X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=ddfe5bbc39fff9998c848b85ae28d47afdaabf31;hp=f5117ecedb65f46bacc3a56ddcd377894bfdab9a;hb=69a9f6bb4ea7d2a62b22238da58fe99d0ebd41d8;hpb=de0f6136167556596380e892ad44be56711ee807 diff --git a/gl_backend.c b/gl_backend.c index f5117ece..ddfe5bbc 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,21 +1,18 @@ #include "quakedef.h" -#include "image.h" -#include "jpeg.h" #include "cl_collision.h" -cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; -cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"}; -cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"}; -cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; -cvar_t gl_paranoid = {0, "gl_paranoid", "0"}; -cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"}; +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_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"}; -cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"}; -cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"}; -cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; +cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"}; +cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; +cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; +cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; +cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"}; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -69,9 +66,7 @@ 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\n"); - -int c_meshs, c_meshelements; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); @@ -81,8 +76,7 @@ static matrix4x4_t backend_modelviewmatrix; static matrix4x4_t backend_glmodelviewmatrix; static matrix4x4_t backend_projectmatrix; -static int backendunits, backendactive; -static mempool_t *gl_backend_mempool; +static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; /* note: here's strip order for a terrain row: @@ -138,26 +132,22 @@ for (y = 0;y < rows - 1;y++) } */ -int polygonelements[768]; +int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelements[QUADELEMENTS_MAXQUADS*6]; -static void R_Mesh_CacheArray_Startup(void); -static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); - R_Mesh_CacheArray_Startup(); } void GL_Backend_FreeArrays(void) { - R_Mesh_CacheArray_Shutdown(); - Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { - Con_DPrint("OpenGL Backend started\n"); + Con_Print("OpenGL Backend starting...\n"); + CHECKGLERROR + if (qglDrawRangeElements != NULL) { CHECKGLERROR @@ -165,22 +155,43 @@ static void gl_backend_start(void) CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR - Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + backendimageunits = backendunits; + backendarrayunits = backendunits; + if (gl_support_fragment_shader) + { + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); + CHECKGLERROR + Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); + } + else if (backendunits > 1) + Con_Printf("multitexture detected: texture units = %i\n", backendunits); + else + Con_Printf("singletexture\n"); GL_Backend_AllocArrays(); + Con_Printf("OpenGL backend started.\n"); + + CHECKGLERROR + backendactive = true; } static void gl_backend_shutdown(void) { backendunits = 0; + backendimageunits = 0; + backendarrayunits = 0; backendactive = false; - Con_DPrint("OpenGL Backend shutting down\n"); + Con_Print("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(); } @@ -189,11 +200,6 @@ static void gl_backend_newmap(void) { } -cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"}; -cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"}; -cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"}; -cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"}; - void gl_backend_init(void) { int i; @@ -204,13 +210,22 @@ void gl_backend_init(void) polygonelements[i * 3 + 1] = i + 1; polygonelements[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; + } Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&r_waterwarp); Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); - Cvar_RegisterVariable(&gl_delayfinish); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER @@ -221,17 +236,12 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); - Cvar_RegisterVariable(&scr_zoomwindow); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); - Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); - Cvar_RegisterVariable(&scr_zoomwindow_fov); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } void GL_SetupView_Orientation_Identity (void) { - Matrix4x4_CreateIdentity(&backend_viewmatrix); + backend_viewmatrix = identitymatrix; memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } @@ -249,9 +259,8 @@ void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) +void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) { - double xmax, ymax; double m[16]; if (!r_render.integer) @@ -260,11 +269,8 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR - // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0); - ymax = zNear * tan(fovy * M_PI / 360.0); // set view pyramid - qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR qglGetDoublev(GL_PROJECTION_MATRIX, m); backend_projectmatrix.m[0][0] = m[0]; backend_projectmatrix.m[1][0] = m[1]; @@ -286,7 +292,7 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub GL_SetupView_Orientation_Identity(); } -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) { double nudge, m[16]; @@ -298,12 +304,12 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou qglLoadIdentity();CHECKGLERROR // set view pyramid nudge = 1.0 - 1.0 / (1<<23); - m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); + m[ 0] = 1.0 / frustumx; m[ 1] = 0; m[ 2] = 0; m[ 3] = 0; m[ 4] = 0; - m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 5] = 1.0 / frustumy; m[ 6] = 0; m[ 7] = 0; m[ 8] = 0; @@ -371,7 +377,7 @@ typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; int arrayenabled; - int arrayis3d; + unsigned int arraycomponents; const void *pointer_texcoord; float rgbscale, alphascale; int combinergb, combinealpha; @@ -382,7 +388,7 @@ typedef struct gltextureunit_s } gltextureunit_t; -static struct +static struct gl_state_s { int blendfunc1; int blendfunc2; @@ -391,8 +397,8 @@ static struct int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; int scissortest; - int unit; - int clientunit; + unsigned int unit; + unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; float color4f[4]; int lockrange_first; @@ -404,36 +410,54 @@ gl_state; void GL_SetupTextureState(void) { - int i; + unsigned int i; gltextureunit_t *unit; CHECKGLERROR - gl_state.unit = -1; - gl_state.clientunit = -1; - for (i = 0;i < backendunits;i++) + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + for (i = 0;i < MAX_TEXTUREUNITS;i++) { - GL_ActiveTexture(i); - GL_ClientActiveTexture(i); unit = gl_state.units + i; unit->t1d = 0; unit->t2d = 0; unit->t3d = 0; unit->tcubemap = 0; unit->arrayenabled = false; - unit->arrayis3d = false; + unit->arraycomponents = 0; unit->pointer_texcoord = NULL; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; unit->texmatrixenabled = false; - unit->matrix = r_identitymatrix; - qglMatrixMode(GL_TEXTURE); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); + 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 + } + } + + for (i = 0;i < backendarrayunits;i++) + { + GL_ClientActiveTexture(i); 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) @@ -444,6 +468,9 @@ void GL_SetupTextureState(void) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } + qglMatrixMode(GL_TEXTURE); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR @@ -509,7 +536,7 @@ void GL_Backend_ResetState(void) GL_SetupTextureState(); } -void GL_ActiveTexture(int num) +void GL_ActiveTexture(unsigned int num) { if (gl_state.unit != num) { @@ -522,7 +549,7 @@ void GL_ActiveTexture(int num) } } -void GL_ClientActiveTexture(int num) +void GL_ClientActiveTexture(unsigned int num) { if (gl_state.clientunit != num) { @@ -586,7 +613,7 @@ void GL_DepthTest(int state) { if (gl_state.depthtest != state) { - if (r_showtrispass) + if (r_showtrispass && r_showdisabledepthtest.integer) return; gl_state.depthtest = state; if (gl_state.depthtest) @@ -605,8 +632,6 @@ void GL_ColorMask(int r, int g, int b, int a) int state = r*8 + g*4 + b*2 + a*1; if (gl_state.colormask != state) { - if (r_showtrispass) - return; gl_state.colormask = state; qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } @@ -632,9 +657,9 @@ void GL_ShowTrisColor(float cr, float cg, float cb, float ca) { if (!r_showtrispass) return; - r_showtrispass = false; + r_showtrispass = 0; GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca); - r_showtrispass = true; + r_showtrispass = 1; } @@ -663,7 +688,7 @@ void GL_LockArrays(int first, int count) void GL_Scissor (int x, int y, int width, int height) { CHECKGLERROR - qglScissor(x, vid.realheight - (y + height),width,height); + qglScissor(x, vid.height - (y + height),width,height); CHECKGLERROR } @@ -682,8 +707,10 @@ void GL_ScissorTest(int state) void GL_Clear(int mask) { + // in showtris rendering, don't clear the color buffer as that would hide + // the accumulated lines if (r_showtrispass) - return; + mask &= ~GL_COLOR_BUFFER_BIT; qglClear(mask);CHECKGLERROR } @@ -707,6 +734,109 @@ void R_Mesh_Start(void) GL_Backend_ResetState(); } +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint vertexshadercompiled, fragmentshadercompiled, programlinked; + GLuint vertexshaderobject, fragmentshaderobject, programobject = 0; + char compilelog[MAX_INPUTLINE]; + CHECKGLERROR + + programobject = qglCreateProgramObjectARB(); + CHECKGLERROR + if (!programobject) + return 0; + + if (vertexstrings_count) + { + CHECKGLERROR + vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); + if (!vertexshaderobject) + { + qglDeleteObjectARB(programobject); + CHECKGLERROR + return 0; + } + qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL); + qglCompileShaderARB(vertexshaderobject); + CHECKGLERROR + qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled); + qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) + Con_DPrintf("vertex shader compile log:\n%s\n", compilelog); + if (!vertexshadercompiled) + { + qglDeleteObjectARB(programobject); + qglDeleteObjectARB(vertexshaderobject); + CHECKGLERROR + return 0; + } + qglAttachObjectARB(programobject, vertexshaderobject); + qglDeleteObjectARB(vertexshaderobject); + CHECKGLERROR + } + + if (fragmentstrings_count) + { + CHECKGLERROR + fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); + if (!fragmentshaderobject) + { + qglDeleteObjectARB(programobject); + CHECKGLERROR + return 0; + } + qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL); + qglCompileShaderARB(fragmentshaderobject); + CHECKGLERROR + qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled); + qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) + Con_DPrintf("fragment shader compile log:\n%s\n", compilelog); + if (!fragmentshadercompiled) + { + qglDeleteObjectARB(programobject); + qglDeleteObjectARB(fragmentshaderobject); + CHECKGLERROR + return 0; + } + qglAttachObjectARB(programobject, fragmentshaderobject); + qglDeleteObjectARB(fragmentshaderobject); + CHECKGLERROR + } + + qglLinkProgramARB(programobject); + CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked); + qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog); + if (compilelog[0]) + { + Con_DPrintf("program link log:\n%s\n", compilelog); + // software vertex shader is ok but software fragment shader is WAY + // too slow, fail program if so. + // NOTE: this string might be ATI specific, but that's ok because the + // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a + // software fragment shader due to low instruction and dependent + // texture limits. + if (strstr(compilelog, "fragment shader will run in software")) + programlinked = false; + } + CHECKGLERROR + if (!programlinked) + { + qglDeleteObjectARB(programobject); + return 0; + } + CHECKGLERROR + return programobject; +} + +void GL_Backend_FreeProgram(unsigned int prog) +{ + CHECKGLERROR + qglDeleteObjectARB(prog); + CHECKGLERROR +} + int gl_backend_rebindtextures; void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) @@ -723,55 +853,53 @@ 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 numverts, int numtriangles, const int *elements) +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) { - int numelements = numtriangles * 3; - if (numverts == 0 || numtriangles == 0) + unsigned int numelements = numtriangles * 3; + if (numvertices < 3 || numtriangles < 1) { - Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); return; } - CHECKGLERROR + //CHECKGLERROR if (r_showtrispass) { - R_Mesh_Draw_ShowTris(numverts, numtriangles, elements); + R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements); return; } - c_meshs++; - c_meshelements += numelements; + renderstats.meshes++; + renderstats.meshes_elements += numelements; if (gl_paranoid.integer) { - int i, j, size; + unsigned int i, j, size; const int *p; if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); - for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++) + 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) { if (!qglIsEnabled(GL_COLOR_ARRAY)) Con_Print("R_Mesh_Draw: color array set but not enabled\n"); - for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++) + 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 < backendunits;i++) + for (i = 0;i < backendarrayunits;i++) { - if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled) + if (gl_state.units[i].arrayenabled) { - if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap)) - Con_Print("R_Mesh_Draw: array enabled but no texture bound\n"); GL_ClientActiveTexture(i); if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); - for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++) + for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) paranoidblah += *p; } } - for (i = 0;i < numtriangles * 3;i++) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (elements[i] < 0 || elements[i] >= numverts) + if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts); + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); return; } } @@ -782,40 +910,60 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { - int i, j; + unsigned int i, j; const GLfloat *p; qglBegin(GL_TRIANGLES); - for (i = 0;i < numtriangles * 3;i++) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - for (j = 0;j < backendunits;j++) + for (j = 0;j < backendarrayunits;j++) { if (gl_state.units[j].pointer_texcoord) { - if (backendunits > 1) + if (backendarrayunits > 1) { - if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + } + else if (gl_state.units[j].arraycomponents == 3) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); } - else + else if (gl_state.units[j].arraycomponents == 2) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + } } else { - if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglTexCoord4f(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)) + elements[i] * 3; qglTexCoord3f(p[0], p[1], p[2]); } - else + else if (gl_state.units[j].arraycomponents == 2) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglTexCoord2f(p[0], p[1]); } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglTexCoord1f(p[0]); + } } } } @@ -843,32 +991,48 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) } else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); + CHECKGLERROR } - CHECKGLERROR } } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { - int i; + unsigned int i; BACKENDACTIVECHECK CHECKGLERROR GL_LockArrays(0, 0); CHECKGLERROR - for (i = backendunits - 1;i >= 0;i--) + for (i = 0;i < backendimageunits;i++) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR + 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 + } + } + for (i = 0;i < backendarrayunits;i++) + { + GL_ActiveTexture(backendarrayunits - 1 - i); qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(backendunits - 1 - i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -906,26 +1070,22 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) } } -void R_Mesh_State(const rmeshstate_t *m) +void R_Mesh_VertexPointer(const float *vertex3f) { - int i, combinergb, combinealpha, scale; - gltextureunit_t *unit; - matrix4x4_t tempmatrix; - - BACKENDACTIVECHECK - - if (gl_state.pointer_vertex != m->pointer_vertex) + if (gl_state.pointer_vertex != vertex3f) { - gl_state.pointer_vertex = m->pointer_vertex; + gl_state.pointer_vertex = vertex3f; CHECKGLERROR qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); CHECKGLERROR } +} +void R_Mesh_ColorPointer(const float *color4f) +{ if (r_showtrispass) return; - - if (gl_state.pointer_color != m->pointer_color) + if (gl_state.pointer_color != color4f) { CHECKGLERROR if (!gl_state.pointer_color) @@ -933,7 +1093,7 @@ void R_Mesh_State(const rmeshstate_t *m) qglEnableClientState(GL_COLOR_ARRAY); CHECKGLERROR } - else if (!m->pointer_color) + else if (!color4f) { qglDisableClientState(GL_COLOR_ARRAY); CHECKGLERROR @@ -941,717 +1101,545 @@ void R_Mesh_State(const rmeshstate_t *m) qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); CHECKGLERROR } - gl_state.pointer_color = m->pointer_color; + gl_state.pointer_color = color4f; qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); CHECKGLERROR } +} - if (gl_backend_rebindtextures) +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (r_showtrispass) + return; + // update array settings + if (texcoord) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) + { + unit->pointer_texcoord = texcoord; + unit->arraycomponents = numcomponents; + GL_ClientActiveTexture(unitnum); + qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord); + CHECKGLERROR + } + // texture array unit is enabled, enable the array + if (!unit->arrayenabled) + { + unit->arrayenabled = true; + GL_ClientActiveTexture(unitnum); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } + else + { + // 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, unit = gl_state.units;i < backendunits;i++, unit++) +void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d != tex1d) { - // update 1d texture binding - if (unit->t1d != m->tex1d[i]) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->tex1d[i]) + if (tex1d) { if (unit->t1d == 0) - { - GL_ActiveTexture(i); - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - unit->t1d = m->tex1d[i]; - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + qglEnable(GL_TEXTURE_1D); } else { if (unit->t1d) - { - unit->t1d = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } + qglDisable(GL_TEXTURE_1D); } } - // update 2d texture binding - if (unit->t2d != m->tex[i]) + unit->t1d = tex1d; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d != tex2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->tex[i]) + if (tex2d) { if (unit->t2d == 0) - { - GL_ActiveTexture(i); - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - unit->t2d = m->tex[i]; - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + qglEnable(GL_TEXTURE_2D); } else { if (unit->t2d) - { - unit->t2d = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } + qglDisable(GL_TEXTURE_2D); } } - // update 3d texture binding - if (unit->t3d != m->tex3d[i]) + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d != tex3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->tex3d[i]) + if (tex3d) { if (unit->t3d == 0) - { - GL_ActiveTexture(i); - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - unit->t3d = m->tex3d[i]; - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + qglEnable(GL_TEXTURE_3D); } else { if (unit->t3d) - { - unit->t3d = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } + qglDisable(GL_TEXTURE_3D); } } - // update cubemap texture binding - if (unit->tcubemap != m->texcubemap[i]) + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != texcubemap) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (m->texcubemap[i]) + if (texcubemap) { if (unit->tcubemap == 0) - { - GL_ActiveTexture(i); - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - unit->tcubemap = m->texcubemap[i]; - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); } else { if (unit->tcubemap) - { - unit->tcubemap = 0; - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); } } - // update texture unit settings if the unit is enabled - if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap) + unit->tcubemap = texcubemap; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR + } +} + +void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - // texture unit is enabled, enable the array - if (!unit->arrayenabled) - { - unit->arrayenabled = true; - GL_ClientActiveTexture(i); - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - // update combine settings - if (gl_combine.integer) - { - // GL_ARB_texture_env_combine - combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE; - if (unit->combinergb != combinergb) - { - unit->combinergb = combinergb; - GL_ActiveTexture(i); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE; - if (unit->combinealpha != combinealpha) - { - unit->combinealpha = combinealpha; - GL_ActiveTexture(i); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } - scale = max(m->texrgbscale[i], 1); - if (unit->rgbscale != scale) - { - GL_ActiveTexture(i); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR - } - scale = max(m->texalphascale[i], 1); - if (unit->alphascale != scale) - { - GL_ActiveTexture(i); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR - } - } - else + if (texnum) { - // normal GL texenv - combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE; - if (unit->combinergb != combinergb) - { - unit->combinergb = combinergb; - GL_ActiveTexture(i); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR - } - } - // update array settings - if (m->pointer_texcoord3f[i]) - { - // 3d texcoord array - if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d) - { - unit->pointer_texcoord = m->pointer_texcoord3f[i]; - unit->arrayis3d = true; - GL_ClientActiveTexture(i); - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord); - CHECKGLERROR - } + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D); } else { - // 2d texcoord array - if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d) - { - unit->pointer_texcoord = m->pointer_texcoord[i]; - unit->arrayis3d = false; - GL_ClientActiveTexture(i); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord); - CHECKGLERROR - } + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); } - // update texmatrix - if (m->texmatrix[i].m[3][3]) + } + unit->t1d = texnum; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); + } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + } + 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); + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR + } +} + +void R_Mesh_TexBind(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (texnum) { - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t))) - { - unit->texmatrixenabled = true; - unit->matrix = m->texmatrix[i]; - Matrix4x4_Transpose(&tempmatrix, &unit->matrix); - qglMatrixMode(GL_TEXTURE); - GL_ActiveTexture(i); - qglLoadMatrixf(&tempmatrix.m[0][0]); - qglMatrixMode(GL_MODELVIEW); - } + if (unit->t2d == 0) + qglEnable(GL_TEXTURE_2D); } else { - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) - { - unit->texmatrixenabled = false; - qglMatrixMode(GL_TEXTURE); - GL_ActiveTexture(i); - qglLoadIdentity(); - qglMatrixMode(GL_MODELVIEW); - } + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); } } - else + unit->t2d = texnum; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - // texture unit is disabled, disable the array - if (unit->arrayenabled) - { - unit->arrayenabled = false; - GL_ClientActiveTexture(i); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - // no need to update most settings on a disabled texture unit + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR } -} - -void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements) -{ - qglBegin(GL_LINES); - for (;numtriangles;numtriangles--, elements += 3) + // update cubemap texture binding + if (unit->tcubemap != 0) { - qglArrayElement(elements[0]);qglArrayElement(elements[1]); - qglArrayElement(elements[1]);qglArrayElement(elements[2]); - qglArrayElement(elements[2]);qglArrayElement(elements[0]); + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR } - qglEnd(); - CHECKGLERROR } -/* -============================================================================== - - SCREEN SHOTS - -============================================================================== -*/ - -qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg) +void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) { - int indices[3] = {0,1,2}; - qboolean ret; - - if (!r_render.integer) - return false; - - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1); - CHECKGLERROR - - Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices); - - if (jpeg) - ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2); - else - ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3); - - return ret; -} - -//============================================================================= - -void R_ClearScreen(void) -{ - if (r_render.integer) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d) { - // clear to black - qglClearColor(0,0,0,0);CHECKGLERROR - qglClearDepth(1);CHECKGLERROR - if (gl_stencil) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - // LordHavoc: we use a stencil centered around 128 instead of 0, - // to avoid clamping interfering with strange shadow volume - // drawing orders - qglClearStencil(128);CHECKGLERROR + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); } - // clear the screen - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0)); - // set dithering mode - if (gl_dither.integer) + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - qglEnable(GL_DITHER);CHECKGLERROR + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); } - else + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - qglDisable(GL_DITHER);CHECKGLERROR + if (texnum) + { + if (unit->t3d == 0) + qglEnable(GL_TEXTURE_3D); + } + else + { + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); + } } + unit->t3d = texnum; + qglBindTexture(GL_TEXTURE_3D, unit->t3d); + CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR } } -/* -==================== -CalcFov -==================== -*/ -float CalcFov (float fov_x, float width, float height) -{ - // calculate vision size and alter by aspect, then convert back to angle - return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.*M_PI))*360./M_PI; -} - -/* -================== -SCR_UpdateScreen - -This is called every frame, and can also be called explicitly to flush -text to the screen. -================== -*/ -void SCR_UpdateScreen (void) +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) { - if (gl_delayfinish.integer) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + if (r_showtrispass) + return; + // update 1d texture binding + if (unit->t1d) { - R_Mesh_Finish(); - R_TimeReport("meshfinish"); - VID_Finish(); - R_TimeReport("finish"); + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t1d) + qglDisable(GL_TEXTURE_1D); + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d); + CHECKGLERROR } - - R_Mesh_Start(); - - 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); - -showtris: - R_TimeReport("setup"); - - R_ClearScreen(); - - R_TimeReport("clear"); - - if (scr_conlines < vid.conheight && cls.signon == SIGNONS) + // update 2d texture binding + if (unit->t2d) { - float size; - int contents; - - // bound viewsize - if (scr_viewsize.value < 30) - Cvar_Set ("viewsize","30"); - if (scr_viewsize.value > 120) - Cvar_Set ("viewsize","120"); - - // bound field of view - if (scr_fov.value < 1) - Cvar_Set ("fov","1"); - if (scr_fov.value > 170) - Cvar_Set ("fov","170"); - - // intermission is always full screen - if (cl.intermission) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - size = 1; - sb_lines = 0; + if (unit->t2d) + qglDisable(GL_TEXTURE_2D); } - else + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d); + CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (scr_viewsize.value >= 120) - sb_lines = 0; // no status bar at all - else if (scr_viewsize.value >= 110) - sb_lines = 24; // no inventory - else - sb_lines = 24+16+8; - size = scr_viewsize.value * (1.0 / 100.0); - size = min(size, 1); + if (unit->t3d) + qglDisable(GL_TEXTURE_3D); } - - r_refdef.width = vid.realwidth * size; - r_refdef.height = vid.realheight * size; - r_refdef.x = (vid.realwidth - r_refdef.width)/2; - r_refdef.y = (vid.realheight - r_refdef.height)/2; - - // LordHavoc: viewzoom (zoom in for sniper rifles, etc) - r_refdef.fov_x = scr_fov.value * cl.viewzoom; - r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height); - - if (r_waterwarp.value > 0) + 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 (cl.worldmodel) + if (texnum) { - Mod_CheckLoaded(cl.worldmodel); - contents = CL_PointSuperContents(r_vieworigin); - if (contents & SUPERCONTENTS_LIQUIDSMASK) - { - r_refdef.fov_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); - r_refdef.fov_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); - } + if (unit->tcubemap == 0) + qglEnable(GL_TEXTURE_CUBE_MAP_ARB); + } + else + { + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB); } } + unit->tcubemap = texnum; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap); + CHECKGLERROR + } +} - R_RenderView(); - - if (scr_zoomwindow.integer) +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (r_showtrispass) + return; + if (matrix->m[3][3]) + { + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) { - float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0; - float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0; - r_refdef.width = vid.realwidth * sizex; - r_refdef.height = vid.realheight * sizey; - r_refdef.x = (vid.realwidth - r_refdef.width)/2; - r_refdef.y = 0; - r_refdef.fov_x = scr_zoomwindow_fov.value; - r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height); - - R_RenderView(); + matrix4x4_t tempmatrix; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + Matrix4x4_Transpose(&tempmatrix, &unit->matrix); + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(unitnum); + qglLoadMatrixf(&tempmatrix.m[0][0]); + qglMatrixMode(GL_MODELVIEW); } } - - // draw 2D stuff - R_DrawQueue(); - - if (r_showtrispass) - r_showtrispass = false; - else if (r_showtris.value > 0) + else { - rmeshstate_t m; - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthTest(GL_FALSE); - GL_DepthMask(GL_FALSE); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - r_showtrispass = true; - GL_ShowTrisColor(0.2,0.2,0.2,1); - goto showtris; + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(unitnum); + qglLoadIdentity(); + qglMatrixMode(GL_MODELVIEW); + } } +} - if (gl_delayfinish.integer) +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (r_showtrispass) + return; + if (gl_combine.integer) { - // tell driver to commit it's partially full geometry queue to the rendering queue - // (this doesn't wait for the commands themselves to complete) - qglFlush(); + // GL_ARB_texture_env_combine + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (!rgbscale) + rgbscale = 1; + if (!alphascale) + alphascale = 1; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != rgbscale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR + } + if (unit->alphascale != alphascale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR + } } else { - R_Mesh_Finish(); - R_TimeReport("meshfinish"); - VID_Finish(); - R_TimeReport("finish"); + // 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 + } } } - -//=========================================================================== -// dynamic vertex array buffer subsystem -//=========================================================================== - -float varray_vertex3f[65536*3]; -float varray_color4f[65536*4]; -float varray_texcoord2f[4][65536*2]; -float varray_texcoord3f[4][65536*3]; -float varray_normal3f[65536*3]; -int earray_element3i[65536]; - -//=========================================================================== -// vertex array caching subsystem -//=========================================================================== - -typedef struct rcachearraylink_s -{ - struct rcachearraylink_s *next, *prev; - struct rcachearrayitem_s *data; -} -rcachearraylink_t; - -typedef struct rcachearrayitem_s +void R_Mesh_State(const rmeshstate_t *m) { - // the original request structure - rcachearrayrequest_t request; - // active - int active; - // offset into r_mesh_rcachedata - int offset; - // for linking this into the sequential list - rcachearraylink_t sequentiallink; - // for linking this into the lookup list - rcachearraylink_t hashlink; -} -rcachearrayitem_t; - -#define RCACHEARRAY_HASHSIZE 65536 -#define RCACHEARRAY_ITEMS 4096 -#define RCACHEARRAY_DEFAULTSIZE (4 << 20) - -// all active items are linked into this chain in sorted order -static rcachearraylink_t r_mesh_rcachesequentialchain; -// all inactive items are linked into this chain in unknown order -static rcachearraylink_t r_mesh_rcachefreechain; -// all active items are also linked into these chains (using their hashlink) -static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; - -// all items are stored here, whether active or inactive -static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; + unsigned int i; -// size of data buffer -static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; -// data buffer -static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; + BACKENDACTIVECHECK -// current state -static int r_mesh_rcachedata_offset; -static rcachearraylink_t *r_mesh_rcachesequentialchain_current; + R_Mesh_VertexPointer(m->pointer_vertex); + R_Mesh_ColorPointer(m->pointer_color); -static void R_Mesh_CacheArray_Startup(void) -{ - int i; - rcachearraylink_t *l; - // prepare all the linked lists - l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; - l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; - memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); - for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) - { - l = &r_mesh_rcachechain[i]; - l->next = l->prev = l; - l->data = NULL; - } - memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); - for (i = 0;i < RCACHEARRAY_ITEMS;i++) - { - r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; - l = &r_mesh_rcacheitems[i].sequentiallink; - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - } - // clear other state - r_mesh_rcachedata_offset = 0; - r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; -} - -static void R_Mesh_CacheArray_Shutdown(void) -{ -} + if (gl_backend_rebindtextures) + { + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + } -/* -static void R_Mesh_CacheArray_ValidateState(int num) -{ - rcachearraylink_t *l, *lhead; - lhead = &r_mesh_rcachesequentialchain; - if (r_mesh_rcachesequentialchain_current == lhead) - return; - for (l = lhead->next;l != lhead;l = l->next) - if (r_mesh_rcachesequentialchain_current == l) - return; - Sys_Error("%i", num); + for (i = 0;i < backendimageunits;i++) + R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); + for (i = 0;i < backendarrayunits;i++) + { + if (m->pointer_texcoord3f[i]) + R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); + else + R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); + } + for (i = 0;i < backendunits;i++) + { + R_Mesh_TexMatrix(i, &m->texmatrix[i]); + R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); + } } -*/ -int R_Mesh_CacheArray(rcachearrayrequest_t *r) +void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) { - rcachearraylink_t *l, *lhead, *lnext; - rcachearrayitem_t *d; - int hashindex, offset, offsetend; - - //R_Mesh_CacheArray_ValidateState(3); - // calculate a hashindex to choose a cache chain - r->data = NULL; - hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; - - // is it already cached? - for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) + qglBegin(GL_LINES); + for (;numtriangles;numtriangles--, elements += 3) { - if (!memcmp(&l->data->request, r, sizeof(l->data->request))) - { - // we have it cached already - r->data = r_mesh_rcachedata + l->data->offset; - return false; - } + qglArrayElement(elements[0]);qglArrayElement(elements[1]); + qglArrayElement(elements[1]);qglArrayElement(elements[2]); + qglArrayElement(elements[2]);qglArrayElement(elements[0]); } - - // we need to add a new cache item, this means finding a place for the new - // data and making sure we have a free item available, lots of work... - - // check if buffer needs to wrap - if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) - { - /* - if (r->data_size * 10 > r_mesh_rcachedata_size) - { - // realloc whole cache - } - */ - // reset back to start - r_mesh_rcachedata_offset = 0; - r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; - } - offset = r_mesh_rcachedata_offset; - r_mesh_rcachedata_offset += r->data_size; - offsetend = r_mesh_rcachedata_offset; - //R_Mesh_CacheArray_ValidateState(4); - - /* - { - int n; - for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); - Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); - } - */ - - // make room for the new data (remove old items) - lhead = &r_mesh_rcachesequentialchain; - l = r_mesh_rcachesequentialchain_current; - if (l == lhead) - l = l->next; - while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) - { - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(8); - lnext = l->next; - // if at the end of the chain, wrap around - if (lnext == lhead) - lnext = lnext->next; - //r_mesh_rcachesequentialchain_current = lnext; - //R_Mesh_CacheArray_ValidateState(10); - - // unlink from sequential chain - l->next->prev = l->prev; - l->prev->next = l->next; - //R_Mesh_CacheArray_ValidateState(11); - // link into free chain - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - //R_Mesh_CacheArray_ValidateState(12); - - l = &l->data->hashlink; - // unlink from hash chain - l->next->prev = l->prev; - l->prev->next = l->next; - - l = lnext; - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(9); - } - //r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(5); - // gobble an extra item if we have no free items available - if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) - { - lnext = l->next; - - // unlink from sequential chain - l->next->prev = l->prev; - l->prev->next = l->next; - // link into free chain - l->next = &r_mesh_rcachefreechain; - l->prev = l->next->prev; - l->next->prev = l->prev->next = l; - - l = &l->data->hashlink; - // unlink from hash chain - l->next->prev = l->prev; - l->prev->next = l->next; - - l = lnext; - } - r_mesh_rcachesequentialchain_current = l; - //R_Mesh_CacheArray_ValidateState(6); - - // now take an item from the free chain - l = r_mesh_rcachefreechain.next; - // set it up - d = l->data; - d->request = *r; - d->offset = offset; - // unlink - l->next->prev = l->prev; - l->prev->next = l->next; - // relink to sequential - l->next = r_mesh_rcachesequentialchain_current->prev; - l->prev = l->next->prev; - while (l->next->data && l->data && l->next->data->offset <= d->offset) - { - //Con_Print(">\n"); - l->next = l->next->next; - l->prev = l->prev->next; - } - while (l->prev->data && l->data && l->prev->data->offset >= d->offset) - { - //Con_Print("<\n"); - l->prev = l->prev->prev; - l->next = l->next->prev; - } - l->next->prev = l->prev->next = l; - // also link into hash chain - l = &l->data->hashlink; - l->next = &r_mesh_rcachechain[hashindex]; - l->prev = l->next->prev; - l->prev->next = l; - l->next->prev = l->prev->next = l; - - - //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; - - //R_Mesh_CacheArray_ValidateState(7); - // and finally set the data pointer - r->data = r_mesh_rcachedata + d->offset; - // and tell the caller to fill the array - return true; + qglEnd(); + CHECKGLERROR } -