X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=8ad00d63cd16d33ad661d21154c0ff18bf9d9c3f;hp=3196022fec8e533497284b9db8621b35aa21f2c0;hb=876c0c95d689fc180bda511bf10189626222b5fc;hpb=c22ec98a144f18d7519eb4a06dd1ee8937e8c4ac diff --git a/gl_backend.c b/gl_backend.c index 3196022f..8ad00d63 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2,28 +2,22 @@ #include "quakedef.h" #include "image.h" #include "jpeg.h" +#include "cl_collision.h" -//#define MESH_VAR -#define MESH_BATCH - -// 65536 is the max addressable on a Geforce 256 up until Geforce3 -// (excluding MX), seems a reasonable number... -cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; -#ifdef MESH_VAR -cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"}; -cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"}; -#endif -#ifdef MESH_BATCH -cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"}; -#endif -cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "1"}; -cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; +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"}; @@ -81,42 +75,15 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); -int c_meshs, c_meshelements; - void SCR_ScreenShot_f (void); -// these are externally accessible -int r_lightmapscalebit; -float r_colorscale; -GLfloat *varray_vertex3f, *varray_buf_vertex3f; -GLfloat *varray_color4f, *varray_buf_color4f; -GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS]; -GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS]; -static qbyte *varray_buf_color4b; -int mesh_maxverts; -#ifdef MESH_VAR -int mesh_var; -float mesh_var_readfrequency; -float mesh_var_writefrequency; -float mesh_var_priority; -#endif -int varray_offset = 0, varray_offsetnext = 0; -GLuint *varray_buf_elements3i; -int mesh_maxelements = 32768; -#ifdef MESH_BATCH -int gl_batchvertexfirst = 0; -int gl_batchvertexcount = 0; -int gl_batchelementcount = 0; -#endif - static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; static matrix4x4_t backend_glmodelviewmatrix; static matrix4x4_t backend_projectmatrix; -static int backendunits, backendactive; -static mempool_t *gl_backend_mempool; +static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; /* note: here's strip order for a terrain row: @@ -124,6 +91,7 @@ note: here's strip order for a terrain row: |\ |\ |\ |\ | | \| \| \| \| A--B--C--D--E +clockwise A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E @@ -133,45 +101,43 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; -*/ -void GL_Backend_AllocElementsArray(void) -{ - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); -} -void GL_Backend_FreeElementArray(void) +for (y = 0;y < rows - 1;y++) { - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = NULL; + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i + columns; + *elements++ = i; + *elements++ = i + columns + 1; + *elements++ = i; + *elements++ = i + 1; + *elements++ = i + columns + 1; + } } -void GL_Backend_CheckCvars(void) +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise + +for (y = 0;y < rows - 1;y++) { - if (gl_mesh_maxverts.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); - if (gl_mesh_maxverts.integer > 65536) - Cvar_SetValueQuick(&gl_mesh_maxverts, 65536); -#ifdef MESH_VAR - if (gl_mesh_vertex_array_range.integer && !gl_support_var) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0); - if (gl_mesh_vertex_array_range_readfrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0); - if (gl_mesh_vertex_array_range_readfrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1); - if (gl_mesh_vertex_array_range_writefrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0); - if (gl_mesh_vertex_array_range_writefrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1); - if (gl_mesh_vertex_array_range_priority.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0); - if (gl_mesh_vertex_array_range_priority.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1); -#endif + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + 1; + } } +*/ int polygonelements[768]; @@ -179,105 +145,19 @@ static void R_Mesh_CacheArray_Startup(void); static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { - int i, size; - qbyte *data; - - if (!gl_backend_mempool) - { - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - varray_buf_elements3i = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - } - - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - - mesh_maxverts = gl_mesh_maxverts.integer; - size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits); -#ifdef MESH_VAR - mesh_var = gl_mesh_vertex_array_range.integer && gl_support_var; - mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value; - mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value; - mesh_var_priority = gl_mesh_vertex_array_range_priority.value; - data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value); -#else - data = Mem_Alloc(gl_backend_mempool, size); -#endif - - varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts; - for (i = 0;i < backendunits;i++) - { - varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts; - } - for (;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts; - - GL_Backend_AllocElementsArray(); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglVertexArrayRangeNV(size, varray_buf_vertex3f); - CHECKGLERROR - } -#endif - R_Mesh_CacheArray_Startup(); } void GL_Backend_FreeArrays(void) { - int i; - R_Mesh_CacheArray_Shutdown(); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif - - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_elements3i = NULL; - - Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { - GL_Backend_CheckCvars(); + Con_Print("OpenGL Backend starting...\n"); + CHECKGLERROR - Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); if (qglDrawRangeElements != NULL) { CHECKGLERROR @@ -287,30 +167,29 @@ static void gl_backend_start(void) CHECKGLERROR Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } - if (strstr(gl_renderer, "3Dfx")) - { - Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); - Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); - } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - - GL_Backend_AllocArrays(); - -#ifdef MESH_VAR - if (mesh_var) + backendimageunits = backendunits; + backendarrayunits = backendunits; + if (gl_support_fragment_shader) { CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); + 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); } -#endif - varray_offset = varray_offsetnext = 0; -#ifdef MESH_BATCH - gl_batchvertexfirst = 0; - gl_batchvertexcount = 0; - gl_batchelementcount = 0; -#endif + 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; } @@ -318,34 +197,24 @@ static void gl_backend_start(void) static void gl_backend_shutdown(void) { backendunits = 0; + backendimageunits = 0; + backendarrayunits = 0; backendactive = false; - Con_Printf("OpenGL Backend shutting down\n"); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif + Con_Print("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(); } -void GL_Backend_ResizeArrays(int numvertices) -{ - Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices); - GL_Backend_CheckCvars(); - mesh_maxverts = gl_mesh_maxverts.integer; - GL_Backend_AllocArrays(); -} - 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; @@ -358,37 +227,31 @@ void gl_backend_init(void) } 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_delayfinish); + Cvar_RegisterVariable(&gl_paranoid); + Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif - Cvar_RegisterVariable(&gl_mesh_maxverts); - Cvar_RegisterVariable(&gl_mesh_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawrangeelements); -#ifdef MESH_VAR - Cvar_RegisterVariable(&gl_mesh_vertex_array_range); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority); -#endif -#ifdef MESH_BATCH - Cvar_RegisterVariable(&gl_mesh_batching); -#endif - Cvar_RegisterVariable(&gl_mesh_copyarrays); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); -} + Cvar_RegisterVariable(&gl_mesh_testarrayelement); + Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); -void GL_SetupView_ViewPort (int x, int y, int width, int height) -{ - if (!r_render.integer) - return; + Cvar_RegisterVariable(&scr_zoomwindow); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); + Cvar_RegisterVariable(&scr_zoomwindow_fov); - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(x, vid.realheight - (y + height), width, height); - CHECKGLERROR + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } void GL_SetupView_Orientation_Identity (void) @@ -397,20 +260,24 @@ void GL_SetupView_Orientation_Identity (void) memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) +void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) { - Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); - Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); - Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); + matrix4x4_t tempmatrix, basematrix; + Matrix4x4_Invert_Simple(&tempmatrix, matrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); + //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); + //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); + //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); + //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) { double xmax, ymax; + double m[16]; if (!r_render.integer) return; @@ -423,13 +290,30 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub ymax = zNear * tan(fovy * M_PI / 360.0); // set view pyramid qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + qglGetDoublev(GL_PROJECTION_MATRIX, m); + backend_projectmatrix.m[0][0] = m[0]; + backend_projectmatrix.m[1][0] = m[1]; + backend_projectmatrix.m[2][0] = m[2]; + backend_projectmatrix.m[3][0] = m[3]; + backend_projectmatrix.m[0][1] = m[4]; + backend_projectmatrix.m[1][1] = m[5]; + backend_projectmatrix.m[2][1] = m[6]; + backend_projectmatrix.m[3][1] = m[7]; + backend_projectmatrix.m[0][2] = m[8]; + backend_projectmatrix.m[1][2] = m[9]; + backend_projectmatrix.m[2][2] = m[10]; + backend_projectmatrix.m[3][2] = m[11]; + backend_projectmatrix.m[0][3] = m[12]; + backend_projectmatrix.m[1][3] = m[13]; + backend_projectmatrix.m[2][3] = m[14]; + backend_projectmatrix.m[3][3] = m[15]; qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); } void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) { - float nudge, m[16]; + double nudge, m[16]; if (!r_render.integer) return; @@ -449,13 +333,13 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou m[ 7] = 0; m[ 8] = 0; m[ 9] = 0; - m[10] = -1 * nudge; - m[11] = -1 * nudge; + m[10] = -nudge; + m[11] = -1; m[12] = 0; m[13] = 0; m[14] = -2 * zNear * nudge; m[15] = 0; - qglLoadMatrixf(m); + qglLoadMatrixd(m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); backend_projectmatrix.m[0][0] = m[0]; @@ -478,6 +362,8 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou 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; @@ -485,6 +371,23 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double 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]; qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); } @@ -492,11 +395,15 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; - int arrayenabled, arrayis3d; - void *pointer_texcoord; + int arrayenabled; + unsigned int arraycomponents; + const void *pointer_texcoord; float rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; + matrix4x4_t matrix; } gltextureunit_t; @@ -506,44 +413,70 @@ static struct int blendfunc2; int blend; GLboolean depthmask; - int depthdisable; - int unit; - int clientunit; + int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) + int depthtest; + int scissortest; + unsigned int unit; + unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; - int colorarray; float color4f[4]; int lockrange_first; int lockrange_count; - int pointervertexcount; - void *pointer_vertex; - void *pointer_color; + const void *pointer_vertex; + const void *pointer_color; } gl_state; void GL_SetupTextureState(void) { - int i; + unsigned int i; gltextureunit_t *unit; - for (i = 0;i < backendunits;i++) + CHECKGLERROR + gl_state.unit = -1; + gl_state.clientunit = -1; + for (i = 0;i < MAX_TEXTUREUNITS;i++) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR 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; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; + unit->texmatrixenabled = false; + unit->matrix = r_identitymatrix; + } + + 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 - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR + } + + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -554,13 +487,16 @@ 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 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR @@ -579,96 +515,175 @@ void GL_SetupTextureState(void) qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } } + CHECKGLERROR } void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); - gl_state.depthdisable = false; + gl_state.depthtest = true; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; - gl_state.colorarray = false; + gl_state.colormask = 15; gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.pointervertexcount = 0; gl_state.pointer_vertex = NULL; gl_state.pointer_color = NULL; CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + qglColorMask(1, 1, 1, 1); qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR + + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) + + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + + GL_Color(0, 0, 0, 0); + GL_Color(1, 1, 1, 1); + + GL_SetupTextureState(); +} + +void GL_ActiveTexture(unsigned int num) +{ + if (gl_state.unit != num) { - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR + gl_state.unit = num; + if (qglActiveTexture) + { + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } } - else +} + +void GL_ClientActiveTexture(unsigned int num) +{ + if (gl_state.clientunit != num) { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR + gl_state.clientunit = num; + if (qglActiveTexture) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } } - GL_Color(0, 0, 0, 0); - GL_Color(1, 1, 1, 1); +} - GL_SetupTextureState(); +void GL_BlendFunc(int blendfunc1, int blendfunc2) +{ + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) + { + if (r_showtrispass) + return; + qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) + { + if (gl_state.blendfunc1 == GL_ONE) + { + if (gl_state.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } } -void GL_UseColorArray(void) +void GL_DepthMask(int state) { - if (!gl_state.colorarray) + if (gl_state.depthmask != state) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = true; - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + if (r_showtrispass) + return; + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + } +} + +void GL_DepthTest(int state) +{ + if (gl_state.depthtest != state) + { + if (r_showtrispass) + return; + gl_state.depthtest = state; + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } + } +} + +void GL_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; + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } } void GL_Color(float cr, float cg, float cb, float ca) { - if (gl_state.colorarray) + 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) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = false; - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + if (r_showtrispass) + return; gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; - qglColor4f(cr, cg, cb, ca); - } - else - { - if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.color4f[0] = cr; - gl_state.color4f[1] = cg; - gl_state.color4f[2] = cb; - gl_state.color4f[3] = ca; - qglColor4f(cr, cg, cb, ca); - } + CHECKGLERROR + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + CHECKGLERROR } } +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 (gl_state.lockrange_count != count || gl_state.lockrange_first != first) @@ -680,7 +695,7 @@ void GL_LockArrays(int first, int count) qglUnlockArraysEXT(); CHECKGLERROR } - if (count && gl_supportslockarrays && gl_lockarrays.integer) + if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) { gl_state.lockrange_first = first; gl_state.lockrange_count = count; @@ -691,6 +706,33 @@ void GL_LockArrays(int first, int count) } } +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, vid.height - (y + height),width,height); + CHECKGLERROR +} + +void GL_ScissorTest(int state) +{ + if(gl_state.scissortest == state) + return; + + CHECKGLERROR + if((gl_state.scissortest = state)) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(GL_SCISSOR_TEST); + CHECKGLERROR +} + +void GL_Clear(int mask) +{ + if (r_showtrispass) + return; + qglClear(mask);CHECKGLERROR +} + void GL_TransformToScreen(const vec4_t in, vec4_t out) { vec4_t temp; @@ -698,294 +740,283 @@ 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_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f; - out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f; - out[2] = out[2] * iw; + out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f; + out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f; + out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f; } // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK + CHECKGLERROR + 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 - GL_Backend_CheckCvars(); - if (mesh_maxverts != gl_mesh_maxverts.integer -#ifdef MESH_VAR - || mesh_var != (gl_mesh_vertex_array_range.integer && gl_support_var) - || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value - || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value - || mesh_var_priority != gl_mesh_vertex_array_range_priority.value -#endif - ) - GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); + programobject = qglCreateProgramObjectARB(); + CHECKGLERROR + if (!programobject) + return 0; - GL_Backend_ResetState(); -#ifdef MESH_VAR - if (!mesh_var) + if (vertexstrings_count) { - gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0; - varray_offset = varray_offsetnext = 0; + 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 } -#else - varray_offset = varray_offsetnext = 0; -#endif -} - -int gl_backend_rebindtextures; -void GL_ConvertColorsFloatToByte(int first, int count) -{ - int i, k; - union {float f[4];int i[4];} *color4fi; - struct {GLubyte c[4];} *color4b; - - // shift float to have 8bit fraction at base of number - color4fi = (void *)(varray_buf_color4f + first * 4); - for (i = 0;i < count;i++, color4fi++) + if (fragmentstrings_count) { - color4fi->f[0] += 32768.0f; - color4fi->f[1] += 32768.0f; - color4fi->f[2] += 32768.0f; - color4fi->f[3] += 32768.0f; + 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 } - // then read as integer and kill float bits... - color4fi = (void *)(varray_buf_color4f + first * 4); - color4b = (void *)(varray_buf_color4b + first * 4); - for (i = 0;i < count;i++, color4fi++, color4b++) + qglLinkProgramARB(programobject); + CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked); + qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) { - k = color4fi->i[0] & 0x7FFFFF;color4b->c[0] = (GLubyte) min(k, 255); - k = color4fi->i[1] & 0x7FFFFF;color4b->c[1] = (GLubyte) min(k, 255); - k = color4fi->i[2] & 0x7FFFFF;color4b->c[2] = (GLubyte) min(k, 255); - k = color4fi->i[3] & 0x7FFFFF;color4b->c[3] = (GLubyte) min(k, 255); + 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; } -} - -/* -// enlarges geometry buffers if they are too small -void _R_Mesh_ResizeCheck(int numverts) -{ - if (numverts > mesh_maxverts) + CHECKGLERROR + if (!programlinked) { - BACKENDACTIVECHECK - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); + qglDeleteObjectARB(programobject); + return 0; } + CHECKGLERROR + return programobject; } -*/ -void R_Mesh_EndBatch(void) +void GL_Backend_FreeProgram(unsigned int prog) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - { - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_EndBatch: called with pointers enabled\n"); - - if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL) - GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount); - if (r_render.integer) - { - //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount); - CHECKGLERROR - GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR - } - GL_LockArrays(0, 0); - } - gl_batchelementcount = 0; - gl_batchvertexcount = 0; - } -#endif + CHECKGLERROR + qglDeleteObjectARB(prog); + CHECKGLERROR } +int gl_backend_rebindtextures; + void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { int i; - //if (offset) + if (offset) + { for (i = 0;i < count;i++) *out++ = *in++ + offset; - //else - // memcpy(out, in, sizeof(*out) * count); + } + else + memcpy(out, in, sizeof(*out) * count); } -// gets vertex buffer space for use with a following R_Mesh_Draw -// (can be multiple Draw calls per GetSpace) -void R_Mesh_GetSpace(int numverts) +// renders triangles using vertices from the active arrays +int paranoidblah = 0; +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) { - int i; - - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_GetSpace: called with pointers enabled\n"); - if (gl_state.lockrange_count) - Host_Error("R_Mesh_GetSpace: called with arrays locked\n"); - - varray_offset = varray_offsetnext; - if (varray_offset + numverts > mesh_maxverts) - { - //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n"); -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - varray_offset = 0; -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglFlushVertexArrayRangeNV(); - CHECKGLERROR - } -#endif - if (numverts > mesh_maxverts) - { - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); - } - } - - varray_vertex3f = varray_buf_vertex3f + varray_offset * 3; - varray_color4f = varray_buf_color4f + varray_offset * 4; - for (i = 0;i < backendunits;i++) + unsigned int numelements = numtriangles * 3; + if (numvertices < 3 || numtriangles < 1) { - varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3; - varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2; + Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); + return; } - - varray_offsetnext = varray_offset + numverts; -} - -// renders triangles using vertices from the most recent GetSpace call -// (can be multiple Draw calls per GetSpace) -void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) -{ - int numelements = numtriangles * 3; - if (numtriangles == 0 || numverts == 0) + //CHECKGLERROR + if (r_showtrispass) { - Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); return; } c_meshs++; c_meshelements += numelements; - CHECKGLERROR - if (gl_state.pointervertexcount) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (r_render.integer) - { - GL_LockArrays(0, gl_state.pointervertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - GL_LockArrays(0, 0); - } - } -#ifdef MESH_BATCH - else if (gl_mesh_batching.integer) + if (gl_paranoid.integer) { - if (mesh_maxelements < gl_batchelementcount + numelements) + 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 = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) + paranoidblah += *p; + if (gl_state.pointer_color) { - //Con_Printf("R_Mesh_Draw: enlarging elements array\n"); - if (gl_batchelementcount) - R_Mesh_EndBatch(); - // round up to a multiple of 1024 and add another 1024 just for good measure - mesh_maxelements = (gl_batchelementcount + numelements + 1024 + 1023) & ~1023; - GL_Backend_AllocElementsArray(); + 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; } - if (varray_offset < gl_batchvertexfirst && gl_batchelementcount) - R_Mesh_EndBatch(); - if (gl_batchelementcount == 0) + for (i = 0;i < backendarrayunits;i++) { - gl_batchvertexfirst = varray_offset; - gl_batchvertexcount = 0; - } - if (gl_batchvertexcount < varray_offsetnext - gl_batchvertexfirst) - gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst; - GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset); - //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements); - gl_batchelementcount += numelements; - //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);} - } -#endif - else - { - GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); - if (r_render.integer) - { - GL_LockArrays(varray_offset, numverts); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + if (gl_state.units[i].arrayenabled) { - qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + 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; } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR - } - GL_LockArrays(0, 0); } - } -} - -// renders triangles using vertices from the most recent GetSpace call -// (can be multiple Draw calls per GetSpace) -void R_Mesh_Draw_NoBatching(int numverts, int numtriangles, const int *elements) -{ - int numelements = numtriangles * 3; - if (numtriangles == 0 || numverts == 0) - { - Con_Printf("R_Mesh_Draw_NoBatching(%d, %d, %08p);\n", numverts, numtriangles, elements); - return; - } - c_meshs++; - c_meshelements += numelements; - CHECKGLERROR - if (gl_state.pointervertexcount) - { - if (r_render.integer) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - GL_LockArrays(0, gl_state.pointervertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) { - qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); + return; } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - GL_LockArrays(0, 0); } + CHECKGLERROR } - else + if (r_render.integer) { - GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); - if (r_render.integer) + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - GL_LockArrays(varray_offset, numverts); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + unsigned int i, j; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + for (j = 0;j < backendarrayunits;j++) + { + if (gl_state.units[j].pointer_texcoord) + { + if (backendarrayunits > 1) + { + 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 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].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 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]); + } + } + } + } + if (gl_state.pointer_color) + { + p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; + qglColor4f(p[0], p[1], p[2], p[3]); + } + p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; + qglVertex3f(p[0], p[1], p[2]); } - else + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_testarrayelement.integer) + { + int i; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + qglArrayElement(elements[i]); } - GL_LockArrays(0, 0); + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR } } } @@ -993,21 +1024,34 @@ void R_Mesh_Draw_NoBatching(int numverts, int numtriangles, const int *elements) // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { - int i; + unsigned int i; BACKENDACTIVECHECK -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif + 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) @@ -1038,10 +1082,6 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); @@ -1049,383 +1089,530 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) } } -// sets up the requested state -void R_Mesh_MainState(const rmeshstate_t *m) +void R_Mesh_VertexPointer(const float *vertex3f) { - void *p; - BACKENDACTIVECHECK + if (gl_state.pointer_vertex != vertex3f) + { + gl_state.pointer_vertex = vertex3f; + CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + CHECKGLERROR + } +} - if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) +void R_Mesh_ColorPointer(const float *color4f) +{ + if (r_showtrispass) + return; + if (gl_state.pointer_color != color4f) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) + CHECKGLERROR + if (!gl_state.pointer_color) { - if (gl_state.blendfunc1 == GL_ONE) + qglEnableClientState(GL_COLOR_ARRAY); + CHECKGLERROR + } + else if (!color4f) + { + 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) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (r_showtrispass) + return; + // update array settings + if (texcoord) + { + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) + { + unit->pointer_texcoord = texcoord; + unit->arraycomponents = numcomponents; + GL_ClientActiveTexture(unitnum); + qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord); + CHECKGLERROR + } + // 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 + } + } +} + +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; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d != tex1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (tex1d) { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); } else { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); } } - else + 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 (!gl_state.blend) + if (tex2d) { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + if (unit->t2d == 0) + qglEnable(GL_TEXTURE_2D); + } + else + { + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); } } + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR } - if (gl_state.depthdisable != m->depthdisable) + // update 3d texture binding + if (unit->t3d != tex3d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.depthdisable = m->depthdisable; - if (gl_state.depthdisable) - qglDisable(GL_DEPTH_TEST); + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (tex3d) + { + if (unit->t3d == 0) + qglEnable(GL_TEXTURE_3D); + } + else + { + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + } + } + 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 (texcubemap) + { + if (unit->tcubemap == 0) + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + } + else + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + } + } + 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; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d != texnum) + { + GL_ActiveTexture(unitnum); + if (texnum) + { + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); + } else - qglEnable(GL_DEPTH_TEST); + { + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + } + unit->t1d = texnum; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR } - if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + // update 2d texture binding + if (unit->t2d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + 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; + if (r_showtrispass) + 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_TexBind3D(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + if (r_showtrispass) + 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 } +} - if (gl_state.pointervertexcount != m->pointervertexcount) +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointervertexcount = m->pointervertexcount; + GL_ActiveTexture(unitnum); + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR } - - p = gl_state.pointervertexcount ? m->pointer_vertex : NULL; - if (gl_state.pointer_vertex != p) + // update 2d texture binding + if (unit->t2d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointer_vertex = p; - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR + GL_ActiveTexture(unitnum); + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR } - - p = gl_state.pointervertexcount ? m->pointer_color : NULL; - if (gl_state.pointer_color != p) + // update 3d texture binding + if (unit->t3d) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointer_color = p; - if (p || gl_mesh_floatcolors.integer) - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f); + 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 - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b); + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + } + unit->tcubemap = texnum; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); CHECKGLERROR } } -void R_Mesh_TextureState(const rmeshstate_t *m) +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { - int i, combinergb, combinealpha; - float scale; - gltextureunit_t *unit; - void *p; - - BACKENDACTIVECHECK - - if (gl_backend_rebindtextures) + gltextureunit_t *unit = gl_state.units + unitnum; + if (r_showtrispass) + return; + if (matrix->m[3][3]) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + // 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); + } } - - for (i = 0;i < backendunits;i++) + else { - unit = gl_state.units + i; - if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i]) + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) { - if (m->tex3d[i] || m->texcubemap[i]) - { - if (!unit->arrayis3d) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]); - } - if (!unit->arrayenabled) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - else if (m->tex1d[i] || m->tex[i]) - { - if (unit->arrayis3d) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]); - } - if (!unit->arrayenabled) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - else - { - if (unit->arrayenabled) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - if (unit->t1d != m->tex1d[i]) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex1d[i]) - { - if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - else - { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR - } - if (unit->t2d != m->tex[i]) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex[i]) - { - if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - if (unit->t2d) - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR - } - if (unit->t3d != m->tex3d[i]) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex3d[i]) - { - if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - else - { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR - } - if (unit->tcubemap != m->texcubemap[i]) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->texcubemap[i]) - { - if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - else - { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR - } + unit->texmatrixenabled = false; + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(unitnum); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); } - combinergb = m->texcombinergb[i]; + } +} + +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (r_showtrispass) + return; + 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) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } unit->combinergb = combinergb; - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR - } + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } - combinealpha = m->texcombinealpha[i]; - if (!combinealpha) - combinealpha = GL_MODULATE; if (unit->combinealpha != combinealpha) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } unit->combinealpha = combinealpha; - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } - scale = max(m->texrgbscale[i], 1); - if (gl_state.units[i].rgbscale != scale) + if (unit->rgbscale != rgbscale) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR } - scale = max(m->texalphascale[i], 1); - if (gl_state.units[i].alphascale != scale) + if (unit->alphascale != alphascale) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR } - if (unit->arrayenabled) + } + else + { + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) { - p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL; - if (unit->pointer_texcoord != p) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->pointer_texcoord = p; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - if (unit->arrayis3d) - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_texcoord3f[i]); - else - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), p ? p : varray_buf_texcoord2f[i]); - CHECKGLERROR - } + 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) { - R_Mesh_MainState(m); - R_Mesh_TextureState(m); + unsigned int i; + + BACKENDACTIVECHECK + + R_Mesh_VertexPointer(m->pointer_vertex); + 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) + { + qglArrayElement(elements[0]);qglArrayElement(elements[1]); + qglArrayElement(elements[1]);qglArrayElement(elements[2]); + qglArrayElement(elements[2]);qglArrayElement(elements[0]); + } + qglEnd(); + CHECKGLERROR } /* @@ -1436,35 +1623,35 @@ void R_Mesh_State(const rmeshstate_t *m) ============================================================================== */ -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg) +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) { + int indices[3] = {0,1,2}; qboolean ret; - int i, j; - qbyte *buffer; if (!r_render.integer) return false; - buffer = Mem_Alloc(tempmempool, width*height*3); - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); + qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1); CHECKGLERROR - // LordHavoc: compensate for v_overbrightbits when using hardware gamma - if (v_hwgamma.integer) + if (scr_screenshot_gamma.value != 1 && gammacorrect) { - for (i = 0;i < width * height * 3;i++) - { - j = buffer[i] << v_overbrightbits.integer; - buffer[i] = (qbyte) (bound(0, j, 255)); - } + 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]]; } + Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices); + if (jpeg) - ret = JPEG_SaveImage_preflipped (filename, width, height, buffer); + ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2); else - ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer); + ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3); - Mem_Free(buffer); return ret; } @@ -1475,7 +1662,11 @@ void R_ClearScreen(void) if (r_render.integer) { // clear to black - qglClearColor(0,0,0,0);CHECKGLERROR + if (fogenabled) + qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0); + else + qglClearColor(0,0,0,0); + CHECKGLERROR qglClearDepth(1);CHECKGLERROR if (gl_stencil) { @@ -1485,7 +1676,7 @@ void R_ClearScreen(void) qglClearStencil(128);CHECKGLERROR } // clear the screen - qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0)); // set dithering mode if (gl_dither.integer) { @@ -1498,6 +1689,156 @@ void R_ClearScreen(void) } } +/* +==================== +CalcFov +==================== +*/ +float CalcFov (float fov_x, float width, float height) +{ + // calculate vision size and alter by aspect, then convert back to angle + return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI; +} + +int r_stereo_side; + +void SCR_DrawScreen (void) +{ + for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++) + { + R_Mesh_Start(); + + R_TimeReport("setup"); + + if (r_showtrispass) + { + rmeshstate_t m; + r_showtrispass = 0; + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthTest(GL_FALSE); + GL_DepthMask(GL_FALSE); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + //qglEnable(GL_LINE_SMOOTH); + GL_ShowTrisColor(0.2,0.2,0.2,1); + r_showtrispass = 1; + } + + if (cls.signon == SIGNONS) + { + float size; + + size = scr_viewsize.value * (1.0 / 100.0); + size = min(size, 1); + + if (r_stereo_sidebyside.integer) + { + r_refdef.width = vid.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; + } + else + { + 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; + } + + // 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) + { + 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(); + } + } + + if (!r_stereo_sidebyside.integer) + { + r_refdef.width = vid.width; + r_refdef.height = vid.height; + r_refdef.x = 0; + r_refdef.y = 0; + } + + // 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 @@ -1508,111 +1849,105 @@ text to the screen. */ void SCR_UpdateScreen (void) { - if (gl_delayfinish.integer) - { - VID_Finish (); - - R_TimeReport("finish"); - } + if (vid_hidden) + return; if (r_textureunits.integer > gl_textureunits) Cvar_SetValueQuick(&r_textureunits, gl_textureunits); if (r_textureunits.integer < 1) Cvar_SetValueQuick(&r_textureunits, 1); - if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) + if (gl_combine.integer && !gl_combine_extension) Cvar_SetValueQuick(&gl_combine, 0); - // lighting scale - r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); - - // lightmaps only - r_lightmapscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_textureunits.integer > 1) - r_lightmapscalebit += 2; - - R_TimeReport("setup"); - - R_ClearScreen(); + 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 (scr_conlines < vid.conheight && cls.signon == SIGNONS) - R_RenderView(); - - // draw 2D stuff - R_DrawQueue(); - - if (gl_delayfinish.integer) + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) { - // tell driver to commit it's partially full geometry queue to the rendering queue - // (this doesn't wait for the commands themselves to complete) - qglFlush(); - } - else - { - VID_Finish (); - - R_TimeReport("finish"); - } -} + 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]; -// utility functions + if (r_stereo_sidebyside.integer) + r_stereo_side = 0; -void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) - { - float *out = varray_vertex3f; - while (--numverts) + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) { - *out++ = *vertex3f++; - *out++ = *vertex3f++; - *out++ = *vertex3f++; + r_refdef.colormask[0] = 1; + r_refdef.colormask[1] = 0; + r_refdef.colormask[2] = 0; } - } - else -#endif - memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3])); -} -void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) - { - float *out = varray_texcoord2f[tmu]; - while (--numverts) + 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) { - *out++ = *texcoord2f++; - *out++ = *texcoord2f++; + 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 -#endif - memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2])); -} - -void R_Mesh_CopyColor4f(const float *color4f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) { - float *out = varray_color4f; - while (--numverts) + r_showtrispass = false; + SCR_DrawScreen(); + + if (r_showtris.value > 0) { - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; + 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; } } - else -#endif - memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); + + 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 //=========================================================================== @@ -1833,13 +2168,13 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r) l->prev = l->next->prev; while (l->next->data && l->data && l->next->data->offset <= d->offset) { - //Con_Printf(">\n"); + //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_Printf("<\n"); + //Con_Print("<\n"); l->prev = l->prev->prev; l->next = l->next->prev; }