) + { + quadelements[i * 6 + 0] = i * 4; + quadelements[i * 6 + 1] = i * 4 + 1; + quadelements[i * 6 + 2] = i * 4 + 2; + quadelements[i * 6 + 3] = i * 4; + quadelements[i * 6 + 4] = i * 4 + 2; + quadelements[i * 6 + 5] = i * 4 + 3; + } Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&r_renderview); Cvar_RegisterVariable(&r_waterwarp); - Cvar_RegisterVariable(&r_stereo_separation); - Cvar_RegisterVariable(&r_stereo_sidebyside); - Cvar_RegisterVariable(&r_stereo_redblue); - Cvar_RegisterVariable(&r_stereo_redcyan); - Cvar_RegisterVariable(&r_stereo_redgreen); Cvar_RegisterVariable(&gl_polyblend); + Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); + Cvar_RegisterVariable(&gl_vbo); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); -#ifdef NORENDER - Cvar_SetValue("r_render", 0); -#endif Cvar_RegisterVariable(&gl_mesh_drawrangeelements); Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); + Cvar_RegisterVariable(&gl_mesh_prefer_short_elements); - Cvar_RegisterVariable(&scr_zoomwindow); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); - Cvar_RegisterVariable(&scr_zoomwindow_fov); + Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } -void GL_SetupView_Orientation_Identity (void) +void GL_SetMirrorState(qboolean state); + +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) +{ + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&v->viewmatrix, in, temp); + Matrix4x4_Transform4 (&v->projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f; + out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f; + out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f; +} + +static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist) +{ + double q[4]; + double d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; + + // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php + + VectorSet(normal, normalx, normaly, normalz); + Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane); + VectorScale(normal, dist, v3); + Matrix4x4_Transform(&v->viewmatrix, v3, v4); + // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique + clipPlane[3] = -DotProduct(v4, clipPlane); + +#if 0 +{ + // testing code for comparing results + float clipPlane2[4]; + VectorCopy4(clipPlane, clipPlane2); + R_Mesh_Matrix(&identitymatrix); + VectorSet(q, normal[0], normal[1], normal[2], -dist); + qglClipPlane(GL_CLIP_PLANE0, q); + qglGetClipPlane(GL_CLIP_PLANE0, q); + VectorCopy4(q, clipPlane); +} +#endif + + // Calculate the clip-space corner point opposite the clipping plane + // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and + // transform it into camera space by multiplying it + // by the inverse of the projection matrix + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5]; + q[2] = -1.0f; + q[3] = (1.0f + v->m[10]) / v->m[14]; + + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); + + // Replace the third row of the projection matrix + v->m[2] = clipPlane[0] * d; + v->m[6] = clipPlane[1] * d; + v->m[10] = clipPlane[2] * d + 1.0f; + v->m[14] = clipPlane[3] * d; +} + +void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane) { - Matrix4x4_CreateIdentity(&backend_viewmatrix); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_ORTHO; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + v->m[0] = 2/(right - left); + v->m[5] = 2/(top - bottom); + v->m[10] = -2/(zFar - zNear); + v->m[12] = - (right + left)/(right - left); + v->m[13] = - (top + bottom)/(top - bottom); + v->m[14] = - (zFar + zNear)/(zFar - zNear); + v->m[15] = 1; + + Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix); + Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + +#if 0 + { + vec4_t test1; + vec4_t test2; + Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f); + R_Viewport_TransformToScreen(v, test1, test2); + Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]); + } +#endif } -void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) +void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane) { matrix4x4_t tempmatrix, basematrix; - Matrix4x4_Invert_Simple(&tempmatrix, matrix); + memset(v, 0, sizeof(*v)); + + if(v_flipped.integer) + frustumx = -frustumx; + + v->type = R_VIEWPORTTYPE_PERSPECTIVE; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + v->m[0] = 1.0 / frustumx; + v->m[5] = 1.0 / frustumy; + v->m[10] = -(farclip + nearclip) / (farclip - nearclip); + v->m[11] = -1; + v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); - Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); - //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); } -void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) +void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane) { - double xmax, ymax; - double m[16]; + matrix4x4_t tempmatrix, basematrix; + const double nudge = 1.0 - 1.0 / (1<<23); + memset(v, 0, sizeof(*v)); + + if(v_flipped.integer) + frustumx = -frustumx; + + v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + v->m[ 0] = 1.0 / frustumx; + v->m[ 5] = 1.0 / frustumy; + v->m[10] = -nudge; + v->m[11] = -1; + v->m[14] = -2 * nearclip * nudge; + + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - if (!r_render.integer) - return; + Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m); - // set up viewpoint - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0); - ymax = zNear * tan(fovy * M_PI / 360.0); - // set view pyramid - qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m); - 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]; - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); } -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +float cubeviewmatrix[6][16] = +{ + // standard cubemap projections + { // +X + 0, 0,-1, 0, + 0,-1, 0, 0, + -1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0,-1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0,-1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + -1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; +float rectviewmatrix[6][16] = +{ + // sign-preserving cubemap projections + { // +X + 0, 0,-1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; + +void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane) { - double nudge, m[16]; + matrix4x4_t tempmatrix, basematrix; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->width = size; + v->height = size; + v->depth = 1; + v->m[0] = v->m[5] = 1.0f; + v->m[10] = -(farclip + nearclip) / (farclip - nearclip); + v->m[11] = -1; + v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); +} - if (!r_render.integer) - return; +void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + if (border > size - 2) + border = size - 2; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->x = (side & 1) * size; + v->y = (side >> 1) * size; + v->width = size; + v->height = size; + v->depth = 1; + v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size; + v->m[10] = -(farclip + nearclip) / (farclip - nearclip); + v->m[11] = -1; + v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m); + + if (nearplane) + R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); +} - // 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] = -nudge; - m[11] = -1; - m[12] = 0; - m[13] = 0; - m[14] = -2 * zNear * nudge; - m[15] = 0; - 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) -{ - double m[16]; - - if (!r_render.integer) - return; +void R_SetViewport(const r_viewport_t *v) +{ + float glmatrix[16]; + backend_viewport = *v; + + CHECKGLERROR + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR - // set up viewpoint + // Load the projection matrix into OpenGL qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar); - qglGetDoublev(GL_PROJECTION_MATRIX, m); - 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]; + qglLoadMatrixd(backend_viewport.m);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); + + // FIXME: v_flipped_state is evil, this probably breaks somewhere + GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP)); + + // directly force an update of the modelview matrix + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix); + Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix); + qglLoadMatrixf(glmatrix);CHECKGLERROR +} + +void R_GetViewport(r_viewport_t *v) +{ + *v = backend_viewport; } typedef struct gltextureunit_s { - int t1d, t2d, t3d, tcubemap; + const void *pointer_texcoord; + size_t pointer_texcoord_offset; + int pointer_texcoord_buffer; + int t1d, t2d, t3d, tcubemap, trectangle; int arrayenabled; unsigned int arraycomponents; - const float *pointer_texcoord; - float rgbscale, alphascale; + int rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff // texmatrixenabled exists only to avoid unnecessary texmatrix compares @@ -411,14 +614,19 @@ typedef struct gltextureunit_s } gltextureunit_t; -static struct +static struct gl_state_s { + int cullface; + int cullfaceenable; int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; + float depthrange[2]; + float polygonoffset[2]; + int alphatest; int scissortest; unsigned int unit; unsigned int clientunit; @@ -426,18 +634,47 @@ static struct float color4f[4]; int lockrange_first; int lockrange_count; - const float *pointer_vertex; - const float *pointer_color; + int vertexbufferobject; + int elementbufferobject; + qboolean pointer_color_enabled; + const void *pointer_vertex; + const void *pointer_color; + size_t pointer_vertex_offset; + size_t pointer_color_offset; + int pointer_vertex_buffer; + int pointer_color_buffer; } gl_state; +static void GL_BindVBO(int bufferobject) +{ + if (gl_state.vertexbufferobject != bufferobject) + { + gl_state.vertexbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } +} + +static void GL_BindEBO(int bufferobject) +{ + if (gl_state.elementbufferobject != bufferobject) + { + gl_state.elementbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } +} + void GL_SetupTextureState(void) { 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; @@ -448,12 +685,14 @@ void GL_SetupTextureState(void) unit->arrayenabled = false; unit->arraycomponents = 0; unit->pointer_texcoord = NULL; + unit->pointer_texcoord_buffer = 0; + unit->pointer_texcoord_offset = 0; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; unit->texmatrixenabled = false; - unit->matrix = r_identitymatrix; + unit->matrix = identitymatrix; } for (i = 0;i < backendimageunits;i++) @@ -469,11 +708,16 @@ void GL_SetupTextureState(void) { qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } + if (gl_texturerectangle) + { + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + } } for (i = 0;i < backendarrayunits;i++) { GL_ClientActiveTexture(i); + GL_BindVBO(0); qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } @@ -491,9 +735,13 @@ void GL_SetupTextureState(void) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - qglMatrixMode(GL_TEXTURE); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); + if (gl_texturerectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR @@ -518,6 +766,7 @@ void GL_SetupTextureState(void) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } + CHECKGLERROR } CHECKGLERROR } @@ -526,6 +775,7 @@ void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); gl_state.depthtest = true; + gl_state.alphatest = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; @@ -534,18 +784,36 @@ void GL_Backend_ResetState(void) gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.pointer_vertex = NULL; - gl_state.pointer_color = NULL; + gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces + gl_state.cullfaceenable = true; + gl_state.polygonoffset[0] = 0; + gl_state.polygonoffset[1] = 0; CHECKGLERROR qglColorMask(1, 1, 1, 1); - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (gl_support_arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } + + if (gl_support_ext_framebuffer_object) + { + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR @@ -566,6 +834,7 @@ void GL_ActiveTexture(unsigned int num) gl_state.unit = num; if (qglActiveTexture) { + CHECKGLERROR qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); CHECKGLERROR } @@ -579,6 +848,7 @@ void GL_ClientActiveTexture(unsigned int num) gl_state.clientunit = num; if (qglActiveTexture) { + CHECKGLERROR qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); CHECKGLERROR } @@ -589,8 +859,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - if (r_showtrispass) - return; + CHECKGLERROR qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR if (gl_state.blendfunc2 == GL_ZERO) { @@ -626,8 +895,7 @@ void GL_DepthMask(int state) { if (gl_state.depthmask != state) { - if (r_showtrispass) - return; + CHECKGLERROR qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } @@ -636,9 +904,8 @@ void GL_DepthTest(int state) { if (gl_state.depthtest != state) { - if (r_showtrispass) - return; gl_state.depthtest = state; + CHECKGLERROR if (gl_state.depthtest) { qglEnable(GL_DEPTH_TEST);CHECKGLERROR @@ -650,24 +917,106 @@ void GL_DepthTest(int state) } } +void GL_DepthRange(float nearfrac, float farfrac) +{ + if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) + { + gl_state.depthrange[0] = nearfrac; + gl_state.depthrange[1] = farfrac; + qglDepthRange(nearfrac, farfrac); + } +} + +void GL_PolygonOffset(float planeoffset, float depthoffset) +{ + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) + { + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + qglPolygonOffset(planeoffset, depthoffset); + } +} + +void GL_SetMirrorState(qboolean state) +{ + if(!state != !v_flipped_state) + { + // change cull face mode! + if(gl_state.cullface == GL_BACK) + qglCullFace((gl_state.cullface = GL_FRONT)); + else if(gl_state.cullface == GL_FRONT) + qglCullFace((gl_state.cullface = GL_BACK)); + } + v_flipped_state = state; +} + +void GL_CullFace(int state) +{ + CHECKGLERROR + + if(v_flipped_state) + { + if(state == GL_FRONT) + state = GL_BACK; + else if(state == GL_BACK) + state = GL_FRONT; + } + + if (state != GL_NONE) + { + if (!gl_state.cullfaceenable) + { + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR + } + if (gl_state.cullface != state) + { + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR + } + } + else + { + if (gl_state.cullfaceenable) + { + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR + } + } +} + +void GL_AlphaTest(int state) +{ + if (gl_state.alphatest != state) + { + gl_state.alphatest = state; + CHECKGLERROR + if (gl_state.alphatest) + { + qglEnable(GL_ALPHA_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + } + } +} + void GL_ColorMask(int r, int g, int b, int a) { int state = r*8 + g*4 + b*2 + a*1; if (gl_state.colormask != state) { - if (r_showtrispass) - return; gl_state.colormask = state; + CHECKGLERROR qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } } void GL_Color(float cr, float cg, float cb, float ca) { - if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { - if (r_showtrispass) - return; gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; @@ -678,18 +1027,13 @@ void GL_Color(float cr, float cg, float cb, float ca) } } -void GL_ShowTrisColor(float cr, float cg, float cb, float ca) -{ - if (!r_showtrispass) - return; - r_showtrispass = false; - GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca); - r_showtrispass = true; -} - - void GL_LockArrays(int first, int count) { + if (count < gl_lockarrays_minimumvertices.integer) + { + first = 0; + count = 0; + } if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) { if (gl_state.lockrange_count) @@ -699,7 +1043,7 @@ void GL_LockArrays(int first, int count) qglUnlockArraysEXT(); CHECKGLERROR } - if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) + if (count && gl_supportslockarrays && gl_lockarrays.integer) { gl_state.lockrange_first = first; gl_state.lockrange_count = count; @@ -713,7 +1057,7 @@ void GL_LockArrays(int first, int count) void GL_Scissor (int x, int y, int width, int height) { CHECKGLERROR - qglScissor(x, vid.realheight - (y + height),width,height); + qglScissor(x, y,width,height); CHECKGLERROR } @@ -732,125 +1076,97 @@ void GL_ScissorTest(int state) void GL_Clear(int mask) { - if (r_showtrispass) - return; + CHECKGLERROR qglClear(mask);CHECKGLERROR } -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_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f; - out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f; - out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f; -} - // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK CHECKGLERROR + if (gl_printcheckerror.integer && !gl_paranoid.integer) + { + Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); + Cvar_SetValueQuick(&gl_paranoid, 1); + } GL_Backend_ResetState(); } -unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { - GLint vertexshadercompiled, fragmentshadercompiled, programlinked; - GLuint vertexshaderobject, fragmentshaderobject, programobject = 0; - char compilelog[4096]; - CHECKGLERROR + int shaderobject; + int shadercompiled; + char compilelog[MAX_INPUTLINE]; + shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR + if (!shaderobject) + return false; + qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR + qglCompileShaderARB(shaderobject);CHECKGLERROR + qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR + qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR + if (compilelog[0] && developer.integer > 0) + { + int i, j, pretextlines = 0; + for (i = 0;i < numstrings - 1;i++) + for (j = 0;strings[i][j];j++) + if (strings[i][j] == '\n') + pretextlines++; + Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); + } + if (!shadercompiled) + { + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return false; + } + qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return true; +} - programobject = qglCreateProgramObjectARB(); +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint programlinked; + GLuint programobject = 0; + char linklog[MAX_INPUTLINE]; CHECKGLERROR + + programobject = qglCreateProgramObjectARB();CHECKGLERROR if (!programobject) return 0; - if (vertexstrings_count) - { - CHECKGLERROR - vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); - if (!vertexshaderobject) - { - qglDeleteObjectARB(programobject); - CHECKGLERROR - return 0; - } - qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL); - qglCompileShaderARB(vertexshaderobject); - CHECKGLERROR - qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled); - qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog); - if (compilelog[0]) - Con_Printf("vertex shader compile log:\n%s\n", compilelog); - if (!vertexshadercompiled) - { - qglDeleteObjectARB(programobject); - qglDeleteObjectARB(vertexshaderobject); - CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, vertexshaderobject); - qglDeleteObjectARB(vertexshaderobject); - CHECKGLERROR - } + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) + goto cleanup; - if (fragmentstrings_count) - { - CHECKGLERROR - fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); - if (!fragmentshaderobject) - { - qglDeleteObjectARB(programobject); - CHECKGLERROR - return 0; - } - qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL); - qglCompileShaderARB(fragmentshaderobject); - CHECKGLERROR - qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled); - qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog); - if (compilelog[0]) - Con_Printf("fragment shader compile log:\n%s\n", compilelog); - if (!fragmentshadercompiled) - { - qglDeleteObjectARB(programobject); - qglDeleteObjectARB(fragmentshaderobject); - CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, fragmentshaderobject); - qglDeleteObjectARB(fragmentshaderobject); - CHECKGLERROR - } +#ifdef GL_GEOMETRY_SHADER_ARB + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) + goto cleanup; +#endif - qglLinkProgramARB(programobject); - CHECKGLERROR - qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked); - qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog); - if (compilelog[0]) + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + goto cleanup; + + qglLinkProgramARB(programobject);CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR + qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + if (linklog[0]) { - Con_Printf("program link log:\n%s\n", compilelog); + Con_DPrintf("program link log:\n%s\n", linklog); // software vertex shader is ok but software fragment shader is WAY // too slow, fail program if so. // NOTE: this string might be ATI specific, but that's ok because the // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a // software fragment shader due to low instruction and dependent // texture limits. - if (strstr(compilelog, "fragment shader will run in software")) + if (strstr(linklog, "fragment shader will run in software")) programlinked = false; } - CHECKGLERROR if (!programlinked) - { - qglDeleteObjectARB(programobject); - return 0; - } - CHECKGLERROR + goto cleanup; return programobject; +cleanup: + qglDeleteObjectARB(programobject);CHECKGLERROR + return 0; } void GL_Backend_FreeProgram(unsigned int prog) @@ -876,36 +1192,66 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) // renders triangles using vertices from the active arrays int paranoidblah = 0; -void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s) { unsigned int numelements = numtriangles * 3; if (numvertices < 3 || numtriangles < 1) { - Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); + if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100) + Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s); return; } - //CHECKGLERROR - if (r_showtrispass) + if (!gl_mesh_prefer_short_elements.integer) { - R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); - return; + if (element3i) + element3s = NULL; + if (bufferobject3i) + bufferobject3s = 0; + } + if (element3i) + element3i += firsttriangle * 3; + if (element3s) + element3s += firsttriangle * 3; + switch (gl_vbo.integer) + { + default: + case 0: + case 2: + bufferobject3i = bufferobject3s = 0; + break; + case 1: + break; + case 3: + if (firsttriangle) + bufferobject3i = bufferobject3s = 0; + break; } - c_meshs++; - c_meshelements += numelements; + CHECKGLERROR + r_refdef.stats.meshes++; + r_refdef.stats.meshes_elements += numelements; if (gl_paranoid.integer) { unsigned int i, j, size; const int *p; + // note: there's no validation done here on buffer objects because it + // is somewhat difficult to get at the data, and gl_paranoid can be + // used without buffer objects if the need arises + // (the data could be gotten using glMapBuffer but it would be very + // slow due to uncachable video memory reads) if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); - for (j = 0, size = numvertices * 3, p = gl_state.pointer_vertex + firstvertex * 3;j < size;j++, p++) - paranoidblah += *p; - if (gl_state.pointer_color) + CHECKGLERROR + if (gl_state.pointer_vertex) + for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) + paranoidblah += *p; + if (gl_state.pointer_color_enabled) { if (!qglIsEnabled(GL_COLOR_ARRAY)) Con_Print("R_Mesh_Draw: color array set but not enabled\n"); - for (j = 0, size = numvertices * 4, p = gl_state.pointer_color + firstvertex * 4;j < size;j++, p++) - paranoidblah += *p; + CHECKGLERROR + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) + paranoidblah += *p; } for (i = 0;i < backendarrayunits;i++) { @@ -914,54 +1260,71 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * GL_ClientActiveTexture(i); if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); - for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents;j < size;j++, p++) - paranoidblah += *p; + CHECKGLERROR + if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled) + for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) + paranoidblah += *p; } } - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + if (element3i) { - if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); + return; + } + } + } + if (element3s) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); - return; + if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices); + return; + } } } CHECKGLERROR } - if (r_render.integer) + if (r_render.integer || r_refdef.draw2dstage) { CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { - unsigned int i, j; + unsigned int i, j, element; const GLfloat *p; qglBegin(GL_TRIANGLES); for (i = 0;i < (unsigned int) numtriangles * 3;i++) { + element = element3i ? element3i[i] : element3s[i]; for (j = 0;j < backendarrayunits;j++) { - if (gl_state.units[j].pointer_texcoord) + if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled) { if (backendarrayunits > 1) { if (gl_state.units[j].arraycomponents == 4) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); } else if (gl_state.units[j].arraycomponents == 3) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); } else if (gl_state.units[j].arraycomponents == 2) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); } else { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); } } @@ -969,33 +1332,33 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { if (gl_state.units[j].arraycomponents == 4) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; qglTexCoord4f(p[0], p[1], p[2], p[3]); } else if (gl_state.units[j].arraycomponents == 3) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; qglTexCoord3f(p[0], p[1], p[2]); } else if (gl_state.units[j].arraycomponents == 2) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; qglTexCoord2f(p[0], p[1]); } else { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; qglTexCoord1f(p[0]); } } } } - if (gl_state.pointer_color) + if (gl_state.pointer_color && gl_state.pointer_color_enabled) { - p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; + p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4; qglColor4f(p[0], p[1], p[2], p[3]); } - p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; + p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3; qglVertex3f(p[0], p[1], p[2]); } qglEnd(); @@ -1005,22 +1368,74 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { int i; qglBegin(GL_TRIANGLES); - for (i = 0;i < numtriangles * 3;i++) + if (element3i) + { + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3i[i]); + } + else if (element3s) { - qglArrayElement(elements[i]); + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3s[i]); } qglEnd(); CHECKGLERROR } - else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (bufferobject3s) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); - CHECKGLERROR + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } } - else + else if (bufferobject3i) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); - CHECKGLERROR + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } + } + else if (element3s) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + } + else if (element3i) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } } } } @@ -1047,6 +1462,10 @@ void R_Mesh_Finish(void) { qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } + if (gl_texturerectangle) + { + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + } } for (i = 0;i < backendarrayunits;i++) { @@ -1066,6 +1485,10 @@ void R_Mesh_Finish(void) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } + if (gl_texturerectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (gl_combine.integer) { @@ -1082,67 +1505,155 @@ void R_Mesh_Finish(void) qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } -void R_Mesh_Matrix(const matrix4x4_t *matrix) +int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) { - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) + gl_bufferobjectinfo_t *info; + GLuint bufferobject; + + if (!gl_vbo.integer) + return 0; + + qglGenBuffersARB(1, &bufferobject); + switch(target) { + case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break; + case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break; + default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0; + } + qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); + + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray); + memset(info, 0, sizeof(*info)); + info->target = target; + info->object = bufferobject; + info->size = size; + strlcpy(info->name, name, sizeof(info->name)); + + return (int)bufferobject; +} + +void R_Mesh_DestroyBufferObject(int bufferobject) +{ + int i, endindex; + gl_bufferobjectinfo_t *info; + + qglDeleteBuffersARB(1, (GLuint *)&bufferobject); + + endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + for (i = 0;i < endindex;i++) + { + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + if (!info) + continue; + if (info->object == bufferobject) + { + Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info); + break; + } + } +} + +void GL_Mesh_ListVBOs(qboolean printeach) +{ + int i, endindex; + size_t ebocount = 0, ebomemory = 0; + size_t vbocount = 0, vbomemory = 0; + gl_bufferobjectinfo_t *info; + endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + for (i = 0;i < endindex;i++) + { + info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + if (!info) + continue; + switch(info->target) + { + case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break; + } + } + Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); +} + +void R_Mesh_Matrix(const matrix4x4_t *matrix) +{ + if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) + { + float glmatrix[16]; backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); - qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix); + Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix); + CHECKGLERROR + qglLoadMatrixf(glmatrix);CHECKGLERROR } } -void R_Mesh_VertexPointer(const float *vertex3f) +void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) { - if (gl_state.pointer_vertex != vertex3f) + if (!gl_vbo.integer) + bufferobject = 0; + if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset) { gl_state.pointer_vertex = vertex3f; + gl_state.pointer_vertex_buffer = bufferobject; + gl_state.pointer_vertex_offset = bufferoffset; CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); - CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR } } -void R_Mesh_ColorPointer(const float *color4f) +void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) { - if (gl_state.pointer_color != color4f) + // note: this can not rely on bufferobject to decide whether a color array + // is supplied, because surfmesh_t shares one vbo for all arrays, which + // means that a valid vbo may be supplied even if there is no color array. + if (color4f) { - CHECKGLERROR - if (!gl_state.pointer_color) + if (!gl_vbo.integer) + bufferobject = 0; + // caller wants color array enabled + if (!gl_state.pointer_color_enabled) { - qglEnableClientState(GL_COLOR_ARRAY); + gl_state.pointer_color_enabled = true; CHECKGLERROR + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } - else if (!color4f) + if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset) { - qglDisableClientState(GL_COLOR_ARRAY); + gl_state.pointer_color = color4f; + gl_state.pointer_color_buffer = bufferobject; + gl_state.pointer_color_offset = bufferoffset; CHECKGLERROR - // when color array is on the glColor gets trashed, set it again - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + GL_BindVBO(bufferobject); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR + } + } + else + { + // caller wants color array disabled + if (gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = false; CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + // when color array is on the glColor gets trashed, set it again + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR } - gl_state.pointer_color = color4f; - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); - CHECKGLERROR } } -void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) { gltextureunit_t *unit = gl_state.units + unitnum; // update array settings + CHECKGLERROR + // note: there is no need to check bufferobject here because all cases + // that involve a valid bufferobject also supply a texcoord array if (texcoord) { - // texcoord array - if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) - { - unit->pointer_texcoord = texcoord; - unit->arraycomponents = numcomponents; - GL_ClientActiveTexture(unitnum); - qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord); - CHECKGLERROR - } + if (!gl_vbo.integer) + bufferobject = 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) { @@ -1150,6 +1661,17 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co GL_ClientActiveTexture(unitnum); qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents) + { + unit->pointer_texcoord = texcoord; + unit->pointer_texcoord_buffer = bufferobject; + unit->pointer_texcoord_offset = bufferoffset; + unit->arraycomponents = numcomponents; + GL_ClientActiveTexture(unitnum); + GL_BindVBO(bufferobject); + qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR + } } else { @@ -1163,10 +1685,10 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co } } -void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendunits) + if (unitnum >= backendimageunits) return; // update 1d texture binding if (unit->t1d != tex1d) @@ -1177,17 +1699,20 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in if (tex1d) { if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D); + { + qglEnable(GL_TEXTURE_1D);CHECKGLERROR + } } else { if (unit->t1d) - qglDisable(GL_TEXTURE_1D); + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } } } unit->t1d = tex1d; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d != tex2d) @@ -1198,17 +1723,20 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in if (tex2d) { if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D); + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + } } else { if (unit->t2d) - qglDisable(GL_TEXTURE_2D); + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } } } unit->t2d = tex2d; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d != tex3d) @@ -1219,17 +1747,20 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in if (tex3d) { if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D); + { + qglEnable(GL_TEXTURE_3D);CHECKGLERROR + } } else { if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } } } unit->t3d = tex3d; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap != texcubemap) @@ -1240,240 +1771,484 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in if (texcubemap) { if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + { + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } } else { if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } } } unit->tcubemap = texcubemap; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle != texrectangle) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (texrectangle) + { + if (unit->trectangle == 0) + { + qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + else + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + } + unit->trectangle = texrectangle; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendunits) + if (unitnum >= backendimageunits) 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);CHECKGLERROR + } + } + else + { + if (unit->t1d) + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + } } unit->t1d = texnum; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d) { GL_ActiveTexture(unitnum); - if (unit->t2d) - qglDisable(GL_TEXTURE_2D); + if (unitnum < backendunits) + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d) { GL_ActiveTexture(unitnum); - if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + if (unitnum < backendunits) + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding 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);CHECKGLERROR + } + } unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + unit->trectangle = 0; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } void R_Mesh_TexBind(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendunits) + if (unitnum >= backendimageunits) 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);CHECKGLERROR + } + } unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding 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);CHECKGLERROR + } + } + else + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } } unit->t2d = texnum; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d) { GL_ActiveTexture(unitnum); - if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + if (unitnum < backendunits) + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding 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);CHECKGLERROR + } + } unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + unit->trectangle = 0; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendunits) + if (unitnum >= backendimageunits) 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);CHECKGLERROR + } + } unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d) { GL_ActiveTexture(unitnum); - if (unit->t2d) - qglDisable(GL_TEXTURE_2D); + if (unitnum < backendunits) + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding 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);CHECKGLERROR + } + } + else + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } } unit->t3d = texnum; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding 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);CHECKGLERROR + } + } unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + unit->trectangle = 0; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendunits) + if (unitnum >= backendimageunits) 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);CHECKGLERROR + } + } unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d) { GL_ActiveTexture(unitnum); - if (unit->t2d) - qglDisable(GL_TEXTURE_2D); + if (unitnum < backendunits) + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d) { GL_ActiveTexture(unitnum); - if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + if (unitnum < backendunits) + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); - if (texnum) + if (unitnum < backendunits) { - if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + if (texnum) + { + if (unit->tcubemap == 0) + { + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + else + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } } - else + unit->tcubemap = texnum; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + unit->trectangle = 0; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR + } +} + +void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t1d) + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } } - unit->tcubemap = texnum; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (texnum) + { + if (unit->trectangle == 0) + { + qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + else + { + if (unit->trectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + } + } + } + unit->trectangle = texnum; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } +static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; + void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; @@ -1482,14 +2257,15 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) // texmatrix specified, check if it is different if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) { - matrix4x4_t tempmatrix; + double glmatrix[16]; unit->texmatrixenabled = true; unit->matrix = *matrix; - Matrix4x4_Transpose(&tempmatrix, &unit->matrix); - qglMatrixMode(GL_TEXTURE); + CHECKGLERROR + Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); GL_ActiveTexture(unitnum); - qglLoadMatrixf(&tempmatrix.m[0][0]); - qglMatrixMode(GL_MODELVIEW); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadMatrixd(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } else @@ -1498,10 +2274,12 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) if (unit->texmatrixenabled) { unit->texmatrixenabled = false; - qglMatrixMode(GL_TEXTURE); + unit->matrix = identitymatrix; + CHECKGLERROR GL_ActiveTexture(unitnum); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } } @@ -1509,6 +2287,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) { gltextureunit_t *unit = gl_state.units + unitnum; + CHECKGLERROR if (gl_combine.integer) { // GL_ARB_texture_env_combine @@ -1557,627 +2336,170 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i } } -void R_Mesh_State(const rmeshstate_t *m) +void R_Mesh_TextureState(const rmeshstate_t *m) { unsigned int i; BACKENDACTIVECHECK - R_Mesh_VertexPointer(m->pointer_vertex); - - if (r_showtrispass) - return; - - R_Mesh_ColorPointer(m->pointer_color); - + CHECKGLERROR if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; GL_SetupTextureState(); + CHECKGLERROR } for (i = 0;i < backendimageunits;i++) - R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); + R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]); for (i = 0;i < backendarrayunits;i++) { if (m->pointer_texcoord3f[i]) - R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); + R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); + R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); } for (i = 0;i < backendunits;i++) { R_Mesh_TexMatrix(i, &m->texmatrix[i]); R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); } -} - -void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) -{ - qglBegin(GL_LINES); - for (;numtriangles;numtriangles--, elements += 3) - { - qglArrayElement(elements[0]);qglArrayElement(elements[1]); - qglArrayElement(elements[1]);qglArrayElement(elements[2]); - qglArrayElement(elements[2]);qglArrayElement(elements[0]); - } - qglEnd(); CHECKGLERROR } -/* -============================================================================== - - SCREEN SHOTS - -============================================================================== -*/ - -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) +void R_Mesh_ResetTextureState(void) { - int indices[3] = {0,1,2}; - qboolean ret; + unsigned int unitnum; - if (!r_render.integer) - return false; + BACKENDACTIVECHECK - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1); CHECKGLERROR - - if (scr_screenshot_gamma.value != 1) + if (gl_backend_rebindtextures) { - int i; - double igamma = 1.0 / scr_screenshot_gamma.value; - unsigned char ramp[256]; - for (i = 0;i < 256;i++) - ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0); - for (i = 0;i < width*height*3;i++) - buffer1[i] = ramp[buffer1[i]]; + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + CHECKGLERROR } - Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices); - - if (jpeg) - ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2); - else - ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3); - - return ret; -} - -//============================================================================= - -void R_ClearScreen(void) -{ - if (r_render.integer) + for (unitnum = 0;unitnum < backendimageunits;unitnum++) { - // 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 - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0)); - // set dithering mode - if (gl_dither.integer) - { - qglEnable(GL_DITHER);CHECKGLERROR - } - else + gltextureunit_t *unit = gl_state.units + unitnum; + // update 1d texture binding + if (unit->t1d) { - qglDisable(GL_DITHER);CHECKGLERROR + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } - } -} - -/* -==================== -CalcFov -==================== -*/ -float CalcFov (float fov_x, float width, float height) -{ - // calculate vision size and alter by aspect, then convert back to angle - return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI; -} - -int r_stereo_side; - -void SCR_DrawScreen (void) -{ - for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++) - { - R_Mesh_Start(); - - R_TimeReport("setup"); - - if (r_showtrispass) + // update 2d texture binding + if (unit->t2d) { - rmeshstate_t m; - r_showtrispass = 0; - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthTest(GL_FALSE); - GL_DepthMask(GL_FALSE); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - GL_ShowTrisColor(0.2,0.2,0.2,1); - r_showtrispass = 1; + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - - if (cls.signon == SIGNONS) + // update 3d texture binding + if (unit->t3d) { - float size; - - size = scr_viewsize.value * (1.0 / 100.0); - size = min(size, 1); - - if (r_stereo_sidebyside.integer) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - 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; - if (r_stereo_side) - r_refdef.x += r_refdef.width * 1.5; + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - else + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - 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; + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - - // LordHavoc: viewzoom (zoom in for sniper rifles, etc) - r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x; - r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; - - R_RenderView(); - - if (scr_zoomwindow.integer) + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + // update rectangle texture binding + if (unit->trectangle) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - 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.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; - - R_RenderView(); + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR } + unit->trectangle = 0; + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } - - if (!r_stereo_sidebyside.integer) + } + for (unitnum = 0;unitnum < backendarrayunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + // texture array unit is disabled, disable the array + if (unit->arrayenabled) { - r_refdef.width = vid.realwidth; - r_refdef.height = vid.realheight; - r_refdef.x = 0; - r_refdef.y = 0; + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - - // draw 2D stuff - R_DrawQueue(); - - R_Mesh_Finish(); - - R_TimeReport("meshfinish"); } - r_showtrispass = 0; -} - -void SCR_UpdateLoadingScreen (void) -{ - float x, y; - cachepic_t *pic; - rmeshstate_t m; - // don't do anything if not initialized yet - 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); - //qglDisable(GL_SCISSOR_TEST); - //qglDepthMask(1); - qglColorMask(1,1,1,1); - //qglClearColor(0,0,0,0); - //qglClear(GL_COLOR_BUFFER_BIT); - //qglCullFace(GL_FRONT); - //qglDisable(GL_CULL_FACE); - //R_ClearScreen(); - R_Textures_Frame(); - GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100); - R_Mesh_Start(); - R_Mesh_Matrix(&r_identitymatrix); - // draw the loading plaque - pic = Draw_CachePic("gfx/loading.lmp"); - x = (vid_conwidth.integer - pic->width)/2; - y = (vid_conheight.integer - pic->height)/2; - GL_Color(1,1,1,1); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthTest(false); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.tex[0] = R_GetTexture(pic->tex); - R_Mesh_State(&m); - varray_vertex3f[0] = varray_vertex3f[9] = x; - varray_vertex3f[1] = varray_vertex3f[4] = y; - varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width; - varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height; - varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0; - varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0; - varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1; - varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1; - GL_LockArrays(0, 4); - R_Mesh_Draw(0, 4, 2, polygonelements); - GL_LockArrays(0, 0); - R_Mesh_Finish(); - // refresh - VID_Finish(); -} - -/* -================== -SCR_UpdateScreen - -This is called every frame, and can also be called explicitly to flush -text to the screen. -================== -*/ -void SCR_UpdateScreen (void) -{ - if (vid_hidden) - return; - - if (r_textureunits.integer > gl_textureunits) - Cvar_SetValueQuick(&r_textureunits, gl_textureunits); - if (r_textureunits.integer < 1) - Cvar_SetValueQuick(&r_textureunits, 1); - - if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) - Cvar_SetValueQuick(&gl_combine, 0); - - CHECKGLERROR - qglViewport(0, 0, vid.realwidth, vid.realheight); - qglDisable(GL_SCISSOR_TEST); - qglDepthMask(1); - qglColorMask(1,1,1,1); - qglClearColor(0,0,0,0); - qglClear(GL_COLOR_BUFFER_BIT); - CHECKGLERROR - - R_TimeReport("clear"); - - if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) + for (unitnum = 0;unitnum < backendunits;unitnum++) { - matrix4x4_t originalmatrix = r_refdef.viewentitymatrix; - r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1]; - r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1]; - r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1]; - - if (r_stereo_sidebyside.integer) - r_stereo_side = 0; - - if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) + gltextureunit_t *unit = gl_state.units + unitnum; + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) { - r_refdef.colormask[0] = 1; - r_refdef.colormask[1] = 0; - r_refdef.colormask[2] = 0; + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } - - SCR_DrawScreen(); - - r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1]; - r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1]; - r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1]; - - if (r_stereo_sidebyside.integer) - r_stereo_side = 1; - - if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) + if (gl_combine.integer) { - r_refdef.colormask[0] = 0; - r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer; - r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer; + // GL_ARB_texture_env_combine + if (unit->combinergb != GL_MODULATE) + { + unit->combinergb = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != GL_MODULATE) + { + unit->combinealpha = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != 1) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR + } + if (unit->alphascale != 1) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR + } } - - SCR_DrawScreen(); - - r_refdef.viewentitymatrix = originalmatrix; - } - else - { - r_showtrispass = false; - SCR_DrawScreen(); - - if (r_showtris.value > 0) + else { - rmeshstate_t m; - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthTest(GL_FALSE); - GL_DepthMask(GL_FALSE); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - r_showtrispass = true; - GL_ShowTrisColor(0.2,0.2,0.2,1); - SCR_DrawScreen(); - r_showtrispass = false; + // normal GL texenv + if (unit->combinergb != GL_MODULATE) + { + unit->combinergb = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + } } } - - VID_Finish(); - R_TimeReport("finish"); -} - - -//=========================================================================== -// dynamic vertex array buffer subsystem -//=========================================================================== - -// FIXME: someday this should be dynamically allocated and resized? -float varray_vertex3f[65536*3]; -float varray_svector3f[65536*3]; -float varray_tvector3f[65536*3]; -float varray_normal3f[65536*3]; -float varray_color4f[65536*4]; -float varray_texcoord2f[4][65536*2]; -float varray_texcoord3f[4][65536*3]; -int earray_element3i[65536]; -float varray_vertex3f2[65536*3]; - -//=========================================================================== -// vertex array caching subsystem -//=========================================================================== - -typedef struct rcachearraylink_s -{ - struct rcachearraylink_s *next, *prev; - struct rcachearrayitem_s *data; -} -rcachearraylink_t; - -typedef struct rcachearrayitem_s -{ - // the original request structure - rcachearrayrequest_t request; - // active - int active; - // offset into r_mesh_rcachedata - int offset; - // for linking this into the sequential list - rcachearraylink_t sequentiallink; - // for linking this into the lookup list - rcachearraylink_t hashlink; -} -rcachearrayitem_t; - -#define RCACHEARRAY_HASHSIZE 65536 -#define RCACHEARRAY_ITEMS 4096 -#define RCACHEARRAY_DEFAULTSIZE (4 << 20) - -// all active items are linked into this chain in sorted order -static rcachearraylink_t r_mesh_rcachesequentialchain; -// all inactive items are linked into this chain in unknown order -static rcachearraylink_t r_mesh_rcachefreechain; -// all active items are also linked into these chains (using their hashlink) -static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; - -// all items are stored here, whether active or inactive -static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; - -// size of data buffer -static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; -// data buffer -static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; - -// current state -static int r_mesh_rcachedata_offset; -static rcachearraylink_t *r_mesh_rcachesequentialchain_current; - -static void R_Mesh_CacheArray_Startup(void) -{ - int i; - rcachearraylink_t *l; - // prepare all the linked lists - l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; - l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; - memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); - for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) - { - l = &r_mesh_rcachechain[i]; - l->next = l->prev = l; - l->data = NULL; - } - memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); - for (i = 0;i < RCACHEARRAY_ITEMS;i++) - { - r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; - l = &r_mesh_rcacheitems[i].sequentiallink; - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - } - // clear other state - r_mesh_rcachedata_offset = 0; - r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; } - -static void R_Mesh_CacheArray_Shutdown(void) -{ -} - -/* -static void R_Mesh_CacheArray_ValidateState(int num) -{ - rcachearraylink_t *l, *lhead; - lhead = &r_mesh_rcachesequentialchain; - if (r_mesh_rcachesequentialchain_current == lhead) - return; - for (l = lhead->next;l != lhead;l = l->next) - if (r_mesh_rcachesequentialchain_current == l) - return; - Sys_Error("%i", num); -} -*/ - -int R_Mesh_CacheArray(rcachearrayrequest_t *r) -{ - rcachearraylink_t *l, *lhead, *lnext; - rcachearrayitem_t *d; - int hashindex, offset, offsetend; - - //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; - - // is it already cached? - for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) - { - if (!memcmp(&l->data->request, r, sizeof(l->data->request))) - { - // we have it cached already - r->data = r_mesh_rcachedata + l->data->offset; - return false; - } - } - - // we need to add a new cache item, this means finding a place for the new - // data and making sure we have a free item available, lots of work... - - // check if buffer needs to wrap - if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) - { - /* - if (r->data_size * 10 > r_mesh_rcachedata_size) - { - // realloc whole cache - } - */ - // reset back to start - r_mesh_rcachedata_offset = 0; - r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; - } - offset = r_mesh_rcachedata_offset; - r_mesh_rcachedata_offset += r->data_size; - offsetend = r_mesh_rcachedata_offset; - //R_Mesh_CacheArray_ValidateState(4); - - /* - { - int n; - for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); - Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); - } - */ - - // make room for the new data (remove old items) - lhead = &r_mesh_rcachesequentialchain; - l = r_mesh_rcachesequentialchain_current; - if (l == lhead) - l = l->next; - while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) - { - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(8); - lnext = l->next; - // if at the end of the chain, wrap around - if (lnext == lhead) - lnext = lnext->next; - //r_mesh_rcachesequentialchain_current = lnext; - //R_Mesh_CacheArray_ValidateState(10); - - // unlink from sequential chain - l->next->prev = l->prev; - l->prev->next = l->next; - //R_Mesh_CacheArray_ValidateState(11); - // link into free chain - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - //R_Mesh_CacheArray_ValidateState(12); - - l = &l->data->hashlink; - // unlink from hash chain - l->next->prev = l->prev; - l->prev->next = l->next; - - l = lnext; - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(9); - } - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(5); - // gobble an extra item if we have no free items available - if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) - { - lnext = l->next; - - // unlink from sequential chain - l->next->prev = l->prev; - l->prev->next = l->next; - // link into free chain - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - - l = &l->data->hashlink; - // unlink from hash chain - l->next->prev = l->prev; - l->prev->next = l->next; - - l = lnext; - } - r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(6); - - // now take an item from the free chain - l = r_mesh_rcachefreechain.next; - // set it up - d = l->data; - d->request = *r; - d->offset = offset; - // unlink - l->next->prev = l->prev; - l->prev->next = l->next; - // relink to sequential - l->next = r_mesh_rcachesequentialchain_current->prev; - l->prev = l->next->prev; - while (l->next->data && l->data && l->next->data->offset <= d->offset) - { - //Con_Print(">\n"); - l->next = l->next->next; - l->prev = l->prev->next; - } - while (l->prev->data && l->data && l->prev->data->offset >= d->offset) - { - //Con_Print("<\n"); - l->prev = l->prev->prev; - l->next = l->next->prev; - } - l->next->prev = l->prev->next = l; - // also link into hash chain - l = &l->data->hashlink; - l->next = &r_mesh_rcachechain[hashindex]; - l->prev = l->next->prev; - l->prev->next = l; - l->next->prev = l->prev->next = l; - - - //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; - - //R_Mesh_CacheArray_ValidateState(7); - // and finally set the data pointer - r->data = r_mesh_rcachedata + d->offset; - // and tell the caller to fill the array - return true; -} -