X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=d132def1ccc33b0ef08e69c950541f823c97d5f9;hp=0b7121d7d573c9c6c085290b0d108863ed307308;hb=ac26fe8251232ec2eb02c89b9df3d07444063211;hpb=d9919887fed8a056fb3437562d649baf8ced2297 diff --git a/gl_backend.c b/gl_backend.c index 0b7121d7..d132def1 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,25 +1,36 @@ #include "quakedef.h" -#include "image.h" -#include "jpeg.h" #include "cl_collision.h" cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; -cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; +cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; -cvar_t r_stereo_separation = {0, "r_stereo_separation", "4", "separation of eyes in the world (try negative values too)"}; -cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0", "side by side views (for those who can't afford glasses but can afford eye strain)"}; -cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"}; -cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"}; -cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"}; -cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"}; +cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"}; cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"}; +cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"}; +cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; +cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; +cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"}; + +cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; +qboolean v_flipped_state = false; + +r_viewport_t gl_viewport; +matrix4x4_t gl_modelmatrix; +matrix4x4_t gl_viewmatrix; +matrix4x4_t gl_modelviewmatrix; +matrix4x4_t gl_projectionmatrix; +matrix4x4_t gl_modelviewprojectionmatrix; +float gl_modelview16f[16]; +float gl_modelviewprojection16f[16]; +qboolean gl_modelmatrixchanged; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -65,6 +76,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; +#endif +#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT + case GL_INVALID_FRAMEBUFFER_OPERATION_EXT: + Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber); + break; #endif default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); @@ -73,17 +89,91 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active"); +#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); -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; +typedef struct gltextureunit_s +{ + int pointer_texcoord_components; + int pointer_texcoord_gltype; + size_t pointer_texcoord_stride; + const void *pointer_texcoord_pointer; + const r_meshbuffer_t *pointer_texcoord_vertexbuffer; + size_t pointer_texcoord_offset; + + int t2d, t3d, tcubemap, trectangle; + int arrayenabled; + int rgbscale, alphascale; + int combine; + int combinergb, combinealpha; + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; + matrix4x4_t matrix; +} +gltextureunit_t; + +typedef struct gl_state_s +{ + int cullface; + int cullfaceenable; + int blendfunc1; + int blendfunc2; + int blend; + GLboolean depthmask; + int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) + int depthtest; + float depthrange[2]; + float polygonoffset[2]; + int alphatest; + int scissortest; + unsigned int unit; + unsigned int clientunit; + gltextureunit_t units[MAX_TEXTUREUNITS]; + float color4f[4]; + int lockrange_first; + int lockrange_count; + int vertexbufferobject; + int elementbufferobject; + qboolean pointer_color_enabled; + + int pointer_vertex_components; + int pointer_vertex_gltype; + size_t pointer_vertex_stride; + const void *pointer_vertex_pointer; + const r_meshbuffer_t *pointer_vertex_vertexbuffer; + size_t pointer_vertex_offset; + + int pointer_color_components; + int pointer_color_gltype; + size_t pointer_color_stride; + const void *pointer_color_pointer; + const r_meshbuffer_t *pointer_color_vertexbuffer; + size_t pointer_color_offset; + + void *preparevertices_tempdata; + size_t preparevertices_tempdatamaxsize; + r_meshbuffer_t *preparevertices_dynamicvertexbuffer; + r_vertexposition_t *preparevertices_vertexposition; + r_vertexgeneric_t *preparevertices_vertexgeneric; + r_vertexmesh_t *preparevertices_vertexmesh; + int preparevertices_numvertices; + + r_meshbuffer_t *draw_dynamicindexbuffer; + + qboolean usevbo_staticvertex; + qboolean usevbo_staticindex; + qboolean usevbo_dynamicvertex; + qboolean usevbo_dynamicindex; + + memexpandablearray_t meshbufferarray; + + qboolean active; +} +gl_state_t; + +static gl_state_t gl_state; -static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; /* note: here's strip order for a terrain row: @@ -139,385 +229,483 @@ for (y = 0;y < rows - 1;y++) } */ -int polygonelements[768]; +int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelement3i[QUADELEMENTS_MAXQUADS*6]; +unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; -static void R_Mesh_CacheArray_Startup(void); -static void R_Mesh_CacheArray_Shutdown(void); -void GL_Backend_AllocArrays(void) +void GL_VBOStats_f(void) { - R_Mesh_CacheArray_Startup(); + GL_Mesh_ListVBOs(true); } -void GL_Backend_FreeArrays(void) -{ - R_Mesh_CacheArray_Shutdown(); -} +static void GL_Backend_ResetState(void); static void gl_backend_start(void) { - Con_Print("OpenGL Backend starting...\n"); - CHECKGLERROR - - if (qglDrawRangeElements != 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); - } - - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - backendimageunits = backendunits; - backendarrayunits = backendunits; - if (gl_support_fragment_shader) - { - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); - CHECKGLERROR - Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); - } - else if (backendunits > 1) - Con_Printf("multitexture detected: texture units = %i\n", backendunits); - else - Con_Printf("singletexture\n"); + memset(&gl_state, 0, sizeof(gl_state)); - GL_Backend_AllocArrays(); + gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; + gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; + gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; + Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); - Con_Printf("OpenGL backend started.\n"); + Con_DPrintf("OpenGL backend started.\n"); CHECKGLERROR - backendactive = true; + GL_Backend_ResetState(); } static void gl_backend_shutdown(void) { - backendunits = 0; - backendimageunits = 0; - backendarrayunits = 0; - backendactive = false; + Con_DPrint("OpenGL Backend shutting down\n"); - Con_Print("OpenGL Backend shutting down\n"); + if (gl_state.preparevertices_tempdata) + Mem_Free(gl_state.preparevertices_tempdata); + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer); - GL_Backend_FreeArrays(); + Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); + + memset(&gl_state, 0, sizeof(gl_state)); } static void gl_backend_newmap(void) { } -cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0", "displays a zoomed in overlay window"}; -cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20", "horizontal viewsize of zoom window"}; -cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20", "vertical viewsize of zoom window"}; -cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20", "fov of zoom window"}; - void gl_backend_init(void) { int i; 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; + polygonelement3s[i * 3 + 0] = 0; + polygonelement3s[i * 3 + 1] = i + 1; + polygonelement3s[i * 3 + 2] = i + 2; + } + // elements for rendering a series of quads as triangles + for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) + { + quadelement3s[i * 6 + 0] = i * 4; + quadelement3s[i * 6 + 1] = i * 4 + 1; + quadelement3s[i * 6 + 2] = i * 4 + 2; + quadelement3s[i * 6 + 3] = i * 4; + quadelement3s[i * 6 + 4] = i * 4 + 2; + quadelement3s[i * 6 + 5] = i * 4 + 3; } + for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++) + polygonelement3i[i] = polygonelement3s[i]; + for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++) + quadelement3i[i] = quadelement3s[i]; + Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&r_renderview); Cvar_RegisterVariable(&r_waterwarp); - Cvar_RegisterVariable(&r_stereo_separation); - Cvar_RegisterVariable(&r_stereo_sidebyside); - Cvar_RegisterVariable(&r_stereo_redblue); - Cvar_RegisterVariable(&r_stereo_redcyan); - Cvar_RegisterVariable(&r_stereo_redgreen); Cvar_RegisterVariable(&gl_polyblend); + Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); - Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_vbo); + Cvar_RegisterVariable(&gl_vbo_dynamicvertex); + Cvar_RegisterVariable(&gl_vbo_dynamicindex); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); -#ifdef NORENDER - Cvar_SetValue("r_render", 0); -#endif Cvar_RegisterVariable(&gl_mesh_drawrangeelements); - Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); + Cvar_RegisterVariable(&gl_mesh_prefer_short_elements); + Cvar_RegisterVariable(&gl_mesh_separatearrays); - Cvar_RegisterVariable(&scr_zoomwindow); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); - Cvar_RegisterVariable(&scr_zoomwindow_fov); + Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, NULL, NULL); } -void GL_SetupView_Orientation_Identity (void) +void GL_SetMirrorState(qboolean state); + +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { - backend_viewmatrix = identitymatrix; - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&v->viewmatrix, in, temp); + Matrix4x4_Transform4 (&v->projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f; + out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f; + out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f; } -void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) +static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist) { - matrix4x4_t tempmatrix, basematrix; - Matrix4x4_Invert_Simple(&tempmatrix, matrix); - Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); - Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); - //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + float q[4]; + float d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; + + // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php + + VectorSet(normal, normalx, normaly, normalz); + Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane); + VectorScale(normal, dist, v3); + Matrix4x4_Transform(&v->viewmatrix, v3, v4); + // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique + clipPlane[3] = -DotProduct(v4, clipPlane); + +#if 0 +{ + // testing code for comparing results + float clipPlane2[4]; + VectorCopy4(clipPlane, clipPlane2); + R_EntityMatrix(&identitymatrix); + VectorSet(q, normal[0], normal[1], normal[2], -dist); + qglClipPlane(GL_CLIP_PLANE0, q); + qglGetClipPlane(GL_CLIP_PLANE0, q); + VectorCopy4(q, clipPlane); +} +#endif + + // Calculate the clip-space corner point opposite the clipping plane + // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and + // transform it into camera space by multiplying it + // by the inverse of the projection matrix + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5]; + q[2] = -1.0f; + q[3] = (1.0f + m[10]) / m[14]; + + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); + + // Replace the third row of the projection matrix + m[2] = clipPlane[0] * d; + m[6] = clipPlane[1] * d; + m[10] = clipPlane[2] * d + 1.0f; + m[14] = clipPlane[3] * d; } -void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) +void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane) { - double m[16]; + float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip; + float m[16]; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_ORTHO; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = 2/(right - left); + m[5] = 2/(top - bottom); + m[10] = -2/(zFar - zNear); + m[12] = - (right + left)/(right - left); + m[13] = - (top + bottom)/(top - bottom); + m[14] = - (zFar + zNear)/(zFar - zNear); + m[15] = 1; + v->screentodepth[0] = -farclip / (farclip - nearclip); + v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); + + Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); + +#if 0 + { + vec4_t test1; + vec4_t test2; + Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f); + R_Viewport_TransformToScreen(v, test1, test2); + Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]); + } +#endif +} - if (!r_render.integer) - return; +void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + float m[16]; + memset(v, 0, sizeof(*v)); + + if(v_flipped.integer) + frustumx = -frustumx; + + v->type = R_VIEWPORTTYPE_PERSPECTIVE; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = 1.0 / frustumx; + m[5] = 1.0 / frustumy; + m[10] = -(farclip + nearclip) / (farclip - nearclip); + m[11] = -1; + m[14] = -2 * nearclip * farclip / (farclip - nearclip); + v->screentodepth[0] = -farclip / (farclip - nearclip); + v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); - // set up viewpoint - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m); - backend_projectmatrix.m[0][0] = m[0]; - backend_projectmatrix.m[1][0] = m[1]; - backend_projectmatrix.m[2][0] = m[2]; - backend_projectmatrix.m[3][0] = m[3]; - backend_projectmatrix.m[0][1] = m[4]; - backend_projectmatrix.m[1][1] = m[5]; - backend_projectmatrix.m[2][1] = m[6]; - backend_projectmatrix.m[3][1] = m[7]; - backend_projectmatrix.m[0][2] = m[8]; - backend_projectmatrix.m[1][2] = m[9]; - backend_projectmatrix.m[2][2] = m[10]; - backend_projectmatrix.m[3][2] = m[11]; - backend_projectmatrix.m[0][3] = m[12]; - backend_projectmatrix.m[1][3] = m[13]; - backend_projectmatrix.m[2][3] = m[14]; - backend_projectmatrix.m[3][3] = m[15]; - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); -} - -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) -{ - double nudge, m[16]; - - if (!r_render.integer) - return; + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); +} - // set up viewpoint - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - nudge = 1.0 - 1.0 / (1<<23); +void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + const float nudge = 1.0 - 1.0 / (1<<23); + float m[16]; + memset(v, 0, sizeof(*v)); + + if(v_flipped.integer) + frustumx = -frustumx; + + v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + memset(m, 0, sizeof(m)); m[ 0] = 1.0 / frustumx; - m[ 1] = 0; - m[ 2] = 0; - m[ 3] = 0; - m[ 4] = 0; m[ 5] = 1.0 / frustumy; - m[ 6] = 0; - m[ 7] = 0; - m[ 8] = 0; - m[ 9] = 0; m[10] = -nudge; m[11] = -1; - m[12] = 0; - m[13] = 0; - m[14] = -2 * zNear * nudge; - m[15] = 0; - qglLoadMatrixd(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]; -} - -void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) -{ - double m[16]; - - if (!r_render.integer) - return; + m[14] = -2 * nearclip * nudge; + v->screentodepth[0] = (m[10] + 1) * 0.5 - 1; + v->screentodepth[1] = m[14] * -0.5; + + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - // set up viewpoint - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar); - qglGetDoublev(GL_PROJECTION_MATRIX, m); - backend_projectmatrix.m[0][0] = m[0]; - backend_projectmatrix.m[1][0] = m[1]; - backend_projectmatrix.m[2][0] = m[2]; - backend_projectmatrix.m[3][0] = m[3]; - backend_projectmatrix.m[0][1] = m[4]; - backend_projectmatrix.m[1][1] = m[5]; - backend_projectmatrix.m[2][1] = m[6]; - backend_projectmatrix.m[3][1] = m[7]; - backend_projectmatrix.m[0][2] = m[8]; - backend_projectmatrix.m[1][2] = m[9]; - backend_projectmatrix.m[2][2] = m[10]; - backend_projectmatrix.m[3][2] = m[11]; - backend_projectmatrix.m[0][3] = m[12]; - backend_projectmatrix.m[1][3] = m[13]; - backend_projectmatrix.m[2][3] = m[14]; - backend_projectmatrix.m[3][3] = m[15]; - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -typedef struct gltextureunit_s +float cubeviewmatrix[6][16] = { - int t1d, t2d, t3d, tcubemap; - int arrayenabled; - unsigned int arraycomponents; - const void *pointer_texcoord; - float rgbscale, alphascale; - int combinergb, combinealpha; - // FIXME: add more combine stuff - // texmatrixenabled exists only to avoid unnecessary texmatrix compares - int texmatrixenabled; - matrix4x4_t matrix; + // standard cubemap projections + { // +X + 0, 0,-1, 0, + 0,-1, 0, 0, + -1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0,-1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0,-1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + -1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; +float rectviewmatrix[6][16] = +{ + // sign-preserving cubemap projections + { // +X + 0, 0,-1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; + +void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + float m[16]; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->width = size; + v->height = size; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = m[5] = 1.0f; + m[10] = -(farclip + nearclip) / (farclip - nearclip); + m[11] = -1; + m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -gltextureunit_t; -static struct gl_state_s +void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane) { - int blendfunc1; - int blendfunc2; - int blend; - GLboolean depthmask; - int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) - int depthtest; - int scissortest; - unsigned int unit; - unsigned int clientunit; - gltextureunit_t units[MAX_TEXTUREUNITS]; - float color4f[4]; - int lockrange_first; - int lockrange_count; - const void *pointer_vertex; - const void *pointer_color; + matrix4x4_t tempmatrix, basematrix; + float m[16]; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->x = (side & 1) * size; + v->y = (side >> 1) * size; + v->width = size; + v->height = size; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = m[5] = 1.0f * ((float)size - border) / size; + m[10] = -(farclip + nearclip) / (farclip - nearclip); + m[11] = -1; + m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -gl_state; -void GL_SetupTextureState(void) +void R_SetViewport(const r_viewport_t *v) { - unsigned int i; - gltextureunit_t *unit; + float m[16]; + gl_viewport = *v; + CHECKGLERROR - gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - unit = gl_state.units + i; - unit->t1d = 0; - unit->t2d = 0; - unit->t3d = 0; - unit->tcubemap = 0; - unit->arrayenabled = false; - unit->arraycomponents = 0; - unit->pointer_texcoord = NULL; - unit->rgbscale = 1; - unit->alphascale = 1; - unit->combinergb = GL_MODULATE; - unit->combinealpha = GL_MODULATE; - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - } - - for (i = 0;i < backendimageunits;i++) - { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (gl_texture3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR + + // FIXME: v_flipped_state is evil, this probably breaks somewhere + GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP)); + + // copy over the matrices to our state + gl_viewmatrix = v->viewmatrix; + gl_projectionmatrix = v->projectmatrix; + + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: +// break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + // Load the projection matrix into OpenGL + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m); + qglLoadMatrixf(m);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + break; } - for (i = 0;i < backendarrayunits;i++) + // force an update of the derived matrices + gl_modelmatrixchanged = true; + R_EntityMatrix(&gl_modelmatrix); +} + +void R_GetViewport(r_viewport_t *v) +{ + *v = gl_viewport; +} + +static void GL_BindVBO(int bufferobject) +{ + if (gl_state.vertexbufferobject != bufferobject) { - GL_ClientActiveTexture(i); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + gl_state.vertexbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR } +} - for (i = 0;i < backendunits;i++) +static void GL_BindEBO(int bufferobject) +{ + if (gl_state.elementbufferobject != bufferobject) { - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglMatrixMode(GL_TEXTURE); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - 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 - } + gl_state.elementbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR } - CHECKGLERROR } -void GL_Backend_ResetState(void) +static void GL_Backend_ResetState(void) { - memset(&gl_state, 0, sizeof(gl_state)); + unsigned int i; + gl_state.active = true; gl_state.depthtest = true; + gl_state.alphatest = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; @@ -526,18 +714,36 @@ void GL_Backend_ResetState(void) gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.pointer_vertex = NULL; - gl_state.pointer_color = NULL; + gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces + gl_state.cullfaceenable = true; + gl_state.polygonoffset[0] = 0; + gl_state.polygonoffset[1] = 0; CHECKGLERROR qglColorMask(1, 1, 1, 1); - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (vid.support.arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } + + if (vid.support.ext_framebuffer_object) + { + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR @@ -548,7 +754,73 @@ void GL_Backend_ResetState(void) GL_Color(0, 0, 0, 0); GL_Color(1, 1, 1, 1); - GL_SetupTextureState(); + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + for (i = 0;i < vid.teximageunits;i++) + { + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (vid.support.ext_texture_3d) + { + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (vid.support.arb_texture_cube_map) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + if (vid.support.arb_texture_rectangle) + { + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + } + } + + for (i = 0;i < vid.texarrayunits;i++) + { + GL_ClientActiveTexture(i); + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + CHECKGLERROR + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + for (i = 0;i < vid.texunits;i++) + { + GL_ActiveTexture(i); + GL_ClientActiveTexture(i); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (vid.support.ext_texture_3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (vid.support.arb_texture_cube_map) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + if (vid.support.arb_texture_rectangle) + { + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + } + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + } + CHECKGLERROR + break; + } } void GL_ActiveTexture(unsigned int num) @@ -558,6 +830,7 @@ void GL_ActiveTexture(unsigned int num) gl_state.unit = num; if (qglActiveTexture) { + CHECKGLERROR qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); CHECKGLERROR } @@ -571,6 +844,7 @@ void GL_ClientActiveTexture(unsigned int num) gl_state.clientunit = num; if (qglActiveTexture) { + CHECKGLERROR qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); CHECKGLERROR } @@ -581,8 +855,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - if (r_showtrispass) - return; + CHECKGLERROR qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR if (gl_state.blendfunc2 == GL_ZERO) { @@ -618,8 +891,7 @@ void GL_DepthMask(int state) { if (gl_state.depthmask != state) { - if (r_showtrispass) - return; + CHECKGLERROR qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } @@ -628,9 +900,8 @@ void GL_DepthTest(int state) { if (gl_state.depthtest != state) { - if (r_showtrispass && r_showdisabledepthtest.integer) - return; gl_state.depthtest = state; + CHECKGLERROR if (gl_state.depthtest) { qglEnable(GL_DEPTH_TEST);CHECKGLERROR @@ -642,77 +913,129 @@ void GL_DepthTest(int state) } } -void GL_ColorMask(int r, int g, int b, int a) +void GL_DepthRange(float nearfrac, float farfrac) { - int state = r*8 + g*4 + b*2 + a*1; - if (gl_state.colormask != state) + if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) { - gl_state.colormask = state; - qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR + gl_state.depthrange[0] = nearfrac; + gl_state.depthrange[1] = farfrac; + qglDepthRange(nearfrac, farfrac); } } -void GL_Color(float cr, float cg, float cb, float ca) +void GL_PolygonOffset(float planeoffset, float depthoffset) { - if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) { - if (r_showtrispass) - return; - gl_state.color4f[0] = cr; - gl_state.color4f[1] = cg; - gl_state.color4f[2] = cb; - gl_state.color4f[3] = ca; - CHECKGLERROR - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); - CHECKGLERROR + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + qglPolygonOffset(planeoffset, depthoffset); } } -void GL_ShowTrisColor(float cr, float cg, float cb, float ca) +void GL_SetMirrorState(qboolean state) { - if (!r_showtrispass) - return; - r_showtrispass = 0; - GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca); - r_showtrispass = 1; + if(!state != !v_flipped_state) + { + // change cull face mode! + if(gl_state.cullface == GL_BACK) + qglCullFace((gl_state.cullface = GL_FRONT)); + else if(gl_state.cullface == GL_FRONT) + qglCullFace((gl_state.cullface = GL_BACK)); + } + v_flipped_state = state; } - -void GL_LockArrays(int first, int count) +void GL_CullFace(int state) { - if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) + CHECKGLERROR + + if(v_flipped_state) { - if (gl_state.lockrange_count) + if(state == GL_FRONT) + state = GL_BACK; + else if(state == GL_BACK) + state = GL_FRONT; + } + + if (state != GL_NONE) + { + if (!gl_state.cullfaceenable) { - gl_state.lockrange_count = 0; - CHECKGLERROR - qglUnlockArraysEXT(); - CHECKGLERROR + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR } - if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) + if (gl_state.cullface != state) { - gl_state.lockrange_first = first; - gl_state.lockrange_count = count; - CHECKGLERROR - qglLockArraysEXT(first, count); - CHECKGLERROR + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR + } + } + else + { + if (gl_state.cullfaceenable) + { + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR } } } -void GL_Scissor (int x, int y, int width, int height) +void GL_AlphaTest(int state) { - CHECKGLERROR - qglScissor(x, vid.height - (y + height),width,height); - CHECKGLERROR + if (gl_state.alphatest != state) + { + gl_state.alphatest = state; + CHECKGLERROR + if (gl_state.alphatest) + { + qglEnable(GL_ALPHA_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + } + } } -void GL_ScissorTest(int state) +void GL_ColorMask(int r, int g, int b, int a) { - if(gl_state.scissortest == state) - return; + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) + { + gl_state.colormask = state; + CHECKGLERROR + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR + } +} - CHECKGLERROR +void GL_Color(float cr, float cg, float cb, float ca) +{ + if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + { + gl_state.color4f[0] = cr; + gl_state.color4f[1] = cg; + gl_state.color4f[2] = cb; + gl_state.color4f[3] = ca; + CHECKGLERROR + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + CHECKGLERROR + } +} + +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, y,width,height); + CHECKGLERROR +} + +void GL_ScissorTest(int state) +{ + if(gl_state.scissortest == state) + return; + + CHECKGLERROR if((gl_state.scissortest = state)) qglEnable(GL_SCISSOR_TEST); else @@ -722,127 +1045,101 @@ void GL_ScissorTest(int state) void GL_Clear(int mask) { - // in showtris rendering, don't clear the color buffer as that would hide - // the accumulated lines - if (r_showtrispass) - mask &= ~GL_COLOR_BUFFER_BIT; + CHECKGLERROR qglClear(mask);CHECKGLERROR } -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_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f; - out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f; - out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f; -} - // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK CHECKGLERROR - GL_Backend_ResetState(); + gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; + gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; + gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; + if (gl_printcheckerror.integer && !gl_paranoid.integer) + { + Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); + Cvar_SetValueQuick(&gl_paranoid, 1); + } } -unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { - GLint vertexshadercompiled, fragmentshadercompiled, programlinked; - GLuint vertexshaderobject, fragmentshaderobject, programobject = 0; + int shaderobject; + int shadercompiled; char compilelog[MAX_INPUTLINE]; - CHECKGLERROR + shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR + if (!shaderobject) + return false; + qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR + qglCompileShaderARB(shaderobject);CHECKGLERROR + qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR + qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR + if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning"))) + { + int i, j, pretextlines = 0; + for (i = 0;i < numstrings - 1;i++) + for (j = 0;strings[i][j];j++) + if (strings[i][j] == '\n') + pretextlines++; + Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); + } + if (!shadercompiled) + { + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return false; + } + qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return true; +} - programobject = qglCreateProgramObjectARB(); +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint programlinked; + GLuint programobject = 0; + char linklog[MAX_INPUTLINE]; CHECKGLERROR + + programobject = qglCreateProgramObjectARB();CHECKGLERROR if (!programobject) return 0; - if (vertexstrings_count) - { - CHECKGLERROR - vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); - if (!vertexshaderobject) - { - qglDeleteObjectARB(programobject); - CHECKGLERROR - return 0; - } - qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL); - qglCompileShaderARB(vertexshaderobject); - CHECKGLERROR - qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled); - qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog); - if (compilelog[0]) - Con_DPrintf("vertex shader compile log:\n%s\n", compilelog); - if (!vertexshadercompiled) - { - qglDeleteObjectARB(programobject); - qglDeleteObjectARB(vertexshaderobject); - CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, vertexshaderobject); - qglDeleteObjectARB(vertexshaderobject); - CHECKGLERROR - } + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) + goto cleanup; - if (fragmentstrings_count) - { - CHECKGLERROR - fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); - if (!fragmentshaderobject) - { - qglDeleteObjectARB(programobject); - CHECKGLERROR - return 0; - } - qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL); - qglCompileShaderARB(fragmentshaderobject); - CHECKGLERROR - qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled); - qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog); - if (compilelog[0]) - Con_DPrintf("fragment shader compile log:\n%s\n", compilelog); - if (!fragmentshadercompiled) - { - qglDeleteObjectARB(programobject); - qglDeleteObjectARB(fragmentshaderobject); - CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, fragmentshaderobject); - qglDeleteObjectARB(fragmentshaderobject); - CHECKGLERROR - } +#ifdef GL_GEOMETRY_SHADER_ARB + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) + goto cleanup; +#endif - qglLinkProgramARB(programobject); - CHECKGLERROR - qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked); - qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog); - if (compilelog[0]) + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + goto cleanup; + + qglLinkProgramARB(programobject);CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR + qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + if (linklog[0]) { - Con_DPrintf("program link log:\n%s\n", compilelog); + if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning")) + Con_DPrintf("program link log:\n%s\n", linklog); // software vertex shader is ok but software fragment shader is WAY // too slow, fail program if so. // NOTE: this string might be ATI specific, but that's ok because the // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a // software fragment shader due to low instruction and dependent // texture limits. - if (strstr(compilelog, "fragment shader will run in software")) + if (strstr(linklog, "fragment shader will run in software")) programlinked = false; } - CHECKGLERROR if (!programlinked) - { - qglDeleteObjectARB(programobject); - return 0; - } - CHECKGLERROR + goto cleanup; return programobject; +cleanup: + qglDeleteObjectARB(programobject);CHECKGLERROR + return 0; } void GL_Backend_FreeProgram(unsigned int prog) @@ -852,8 +1149,6 @@ void GL_Backend_FreeProgram(unsigned int prog) CHECKGLERROR } -int gl_backend_rebindtextures; - void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { int i; @@ -868,150 +1163,329 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) // renders triangles using vertices from the active arrays int paranoidblah = 0; -void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset) { unsigned int numelements = numtriangles * 3; + int bufferobject3i; + size_t bufferoffset3i; + int bufferobject3s; + size_t bufferoffset3s; if (numvertices < 3 || numtriangles < 1) { - Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); + if (numvertices < 0 || numtriangles < 0 || developer_extra.integer) + Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset); return; } - //CHECKGLERROR - if (r_showtrispass) + if (gl_state.pointer_vertex_pointer == NULL) { - R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); + Con_DPrintf("R_Mesh_Draw with no vertex pointer!\n"); return; } - renderstats.meshes++; - renderstats.meshes_elements += numelements; + if (!gl_mesh_prefer_short_elements.integer) + { + if (element3i) + element3s = NULL; + if (element3i_indexbuffer) + element3i_indexbuffer = NULL; + } + // adjust the pointers for firsttriangle + if (element3i) + element3i += firsttriangle * 3; + if (element3i_indexbuffer) + element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i); + if (element3s) + element3s += firsttriangle * 3; + if (element3s_indexbuffer) + element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); + // check if the user specified to ignore static index buffers + if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset))) + { + element3i_indexbuffer = NULL; + element3s_indexbuffer = NULL; + } + // upload a dynamic index buffer if needed + if (element3s) + { + if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex) + { + if (gl_state.draw_dynamicindexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s)); + else + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true); + element3s_indexbuffer = gl_state.draw_dynamicindexbuffer; + element3s_bufferoffset = 0; + } + } + else if (element3i) + { + if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex) + { + if (gl_state.draw_dynamicindexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i)); + else + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true); + element3i_indexbuffer = gl_state.draw_dynamicindexbuffer; + element3i_bufferoffset = 0; + } + } + bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0; + bufferoffset3i = element3i_bufferoffset; + bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0; + bufferoffset3s = element3s_bufferoffset; + CHECKGLERROR + r_refdef.stats.meshes++; + r_refdef.stats.meshes_elements += numelements; if (gl_paranoid.integer) { - unsigned int i, j, size; + unsigned int i; + // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array +#if 0 + unsigned int j, size; const int *p; + // note: there's no validation done here on buffer objects because it + // is somewhat difficult to get at the data, and gl_paranoid can be + // used without buffer objects if the need arises + // (the data could be gotten using glMapBuffer but it would be very + // slow due to uncachable video memory reads) if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); - for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) - paranoidblah += *p; - if (gl_state.pointer_color) + CHECKGLERROR + if (gl_state.pointer_vertex_pointer) + for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) + paranoidblah += *p; + if (gl_state.pointer_color_enabled) { if (!qglIsEnabled(GL_COLOR_ARRAY)) Con_Print("R_Mesh_Draw: color array set but not enabled\n"); - for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) - paranoidblah += *p; + CHECKGLERROR + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) + paranoidblah += *p; } - for (i = 0;i < backendarrayunits;i++) + for (i = 0;i < vid.texarrayunits;i++) { if (gl_state.units[i].arrayenabled) { GL_ClientActiveTexture(i); if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); - for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) - paranoidblah += *p; + CHECKGLERROR + if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled) + for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) + paranoidblah += *p; + } + } +#endif + if (element3i) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); + return; + } } } - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + if (element3s) { - if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); - return; + if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices); + return; + } } } CHECKGLERROR } - if (r_render.integer) + if (r_render.integer || r_refdef.draw2dstage) { CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { - unsigned int i, j; + unsigned int i, j, element; const GLfloat *p; qglBegin(GL_TRIANGLES); for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - for (j = 0;j < backendarrayunits;j++) + if (element3i) + element = element3i[i]; + else if (element3s) + element = element3s[i]; + else + element = firstvertex + i; + for (j = 0;j < vid.texarrayunits;j++) { - if (gl_state.units[j].pointer_texcoord) + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) { - if (backendarrayunits > 1) + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) { - if (gl_state.units[j].arraycomponents == 4) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); - } - else if (gl_state.units[j].arraycomponents == 3) + p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); - } - else if (gl_state.units[j].arraycomponents == 2) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + else + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); } else { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(p[0], p[1]); + else + qglTexCoord1f(p[0]); } } - else + else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) { - if (gl_state.units[j].arraycomponents == 4) + const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; - qglTexCoord4f(p[0], p[1], p[2], p[3]); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]); } - else if (gl_state.units[j].arraycomponents == 3) + else { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; - qglTexCoord3f(p[0], p[1], p[2]); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(s[0]); } - else if (gl_state.units[j].arraycomponents == 2) + } + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) + { + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; - qglTexCoord2f(p[0], p[1]); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]); } else { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; - qglTexCoord1f(p[0]); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(sb[0]); } } } } - if (gl_state.pointer_color) + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) + { + if (gl_state.pointer_color_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4ub(ub[0], ub[1], ub[2], ub[3]); + } + } + if (gl_state.pointer_vertex_gltype == GL_FLOAT) { - p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; - qglColor4f(p[0], p[1], p[2], p[3]); + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); + if (gl_state.pointer_vertex_components == 4) + qglVertex4f(p[0], p[1], p[2], p[3]); + else if (gl_state.pointer_vertex_components == 3) + qglVertex3f(p[0], p[1], p[2]); + else + qglVertex2f(p[0], p[1]); } - p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; - qglVertex3f(p[0], p[1], p[2]); } qglEnd(); CHECKGLERROR } - else if (gl_mesh_testarrayelement.integer) + else if (bufferobject3s) { - int i; - qglBegin(GL_TRIANGLES); - for (i = 0;i < numtriangles * 3;i++) + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglArrayElement(elements[i]); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR } - qglEnd(); - CHECKGLERROR } - else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (bufferobject3i) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); - CHECKGLERROR + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } + } + else if (element3s) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + } + else if (element3i) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); CHECKGLERROR } } @@ -1020,125 +1494,183 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { - unsigned int i; - BACKENDACTIVECHECK - CHECKGLERROR - GL_LockArrays(0, 0); - CHECKGLERROR +} - for (i = 0;i < backendimageunits;i++) +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic) +{ + int bufferobject = 0; + void *devicebuffer = NULL; + r_meshbuffer_t *buffer; + if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))) + return NULL; + if (isindexbuffer) { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (gl_texture3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } + r_refdef.stats.indexbufferuploadcount++; + r_refdef.stats.indexbufferuploadsize += size; } - for (i = 0;i < backendarrayunits;i++) + else { - GL_ActiveTexture(backendarrayunits - 1 - i); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + r_refdef.stats.vertexbufferuploadcount++; + r_refdef.stats.vertexbufferuploadsize += size; } - for (i = 0;i < backendunits;i++) + switch(vid.renderpath) { - GL_ActiveTexture(backendunits - 1 - i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) - { - 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 - } + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglGenBuffersARB(1, (GLuint *)&bufferobject); + if (isindexbuffer) + GL_BindEBO(bufferobject); + else + GL_BindVBO(bufferobject); + qglBufferDataARB(isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB); + break; } - 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 + buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray); + memset(buffer, 0, sizeof(*buffer)); + buffer->bufferobject = bufferobject; + buffer->devicebuffer = devicebuffer; + buffer->size = size; + buffer->isindexbuffer = isindexbuffer; + buffer->isdynamic = isdynamic; + strlcpy(buffer->name, name, sizeof(buffer->name)); + return buffer; } -void R_Mesh_Matrix(const matrix4x4_t *matrix) +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size) { - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) + if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer)) + return; + if (buffer->isindexbuffer) + { + r_refdef.stats.indexbufferuploadcount++; + r_refdef.stats.indexbufferuploadsize += size; + } + else { - backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); - qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); + r_refdef.stats.vertexbufferuploadcount++; + r_refdef.stats.vertexbufferuploadsize += size; + } + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (buffer->isindexbuffer) + GL_BindEBO(buffer->bufferobject); + else + GL_BindVBO(buffer->bufferobject); + qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB); + break; } } -void R_Mesh_VertexPointer(const float *vertex3f) +void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) { - if (gl_state.pointer_vertex != vertex3f) + if (!buffer) + return; + switch(vid.renderpath) { - gl_state.pointer_vertex = vertex3f; - CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); + break; + } + Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); +} + +void GL_Mesh_ListVBOs(qboolean printeach) +{ + int i, endindex; + size_t ebocount = 0, ebomemory = 0; + size_t vbocount = 0, vbomemory = 0; + r_meshbuffer_t *buffer; + endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); + for (i = 0;i < endindex;i++) + { + buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); + if (!buffer) + continue; + if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} + else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} + } + Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); +} + + + +void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) +{ + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset) + { + gl_state.pointer_vertex_components = components; + gl_state.pointer_vertex_gltype = gltype; + gl_state.pointer_vertex_stride = stride; + gl_state.pointer_vertex_pointer = pointer; + gl_state.pointer_vertex_vertexbuffer = vertexbuffer; + gl_state.pointer_vertex_offset = bufferoffset; CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } -void R_Mesh_ColorPointer(const float *color4f) +void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - if (r_showtrispass) - return; - if (gl_state.pointer_color != color4f) + // note: vertexbuffer may be non-NULL even if pointer is NULL, so check + // the pointer only. + if (pointer) { - CHECKGLERROR - if (!gl_state.pointer_color) + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + // caller wants color array enabled + if (!gl_state.pointer_color_enabled) { - qglEnableClientState(GL_COLOR_ARRAY); + gl_state.pointer_color_enabled = true; CHECKGLERROR + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } - else if (!color4f) + if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset) { - qglDisableClientState(GL_COLOR_ARRAY); + gl_state.pointer_color_components = components; + gl_state.pointer_color_gltype = gltype; + gl_state.pointer_color_stride = stride; + gl_state.pointer_color_pointer = pointer; + gl_state.pointer_color_vertexbuffer = vertexbuffer; + gl_state.pointer_color_offset = bufferoffset; CHECKGLERROR - // when color array is on the glColor gets trashed, set it again - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + GL_BindVBO(bufferobject); + qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + } + } + else + { + // caller wants color array disabled + if (gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = false; CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + // when color array is on the glColor gets trashed, set it again + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR } - gl_state.pointer_color = color4f; - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); - CHECKGLERROR } } -void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) +void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { gltextureunit_t *unit = gl_state.units + unitnum; - if (r_showtrispass) - return; // update array settings - if (texcoord) + CHECKGLERROR + // note: there is no need to check bufferobject here because all cases + // that involve a valid bufferobject also supply a texcoord array + if (pointer) { - // texcoord array - if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) - { - unit->pointer_texcoord = texcoord; - unit->arraycomponents = numcomponents; - GL_ClientActiveTexture(unitnum); - qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord); - CHECKGLERROR - } + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) { @@ -1146,6 +1678,19 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co GL_ClientActiveTexture(unitnum); qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } + // texcoord array + if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset) + { + unit->pointer_texcoord_components = components; + unit->pointer_texcoord_gltype = gltype; + unit->pointer_texcoord_stride = stride; + unit->pointer_texcoord_pointer = pointer; + unit->pointer_texcoord_vertexbuffer = vertexbuffer; + unit->pointer_texcoord_offset = bufferoffset; + GL_ClientActiveTexture(unitnum); + GL_BindVBO(bufferobject); + qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + } } else { @@ -1159,1062 +1704,777 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co } } -void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +int R_Mesh_TexBound(unsigned int unitnum, int id) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - if (r_showtrispass) + if (unitnum >= vid.teximageunits) + return 0; + if (id == GL_TEXTURE_2D) + return unit->t2d; + if (id == GL_TEXTURE_3D) + return unit->t3d; + if (id == GL_TEXTURE_CUBE_MAP_ARB) + return unit->tcubemap; + if (id == GL_TEXTURE_RECTANGLE_ARB) + return unit->trectangle; + return 0; +} + +void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) +{ + R_Mesh_TexBind(0, tex); + GL_ActiveTexture(0);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR +} + +void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + int tex2d, tex3d, texcubemap, texnum; + if (unitnum >= vid.teximageunits) return; - // update 1d texture binding - if (unit->t1d != tex1d) + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (!tex) + tex = r_texture_white; + texnum = R_GetTexture(tex); + switch(tex->gltexturetypeenum) { - if (tex1d) - { - if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D); - } - else + case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break; + case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break; + case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break; + case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break; + } + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + tex2d = 0; + tex3d = 0; + texcubemap = 0; + if (tex) + { + texnum = R_GetTexture(tex); + switch(tex->gltexturetypeenum) { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D); + case GL_TEXTURE_2D: + tex2d = texnum; + break; + case GL_TEXTURE_3D: + tex3d = texnum; + break; + case GL_TEXTURE_CUBE_MAP_ARB: + texcubemap = texnum; + break; } } - unit->t1d = tex1d; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d != tex2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // update 2d texture binding + if (unit->t2d != tex2d) { + GL_ActiveTexture(unitnum); if (tex2d) { if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D); + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + } } else { if (unit->t2d) - qglDisable(GL_TEXTURE_2D); + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } } + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - unit->t2d = tex2d; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d != tex3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // update 3d texture binding + if (unit->t3d != tex3d) { + GL_ActiveTexture(unitnum); if (tex3d) { if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D); + { + qglEnable(GL_TEXTURE_3D);CHECKGLERROR + } } else { if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } } + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - unit->t3d = tex3d; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != texcubemap) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // update cubemap texture binding + if (unit->tcubemap != texcubemap) { + GL_ActiveTexture(unitnum); if (texcubemap) { if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + { + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } } else { if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } } + unit->tcubemap = texcubemap; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - unit->tcubemap = texcubemap; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + break; } } -void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - if (r_showtrispass) - return; - // update 1d texture binding - if (unit->t1d != texnum) + if (matrix && matrix->m[3][3]) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) { - if (texnum) - { - if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D); - } - else - { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D); - } - } - unit->t1d = texnum; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) - qglDisable(GL_TEXTURE_2D); - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + float glmatrix[16]; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadMatrixf(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR } - // update cubemap texture binding - if (unit->tcubemap) + else { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR } } -void R_Mesh_TexBind(unsigned int unitnum, int texnum) +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - if (r_showtrispass) - return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D); - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d != texnum) + CHECKGLERROR + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // do nothing + break; + case RENDERPATH_GL13: + // GL_ARB_texture_env_combine + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (!rgbscale) + rgbscale = 1; + if (!alphascale) + alphascale = 1; + if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) { - if (texnum) + if (combinergb == GL_DECAL) + combinergb = GL_INTERPOLATE_ARB; + if (unit->combine != GL_COMBINE_ARB) { - if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D); + unit->combine = GL_COMBINE_ARB; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode } - else + if (unit->combinergb != combinergb) { - if (unit->t2d) - qglDisable(GL_TEXTURE_2D); + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != rgbscale) + { + unit->rgbscale = rgbscale; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR + } + if (unit->alphascale != alphascale) + { + unit->alphascale = alphascale; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR } } - unit->t2d = texnum; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + if (unit->combine != combinergb) + { + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR + } } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != 0) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + break; + case RENDERPATH_GL11: + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combine != combinergb) { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + break; } } -void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) +void R_Mesh_ResetTextureState(void) { - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - if (r_showtrispass) - return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D); - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) + unsigned int unitnum; + + BACKENDACTIVECHECK + + CHECKGLERROR + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) { + gltextureunit_t *unit = gl_state.units + unitnum; if (unit->t2d) - qglDisable(GL_TEXTURE_2D); - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (texnum) { - if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D); + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - else + if (unit->t3d) { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D); + unit->t3d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - } - unit->t3d = texnum; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != 0) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + { + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + if (unit->trectangle) + { + unit->trectangle = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR + } } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR - } -} - -void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) -{ - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - if (r_showtrispass) - return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D); + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d); - CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + for (unitnum = 0;unitnum < vid.texunits;unitnum++) { - if (unit->t2d) - qglDisable(GL_TEXTURE_2D); + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d); - CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + for (unitnum = 0;unitnum < vid.texunits;unitnum++) { + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) + { + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } if (unit->t3d) - qglDisable(GL_TEXTURE_3D); - } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d); - CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (texnum) { - if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + unit->t3d = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - else + if (unit->tcubemap) { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + if (unit->trectangle) + { + unit->trectangle = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR + } + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } + if (unit->combine != GL_MODULATE) + { + unit->combine = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } } - unit->tcubemap = texnum; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); - CHECKGLERROR + break; } } -void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) + + +r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices) { - gltextureunit_t *unit = gl_state.units + unitnum; - if (r_showtrispass) - return; - if (matrix->m[3][3]) - { - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) - { - matrix4x4_t tempmatrix; - unit->texmatrixenabled = true; - unit->matrix = *matrix; - Matrix4x4_Transpose(&tempmatrix, &unit->matrix); - qglMatrixMode(GL_TEXTURE); - GL_ActiveTexture(unitnum); - qglLoadMatrixf(&tempmatrix.m[0][0]); - qglMatrixMode(GL_MODELVIEW); - } - } - else + size_t size; + size = sizeof(r_vertexposition_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) { - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) - { - unit->texmatrixenabled = false; - qglMatrixMode(GL_TEXTURE); - GL_ActiveTexture(unitnum); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); - } + gl_state.preparevertices_tempdatamaxsize = size; + gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); } + gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexposition; } -void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +qboolean R_Mesh_PrepareVertices_Position_Unlock(void) { - gltextureunit_t *unit = gl_state.units + unitnum; - if (r_showtrispass) - return; - if (gl_combine.integer) - { - // GL_ARB_texture_env_combine - if (!combinergb) - combinergb = GL_MODULATE; - if (!combinealpha) - combinealpha = GL_MODULATE; - if (!rgbscale) - rgbscale = 1; - if (!alphascale) - alphascale = 1; - if (unit->combinergb != combinergb) - { - unit->combinergb = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - if (unit->combinealpha != combinealpha) - { - unit->combinealpha = combinealpha; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } - if (unit->rgbscale != rgbscale) - { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR - } - if (unit->alphascale != alphascale) - { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR - } - } - else - { - // normal GL texenv - if (!combinergb) - combinergb = GL_MODULATE; - if (unit->combinergb != combinergb) - { - unit->combinergb = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR - } - } + R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL); + gl_state.preparevertices_vertexposition = NULL; + gl_state.preparevertices_numvertices = 0; + return true; } -void R_Mesh_State(const rmeshstate_t *m) +void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f) { - unsigned int i; - - BACKENDACTIVECHECK - - R_Mesh_VertexPointer(m->pointer_vertex); - R_Mesh_ColorPointer(m->pointer_color); - - if (gl_backend_rebindtextures) - { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + int i; + r_vertexposition_t *vertex; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + if (vid.texunits >= 2) + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + if (vid.texunits >= 3) + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + break; } - for (i = 0;i < backendimageunits;i++) - R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); - for (i = 0;i < backendarrayunits;i++) - { - if (m->pointer_texcoord3f[i]) - R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); - else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); - } - for (i = 0;i < backendunits;i++) - { - R_Mesh_TexMatrix(i, &m->texmatrix[i]); - R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); - } + // no quick path for this case, convert to vertex structs + vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + R_Mesh_PrepareVertices_Position_Unlock(); + R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL); } -void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) +void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer) { - qglBegin(GL_LINES); - for (;numtriangles;numtriangles--, elements += 3) + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - qglArrayElement(elements[0]);qglArrayElement(elements[1]); - qglArrayElement(elements[1]);qglArrayElement(elements[2]); - qglArrayElement(elements[2]);qglArrayElement(elements[0]); + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + if (vertexbuffer) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + break; + } + return; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + break; } - qglEnd(); - CHECKGLERROR } -/* -============================================================================== - - SCREEN SHOTS -============================================================================== -*/ -qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect) +r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices) { - int indices[3] = {0,1,2}; - qboolean ret; - - if (!r_render.integer) - return false; - - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1); - CHECKGLERROR - - if (scr_screenshot_gamma.value != 1 && gammacorrect) + size_t size; + size = sizeof(r_vertexgeneric_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) { - int i; - double igamma = 1.0 / scr_screenshot_gamma.value; - unsigned char ramp[256]; - for (i = 0;i < 256;i++) - ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0); - for (i = 0;i < width*height*3;i++) - buffer1[i] = ramp[buffer1[i]]; + gl_state.preparevertices_tempdatamaxsize = size; + gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); } - - Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices); - - if (jpeg) - ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2); - else - ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3); - - return ret; + gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexgeneric; } -//============================================================================= - -void R_ClearScreen(void) +qboolean R_Mesh_PrepareVertices_Generic_Unlock(void) { - if (r_render.integer) - { - // clear to black - if (fogenabled) - qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0); - else - 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 - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0)); - // set dithering mode - if (gl_dither.integer) - { - qglEnable(GL_DITHER);CHECKGLERROR - } - else - { - qglDisable(GL_DITHER);CHECKGLERROR - } - } + R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL); + gl_state.preparevertices_vertexgeneric = NULL; + gl_state.preparevertices_numvertices = 0; + return true; } -qboolean CL_VM_UpdateView (void); -void SCR_DrawConsole (void); - -int r_stereo_side; - -void SCR_DrawScreen (void) +void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f) { - R_Mesh_Start(); - - if (r_timereport_active) - R_TimeReport("setup"); - - if (cls.signon == SIGNONS) - { - float size; - - size = scr_viewsize.value * (1.0 / 100.0); - size = min(size, 1); - - if (r_stereo_sidebyside.integer) - { - r_refdef.width = vid.width * size / 2.5; - r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100); - r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5; - r_refdef.y = (vid.height - r_refdef.height)/2; - if (r_stereo_side) - r_refdef.x += r_refdef.width * 1.5; - } - else - { - r_refdef.width = vid.width * size; - r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100); - r_refdef.x = (vid.width - r_refdef.width)/2; - r_refdef.y = (vid.height - r_refdef.height)/2; + int i; + r_vertexgeneric_t *vertex; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (gl_mesh_separatearrays.integer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + return; } - - // LordHavoc: viewzoom (zoom in for sniper rifles, etc) - // LordHavoc: this is designed to produce widescreen fov values - // when the screen is wider than 4/3 width/height aspect, to do - // this it simply assumes the requested fov is the vertical fov - // for a 4x3 display, if the ratio is not 4x3 this makes the fov - // higher/lower according to the ratio - r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0); - r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value; - - r_refdef.frustum_x *= r_refdef.frustumscale_x; - r_refdef.frustum_y *= r_refdef.frustumscale_y; - - if(!CL_VM_UpdateView()) - R_RenderView(); - else - SCR_DrawConsole(); - - if (scr_zoomwindow.integer) - { - float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0; - float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0; - r_refdef.width = vid.width * sizex; - r_refdef.height = vid.height * sizey; - r_refdef.x = (vid.width - r_refdef.width)/2; - r_refdef.y = 0; - - r_refdef.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0); - r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height; - - r_refdef.frustum_x *= r_refdef.frustumscale_x; - r_refdef.frustum_y *= r_refdef.frustumscale_y; - - if(!CL_VM_UpdateView()) - R_RenderView(); + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + if (gl_mesh_separatearrays.integer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0); + if (vid.texunits >= 2) + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + if (vid.texunits >= 3) + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + return; } + break; } - if (!r_stereo_sidebyside.integer) + // no quick path for this case, convert to vertex structs + vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + if (color4f) { - r_refdef.width = vid.width; - r_refdef.height = vid.height; - r_refdef.x = 0; - r_refdef.y = 0; + for (i = 0;i < numvertices;i++) + Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); } - - // draw 2D stuff - R_DrawQueue(); - - R_Mesh_Finish(); - - if (r_timereport_active) - R_TimeReport("meshfinish"); -} - -void SCR_UpdateLoadingScreen (void) -{ - float x, y; - cachepic_t *pic; - rmeshstate_t m; - // don't do anything if not initialized yet - if (vid_hidden) - return; - r_showtrispass = 0; - VID_UpdateGamma(false); - qglViewport(0, 0, vid.width, vid.height); - //qglDisable(GL_SCISSOR_TEST); - //qglDepthMask(1); - qglColorMask(1,1,1,1); - //qglClearColor(0,0,0,0); - //qglClear(GL_COLOR_BUFFER_BIT); - //qglCullFace(GL_FRONT); - //qglDisable(GL_CULL_FACE); - //R_ClearScreen(); - R_Textures_Frame(); - GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100); - R_Mesh_Start(); - R_Mesh_Matrix(&identitymatrix); - // draw the loading plaque - pic = Draw_CachePic("gfx/loading", false); - x = (vid_conwidth.integer - pic->width)/2; - y = (vid_conheight.integer - pic->height)/2; - GL_Color(1,1,1,1); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthTest(false); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - m.pointer_texcoord[0] = varray_texcoord2f[0]; - m.tex[0] = R_GetTexture(pic->tex); - R_Mesh_State(&m); - varray_vertex3f[0] = varray_vertex3f[9] = x; - varray_vertex3f[1] = varray_vertex3f[4] = y; - varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width; - varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height; - varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0; - varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0; - varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1; - varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1; - GL_LockArrays(0, 4); - R_Mesh_Draw(0, 4, 2, polygonelements); - GL_LockArrays(0, 0); - R_Mesh_Finish(); - // refresh - VID_Finish(false); + else + { + float tempcolor4f[4]; + unsigned char tempcolor4ub[4]; + Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f); + tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f); + tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f); + tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f); + tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f); + for (i = 0;i < numvertices;i++) + Vector4Copy(tempcolor4ub, vertex[i].color4ub); + } + if (texcoord2f) + for (i = 0;i < numvertices;i++) + Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f); + R_Mesh_PrepareVertices_Generic_Unlock(); + R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL); } -/* -================== -SCR_UpdateScreen - -This is called every frame, and can also be called explicitly to flush -text to the screen. -================== -*/ -void SCR_UpdateScreen (void) +void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer) { - if (vid_hidden) - return; - - if (r_textureunits.integer > gl_textureunits) - Cvar_SetValueQuick(&r_textureunits, gl_textureunits); - if (r_textureunits.integer < 1) - Cvar_SetValueQuick(&r_textureunits, 1); - - if (gl_combine.integer && !gl_combine_extension) - Cvar_SetValueQuick(&gl_combine, 0); - - r_showtrispass = 0; - - CHECKGLERROR - qglViewport(0, 0, vid.width, vid.height); - qglDisable(GL_SCISSOR_TEST); - qglDepthMask(1); - qglColorMask(1,1,1,1); - qglClearColor(0,0,0,0); - qglClear(GL_COLOR_BUFFER_BIT); - CHECKGLERROR - - if (r_timereport_active) - R_TimeReport("clear"); - - if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - matrix4x4_t originalmatrix = r_refdef.viewentitymatrix; - r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1]; - r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1]; - r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1]; - - if (r_stereo_sidebyside.integer) - r_stereo_side = 0; - - if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) - { - r_refdef.colormask[0] = 1; - r_refdef.colormask[1] = 0; - r_refdef.colormask[2] = 0; - } - - SCR_DrawScreen(); - - r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1]; - r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1]; - r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1]; - - if (r_stereo_sidebyside.integer) - r_stereo_side = 1; - - if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) - { - r_refdef.colormask[0] = 0; - r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer; - r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer; + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + if (vertexbuffer) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + break; } - - SCR_DrawScreen(); - - r_refdef.viewentitymatrix = originalmatrix; + return; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); + break; } - else - SCR_DrawScreen(); - - VID_Finish(true); - if (r_timereport_active) - R_TimeReport("finish"); } -//=========================================================================== -// dynamic vertex array buffer subsystem -//=========================================================================== - -// FIXME: someday this should be dynamically allocated and resized? -float varray_vertex3f[65536*3]; -float varray_svector3f[65536*3]; -float varray_tvector3f[65536*3]; -float varray_normal3f[65536*3]; -float varray_color4f[65536*4]; -float varray_texcoord2f[4][65536*2]; -float varray_texcoord3f[4][65536*3]; -int earray_element3i[65536]; -float varray_vertex3f2[65536*3]; -//=========================================================================== -// vertex array caching subsystem -//=========================================================================== - -typedef struct rcachearraylink_s +r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices) { - struct rcachearraylink_s *next, *prev; - struct rcachearrayitem_s *data; + size_t size; + size = sizeof(r_vertexmesh_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) + { + gl_state.preparevertices_tempdatamaxsize = size; + gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); + } + gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexmesh; } -rcachearraylink_t; -typedef struct rcachearrayitem_s +qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void) { - // the original request structure - rcachearrayrequest_t request; - // active - int active; - // offset into r_mesh_rcachedata - int offset; - // for linking this into the sequential list - rcachearraylink_t sequentiallink; - // for linking this into the lookup list - rcachearraylink_t hashlink; + R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL); + gl_state.preparevertices_vertexmesh = NULL; + gl_state.preparevertices_numvertices = 0; + return true; } -rcachearrayitem_t; - -#define RCACHEARRAY_HASHSIZE 65536 -#define RCACHEARRAY_ITEMS 4096 -#define RCACHEARRAY_DEFAULTSIZE (4 << 20) - -// all active items are linked into this chain in sorted order -static rcachearraylink_t r_mesh_rcachesequentialchain; -// all inactive items are linked into this chain in unknown order -static rcachearraylink_t r_mesh_rcachefreechain; -// all active items are also linked into these chains (using their hashlink) -static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; -// all items are stored here, whether active or inactive -static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; - -// size of data buffer -static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; -// data buffer -static unsigned char r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; - -// current state -static int r_mesh_rcachedata_offset; -static rcachearraylink_t *r_mesh_rcachesequentialchain_current; - -static void R_Mesh_CacheArray_Startup(void) +void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f) { int i; - rcachearraylink_t *l; - // prepare all the linked lists - l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; - l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; - memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); - for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) - { - l = &r_mesh_rcachechain[i]; - l->next = l->prev = l; - l->data = NULL; + r_vertexmesh_t *vertex; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (gl_mesh_separatearrays.integer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0); + return; + } + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + if (gl_mesh_separatearrays.integer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0); + if (vid.texunits >= 2) + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0); + if (vid.texunits >= 3) + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + return; + } + break; } - memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); - for (i = 0;i < RCACHEARRAY_ITEMS;i++) + + vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + if (svector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(svector3f + 3*i, vertex[i].svector3f); + if (tvector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(tvector3f + 3*i, vertex[i].tvector3f); + if (normal3f) + for (i = 0;i < numvertices;i++) + VectorCopy(normal3f + 3*i, vertex[i].normal3f); + if (color4f) { - r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; - l = &r_mesh_rcacheitems[i].sequentiallink; - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; + for (i = 0;i < numvertices;i++) + Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); } - // clear other state - r_mesh_rcachedata_offset = 0; - r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; -} - -static void R_Mesh_CacheArray_Shutdown(void) -{ -} - -/* -static void R_Mesh_CacheArray_ValidateState(int num) -{ - rcachearraylink_t *l, *lhead; - lhead = &r_mesh_rcachesequentialchain; - if (r_mesh_rcachesequentialchain_current == lhead) - return; - for (l = lhead->next;l != lhead;l = l->next) - if (r_mesh_rcachesequentialchain_current == l) - return; - Sys_Error("%i", num); + else + { + float tempcolor4f[4]; + unsigned char tempcolor4ub[4]; + Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f); + tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f); + tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f); + tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f); + tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f); + for (i = 0;i < numvertices;i++) + Vector4Copy(tempcolor4ub, vertex[i].color4ub); + } + if (texcoordtexture2f) + for (i = 0;i < numvertices;i++) + Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f); + if (texcoordlightmap2f) + for (i = 0;i < numvertices;i++) + Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f); + R_Mesh_PrepareVertices_Mesh_Unlock(); + R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL); } -*/ -int R_Mesh_CacheArray(rcachearrayrequest_t *r) +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer) { - rcachearraylink_t *l, *lhead, *lnext; - rcachearrayitem_t *d; - int hashindex, offset, offsetend; - - //R_Mesh_CacheArray_ValidateState(3); - // calculate a hashindex to choose a cache chain - r->data = NULL; - hashindex = CRC_Block((unsigned char *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; - - // is it already cached? - for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - if (!memcmp(&l->data->request, r, sizeof(l->data->request))) - { - // we have it cached already - r->data = r_mesh_rcachedata + l->data->offset; - return false; + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + if (vertexbuffer) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + break; + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + break; } + return; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0); + R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + break; + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + break; } - - // we need to add a new cache item, this means finding a place for the new - // data and making sure we have a free item available, lots of work... - - // check if buffer needs to wrap - if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) - { - /* - if (r->data_size * 10 > r_mesh_rcachedata_size) - { - // realloc whole cache - } - */ - // reset back to start - r_mesh_rcachedata_offset = 0; - r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; - } - offset = r_mesh_rcachedata_offset; - r_mesh_rcachedata_offset += r->data_size; - offsetend = r_mesh_rcachedata_offset; - //R_Mesh_CacheArray_ValidateState(4); - - /* - { - int n; - for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); - Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); - } - */ - - // make room for the new data (remove old items) - lhead = &r_mesh_rcachesequentialchain; - l = r_mesh_rcachesequentialchain_current; - if (l == lhead) - l = l->next; - while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) - { - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(8); - lnext = l->next; - // if at the end of the chain, wrap around - if (lnext == lhead) - lnext = lnext->next; - //r_mesh_rcachesequentialchain_current = lnext; - //R_Mesh_CacheArray_ValidateState(10); - - // unlink from sequential chain - l->next->prev = l->prev; - l->prev->next = l->next; - //R_Mesh_CacheArray_ValidateState(11); - // link into free chain - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - //R_Mesh_CacheArray_ValidateState(12); - - l = &l->data->hashlink; - // unlink from hash chain - l->next->prev = l->prev; - l->prev->next = l->next; - - l = lnext; - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(9); - } - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(5); - // gobble an extra item if we have no free items available - if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) - { - lnext = l->next; - - // unlink from sequential chain - l->next->prev = l->prev; - l->prev->next = l->next; - // link into free chain - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - - l = &l->data->hashlink; - // unlink from hash chain - l->next->prev = l->prev; - l->prev->next = l->next; - - l = lnext; - } - r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(6); - - // now take an item from the free chain - l = r_mesh_rcachefreechain.next; - // set it up - d = l->data; - d->request = *r; - d->offset = offset; - // unlink - l->next->prev = l->prev; - l->prev->next = l->next; - // relink to sequential - l->next = r_mesh_rcachesequentialchain_current->prev; - l->prev = l->next->prev; - while (l->next->data && l->data && l->next->data->offset <= d->offset) - { - //Con_Print(">\n"); - l->next = l->next->next; - l->prev = l->prev->next; - } - while (l->prev->data && l->data && l->prev->data->offset >= d->offset) - { - //Con_Print("<\n"); - l->prev = l->prev->prev; - l->next = l->next->prev; - } - l->next->prev = l->prev->next = l; - // also link into hash chain - l = &l->data->hashlink; - l->next = &r_mesh_rcachechain[hashindex]; - l->prev = l->next->prev; - l->prev->next = l; - l->next->prev = l->prev->next = l; - - - //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; - - //R_Mesh_CacheArray_ValidateState(7); - // and finally set the data pointer - r->data = r_mesh_rcachedata + d->offset; - // and tell the caller to fill the array - return true; } -