X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=70af0a43c482717a30a24b54a005951fbeeefe8a;hp=c281e91f43ece991672745bb92f1846befd450ce;hb=b6f04e7a3b73a2b2449add51f1e48097c0feec8c;hpb=2317426f6da41d57551da9de16ada96d24f4e2c7 diff --git a/gl_backend.c b/gl_backend.c index c281e91f..70af0a43 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,25 +1,19 @@ #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_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 calls (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"}; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -73,14 +67,13 @@ 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 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; @@ -139,18 +132,15 @@ for (y = 0;y < rows - 1;y++) } */ -int polygonelements[768]; +int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelements[QUADELEMENTS_MAXQUADS*6]; -static void R_Mesh_CacheArray_Startup(void); -static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { - R_Mesh_CacheArray_Startup(); } void GL_Backend_FreeArrays(void) { - R_Mesh_CacheArray_Shutdown(); } static void gl_backend_start(void) @@ -168,17 +158,19 @@ static void gl_backend_start(void) Con_Printf("glDrawRangeElements detected (max vertices %i, max 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); + 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); @@ -210,11 +202,6 @@ 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; @@ -225,17 +212,23 @@ 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_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_lockarrays_minimumvertices); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER @@ -246,21 +239,16 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); - Cvar_RegisterVariable(&scr_zoomwindow); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); - Cvar_RegisterVariable(&scr_zoomwindow_fov); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } void GL_SetupView_Orientation_Identity (void) { - Matrix4x4_CreateIdentity(&backend_viewmatrix); + backend_viewmatrix = identitymatrix; memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) +void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix) { matrix4x4_t tempmatrix, basematrix; Matrix4x4_Invert_Simple(&tempmatrix, matrix); @@ -274,61 +262,39 @@ void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) +void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) { - double xmax, ymax; double m[16]; - if (!r_render.integer) - return; - // set up viewpoint + CHECKGLERROR 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]; + qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR + qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); + CHECKGLERROR } -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) { double nudge, m[16]; - if (!r_render.integer) - return; - // set up viewpoint + CHECKGLERROR 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[ 0] = 1.0 / frustumx; m[ 1] = 0; m[ 2] = 0; m[ 3] = 0; m[ 4] = 0; - m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 5] = 1.0 / frustumy; m[ 6] = 0; m[ 7] = 0; m[ 8] = 0; @@ -339,66 +305,38 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou m[13] = 0; m[14] = -2 * zNear * nudge; m[15] = 0; - qglLoadMatrixd(m); + qglLoadMatrixd(m);CHECKGLERROR 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]; + CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); } 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 + CHECKGLERROR 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]; + qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR + qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); + CHECKGLERROR } typedef struct gltextureunit_s { + const void *pointer_texcoord; + size_t pointer_texcoord_offset; + int pointer_texcoord_buffer; int t1d, t2d, t3d, tcubemap; int arrayenabled; unsigned int arraycomponents; - const void *pointer_texcoord; - float rgbscale, alphascale; + int rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff // texmatrixenabled exists only to avoid unnecessary texmatrix compares @@ -407,14 +345,17 @@ 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; + int alphatest; int scissortest; unsigned int unit; unsigned int clientunit; @@ -422,18 +363,47 @@ static struct float color4f[4]; int lockrange_first; int lockrange_count; + 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; @@ -444,12 +414,14 @@ 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++) @@ -470,6 +442,7 @@ void GL_SetupTextureState(void) 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 } @@ -487,9 +460,9 @@ void GL_SetupTextureState(void) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - qglMatrixMode(GL_TEXTURE); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); + 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 @@ -514,6 +487,7 @@ void GL_SetupTextureState(void) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } + CHECKGLERROR } CHECKGLERROR } @@ -522,6 +496,7 @@ 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; @@ -530,19 +505,28 @@ 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 = GL_FRONT; // quake is backwards, this culls back faces + gl_state.cullfaceenable = true; 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 + if (gl_support_arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR @@ -562,6 +546,7 @@ void GL_ActiveTexture(unsigned int num) gl_state.unit = num; if (qglActiveTexture) { + CHECKGLERROR qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); CHECKGLERROR } @@ -575,6 +560,7 @@ void GL_ClientActiveTexture(unsigned int num) gl_state.clientunit = num; if (qglActiveTexture) { + CHECKGLERROR qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); CHECKGLERROR } @@ -585,8 +571,7 @@ 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) { @@ -622,8 +607,7 @@ void GL_DepthMask(int state) { if (gl_state.depthmask != state) { - if (r_showtrispass) - return; + CHECKGLERROR qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } @@ -632,9 +616,8 @@ 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 @@ -646,24 +629,64 @@ void GL_DepthTest(int state) } } +void GL_CullFace(int state) +{ + CHECKGLERROR + 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; @@ -674,18 +697,13 @@ 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) @@ -728,8 +746,7 @@ void GL_ScissorTest(int state) void GL_Clear(int mask) { - if (r_showtrispass) - return; + CHECKGLERROR qglClear(mask);CHECKGLERROR } @@ -740,9 +757,9 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out) 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; + out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f; + out[1] = r_view.y + r_view.height - (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 @@ -750,103 +767,81 @@ 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]) + Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog); + 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) @@ -872,36 +867,40 @@ 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 numtriangles, const int *elements, int bufferobject, size_t bufferoffset) { unsigned int numelements = numtriangles * 3; if (numvertices < 3 || numtriangles < 1) { - Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); - return; - } - //CHECKGLERROR - if (r_showtrispass) - { - R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); + Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\n", firstvertex, numvertices, numtriangles, elements); return; } - 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 = (int *)((float *)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 = (int *)((float *)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++) { @@ -910,8 +909,10 @@ 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 = (int *)((float *)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++) @@ -936,7 +937,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { 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) { @@ -986,7 +987,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * } } } - 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; qglColor4f(p[0], p[1], p[2], p[3]); @@ -1010,12 +1011,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * } else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); + GL_BindEBO(bufferobject); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements); CHECKGLERROR } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); + GL_BindEBO(bufferobject); + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements); CHECKGLERROR } } @@ -1082,63 +1085,70 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { + double 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_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix); + CHECKGLERROR + qglLoadMatrixd(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_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) + if (color4f || bufferobject) { - CHECKGLERROR - if (!gl_state.pointer_color) + // 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 - if (texcoord) + CHECKGLERROR + if (texcoord || bufferobject) { - // 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 - } // texture array unit is enabled, enable the array if (!unit->arrayenabled) { @@ -1146,6 +1156,17 @@ 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 { @@ -1162,7 +1183,7 @@ 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) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendunits) + if (unitnum >= backendimageunits) return; // update 1d texture binding if (unit->t1d != tex1d) @@ -1173,17 +1194,20 @@ 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) @@ -1194,17 +1218,20 @@ 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) @@ -1215,17 +1242,20 @@ 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) @@ -1236,237 +1266,312 @@ 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 } } 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 } } 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); - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR - } + 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 + } } 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 } } 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 (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB); - } - else + if (unitnum < backendunits) { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + if (texnum) + { + if (unit->tcubemap == 0) + { + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + else + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } } unit->tcubemap = texnum; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } @@ -1478,14 +1583,15 @@ 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); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); - qglLoadMatrixf(&tempmatrix.m[0][0]); - qglMatrixMode(GL_MODELVIEW); + qglLoadMatrixd(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } else @@ -1494,10 +1600,11 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) if (unit->texmatrixenabled) { unit->texmatrixenabled = false; - qglMatrixMode(GL_TEXTURE); + CHECKGLERROR + qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } } @@ -1505,6 +1612,7 @@ 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 @@ -1553,23 +1661,18 @@ 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++) @@ -1577,608 +1680,153 @@ void R_Mesh_State(const rmeshstate_t *m) 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], 0, 0); else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); + R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], 0, 0); } 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, qboolean gammacorrect) +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 && gammacorrect) + 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 - if (fogenabled) - qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0); - else - qglClearColor(0,0,0,0); - CHECKGLERROR - qglClearDepth(1);CHECKGLERROR - if (gl_stencil) + gltextureunit_t *unit = gl_state.units + unitnum; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) { - // LordHavoc: we use a stencil centered around 128 instead of 0, - // to avoid clamping interfering with strange shadow volume - // drawing orders - qglClearStencil(128);CHECKGLERROR + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);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) + // update 3d texture binding + if (unit->t3d) { - qglEnable(GL_DITHER);CHECKGLERROR + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - else + // update cubemap texture binding + if (unit->tcubemap) { - qglDisable(GL_DITHER);CHECKGLERROR + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);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++) + for (unitnum = 0;unitnum < backendarrayunits;unitnum++) { - R_Mesh_Start(); - - R_TimeReport("setup"); - - if (r_showtrispass) + gltextureunit_t *unit = gl_state.units + unitnum; + // texture array unit is disabled, disable the array + if (unit->arrayenabled) { - 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); - //qglEnable(GL_LINE_SMOOTH); - GL_ShowTrisColor(0.2,0.2,0.2,1); - r_showtrispass = 1; + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - - if (cls.signon == SIGNONS) + } + for (unitnum = 0;unitnum < backendunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) { - float size; - - size = scr_viewsize.value * (1.0 / 100.0); - size = min(size, 1); - - if (r_stereo_sidebyside.integer) + unit->texmatrixenabled = false; + CHECKGLERROR + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + GL_ActiveTexture(unitnum); + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } + if (gl_combine.integer) + { + // GL_ARB_texture_env_combine + if (unit->combinergb != GL_MODULATE) { - r_refdef.width = vid.width * size / 2.5; - r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100); - r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5; - r_refdef.y = (vid.height - r_refdef.height)/2; - if (r_stereo_side) - r_refdef.x += r_refdef.width * 1.5; + unit->combinergb = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } - else + if (unit->combinealpha != GL_MODULATE) { - r_refdef.width = vid.width * size; - r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100); - r_refdef.x = (vid.width - r_refdef.width)/2; - r_refdef.y = (vid.height - r_refdef.height)/2; + unit->combinealpha = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);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) + if (unit->rgbscale != 1) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR + } + if (unit->alphascale != 1) { - 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.width * sizex; - r_refdef.height = vid.height * sizey; - r_refdef.x = (vid.width - r_refdef.width)/2; - r_refdef.y = 0; - r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x; - r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; - - R_RenderView(); + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR } } - - if (!r_stereo_sidebyside.integer) + else { - r_refdef.width = vid.width; - r_refdef.height = vid.height; - r_refdef.x = 0; - r_refdef.y = 0; + // 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 + } } - - // draw 2D stuff - R_DrawQueue(); - - R_Mesh_Finish(); - - R_TimeReport("meshfinish"); } - r_showtrispass = 0; - //qglDisable(GL_LINE_SMOOTH); } -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_UpdateGamma(false); - qglViewport(0, 0, vid.width, vid.height); - //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", false); - 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) +void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) { - 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) - Cvar_SetValueQuick(&gl_combine, 0); - - CHECKGLERROR - qglViewport(0, 0, vid.width, vid.height); - 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) - { - 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 + qglBegin(GL_LINES); + for (;numtriangles;numtriangles--, elements += 3) { - 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; - } + qglArrayElement(elements[0]);qglArrayElement(elements[1]); + qglArrayElement(elements[1]);qglArrayElement(elements[2]); + qglArrayElement(elements[2]);qglArrayElement(elements[0]); } - - 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; + qglEnd(); + CHECKGLERROR } -