X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=782329d1e3b054c82f97cc7f719fba8ac0d9c0d5;hp=143387522bf38e72559aa4eb29b9ae71d1b77db1;hb=893e82ea54d7088f4ab5f941c09dd9d91714ffd6;hpb=be4ca2e65822bd8c5d4aec7f8d6119d6a6cd6a7f diff --git a/gl_backend.c b/gl_backend.c index 14338752..782329d1 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -83,7 +83,7 @@ static matrix4x4_t backend_modelviewmatrix; static matrix4x4_t backend_glmodelviewmatrix; static matrix4x4_t backend_projectmatrix; -static int backendunits, backendactive; +static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; static mempool_t *gl_backend_mempool; /* @@ -159,7 +159,9 @@ void GL_Backend_FreeArrays(void) static void gl_backend_start(void) { - Con_Print("OpenGL Backend started\n"); + Con_Print("OpenGL Backend starting...\n"); + CHECKGLERROR + if (qglDrawRangeElements != NULL) { CHECKGLERROR @@ -171,15 +173,36 @@ static void gl_backend_start(void) } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + backendimageunits = backendunits; + backendarrayunits = backendunits; + if (gl_support_fragment_shader) + { + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits); + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits); + CHECKGLERROR + Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); + } + else if (backendunits > 1) + Con_Printf("multitexture detected: texture units = %i\n", backendunits); + else + Con_Printf("singletexture\n"); GL_Backend_AllocArrays(); + Con_Printf("OpenGL backend started.\n"); + + CHECKGLERROR + backendactive = true; } static void gl_backend_shutdown(void) { backendunits = 0; + backendimageunits = 0; + backendarrayunits = 0; backendactive = false; Con_Print("OpenGL Backend shutting down\n"); @@ -377,7 +400,7 @@ typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; int arrayenabled; - int arrayis3d; + unsigned int arraycomponents; const void *pointer_texcoord; float rgbscale, alphascale; int combinergb, combinealpha; @@ -397,8 +420,8 @@ static struct int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; int scissortest; - int unit; - int clientunit; + unsigned int unit; + unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; float color4f[4]; int lockrange_first; @@ -410,22 +433,20 @@ gl_state; void GL_SetupTextureState(void) { - int i; + unsigned int i; gltextureunit_t *unit; CHECKGLERROR gl_state.unit = -1; gl_state.clientunit = -1; - for (i = 0;i < backendunits;i++) + for (i = 0;i < MAX_TEXTUREUNITS;i++) { - 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->arraycomponents = 0; unit->pointer_texcoord = NULL; unit->rgbscale = 1; unit->alphascale = 1; @@ -433,13 +454,33 @@ void GL_SetupTextureState(void) unit->combinealpha = GL_MODULATE; unit->texmatrixenabled = false; unit->matrix = r_identitymatrix; - qglMatrixMode(GL_TEXTURE); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); + } + + for (i = 0;i < backendimageunits;i++) + { + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (gl_texture3d) + { + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + } + for (i = 0;i < backendarrayunits;i++) + { + GL_ClientActiveTexture(i); qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -450,6 +491,9 @@ void GL_SetupTextureState(void) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } + qglMatrixMode(GL_TEXTURE); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR @@ -515,7 +559,7 @@ void GL_Backend_ResetState(void) GL_SetupTextureState(); } -void GL_ActiveTexture(int num) +void GL_ActiveTexture(unsigned int num) { if (gl_state.unit != num) { @@ -528,7 +572,7 @@ void GL_ActiveTexture(int num) } } -void GL_ClientActiveTexture(int num) +void GL_ClientActiveTexture(unsigned int num) { if (gl_state.clientunit != num) { @@ -713,6 +757,109 @@ void R_Mesh_Start(void) GL_Backend_ResetState(); } +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint vertexshadercompiled, fragmentshadercompiled, programlinked; + GLuint vertexshaderobject, fragmentshaderobject, programobject = 0; + char compilelog[4096]; + 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 (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 + } + + qglLinkProgramARB(programobject); + CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked); + qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) + { + Con_Printf("program link log:\n%s\n", compilelog); + // 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")) + programlinked = false; + } + CHECKGLERROR + if (!programlinked) + { + qglDeleteObjectARB(programobject); + return 0; + } + CHECKGLERROR + return programobject; +} + +void GL_Backend_FreeProgram(unsigned int prog) +{ + CHECKGLERROR + qglDeleteObjectARB(prog); + CHECKGLERROR +} + int gl_backend_rebindtextures; void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) @@ -729,55 +876,53 @@ 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 numverts, int numtriangles, const int *elements) +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) { - int numelements = numtriangles * 3; - if (numverts == 0 || numtriangles == 0) + unsigned int numelements = numtriangles * 3; + if (numvertices < 3 || numtriangles < 1) { - Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); return; } - CHECKGLERROR + //CHECKGLERROR if (r_showtrispass) { - R_Mesh_Draw_ShowTris(numverts, numtriangles, elements); + R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); return; } c_meshs++; c_meshelements += numelements; if (gl_paranoid.integer) { - int i, j, size; + unsigned 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++) + 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) { 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++) + 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 < backendunits;i++) + for (i = 0;i < backendarrayunits;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.units[i].arrayenabled) { - 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++) + 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 < numtriangles * 3;i++) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (elements[i] < 0 || elements[i] >= numverts) + if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts); + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); return; } } @@ -788,40 +933,60 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { - int i, j; + unsigned int i, j; const GLfloat *p; qglBegin(GL_TRIANGLES); - for (i = 0;i < numtriangles * 3;i++) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - for (j = 0;j < backendunits;j++) + for (j = 0;j < backendarrayunits;j++) { if (gl_state.units[j].pointer_texcoord) { - if (backendunits > 1) + if (backendarrayunits > 1) { - if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + } + else if (gl_state.units[j].arraycomponents == 3) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); } - else + else if (gl_state.units[j].arraycomponents == 2) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + } } else { - if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglTexCoord4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.units[j].arraycomponents == 3) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; qglTexCoord3f(p[0], p[1], p[2]); } - else + else if (gl_state.units[j].arraycomponents == 2) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglTexCoord2f(p[0], p[1]); } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglTexCoord1f(p[0]); + } } } } @@ -849,32 +1014,48 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) } else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR } - CHECKGLERROR } } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { - int i; + unsigned int i; BACKENDACTIVECHECK CHECKGLERROR GL_LockArrays(0, 0); CHECKGLERROR - for (i = backendunits - 1;i >= 0;i--) + for (i = 0;i < backendimageunits;i++) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (gl_texture3d) + { + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + } + for (i = 0;i < backendarrayunits;i++) + { + GL_ActiveTexture(backendarrayunits - 1 - i); qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(backendunits - 1 - i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -912,26 +1093,20 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) } } -void R_Mesh_State(const rmeshstate_t *m) +void R_Mesh_VertexPointer(const float *vertex3f) { - int i, combinergb, combinealpha, scale; - gltextureunit_t *unit; - matrix4x4_t tempmatrix; - - BACKENDACTIVECHECK - - if (gl_state.pointer_vertex != m->pointer_vertex) + if (gl_state.pointer_vertex != vertex3f) { - gl_state.pointer_vertex = m->pointer_vertex; + gl_state.pointer_vertex = vertex3f; CHECKGLERROR qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); CHECKGLERROR } +} - if (r_showtrispass) - return; - - if (gl_state.pointer_color != m->pointer_color) +void R_Mesh_ColorPointer(const float *color4f) +{ + if (gl_state.pointer_color != color4f) { CHECKGLERROR if (!gl_state.pointer_color) @@ -939,7 +1114,7 @@ void R_Mesh_State(const rmeshstate_t *m) qglEnableClientState(GL_COLOR_ARRAY); CHECKGLERROR } - else if (!m->pointer_color) + else if (!color4f) { qglDisableClientState(GL_COLOR_ARRAY); CHECKGLERROR @@ -947,235 +1122,477 @@ void R_Mesh_State(const rmeshstate_t *m) 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; + gl_state.pointer_color = color4f; qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); CHECKGLERROR } +} - if (gl_backend_rebindtextures) +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + // update array settings + if (texcoord) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + // 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) + { + unit->arrayenabled = true; + GL_ClientActiveTexture(unitnum); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } + else + { + // texture array unit is disabled, disable the array + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } +} - for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++) +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) + return; + // update 1d texture binding + if (unit->t1d != tex1d) { - // update 1d texture binding - if (unit->t1d != m->tex1d[i]) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->tex1d[i]) + if (tex1d) { if (unit->t1d == 0) - { - GL_ActiveTexture(i); - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - unit->t1d = m->tex1d[i]; - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + qglEnable(GL_TEXTURE_1D); } else { if (unit->t1d) - { - unit->t1d = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } + qglDisable(GL_TEXTURE_1D); } } - // update 2d texture binding - if (unit->t2d != m->tex[i]) + unit->t1d = tex1d; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d != tex2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->tex[i]) + if (tex2d) { if (unit->t2d == 0) - { - GL_ActiveTexture(i); - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - unit->t2d = m->tex[i]; - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + qglEnable(GL_TEXTURE_2D); } else { if (unit->t2d) - { - unit->t2d = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } + qglDisable(GL_TEXTURE_2D); } } - // update 3d texture binding - if (unit->t3d != m->tex3d[i]) + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d != tex3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->tex3d[i]) + if (tex3d) { if (unit->t3d == 0) - { - GL_ActiveTexture(i); - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - unit->t3d = m->tex3d[i]; - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + qglEnable(GL_TEXTURE_3D); } else { if (unit->t3d) - { - unit->t3d = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } + qglDisable(GL_TEXTURE_3D); } } - // update cubemap texture binding - if (unit->tcubemap != m->texcubemap[i]) + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != texcubemap) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->texcubemap[i]) + if (texcubemap) { 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 + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); } else { if (unit->tcubemap) - { - unit->tcubemap = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); } } - // update texture unit settings if the unit is enabled - if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap) + unit->tcubemap = texcubemap; + 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) + return; + // update 1d texture binding + if (unit->t1d != texnum) + { + GL_ActiveTexture(unitnum); + if (texnum) { - // texture unit is enabled, enable the array - if (!unit->arrayenabled) - { - unit->arrayenabled = true; - GL_ClientActiveTexture(i); - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - // 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); - } - } + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); } else { - // texture unit is disabled, disable the array - if (unit->arrayenabled) - { - unit->arrayenabled = false; - GL_ClientActiveTexture(i); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - // no need to update most settings on a disabled texture unit + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + } + unit->t1d = texnum; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + unit->t3d = 0; + 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); + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR + } +} + +void R_Mesh_TexBind(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + unit->t1d = 0; + 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 (unit->t2d) + qglDisable(GL_TEXTURE_2D); + } + unit->t2d = texnum; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + unit->t3d = 0; + 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 } } -void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements) +void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + unit->t2d = 0; + 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 (unit->t3d) + qglDisable(GL_TEXTURE_3D); + } + unit->t3d = texnum; + 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 + } +} + +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + unit->t3d = 0; + 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 (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + } + unit->tcubemap = texnum; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR + } +} + +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (matrix->m[3][3]) + { + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + { + matrix4x4_t tempmatrix; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + Matrix4x4_Transpose(&tempmatrix, &unit->matrix); + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(unitnum); + 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(unitnum); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); + } + } +} + +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (gl_combine.integer) + { + // GL_ARB_texture_env_combine + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (!rgbscale) + rgbscale = 1; + if (!alphascale) + alphascale = 1; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != rgbscale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR + } + if (unit->alphascale != alphascale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR + } + } + else + { + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + } + } +} + +void R_Mesh_State(const rmeshstate_t *m) +{ + unsigned int i; + + BACKENDACTIVECHECK + + R_Mesh_VertexPointer(m->pointer_vertex); + + if (r_showtrispass) + return; + + R_Mesh_ColorPointer(m->pointer_color); + + if (gl_backend_rebindtextures) + { + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + } + + for (i = 0;i < backendimageunits;i++) + R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); + for (i = 0;i < backendarrayunits;i++) + { + if (m->pointer_texcoord3f[i]) + R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); + else + R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); + } + for (i = 0;i < backendunits;i++) + { + R_Mesh_TexMatrix(i, &m->texmatrix[i]); + R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); + } +} + +void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) { qglBegin(GL_LINES); for (;numtriangles;numtriangles--, elements += 3) @@ -1266,7 +1683,7 @@ 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; + return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI; } int r_stereo_side; @@ -1292,7 +1709,7 @@ void SCR_DrawScreen (void) r_showtrispass = 1; } - if (scr_conlines < vid.conheight && cls.signon == SIGNONS) + if (cls.signon == SIGNONS) { float size; @@ -1317,8 +1734,8 @@ void SCR_DrawScreen (void) } // 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_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(); @@ -1331,7 +1748,7 @@ void SCR_DrawScreen (void) 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_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y; R_RenderView(); } @@ -1400,7 +1817,7 @@ void SCR_UpdateLoadingScreen (void) 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); + R_Mesh_Draw(0, 4, 2, polygonelements); GL_LockArrays(0, 0); R_Mesh_Finish(); // refresh @@ -1480,7 +1897,7 @@ void SCR_UpdateScreen (void) { r_showtrispass = false; SCR_DrawScreen(); - + if (r_showtris.value > 0) { rmeshstate_t m;