X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=a454952718a9ef02d1558f51aa6255b76380b155;hp=b0d287b07324eada45f9135ae45900969dfb21a1;hb=224f9edae92441767654e2c10eb568bb91f86eb1;hpb=d8c2fec3b2fb4a243bfbadfc873fc7d4623c1bcd diff --git a/gl_backend.c b/gl_backend.c index b0d287b0..a4549527 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,1361 +1,1055 @@ #include "quakedef.h" +#include "image.h" -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_mesh_maxverts = {0, "gl_mesh_maxverts", "21760"}; +cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; +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"}; +cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; -int lightscalebit; -float lightscale; -float overbrightscale; +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"}; -void SCR_ScreenShot_f (void); -static void R_Envmap_f (void); - -static int max_meshs; -static int max_batch; -static int max_verts; // always max_meshs * 3 -#define TRANSDEPTHRES 4096 +int gl_maxdrawrangeelementsvertices; +int gl_maxdrawrangeelementsindices; -//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"}; -static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"}; -static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"}; -static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"}; +#ifdef DEBUGGL +int errornumber = 0; -typedef struct buf_mesh_s +void GL_PrintError(int errornumber, char *filename, int linenumber) { - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int verts; - struct buf_mesh_s *chain; - struct buf_transtri_s *transchain; + switch(errornumber) + { +#ifdef GL_INVALID_ENUM + case GL_INVALID_ENUM: + Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_INVALID_VALUE + case GL_INVALID_VALUE: + Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_INVALID_OPERATION + case GL_INVALID_OPERATION: + Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_STACK_OVERFLOW + case GL_STACK_OVERFLOW: + Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_STACK_UNDERFLOW + case GL_STACK_UNDERFLOW: + Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_OUT_OF_MEMORY + case GL_OUT_OF_MEMORY: + Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_TABLE_TOO_LARGE + case GL_TABLE_TOO_LARGE: + Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); + break; +#endif + default: + Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); + break; + } } -buf_mesh_t; +#endif -typedef struct buf_transtri_s -{ - struct buf_transtri_s *next; - struct buf_transtri_s *meshsortchain; - buf_mesh_t *mesh; - int index[3]; -} -buf_transtri_t; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); -typedef struct buf_tri_s -{ - int index[3]; -} -buf_tri_t; +int c_meshs, c_meshelements; -typedef struct -{ - float v[4]; -} -buf_vertex_t; +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_color4b, *varray_buf_color4b; +int mesh_maxverts; +int mesh_var; +float mesh_var_readfrequency; +float mesh_var_writefrequency; +float mesh_var_priority; +int varray_offset = 0, varray_offsetnext = 0; +GLuint *varray_buf_elements3i; +int mesh_maxelements = 3072; + +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; -typedef struct +/* +note: here's strip order for a terrain row: +0--1--2--3--4 +|\ |\ |\ |\ | +| \| \| \| \| +A--B--C--D--E + +A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E + +*elements++ = i + row; +*elements++ = i; +*elements++ = i + row + 1; +*elements++ = i; +*elements++ = i + 1; +*elements++ = i + row + 1; +*/ + +void GL_Backend_AllocElementsArray(void) { - float c[4]; + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); } -buf_fcolor_t; -typedef struct +void GL_Backend_FreeElementArray(void) { - qbyte c[4]; + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = NULL; } -buf_bcolor_t; -typedef struct +void GL_Backend_CheckCvars(void) { - float t[2]; + // 21760 is (65536 / 3) rounded off to a multiple of 128 + if (gl_mesh_maxverts.integer < 1024) + Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); + if (gl_mesh_maxverts.integer > 21760) + Cvar_SetValueQuick(&gl_mesh_maxverts, 21760); + 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); } -buf_texcoord_t; - -static float meshfarclip; -static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout; -static buf_mesh_t *buf_mesh; -static buf_tri_t *buf_tri; -static buf_vertex_t *buf_vertex; -static buf_fcolor_t *buf_fcolor; -static buf_bcolor_t *buf_bcolor; -static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; - -static int currenttransmesh, currenttransvertex, currenttranstriangle; -static buf_mesh_t *buf_transmesh; -static buf_transtri_t *buf_sorttranstri; -static buf_transtri_t **buf_sorttranstri_list; -static buf_tri_t *buf_transtri; -static buf_vertex_t *buf_transvertex; -static buf_fcolor_t *buf_transfcolor; -static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS]; -static mempool_t *gl_backend_mempool; -static int resizingbuffers = false; +int polygonelements[768]; -static void gl_backend_start(void) +void GL_Backend_AllocArrays(void) { - int i; - - max_verts = max_meshs * 3; + 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; + } -#define BACKENDALLOC(var, count, sizeofstruct)\ - {\ - var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ - if (var == NULL)\ - Sys_Error("gl_backend_start: unable to allocate memory\n");\ - memset(var, 0, count * sizeof(sizeofstruct));\ + mesh_maxverts = gl_mesh_maxverts.integer; + mesh_var = gl_mesh_vertex_array_range.integer; + 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; + + if (varray_buf_vertex3f) + VID_FreeVertexArrays(varray_buf_vertex3f); + 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; + + size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits); + 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); + 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; - BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t) - BACKENDALLOC(buf_tri, max_meshs, buf_tri_t) - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t) - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t) + GL_Backend_AllocElementsArray(); - BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t) - BACKENDALLOC(buf_sorttranstri, max_meshs, buf_transtri_t) - BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *) - BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t) - BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t) + if (gl_support_var) + { + CHECKGLERROR + qglVertexArrayRangeNV(size, varray_buf_vertex3f); + CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR + } +} +void GL_Backend_FreeArrays(void) +{ + int i; + + if (gl_support_var) + { + CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR + } + + if (varray_buf_vertex3f) + VID_FreeVertexArrays(varray_buf_vertex3f); + 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_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); + if (qglDrawRangeElements != NULL) { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t) - BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t) - } - else - { - buf_texcoord[i] = NULL; - buf_transtexcoord[i] = NULL; - } + CHECKGLERROR + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + CHECKGLERROR + qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); + CHECKGLERROR + Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } + if (strstr(gl_renderer, "3Dfx")) + { + Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); + Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); + } + backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + + GL_Backend_AllocArrays(); + backendactive = true; } static void gl_backend_shutdown(void) { - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - backendunits = 0; backendactive = false; -} - -static void gl_backend_bufferchanges(int init) -{ - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 256) - Cvar_SetValue("gl_mesh_maxtriangles", 256); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValue("gl_mesh_maxtriangles", 21760); - - if (gl_mesh_batchtriangles.integer < 0) - Cvar_SetValue("gl_mesh_batchtriangles", 0); - if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer) - Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer); - max_batch = gl_mesh_batchtriangles.integer; + Con_Printf("OpenGL Backend shutting down\n"); - if (max_meshs != gl_mesh_maxtriangles.integer) - { - max_meshs = gl_mesh_maxtriangles.integer; - - if (!init) - { - resizingbuffers = true; - gl_backend_shutdown(); - gl_backend_start(); - resizingbuffers = false; - } - } + GL_Backend_FreeArrays(); } -float r_farclip, r_newfarclip; +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) { - r_farclip = r_newfarclip = 2048.0f; } -int polyindexarray[768]; - void gl_backend_init(void) { int i; - Cvar_RegisterVariable (&r_render); - Cvar_RegisterVariable (&gl_dither); + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; + } + + Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&gl_dither); + Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_delayfinish); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif - Cmd_AddCommand ("screenshot",SCR_ScreenShot_f); - Cmd_AddCommand ("envmap", R_Envmap_f); - - Cvar_RegisterVariable(&gl_mesh_maxtriangles); - Cvar_RegisterVariable(&gl_mesh_batchtriangles); + Cvar_RegisterVariable(&gl_mesh_maxverts); Cvar_RegisterVariable(&gl_mesh_floatcolors); + Cvar_RegisterVariable(&gl_mesh_drawrangeelements); + 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); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); - gl_backend_bufferchanges(true); - for (i = 0;i < 256;i++) - { - polyindexarray[i*3+0] = 0; - polyindexarray[i*3+1] = i + 1; - polyindexarray[i*3+2] = i + 2; - } } -static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) +void GL_SetupView_ViewPort (int x, int y, int width, int height) { - GLdouble xmax, ymax; + if (!r_render.integer) + return; - xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect; - ymax = zNear * tan( fovy * M_PI / 360.0 ); + // y is weird beause OpenGL is bottom to top, we use top to bottom + qglViewport(x, vid.realheight - (y + height), width, height); + CHECKGLERROR +} - glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar ); +void GL_SetupView_Orientation_Identity (void) +{ + Matrix4x4_CreateIdentity(&backend_viewmatrix); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } +void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) +{ + 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]); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); +} -/* -============= -GL_SetupFrame -============= -*/ -static void GL_SetupFrame (void) +void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) { + double xmax, ymax; + if (!r_render.integer) return; -// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen - gldepthmin = 0; - gldepthmax = 1; - glDepthFunc (GL_LEQUAL); + // 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 + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); +} - glDepthRange (gldepthmin, gldepthmax); +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +{ + float nudge, m[16]; - // update farclip based on previous frame - r_farclip = r_newfarclip; + if (!r_render.integer) + return; // set up viewpoint - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - - // y is weird beause OpenGL is bottom to top, we use top to bottom - glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height); -// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI; - MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4.0 / 3.0, r_farclip); - - glCullFace(GL_FRONT); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - - glRotatef (-90, 1, 0, 0); // put Z going up - glRotatef (90, 0, 0, 1); // put Z going up - glRotatef (-r_refdef.viewangles[2], 1, 0, 0); - glRotatef (-r_refdef.viewangles[0], 0, 1, 0); - glRotatef (-r_refdef.viewangles[1], 0, 0, 1); - glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); - -// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); - - // - // set drawing parms - // -// if (gl_cull.integer) - glEnable(GL_CULL_FACE); -// else -// glDisable(GL_CULL_FACE); - - glEnable(GL_BLEND); // was Disable - glEnable(GL_DEPTH_TEST); - glDepthMask(1); + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + // set view pyramid + nudge = 1.0 - 1.0 / (1<<23); + m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); + m[ 1] = 0; + m[ 2] = 0; + m[ 3] = 0; + m[ 4] = 0; + m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 6] = 0; + m[ 7] = 0; + m[ 8] = 0; + m[ 9] = 0; + m[10] = -1 * nudge; + m[11] = -1 * nudge; + m[12] = 0; + m[13] = 0; + m[14] = -2 * zNear * nudge; + m[15] = 0; + qglLoadMatrixf(m); + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); + backend_projectmatrix.m[0][0] = m[0]; + backend_projectmatrix.m[1][0] = m[1]; + backend_projectmatrix.m[2][0] = m[2]; + backend_projectmatrix.m[3][0] = m[3]; + backend_projectmatrix.m[0][1] = m[4]; + backend_projectmatrix.m[1][1] = m[5]; + backend_projectmatrix.m[2][1] = m[6]; + backend_projectmatrix.m[3][1] = m[7]; + backend_projectmatrix.m[0][2] = m[8]; + backend_projectmatrix.m[1][2] = m[9]; + backend_projectmatrix.m[2][2] = m[10]; + backend_projectmatrix.m[3][2] = m[11]; + backend_projectmatrix.m[0][3] = m[12]; + backend_projectmatrix.m[1][3] = m[13]; + backend_projectmatrix.m[2][3] = m[14]; + backend_projectmatrix.m[3][3] = m[15]; } -static float viewdist; +void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) +{ + if (!r_render.integer) + return; -int c_meshs, c_meshtris, c_transmeshs, c_transtris; + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglOrtho(x1, x2, y2, y1, zNear, zFar); + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); +} -// called at beginning of frame -void R_Mesh_Clear(void) +typedef struct gltextureunit_s { - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); - - gl_backend_bufferchanges(false); - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; - meshfarclip = 0; - transranout = false; - viewdist = DotProduct(r_origin, vpn); - - c_meshs = 0; - c_meshtris = 0; - c_transmeshs = 0; - c_transtris = 0; - - GL_SetupFrame(); + int t1d, t2d, t3d, tcubemap; + int arrayenabled, arrayis3d; + float rgbscale, alphascale; + int combinergb, combinealpha; + // FIXME: add more combine stuff } +gltextureunit_t; -#ifdef DEBUGGL -void GL_PrintError(int errornumber, char *filename, int linenumber) +static struct { - switch(errornumber) - { - case GL_INVALID_ENUM: - Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); - break; - case GL_INVALID_VALUE: - Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); - break; - case GL_INVALID_OPERATION: - Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); - break; - case GL_STACK_OVERFLOW: - Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); - break; - case GL_STACK_UNDERFLOW: - Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); - break; - case GL_OUT_OF_MEMORY: - Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); - break; -#ifdef GL_TABLE_TOO_LARGE - case GL_TABLE_TOO_LARGE: - Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); - break; -#endif - default: - Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); - break; - } + int blendfunc1; + int blendfunc2; + int blend; + GLboolean depthmask; + int depthdisable; + int unit; + int clientunit; + gltextureunit_t units[MAX_TEXTUREUNITS]; + int colorarray; } +gl_state; -int errornumber = 0; -#endif - -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +void GL_SetupTextureState(void) { - int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, endtriangle, indexcount, firstvert, endvert, texture[MAX_TEXTUREUNITS]; - float farclip, texturergbscale[MAX_TEXTUREUNITS]; - buf_mesh_t *mesh; - unsigned int *index; - // float to byte color conversion - int *icolor; - float *fcolor; - qbyte *bcolor; - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - if (!currentmesh) - return; - -CHECKGLERROR - - // push out farclip based on vertices - for (i = 0;i < currentvertex;i++) - { - farclip = DotProduct(buf_vertex[i].v, vpn); - if (meshfarclip < farclip) - meshfarclip = farclip; - } - - farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe - - // push out farclip for next frame - if (farclip > r_newfarclip) - r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256; - + int i; + gltextureunit_t *unit; for (i = 0;i < backendunits;i++) - texturergbscale[i] = 1; - - glEnable(GL_CULL_FACE); -CHECKGLERROR - glCullFace(GL_FRONT); -CHECKGLERROR - depthtest = true; - glEnable(GL_DEPTH_TEST); -CHECKGLERROR - blendfunc1 = GL_ONE; - blendfunc2 = GL_ZERO; - glBlendFunc(blendfunc1, blendfunc2); -CHECKGLERROR - blend = 0; - glDisable(GL_BLEND); -CHECKGLERROR - depthmask = true; - glDepthMask((GLboolean) depthmask); -CHECKGLERROR - - glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]); -CHECKGLERROR - glEnableClientState(GL_VERTEX_ARRAY); -CHECKGLERROR - if (gl_mesh_floatcolors.integer) - { - glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]); -CHECKGLERROR - } - else { - // shift float to have 8bit fraction at base of number - for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;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->rgbscale = 1; + unit->alphascale = 1; + unit->combinergb = GL_MODULATE; + unit->combinealpha = GL_MODULATE; + unit->arrayenabled = false; + unit->arrayis3d = false; + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + if (gl_texturecubemap) { - *fcolor++ += 32768.0f; - *fcolor++ += 32768.0f; - *fcolor++ += 32768.0f; - *fcolor++ += 32768.0f; + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - // then read as integer and kill float bits... - for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++) + if (gl_combine.integer) { - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; - k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k; + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + } + else + { + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]); -CHECKGLERROR } - glEnableClientState(GL_COLOR_ARRAY); -CHECKGLERROR +} - if (backendunits > 1) +void GL_Backend_ResetState(void) +{ + memset(&gl_state, 0, sizeof(gl_state)); + gl_state.depthdisable = false; + gl_state.blendfunc1 = GL_ONE; + gl_state.blendfunc2 = GL_ZERO; + gl_state.blend = false; + gl_state.depthmask = GL_TRUE; + gl_state.colorarray = false; + + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + + 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 + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (gl_mesh_floatcolors.integer) { - for (i = 0;i < backendunits;i++) - { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - glBindTexture(GL_TEXTURE_2D, (texture[i] = 0)); -CHECKGLERROR - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - if (gl_combine.integer) - { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); -CHECKGLERROR - glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f); -CHECKGLERROR - } - else - { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR - } - - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]); -CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR } else { - glBindTexture(GL_TEXTURE_2D, (texture[0] = 0)); -CHECKGLERROR - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR - - glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]); -CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR } + GL_Color(1, 1, 1, 1); - // lock as early as possible - GL_LockArray(0, currentvertex); -CHECKGLERROR + GL_SetupTextureState(); +} - for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++) +void GL_UseColorArray(void) +{ + if (!gl_state.colorarray) { - if (backendunits > 1) - { -// int topunit = 0; - for (i = 0;i < backendunits;i++) - { - if (texture[i] != mesh->textures[i]) - { - if (unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - } - if (texture[i] == 0) - { - glEnable(GL_TEXTURE_2D); -CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - } - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i])); -CHECKGLERROR - if (texture[i] == 0) - { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - } - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - } - if (texturergbscale[i] != mesh->texturergbscale[i]) - { - if (unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - } - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i])); -CHECKGLERROR - } -// if (texture[i]) -// topunit = i; - } -// if (unit != topunit) -// { -// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit)); -//CHECKGLERROR -// } - } - else - { - if (texture[0] != mesh->textures[0]) - { - if (texture[0] == 0) - { - glEnable(GL_TEXTURE_2D); -CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0])); -CHECKGLERROR - if (texture[0] == 0) - { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - } - } - if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2) - { - blendfunc1 = mesh->blendfunc1; - blendfunc2 = mesh->blendfunc2; - glBlendFunc(blendfunc1, blendfunc2); -CHECKGLERROR - if (blendfunc2 == GL_ZERO) - { - if (blendfunc1 == GL_ONE) - { - if (blend) - { - blend = 0; - glDisable(GL_BLEND); -CHECKGLERROR - } - } - else - { - if (!blend) - { - blend = 1; - glEnable(GL_BLEND); -CHECKGLERROR - } - } - } - else - { - if (!blend) - { - blend = 1; - glEnable(GL_BLEND); -CHECKGLERROR - } - } - } - if (depthtest != mesh->depthtest) - { - depthtest = mesh->depthtest; - if (depthtest) - glEnable(GL_DEPTH_TEST); - else - glDisable(GL_DEPTH_TEST); - } - if (depthmask != mesh->depthmask) - { - depthmask = mesh->depthmask; - glDepthMask((GLboolean) depthmask); -CHECKGLERROR - } - - firsttriangle = mesh->firsttriangle; - firstvert = mesh->firstvert; - endtriangle = firsttriangle + mesh->triangles; - endvert = firstvert + mesh->verts; - - indexcount = (endtriangle - firsttriangle) * 3; - index = (unsigned int *)&buf_tri[firsttriangle].index[0]; - for (i = 0;i < indexcount;i++) - index[i] += firstvert; - -#ifdef WIN32 - // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32 - glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); -#else - glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index); -#endif -CHECKGLERROR + gl_state.colorarray = true; + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } +} - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - - GL_UnlockArray(); -CHECKGLERROR - - if (backendunits > 1) - { - for (i = backendunits - 1;i >= 0;i--) - { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR - if (gl_combine.integer) - { - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); -CHECKGLERROR - } - if (i > 0) - { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - } - else - { - glEnable(GL_TEXTURE_2D); -CHECKGLERROR - } - glBindTexture(GL_TEXTURE_2D, 0); -CHECKGLERROR - - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - } - else +void GL_Color(float cr, float cg, float cb, float ca) +{ + if (gl_state.colorarray) { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR - glEnable(GL_TEXTURE_2D); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + gl_state.colorarray = false; + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR } - glDisableClientState(GL_COLOR_ARRAY); -CHECKGLERROR - glDisableClientState(GL_VERTEX_ARRAY); -CHECKGLERROR - - glDisable(GL_BLEND); -CHECKGLERROR - glEnable(GL_DEPTH_TEST); -CHECKGLERROR - glDepthMask(true); -CHECKGLERROR - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -CHECKGLERROR + qglColor4f(cr, cg, cb, ca); } -void R_Mesh_AddTransparent(void) +void GL_TransformToScreen(const vec4_t in, vec4_t out) { - int i, j, k, *index; - float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist; - buf_vertex_t *vert1, *vert2, *vert3; - buf_transtri_t *tri; - buf_mesh_t *mesh, *transmesh; + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); + Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = r_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; +} - if (!currenttransmesh) - return; +// called at beginning of frame +void R_Mesh_Start(void) +{ + BACKENDACTIVECHECK - // convert index data to transtris for sorting - for (j = 0;j < currenttransmesh;j++) - { - mesh = buf_transmesh + j; - k = mesh->firsttriangle; - index = &buf_transtri[k].index[0]; - for (i = 0;i < mesh->triangles;i++) - { - tri = &buf_sorttranstri[k++]; - tri->mesh = mesh; - tri->index[0] = *index++; - tri->index[1] = *index++; - tri->index[2] = *index++; - } - } + CHECKGLERROR - // map farclip to 0-4095 list range - centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f); - viewdistcompare = viewdist + 4.0f; + GL_Backend_CheckCvars(); + if (mesh_maxverts != gl_mesh_maxverts.integer + || mesh_var != gl_mesh_vertex_array_range.integer + || 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) + GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); - memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *)); + GL_Backend_ResetState(); - k = 0; - for (j = 0;j < currenttranstriangle;j++) + if (mesh_var) { - tri = &buf_sorttranstri[j]; - i = tri->mesh->firstvert; - - vert1 = &buf_transvertex[tri->index[0] + i]; - vert2 = &buf_transvertex[tri->index[1] + i]; - vert3 = &buf_transvertex[tri->index[2] + i]; - - dist1 = DotProduct(vert1->v, vpn); - dist2 = DotProduct(vert2->v, vpn); - dist3 = DotProduct(vert3->v, vpn); - - maxdist = max(dist1, max(dist2, dist3)); - if (maxdist < viewdistcompare) - continue; - - center = (dist1 + dist2 + dist3) * centerscaler - viewdist; -#if SLOWMATH - i = (int) center; - i = bound(0, i, (TRANSDEPTHRES - 1)); -#else - if (center < 0.0f) - center = 0.0f; - center += 8388608.0f; - i = *((long *)¢er) & 0x7FFFFF; - i = min(i, (TRANSDEPTHRES - 1)); -#endif - tri->next = buf_sorttranstri_list[i]; - buf_sorttranstri_list[i] = tri; - k++; + CHECKGLERROR + qglFlushVertexArrayRangeNV(); + CHECKGLERROR } + varray_offset = 0; +} + +int gl_backend_rebindtextures; - for (i = 0;i < currenttransmesh;i++) - buf_transmesh[i].transchain = NULL; - transmesh = NULL; - for (j = 0;j < TRANSDEPTHRES;j++) +void GL_ConvertColorsFloatToByte(int numverts) +{ + int i, k, total; + // LordHavoc: to avoid problems with aliasing (treating memory as two + // different types - exactly what this is doing), these must be volatile + // (or a union) + volatile int *icolor; + volatile float *fcolor; + GLubyte *bcolor; + + total = numverts * 4; + + // shift float to have 8bit fraction at base of number + fcolor = varray_buf_color4f; + for (i = 0;i < total;) { - if ((tri = buf_sorttranstri_list[j])) - { - for (;tri;tri = tri->next) - { - if (!tri->mesh->transchain) - { - tri->mesh->chain = transmesh; - transmesh = tri->mesh; - } - tri->meshsortchain = tri->mesh->transchain; - tri->mesh->transchain = tri; - } - } + fcolor[i ] += 32768.0f; + fcolor[i + 1] += 32768.0f; + fcolor[i + 2] += 32768.0f; + fcolor[i + 3] += 32768.0f; + i += 4; } - for (;transmesh;transmesh = transmesh->chain) + // then read as integer and kill float bits... + icolor = (int *)varray_buf_color4f; + bcolor = varray_buf_color4b; + for (i = 0;i < total;) { - if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts) - R_Mesh_Render(); - - mesh = &buf_mesh[currentmesh++]; - *mesh = *transmesh; // copy mesh properties - - mesh->firstvert = currentvertex; - memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t)); - memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t)); - for (i = 0;i < backendunits && transmesh->textures[i];i++) - memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t)); - currentvertex += mesh->verts; - - mesh->firsttriangle = currenttriangle; - for (tri = transmesh->transchain;tri;tri = tri->meshsortchain) - { - buf_tri[currenttriangle].index[0] = tri->index[0]; - buf_tri[currenttriangle].index[1] = tri->index[1]; - buf_tri[currenttriangle].index[2] = tri->index[2]; - currenttriangle++; - } - mesh->triangles = currenttriangle - mesh->firsttriangle; + k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (GLubyte) k; + k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k; + k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k; + k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k; + i += 4; } - - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; } -void R_Mesh_Draw(const rmeshinfo_t *m) +/* +// enlarges geometry buffers if they are too small +void _R_Mesh_ResizeCheck(int numverts) { - // these are static because gcc runs out of virtual registers otherwise - static int i, j, overbright, *index; - static float *in, scaler; - static float cr, cg, cb, ca; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - if (m->index == NULL - || !m->numtriangles - || m->vertex == NULL - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); - - // ignore meaningless alpha meshs - if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) + if (numverts > mesh_maxverts) { - if (m->color) - { - for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep) - if (*in >= 0.01f) - break; - if (i == m->numverts) - return; - } - else if (m->ca < 0.01f) - return; + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); } +} +*/ - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); +void GL_Backend_RenumberElements(int numelements, const int *in, int offset) +{ + int i; + for (i = 0;i < numelements;i++) + varray_buf_elements3i[i] = in[i] + offset; +} -#ifdef DEBUGGL - for (i = 0;i < m->numtriangles * 3;i++) - if ((unsigned int) m->index[i] >= (unsigned int) m->numverts) - Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts); -#endif +// gets geometry space for a mesh +void R_Mesh_GetSpace(int numverts) +{ + int i; - if (m->transparent) + varray_offset = varray_offsetnext; + if (varray_offset + numverts > mesh_maxverts) + varray_offset = 0; + if (numverts > mesh_maxverts) { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) - { - if (!transranout) - { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; - } - return; - } - - c_transmeshs++; - c_transtris += m->numtriangles; - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - index = &buf_transtri[currenttranstriangle].index[0]; - - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); + varray_offset = 0; } - else - { - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw: mesh too big for buffers\n"); - return; - } - - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - c_meshs++; - c_meshtris += m->numtriangles; - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_texcoord[i][currentvertex]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - index = &buf_tri[currenttriangle].index[0]; - - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - } - - // code shared for transparent and opaque meshs - memcpy(index, m->index, sizeof(int[3]) * m->numtriangles); - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - - overbright = false; - scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) + if (varray_offset == 0 && mesh_var) { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer - scaler *= 0.5f; - } - else - { - if (m->tex[0]) - { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - scaler *= overbrightscale; + CHECKGLERROR + qglFlushVertexArrayRangeNV(); + CHECKGLERROR } + // for debugging + //if (!mesh_var) + // varray_offset = rand() % (mesh_maxverts - numverts); - j = -1; + varray_vertex3f = varray_buf_vertex3f + varray_offset * 3; + varray_color4f = varray_buf_color4f + varray_offset * 4; + varray_color4b = varray_buf_color4b + varray_offset * 4; for (i = 0;i < backendunits;i++) { - if ((mesh->textures[i] = m->tex[i])) - j = i; - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; + varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3; + varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2; } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - if (m->vertexstep != sizeof(buf_vertex_t)) - { - for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep) - { - vert[i].v[0] = in[0]; - vert[i].v[1] = in[1]; - vert[i].v[2] = in[2]; - } - } - else - memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); + varray_offsetnext = varray_offset + numverts; +} - if (m->color) +// renders the current mesh +void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) +{ + int numelements; + if (numtriangles == 0 || numverts == 0) { - for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) - { - fcolor[i].c[0] = in[0] * scaler; - fcolor[i].c[1] = in[1] * scaler; - fcolor[i].c[2] = in[2] * scaler; - fcolor[i].c[3] = in[3]; - } + Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + return; } - else + numelements = numtriangles * 3; + if (mesh_maxelements < numelements) { - cr = m->cr * scaler; - cg = m->cg * scaler; - cb = m->cb * scaler; - ca = m->ca; - for (i = 0;i < m->numverts;i++) - { - fcolor[i].c[0] = cr; - fcolor[i].c[1] = cg; - fcolor[i].c[2] = cb; - fcolor[i].c[3] = ca; - } + mesh_maxelements = numelements; + GL_Backend_AllocElementsArray(); } - - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) + GL_Backend_RenumberElements(numelements, elements, varray_offset); + c_meshs++; + c_meshelements += numelements; + if (gl_state.colorarray && !gl_mesh_floatcolors.integer) + GL_ConvertColorsFloatToByte(numverts); + if (r_render.integer) { - if (j >= backendunits) - Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); - if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) + if (gl_supportslockarrays && gl_lockarrays.integer) { - for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j]) + qglLockArraysEXT(varray_offset, numverts); + CHECKGLERROR + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i); + CHECKGLERROR + } + else { - texcoord[j][i].t[0] = in[0]; - texcoord[j][i].t[1] = in[1]; + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i); + CHECKGLERROR } + qglUnlockArraysEXT(); + CHECKGLERROR } else - memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i); + CHECKGLERROR + } } - #if 0 - for (;j < backendunits;j++) - memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t)); - #endif } -void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m) +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) { - // these are static because gcc runs out of virtual registers otherwise - static int i, j, overbright, *index; - static float *in, scaler; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - if (m->index == NULL - || !m->numtriangles - || m->vertex == NULL - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); - - // ignore meaningless alpha meshs - if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) + int i; + BACKENDACTIVECHECK + if (mesh_var) { - if (m->color) - { - for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep) - if (*in >= 0.01f) - break; - if (i == m->numverts) - return; - } - else if (m->ca < 0.01f) - return; + CHECKGLERROR + qglFlushVertexArrayRangeNV(); + CHECKGLERROR } + varray_offset = 0; - if (m->transparent) + for (i = backendunits - 1;i >= 0;i--) { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) + if (qglActiveTexture) + qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + if (qglClientActiveTexture) + qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) { - if (!transranout) - { - Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n"); - transranout = true; - } - return; + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - - c_transmeshs++; - c_transtris += m->numtriangles; - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - index = &buf_transtri[currenttranstriangle].index[0]; - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; - } - else - { - if (m->numtriangles > max_meshs || m->numverts > max_verts) + if (gl_texturecubemap) { - Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n"); - return; + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - c_meshs++; - c_meshtris += m->numtriangles; - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_texcoord[i][currentvertex]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - index = &buf_tri[currenttriangle].index[0]; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - } - - // code shared for transparent and opaque meshs - memcpy(index, m->index, sizeof(int[3]) * m->numtriangles); - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - - overbright = false; - scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) - { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer - scaler *= 0.5f; - } - else - { - if (m->tex[0]) + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + if (gl_combine.integer) { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } - scaler *= overbrightscale; } + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - j = -1; - for (i = 0;i < backendunits;i++) - { - if ((mesh->textures[i] = m->tex[i])) - j = i; - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; - } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - - if (m->vertexstep != sizeof(buf_vertex_t)) - Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n"); - if (m->colorstep != sizeof(buf_fcolor_t)) - Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n"); - if (m->color == NULL) - Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n"); - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) + qglDisable(GL_BLEND);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(GL_TRUE);CHECKGLERROR + qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR +} + +void R_Mesh_Matrix(const matrix4x4_t *matrix) +{ + if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { - if (j >= backendunits) - Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); - if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) - Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n"); + backend_modelmatrix = *matrix; + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); + Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); + qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); } +} - memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) - memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); - #if 0 - for (;j < backendunits;j++) - memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t)); - #endif - - memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t)); +// sets up the requested state +void R_Mesh_MainState(const rmeshstate_t *m) +{ + BACKENDACTIVECHECK - // do this as a second step because memcpy preloaded the cache, which we can't easily do - if (scaler != 1) + if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { - for (i = 0;i < m->numverts;i++) + qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->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 { - fcolor[i].c[0] *= scaler; - fcolor[i].c[1] *= scaler; - fcolor[i].c[2] *= scaler; + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } } } + if (gl_state.depthdisable != m->depthdisable) + { + gl_state.depthdisable = m->depthdisable; + if (gl_state.depthdisable) + qglDisable(GL_DEPTH_TEST); + else + qglEnable(GL_DEPTH_TEST); + } + if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + { + qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + } } -// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct -// (this is used for very high speed rendering, no copying) -int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m) +void R_Mesh_TextureState(const rmeshstate_t *m) { - // these are static because gcc runs out of virtual registers otherwise - int i, j, overbright; - float scaler; - buf_mesh_t *mesh; + int i, combinergb, combinealpha; + float scale; + gltextureunit_t *unit; - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); + BACKENDACTIVECHECK - if (!m->numtriangles - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); + if (gl_backend_rebindtextures) + { + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + } - if (m->transparent) + for (i = 0;i < backendunits;i++) { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) + 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]) { - if (!transranout) + if (m->tex3d[i] || m->texcubemap[i]) + { + if (!unit->arrayis3d) + { + 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) + { + 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) + { + 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) + { + 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) + { + 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]) + { + 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]) + { + 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]) + { + 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]) { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; + 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 } - return false; } - - c_transmeshs++; - c_transtris += m->numtriangles; - m->index = &buf_transtri[currenttranstriangle].index[0]; - m->vertex = &buf_transvertex[currenttransvertex].v[0]; - m->color = &buf_transfcolor[currenttransvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; - } - else - { - if (m->numtriangles > max_meshs || m->numverts > max_verts) + combinergb = m->texcombinergb[i]; + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) + { + 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 + } + } + combinealpha = m->texcombinealpha[i]; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (unit->combinealpha != combinealpha) { - Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n"); - return false; + 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 + } } - - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - c_meshs++; - c_meshtris += m->numtriangles; - m->index = &buf_tri[currenttriangle].index[0]; - m->vertex = &buf_vertex[currentvertex].v[0]; - m->color = &buf_fcolor[currentvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - } - - // code shared for transparent and opaque meshs - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - - overbright = false; - scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) - { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer - scaler *= 0.5f; - } - else - { - if (m->tex[0]) + scale = max(m->texrgbscale[i], 1); + if (gl_state.units[i].rgbscale != scale) { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; + 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 } - scaler *= overbrightscale; - } - m->colorscale = scaler; - - j = -1; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - if ((mesh->textures[i] = m->tex[i])) + scale = max(m->texalphascale[i], 1); + if (gl_state.units[i].alphascale != scale) { - j = i; - if (i >= backendunits) - Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); + 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 } - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - - return true; } -void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) +void R_Mesh_State(const rmeshstate_t *m) { - m->index = polyindexarray; - m->numverts = numverts; - m->numtriangles = numverts - 2; - if (m->numtriangles < 1) - { - Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n"); - return; - } - if (m->numtriangles >= 256) - { - Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n"); - return; - } - R_Mesh_Draw(m); + R_Mesh_MainState(m); + R_Mesh_TextureState(m); } /* @@ -1366,131 +1060,33 @@ void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) ============================================================================== */ -float CalcFov (float fov_x, float width, float height); -void R_ClearScreen(void); - -void SCR_ScreenShot(char *filename, int x, int y, int width, int height) +qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) { - int i; + qboolean ret; + int i, j; qbyte *buffer; + if (!r_render.integer) + return false; + buffer = Mem_Alloc(tempmempool, width*height*3); - glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); + qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); CHECKGLERROR // LordHavoc: compensate for v_overbrightbits when using hardware gamma if (v_hwgamma.integer) - for (i = 0;i < width * height * 3;i++) - buffer[i] <<= v_overbrightbits.integer; - - Image_WriteTGARGB_preflipped(filename, width, height, buffer); - - Mem_Free(buffer); -} - -/* -================== -SCR_ScreenShot_f -================== -*/ -void SCR_ScreenShot_f (void) -{ - int i; - char filename[16]; - char checkname[MAX_OSPATH]; -// -// find a file name to save it to -// - strcpy(filename, "dp0000.tga"); - - for (i=0 ; i<=9999 ; i++) - { - filename[2] = (i/1000)%10 + '0'; - filename[3] = (i/ 100)%10 + '0'; - filename[4] = (i/ 10)%10 + '0'; - filename[5] = (i/ 1)%10 + '0'; - sprintf (checkname, "%s/%s", com_gamedir, filename); - if (Sys_FileTime(checkname) == -1) - break; // file doesn't exist - } - if (i==10000) - { - Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n"); - return; - } - - SCR_ScreenShot(filename, vid.realx, vid.realy, vid.realwidth, vid.realheight); - Con_Printf ("Wrote %s\n", filename); -} - -/* -=============== -R_Envmap_f - -Grab six views for environment mapping tests -=============== -*/ -struct -{ - float angles[3]; - char *name; -} -envmapinfo[6] = -{ - {{ 0, 0, 0}, "ft"}, - {{ 0, 90, 0}, "rt"}, - {{ 0, 180, 0}, "bk"}, - {{ 0, 270, 0}, "lf"}, - {{-90, 90, 0}, "up"}, - {{ 90, 90, 0}, "dn"} -}; -static void R_Envmap_f (void) -{ - int j, size; - char filename[256], basename[256]; - - if (Cmd_Argc() != 3) { - Con_Printf ("envmap : save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n"); - return; - } - - if (!r_render.integer) - return; - - strcpy(basename, Cmd_Argv(1)); - size = atoi(Cmd_Argv(2)); - if (size != 128 && size != 256 && size != 512 && size != 1024) - { - Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n"); - return; - } - if (size > vid.realwidth || size > vid.realheight) - { - Con_Printf("envmap: your resolution is not big enough to render that size\n"); - return; + for (i = 0;i < width * height * 3;i++) + { + j = buffer[i] << v_overbrightbits.integer; + buffer[i] = (qbyte) (bound(0, j, 255)); + } } - envmap = true; - - r_refdef.x = 0; - r_refdef.y = 0; - r_refdef.width = size; - r_refdef.height = size; - - r_refdef.fov_x = 90; - r_refdef.fov_y = 90; + ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); - for (j = 0;j < 6;j++) - { - sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name); - VectorCopy(envmapinfo[j].angles, r_refdef.viewangles); - R_ClearScreen(); - R_RenderView (); - SCR_ScreenShot(filename, vid.realx, vid.realy, size, size); - } - - envmap = false; + Mem_Free(buffer); + return ret; } //============================================================================= @@ -1499,15 +1095,27 @@ void R_ClearScreen(void) { if (r_render.integer) { - glClearColor(0,0,0,0); - CHECKGLERROR - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well) - CHECKGLERROR + // clear to black + qglClearColor(0,0,0,0);CHECKGLERROR + qglClearDepth(1);CHECKGLERROR + if (gl_stencil) + { + // LordHavoc: we use a stencil centered around 128 instead of 0, + // to avoid clamping interfering with strange shadow volume + // drawing orders + qglClearStencil(128);CHECKGLERROR + } + // clear the screen + qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR + // set dithering mode if (gl_dither.integer) - glEnable(GL_DITHER); + { + qglEnable(GL_DITHER);CHECKGLERROR + } else - glDisable(GL_DITHER); - CHECKGLERROR + { + qglDisable(GL_DITHER);CHECKGLERROR + } } } @@ -1521,22 +1129,28 @@ text to the screen. */ void SCR_UpdateScreen (void) { - //Mem_CheckSentinelsGlobal(); - //R_TimeReport("memtest"); + if (gl_delayfinish.integer) + { + VID_Finish (); - VID_Finish (); + R_TimeReport("finish"); + } - R_TimeReport("finish"); + if (r_textureunits.integer > gl_textureunits) + Cvar_SetValueQuick(&r_textureunits, gl_textureunits); + if (r_textureunits.integer < 1) + Cvar_SetValueQuick(&r_textureunits, 1); - if (gl_combine.integer && !gl_combine_extension) - Cvar_SetValue("gl_combine", 0); + if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) + Cvar_SetValueQuick(&gl_combine, 0); - lightscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_multitexture.integer) - lightscalebit += 2; + // lighting scale + r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); - lightscale = 1.0f / (float) (1 << lightscalebit); - overbrightscale = 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"); @@ -1544,13 +1158,74 @@ void SCR_UpdateScreen (void) R_TimeReport("clear"); - if (scr_conlines < vid.conheight) + if (scr_conlines < vid.conheight && cls.signon == SIGNONS) R_RenderView(); // draw 2D stuff R_DrawQueue(); - // tell driver to commit it's partially full geometry queue to the rendering queue - // (this doesn't wait for the commands themselves to complete) - glFlush(); + 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(); + } + else + { + VID_Finish (); + + R_TimeReport("finish"); + } +} + +// utility functions + +void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) +{ + if (mesh_var) + { + float *out = varray_vertex3f; + while (--numverts) + { + *out++ = *vertex3f++; + *out++ = *vertex3f++; + *out++ = *vertex3f++; + } + } + else + memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3])); +} + +void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts) +{ + if (mesh_var) + { + float *out = varray_texcoord2f[tmu]; + while (--numverts) + { + *out++ = *texcoord2f++; + *out++ = *texcoord2f++; + } + } + else + memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2])); +} + +void R_Mesh_CopyColor4f(const float *color4f, int numverts) +{ + if (mesh_var) + { + float *out = varray_color4f; + while (--numverts) + { + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; + } + } + else + memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); } + +