X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=d9521d4b09bf27ccfc810ae7944c2881da12d6f5;hp=3fb433e9b1b79496178bb7669d8e3bc46b35a190;hb=f0265b7b6c9bf3c84dd8586608dd46b974308d88;hpb=d29554dafc154fd3595745269a79aaf8e4d10387 diff --git a/gl_backend.c b/gl_backend.c index 3fb433e9..d9521d4b 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,22 +1,14 @@ #include "quakedef.h" -cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; -cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"}; -cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"}; +cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"}; cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; -cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"}; +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; cvar_t r_render = {0, "r_render", "1"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; -// this is used to increase gl_mesh_maxtriangles automatically if a mesh was -// too large for the buffers in the previous frame -int overflowedverts = 0; -// increase transtriangles automatically too -int overflowedtransverts = 0; - int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -69,241 +61,125 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -float r_farclip, r_newfarclip; - -int polyindexarray[768]; - -static float viewdist; - -int c_meshs, c_meshtris, c_transmeshs, c_transtris; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); -int lightscalebit; -float lightscale; -float overbrightscale; +int c_meshs, c_meshelements; void SCR_ScreenShot_f (void); -static int max_meshs; -static int max_transmeshs; -static int max_batch; -static int max_verts; // always max_meshs * 3 -static int max_transverts; // always max_transmeshs * 3 -#define TRANSDEPTHRES 4096 - -typedef struct buf_mesh_s -{ - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - int texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int verts; - struct buf_mesh_s *chain; - struct buf_transtri_s *transchain; -} -buf_mesh_t; +// these are externally accessible +int r_lightmapscalebit; +float r_colorscale; +float *varray_vertex; +float *varray_color; +float *varray_texcoord[MAX_TEXTUREUNITS]; +int mesh_maxverts; + +static matrix4x4_t backend_viewmatrix; +static matrix4x4_t backend_modelmatrix; +static matrix4x4_t backend_modelviewmatrix; +static matrix4x4_t backend_glmodelviewmatrix; + +static int backendunits, backendactive; +static qbyte *varray_bcolor; +static mempool_t *gl_backend_mempool; -typedef struct buf_transtri_s -{ - struct buf_transtri_s *next; - struct buf_transtri_s *meshsortchain; - buf_mesh_t *mesh; - int index[3]; -} -buf_transtri_t; +int polygonelements[768]; -typedef struct buf_tri_s +void GL_Backend_AllocArrays(void) { - int index[3]; -} -buf_tri_t; + int i; -typedef struct -{ - float v[4]; -} -buf_vertex_t; + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; + } -typedef struct -{ - float c[4]; -} -buf_fcolor_t; + if (!gl_backend_mempool) + gl_backend_mempool = Mem_AllocPool("GL_Backend"); -typedef struct -{ - qbyte c[4]; + varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); + for (i = 0;i < backendunits;i++) + varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2])); + for (;i < MAX_TEXTUREUNITS;i++) + varray_texcoord[i] = NULL; } -buf_bcolor_t; -typedef struct +void GL_Backend_FreeArrays(int resizingbuffers) { - float t[2]; + int i; + if (resizingbuffers) + Mem_EmptyPool(gl_backend_mempool); + else + Mem_FreePool(&gl_backend_mempool); + varray_vertex = NULL; + varray_color = NULL; + varray_bcolor = NULL; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_texcoord[i] = NULL; } -buf_texcoord_t; - -static float meshfarclip; -static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout; -static buf_mesh_t *buf_mesh; -static buf_tri_t *buf_tri; -static buf_vertex_t *buf_vertex; -static buf_fcolor_t *buf_fcolor; -static buf_bcolor_t *buf_bcolor; -static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; - -static int currenttransmesh, currenttransvertex, currenttranstriangle; -static buf_mesh_t *buf_transmesh; -static buf_transtri_t *buf_sorttranstri; -static buf_transtri_t **buf_sorttranstri_list; -static buf_tri_t *buf_transtri; -static buf_vertex_t *buf_transvertex; -static buf_fcolor_t *buf_transfcolor; -static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS]; - -static mempool_t *gl_backend_mempool; -static int resizingbuffers = false; static void gl_backend_start(void) { - int i; - - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - - Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer); + Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); if (qglDrawRangeElements != NULL) + { + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); + CHECKGLERROR Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + } if (strstr(gl_renderer, "3Dfx")) { Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); } - Con_Printf("\n"); - - max_verts = max_meshs * 3; - max_transverts = max_transmeshs * 3; - - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - -#define BACKENDALLOC(var, count, sizeofstruct, varname)\ - {\ - var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ - if (var == NULL)\ - Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\ - memset(var, 0, count * sizeof(sizeofstruct));\ - } - BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh") - BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri") - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex") - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor") - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor") + backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh") - BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri") - BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list") - BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri") - BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex") - BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor") + GL_Backend_AllocArrays(); - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i)) - BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i)) - } - else - { - buf_texcoord[i] = NULL; - buf_transtexcoord[i] = NULL; - } - } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); backendactive = true; } static void gl_backend_shutdown(void) { - Con_Printf("OpenGL Backend shutting down\n"); - - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - backendunits = 0; backendactive = false; -} - -static void gl_backend_bufferchanges(int init) -{ - if (overflowedverts > gl_mesh_maxtriangles.integer * 3) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3)); - overflowedverts = 0; - if (overflowedtransverts > gl_mesh_transtriangles.integer * 3) - Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3)); - overflowedtransverts = 0; - - if (gl_mesh_drawmode.integer < 0) - Cvar_SetValueQuick(&gl_mesh_drawmode, 0); - if (gl_mesh_drawmode.integer > 3) - Cvar_SetValueQuick(&gl_mesh_drawmode, 3); + Con_Printf("OpenGL Backend shutting down\n"); - if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) - { - // change drawmode 3 to 2 if 3 won't work at all - Cvar_SetValueQuick(&gl_mesh_drawmode, 2); - } + GL_Backend_FreeArrays(false); +} +void GL_Backend_CheckCvars(void) +{ // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); - - if (gl_mesh_transtriangles.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024); - if (gl_mesh_transtriangles.integer > 65536) - Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536); - - if (gl_mesh_batchtriangles.integer < 0) - Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0); - if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer) - Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer); - - max_batch = gl_mesh_batchtriangles.integer; - - if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer) - { - max_meshs = gl_mesh_maxtriangles.integer; - max_transmeshs = gl_mesh_transtriangles.integer; + if (gl_mesh_maxverts.integer < 1024) + Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); + if (gl_mesh_maxverts.integer > 21760) + Cvar_SetValueQuick(&gl_mesh_maxverts, 21760); +} - if (!init) - { - resizingbuffers = true; - gl_backend_shutdown(); - gl_backend_start(); - resizingbuffers = false; - } - } +void GL_Backend_ResizeArrays(int numtriangles) +{ + Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles); + GL_Backend_CheckCvars(); + mesh_maxverts = gl_mesh_maxverts.integer; + GL_Backend_FreeArrays(true); + GL_Backend_AllocArrays(); } static void gl_backend_newmap(void) { - r_farclip = r_newfarclip = 2048.0f; } void gl_backend_init(void) { - int i; - Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); @@ -311,107 +187,85 @@ void gl_backend_init(void) Cvar_SetValue("r_render", 0); #endif - Cvar_RegisterVariable(&gl_mesh_maxtriangles); - Cvar_RegisterVariable(&gl_mesh_transtriangles); - Cvar_RegisterVariable(&gl_mesh_batchtriangles); + Cvar_RegisterVariable(&gl_mesh_maxverts); Cvar_RegisterVariable(&gl_mesh_floatcolors); - Cvar_RegisterVariable(&gl_mesh_drawmode); + Cvar_RegisterVariable(&gl_mesh_drawrangeelements); + GL_Backend_CheckCvars(); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); - gl_backend_bufferchanges(true); - for (i = 0;i < 256;i++) - { - polyindexarray[i*3+0] = 0; - polyindexarray[i*3+1] = i + 1; - polyindexarray[i*3+2] = i + 2; - } } -int arraylocked = false; +void GL_SetupView_ViewPort (int x, int y, int width, int height) +{ + if (!r_render.integer) + return; + + // y is weird beause OpenGL is bottom to top, we use top to bottom + qglViewport(x, vid.realheight - (y + height), width, height); + CHECKGLERROR +} -void GL_LockArray(int first, int count) +void GL_SetupView_Orientation_Identity (void) { - if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0) - { - qglLockArraysEXT(first, count); - CHECKGLERROR - arraylocked = true; - } + Matrix4x4_CreateIdentity(&backend_viewmatrix); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_UnlockArray(void) +void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) { - if (arraylocked) - { - qglUnlockArraysEXT(); - CHECKGLERROR - arraylocked = false; - } + Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); + Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); + Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); + Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); + Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -/* -============= -GL_SetupFrame -============= -*/ -static void GL_SetupFrame (void) +void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar) { double xmax, ymax; - double fovx, fovy, zNear, zFar, aspect; - - // update farclip based on previous frame - r_farclip = r_newfarclip; if (!r_render.integer) return; - qglDepthFunc (GL_LEQUAL);CHECKGLERROR - // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity ();CHECKGLERROR - - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR - - // depth range - zNear = 1.0; - zFar = r_farclip; - - // fov angles - fovx = r_refdef.fov_x; - fovy = r_refdef.fov_y; - aspect = r_refdef.width / r_refdef.height; - // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0) * aspect; + xmax = zNear * tan(fovx * M_PI / 360.0); ymax = zNear * tan(fovy * M_PI / 360.0); - // set view pyramid qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR + GL_SetupView_Orientation_Identity(); +} - // put Z going up - qglRotatef (-90, 1, 0, 0);CHECKGLERROR - qglRotatef (90, 0, 0, 1);CHECKGLERROR - // camera rotation - qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR - qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR - // camera location - qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR +void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) +{ + if (!r_render.integer) + return; + + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity ();CHECKGLERROR + qglOrtho(x1, x2, y2, y1, zNear, zFar); + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + GL_SetupView_Orientation_Identity(); } -static int mesh_blendfunc1; -static int mesh_blendfunc2; -static int mesh_blend; -static GLboolean mesh_depthmask; -static int mesh_depthtest; -static int mesh_unit; -static int mesh_clientunit; -static int mesh_texture[MAX_TEXTUREUNITS]; -static float mesh_texturergbscale[MAX_TEXTUREUNITS]; +static struct +{ + int blendfunc1; + int blendfunc2; + int blend; + GLboolean depthmask; + int depthdisable; + int unit; + int clientunit; + int texture[MAX_TEXTUREUNITS]; + float texturergbscale[MAX_TEXTUREUNITS]; +} +gl_state; void GL_SetupTextureState(void) { @@ -420,8 +274,8 @@ void GL_SetupTextureState(void) { for (i = 0;i < backendunits;i++) { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR @@ -439,14 +293,14 @@ void GL_SetupTextureState(void) 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, mesh_texturergbscale[i]);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } else { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } - if (mesh_texture[i]) + if (gl_state.texture[i]) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } @@ -454,26 +308,23 @@ void GL_SetupTextureState(void) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } - if (gl_mesh_drawmode.integer > 0) + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR + if (gl_state.texture[i]) { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR - if (mesh_texture[i]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + else + { + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } else { - qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (mesh_texture[0]) + if (gl_state.texture[0]) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } @@ -481,119 +332,81 @@ void GL_SetupTextureState(void) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } - if (gl_mesh_drawmode.integer > 0) + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR + if (gl_state.texture[0]) { - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR - if (mesh_texture[0]) - { - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - else - { - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + else + { + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } -// called at beginning of frame int usedarrays; -void R_Mesh_Start(void) +void GL_Backend_ResetState(void) { int i; - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); - - CHECKGLERROR - - gl_backend_bufferchanges(false); - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; - meshfarclip = 0; - transranout = false; - viewdist = DotProduct(r_origin, vpn); - - c_meshs = 0; - c_meshtris = 0; - c_transmeshs = 0; - c_transtris = 0; - - GL_SetupFrame(); - - mesh_unit = 0; - mesh_clientunit = 0; + gl_state.unit = 0; + gl_state.clientunit = 0; for (i = 0;i < backendunits;i++) { - mesh_texture[i] = 0; - mesh_texturergbscale[i] = 1; + gl_state.texture[i] = 0; + gl_state.texturergbscale[i] = 1; } qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR - mesh_depthtest = true; + gl_state.depthdisable = false; qglEnable(GL_DEPTH_TEST);CHECKGLERROR - mesh_blendfunc1 = GL_ONE; - mesh_blendfunc2 = GL_ZERO; - qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR + gl_state.blendfunc1 = GL_ONE; + gl_state.blendfunc2 = GL_ZERO; + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - mesh_blend = 0; + gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR - mesh_depthmask = GL_TRUE; - qglDepthMask(mesh_depthmask);CHECKGLERROR + gl_state.depthmask = GL_TRUE; + qglDepthMask(gl_state.depthmask);CHECKGLERROR usedarrays = false; - if (gl_mesh_drawmode.integer > 0) + usedarrays = true; + qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (gl_mesh_floatcolors.integer) { - usedarrays = true; - qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) - { - qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR - } - else - { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR - } - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR + } + else + { + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR } + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR GL_SetupTextureState(); } -int gl_backend_rebindtextures; - -void GL_UpdateFarclip(void) +// called at beginning of frame +void R_Mesh_Start(void) { - int i; - float farclip; + BACKENDACTIVECHECK - // push out farclip based on vertices - // FIXME: wouldn't this be slow when using matrix transforms? - for (i = 0;i < currentvertex;i++) - { - farclip = DotProduct(buf_vertex[i].v, vpn); - if (meshfarclip < farclip) - meshfarclip = farclip; - } + CHECKGLERROR - farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe + GL_Backend_CheckCvars(); + if (mesh_maxverts != gl_mesh_maxverts.integer) + GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); - // push out farclip for next frame - if (farclip > r_newfarclip) - r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256; + GL_Backend_ResetState(); } -void GL_ConvertColorsFloatToByte(void) +int gl_backend_rebindtextures; + +void GL_ConvertColorsFloatToByte(int numverts) { int i, k, total; // LordHavoc: to avoid problems with aliasing (treating memory as two @@ -603,10 +416,10 @@ void GL_ConvertColorsFloatToByte(void) volatile float *fcolor; qbyte *bcolor; - total = currentvertex * 4; + total = numverts * 4; // shift float to have 8bit fraction at base of number - fcolor = &buf_fcolor->c[0]; + fcolor = varray_color; for (i = 0;i < total;) { fcolor[i ] += 32768.0f; @@ -617,8 +430,8 @@ void GL_ConvertColorsFloatToByte(void) } // then read as integer and kill float bits... - icolor = (int *)&buf_fcolor->c[0]; - bcolor = &buf_bcolor->c[0]; + icolor = (int *)varray_color; + bcolor = varray_bcolor; for (i = 0;i < total;) { k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; @@ -629,246 +442,88 @@ void GL_ConvertColorsFloatToByte(void) } } -void GL_MeshState(buf_mesh_t *mesh) +/* +void GL_TransformVertices(int numverts) { int i; - if (backendunits > 1) - { - for (i = 0;i < backendunits;i++) - { - if (mesh_texture[i] != mesh->textures[i]) - { - if (mesh_unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - } - if (mesh_texture[i] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (mesh_clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR - if (mesh_texture[i] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (mesh_clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - if (mesh_texturergbscale[i] != mesh->texturergbscale[i]) - { - if (mesh_unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR - } - } - } - else - { - if (mesh_texture[0] != mesh->textures[0]) - { - if (mesh_texture[0] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR - if (mesh_texture[0] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - } - if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2) - { - qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR - if (mesh_blendfunc2 == GL_ZERO) - { - if (mesh_blendfunc1 == GL_ONE) - { - if (mesh_blend) - { - mesh_blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } - } - else - { - if (!mesh_blend) - { - mesh_blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - else - { - if (!mesh_blend) - { - mesh_blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - if (mesh_depthtest != mesh->depthtest) - { - mesh_depthtest = mesh->depthtest; - if (mesh_depthtest) - qglEnable(GL_DEPTH_TEST); - else - qglDisable(GL_DEPTH_TEST); - } - if (mesh_depthmask != mesh->depthmask) - { - qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR + float m[12], tempv[4], *v; + m[0] = backendmatrix.m[0][0]; + m[1] = backendmatrix.m[0][1]; + m[2] = backendmatrix.m[0][2]; + m[3] = backendmatrix.m[0][3]; + m[4] = backendmatrix.m[1][0]; + m[5] = backendmatrix.m[1][1]; + m[6] = backendmatrix.m[1][2]; + m[7] = backendmatrix.m[1][3]; + m[8] = backendmatrix.m[2][0]; + m[9] = backendmatrix.m[2][1]; + m[10] = backendmatrix.m[2][2]; + m[11] = backendmatrix.m[2][3]; + for (i = 0, v = varray_vertex;i < numverts;i++, v += 4) + { + VectorCopy(v, tempv); + v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; + v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; + v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; } } +*/ -void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) +void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index) { - unsigned int i, j, in; - if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/) - { - // GL 1.2 or GL 1.1 with extension - qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index); - } - else if (gl_mesh_drawmode.integer >= 2) + int arraylocked = false; + c_meshs++; + c_meshelements += indexcount; + if (gl_supportslockarrays && gl_lockarrays.integer) { - // GL 1.1 - qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); - } - else if (gl_mesh_drawmode.integer >= 1) - { - // GL 1.1 - // feed it manually using glArrayElement - qglBegin(GL_TRIANGLES); - for (i = 0;i < indexcount;i++) - qglArrayElement(index[i]); - qglEnd(); + qglLockArraysEXT(firstvert, endvert - firstvert); + CHECKGLERROR + arraylocked = true; } + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index); else + qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index); + CHECKGLERROR + if (arraylocked) { - // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver - // feed it manually - qglBegin(GL_TRIANGLES); - if (r_multitexture.integer) - { - // the minigl doesn't have this (because it does not have ARB_multitexture) - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - for (j = 0;j < backendunits;j++) - if (mesh_texture[j]) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } - } - else - { - for (i = 0;i < indexcount;i++) - { - in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - if (mesh_texture[0]) - qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); - } - } - qglEnd(); + qglUnlockArraysEXT(); + CHECKGLERROR + arraylocked = false; } } -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +// enlarges geometry buffers if they are too small +void _R_Mesh_ResizeCheck(int numverts) { - int i; - int k; - int indexcount; - int firstvert; - buf_mesh_t *mesh; - unsigned int *index; - - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - - if (!currentmesh) - return; - - if (!r_render.integer) + if (numverts > mesh_maxverts) { - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - return; - } - - CHECKGLERROR - - GL_UpdateFarclip(); - - // drawmode 0 always uses byte colors - if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) - GL_ConvertColorsFloatToByte(); - - if (gl_backend_rebindtextures) - { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); } +} - GL_MeshState(buf_mesh); - GL_LockArray(0, currentvertex); - GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR - - if (currentmesh >= 2) - { - for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++) - { - GL_MeshState(mesh); - - firstvert = mesh->firstvert; - indexcount = mesh->triangles * 3; - index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0]; - - // if not using batching, skip the index adjustment - if (firstvert != 0) - for (i = 0;i < indexcount;i++) - index[i] += firstvert; - - GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR - } - } +// renders the mesh +void R_Mesh_Draw(int numverts, int numtriangles, int *elements) +{ + BACKENDACTIVECHECK - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; + CHECKGLERROR - GL_UnlockArray();CHECKGLERROR + if (!gl_mesh_floatcolors.integer) + GL_ConvertColorsFloatToByte(numverts); + //GL_TransformVertices(numverts); + if (!r_render.integer) + return; + GL_DrawRangeElements(0, numverts, numtriangles * 3, elements); } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { int i; - // flush any queued meshs - R_Mesh_Render(); + BACKENDACTIVECHECK if (backendunits > 1) { @@ -918,493 +573,171 @@ void R_Mesh_Finish(void) qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } -void R_Mesh_ClearDepth(void) +void GL_DepthFunc(int value) { - R_Mesh_AddTransparent(); - R_Mesh_Finish(); - qglClear(GL_DEPTH_BUFFER_BIT); - R_Mesh_Start(); + if (!r_render.integer) + return; + + qglDepthFunc (value); + CHECKGLERROR } -void R_Mesh_AddTransparent(void) +void GL_ClearDepth(void) { - int i, j, k, *index; - float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist; - buf_vertex_t *vert1, *vert2, *vert3; - buf_transtri_t *tri; - buf_mesh_t *mesh, *transmesh; + BACKENDACTIVECHECK - if (!currenttransmesh) + if (!r_render.integer) return; - // convert index data to transtris for sorting - for (j = 0;j < currenttransmesh;j++) - { - mesh = buf_transmesh + j; - k = mesh->firsttriangle; - index = &buf_transtri[k].index[0]; - for (i = 0;i < mesh->triangles;i++) - { - tri = &buf_sorttranstri[k++]; - tri->mesh = mesh; - tri->index[0] = *index++; - tri->index[1] = *index++; - tri->index[2] = *index++; - } - } - - // map farclip to 0-4095 list range - centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f); - viewdistcompare = viewdist + 4.0f; - - memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *)); + qglClear(GL_DEPTH_BUFFER_BIT); + CHECKGLERROR +} - k = 0; - for (j = 0;j < currenttranstriangle;j++) +void R_Mesh_Matrix(const matrix4x4_t *matrix) +{ + if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { - tri = &buf_sorttranstri[j]; - i = tri->mesh->firstvert; - - vert1 = &buf_transvertex[tri->index[0] + i]; - vert2 = &buf_transvertex[tri->index[1] + i]; - vert3 = &buf_transvertex[tri->index[2] + i]; - - dist1 = DotProduct(vert1->v, vpn); - dist2 = DotProduct(vert2->v, vpn); - dist3 = DotProduct(vert3->v, vpn); - - maxdist = max(dist1, max(dist2, dist3)); - if (maxdist < viewdistcompare) - continue; - - center = (dist1 + dist2 + dist3) * centerscaler - viewdist; -#if SLOWMATH - i = (int) center; - i = bound(0, i, (TRANSDEPTHRES - 1)); -#else - if (center < 0.0f) - center = 0.0f; - center += 8388608.0f; - i = *((int *)¢er) & 0x7FFFFF; - i = min(i, (TRANSDEPTHRES - 1)); -#endif - tri->next = buf_sorttranstri_list[i]; - buf_sorttranstri_list[i] = tri; - k++; + backend_modelmatrix = *matrix; + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); + Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); + qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); } +} - for (i = 0;i < currenttransmesh;i++) - buf_transmesh[i].transchain = NULL; - transmesh = NULL; - for (j = 0;j < TRANSDEPTHRES;j++) +// sets up the requested state +void R_Mesh_MainState(const rmeshstate_t *m) +{ + BACKENDACTIVECHECK + + if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { - if ((tri = buf_sorttranstri_list[j])) + qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) { - for (;tri;tri = tri->next) + if (gl_state.blendfunc1 == GL_ONE) { - if (!tri->mesh->transchain) + if (gl_state.blend) { - tri->mesh->chain = transmesh; - transmesh = tri->mesh; + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR } - tri->meshsortchain = tri->mesh->transchain; - tri->mesh->transchain = tri; } } - } - - for (;transmesh;transmesh = transmesh->chain) - { - if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts) - R_Mesh_Render(); - - mesh = &buf_mesh[currentmesh++]; - *mesh = *transmesh; // copy mesh properties - - mesh->firstvert = currentvertex; - memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t)); - memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t)); - for (i = 0;i < backendunits && transmesh->textures[i];i++) - memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t)); - currentvertex += mesh->verts; - - mesh->firsttriangle = currenttriangle; - for (tri = transmesh->transchain;tri;tri = tri->meshsortchain) - { - buf_tri[currenttriangle].index[0] = tri->index[0]; - buf_tri[currenttriangle].index[1] = tri->index[1]; - buf_tri[currenttriangle].index[2] = tri->index[2]; - currenttriangle++; - } - mesh->triangles = currenttriangle - mesh->firsttriangle; - } - - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; -} - -void R_Mesh_Draw(const rmeshinfo_t *m) -{ - // these are static because gcc runs out of virtual registers otherwise - static int i, j, overbright, *index; - static float *in, scaler; - static float cr, cg, cb, ca; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - if (m->index == NULL - || !m->numtriangles - || m->vertex == NULL - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); - - // ignore meaningless alpha meshs - if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) - { - if (m->color) - { - for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep) - if (*in >= 0.01f) - break; - if (i == m->numverts) - return; - } - else if (m->ca < 0.01f) - return; - } - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - -#ifdef DEBUGGL - for (i = 0;i < m->numtriangles * 3;i++) - if ((unsigned int) m->index[i] >= (unsigned int) m->numverts) - Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts); -#endif - - // LordHavoc: removed this error condition because with floatcolors 0, - // the 3DFX driver works with very large meshs - // FIXME: we can work around this by falling back on non-array renderer if buffers are too big - //if (m->numtriangles > 1024 || m->numverts > 3072) - //{ - // Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n"); - // return; - //} - - i = max(m->numtriangles * 3, m->numverts); - if (overflowedverts < i) - overflowedverts = i; - - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); - return; - } - - if (m->transparent) - { - overflowedtransverts += max(m->numtriangles * 3, m->numverts); - if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) + else { - if (!transranout) + if (!gl_state.blend) { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR } - return; } - - c_transmeshs++; - c_transtris += m->numtriangles; - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - index = &buf_transtri[currenttranstriangle].index[0]; - - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; - } - else - { - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - c_meshs++; - c_meshtris += m->numtriangles; - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_texcoord[i][currentvertex]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - index = &buf_tri[currenttriangle].index[0]; - - currenttriangle += m->numtriangles; - currentvertex += m->numverts; } - - // code shared for transparent and opaque meshs - memcpy(index, m->index, sizeof(int[3]) * m->numtriangles); - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - - overbright = false; - scaler = 1; - if (m->blendfunc1 == GL_DST_COLOR) + if (gl_state.depthdisable != m->depthdisable) { - // check if it is a 2x modulate with framebuffer - if (m->blendfunc2 == GL_SRC_COLOR) - scaler *= 0.5f; + gl_state.depthdisable = m->depthdisable; + if (gl_state.depthdisable) + qglDisable(GL_DEPTH_TEST); + else + qglEnable(GL_DEPTH_TEST); } - else if (m->blendfunc2 != GL_SRC_COLOR) + if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) { - if (m->tex[0]) - { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - scaler *= overbrightscale; + qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR } +} +void R_Mesh_TextureState(const rmeshstate_t *m) +{ + int i; + int texturergbscale[MAX_TEXTUREUNITS]; - j = -1; - for (i = 0;i < backendunits;i++) - { - if ((mesh->textures[i] = m->tex[i])) - j = i; - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; - } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; + BACKENDACTIVECHECK - if (m->vertexstep != sizeof(buf_vertex_t)) + if (gl_backend_rebindtextures) { - for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep) - { - vert[i].v[0] = in[0]; - vert[i].v[1] = in[1]; - vert[i].v[2] = in[2]; - } + gl_backend_rebindtextures = false; + GL_SetupTextureState(); } - else - memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); - if (m->color) - { - for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) - { - fcolor[i].c[0] = in[0] * scaler; - fcolor[i].c[1] = in[1] * scaler; - fcolor[i].c[2] = in[2] * scaler; - fcolor[i].c[3] = in[3]; - } - } - else + for (i = 0;i < backendunits;i++) { - cr = m->cr * scaler; - cg = m->cg * scaler; - cb = m->cb * scaler; - ca = m->ca; - for (i = 0;i < m->numverts;i++) - { - fcolor[i].c[0] = cr; - fcolor[i].c[1] = cg; - fcolor[i].c[2] = cb; - fcolor[i].c[3] = ca; - } + if (m->texrgbscale[i]) + texturergbscale[i] = m->texrgbscale[i]; + else + texturergbscale[i] = 1; } - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) + if (backendunits > 1) { - if (j >= backendunits) - Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); - if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) + for (i = 0;i < backendunits;i++) { - for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j]) + if (gl_state.texture[i] != m->tex[i]) { - texcoord[j][i].t[0] = in[0]; - texcoord[j][i].t[1] = in[1]; + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + if (gl_state.texture[i] == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR + if (gl_state.texture[i] == 0) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } - } - else - memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); - } - - if (currenttriangle >= max_batch) - R_Mesh_Render(); -} - -// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct -// (this is used for very high speed rendering, no copying) -int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m) -{ - // these are static because gcc runs out of virtual registers otherwise - int i, j, overbright; - float scaler; - buf_mesh_t *mesh; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - if (!m->numtriangles - || !m->numverts) - Host_Error("R_Mesh_Draw: no triangles or verts\n"); - - // LordHavoc: removed this error condition because with floatcolors 0, - // the 3DFX driver works with very large meshs - // FIXME: we can work around this by falling back on non-array renderer if buffers are too big - //if (m->numtriangles > 1024 || m->numverts > 3072) - //{ - // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n"); - // return false; - //} - - i = max(m->numtriangles * 3, m->numverts); - if (overflowedverts < i) - overflowedverts = i; - - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); - return false; - } - - if (m->transparent) - { - overflowedtransverts += max(m->numtriangles * 3, m->numverts); - if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) - { - if (!transranout) + if (gl_state.texturergbscale[i] != texturergbscale[i]) { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR } - return false; } - - c_transmeshs++; - c_transtris += m->numtriangles; - m->index = &buf_transtri[currenttranstriangle].index[0]; - m->vertex = &buf_transvertex[currenttransvertex].v[0]; - m->color = &buf_transfcolor[currenttransvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->firsttriangle = currenttranstriangle; - mesh->firstvert = currenttransvertex; - currenttranstriangle += m->numtriangles; - currenttransvertex += m->numverts; } else { - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - c_meshs++; - c_meshtris += m->numtriangles; - m->index = &buf_tri[currenttriangle].index[0]; - m->vertex = &buf_vertex[currentvertex].v[0]; - m->color = &buf_fcolor[currentvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - } - - // code shared for transparent and opaque meshs - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - - overbright = false; - scaler = 1; - if (m->blendfunc1 == GL_DST_COLOR) - { - // check if it is a 2x modulate with framebuffer - if (m->blendfunc2 == GL_SRC_COLOR) - scaler *= 0.5f; - } - else if (m->blendfunc2 != GL_SRC_COLOR) - { - if (m->tex[0]) - { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - scaler *= overbrightscale; - } - m->colorscale = scaler; - - j = -1; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - if ((mesh->textures[i] = m->tex[i])) + if (gl_state.texture[0] != m->tex[0]) { - j = i; - if (i >= backendunits) - Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); + if (gl_state.texture[0] == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR + if (gl_state.texture[0] == 0) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - - return true; } -void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) +void R_Mesh_State(const rmeshstate_t *m) { - m->index = polyindexarray; - m->numverts = numverts; - m->numtriangles = numverts - 2; - if (m->numtriangles < 1) - { - Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n"); - return; - } - if (m->numtriangles >= 256) - { - Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n"); - return; - } - R_Mesh_Draw(m); + R_Mesh_MainState(m); + R_Mesh_TextureState(m); } /* @@ -1475,15 +808,21 @@ void SCR_UpdateScreen (void) R_TimeReport("finish"); - if (gl_combine.integer && !gl_combine_extension) - Cvar_SetValue("gl_combine", 0); + if (r_textureunits.integer > gl_textureunits) + Cvar_SetValueQuick(&r_textureunits, gl_textureunits); + if (r_textureunits.integer < 1) + Cvar_SetValueQuick(&r_textureunits, 1); + + if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) + Cvar_SetValueQuick(&gl_combine, 0); - lightscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_multitexture.integer) - lightscalebit += 2; + // lighting scale + r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); - lightscale = 1.0f / (float) (1 << lightscalebit); - overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); + // lightmaps only + r_lightmapscalebit = v_overbrightbits.integer; + if (gl_combine.integer && r_textureunits.integer > 1) + r_lightmapscalebit += 2; R_TimeReport("setup"); @@ -1491,7 +830,7 @@ void SCR_UpdateScreen (void) R_TimeReport("clear"); - if (scr_conlines < vid.conheight) + if (scr_conlines < vid.conheight && cls.signon == SIGNONS) R_RenderView(); // draw 2D stuff