X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=8e4ec15895bd29c83d50abff0de154e6871041b1;hp=6d2f7b95a7f2a8669edd4eb93dad57f5566caaca;hb=0f3e880c9e2d7f490bfb4e8a1c318bd7428a695b;hpb=1c62b35652c52a3fc8f469306c2521bb7502dd7f diff --git a/gl_backend.c b/gl_backend.c index 6d2f7b95..8e4ec158 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2,17 +2,24 @@ #include "quakedef.h" #include "image.h" #include "jpeg.h" - -cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; -cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"}; -cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"}; -cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; -cvar_t gl_paranoid = {0, "gl_paranoid", "0"}; -cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"}; - -cvar_t r_render = {0, "r_render", "1"}; -cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; +#include "cl_collision.h" + +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; +cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; +cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; +cvar_t r_stereo_separation = {0, "r_stereo_separation", "4", "separation of eyes in the world (try negative values too)"}; +cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0", "side by side views (for those who can't afford glasses but can afford eye strain)"}; +cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"}; +cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"}; +cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"}; + +cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"}; +cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; +cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; +cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; +cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"}; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -66,24 +73,17 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); - -int c_meshs, c_meshelements; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); -// these are externally accessible -int r_lightmapscalebit; -float r_colorscale; - 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: @@ -145,20 +145,19 @@ static void R_Mesh_CacheArray_Startup(void); static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); R_Mesh_CacheArray_Startup(); } void GL_Backend_FreeArrays(void) { R_Mesh_CacheArray_Shutdown(); - Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { - Con_DPrintf("OpenGL Backend started\n"); + Con_Print("OpenGL Backend starting...\n"); + CHECKGLERROR + if (qglDrawRangeElements != NULL) { CHECKGLERROR @@ -166,22 +165,43 @@ static void gl_backend_start(void) CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR - Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + backendimageunits = backendunits; + backendarrayunits = backendunits; + if (gl_support_fragment_shader) + { + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); + CHECKGLERROR + Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); + } + 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_DPrintf("OpenGL Backend shutting down\n"); + Con_Print("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(); } @@ -190,6 +210,11 @@ static void gl_backend_newmap(void) { } +cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0", "displays a zoomed in overlay window"}; +cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20", "horizontal viewsize of zoom window"}; +cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20", "vertical viewsize of zoom window"}; +cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20", "fov of zoom window"}; + void gl_backend_init(void) { int i; @@ -202,9 +227,15 @@ 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 @@ -214,17 +245,13 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_drawrangeelements); Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); -} -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) @@ -233,20 +260,23 @@ 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) +void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) { - double xmax, ymax; + double m[16]; if (!r_render.integer) return; @@ -254,18 +284,32 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR - // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0); - ymax = zNear * tan(fovy * M_PI / 360.0); // set view pyramid - qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, 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) +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) { - float nudge, m[16]; + double nudge, m[16]; if (!r_render.integer) return; @@ -275,23 +319,23 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou qglLoadIdentity();CHECKGLERROR // set view pyramid nudge = 1.0 - 1.0 / (1<<23); - m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); + m[ 0] = 1.0 / frustumx; m[ 1] = 0; m[ 2] = 0; m[ 3] = 0; m[ 4] = 0; - m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 5] = 1.0 / frustumy; m[ 6] = 0; m[ 7] = 0; m[ 8] = 0; 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]; @@ -314,6 +358,8 @@ 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; @@ -321,6 +367,23 @@ 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(); } @@ -329,24 +392,28 @@ 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; // FIXME: add more combine stuff + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; matrix4x4_t matrix; } gltextureunit_t; -static struct +static struct gl_state_s { int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; + int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; - int unit; - int clientunit; + int scissortest; + unsigned int unit; + unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; float color4f[4]; int lockrange_first; @@ -358,28 +425,54 @@ gl_state; void GL_SetupTextureState(void) { - int i; + unsigned int i; gltextureunit_t *unit; - gl_state.unit = -1; - gl_state.clientunit = -1; - for (i = 0;i < backendunits;i++) + CHECKGLERROR + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + 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->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 + } + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -390,6 +483,9 @@ 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 @@ -415,6 +511,7 @@ void GL_SetupTextureState(void) qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } } + CHECKGLERROR } void GL_Backend_ResetState(void) @@ -425,6 +522,7 @@ void GL_Backend_ResetState(void) gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; + gl_state.colormask = 15; gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; @@ -433,6 +531,7 @@ void GL_Backend_ResetState(void) CHECKGLERROR + qglColorMask(1, 1, 1, 1); qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR @@ -452,7 +551,7 @@ void GL_Backend_ResetState(void) GL_SetupTextureState(); } -void GL_ActiveTexture(int num) +void GL_ActiveTexture(unsigned int num) { if (gl_state.unit != num) { @@ -465,7 +564,7 @@ void GL_ActiveTexture(int num) } } -void GL_ClientActiveTexture(int num) +void GL_ClientActiveTexture(unsigned int num) { if (gl_state.clientunit != num) { @@ -482,6 +581,8 @@ 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) { @@ -517,6 +618,8 @@ void GL_DepthMask(int state) { if (gl_state.depthmask != state) { + if (r_showtrispass) + return; qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } @@ -525,6 +628,8 @@ void GL_DepthTest(int state) { if (gl_state.depthtest != state) { + if (r_showtrispass && r_showdisabledepthtest.integer) + return; gl_state.depthtest = state; if (gl_state.depthtest) { @@ -537,35 +642,13 @@ void GL_DepthTest(int state) } } -void GL_VertexPointer(const float *p) -{ - if (gl_state.pointer_vertex != p) - { - gl_state.pointer_vertex = p; - CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); - CHECKGLERROR - } -} - -void GL_ColorPointer(const float *p) +void GL_ColorMask(int r, int g, int b, int a) { - if (gl_state.pointer_color != p) + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) { - CHECKGLERROR - if (!gl_state.pointer_color) - { - qglEnableClientState(GL_COLOR_ARRAY); - CHECKGLERROR - } - else if (!p) - { - qglDisableClientState(GL_COLOR_ARRAY); - CHECKGLERROR - } - gl_state.pointer_color = p; - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); - CHECKGLERROR + gl_state.colormask = state; + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } } @@ -573,17 +656,28 @@ void GL_Color(float cr, float cg, float cb, float ca) { if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { - GL_ColorPointer(NULL); + if (r_showtrispass) + return; gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; CHECKGLERROR - qglColor4f(cr, cg, cb, ca); + 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 = 0; + GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca); + r_showtrispass = 1; +} + + void GL_LockArrays(int first, int count) { if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) @@ -595,7 +689,7 @@ 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; @@ -606,6 +700,35 @@ 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) +{ + // in showtris rendering, don't clear the color buffer as that would hide + // the accumulated lines + if (r_showtrispass) + mask &= ~GL_COLOR_BUFFER_BIT; + qglClear(mask);CHECKGLERROR +} + void GL_TransformToScreen(const vec4_t in, vec4_t out) { vec4_t temp; @@ -613,9 +736,9 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out) Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); iw = 1.0f / out[3]; - out[0] = r_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 @@ -626,6 +749,109 @@ 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[MAX_INPUTLINE]; + CHECKGLERROR + + programobject = qglCreateProgramObjectARB(); + CHECKGLERROR + if (!programobject) + return 0; + + if (vertexstrings_count) + { + CHECKGLERROR + vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); + if (!vertexshaderobject) + { + qglDeleteObjectARB(programobject); + CHECKGLERROR + return 0; + } + qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL); + qglCompileShaderARB(vertexshaderobject); + CHECKGLERROR + qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled); + qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) + Con_DPrintf("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_DPrintf("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_DPrintf("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) @@ -642,95 +868,117 @@ 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; } - c_meshs++; - c_meshelements += numelements; - CHECKGLERROR - if (r_render.integer) + //CHECKGLERROR + if (r_showtrispass) + { + R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); + return; + } + renderstats.meshes++; + renderstats.meshes_elements += numelements; + if (gl_paranoid.integer) { - if (gl_paranoid.integer) + 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) { - int i, j, size; - const int *p; - if (!qglIsEnabled(GL_VERTEX_ARRAY)) - Con_Printf("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++) + 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 (gl_state.pointer_color) + } + for (i = 0;i < backendarrayunits;i++) + { + if (gl_state.units[i].arrayenabled) { - if (!qglIsEnabled(GL_COLOR_ARRAY)) - Con_Printf("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++) + 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; } - for (i = 0;i < backendunits;i++) - { - if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled) - { - if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap)) - Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n"); - GL_ActiveTexture(i); - if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) - Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n"); - for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++) - paranoidblah += *p; - } - } - for (i = 0;i < numtriangles * 3;i++) + } + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) { - if (elements[i] < 0 || elements[i] >= numverts) - { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts); - return; - } + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); + return; } } CHECKGLERROR - GL_LockArrays(0, numverts); + } + if (r_render.integer) + { 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]); + } } } } @@ -758,34 +1006,48 @@ 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 - GL_LockArrays(0, 0); - CHECKGLERROR } } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { - int i; + unsigned int i; BACKENDACTIVECHECK - CHECKGLERROR + CHECKGLERROR GL_LockArrays(0, 0); - CHECKGLERROR + 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) @@ -823,164 +1085,578 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) } } -void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix) +void R_Mesh_VertexPointer(const float *vertex3f) { - if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t))) + if (gl_state.pointer_vertex != vertex3f) { - matrix4x4_t tempmatrix; - gl_state.units[unitnumber].matrix = *matrix; - Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix); - qglMatrixMode(GL_TEXTURE); - GL_ActiveTexture(unitnumber); - qglLoadMatrixf(&tempmatrix.m[0][0]); - qglMatrixMode(GL_MODELVIEW); + gl_state.pointer_vertex = vertex3f; + CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + CHECKGLERROR } } -void R_Mesh_State_Texture(const rmeshstate_t *m) +void R_Mesh_ColorPointer(const float *color4f) { - int i, combinergb, combinealpha, scale, arrayis3d; - gltextureunit_t *unit; - - BACKENDACTIVECHECK - - if (gl_backend_rebindtextures) + if (r_showtrispass) + return; + if (gl_state.pointer_color != color4f) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + CHECKGLERROR + if (!gl_state.pointer_color) + { + 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 } +} - for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++) +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) { - if (unit->t1d != m->tex1d[i]) + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) { - GL_ActiveTexture(i); - if (m->tex1d[i]) - { - if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - else + 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 >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d != tex1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (tex1d) + { + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); + } + else { if (unit->t1d) - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_1D); } - qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR } - 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) { - GL_ActiveTexture(i); - if (m->tex[i]) + if (tex2d) { if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglEnable(GL_TEXTURE_2D); } else { if (unit->t2d) - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D); } - qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR } - 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) { - GL_ActiveTexture(i); - if (m->tex3d[i]) + if (tex3d) { if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D);CHECKGLERROR + qglEnable(GL_TEXTURE_3D); } else { if (unit->t3d) - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglDisable(GL_TEXTURE_3D); } - qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR } - 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) { - GL_ActiveTexture(i); - if (m->texcubemap[i]) + if (texcubemap) { if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); } else { if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); } - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR } - combinergb = m->texcombinergb[i]; - if (!combinergb) - combinergb = GL_MODULATE; - if (unit->combinergb != combinergb) + 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 >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - GL_ActiveTexture(i); - unit->combinergb = combinergb; - if (gl_combine.integer) + if (texnum) { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); } else { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); } } - combinealpha = m->texcombinealpha[i]; - if (!combinealpha) - combinealpha = GL_MODULATE; - if (unit->combinealpha != combinealpha) + unit->t1d = texnum; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - GL_ActiveTexture(i); - unit->combinealpha = combinealpha; - if (gl_combine.integer) + 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 (unitnum < backendunits) + { + 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 (unitnum < backendunits) + { + 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 >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + 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 (unitnum < backendunits) + { + if (texnum) { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + if (unit->t2d == 0) + qglEnable(GL_TEXTURE_2D); + } + else + { + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); } } - scale = max(m->texrgbscale[i], 1); - if (unit->rgbscale != scale) + unit->t2d = texnum; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + } + 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 >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - GL_ActiveTexture(i); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); } - scale = max(m->texalphascale[i], 1); - if (unit->alphascale != scale) + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - GL_ActiveTexture(i); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); } - arrayis3d = unit->t3d || unit->tcubemap; - if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d) + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - GL_ClientActiveTexture(i); - if (m->pointer_texcoord[i]) + if (texnum) { - if (!unit->arrayenabled) - { - unit->arrayenabled = true; - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + if (unit->t3d == 0) + qglEnable(GL_TEXTURE_3D); } else { - if (unit->arrayenabled) - { - unit->arrayenabled = false; - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + 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 (unitnum < backendunits) + { + 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 >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + 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 (unitnum < backendunits) + { + 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 (unitnum < backendunits) + { + 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 (unitnum < backendunits) + { + if (texnum) + { + if (unit->tcubemap == 0) + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); } - unit->pointer_texcoord = m->pointer_texcoord[i]; - unit->arrayis3d = arrayis3d; - if (unit->arrayis3d) - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord); else - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord); - CHECKGLERROR + { + 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 (r_showtrispass) + return; + 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 (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) + { + 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); + 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 } /* @@ -991,35 +1667,35 @@ void R_Mesh_State_Texture(const rmeshstate_t *m) ============================================================================== */ -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg) +qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *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; } @@ -1030,7 +1706,11 @@ 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) { @@ -1040,7 +1720,7 @@ 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) { @@ -1053,6 +1733,145 @@ void R_ClearScreen(void) } } +qboolean CL_VM_UpdateView (void); +void SCR_DrawConsole (void); + +int r_stereo_side; + +void SCR_DrawScreen (void) +{ + R_Mesh_Start(); + + R_TimeReport("setup"); + + 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) + // LordHavoc: this is designed to produce widescreen fov values + // when the screen is wider than 4/3 width/height aspect, to do + // this it simply assumes the requested fov is the vertical fov + // for a 4x3 display, if the ratio is not 4x3 this makes the fov + // higher/lower according to the ratio + r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0); + r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value; + + r_refdef.frustum_x *= r_refdef.frustumscale_x; + r_refdef.frustum_y *= r_refdef.frustumscale_y; + + if(!CL_VM_UpdateView()) + R_RenderView(); + else + SCR_DrawConsole(); + + 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.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0); + r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height; + + r_refdef.frustum_x *= r_refdef.frustumscale_x; + r_refdef.frustum_y *= r_refdef.frustumscale_y; + + if(!CL_VM_UpdateView()) + 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"); +} + +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 @@ -1063,53 +1882,72 @@ 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); + r_showtrispass = 0; - // lightmaps only - r_lightmapscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_textureunits.integer > 1) - r_lightmapscalebit += 2; + 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("setup"); + R_TimeReport("clear"); - R_ClearScreen(); + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) + { + matrix4x4_t originalmatrix = r_refdef.viewentitymatrix; + r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1]; + r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1]; + r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1]; - R_TimeReport("clear"); + if (r_stereo_sidebyside.integer) + r_stereo_side = 0; - if (scr_conlines < vid.conheight && cls.signon == SIGNONS) - R_RenderView(); + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) + { + r_refdef.colormask[0] = 1; + r_refdef.colormask[1] = 0; + r_refdef.colormask[2] = 0; + } - // draw 2D stuff - R_DrawQueue(); + SCR_DrawScreen(); - if (gl_delayfinish.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(); + r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1]; + r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1]; + r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1]; + + if (r_stereo_sidebyside.integer) + r_stereo_side = 1; + + if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) + { + r_refdef.colormask[0] = 0; + r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer; + r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer; + } + + SCR_DrawScreen(); + + r_refdef.viewentitymatrix = originalmatrix; } else - { - VID_Finish (); + SCR_DrawScreen(); - R_TimeReport("finish"); - } + VID_Finish(); + R_TimeReport("finish"); } @@ -1117,12 +1955,16 @@ void SCR_UpdateScreen (void) // 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]; -float varray_normal3f[65536*3]; int earray_element3i[65536]; +float varray_vertex3f2[65536*3]; //=========================================================================== // vertex array caching subsystem @@ -1167,7 +2009,7 @@ static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; // size of data buffer static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; // data buffer -static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; +static unsigned char r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; // current state static int r_mesh_rcachedata_offset; @@ -1228,7 +2070,7 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r) //R_Mesh_CacheArray_ValidateState(3); // calculate a hashindex to choose a cache chain r->data = NULL; - hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; + hashindex = CRC_Block((unsigned char *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; // is it already cached? for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) @@ -1344,13 +2186,13 @@ 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; }