5 #include "cl_collision.h"
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
9 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
10 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
11 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
12 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
14 cvar_t r_render = {0, "r_render", "1"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
16 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
28 #ifdef GL_INVALID_ENUM
30 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
33 #ifdef GL_INVALID_VALUE
34 case GL_INVALID_VALUE:
35 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
38 #ifdef GL_INVALID_OPERATION
39 case GL_INVALID_OPERATION:
40 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
43 #ifdef GL_STACK_OVERFLOW
44 case GL_STACK_OVERFLOW:
45 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
48 #ifdef GL_STACK_UNDERFLOW
49 case GL_STACK_UNDERFLOW:
50 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
53 #ifdef GL_OUT_OF_MEMORY
54 case GL_OUT_OF_MEMORY:
55 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
58 #ifdef GL_TABLE_TOO_LARGE
59 case GL_TABLE_TOO_LARGE:
60 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
64 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
72 int c_meshs, c_meshelements;
74 void SCR_ScreenShot_f (void);
76 static matrix4x4_t backend_viewmatrix;
77 static matrix4x4_t backend_modelmatrix;
78 static matrix4x4_t backend_modelviewmatrix;
79 static matrix4x4_t backend_glmodelviewmatrix;
80 static matrix4x4_t backend_projectmatrix;
82 static int backendunits, backendactive;
83 static mempool_t *gl_backend_mempool;
86 note: here's strip order for a terrain row:
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
95 *elements++ = i + row;
97 *elements++ = i + row + 1;
100 *elements++ = i + row + 1;
103 for (y = 0;y < rows - 1;y++)
105 for (x = 0;x < columns - 1;x++)
108 *elements++ = i + columns;
110 *elements++ = i + columns + 1;
113 *elements++ = i + columns + 1;
124 for (y = 0;y < rows - 1;y++)
126 for (x = 0;x < columns - 1;x++)
130 *elements++ = i + columns;
131 *elements++ = i + columns + 1;
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
139 int polygonelements[768];
141 static void R_Mesh_CacheArray_Startup(void);
142 static void R_Mesh_CacheArray_Shutdown(void);
143 void GL_Backend_AllocArrays(void)
145 if (!gl_backend_mempool)
146 gl_backend_mempool = Mem_AllocPool("GL_Backend");
147 R_Mesh_CacheArray_Startup();
150 void GL_Backend_FreeArrays(void)
152 R_Mesh_CacheArray_Shutdown();
153 Mem_FreePool(&gl_backend_mempool);
156 static void gl_backend_start(void)
158 Con_DPrint("OpenGL Backend started\n");
159 if (qglDrawRangeElements != NULL)
162 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
164 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
166 Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
169 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
171 GL_Backend_AllocArrays();
173 backendactive = true;
176 static void gl_backend_shutdown(void)
179 backendactive = false;
181 Con_DPrint("OpenGL Backend shutting down\n");
183 GL_Backend_FreeArrays();
186 static void gl_backend_newmap(void)
190 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
191 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
192 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
193 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
195 void gl_backend_init(void)
199 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
201 polygonelements[i * 3 + 0] = 0;
202 polygonelements[i * 3 + 1] = i + 1;
203 polygonelements[i * 3 + 2] = i + 2;
206 Cvar_RegisterVariable(&r_render);
207 Cvar_RegisterVariable(&gl_dither);
208 Cvar_RegisterVariable(&gl_lockarrays);
209 Cvar_RegisterVariable(&gl_delayfinish);
210 Cvar_RegisterVariable(&gl_paranoid);
211 Cvar_RegisterVariable(&gl_printcheckerror);
213 Cvar_SetValue("r_render", 0);
216 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
217 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
218 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
220 Cvar_RegisterVariable(&scr_zoomwindow);
221 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
222 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
223 Cvar_RegisterVariable(&scr_zoomwindow_fov);
225 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
228 void GL_SetupView_Orientation_Identity (void)
230 Matrix4x4_CreateIdentity(&backend_viewmatrix);
231 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
234 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
236 matrix4x4_t tempmatrix, basematrix;
237 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
238 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
239 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
240 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
241 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
242 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
243 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
244 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
245 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
248 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
252 if (!r_render.integer)
256 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
257 qglLoadIdentity();CHECKGLERROR
259 xmax = zNear * tan(fovx * M_PI / 360.0);
260 ymax = zNear * tan(fovy * M_PI / 360.0);
262 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
263 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
264 GL_SetupView_Orientation_Identity();
267 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
271 if (!r_render.integer)
275 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
276 qglLoadIdentity();CHECKGLERROR
278 nudge = 1.0 - 1.0 / (1<<23);
279 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
284 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
293 m[14] = -2 * zNear * nudge;
296 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
297 GL_SetupView_Orientation_Identity();
298 backend_projectmatrix.m[0][0] = m[0];
299 backend_projectmatrix.m[1][0] = m[1];
300 backend_projectmatrix.m[2][0] = m[2];
301 backend_projectmatrix.m[3][0] = m[3];
302 backend_projectmatrix.m[0][1] = m[4];
303 backend_projectmatrix.m[1][1] = m[5];
304 backend_projectmatrix.m[2][1] = m[6];
305 backend_projectmatrix.m[3][1] = m[7];
306 backend_projectmatrix.m[0][2] = m[8];
307 backend_projectmatrix.m[1][2] = m[9];
308 backend_projectmatrix.m[2][2] = m[10];
309 backend_projectmatrix.m[3][2] = m[11];
310 backend_projectmatrix.m[0][3] = m[12];
311 backend_projectmatrix.m[1][3] = m[13];
312 backend_projectmatrix.m[2][3] = m[14];
313 backend_projectmatrix.m[3][3] = m[15];
316 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
318 if (!r_render.integer)
322 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
323 qglLoadIdentity();CHECKGLERROR
324 qglOrtho(x1, x2, y2, y1, zNear, zFar);
325 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
326 GL_SetupView_Orientation_Identity();
329 typedef struct gltextureunit_s
331 int t1d, t2d, t3d, tcubemap;
334 const void *pointer_texcoord;
335 float rgbscale, alphascale;
336 int combinergb, combinealpha;
337 // FIXME: add more combine stuff
338 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
339 int texmatrixenabled;
350 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
355 gltextureunit_t units[MAX_TEXTUREUNITS];
359 const void *pointer_vertex;
360 const void *pointer_color;
364 void GL_SetupTextureState(void)
367 gltextureunit_t *unit;
370 gl_state.clientunit = -1;
371 for (i = 0;i < backendunits;i++)
374 GL_ClientActiveTexture(i);
375 unit = gl_state.units + i;
380 unit->arrayenabled = false;
381 unit->arrayis3d = false;
382 unit->pointer_texcoord = NULL;
384 unit->alphascale = 1;
385 unit->combinergb = GL_MODULATE;
386 unit->combinealpha = GL_MODULATE;
387 unit->texmatrixenabled = false;
388 unit->matrix = r_identitymatrix;
389 qglMatrixMode(GL_TEXTURE);
391 qglMatrixMode(GL_MODELVIEW);
393 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
394 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
396 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
397 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
400 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
402 if (gl_texturecubemap)
404 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
406 if (gl_combine.integer)
408 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
409 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
410 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
411 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
412 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
413 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
414 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
415 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
416 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
417 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
418 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
419 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
420 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
421 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
422 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
423 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
424 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
428 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
434 void GL_Backend_ResetState(void)
436 memset(&gl_state, 0, sizeof(gl_state));
437 gl_state.depthtest = true;
438 gl_state.blendfunc1 = GL_ONE;
439 gl_state.blendfunc2 = GL_ZERO;
440 gl_state.blend = false;
441 gl_state.depthmask = GL_TRUE;
442 gl_state.colormask = 15;
443 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
444 gl_state.lockrange_first = 0;
445 gl_state.lockrange_count = 0;
446 gl_state.pointer_vertex = NULL;
447 gl_state.pointer_color = NULL;
451 qglColorMask(1, 1, 1, 1);
452 qglEnable(GL_CULL_FACE);CHECKGLERROR
453 qglCullFace(GL_FRONT);CHECKGLERROR
454 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
455 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
456 qglDisable(GL_BLEND);CHECKGLERROR
457 qglDepthMask(gl_state.depthmask);CHECKGLERROR
459 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
460 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
462 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
463 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
465 GL_Color(0, 0, 0, 0);
466 GL_Color(1, 1, 1, 1);
468 GL_SetupTextureState();
471 void GL_ActiveTexture(int num)
473 if (gl_state.unit != num)
476 if (qglActiveTexture)
478 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
484 void GL_ClientActiveTexture(int num)
486 if (gl_state.clientunit != num)
488 gl_state.clientunit = num;
489 if (qglActiveTexture)
491 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
497 void GL_BlendFunc(int blendfunc1, int blendfunc2)
499 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
503 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
504 if (gl_state.blendfunc2 == GL_ZERO)
506 if (gl_state.blendfunc1 == GL_ONE)
511 qglDisable(GL_BLEND);CHECKGLERROR
519 qglEnable(GL_BLEND);CHECKGLERROR
528 qglEnable(GL_BLEND);CHECKGLERROR
534 void GL_DepthMask(int state)
536 if (gl_state.depthmask != state)
540 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
544 void GL_DepthTest(int state)
546 if (gl_state.depthtest != state)
550 gl_state.depthtest = state;
551 if (gl_state.depthtest)
553 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
557 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
562 void GL_ColorMask(int r, int g, int b, int a)
564 int state = r*8 + g*4 + b*2 + a*1;
565 if (gl_state.colormask != state)
569 gl_state.colormask = state;
570 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
574 void GL_Color(float cr, float cg, float cb, float ca)
576 if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
580 gl_state.color4f[0] = cr;
581 gl_state.color4f[1] = cg;
582 gl_state.color4f[2] = cb;
583 gl_state.color4f[3] = ca;
585 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
590 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
594 r_showtrispass = false;
595 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
596 r_showtrispass = true;
600 void GL_LockArrays(int first, int count)
602 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
604 if (gl_state.lockrange_count)
606 gl_state.lockrange_count = 0;
608 qglUnlockArraysEXT();
611 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
613 gl_state.lockrange_first = first;
614 gl_state.lockrange_count = count;
616 qglLockArraysEXT(first, count);
622 void GL_Scissor (int x, int y, int width, int height)
625 qglScissor(x, vid.realheight - (y + height),width,height);
629 void GL_ScissorTest(int state)
631 if(gl_state.scissortest == state)
635 if((gl_state.scissortest = state))
636 qglEnable(GL_SCISSOR_TEST);
638 qglDisable(GL_SCISSOR_TEST);
642 void GL_Clear(int mask)
646 qglClear(mask);CHECKGLERROR
649 void GL_TransformToScreen(const vec4_t in, vec4_t out)
653 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
654 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
656 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
657 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
658 out[2] = out[2] * iw;
661 // called at beginning of frame
662 void R_Mesh_Start(void)
666 GL_Backend_ResetState();
669 int gl_backend_rebindtextures;
671 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
676 for (i = 0;i < count;i++)
677 *out++ = *in++ + offset;
680 memcpy(out, in, sizeof(*out) * count);
683 // renders triangles using vertices from the active arrays
684 int paranoidblah = 0;
685 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
687 int numelements = numtriangles * 3;
688 if (numverts == 0 || numtriangles == 0)
690 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
696 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
700 c_meshelements += numelements;
701 if (gl_paranoid.integer)
705 if (!qglIsEnabled(GL_VERTEX_ARRAY))
706 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
707 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
709 if (gl_state.pointer_color)
711 if (!qglIsEnabled(GL_COLOR_ARRAY))
712 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
713 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
716 for (i = 0;i < backendunits;i++)
718 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)
720 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))
721 Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
722 GL_ClientActiveTexture(i);
723 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
724 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
725 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++)
729 for (i = 0;i < numtriangles * 3;i++)
731 if (elements[i] < 0 || elements[i] >= numverts)
733 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
739 if (r_render.integer)
742 if (gl_mesh_testmanualfeeding.integer)
746 qglBegin(GL_TRIANGLES);
747 for (i = 0;i < numtriangles * 3;i++)
749 for (j = 0;j < backendunits;j++)
751 if (gl_state.units[j].pointer_texcoord)
753 if (backendunits > 1)
755 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
757 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
758 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
762 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
763 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
768 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
770 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
771 qglTexCoord3f(p[0], p[1], p[2]);
775 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
776 qglTexCoord2f(p[0], p[1]);
781 if (gl_state.pointer_color)
783 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
784 qglColor4f(p[0], p[1], p[2], p[3]);
786 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
787 qglVertex3f(p[0], p[1], p[2]);
792 else if (gl_mesh_testarrayelement.integer)
795 qglBegin(GL_TRIANGLES);
796 for (i = 0;i < numtriangles * 3;i++)
798 qglArrayElement(elements[i]);
803 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
805 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
809 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
815 // restores backend state, used when done with 3D rendering
816 void R_Mesh_Finish(void)
824 for (i = backendunits - 1;i >= 0;i--)
826 if (qglActiveTexture)
827 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
828 if (qglClientActiveTexture)
829 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
830 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
831 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
832 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
835 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
837 if (gl_texturecubemap)
839 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
841 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
842 if (gl_combine.integer)
844 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
845 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
848 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
849 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
851 qglDisable(GL_BLEND);CHECKGLERROR
852 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
853 qglDepthMask(GL_TRUE);CHECKGLERROR
854 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
857 void R_Mesh_Matrix(const matrix4x4_t *matrix)
859 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
861 backend_modelmatrix = *matrix;
862 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
863 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
864 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
868 void R_Mesh_State(const rmeshstate_t *m)
870 int i, combinergb, combinealpha, scale;
871 gltextureunit_t *unit;
872 matrix4x4_t tempmatrix;
876 if (gl_state.pointer_vertex != m->pointer_vertex)
878 gl_state.pointer_vertex = m->pointer_vertex;
880 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
887 if (gl_state.pointer_color != m->pointer_color)
890 if (!gl_state.pointer_color)
892 qglEnableClientState(GL_COLOR_ARRAY);
895 else if (!m->pointer_color)
897 qglDisableClientState(GL_COLOR_ARRAY);
899 // when color array is on the glColor gets trashed, set it again
900 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
903 gl_state.pointer_color = m->pointer_color;
904 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
908 if (gl_backend_rebindtextures)
910 gl_backend_rebindtextures = false;
911 GL_SetupTextureState();
914 for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
916 // update 1d texture binding
917 if (unit->t1d != m->tex1d[i])
924 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
926 unit->t1d = m->tex1d[i];
928 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
936 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
940 // update 2d texture binding
941 if (unit->t2d != m->tex[i])
948 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
950 unit->t2d = m->tex[i];
952 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
960 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
964 // update 3d texture binding
965 if (unit->t3d != m->tex3d[i])
972 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
974 unit->t3d = m->tex3d[i];
976 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
984 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
988 // update cubemap texture binding
989 if (unit->tcubemap != m->texcubemap[i])
991 if (m->texcubemap[i])
993 if (unit->tcubemap == 0)
996 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
998 unit->tcubemap = m->texcubemap[i];
1000 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1007 GL_ActiveTexture(i);
1008 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1012 // update texture unit settings if the unit is enabled
1013 if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap)
1015 // texture unit is enabled, enable the array
1016 if (!unit->arrayenabled)
1018 unit->arrayenabled = true;
1019 GL_ClientActiveTexture(i);
1020 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1022 // update combine settings
1023 if (gl_combine.integer)
1025 // GL_ARB_texture_env_combine
1026 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1027 if (unit->combinergb != combinergb)
1029 unit->combinergb = combinergb;
1030 GL_ActiveTexture(i);
1031 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1033 combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
1034 if (unit->combinealpha != combinealpha)
1036 unit->combinealpha = combinealpha;
1037 GL_ActiveTexture(i);
1038 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1040 scale = max(m->texrgbscale[i], 1);
1041 if (unit->rgbscale != scale)
1043 GL_ActiveTexture(i);
1044 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1046 scale = max(m->texalphascale[i], 1);
1047 if (unit->alphascale != scale)
1049 GL_ActiveTexture(i);
1050 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1056 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1057 if (unit->combinergb != combinergb)
1059 unit->combinergb = combinergb;
1060 GL_ActiveTexture(i);
1061 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1064 // update array settings
1065 if (m->pointer_texcoord3f[i])
1067 // 3d texcoord array
1068 if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
1070 unit->pointer_texcoord = m->pointer_texcoord3f[i];
1071 unit->arrayis3d = true;
1072 GL_ClientActiveTexture(i);
1073 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1079 // 2d texcoord array
1080 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
1082 unit->pointer_texcoord = m->pointer_texcoord[i];
1083 unit->arrayis3d = false;
1084 GL_ClientActiveTexture(i);
1085 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1090 if (m->texmatrix[i].m[3][3])
1092 // texmatrix specified, check if it is different
1093 if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
1095 unit->texmatrixenabled = true;
1096 unit->matrix = m->texmatrix[i];
1097 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1098 qglMatrixMode(GL_TEXTURE);
1099 GL_ActiveTexture(i);
1100 qglLoadMatrixf(&tempmatrix.m[0][0]);
1101 qglMatrixMode(GL_MODELVIEW);
1106 // no texmatrix specified, revert to identity
1107 if (unit->texmatrixenabled)
1109 unit->texmatrixenabled = false;
1110 qglMatrixMode(GL_TEXTURE);
1111 GL_ActiveTexture(i);
1113 qglMatrixMode(GL_MODELVIEW);
1119 // texture unit is disabled, disable the array
1120 if (unit->arrayenabled)
1122 unit->arrayenabled = false;
1123 GL_ClientActiveTexture(i);
1124 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1126 // no need to update most settings on a disabled texture unit
1131 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1134 for (;numtriangles;numtriangles--, elements += 3)
1136 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1137 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1138 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1145 ==============================================================================
1149 ==============================================================================
1152 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1157 if (!r_render.integer)
1160 buffer = Mem_Alloc(tempmempool, width*height*3);
1161 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1165 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1167 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1173 //=============================================================================
1175 void R_ClearScreen(void)
1177 if (r_render.integer)
1180 qglClearColor(0,0,0,0);CHECKGLERROR
1181 qglClearDepth(1);CHECKGLERROR
1184 // LordHavoc: we use a stencil centered around 128 instead of 0,
1185 // to avoid clamping interfering with strange shadow volume
1187 qglClearStencil(128);CHECKGLERROR
1190 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1191 // set dithering mode
1192 if (gl_dither.integer)
1194 qglEnable(GL_DITHER);CHECKGLERROR
1198 qglDisable(GL_DITHER);CHECKGLERROR
1204 ====================
1206 ====================
1208 float CalcFov (float fov_x, float width, float height)
1210 // calculate vision size and alter by aspect, then convert back to angle
1211 return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
1218 This is called every frame, and can also be called explicitly to flush
1222 void SCR_UpdateScreen (void)
1224 if (gl_delayfinish.integer)
1227 R_TimeReport("meshfinish");
1229 R_TimeReport("finish");
1234 if (r_textureunits.integer > gl_textureunits)
1235 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1236 if (r_textureunits.integer < 1)
1237 Cvar_SetValueQuick(&r_textureunits, 1);
1239 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1240 Cvar_SetValueQuick(&gl_combine, 0);
1243 R_TimeReport("setup");
1247 R_TimeReport("clear");
1249 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1255 if (scr_viewsize.value < 30)
1256 Cvar_Set ("viewsize","30");
1257 if (scr_viewsize.value > 120)
1258 Cvar_Set ("viewsize","120");
1260 // bound field of view
1261 if (scr_fov.value < 1)
1262 Cvar_Set ("fov","1");
1263 if (scr_fov.value > 170)
1264 Cvar_Set ("fov","170");
1266 // intermission is always full screen
1267 if (cl.intermission)
1274 if (scr_viewsize.value >= 120)
1275 sb_lines = 0; // no status bar at all
1276 else if (scr_viewsize.value >= 110)
1277 sb_lines = 24; // no inventory
1280 size = scr_viewsize.value * (1.0 / 100.0);
1281 size = min(size, 1);
1284 r_refdef.width = vid.realwidth * size;
1285 r_refdef.height = vid.realheight * size;
1286 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1287 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1289 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1290 r_refdef.fov_x = scr_fov.value * cl.viewzoom;
1291 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
1295 Mod_CheckLoaded(cl.worldmodel);
1296 contents = CL_PointSuperContents(r_vieworigin);
1297 if (contents & SUPERCONTENTS_LIQUIDSMASK)
1299 r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
1300 r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
1306 if (scr_zoomwindow.integer)
1308 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1309 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1310 r_refdef.width = vid.realwidth * sizex;
1311 r_refdef.height = vid.realheight * sizey;
1312 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1314 r_refdef.fov_x = scr_zoomwindow_fov.value;
1315 r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
1325 r_showtrispass = false;
1326 else if (r_showtris.value > 0)
1329 GL_BlendFunc(GL_ONE, GL_ONE);
1330 GL_DepthTest(GL_FALSE);
1331 GL_DepthMask(GL_FALSE);
1332 memset(&m, 0, sizeof(m));
1334 r_showtrispass = true;
1335 GL_ShowTrisColor(0.2,0.2,0.2,1);
1339 if (gl_delayfinish.integer)
1341 // tell driver to commit it's partially full geometry queue to the rendering queue
1342 // (this doesn't wait for the commands themselves to complete)
1348 R_TimeReport("meshfinish");
1350 R_TimeReport("finish");
1355 //===========================================================================
1356 // dynamic vertex array buffer subsystem
1357 //===========================================================================
1359 float varray_vertex3f[65536*3];
1360 float varray_color4f[65536*4];
1361 float varray_texcoord2f[4][65536*2];
1362 float varray_texcoord3f[4][65536*3];
1363 float varray_normal3f[65536*3];
1364 int earray_element3i[65536];
1366 //===========================================================================
1367 // vertex array caching subsystem
1368 //===========================================================================
1370 typedef struct rcachearraylink_s
1372 struct rcachearraylink_s *next, *prev;
1373 struct rcachearrayitem_s *data;
1377 typedef struct rcachearrayitem_s
1379 // the original request structure
1380 rcachearrayrequest_t request;
1383 // offset into r_mesh_rcachedata
1385 // for linking this into the sequential list
1386 rcachearraylink_t sequentiallink;
1387 // for linking this into the lookup list
1388 rcachearraylink_t hashlink;
1392 #define RCACHEARRAY_HASHSIZE 65536
1393 #define RCACHEARRAY_ITEMS 4096
1394 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1396 // all active items are linked into this chain in sorted order
1397 static rcachearraylink_t r_mesh_rcachesequentialchain;
1398 // all inactive items are linked into this chain in unknown order
1399 static rcachearraylink_t r_mesh_rcachefreechain;
1400 // all active items are also linked into these chains (using their hashlink)
1401 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1403 // all items are stored here, whether active or inactive
1404 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1406 // size of data buffer
1407 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1409 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1412 static int r_mesh_rcachedata_offset;
1413 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1415 static void R_Mesh_CacheArray_Startup(void)
1418 rcachearraylink_t *l;
1419 // prepare all the linked lists
1420 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1421 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1422 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1423 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1425 l = &r_mesh_rcachechain[i];
1426 l->next = l->prev = l;
1429 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1430 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1432 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1433 l = &r_mesh_rcacheitems[i].sequentiallink;
1434 l->next = &r_mesh_rcachefreechain;
1435 l->prev = l->next->prev;
1436 l->next->prev = l->prev->next = l;
1438 // clear other state
1439 r_mesh_rcachedata_offset = 0;
1440 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1443 static void R_Mesh_CacheArray_Shutdown(void)
1448 static void R_Mesh_CacheArray_ValidateState(int num)
1450 rcachearraylink_t *l, *lhead;
1451 lhead = &r_mesh_rcachesequentialchain;
1452 if (r_mesh_rcachesequentialchain_current == lhead)
1454 for (l = lhead->next;l != lhead;l = l->next)
1455 if (r_mesh_rcachesequentialchain_current == l)
1457 Sys_Error("%i", num);
1461 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1463 rcachearraylink_t *l, *lhead, *lnext;
1464 rcachearrayitem_t *d;
1465 int hashindex, offset, offsetend;
1467 //R_Mesh_CacheArray_ValidateState(3);
1468 // calculate a hashindex to choose a cache chain
1470 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1472 // is it already cached?
1473 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1475 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1477 // we have it cached already
1478 r->data = r_mesh_rcachedata + l->data->offset;
1483 // we need to add a new cache item, this means finding a place for the new
1484 // data and making sure we have a free item available, lots of work...
1486 // check if buffer needs to wrap
1487 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1490 if (r->data_size * 10 > r_mesh_rcachedata_size)
1492 // realloc whole cache
1495 // reset back to start
1496 r_mesh_rcachedata_offset = 0;
1497 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1499 offset = r_mesh_rcachedata_offset;
1500 r_mesh_rcachedata_offset += r->data_size;
1501 offsetend = r_mesh_rcachedata_offset;
1502 //R_Mesh_CacheArray_ValidateState(4);
1507 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1508 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1512 // make room for the new data (remove old items)
1513 lhead = &r_mesh_rcachesequentialchain;
1514 l = r_mesh_rcachesequentialchain_current;
1517 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1519 //r_mesh_rcachesequentialchain_current = l;
1520 //R_Mesh_CacheArray_ValidateState(8);
1522 // if at the end of the chain, wrap around
1524 lnext = lnext->next;
1525 //r_mesh_rcachesequentialchain_current = lnext;
1526 //R_Mesh_CacheArray_ValidateState(10);
1528 // unlink from sequential chain
1529 l->next->prev = l->prev;
1530 l->prev->next = l->next;
1531 //R_Mesh_CacheArray_ValidateState(11);
1532 // link into free chain
1533 l->next = &r_mesh_rcachefreechain;
1534 l->prev = l->next->prev;
1535 l->next->prev = l->prev->next = l;
1536 //R_Mesh_CacheArray_ValidateState(12);
1538 l = &l->data->hashlink;
1539 // unlink from hash chain
1540 l->next->prev = l->prev;
1541 l->prev->next = l->next;
1544 //r_mesh_rcachesequentialchain_current = l;
1545 //R_Mesh_CacheArray_ValidateState(9);
1547 //r_mesh_rcachesequentialchain_current = l;
1548 //R_Mesh_CacheArray_ValidateState(5);
1549 // gobble an extra item if we have no free items available
1550 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1554 // unlink from sequential chain
1555 l->next->prev = l->prev;
1556 l->prev->next = l->next;
1557 // link into free chain
1558 l->next = &r_mesh_rcachefreechain;
1559 l->prev = l->next->prev;
1560 l->next->prev = l->prev->next = l;
1562 l = &l->data->hashlink;
1563 // unlink from hash chain
1564 l->next->prev = l->prev;
1565 l->prev->next = l->next;
1569 r_mesh_rcachesequentialchain_current = l;
1570 //R_Mesh_CacheArray_ValidateState(6);
1572 // now take an item from the free chain
1573 l = r_mesh_rcachefreechain.next;
1579 l->next->prev = l->prev;
1580 l->prev->next = l->next;
1581 // relink to sequential
1582 l->next = r_mesh_rcachesequentialchain_current->prev;
1583 l->prev = l->next->prev;
1584 while (l->next->data && l->data && l->next->data->offset <= d->offset)
1587 l->next = l->next->next;
1588 l->prev = l->prev->next;
1590 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1593 l->prev = l->prev->prev;
1594 l->next = l->next->prev;
1596 l->next->prev = l->prev->next = l;
1597 // also link into hash chain
1598 l = &l->data->hashlink;
1599 l->next = &r_mesh_rcachechain[hashindex];
1600 l->prev = l->next->prev;
1602 l->next->prev = l->prev->next = l;
1605 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1607 //R_Mesh_CacheArray_ValidateState(7);
1608 // and finally set the data pointer
1609 r->data = r_mesh_rcachedata + d->offset;
1610 // and tell the caller to fill the array