X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=3d3567373bec8e0a663524ee940d3a5da9e96345;hp=160881413e71506bc8b9d555c492ba643eb2e08a;hb=96409c902b1b9f037427afc141c0de1bc5fdc4a0;hpb=d88ce08f9848343ae8a8302286b8307c3ec5c4aa diff --git a/gl_backend.c b/gl_backend.c index 16088141..3d356737 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,11 +1,23 @@ #include "quakedef.h" +#include "image.h" +#include "jpeg.h" +#include "cl_collision.h" -cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; 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"}; @@ -50,7 +62,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) break; #endif #ifdef GL_TABLE_TOO_LARGE - case GL_TABLE_TOO_LARGE: + case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif @@ -67,76 +79,97 @@ int c_meshs, c_meshelements; void SCR_ScreenShot_f (void); -// these are externally accessible -int r_lightmapscalebit; -float r_colorscale; -float *varray_vertex; -float *varray_color; -float *varray_texcoord[MAX_TEXTUREUNITS]; -int mesh_maxverts; - static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; static matrix4x4_t backend_glmodelviewmatrix; +static matrix4x4_t backend_projectmatrix; static int backendunits, backendactive; -static qbyte *varray_bcolor; static mempool_t *gl_backend_mempool; -int polygonelements[768]; +/* +note: here's strip order for a terrain row: +0--1--2--3--4 +|\ |\ |\ |\ | +| \| \| \| \| +A--B--C--D--E +clockwise -void GL_Backend_AllocArrays(void) +A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E + +*elements++ = i + row; +*elements++ = i; +*elements++ = i + row + 1; +*elements++ = i; +*elements++ = i + 1; +*elements++ = i + row + 1; + + +for (y = 0;y < rows - 1;y++) { - int i; + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i + columns; + *elements++ = i; + *elements++ = i + columns + 1; + *elements++ = i; + *elements++ = i + 1; + *elements++ = i + columns + 1; + } +} - for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise + +for (y = 0;y < rows - 1;y++) +{ + for (x = 0;x < columns - 1;x++) { - polygonelements[i * 3 + 0] = 0; - polygonelements[i * 3 + 1] = i + 1; - polygonelements[i * 3 + 2] = i + 2; + i = y * rows + x; + *elements++ = i; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + 1; } +} +*/ - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); +int polygonelements[768]; - varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); - varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); - varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); - for (i = 0;i < backendunits;i++) - varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2])); - for (;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = NULL; +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(int resizingbuffers) +void GL_Backend_FreeArrays(void) { - int i; - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - varray_vertex = NULL; - varray_color = NULL; - varray_bcolor = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = NULL; + R_Mesh_CacheArray_Shutdown(); + Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { - Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); + Con_DPrint("OpenGL Backend started\n"); if (qglDrawRangeElements != NULL) { + CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR - Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); - } - if (strstr(gl_renderer, "3Dfx")) - { - Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); - Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); + Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); @@ -151,57 +184,57 @@ static void gl_backend_shutdown(void) backendunits = 0; backendactive = false; - Con_Printf("OpenGL Backend shutting down\n"); - - GL_Backend_FreeArrays(false); -} - -void GL_Backend_CheckCvars(void) -{ - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxverts.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); - if (gl_mesh_maxverts.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxverts, 21760); -} + Con_DPrint("OpenGL Backend shutting down\n"); -void GL_Backend_ResizeArrays(int numtriangles) -{ - Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles); - GL_Backend_CheckCvars(); - mesh_maxverts = gl_mesh_maxverts.integer; - GL_Backend_FreeArrays(true); - GL_Backend_AllocArrays(); + GL_Backend_FreeArrays(); } 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; + + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; + } + Cvar_RegisterVariable(&r_render); + 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(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_paranoid); + Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif - Cvar_RegisterVariable(&gl_mesh_maxverts); - Cvar_RegisterVariable(&gl_mesh_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawrangeelements); - GL_Backend_CheckCvars(); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); -} + Cvar_RegisterVariable(&gl_mesh_testarrayelement); + Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); -void GL_SetupView_ViewPort (int x, int y, int width, int height) -{ - if (!r_render.integer) - return; + Cvar_RegisterVariable(&scr_zoomwindow); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); + Cvar_RegisterVariable(&scr_zoomwindow_fov); - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(x, vid.realheight - (y + height), width, height); - CHECKGLERROR + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } void GL_SetupView_Orientation_Identity (void) @@ -210,544 +243,951 @@ void GL_SetupView_Orientation_Identity (void) memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) +void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) { - Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); - 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]); + matrix4x4_t tempmatrix, basematrix; + Matrix4x4_Invert_Simple(&tempmatrix, matrix); + 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)); } -void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar) +void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) { double xmax, ymax; + double m[16]; if (!r_render.integer) return; // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR + qglLoadIdentity();CHECKGLERROR // pyramid slopes xmax = zNear * tan(fovx * M_PI / 360.0); ymax = zNear * tan(fovy * M_PI / 360.0); // 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(); +} + +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +{ + double nudge, m[16]; + + if (!r_render.integer) + return; + + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + // set view pyramid + nudge = 1.0 - 1.0 / (1<<23); + m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); + m[ 1] = 0; + m[ 2] = 0; + m[ 3] = 0; + m[ 4] = 0; + m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 6] = 0; + m[ 7] = 0; + m[ 8] = 0; + m[ 9] = 0; + m[10] = -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; // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();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]; qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); } +typedef struct gltextureunit_s +{ + int t1d, t2d, t3d, tcubemap; + int arrayenabled; + int arrayis3d; + const void *pointer_texcoord; + float rgbscale, alphascale; + int combinergb, combinealpha; + // FIXME: add more combine stuff + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; + matrix4x4_t matrix; +} +gltextureunit_t; + static struct { int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; - int depthdisable; + int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) + int depthtest; + int scissortest; int unit; int clientunit; - int texture[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; - int colorarray; + gltextureunit_t units[MAX_TEXTUREUNITS]; + float color4f[4]; + int lockrange_first; + int lockrange_count; + const void *pointer_vertex; + const void *pointer_color; } gl_state; void GL_SetupTextureState(void) { int i; - if (backendunits > 1) - { - for (i = 0;i < backendunits;i++) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - if (gl_state.texture[i]) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR - if (gl_state.texture[i]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - } - else + gltextureunit_t *unit; + CHECKGLERROR + gl_state.unit = -1; + gl_state.clientunit = -1; + for (i = 0;i < backendunits;i++) { - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_state.texture[0]) + GL_ActiveTexture(i); + GL_ClientActiveTexture(i); + unit = gl_state.units + i; + unit->t1d = 0; + unit->t2d = 0; + unit->t3d = 0; + unit->tcubemap = 0; + unit->arrayenabled = false; + unit->arrayis3d = false; + unit->pointer_texcoord = NULL; + unit->rgbscale = 1; + unit->alphascale = 1; + unit->combinergb = GL_MODULATE; + unit->combinealpha = GL_MODULATE; + unit->texmatrixenabled = false; + unit->matrix = r_identitymatrix; + qglMatrixMode(GL_TEXTURE); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); + + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - else + if (gl_texturecubemap) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR - if (gl_state.texture[0]) + if (gl_combine.integer) { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } else { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } } + CHECKGLERROR } void GL_Backend_ResetState(void) { - int i; - gl_state.unit = 0; - gl_state.clientunit = 0; + memset(&gl_state, 0, sizeof(gl_state)); + gl_state.depthtest = true; + gl_state.blendfunc1 = GL_ONE; + gl_state.blendfunc2 = GL_ZERO; + gl_state.blend = false; + gl_state.depthmask = GL_TRUE; + gl_state.colormask = 15; + 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; - for (i = 0;i < backendunits;i++) - { - gl_state.texture[i] = 0; - gl_state.texturergbscale[i] = 1; - } + CHECKGLERROR + qglColorMask(1, 1, 1, 1); qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR - - gl_state.depthdisable = false; qglEnable(GL_DEPTH_TEST);CHECKGLERROR - - gl_state.blendfunc1 = GL_ONE; - gl_state.blendfunc2 = GL_ZERO; qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - - gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR - - gl_state.depthmask = GL_TRUE; qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) - { - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR - } - else - { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR - } - // LordHavoc: default to color array off - gl_state.colorarray = false; + + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + + GL_Color(0, 0, 0, 0); GL_Color(1, 1, 1, 1); GL_SetupTextureState(); } -void GL_UseColorArray(void) +void GL_ActiveTexture(int num) { - if (!gl_state.colorarray) + if (gl_state.unit != num) { - gl_state.colorarray = true; - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + gl_state.unit = num; + if (qglActiveTexture) + { + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } } } -void GL_Color(float cr, float cg, float cb, float ca) +void GL_ClientActiveTexture(int num) { - if (gl_state.colorarray) + if (gl_state.clientunit != num) { - gl_state.colorarray = false; - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + gl_state.clientunit = num; + if (qglActiveTexture) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } } - qglColor4f(cr, cg, cb, ca); -} - -// called at beginning of frame -void R_Mesh_Start(void) -{ - BACKENDACTIVECHECK - - CHECKGLERROR - - GL_Backend_CheckCvars(); - if (mesh_maxverts != gl_mesh_maxverts.integer) - GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); - - GL_Backend_ResetState(); } -int gl_backend_rebindtextures; - -void GL_ConvertColorsFloatToByte(int numverts) +void GL_BlendFunc(int blendfunc1, int blendfunc2) { - int i, k, total; - // LordHavoc: to avoid problems with aliasing (treating memory as two - // different types - exactly what this is doing), these must be volatile - // (or a union) - volatile int *icolor; - volatile float *fcolor; - qbyte *bcolor; - - total = numverts * 4; - - // shift float to have 8bit fraction at base of number - fcolor = varray_color; - for (i = 0;i < total;) + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - fcolor[i ] += 32768.0f; - fcolor[i + 1] += 32768.0f; - fcolor[i + 2] += 32768.0f; - fcolor[i + 3] += 32768.0f; - i += 4; + if (r_showtrispass) + return; + qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) + { + if (gl_state.blendfunc1 == GL_ONE) + { + if (gl_state.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } } +} - // then read as integer and kill float bits... - icolor = (int *)varray_color; - bcolor = varray_bcolor; - for (i = 0;i < total;) +void GL_DepthMask(int state) +{ + if (gl_state.depthmask != state) { - k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; - k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k; - k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k; - k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k; - i += 4; + if (r_showtrispass) + return; + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } -/* -void GL_TransformVertices(int numverts) +void GL_DepthTest(int state) { - int i; - float m[12], tempv[4], *v; - m[0] = backendmatrix.m[0][0]; - m[1] = backendmatrix.m[0][1]; - m[2] = backendmatrix.m[0][2]; - m[3] = backendmatrix.m[0][3]; - m[4] = backendmatrix.m[1][0]; - m[5] = backendmatrix.m[1][1]; - m[6] = backendmatrix.m[1][2]; - m[7] = backendmatrix.m[1][3]; - m[8] = backendmatrix.m[2][0]; - m[9] = backendmatrix.m[2][1]; - m[10] = backendmatrix.m[2][2]; - m[11] = backendmatrix.m[2][3]; - for (i = 0, v = varray_vertex;i < numverts;i++, v += 4) - { - VectorCopy(v, tempv); - v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; - v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; - v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; + if (gl_state.depthtest != state) + { + if (r_showtrispass) + return; + gl_state.depthtest = state; + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } } } -*/ -void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index) +void GL_ColorMask(int r, int g, int b, int a) { - int arraylocked = false; - c_meshs++; - c_meshelements += indexcount; - if (gl_supportslockarrays && gl_lockarrays.integer) - { - qglLockArraysEXT(firstvert, endvert - firstvert); - CHECKGLERROR - arraylocked = true; - } - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index); - else - qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index); - CHECKGLERROR - if (arraylocked) + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) { - qglUnlockArraysEXT(); - CHECKGLERROR - arraylocked = false; + if (r_showtrispass) + return; + gl_state.colormask = state; + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } } -// enlarges geometry buffers if they are too small -void _R_Mesh_ResizeCheck(int numverts) +void GL_Color(float cr, float cg, float cb, float ca) { - if (numverts > mesh_maxverts) + 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) { - BACKENDACTIVECHECK - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); + if (r_showtrispass) + return; + gl_state.color4f[0] = cr; + gl_state.color4f[1] = cg; + gl_state.color4f[2] = cb; + gl_state.color4f[3] = ca; + CHECKGLERROR + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + CHECKGLERROR } } -// renders the mesh -void R_Mesh_Draw(int numverts, int numtriangles, int *elements) +void GL_ShowTrisColor(float cr, float cg, float cb, float ca) { - BACKENDACTIVECHECK - - CHECKGLERROR - - if (gl_state.colorarray && !gl_mesh_floatcolors.integer) - GL_ConvertColorsFloatToByte(numverts); - //GL_TransformVertices(numverts); - if (!r_render.integer) + if (!r_showtrispass) return; - GL_DrawRangeElements(0, numverts, numtriangles * 3, elements); + r_showtrispass = false; + GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca); + r_showtrispass = true; } -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) -{ - int i; - BACKENDACTIVECHECK - if (backendunits > 1) +void GL_LockArrays(int first, int count) +{ + if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) { - for (i = backendunits - 1;i >= 0;i--) + if (gl_state.lockrange_count) { - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - } - if (i > 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + gl_state.lockrange_count = 0; + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR + } + if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) + { + gl_state.lockrange_first = first; + gl_state.lockrange_count = count; + CHECKGLERROR + qglLockArraysEXT(first, count); + CHECKGLERROR } } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR +} - qglDisable(GL_BLEND);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(GL_TRUE);CHECKGLERROR - qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, vid.realheight - (y + height),width,height); + CHECKGLERROR } -void GL_DepthFunc(int value) +void GL_ScissorTest(int state) { - if (!r_render.integer) + if(gl_state.scissortest == state) return; - qglDepthFunc (value); + CHECKGLERROR + if((gl_state.scissortest = state)) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(GL_SCISSOR_TEST); CHECKGLERROR } -void GL_ClearDepth(void) +void GL_Clear(int mask) { - BACKENDACTIVECHECK - - if (!r_render.integer) + if (r_showtrispass) return; - - qglClear(GL_DEPTH_BUFFER_BIT); - CHECKGLERROR + qglClear(mask);CHECKGLERROR } -void R_Mesh_Matrix(const matrix4x4_t *matrix) +void GL_TransformToScreen(const vec4_t in, vec4_t out) { - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) - { - backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); - qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); - } + 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; } -// sets up the requested state -void R_Mesh_MainState(const rmeshstate_t *m) +// called at beginning of frame +void R_Mesh_Start(void) { BACKENDACTIVECHECK + CHECKGLERROR + GL_Backend_ResetState(); +} - if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) - { - qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) +int gl_backend_rebindtextures; + +void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) +{ + int i; + if (offset) + { + for (i = 0;i < count;i++) + *out++ = *in++ + offset; + } + else + memcpy(out, in, sizeof(*out) * count); +} + +// renders triangles using vertices from the active arrays +int paranoidblah = 0; +void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) +{ + int numelements = numtriangles * 3; + if (numverts == 0 || numtriangles == 0) + { + Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + return; + } + CHECKGLERROR + if (r_showtrispass) + { + R_Mesh_Draw_ShowTris(numverts, numtriangles, elements); + return; + } + c_meshs++; + c_meshelements += numelements; + if (gl_paranoid.integer) + { + int i, j, size; + const int *p; + if (!qglIsEnabled(GL_VERTEX_ARRAY)) + Con_Print("R_Mesh_Draw: vertex array not enabled\n"); + for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++) + paranoidblah += *p; + if (gl_state.pointer_color) { - if (gl_state.blendfunc1 == GL_ONE) + if (!qglIsEnabled(GL_COLOR_ARRAY)) + Con_Print("R_Mesh_Draw: color array set but not enabled\n"); + for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++) + paranoidblah += *p; + } + for (i = 0;i < backendunits;i++) + { + if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled) { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } + if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap)) + Con_Print("R_Mesh_Draw: array enabled but no texture bound\n"); + 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 = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++) + paranoidblah += *p; } - else + } + for (i = 0;i < numtriangles * 3;i++) + { + if (elements[i] < 0 || elements[i] >= numverts) { - if (!gl_state.blend) + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts); + return; + } + } + CHECKGLERROR + } + if (r_render.integer) + { + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) + { + int i, j; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) + { + for (j = 0;j < backendunits;j++) { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + if (gl_state.units[j].pointer_texcoord) + { + if (backendunits > 1) + { + if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + } + } + else + { + if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglTexCoord3f(p[0], p[1], p[2]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglTexCoord2f(p[0], p[1]); + } + } + } + } + if (gl_state.pointer_color) + { + p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; + qglColor4f(p[0], p[1], p[2], p[3]); } + p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; + qglVertex3f(p[0], p[1], p[2]); } + qglEnd(); + CHECKGLERROR } - else + else if (gl_mesh_testarrayelement.integer) { - if (!gl_state.blend) + int i; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + qglArrayElement(elements[i]); } + qglEnd(); + CHECKGLERROR } + else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + CHECKGLERROR } - if (gl_state.depthdisable != m->depthdisable) +} + +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) +{ + int i; + BACKENDACTIVECHECK + CHECKGLERROR + GL_LockArrays(0, 0); + CHECKGLERROR + + for (i = backendunits - 1;i >= 0;i--) { - gl_state.depthdisable = m->depthdisable; - if (gl_state.depthdisable) - qglDisable(GL_DEPTH_TEST); - else - qglEnable(GL_DEPTH_TEST); + if (qglActiveTexture) + qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + if (qglClientActiveTexture) + qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + } } - if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + + qglDisable(GL_BLEND);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(GL_TRUE);CHECKGLERROR + qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR +} + +void R_Mesh_Matrix(const matrix4x4_t *matrix) +{ + if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { - qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + backend_modelmatrix = *matrix; + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); + Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); + qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); } } -void R_Mesh_TextureState(const rmeshstate_t *m) +void R_Mesh_State(const rmeshstate_t *m) { - int i; - int texturergbscale[MAX_TEXTUREUNITS]; + int i, combinergb, combinealpha, scale; + gltextureunit_t *unit; + matrix4x4_t tempmatrix; BACKENDACTIVECHECK - if (gl_backend_rebindtextures) + if (gl_state.pointer_vertex != m->pointer_vertex) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + gl_state.pointer_vertex = m->pointer_vertex; + CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + CHECKGLERROR } - for (i = 0;i < backendunits;i++) + if (r_showtrispass) + return; + + if (gl_state.pointer_color != m->pointer_color) { - if (m->texrgbscale[i]) - texturergbscale[i] = m->texrgbscale[i]; - else - texturergbscale[i] = 1; + CHECKGLERROR + if (!gl_state.pointer_color) + { + qglEnableClientState(GL_COLOR_ARRAY); + CHECKGLERROR + } + else if (!m->pointer_color) + { + 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 = m->pointer_color; + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); + CHECKGLERROR } - if (backendunits > 1) + if (gl_backend_rebindtextures) { - for (i = 0;i < backendunits;i++) + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + } + + for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++) + { + // update 1d texture binding + if (unit->t1d != m->tex1d[i]) { - if (gl_state.texture[i] != m->tex[i]) + if (m->tex1d[i]) { - if (gl_state.unit != i) + if (unit->t1d == 0) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + GL_ActiveTexture(i); + qglEnable(GL_TEXTURE_1D);CHECKGLERROR } - if (gl_state.texture[i] == 0) + unit->t1d = m->tex1d[i]; + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + else + { + if (unit->t1d) { + unit->t1d = 0; + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + } + } + // update 2d texture binding + if (unit->t2d != m->tex[i]) + { + if (m->tex[i]) + { + if (unit->t2d == 0) + { + GL_ActiveTexture(i); qglEnable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR - if (gl_state.texture[i] == 0) + unit->t2d = m->tex[i]; + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + else + { + if (unit->t2d) { + unit->t2d = 0; + GL_ActiveTexture(i); qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } - if (gl_state.texturergbscale[i] != texturergbscale[i]) + } + // update 3d texture binding + if (unit->t3d != m->tex3d[i]) + { + if (m->tex3d[i]) { - if (gl_state.unit != i) + if (unit->t3d == 0) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + GL_ActiveTexture(i); + qglEnable(GL_TEXTURE_3D);CHECKGLERROR + } + unit->t3d = m->tex3d[i]; + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + else + { + if (unit->t3d) + { + unit->t3d = 0; + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR } } - } - else - { - if (gl_state.texture[0] != m->tex[0]) + // update cubemap texture binding + if (unit->tcubemap != m->texcubemap[i]) { - if (gl_state.texture[0] == 0) + if (m->texcubemap[i]) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + if (unit->tcubemap == 0) + { + GL_ActiveTexture(i); + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + unit->tcubemap = m->texcubemap[i]; + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + else + { + if (unit->tcubemap) + { + unit->tcubemap = 0; + GL_ActiveTexture(i); + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + } + // update texture unit settings if the unit is enabled + if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap) + { + // texture unit is enabled, enable the array + if (!unit->arrayenabled) + { + unit->arrayenabled = true; + GL_ClientActiveTexture(i); qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR - if (gl_state.texture[0] == 0) + // update combine settings + if (gl_combine.integer) + { + // GL_ARB_texture_env_combine + combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(i); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE; + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + GL_ActiveTexture(i); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + scale = max(m->texrgbscale[i], 1); + if (unit->rgbscale != scale) + { + GL_ActiveTexture(i); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR + } + scale = max(m->texalphascale[i], 1); + if (unit->alphascale != scale) + { + GL_ActiveTexture(i); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR + } + } + else + { + // normal GL texenv + combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(i); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + } + } + // update array settings + if (m->pointer_texcoord3f[i]) + { + // 3d texcoord array + if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d) + { + unit->pointer_texcoord = m->pointer_texcoord3f[i]; + unit->arrayis3d = true; + GL_ClientActiveTexture(i); + qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord); + CHECKGLERROR + } + } + else + { + // 2d texcoord array + if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d) + { + unit->pointer_texcoord = m->pointer_texcoord[i]; + unit->arrayis3d = false; + GL_ClientActiveTexture(i); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord); + CHECKGLERROR + } + } + // update texmatrix + if (m->texmatrix[i].m[3][3]) + { + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t))) + { + unit->texmatrixenabled = true; + unit->matrix = m->texmatrix[i]; + Matrix4x4_Transpose(&tempmatrix, &unit->matrix); + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(i); + qglLoadMatrixf(&tempmatrix.m[0][0]); + qglMatrixMode(GL_MODELVIEW); + } + } + else + { + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(i); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); + } + } + } + else + { + // texture unit is disabled, disable the array + if (unit->arrayenabled) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + unit->arrayenabled = false; + GL_ClientActiveTexture(i); qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } + // no need to update most settings on a disabled texture unit } } } -void R_Mesh_State(const rmeshstate_t *m) +void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements) { - R_Mesh_MainState(m); - R_Mesh_TextureState(m); + 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 } /* @@ -758,27 +1198,24 @@ void R_Mesh_State(const rmeshstate_t *m) ============================================================================== */ -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +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) { + int indices[3] = {0,1,2}; qboolean ret; - int i; - qbyte *buffer; if (!r_render.integer) return false; - buffer = Mem_Alloc(tempmempool, width*height*3); - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); + qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1); CHECKGLERROR - // LordHavoc: compensate for v_overbrightbits when using hardware gamma - if (v_hwgamma.integer) - for (i = 0;i < width * height * 3;i++) - buffer[i] <<= v_overbrightbits.integer; + Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices); - ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); + if (jpeg) + ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2); + else + ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3); - Mem_Free(buffer); return ret; } @@ -790,8 +1227,16 @@ void R_ClearScreen(void) { // clear to black qglClearColor(0,0,0,0);CHECKGLERROR + qglClearDepth(1);CHECKGLERROR + if (gl_stencil) + { + // LordHavoc: we use a stencil centered around 128 instead of 0, + // to avoid clamping interfering with strange shadow volume + // drawing orders + qglClearStencil(128);CHECKGLERROR + } // clear the screen - qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0)); // set dithering mode if (gl_dither.integer) { @@ -804,6 +1249,155 @@ void R_ClearScreen(void) } } +/* +==================== +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) + { + 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; + } + + if (scr_conlines < vid.conheight && cls.signon == SIGNONS) + { + float size; + + size = scr_viewsize.value * (1.0 / 100.0); + size = min(size, 1); + + if (r_stereo_sidebyside.integer) + { + r_refdef.width = vid.realwidth * size / 2.5; + r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100); + r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5; + r_refdef.y = (vid.realheight - r_refdef.height)/2; + if (r_stereo_side) + r_refdef.x += r_refdef.width * 1.5; + } + else + { + r_refdef.width = vid.realwidth * size; + r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100); + r_refdef.x = (vid.realwidth - r_refdef.width)/2; + r_refdef.y = (vid.realheight - r_refdef.height)/2; + } + + // LordHavoc: viewzoom (zoom in for sniper rifles, etc) + r_refdef.fov_x = scr_fov.value * cl.viewzoom * r_refdef.fovscale_x; + r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; + + R_RenderView(); + + if (scr_zoomwindow.integer) + { + 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(r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; + + R_RenderView(); + } + } + + if (!r_stereo_sidebyside.integer) + { + r_refdef.width = vid.realwidth; + r_refdef.height = vid.realheight; + r_refdef.x = 0; + r_refdef.y = 0; + } + + // 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(4, 2, polygonelements); + GL_LockArrays(0, 0); + R_Mesh_Finish(); + // refresh + VID_Finish(); +} + /* ================== SCR_UpdateScreen @@ -814,9 +1408,8 @@ text to the screen. */ void SCR_UpdateScreen (void) { - VID_Finish (); - - R_TimeReport("finish"); + if (vid_hidden) + return; if (r_textureunits.integer > gl_textureunits) Cvar_SetValueQuick(&r_textureunits, gl_textureunits); @@ -826,28 +1419,389 @@ void SCR_UpdateScreen (void) if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) Cvar_SetValueQuick(&gl_combine, 0); - // lighting scale - r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); + // don't allow cheats in multiplayer + if (!cl.islocalgame && cl.worldmodel) + { + if (r_fullbright.integer != 0) + Cvar_Set ("r_fullbright", "0"); + if (r_ambient.value != 0) + Cvar_Set ("r_ambient", "0"); + } - // lightmaps only - r_lightmapscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_textureunits.integer > 1) - r_lightmapscalebit += 2; + // bound viewsize + if (scr_viewsize.value < 30) + Cvar_Set ("viewsize","30"); + if (scr_viewsize.value > 120) + Cvar_Set ("viewsize","120"); + + // bound field of view + if (scr_fov.value < 1) + Cvar_Set ("fov","1"); + if (scr_fov.value > 170) + Cvar_Set ("fov","170"); + + // intermission is always full screen + if (cl.intermission) + sb_lines = 0; + else + { + if (scr_viewsize.value >= 120) + sb_lines = 0; // no status bar at all + else if (scr_viewsize.value >= 110) + sb_lines = 24; // no inventory + else + sb_lines = 24+16+8; + } - R_TimeReport("setup"); + r_refdef.fovscale_x = 1; + r_refdef.fovscale_y = 1; + if (r_waterwarp.value > 0 && cl.worldmodel) + { + Mod_CheckLoaded(cl.worldmodel); + if (CL_PointSuperContents(r_vieworigin) & SUPERCONTENTS_LIQUIDSMASK) + { + r_refdef.fovscale_x = 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); + r_refdef.fovscale_y = 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); + } + } - R_ClearScreen(); + r_refdef.colormask[0] = 1; + r_refdef.colormask[1] = 1; + r_refdef.colormask[2] = 1; + + 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 (scr_conlines < vid.conheight && cls.signon == SIGNONS) - R_RenderView(); + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) + { + 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) + { + r_refdef.colormask[0] = 1; + r_refdef.colormask[1] = 0; + r_refdef.colormask[2] = 0; + } + + 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) + { + 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; + } + + SCR_DrawScreen(); + + r_refdef.viewentitymatrix = originalmatrix; + } + else + { + r_showtrispass = false; + SCR_DrawScreen(); + + if (r_showtris.value > 0) + { + 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; + } + } + + 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]; - // draw 2D stuff - R_DrawQueue(); +// current state +static int r_mesh_rcachedata_offset; +static rcachearraylink_t *r_mesh_rcachesequentialchain_current; - // tell driver to commit it's partially full geometry queue to the rendering queue - // (this doesn't wait for the commands themselves to complete) - qglFlush(); +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; }