#include "image.h"
#include "jpeg.h"
-//#define MESH_VAR
-#define MESH_BATCH
-
-// 65536 is the max addressable on a Geforce 256 up until Geforce3
-// (excluding MX), seems a reasonable number...
-cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
-#ifdef MESH_VAR
-cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"};
-cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"};
-cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"};
-cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"};
-#endif
-#ifdef MESH_BATCH
-cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"};
-#endif
-cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "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 r_render = {0, "r_render", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
// these are externally accessible
int r_lightmapscalebit;
-float r_colorscale;
-GLfloat *varray_vertex3f, *varray_buf_vertex3f;
-GLfloat *varray_color4f, *varray_buf_color4f;
-GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS];
-GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS];
-static qbyte *varray_buf_color4b;
-int mesh_maxverts;
-#ifdef MESH_VAR
-int mesh_var;
-float mesh_var_readfrequency;
-float mesh_var_writefrequency;
-float mesh_var_priority;
-#endif
-int varray_offset = 0, varray_offsetnext = 0;
-GLuint *varray_buf_elements3i;
-int mesh_maxelements = 32768;
-#ifdef MESH_BATCH
-int gl_batchvertexfirst = 0;
-int gl_batchvertexcount = 0;
-int gl_batchelementcount = 0;
-#endif
static matrix4x4_t backend_viewmatrix;
static matrix4x4_t backend_modelmatrix;
|\ |\ |\ |\ |
| \| \| \| \|
A--B--C--D--E
+clockwise
A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
*elements++ = i;
*elements++ = i + 1;
*elements++ = i + row + 1;
-*/
-void GL_Backend_AllocElementsArray(void)
-{
- if (varray_buf_elements3i)
- Mem_Free(varray_buf_elements3i);
- varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
-}
-void GL_Backend_FreeElementArray(void)
+for (y = 0;y < rows - 1;y++)
{
- if (varray_buf_elements3i)
- Mem_Free(varray_buf_elements3i);
- varray_buf_elements3i = NULL;
+ for (x = 0;x < columns - 1;x++)
+ {
+ i = y * rows + x;
+ *elements++ = i + columns;
+ *elements++ = i;
+ *elements++ = i + columns + 1;
+ *elements++ = i;
+ *elements++ = i + 1;
+ *elements++ = i + columns + 1;
+ }
}
-void GL_Backend_CheckCvars(void)
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
{
- if (gl_mesh_maxverts.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
- if (gl_mesh_maxverts.integer > 65536)
- Cvar_SetValueQuick(&gl_mesh_maxverts, 65536);
-#ifdef MESH_VAR
- if (gl_mesh_vertex_array_range.integer && !gl_support_var)
- Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0);
- if (gl_mesh_vertex_array_range_readfrequency.value < 0)
- Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0);
- if (gl_mesh_vertex_array_range_readfrequency.value > 1)
- Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1);
- if (gl_mesh_vertex_array_range_writefrequency.value < 0)
- Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0);
- if (gl_mesh_vertex_array_range_writefrequency.value > 1)
- Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1);
- if (gl_mesh_vertex_array_range_priority.value < 0)
- Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0);
- if (gl_mesh_vertex_array_range_priority.value > 1)
- Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1);
-#endif
+ for (x = 0;x < columns - 1;x++)
+ {
+ i = y * rows + x;
+ *elements++ = i;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + 1;
+ }
}
+*/
int polygonelements[768];
+static void R_Mesh_CacheArray_Startup(void);
+static void R_Mesh_CacheArray_Shutdown(void);
void GL_Backend_AllocArrays(void)
{
- int i, size;
- qbyte *data;
-
if (!gl_backend_mempool)
- {
gl_backend_mempool = Mem_AllocPool("GL_Backend");
- varray_buf_vertex3f = NULL;
- varray_buf_color4f = NULL;
- varray_buf_color4b = NULL;
- varray_buf_elements3i = NULL;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
- }
-
- if (varray_buf_vertex3f)
-#ifdef MESH_VAR
- VID_FreeVertexArrays(varray_buf_vertex3f);
-#else
- Mem_Free(varray_buf_vertex3f);
-#endif
- varray_buf_vertex3f = NULL;
- varray_buf_color4f = NULL;
- varray_buf_color4b = NULL;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
-
- mesh_maxverts = gl_mesh_maxverts.integer;
- size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits);
-#ifdef MESH_VAR
- mesh_var = gl_mesh_vertex_array_range.integer && gl_support_var;
- mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value;
- mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value;
- mesh_var_priority = gl_mesh_vertex_array_range_priority.value;
- data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value);
-#else
- data = Mem_Alloc(gl_backend_mempool, size);
-#endif
-
- varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
- varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts;
- for (i = 0;i < backendunits;i++)
- {
- varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
- varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts;
- }
- for (;i < MAX_TEXTUREUNITS;i++)
- varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
- varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts;
-
- GL_Backend_AllocElementsArray();
-
-#ifdef MESH_VAR
- if (mesh_var)
- {
- CHECKGLERROR
- qglVertexArrayRangeNV(size, varray_buf_vertex3f);
- CHECKGLERROR
- }
-#endif
+ R_Mesh_CacheArray_Startup();
}
void GL_Backend_FreeArrays(void)
{
- int i;
-
-#ifdef MESH_VAR
- if (mesh_var)
- {
- CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
- CHECKGLERROR
- }
-#endif
-
- if (varray_buf_vertex3f)
-#ifdef MESH_VAR
- VID_FreeVertexArrays(varray_buf_vertex3f);
-#else
- Mem_Free(varray_buf_vertex3f);
-#endif
- varray_buf_vertex3f = NULL;
- varray_buf_color4f = NULL;
- varray_buf_color4b = NULL;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
- varray_buf_elements3i = NULL;
-
+ R_Mesh_CacheArray_Shutdown();
Mem_FreePool(&gl_backend_mempool);
}
static void gl_backend_start(void)
{
- GL_Backend_CheckCvars();
-
- Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
+ Con_DPrintf("OpenGL Backend started\n");
if (qglDrawRangeElements != NULL)
{
CHECKGLERROR
CHECKGLERROR
qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
CHECKGLERROR
- Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
- }
- if (strstr(gl_renderer, "3Dfx"))
- {
- Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
- Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
+ Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
GL_Backend_AllocArrays();
-#ifdef MESH_VAR
- if (mesh_var)
- {
- CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
- CHECKGLERROR
- }
-#endif
- varray_offset = varray_offsetnext = 0;
-#ifdef MESH_BATCH
- gl_batchvertexfirst = 0;
- gl_batchvertexcount = 0;
- gl_batchelementcount = 0;
-#endif
-
backendactive = true;
}
backendunits = 0;
backendactive = false;
- Con_Printf("OpenGL Backend shutting down\n");
-
-#ifdef MESH_VAR
- if (mesh_var)
- {
- CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
- CHECKGLERROR
- }
-#endif
+ Con_DPrintf("OpenGL Backend shutting down\n");
GL_Backend_FreeArrays();
}
-void GL_Backend_ResizeArrays(int numvertices)
-{
- Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
- GL_Backend_CheckCvars();
- mesh_maxverts = gl_mesh_maxverts.integer;
- GL_Backend_AllocArrays();
-}
-
static void gl_backend_newmap(void)
{
}
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
Cvar_RegisterVariable(&gl_delayfinish);
+ Cvar_RegisterVariable(&gl_paranoid);
+ Cvar_RegisterVariable(&gl_printcheckerror);
#ifdef NORENDER
Cvar_SetValue("r_render", 0);
#endif
- Cvar_RegisterVariable(&gl_mesh_maxverts);
- Cvar_RegisterVariable(&gl_mesh_floatcolors);
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
-#ifdef MESH_VAR
- Cvar_RegisterVariable(&gl_mesh_vertex_array_range);
- Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency);
- Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency);
- Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority);
-#endif
-#ifdef MESH_BATCH
- Cvar_RegisterVariable(&gl_mesh_batching);
-#endif
- Cvar_RegisterVariable(&gl_mesh_copyarrays);
+ Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+ Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
}
typedef struct gltextureunit_s
{
int t1d, t2d, t3d, tcubemap;
- int arrayenabled, arrayis3d;
- void *pointer_texcoord;
+ int arrayenabled;
+ int arrayis3d;
+ const void *pointer_texcoord;
float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
+ matrix4x4_t matrix;
}
gltextureunit_t;
int blendfunc2;
int blend;
GLboolean depthmask;
- int depthdisable;
+ int depthtest;
int unit;
int clientunit;
gltextureunit_t units[MAX_TEXTUREUNITS];
- int colorarray;
float color4f[4];
int lockrange_first;
int lockrange_count;
- int pointervertexcount;
- void *pointer_vertex;
- void *pointer_color;
+ const void *pointer_vertex;
+ const void *pointer_color;
}
gl_state;
{
int i;
gltextureunit_t *unit;
+ gl_state.unit = -1;
+ gl_state.clientunit = -1;
for (i = 0;i < backendunits;i++)
{
- if (qglActiveTexture)
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- if (qglClientActiveTexture)
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ 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->pointer_texcoord = NULL;
unit->rgbscale = 1;
unit->alphascale = 1;
unit->combinergb = GL_MODULATE;
unit->combinealpha = GL_MODULATE;
+
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR
+
qglDisable(GL_TEXTURE_1D);CHECKGLERROR
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
if (gl_texture3d)
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
void GL_Backend_ResetState(void)
{
memset(&gl_state, 0, sizeof(gl_state));
- gl_state.depthdisable = false;
+ gl_state.depthtest = true;
gl_state.blendfunc1 = GL_ONE;
gl_state.blendfunc2 = GL_ZERO;
gl_state.blend = false;
gl_state.depthmask = GL_TRUE;
- gl_state.colorarray = false;
gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
gl_state.lockrange_first = 0;
gl_state.lockrange_count = 0;
- gl_state.pointervertexcount = 0;
gl_state.pointer_vertex = NULL;
gl_state.pointer_color = NULL;
CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR
+
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
+
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+
+ GL_Color(0, 0, 0, 0);
+ GL_Color(1, 1, 1, 1);
+
+ GL_SetupTextureState();
+}
+
+void GL_ActiveTexture(int num)
+{
+ if (gl_state.unit != num)
{
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR
+ gl_state.unit = num;
+ if (qglActiveTexture)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
+ }
}
- else
+}
+
+void GL_ClientActiveTexture(int num)
+{
+ if (gl_state.clientunit != num)
{
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR
+ gl_state.clientunit = num;
+ if (qglActiveTexture)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
+ }
}
- GL_Color(0, 0, 0, 0);
- GL_Color(1, 1, 1, 1);
+}
- GL_SetupTextureState();
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+ if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
+ {
+ qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
+ {
+ if (gl_state.blendfunc1 == GL_ONE)
+ {
+ if (gl_state.blend)
+ {
+ gl_state.blend = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (!gl_state.blend)
+ {
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
+ }
+ }
+ }
+ else
+ {
+ if (!gl_state.blend)
+ {
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
+ }
+ }
+ }
}
-void GL_UseColorArray(void)
+void GL_DepthMask(int state)
{
- if (!gl_state.colorarray)
+ if (gl_state.depthmask != state)
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- gl_state.colorarray = true;
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+ }
+}
+
+void GL_DepthTest(int state)
+{
+ if (gl_state.depthtest != state)
+ {
+ gl_state.depthtest = state;
+ if (gl_state.depthtest)
+ {
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ }
+}
+
+void GL_VertexPointer(const float *p)
+{
+ if (gl_state.pointer_vertex != p)
+ {
+ gl_state.pointer_vertex = p;
+ CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+ CHECKGLERROR
+ }
+}
+
+void GL_ColorPointer(const float *p)
+{
+ if (gl_state.pointer_color != p)
+ {
+ CHECKGLERROR
+ if (!gl_state.pointer_color)
+ {
+ qglEnableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
+ }
+ else if (!p)
+ {
+ qglDisableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
+ }
+ gl_state.pointer_color = p;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+ CHECKGLERROR
}
}
void GL_Color(float cr, float cg, float cb, float ca)
{
- if (gl_state.colorarray)
+ 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)
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- gl_state.colorarray = false;
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ GL_ColorPointer(NULL);
gl_state.color4f[0] = cr;
gl_state.color4f[1] = cg;
gl_state.color4f[2] = cb;
gl_state.color4f[3] = ca;
+ CHECKGLERROR
qglColor4f(cr, cg, cb, ca);
- }
- else
- {
- if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- gl_state.color4f[0] = cr;
- gl_state.color4f[1] = cg;
- gl_state.color4f[2] = cb;
- gl_state.color4f[3] = ca;
- qglColor4f(cr, cg, cb, ca);
- }
+ CHECKGLERROR
}
}
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
-
CHECKGLERROR
-
- GL_Backend_CheckCvars();
- if (mesh_maxverts != gl_mesh_maxverts.integer
-#ifdef MESH_VAR
- || mesh_var != (gl_mesh_vertex_array_range.integer && gl_support_var)
- || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value
- || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value
- || mesh_var_priority != gl_mesh_vertex_array_range_priority.value
-#endif
- )
- GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
-
GL_Backend_ResetState();
-#ifdef MESH_VAR
- if (!mesh_var)
- {
- gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0;
- varray_offset = varray_offsetnext = 0;
- }
-#else
- varray_offset = varray_offsetnext = 0;
-#endif
}
int gl_backend_rebindtextures;
-void GL_ConvertColorsFloatToByte(int first, int count)
-{
- int i, k;
- union {float f[4];int i[4];} *color4fi;
- struct {GLubyte c[4];} *color4b;
-
- // shift float to have 8bit fraction at base of number
- color4fi = (void *)(varray_buf_color4f + first * 4);
- for (i = 0;i < count;i++, color4fi++)
- {
- color4fi->f[0] += 32768.0f;
- color4fi->f[1] += 32768.0f;
- color4fi->f[2] += 32768.0f;
- color4fi->f[3] += 32768.0f;
- }
-
- // then read as integer and kill float bits...
- color4fi = (void *)(varray_buf_color4f + first * 4);
- color4b = (void *)(varray_buf_color4b + first * 4);
- for (i = 0;i < count;i++, color4fi++, color4b++)
- {
- k = color4fi->i[0] & 0x7FFFFF;color4b->c[0] = (GLubyte) min(k, 255);
- k = color4fi->i[1] & 0x7FFFFF;color4b->c[1] = (GLubyte) min(k, 255);
- k = color4fi->i[2] & 0x7FFFFF;color4b->c[2] = (GLubyte) min(k, 255);
- k = color4fi->i[3] & 0x7FFFFF;color4b->c[3] = (GLubyte) min(k, 255);
- }
-}
-
-/*
-// enlarges geometry buffers if they are too small
-void _R_Mesh_ResizeCheck(int numverts)
-{
- if (numverts > mesh_maxverts)
- {
- BACKENDACTIVECHECK
- GL_Backend_ResizeArrays(numverts + 100);
- GL_Backend_ResetState();
- }
-}
-*/
-
-void R_Mesh_EndBatch(void)
-{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- {
- if (gl_state.pointervertexcount)
- Host_Error("R_Mesh_EndBatch: called with pointers enabled\n");
-
- if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL)
- GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount);
- if (r_render.integer)
- {
- //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount);
- CHECKGLERROR
- GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
- }
- else
- {
- qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
- }
- GL_LockArrays(0, 0);
- }
- gl_batchelementcount = 0;
- gl_batchvertexcount = 0;
- }
-#endif
-}
-
void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
{
int i;
- //if (offset)
+ if (offset)
+ {
for (i = 0;i < count;i++)
*out++ = *in++ + offset;
- //else
- // memcpy(out, in, sizeof(*out) * count);
-}
-
-// gets vertex buffer space for use with a following R_Mesh_Draw
-// (can be multiple Draw calls per GetSpace)
-void R_Mesh_GetSpace(int numverts)
-{
- int i;
-
- if (gl_state.pointervertexcount)
- Host_Error("R_Mesh_GetSpace: called with pointers enabled\n");
- if (gl_state.lockrange_count)
- Host_Error("R_Mesh_GetSpace: called with arrays locked\n");
-
- varray_offset = varray_offsetnext;
- if (varray_offset + numverts > mesh_maxverts)
- {
- //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n");
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- varray_offset = 0;
-#ifdef MESH_VAR
- if (mesh_var)
- {
- CHECKGLERROR
- qglFlushVertexArrayRangeNV();
- CHECKGLERROR
- }
-#endif
- if (numverts > mesh_maxverts)
- {
- GL_Backend_ResizeArrays(numverts + 100);
- GL_Backend_ResetState();
- }
- }
-
-/*
-#ifdef MESH_BATCH
- if (gl_mesh_batching.integer)
- {
- if (gl_batchvertexcount == 0)
- gl_batchvertexfirst = varray_offset;
- gl_batchvertexcount += numverts;
- }
-#endif
-*/
- varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
- varray_color4f = varray_buf_color4f + varray_offset * 4;
- for (i = 0;i < backendunits;i++)
- {
- varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3;
- varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2;
}
-
- varray_offsetnext = varray_offset + numverts;
+ else
+ memcpy(out, in, sizeof(*out) * count);
}
-// renders triangles using vertices from the most recent GetSpace call
-// (can be multiple Draw calls per GetSpace)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
{
int numelements = numtriangles * 3;
- if (numtriangles == 0 || numverts == 0)
+ if (numverts == 0 || numtriangles == 0)
{
Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
return;
c_meshs++;
c_meshelements += numelements;
CHECKGLERROR
- if (gl_state.pointervertexcount)
+ if (r_render.integer)
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (r_render.integer)
+ if (gl_paranoid.integer)
{
- GL_LockArrays(0, gl_state.pointervertexcount);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ int i, j, size;
+ const int *p;
+ if (!qglIsEnabled(GL_VERTEX_ARRAY))
+ Con_Printf("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++)
+ paranoidblah += *p;
+ if (gl_state.pointer_color)
{
- qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ if (!qglIsEnabled(GL_COLOR_ARRAY))
+ Con_Printf("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++)
+ paranoidblah += *p;
}
- else
+ for (i = 0;i < backendunits;i++)
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ 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 && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
+ Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n");
+ GL_ActiveTexture(i);
+ if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+ Con_Printf("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++)
+ paranoidblah += *p;
+ }
+ }
+ for (i = 0;i < numtriangles * 3;i++)
+ {
+ if (elements[i] < 0 || elements[i] >= numverts)
+ {
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+ return;
+ }
}
- GL_LockArrays(0, 0);
- }
- }
-#ifdef MESH_BATCH
- else if (gl_mesh_batching.integer)
- {
- if (mesh_maxelements < gl_batchelementcount + numelements)
- {
- //Con_Printf("R_Mesh_Draw: enlarging elements array\n");
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
- // round up to a multiple of 1024 and add another 1024 just for good measure
- mesh_maxelements = (gl_batchelementcount + numelements + 1024 + 1023) & ~1023;
- GL_Backend_AllocElementsArray();
- }
- if (varray_offset < gl_batchvertexfirst && gl_batchelementcount)
- R_Mesh_EndBatch();
- if (gl_batchelementcount == 0)
- {
- gl_batchvertexfirst = varray_offset;
- gl_batchvertexcount = 0;
}
- if (gl_batchvertexcount < varray_offsetnext - gl_batchvertexfirst)
- gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst;
- GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset);
- //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements);
- gl_batchelementcount += numelements;
- //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);}
- }
-#endif
- else
- {
- GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset);
- if (r_render.integer)
+ CHECKGLERROR
+ GL_LockArrays(0, numverts);
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
{
- GL_LockArrays(varray_offset, numverts);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ int i, j;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
{
- qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+ for (j = 0;j < backendunits;j++)
+ {
+ if (gl_state.units[j].pointer_texcoord)
+ {
+ if (backendunits > 1)
+ {
+ if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ }
+ }
+ else
+ {
+ if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+ qglTexCoord3f(p[0], p[1], p[2]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ qglTexCoord2f(p[0], p[1]);
+ }
+ }
+ }
+ }
+ if (gl_state.pointer_color)
+ {
+ p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+ qglVertex3f(p[0], p[1], p[2]);
}
- else
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_mesh_testarrayelement.integer)
+ {
+ int i;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+ qglArrayElement(elements[i]);
}
- GL_LockArrays(0, 0);
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
}
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ }
+ CHECKGLERROR
+ GL_LockArrays(0, 0);
+ CHECKGLERROR
}
}
{
int i;
BACKENDACTIVECHECK
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
+ CHECKGLERROR
GL_LockArrays(0, 0);
+ CHECKGLERROR
for (i = backendunits - 1;i >= 0;i--)
{
{
if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
backend_modelmatrix = *matrix;
Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
}
}
-// sets up the requested state
-void R_Mesh_MainState(const rmeshstate_t *m)
+void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
{
- void *p;
- BACKENDACTIVECHECK
-
- if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
- if (gl_state.blendfunc2 == GL_ZERO)
- {
- if (gl_state.blendfunc1 == GL_ONE)
- {
- if (gl_state.blend)
- {
- gl_state.blend = 0;
- qglDisable(GL_BLEND);CHECKGLERROR
- }
- }
- else
- {
- if (!gl_state.blend)
- {
- gl_state.blend = 1;
- qglEnable(GL_BLEND);CHECKGLERROR
- }
- }
- }
- else
- {
- if (!gl_state.blend)
- {
- gl_state.blend = 1;
- qglEnable(GL_BLEND);CHECKGLERROR
- }
- }
- }
- if (gl_state.depthdisable != m->depthdisable)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- gl_state.depthdisable = m->depthdisable;
- if (gl_state.depthdisable)
- qglDisable(GL_DEPTH_TEST);
- else
- qglEnable(GL_DEPTH_TEST);
- }
- if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
- }
-
- if (gl_state.pointervertexcount != m->pointervertexcount)
+ if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- gl_state.pointervertexcount = m->pointervertexcount;
- }
-
- p = gl_state.pointervertexcount ? m->pointer_vertex : NULL;
- if (gl_state.pointer_vertex != p)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- gl_state.pointer_vertex = p;
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR
- }
-
- if (gl_state.colorarray)
- {
- p = gl_state.pointervertexcount ? m->pointer_color : NULL;
- if (gl_state.pointer_color != p)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- gl_state.pointer_color = p;
- if (p != varray_buf_color4f || gl_mesh_floatcolors.integer)
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f);
- else
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b);
- CHECKGLERROR
- }
+ matrix4x4_t tempmatrix;
+ gl_state.units[unitnumber].matrix = *matrix;
+ Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(unitnumber);
+ qglLoadMatrixf(&tempmatrix.m[0][0]);
+ qglMatrixMode(GL_MODELVIEW);
}
}
-void R_Mesh_TextureState(const rmeshstate_t *m)
+void R_Mesh_State_Texture(const rmeshstate_t *m)
{
- int i, combinergb, combinealpha;
- float scale;
+ int i, combinergb, combinealpha, scale, arrayis3d;
gltextureunit_t *unit;
- void *p;
BACKENDACTIVECHECK
GL_SetupTextureState();
}
- for (i = 0;i < backendunits;i++)
+ for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
{
- unit = gl_state.units + i;
- if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
+ if (unit->t1d != m->tex1d[i])
{
- if (m->tex3d[i] || m->texcubemap[i])
+ GL_ActiveTexture(i);
+ if (m->tex1d[i])
{
- if (!unit->arrayis3d)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- unit->arrayis3d = true;
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]);
- }
- if (!unit->arrayenabled)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- unit->arrayenabled = true;
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
}
- else if (m->tex1d[i] || m->tex[i])
+ else
{
- if (unit->arrayis3d)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- unit->arrayis3d = false;
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);
- }
- if (!unit->arrayenabled)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- unit->arrayenabled = true;
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
+ }
+ if (unit->t2d != m->tex[i])
+ {
+ GL_ActiveTexture(i);
+ if (m->tex[i])
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
}
else
{
- if (unit->arrayenabled)
- {
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- unit->arrayenabled = false;
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
- if (unit->t1d != m->tex1d[i])
+ qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
+ }
+ if (unit->t3d != m->tex3d[i])
+ {
+ GL_ActiveTexture(i);
+ if (m->tex3d[i])
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (m->tex1d[i])
- {
- if (unit->t1d == 0)
- qglEnable(GL_TEXTURE_1D);CHECKGLERROR
- }
- else
- {
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
+ if (unit->t3d == 0)
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
}
- if (unit->t2d != m->tex[i])
+ else
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (m->tex[i])
- {
- if (unit->t2d == 0)
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
- if (unit->t3d != m->tex3d[i])
+ qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+ }
+ if (unit->tcubemap != m->texcubemap[i])
+ {
+ GL_ActiveTexture(i);
+ if (m->texcubemap[i])
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (m->tex3d[i])
- {
- if (unit->t3d == 0)
- qglEnable(GL_TEXTURE_3D);CHECKGLERROR
- }
- else
- {
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- if (unit->tcubemap != m->texcubemap[i])
+ else
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (m->texcubemap[i])
- {
- if (unit->tcubemap == 0)
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- }
- else
- {
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
}
combinergb = m->texcombinergb[i];
if (!combinergb)
combinergb = GL_MODULATE;
if (unit->combinergb != combinergb)
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
+ GL_ActiveTexture(i);
unit->combinergb = combinergb;
if (gl_combine.integer)
{
combinealpha = GL_MODULATE;
if (unit->combinealpha != combinealpha)
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
+ GL_ActiveTexture(i);
unit->combinealpha = combinealpha;
if (gl_combine.integer)
{
}
}
scale = max(m->texrgbscale[i], 1);
- if (gl_state.units[i].rgbscale != scale)
+ if (unit->rgbscale != scale)
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
}
scale = max(m->texalphascale[i], 1);
- if (gl_state.units[i].alphascale != scale)
+ if (unit->alphascale != scale)
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
}
- if (unit->arrayenabled)
+ arrayis3d = unit->t3d || unit->tcubemap;
+ if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
{
- p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL;
- if (unit->pointer_texcoord != p)
+ GL_ClientActiveTexture(i);
+ if (m->pointer_texcoord[i])
{
-#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
-#endif
- unit->pointer_texcoord = p;
- if (gl_state.clientunit != i)
+ if (!unit->arrayenabled)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ unit->arrayenabled = true;
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- if (unit->arrayis3d)
- qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_texcoord3f[i]);
- else
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), p ? p : varray_buf_texcoord2f[i]);
- CHECKGLERROR
}
+ unit->pointer_texcoord = m->pointer_texcoord[i];
+ unit->arrayis3d = arrayis3d;
+ if (unit->arrayis3d)
+ qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
+ else
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
+ CHECKGLERROR
}
}
}
-void R_Mesh_State(const rmeshstate_t *m)
-{
- R_Mesh_MainState(m);
- R_Mesh_TextureState(m);
-}
-
/*
==============================================================================
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
{
qboolean ret;
- int i, j;
qbyte *buffer;
if (!r_render.integer)
qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
CHECKGLERROR
- // LordHavoc: compensate for v_overbrightbits when using hardware gamma
- if (v_hwgamma.integer)
- {
- for (i = 0;i < width * height * 3;i++)
- {
- j = buffer[i] << v_overbrightbits.integer;
- buffer[i] = (qbyte) (bound(0, j, 255));
- }
- }
-
if (jpeg)
ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
else
if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
Cvar_SetValueQuick(&gl_combine, 0);
- // lighting scale
- r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
-
// lightmaps only
- r_lightmapscalebit = v_overbrightbits.integer;
+ r_lightmapscalebit = 0;
if (gl_combine.integer && r_textureunits.integer > 1)
r_lightmapscalebit += 2;
}
}
-// utility functions
-void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
+//===========================================================================
+// 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
{
-#ifdef MESH_VAR
- if (mesh_var)
+ struct rcachearraylink_s *next, *prev;
+ struct rcachearrayitem_s *data;
+}
+rcachearraylink_t;
+
+typedef struct rcachearrayitem_s
+{
+ // 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];
+
+// size of data buffer
+static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
+// data buffer
+static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
+
+// current state
+static int r_mesh_rcachedata_offset;
+static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
+
+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++)
{
- float *out = varray_vertex3f;
- while (--numverts)
- {
- *out++ = *vertex3f++;
- *out++ = *vertex3f++;
- *out++ = *vertex3f++;
- }
+ l = &r_mesh_rcachechain[i];
+ l->next = l->prev = l;
+ l->data = NULL;
}
- else
-#endif
- memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3]));
+ 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)
+{
}
-void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts)
+/*
+static void R_Mesh_CacheArray_ValidateState(int num)
{
-#ifdef MESH_VAR
- if (mesh_var)
+ 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);
+}
+*/
+
+int R_Mesh_CacheArray(rcachearrayrequest_t *r)
+{
+ 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)
{
- float *out = varray_texcoord2f[tmu];
- while (--numverts)
+ if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
{
- *out++ = *texcoord2f++;
- *out++ = *texcoord2f++;
+ // we have it cached already
+ r->data = r_mesh_rcachedata + l->data->offset;
+ return false;
}
}
- else
-#endif
- memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2]));
-}
-void R_Mesh_CopyColor4f(const float *color4f, int numverts)
-{
-#ifdef MESH_VAR
- if (mesh_var)
+ // 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)
{
- float *out = varray_color4f;
- while (--numverts)
+ /*
+ if (r->data_size * 10 > r_mesh_rcachedata_size)
{
- *out++ = *color4f++;
- *out++ = *color4f++;
- *out++ = *color4f++;
- *out++ = *color4f++;
+ // realloc whole cache
}
+ */
+ // reset back to start
+ r_mesh_rcachedata_offset = 0;
+ r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
}
- else
-#endif
- memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));
+ 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_Printf(">\n");
+ l->next = l->next->next;
+ l->prev = l->prev->next;
+ }
+ while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
+ {
+ //Con_Printf("<\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;
}