X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=d132def1ccc33b0ef08e69c950541f823c97d5f9;hp=8e00108cbb92b5549e6f7be20fcc837c0b60de18;hb=ac26fe8251232ec2eb02c89b9df3d07444063211;hpb=27ad2d336694ea2dc50035130bae321316e3936f diff --git a/gl_backend.c b/gl_backend.c index 8e00108c..d132def1 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -3,23 +3,35 @@ #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 = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; +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_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", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; -cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; 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; @@ -64,6 +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); @@ -72,16 +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_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: @@ -137,87 +229,47 @@ for (y = 0;y < rows - 1;y++) } */ -unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; -unsigned short quadelements[QUADELEMENTS_MAXQUADS*6]; - -void GL_Backend_AllocArrays(void) -{ -} - -void GL_Backend_FreeArrays(void) -{ -} +int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelement3i[QUADELEMENTS_MAXQUADS*6]; +unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; void GL_VBOStats_f(void) { GL_Mesh_ListVBOs(true); } -typedef struct gl_bufferobjectinfo_s -{ - int target; - int object; - size_t size; - char name[MAX_QPATH]; -} -gl_bufferobjectinfo_t; - -memexpandablearray_t gl_bufferobjectinfoarray; +static void GL_Backend_ResetState(void); static void gl_backend_start(void) { - CHECKGLERROR - - if (qglDrawRangeElements != NULL) - { - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - CHECKGLERROR - Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); - } - - backendunits = bound(1, gl_textureunits, MAX_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_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); - backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS); - backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS); - } - else - Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits); - - GL_Backend_AllocArrays(); + memset(&gl_state, 0, sizeof(gl_state)); - Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); + 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_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"); - Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray); + if (gl_state.preparevertices_tempdata) + Mem_Free(gl_state.preparevertices_tempdata); + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer); + + Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); - GL_Backend_FreeArrays(); + memset(&gl_state, 0, sizeof(gl_state)); } static void gl_backend_newmap(void) @@ -230,316 +282,401 @@ void gl_backend_init(void) 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++) { - quadelements[i * 6 + 0] = i * 4; - quadelements[i * 6 + 1] = i * 4 + 1; - quadelements[i * 6 + 2] = i * 4 + 2; - quadelements[i * 6 + 3] = i * 4; - quadelements[i * 6 + 4] = i * 4 + 2; - quadelements[i * 6 + 5] = i * 4 + 3; + 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(&gl_polyblend); Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); - Cvar_RegisterVariable(&gl_lockarrays); - Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); 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); 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_SetMirrorState(qboolean state); -void GL_SetupView_Orientation_Identity (void) +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { - backend_viewmatrix = identitymatrix; - GL_SetMirrorState(false); - 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(const 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_Full(&tempmatrix, matrix); - Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); - Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); + float q[4]; + float d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; - GL_SetMirrorState(v_flipped.integer); - if(v_flipped_state) - { - Matrix4x4_Transpose(&basematrix, &backend_viewmatrix); - Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1); - Matrix4x4_Transpose(&backend_viewmatrix, &basematrix); - } + // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php - //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]); + 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); - // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it - tempmatrix = backend_modelmatrix; - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); - R_Mesh_Matrix(&tempmatrix); +#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 -static void GL_BuildFrustum(double m[16], double left, double right, double bottom, double top, double nearVal, double farVal) -{ - m[0] = 2 * nearVal / (right - left); - m[1] = 0; - m[2] = 0; - m[3] = 0; + // 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]; - m[4] = 0; - m[5] = 2 * nearVal / (top - bottom); - m[6] = 0; - m[7] = 0; + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); - m[8] = (right + left) / (right - left); - m[9] = (top + bottom) / (top - bottom); - m[10] = - (farVal + nearVal) / (farVal - nearVal); - m[11] = -1; + // 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 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) +{ + 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); - m[12] = 0; - m[13] = 0; - m[14] = - 2 * farVal * nearVal / (farVal - nearVal); - m[15] = 0; -} + Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix); -void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) -{ - double m[16]; + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - // set view pyramid -#if 1 - // avoid glGetDoublev whenever possible, it may stall the render pipeline - // in the tested cases (nvidia) no measurable fps difference, but it sure - // makes a difference over a network line with GLX - GL_BuildFrustum(m, -frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar); - qglLoadMatrixd(m);CHECKGLERROR -#else - qglLoadIdentity();CHECKGLERROR - qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR + 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 - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR } -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) +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) { - double nudge, m[16]; + 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 - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - nudge = 1.0 - 1.0 / (1<<23); + 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); +} + +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);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); -} + m[14] = -2 * nearclip * nudge; + v->screentodepth[0] = (m[10] + 1) * 0.5 - 1; + v->screentodepth[1] = m[14] * -0.5; -static void GL_BuildOrtho(double m[16], double left, double right, double bottom, double top, double zNear, double zFar) + 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); +} + +float cubeviewmatrix[6][16] = +{ + // 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) { - m[0] = 2/(right - left); - m[1] = 0; - m[2] = 0; - m[3] = 0; - - m[4] = 0; - m[5] = 2/(top - bottom); - m[6] = 0; - m[7] = 0; - - m[8] = 0; - m[9] = 0; - m[10] = -2/(zFar - zNear); - m[11] = 0; + 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); - m[12] = - (right + left)/(right - left); - m[13] = - (top + bottom)/(top - bottom); - m[14] = - (zFar + zNear)/(zFar - zNear); - m[15] = 1; -} + Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); -void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) -{ - double m[16]; + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR -#if 1 - // avoid glGetDoublev whenever possible, it may stall the render pipeline - // in the tested cases (nvidia) no measurable fps difference, but it sure - // makes a difference over a network line with GLX - GL_BuildOrtho(m, x1, x2, y2, y1, zNear, zFar); - qglLoadMatrixd(m);CHECKGLERROR -#else - qglLoadIdentity();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR -#endif - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist) +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) { - double matrix[16]; - double q[4]; - double d; - float clipPlane[4], v3[3], v4[3]; - float normal[3]; + 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); - // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php - // modified to fit in this codebase. + Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - VectorSet(normal, normalx, normaly, normalz); - Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane); - VectorScale(normal, dist, v3); - Matrix4x4_Transform(&backend_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 (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); -#if 0 -{ - // testing code for comparing results - float clipPlane2[4]; - VectorCopy4(clipPlane, clipPlane2); - R_Mesh_Matrix(&identitymatrix); - VectorSet(q, normal[0], normal[1], normal[2], -dist); - qglClipPlane(GL_CLIP_PLANE0, q); - qglGetClipPlane(GL_CLIP_PLANE0, q); - VectorCopy4(q, clipPlane); + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -#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 - Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix); - - q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0]; - q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5]; - q[2] = -1.0f; - q[3] = (1.0f + matrix[10]) / matrix[14]; - // Calculate the scaled plane vector - d = 2.0f / DotProduct4(clipPlane, q); +void R_SetViewport(const r_viewport_t *v) +{ + float m[16]; + gl_viewport = *v; - // Replace the third row of the projection matrix - matrix[2] = clipPlane[0] * d; - matrix[6] = clipPlane[1] * d; - matrix[10] = clipPlane[2] * d + 1.0f; - matrix[14] = clipPlane[3] * d; - - // Load it back into OpenGL - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadMatrixd(matrix);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix); -} + 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; + } -typedef struct gltextureunit_s -{ - const void *pointer_texcoord; - size_t pointer_texcoord_offset; - int pointer_texcoord_buffer; - int t1d, t2d, t3d, tcubemap; - int arrayenabled; - unsigned int arraycomponents; - int rgbscale, alphascale; - int combinergb, combinealpha; - // FIXME: add more combine stuff - // texmatrixenabled exists only to avoid unnecessary texmatrix compares - int texmatrixenabled; - matrix4x4_t matrix; + // force an update of the derived matrices + gl_modelmatrixchanged = true; + R_EntityMatrix(&gl_modelmatrix); } -gltextureunit_t; -static struct gl_state_s +void R_GetViewport(r_viewport_t *v) { - 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; - const void *pointer_vertex; - const void *pointer_color; - size_t pointer_vertex_offset; - size_t pointer_color_offset; - int pointer_vertex_buffer; - int pointer_color_buffer; + *v = gl_viewport; } -gl_state; static void GL_BindVBO(int bufferobject) { @@ -563,120 +700,26 @@ static void GL_BindEBO(int bufferobject) } } -void GL_SetupTextureState(void) +static void GL_Backend_ResetState(void) { unsigned int i; - gltextureunit_t *unit; - 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->pointer_texcoord_buffer = 0; - unit->pointer_texcoord_offset = 0; - 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 - } - } + 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; + gl_state.depthmask = GL_TRUE; + gl_state.colormask = 15; + gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; + gl_state.lockrange_first = 0; + gl_state.lockrange_count = 0; + 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; - for (i = 0;i < backendarrayunits;i++) - { - GL_ClientActiveTexture(i); - GL_BindVBO(0); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - - for (i = 0;i < backendunits;i++) - { - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_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 - } - CHECKGLERROR - } - CHECKGLERROR -} - -void GL_Backend_ResetState(void) -{ - memset(&gl_state, 0, sizeof(gl_state)); - gl_state.depthtest = true; - gl_state.alphatest = false; - gl_state.blendfunc1 = GL_ONE; - gl_state.blendfunc2 = GL_ZERO; - gl_state.blend = false; - gl_state.depthmask = GL_TRUE; - gl_state.colormask = 15; - gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; - gl_state.lockrange_first = 0; - gl_state.lockrange_count = 0; - 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 + CHECKGLERROR qglColorMask(1, 1, 1, 1); qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR @@ -690,12 +733,18 @@ void GL_Backend_ResetState(void) qglDepthMask(gl_state.depthmask);CHECKGLERROR qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - if (gl_support_arb_vertex_buffer_object) + 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 @@ -705,7 +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) @@ -908,37 +1023,10 @@ void GL_Color(float cr, float cg, float cb, float ca) } } -void GL_LockArrays(int first, int count) -{ - if (count < gl_lockarrays_minimumvertices.integer) - { - first = 0; - count = 0; - } - if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) - { - if (gl_state.lockrange_count) - { - gl_state.lockrange_count = 0; - CHECKGLERROR - qglUnlockArraysEXT(); - CHECKGLERROR - } - if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) - { - gl_state.lockrange_first = first; - gl_state.lockrange_count = count; - CHECKGLERROR - qglLockArraysEXT(first, count); - CHECKGLERROR - } - } -} - void GL_Scissor (int x, int y, int width, int height) { CHECKGLERROR - qglScissor(x, vid.height - (y + height),width,height); + qglScissor(x, y,width,height); CHECKGLERROR } @@ -961,29 +1049,20 @@ void GL_Clear(int mask) 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_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f; - out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f; - out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f; -} - // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK CHECKGLERROR + 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); } - GL_Backend_ResetState(); } qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) @@ -998,14 +1077,14 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons qglCompileShaderARB(shaderobject);CHECKGLERROR qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0] && developer.integer > 0) + 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_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); + Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); } if (!shadercompiled) { @@ -1044,7 +1123,8 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR if (linklog[0]) { - Con_DPrintf("program link log:\n%s\n", linklog); + 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 @@ -1069,8 +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; @@ -1085,46 +1163,84 @@ 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 firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s) +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) { - if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100) - Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, bufferobject3i, bufferobject3s); + 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; + } + if (gl_state.pointer_vertex_pointer == NULL) + { + Con_DPrintf("R_Mesh_Draw with no vertex pointer!\n"); return; } if (!gl_mesh_prefer_short_elements.integer) { if (element3i) element3s = NULL; - if (bufferobject3i) - bufferobject3s = 0; + 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; - switch (gl_vbo.integer) + 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))) { - default: - case 0: - case 2: - bufferobject3i = bufferobject3s = 0; - break; - case 1: - break; - case 3: - if (firsttriangle) - bufferobject3i = bufferobject3s = 0; - break; + 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 @@ -1134,7 +1250,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); CHECKGLERROR - if (gl_state.pointer_vertex) + 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) @@ -1146,7 +1262,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri 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) { @@ -1159,6 +1275,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri paranoidblah += *p; } } +#endif if (element3i) { for (i = 0;i < (unsigned int) numtriangles * 3;i++) @@ -1183,7 +1300,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri } CHECKGLERROR } - if (r_render.integer) + if (r_render.integer || r_refdef.draw2dstage) { CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) @@ -1193,83 +1310,119 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri qglBegin(GL_TRIANGLES); for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - element = element3i ? element3i[i] : element3s[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 && gl_state.units[j].arrayenabled) + 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)) + element * 4; - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); - } - else if (gl_state.units[j].arraycomponents == 3) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); - } - else if (gl_state.units[j].arraycomponents == 2) + 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)) + element * 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)) + element * 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)) + element * 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)) + element * 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)) + element * 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)) + element * 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 && gl_state.pointer_color_enabled) + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) { - p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4; - qglColor4f(p[0], p[1], p[2], p[3]); + 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 *)((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)) + element * 3; - qglVertex3f(p[0], p[1], p[2]); - } - qglEnd(); - CHECKGLERROR - } - else if (gl_mesh_testarrayelement.integer) - { - int i; - qglBegin(GL_TRIANGLES); - if (element3i) - { - for (i = 0;i < numtriangles * 3;i++) - qglArrayElement(element3i[i]); - } - else if (element3s) - { - for (i = 0;i < numtriangles * 3;i++) - qglArrayElement(element3s[i]); } qglEnd(); CHECKGLERROR @@ -1279,7 +1432,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri GL_BindEBO(bufferobject3s); if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); CHECKGLERROR } else @@ -1293,7 +1446,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri GL_BindEBO(bufferobject3i); if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); CHECKGLERROR } else @@ -1307,7 +1460,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri GL_BindEBO(0); if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, element3s); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); CHECKGLERROR } else @@ -1321,7 +1474,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri GL_BindEBO(0); if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, element3i); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); CHECKGLERROR } else @@ -1330,112 +1483,104 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri CHECKGLERROR } } + else + { + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); + CHECKGLERROR + } } } // 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; } -int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size) { - gl_bufferobjectinfo_t *info; - GLuint bufferobject; - - if (!gl_vbo.integer) - return 0; - - qglGenBuffersARB(1, &bufferobject); - switch(target) + if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer)) + return; + if (buffer->isindexbuffer) { - case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break; - case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break; - default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0; + r_refdef.stats.indexbufferuploadcount++; + r_refdef.stats.indexbufferuploadsize += size; + } + else + { + 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; } - qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); - - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray); - memset(info, 0, sizeof(*info)); - info->target = target; - info->object = bufferobject; - info->size = size; - strlcpy(info->name, name, sizeof(info->name)); - - return (int)bufferobject; } -void R_Mesh_DestroyBufferObject(int bufferobject) +void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) { - int i, endindex; - gl_bufferobjectinfo_t *info; - - qglDeleteBuffersARB(1, (GLuint *)&bufferobject); - - endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); - for (i = 0;i < endindex;i++) + if (!buffer) + return; + switch(vid.renderpath) { - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); - if (!info) - continue; - if (info->object == bufferobject) - { - Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info); - break; - } + 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) @@ -1443,60 +1588,45 @@ void GL_Mesh_ListVBOs(qboolean printeach) int i, endindex; size_t ebocount = 0, ebomemory = 0; size_t vbocount = 0, vbomemory = 0; - gl_bufferobjectinfo_t *info; - endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + r_meshbuffer_t *buffer; + endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); - if (!info) + buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); + if (!buffer) continue; - switch(info->target) - { - case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; - case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; - default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break; - } + 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 element buffers totalling %i bytes (%.3f MB), %i vertex buffers 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); + 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_Matrix(const matrix4x4_t *matrix) -{ - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) - { - double glmatrix[16]; - backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix); - CHECKGLERROR - qglLoadMatrixd(glmatrix);CHECKGLERROR - } -} -void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) + +void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - if (!gl_vbo.integer) - bufferobject = 0; - if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != 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 = vertex3f; - gl_state.pointer_vertex_buffer = bufferobject; + 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(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR + qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } -void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) +void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - // note: this can not rely on bufferobject to decide whether a color array - // is supplied, because surfmesh_t shares one vbo for all arrays, which - // means that a valid vbo may be supplied even if there is no color array. - if (color4f) + // note: vertexbuffer may be non-NULL even if pointer is NULL, so check + // the pointer only. + if (pointer) { - if (!gl_vbo.integer) - bufferobject = 0; + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; // caller wants color array enabled if (!gl_state.pointer_color_enabled) { @@ -1504,14 +1634,17 @@ void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferof CHECKGLERROR qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } - if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset) + 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) { - gl_state.pointer_color = color4f; - gl_state.pointer_color_buffer = bufferobject; + 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 GL_BindVBO(bufferobject); - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR + qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -1528,17 +1661,16 @@ void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferof } } -void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) +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; // update array settings CHECKGLERROR // note: there is no need to check bufferobject here because all cases // that involve a valid bufferobject also supply a texcoord array - if (texcoord) + if (pointer) { - if (!gl_vbo.integer) - bufferobject = 0; + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) { @@ -1547,15 +1679,17 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } // texcoord array - if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents) + 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 = texcoord; - unit->pointer_texcoord_buffer = bufferobject; + 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->arraycomponents = numcomponents; GL_ClientActiveTexture(unitnum); GL_BindVBO(bufferobject); - qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR + qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -1570,41 +1704,75 @@ 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 >= 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; - if (unitnum >= backendimageunits) + 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);CHECKGLERROR - } - } - 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);CHECKGLERROR - } + 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) @@ -1619,16 +1787,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in 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) @@ -1643,16 +1808,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in 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) @@ -1667,546 +1829,652 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in 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; - // 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);CHECKGLERROR - } - } - else - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } + 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->t1d = texnum; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } - // update 2d texture binding - if (unit->t2d) + else { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - 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);CHECKGLERROR - } - } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } + 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; - // update 1d texture binding - if (unit->t1d) + 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 (unit->t1d) + if (combinergb == GL_DECAL) + combinergb = GL_INTERPOLATE_ARB; + if (unit->combine != GL_COMBINE_ARB) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + 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 } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (texnum) + if (unit->combinergb != combinergb) { - if (unit->t2d == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } - else + if (unit->combinealpha != combinealpha) { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } + unit->combinealpha = combinealpha; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } - } - unit->t2d = texnum; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t3d) + if (unit->rgbscale != rgbscale) { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + 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->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != 0) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (unit->tcubemap) + if (unit->combine != combinergb) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + 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; + case RENDERPATH_GL11: + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combine != combinergb) + { + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);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; - // update 1d texture binding - if (unit->t1d) + 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++) { - if (unit->t1d) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) + if (unit->t3d) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + unit->t3d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - } - 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->tcubemap) { - if (unit->t3d == 0) - { - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - else + if (unit->trectangle) { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } + unit->trectangle = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);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) + for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) { - if (unit->tcubemap) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->arrayenabled) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + for (unitnum = 0;unitnum < vid.texunits;unitnum++) { - if (unit->t1d) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->texmatrixenabled) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - 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 } - } - 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) { + unit->t3d = 0; + GL_ActiveTexture(unitnum); qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - } - 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) { - if (unit->tcubemap == 0) - { - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - else + if (unit->trectangle) { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } + 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; } } -static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; -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 (matrix->m[3][3]) + size_t size; + size = sizeof(r_vertexposition_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) { - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) - { - double glmatrix[16]; - unit->texmatrixenabled = true; - unit->matrix = *matrix; - CHECKGLERROR - Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadMatrixd(glmatrix);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - } + gl_state.preparevertices_tempdatamaxsize = size; + gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); } - else - { - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) - { - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - CHECKGLERROR - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - } + gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexposition; +} + +qboolean R_Mesh_PrepareVertices_Position_Unlock(void) +{ + 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_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f) +{ + 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; } + + // 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_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer) { - gltextureunit_t *unit = gl_state.units + unitnum; - CHECKGLERROR - if (gl_combine.integer) + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - // 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 + 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; } - else + 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; + } +} + + + +r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices) +{ + size_t size; + size = sizeof(r_vertexgeneric_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) { - // 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 - } + 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_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexgeneric; } -void R_Mesh_TextureState(const rmeshstate_t *m) +qboolean R_Mesh_PrepareVertices_Generic_Unlock(void) { - unsigned int i; + 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; +} - BACKENDACTIVECHECK +void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f) +{ + 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; + } + 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; + } - CHECKGLERROR - if (gl_backend_rebindtextures) + // 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) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR + for (i = 0;i < numvertices;i++) + Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); + } + 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); +} - 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++) +void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer) +{ + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - if (m->pointer_texcoord3f[i]) - R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); + 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; + } + return; } - 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]); + 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; } - CHECKGLERROR } -void R_Mesh_ResetTextureState(void) -{ - unsigned int unitnum; - BACKENDACTIVECHECK - CHECKGLERROR - if (gl_backend_rebindtextures) +r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices) +{ + size_t size; + size = sizeof(r_vertexmesh_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR + 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; +} - for (unitnum = 0;unitnum < backendimageunits;unitnum++) - { - gltextureunit_t *unit = gl_state.units + unitnum; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR +qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void) +{ + 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; +} + +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; + 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; } - // update cubemap texture binding - if (unit->tcubemap) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + 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; } - for (unitnum = 0;unitnum < backendarrayunits;unitnum++) + + 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) { - gltextureunit_t *unit = gl_state.units + unitnum; - // texture array unit is disabled, disable the array - if (unit->arrayenabled) - { - unit->arrayenabled = false; - GL_ClientActiveTexture(unitnum); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + for (i = 0;i < numvertices;i++) + Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); } - for (unitnum = 0;unitnum < backendunits;unitnum++) + else { - gltextureunit_t *unit = gl_state.units + unitnum; - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) - { - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - CHECKGLERROR - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - } - if (gl_combine.integer) - { - // GL_ARB_texture_env_combine - if (unit->combinergb != GL_MODULATE) - { - unit->combinergb = GL_MODULATE; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - if (unit->combinealpha != GL_MODULATE) - { - unit->combinealpha = GL_MODULATE; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } - if (unit->rgbscale != 1) - { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR - } - if (unit->alphascale != 1) - { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR - } - } + 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); +} + +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer) +{ + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) + { + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); else - { - // normal GL texenv - if (unit->combinergb != GL_MODULATE) - { - unit->combinergb = GL_MODULATE; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR - } + 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; } }