X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=c5fa542f4783654d115021070022080bcbb7d53c;hp=3e92f4bed53f7070d9ad2e392e5e0b9475cb12a9;hb=3bd4b0e091f90d0dc390b19b5b9bdde0b3d4b20a;hpb=51ff0537d076d438c3282aa9d866c549ac561ee9 diff --git a/gl_backend.c b/gl_backend.c index 3e92f4be..c5fa542f 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,18 +1,15 @@ #include "quakedef.h" +#include "image.h" -cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; +cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"}; cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; -cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"}; +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; 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"}; -// this is used to increase gl_mesh_maxtriangles automatically if a mesh was -// too large for the buffers in the previous frame -int overflowedverts = 0; - int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -65,179 +62,135 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -float r_mesh_farclip; - -static float viewdist; -// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares -static int vpnbit0, vpnbit1, vpnbit2; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); -int c_meshs, c_meshtris; - -int lightscalebit; -float lightscale; -float overbrightscale; +int c_meshs, c_meshelements; void SCR_ScreenShot_f (void); -static int max_tris; -static int max_verts; // always max_tris * 3 +// these are externally accessible +int r_lightmapscalebit; +float r_colorscale; +float *varray_vertex; +float *varray_color; +float *varray_texcoord[MAX_TEXTUREUNITS]; +int mesh_maxverts; + +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 qbyte *varray_bcolor; +static mempool_t *gl_backend_mempool; -typedef struct buf_mesh_s -{ - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - int texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int verts; - matrix4x4_t matrix; - struct buf_mesh_s *chain; -} -buf_mesh_t; +/* +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; +*/ -typedef struct buf_tri_s -{ - int index[3]; -} -buf_tri_t; +int polygonelements[768]; -typedef struct +void GL_Backend_AllocArrays(void) { - float v[4]; -} -buf_vertex_t; + int i; -typedef struct -{ - float c[4]; -} -buf_fcolor_t; + 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; + } -typedef struct -{ - qbyte c[4]; + if (!gl_backend_mempool) + gl_backend_mempool = Mem_AllocPool("GL_Backend"); + + varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); + for (i = 0;i < backendunits;i++) + varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + for (;i < MAX_TEXTUREUNITS;i++) + varray_texcoord[i] = NULL; } -buf_bcolor_t; -typedef struct +void GL_Backend_FreeArrays(int resizingbuffers) { - float t[2]; + int i; + if (resizingbuffers) + Mem_EmptyPool(gl_backend_mempool); + else + Mem_FreePool(&gl_backend_mempool); + varray_vertex = NULL; + varray_color = NULL; + varray_bcolor = NULL; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_texcoord[i] = NULL; } -buf_texcoord_t; - -static int currenttriangle, currentvertex, backendunits, backendactive; -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 mempool_t *gl_backend_mempool; -static int resizingbuffers = false; static void gl_backend_start(void) { - int i; - - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - - Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer); + Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); if (qglDrawRangeElements != NULL) + { + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + 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); } - Con_Printf("\n"); - - max_verts = max_tris * 3; - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - -#define BACKENDALLOC(var, count, sizeofstruct, varname)\ - {\ - var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ - if (var == NULL)\ - Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\ - memset(var, 0, count * sizeof(sizeofstruct));\ - } + backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - BACKENDALLOC(buf_tri, max_tris, buf_tri_t, "buf_tri") - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex") - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor") - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor") + GL_Backend_AllocArrays(); - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i)) - } - else - { - buf_texcoord[i] = NULL; - } - } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); backendactive = true; } static void gl_backend_shutdown(void) { - Con_Printf("OpenGL Backend shutting down\n"); - - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - backendunits = 0; backendactive = false; -} -static void gl_backend_bufferchanges(int init) -{ - if (overflowedverts > gl_mesh_maxtriangles.integer * 3) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3)); - overflowedverts = 0; - - if (gl_mesh_drawmode.integer < 0) - Cvar_SetValueQuick(&gl_mesh_drawmode, 0); - if (gl_mesh_drawmode.integer > 3) - Cvar_SetValueQuick(&gl_mesh_drawmode, 3); + Con_Printf("OpenGL Backend shutting down\n"); - if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) - { - // change drawmode 3 to 2 if 3 won't work at all - Cvar_SetValueQuick(&gl_mesh_drawmode, 2); - } + GL_Backend_FreeArrays(false); +} +void GL_Backend_CheckCvars(void) +{ // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); - - if (max_tris != gl_mesh_maxtriangles.integer) - { - max_tris = gl_mesh_maxtriangles.integer; + 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 (!init) - { - resizingbuffers = true; - gl_backend_shutdown(); - gl_backend_start(); - resizingbuffers = false; - } - } +void GL_Backend_ResizeArrays(int numtriangles) +{ + Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles); + GL_Backend_CheckCvars(); + mesh_maxverts = gl_mesh_maxverts.integer; + GL_Backend_FreeArrays(true); + GL_Backend_AllocArrays(); } static void gl_backend_newmap(void) @@ -253,88 +206,130 @@ void gl_backend_init(void) Cvar_SetValue("r_render", 0); #endif - Cvar_RegisterVariable(&gl_mesh_maxtriangles); + Cvar_RegisterVariable(&gl_mesh_maxverts); Cvar_RegisterVariable(&gl_mesh_floatcolors); - Cvar_RegisterVariable(&gl_mesh_drawmode); + Cvar_RegisterVariable(&gl_mesh_drawrangeelements); + GL_Backend_CheckCvars(); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); - gl_backend_bufferchanges(true); } -int arraylocked = false; +void GL_SetupView_ViewPort (int x, int y, int width, int height) +{ + if (!r_render.integer) + return; -void GL_LockArray(int first, int count) + // y is weird beause OpenGL is bottom to top, we use top to bottom + qglViewport(x, vid.realheight - (y + height), width, height); + CHECKGLERROR +} + +void GL_SetupView_Orientation_Identity (void) { - if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0) - { - qglLockArraysEXT(first, count); - CHECKGLERROR - arraylocked = true; - } + Matrix4x4_CreateIdentity(&backend_viewmatrix); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_UnlockArray(void) +void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) { - if (arraylocked) - { - qglUnlockArraysEXT(); - CHECKGLERROR - arraylocked = false; - } + 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; - double fovx, fovy, zNear, zFar, aspect; if (!r_render.integer) return; - qglDepthFunc (GL_LEQUAL);CHECKGLERROR - // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR - - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR - - // depth range - zNear = 1.0; - zFar = r_mesh_farclip; - if (zFar < 64) - zFar = 64; - - // fov angles - fovx = r_refdef.fov_x; - fovy = r_refdef.fov_y; - aspect = r_refdef.width / r_refdef.height; - + qglLoadIdentity();CHECKGLERROR // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0) * aspect; + 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(); +} + +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +{ + float nudge, m[16]; + + if (!r_render.integer) + return; + // set up viewpoint + 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 - qglLoadIdentity ();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]; +} - // put Z going up - qglRotatef (-90, 1, 0, 0);CHECKGLERROR - qglRotatef (90, 0, 0, 1);CHECKGLERROR - // camera rotation - qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR - // camera location - qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR +void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) +{ + if (!r_render.integer) + return; + + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglOrtho(x1, x2, y2, y1, zNear, zFar); + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); +} + +typedef struct gltextureunit_s +{ + int t1d, t2d, t3d, tcubemap; + int arrayenabled; + float rgbscale, alphascale; + int combinergb, combinealpha; + // FIXME: add more combine stuff } +gltextureunit_t; static struct { @@ -342,170 +337,162 @@ static struct int blendfunc2; int blend; GLboolean depthmask; - int depthtest; + int depthdisable; int unit; int clientunit; - int texture[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; + gltextureunit_t units[MAX_TEXTUREUNITS]; + int colorarray; } gl_state; void GL_SetupTextureState(void) { int i; - if (backendunits > 1) + gltextureunit_t *unit; + for (i = 0;i < backendunits;i++) { - for (i = 0;i < backendunits;i++) - { + if (qglActiveTexture) qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_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, gl_state.texturergbscale[i]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - if (gl_state.texture[i]) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - if (gl_mesh_drawmode.integer > 0) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR - if (gl_state.texture[i]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - } - } - else - { - qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_state.texture[0]) + 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; + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + if (gl_texture3d || gl_texturecubemap) { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR } else { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR } - if (gl_mesh_drawmode.integer > 0) + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) { - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR - if (gl_state.texture[0]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_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 } } } -// called at beginning of frame -int usedarrays; -void R_Mesh_Start(float farclip) +void GL_Backend_ResetState(void) { - int i; - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); - - CHECKGLERROR - - gl_backend_bufferchanges(false); - - currenttriangle = 0; - currentvertex = 0; - r_mesh_farclip = farclip; - viewdist = DotProduct(r_origin, vpn); - vpnbit0 = vpn[0] < 0; - vpnbit1 = vpn[1] < 0; - vpnbit2 = vpn[2] < 0; - - c_meshs = 0; - c_meshtris = 0; - - GL_SetupFrame(); - - gl_state.unit = 0; - gl_state.clientunit = 0; + 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; - for (i = 0;i < backendunits;i++) - { - gl_state.texture[i] = 0; - gl_state.texturergbscale[i] = 1; - } + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR - - gl_state.depthtest = true; qglEnable(GL_DEPTH_TEST);CHECKGLERROR - - gl_state.blendfunc1 = GL_ONE; - gl_state.blendfunc2 = GL_ZERO; qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - - gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR - - gl_state.depthmask = GL_TRUE; qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (gl_mesh_floatcolors.integer) + { + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR + } + else + { + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR + } + GL_Color(1, 1, 1, 1); - usedarrays = false; - if (gl_mesh_drawmode.integer > 0) + GL_SetupTextureState(); +} + +void GL_UseColorArray(void) +{ + if (!gl_state.colorarray) { - usedarrays = true; - qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) - { - qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR - } - else - { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR - } + gl_state.colorarray = true; qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } +} - GL_SetupTextureState(); +void GL_Color(float cr, float cg, float cb, float ca) +{ + if (gl_state.colorarray) + { + gl_state.colorarray = false; + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + } + qglColor4f(cr, cg, cb, ca); +} + +void GL_TransformToScreen(const vec4_t in, vec4_t out) +{ + 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; +} + +// called at beginning of frame +void R_Mesh_Start(void) +{ + BACKENDACTIVECHECK + + CHECKGLERROR + + GL_Backend_CheckCvars(); + if (mesh_maxverts != gl_mesh_maxverts.integer) + GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); + + GL_Backend_ResetState(); } int gl_backend_rebindtextures; -void GL_ConvertColorsFloatToByte(void) +void GL_ConvertColorsFloatToByte(int numverts) { int i, k, total; // LordHavoc: to avoid problems with aliasing (treating memory as two @@ -515,10 +502,10 @@ void GL_ConvertColorsFloatToByte(void) volatile float *fcolor; qbyte *bcolor; - total = currentvertex * 4; + total = numverts * 4; // shift float to have 8bit fraction at base of number - fcolor = &buf_fcolor->c[0]; + fcolor = varray_color; for (i = 0;i < total;) { fcolor[i ] += 32768.0f; @@ -529,8 +516,8 @@ void GL_ConvertColorsFloatToByte(void) } // then read as integer and kill float bits... - icolor = (int *)&buf_fcolor->c[0]; - bcolor = &buf_bcolor->c[0]; + icolor = (int *)varray_color; + bcolor = varray_bcolor; for (i = 0;i < total;) { k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; @@ -541,75 +528,110 @@ void GL_ConvertColorsFloatToByte(void) } } -void GL_MeshState(void) +// enlarges geometry buffers if they are too small +void _R_Mesh_ResizeCheck(int numverts) { - int i; - if (backendunits > 1) + if (numverts > mesh_maxverts) { - for (i = 0;i < backendunits;i++) - { - if (gl_state.texture[i] != buf_mesh.textures[i]) - { - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (gl_state.texture[i] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = buf_mesh.textures[i]));CHECKGLERROR - if (gl_state.texture[i] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - if (gl_state.texturergbscale[i] != buf_mesh.texturergbscale[i]) - { - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = buf_mesh.texturergbscale[i]));CHECKGLERROR - } - } + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); + } +} + +// renders the mesh +void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) +{ + int numelements; + if (numtriangles == 0 || numverts == 0) + { + Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + return; + } + numelements = numtriangles * 3; + c_meshs++; + c_meshelements += numelements; + if (gl_state.colorarray && !gl_mesh_floatcolors.integer) + GL_ConvertColorsFloatToByte(numverts); + if (!r_render.integer) + return; + if (gl_supportslockarrays && gl_lockarrays.integer) + { + qglLockArraysEXT(0, numverts); + CHECKGLERROR + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); + else + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR } else { - if (gl_state.texture[0] != buf_mesh.textures[0]) + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); + CHECKGLERROR + } +} + +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) +{ + int i; + BACKENDACTIVECHECK + + for (i = backendunits - 1;i >= 0;i--) + { + 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 (gl_state.texture[0] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = buf_mesh.textures[0]));CHECKGLERROR - if (gl_state.texture[0] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } } - if (gl_state.blendfunc1 != buf_mesh.blendfunc1 || gl_state.blendfunc2 != buf_mesh.blendfunc2) + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + + 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))) + { + backend_modelmatrix = *matrix; + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); + Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); + qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); + } +} + +// sets up the requested state +void R_Mesh_MainState(const rmeshstate_t *m) +{ + BACKENDACTIVECHECK + + if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { - qglBlendFunc(gl_state.blendfunc1 = buf_mesh.blendfunc1, gl_state.blendfunc2 = buf_mesh.blendfunc2);CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR if (gl_state.blendfunc2 == GL_ZERO) { if (gl_state.blendfunc1 == GL_ONE) @@ -638,96 +660,27 @@ void GL_MeshState(void) } } } - if (gl_state.depthtest != buf_mesh.depthtest) + if (gl_state.depthdisable != m->depthdisable) { - gl_state.depthtest = buf_mesh.depthtest; - if (gl_state.depthtest) - qglEnable(GL_DEPTH_TEST); - else + gl_state.depthdisable = m->depthdisable; + if (gl_state.depthdisable) qglDisable(GL_DEPTH_TEST); + else + qglEnable(GL_DEPTH_TEST); } - if (gl_state.depthmask != buf_mesh.depthmask) - { - qglDepthMask(gl_state.depthmask = buf_mesh.depthmask);CHECKGLERROR - } -} - -void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) -{ - unsigned int i, j, in; - if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/) - { - // GL 1.2 or GL 1.1 with extension - qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index); - } - else if (gl_mesh_drawmode.integer >= 2) - { - // GL 1.1 - qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); - } - else if (gl_mesh_drawmode.integer >= 1) - { - // GL 1.1 - // feed it manually using glArrayElement - qglBegin(GL_TRIANGLES); - for (i = 0;i < indexcount;i++) - qglArrayElement(index[i]); - qglEnd(); - } - else + if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) { - // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver - // feed it manually - qglBegin(GL_TRIANGLES); - if (gl_state.texture[1]) // if the mesh uses multiple textures - { - // the minigl doesn't have this (because it does not have ARB_multitexture) - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - for (j = 0;j < backendunits;j++) - if (gl_state.texture[j]) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } - } - else - { - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - if (gl_state.texture[0]) - qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } - } - qglEnd(); + qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR } } -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +void R_Mesh_TextureState(const rmeshstate_t *m) { - int i; - float *v, tempv[4], m[12]; + int i, combinergb, combinealpha; + float scale; + gltextureunit_t *unit; - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - - if (!r_render.integer) - { - currenttriangle = 0; - currentvertex = 0; - return; - } - - CHECKGLERROR - - // drawmode 0 always uses byte colors - if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) - GL_ConvertColorsFloatToByte(); + BACKENDACTIVECHECK if (gl_backend_rebindtextures) { @@ -735,179 +688,147 @@ void R_Mesh_Render(void) GL_SetupTextureState(); } - GL_MeshState(); - m[0] = buf_mesh.matrix.m[0][0]; - m[1] = buf_mesh.matrix.m[0][1]; - m[2] = buf_mesh.matrix.m[0][2]; - m[3] = buf_mesh.matrix.m[0][3]; - m[4] = buf_mesh.matrix.m[1][0]; - m[5] = buf_mesh.matrix.m[1][1]; - m[6] = buf_mesh.matrix.m[1][2]; - m[7] = buf_mesh.matrix.m[1][3]; - m[8] = buf_mesh.matrix.m[2][0]; - m[9] = buf_mesh.matrix.m[2][1]; - m[10] = buf_mesh.matrix.m[2][2]; - m[11] = buf_mesh.matrix.m[2][3]; - for (i = 0, v = buf_vertex[buf_mesh.firstvert].v;i < buf_mesh.verts;i++, v += 4) - { - VectorCopy(v, tempv); - //Matrix4x4_Transform(&buf_mesh.matrix, tempv, v); - v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; - v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; - v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; - } - GL_LockArray(0, currentvertex); - GL_DrawRangeElements(buf_mesh.firstvert, buf_mesh.firstvert + buf_mesh.verts, buf_mesh.triangles * 3, (unsigned int *)&buf_tri[buf_mesh.firsttriangle].index[0]);CHECKGLERROR - - currenttriangle = 0; - currentvertex = 0; - - GL_UnlockArray();CHECKGLERROR -} - -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) -{ - int i; - if (backendunits > 1) + for (i = 0;i < backendunits;i++) { - for (i = backendunits - 1;i >= 0;i--) + 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]) { - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) + if (gl_state.unit != i) { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } - if (i > 0) + if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i]) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + 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 { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR + 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 + } } - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - - if (usedarrays) + combinergb = m->texcombinergb[i]; + combinealpha = m->texcombinealpha[i]; + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (unit->combinergb != combinergb) { - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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 + } + } + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + } + if (unit->t1d != m->tex1d[i]) + { + 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 (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 (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]) + { + 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 } } - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - if (usedarrays) - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - if (usedarrays) - { - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - } - - 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_ClearDepth(void) -{ - R_Mesh_Finish(); - qglClear(GL_DEPTH_BUFFER_BIT); - R_Mesh_Start(r_mesh_farclip); -} - -// 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, int wantoverbright) -{ - // these are static because gcc runs out of virtual registers otherwise - int i, j, overbright; - float scaler; - - if (!backendactive) - Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n"); - - if (!m->numtriangles - || !m->numverts) - Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n"); - - i = max(m->numtriangles * 3, m->numverts); - if (overflowedverts < i) - overflowedverts = i; - - if (m->numtriangles > max_tris || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); - return false; - } - - 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 - buf_mesh.firsttriangle = currenttriangle; - buf_mesh.firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - - buf_mesh.blendfunc1 = m->blendfunc1; - buf_mesh.blendfunc2 = m->blendfunc2; - buf_mesh.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - buf_mesh.depthtest = !m->depthdisable; - buf_mesh.triangles = m->numtriangles; - buf_mesh.verts = m->numverts; - buf_mesh.matrix = m->matrix; // this copies the struct - - overbright = false; - scaler = 1; - if (m->blendfunc1 == GL_DST_COLOR) - { - // check if it is a 2x modulate with framebuffer - if (m->blendfunc2 == GL_SRC_COLOR) - scaler *= 0.5f; - } - else if (m->blendfunc2 != GL_SRC_COLOR) - { - if (m->tex[0]) + scale = max(m->texrgbscale[i], 1); + if (gl_state.units[i].rgbscale != scale) { - overbright = wantoverbright && 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 ((buf_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 } - buf_mesh.texturergbscale[i] = m->texrgbscale[i]; - if (buf_mesh.texturergbscale[i] != 1 && buf_mesh.texturergbscale[i] != 2 && buf_mesh.texturergbscale[i] != 4) - buf_mesh.texturergbscale[i] = 1; } - if (overbright && j >= 0) - buf_mesh.texturergbscale[j] = 4; +} - return true; +void R_Mesh_State(const rmeshstate_t *m) +{ + R_Mesh_MainState(m); + R_Mesh_TextureState(m); } /* @@ -921,7 +842,7 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright) qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) { qboolean ret; - int i; + int i, j; qbyte *buffer; if (!r_render.integer) @@ -933,8 +854,13 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) // 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; + { + j = buffer[i] << v_overbrightbits.integer; + buffer[i] = (qbyte) (bound(0, j, 255)); + } + } ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); @@ -950,8 +876,16 @@ void R_ClearScreen(void) { // 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);CHECKGLERROR + qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR // set dithering mode if (gl_dither.integer) { @@ -987,13 +921,12 @@ void SCR_UpdateScreen (void) Cvar_SetValueQuick(&gl_combine, 0); // lighting scale - overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); + r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); // lightmaps only - lightscalebit = v_overbrightbits.integer; + r_lightmapscalebit = v_overbrightbits.integer; if (gl_combine.integer && r_textureunits.integer > 1) - lightscalebit += 2; - lightscale = 1.0f / (float) (1 << lightscalebit); + r_lightmapscalebit += 2; R_TimeReport("setup");