#include "quakedef.h"
-//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "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_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
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;
{
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);
+ if (qglDrawRangeElements != NULL)
+ 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;
static void gl_backend_shutdown(void)
{
+ Con_Printf("OpenGL Backend shutting down\n");
+
if (resizingbuffers)
Mem_EmptyPool(gl_backend_mempool);
else
static void gl_backend_bufferchanges(int init)
{
- if (gl_mesh_drawmode.integer == 3)
+ 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);
+
+ if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
{
- if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsindices)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsindices / 3));
- if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsvertices)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsvertices / 3));
+ // change drawmode 3 to 2 if 3 won't work at all
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
}
// 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 256)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 256);
+ 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 < 256)
- Cvar_SetValueQuick(&gl_mesh_transtriangles, 256);
+ 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 < 1)
+ Cvar_SetValueQuick(&gl_mesh_batchtriangles, 1);
if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
void GL_LockArray(int first, int count)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer != 0)
+ if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
{
qglLockArraysEXT(first, count);
CHECKGLERROR
}
}
-//static float gldepthmin, gldepthmax;
-
/*
=============
GL_SetupFrame
if (!r_render.integer)
return;
-// qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-// gldepthmin = 0;
-// gldepthmax = 1;
qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-// qglDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
-
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-// qglCullFace(GL_FRONT);CHECKGLERROR
-
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
qglLoadIdentity ();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
-
-// qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.integer)
-// {
-// qglEnable(GL_CULL_FACE);CHECKGLERROR
-// }
-// else
-// {
-// qglDisable(GL_CULL_FACE);CHECKGLERROR
-// }
-
-// qglEnable(GL_BLEND);CHECKGLERROR
-// qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-// qglDepthMask(1);CHECKGLERROR
}
static int mesh_blendfunc1;
{
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
- if (gl_mesh_drawmode.integer != 0)
+ if (gl_mesh_drawmode.integer > 0)
{
qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
{
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
- if (gl_mesh_drawmode.integer != 0)
+ if (gl_mesh_drawmode.integer > 0)
{
qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
if (mesh_texture[0])
qglDepthMask(mesh_depthmask);CHECKGLERROR
usedarrays = false;
- if (gl_mesh_drawmode.integer != 0)
+ if (gl_mesh_drawmode.integer > 0)
{
usedarrays = true;
qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
void GL_ConvertColorsFloatToByte(void)
{
- int i, k, total, *icolor;
- float *fcolor;
+ int i, k, total;
+ // LordHavoc: to avoid problems with aliasing (treating memory as two
+ // different types - exactly what this is doing), these must be volatile
+ // (or a union)
+ volatile int *icolor;
+ volatile float *fcolor;
qbyte *bcolor;
total = currentvertex * 4;
void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
{
unsigned int i, j, in;
- if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements == NULL)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
-
- if (gl_mesh_drawmode.integer == 3)
+ 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)
+ else if (gl_mesh_drawmode.integer >= 2)
{
// GL 1.1
qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
}
- else if (gl_mesh_drawmode.integer == 1)
+ else if (gl_mesh_drawmode.integer >= 1)
{
// GL 1.1
// feed it manually using glArrayElement
{
// GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
// feed it manually
- if (gl_mesh_drawmode.integer != 0)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
qglBegin(GL_TRIANGLES);
if (r_multitexture.integer)
{
}
qglEnd();
}
- /*
- if (qglDrawRangeElements)
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, index);
- else
- {
- }
- #ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #else
- qglDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #endif
- */
}
// renders mesh buffers, called to flush buffers when full
if (!currentmesh)
return;
+ if (!r_render.integer)
+ {
+ currentmesh = 0;
+ currenttriangle = 0;
+ currentvertex = 0;
+ return;
+ }
+
CHECKGLERROR
GL_UpdateFarclip();
- if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0)
+ // drawmode 0 always uses byte colors
+ if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
GL_ConvertColorsFloatToByte();
- // lock the arrays now that they will have no further modifications
- //GL_LockArray(0, currentvertex);CHECKGLERROR
if (gl_backend_rebindtextures)
{
gl_backend_rebindtextures = false;
{
int i;
// flush any queued meshs
- R_Mesh_Render();
+ if (currentmesh)
+ R_Mesh_Render();
if (backendunits > 1)
{
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;
- }
+ //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, rejected\n");
+ 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)
{
if (!transranout)
overbright = false;
scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
+ if (m->blendfunc1 == GL_DST_COLOR)
{
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+ // check if it is a 2x modulate with framebuffer
+ if (m->blendfunc2 == GL_SRC_COLOR)
scaler *= 0.5f;
}
- else
+ else if (m->blendfunc2 != GL_SRC_COLOR)
{
if (m->tex[0])
{
else
memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
}
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
-}
-
-void R_Mesh_Draw_NativeOnly(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 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;
- }
-
- // 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_NativeOnly: mesh too big for 3DFX drivers, rejected\n");
- return;
- }
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
- return;
- }
-
-
- if (m->transparent)
- {
- if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
- {
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
- transranout = true;
- }
- 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->blendfunc2 == GL_SRC_COLOR)
- {
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
- }
- else
- {
- if (m->tex[0])
- {
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
- }
- scaler *= overbrightscale;
- }
-
- 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;
-
- if (m->vertexstep != sizeof(buf_vertex_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
- if (m->colorstep != sizeof(buf_fcolor_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
- if (m->color == NULL)
- Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
- {
- if (j >= backendunits)
- Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
- if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
- Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
- }
-
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
-
- memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
-
- // do this as a second step because memcpy preloaded the cache, which we can't easily do
- if (scaler != 1)
- {
- for (i = 0;i < m->numverts;i++)
- {
- fcolor[i].c[0] *= scaler;
- fcolor[i].c[1] *= scaler;
- fcolor[i].c[2] *= scaler;
- }
- }
+ if (currenttriangle >= max_batch)
+ R_Mesh_Render();
}
// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
|| !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;
- }
+ //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, rejected\n");
+ 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)
overbright = false;
scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
+ if (m->blendfunc1 == GL_DST_COLOR)
{
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+ // check if it is a 2x modulate with framebuffer
+ if (m->blendfunc2 == GL_SRC_COLOR)
scaler *= 0.5f;
}
- else
+ else if (m->blendfunc2 != GL_SRC_COLOR)
{
if (m->tex[0])
{
*/
void SCR_UpdateScreen (void)
{
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
-
VID_Finish ();
R_TimeReport("finish");
// (this doesn't wait for the commands themselves to complete)
qglFlush();
}
+