#include "quakedef.h"
+#include "image.h"
+#include "jpeg.h"
-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_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
+cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+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"};
-void SCR_ScreenShot_f (void);
-static void R_Envmap_f (void);
-
-static int max_meshs;
-static int max_batch;
-static int max_verts; // always max_meshs * 3
-#define TRANSDEPTHRES 4096
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
-//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+#ifdef DEBUGGL
+int errornumber = 0;
-typedef struct buf_mesh_s
+void GL_PrintError(int errornumber, char *filename, int linenumber)
{
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int verts;
- struct buf_mesh_s *chain;
- struct buf_transtri_s *transchain;
+ switch(errornumber)
+ {
+#ifdef GL_INVALID_ENUM
+ case GL_INVALID_ENUM:
+ Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_INVALID_VALUE
+ case GL_INVALID_VALUE:
+ Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_INVALID_OPERATION
+ case GL_INVALID_OPERATION:
+ Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_STACK_OVERFLOW
+ case GL_STACK_OVERFLOW:
+ Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_STACK_UNDERFLOW
+ case GL_STACK_UNDERFLOW:
+ Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_OUT_OF_MEMORY
+ case GL_OUT_OF_MEMORY:
+ Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
+ break;
+#endif
+#ifdef GL_TABLE_TOO_LARGE
+ case GL_TABLE_TOO_LARGE:
+ Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
+ break;
+#endif
+ default:
+ Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
+ break;
+ }
}
-buf_mesh_t;
+#endif
-typedef struct buf_transtri_s
-{
- struct buf_transtri_s *next;
- struct buf_transtri_s *meshsortchain;
- buf_mesh_t *mesh;
- int index[3];
-}
-buf_transtri_t;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-typedef struct buf_tri_s
-{
- int index[3];
-}
-buf_tri_t;
+int c_meshs, c_meshelements;
+
+void SCR_ScreenShot_f (void);
+
+// these are externally accessible
+int r_lightmapscalebit;
-typedef struct
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
+
+static int backendunits, backendactive;
+static mempool_t *gl_backend_mempool;
+
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
+
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
+
+
+for (y = 0;y < rows - 1;y++)
{
- float v[4];
+ 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;
+ }
}
-buf_vertex_t;
-typedef struct
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
{
- float c[4];
+ 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;
+ }
}
-buf_fcolor_t;
+*/
-typedef struct
+int polygonelements[768];
+
+static void R_Mesh_CacheArray_Startup(void);
+static void R_Mesh_CacheArray_Shutdown(void);
+void GL_Backend_AllocArrays(void)
{
- qbyte c[4];
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
+ R_Mesh_CacheArray_Startup();
}
-buf_bcolor_t;
-typedef struct
+void GL_Backend_FreeArrays(void)
{
- float t[2];
+ R_Mesh_CacheArray_Shutdown();
+ Mem_FreePool(&gl_backend_mempool);
}
-buf_texcoord_t;
-
-static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static int currenttransmesh, currenttransvertex, currenttranstriangle;
-static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_sorttranstri;
-static buf_transtri_t **buf_sorttranstri_list;
-static buf_tri_t *buf_transtri;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
static void gl_backend_start(void)
{
- int i;
-
- max_verts = max_meshs * 3;
-
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
-
-#define BACKENDALLOC(var, count, sizeofstruct)\
- {\
- var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
- if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory\n");\
- memset(var, 0, count * sizeof(sizeofstruct));\
+ Con_DPrintf("OpenGL Backend started\n");
+ if (qglDrawRangeElements != NULL)
+ {
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+ CHECKGLERROR
+ Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
- BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_tri, max_meshs, buf_tri_t)
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t)
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t)
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
+ backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_sorttranstri, max_meshs, buf_transtri_t)
- BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *)
- BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t)
- BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
- BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
+ GL_Backend_AllocArrays();
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- // only allocate as many texcoord arrays as we need
- if (i < gl_textureunits)
- {
- BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t)
- BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t)
- }
- else
- {
- buf_texcoord[i] = NULL;
- buf_transtexcoord[i] = NULL;
- }
- }
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
backendactive = true;
}
static void gl_backend_shutdown(void)
{
- if (resizingbuffers)
- Mem_EmptyPool(gl_backend_mempool);
- else
- Mem_FreePool(&gl_backend_mempool);
-
backendunits = 0;
backendactive = false;
-}
-
-static void gl_backend_bufferchanges(int init)
-{
- // 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 256)
- Cvar_SetValue("gl_mesh_maxtriangles", 256);
- if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValue("gl_mesh_maxtriangles", 21760);
-
- if (gl_mesh_batchtriangles.integer < 0)
- Cvar_SetValue("gl_mesh_batchtriangles", 0);
- if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
- Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer);
- max_batch = gl_mesh_batchtriangles.integer;
+ Con_DPrintf("OpenGL Backend shutting down\n");
- if (max_meshs != gl_mesh_maxtriangles.integer)
- {
- max_meshs = gl_mesh_maxtriangles.integer;
-
- if (!init)
- {
- resizingbuffers = true;
- gl_backend_shutdown();
- gl_backend_start();
- resizingbuffers = false;
- }
- }
+ GL_Backend_FreeArrays();
}
-float r_farclip, r_newfarclip;
-
static void gl_backend_newmap(void)
{
- r_farclip = r_newfarclip = 2048.0f;
}
-int polyindexarray[768];
-
void gl_backend_init(void)
{
int i;
- Cvar_RegisterVariable (&r_render);
- Cvar_RegisterVariable (&gl_dither);
+ for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+ {
+ polygonelements[i * 3 + 0] = 0;
+ polygonelements[i * 3 + 1] = i + 1;
+ polygonelements[i * 3 + 2] = i + 2;
+ }
+
+ Cvar_RegisterVariable(&r_render);
+ 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
- Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
- Cmd_AddCommand ("envmap", R_Envmap_f);
-
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_batchtriangles);
- Cvar_RegisterVariable(&gl_mesh_floatcolors);
+ Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+ Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+ Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
- for (i = 0;i < 256;i++)
- {
- polyindexarray[i*3+0] = 0;
- polyindexarray[i*3+1] = i + 1;
- polyindexarray[i*3+2] = i + 2;
- }
}
-static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
{
- GLdouble xmax, ymax;
+ if (!r_render.integer)
+ return;
- xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
- ymax = zNear * tan( fovy * M_PI / 360.0 );
+ // y is weird beause OpenGL is bottom to top, we use top to bottom
+ qglViewport(x, vid.realheight - (y + height), width, height);
+ CHECKGLERROR
+}
- glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+void GL_SetupView_Orientation_Identity (void)
+{
+ Matrix4x4_CreateIdentity(&backend_viewmatrix);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
+{
+ Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+ Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+}
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
+ double xmax, ymax;
+
if (!r_render.integer)
return;
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
- gldepthmin = 0;
- gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // pyramid slopes
+ xmax = zNear * tan(fovx * M_PI / 360.0);
+ ymax = zNear * tan(fovy * M_PI / 360.0);
+ // set view pyramid
+ qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
- glDepthRange (gldepthmin, gldepthmax);
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+ float nudge, m[16];
- // update farclip based on previous frame
- r_farclip = r_newfarclip;
+ if (!r_render.integer)
+ return;
// set up viewpoint
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
-
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
-// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
- MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4.0 / 3.0, r_farclip);
-
- glCullFace(GL_FRONT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
-
- glRotatef (-90, 1, 0, 0); // put Z going up
- glRotatef (90, 0, 0, 1); // put Z going up
- glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
- glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
- glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
- glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
-
-// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.integer)
- glEnable(GL_CULL_FACE);
-// else
-// glDisable(GL_CULL_FACE);
-
- glEnable(GL_BLEND); // was Disable
- glEnable(GL_DEPTH_TEST);
- glDepthMask(1);
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // set view pyramid
+ nudge = 1.0 - 1.0 / (1<<23);
+ m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+ m[ 1] = 0;
+ m[ 2] = 0;
+ m[ 3] = 0;
+ m[ 4] = 0;
+ m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+ m[ 6] = 0;
+ m[ 7] = 0;
+ m[ 8] = 0;
+ m[ 9] = 0;
+ m[10] = -1 * nudge;
+ m[11] = -1 * nudge;
+ m[12] = 0;
+ m[13] = 0;
+ m[14] = -2 * zNear * nudge;
+ m[15] = 0;
+ qglLoadMatrixf(m);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
}
-static float viewdist;
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+typedef struct gltextureunit_s
+{
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ int arrayis3d;
+ const void *pointer_texcoord;
+ float rgbscale, alphascale;
+ int combinergb, combinealpha;
+ // FIXME: add more combine stuff
+ matrix4x4_t matrix;
+}
+gltextureunit_t;
-// called at beginning of frame
-void R_Mesh_Clear(void)
+static struct
{
- if (!backendactive)
- Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
- gl_backend_bufferchanges(false);
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
- meshfarclip = 0;
- transranout = false;
- viewdist = DotProduct(r_origin, vpn);
-
- c_meshs = 0;
- c_meshtris = 0;
- c_transmeshs = 0;
- c_transtris = 0;
-
- GL_SetupFrame();
+ int blendfunc1;
+ int blendfunc2;
+ int blend;
+ GLboolean depthmask;
+ int depthtest;
+ int unit;
+ int clientunit;
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ float color4f[4];
+ int lockrange_first;
+ int lockrange_count;
+ const void *pointer_vertex;
+ const void *pointer_color;
}
+gl_state;
-#ifdef DEBUGGL
-void GL_PrintError(int errornumber, char *filename, int linenumber)
+void GL_SetupTextureState(void)
{
- switch(errornumber)
+ int i;
+ gltextureunit_t *unit;
+ gl_state.unit = -1;
+ gl_state.clientunit = -1;
+ for (i = 0;i < backendunits;i++)
{
- case GL_INVALID_ENUM:
- Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
- break;
- case GL_INVALID_VALUE:
- Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
- break;
- case GL_INVALID_OPERATION:
- Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
- break;
- case GL_STACK_OVERFLOW:
- Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
- break;
- case GL_STACK_UNDERFLOW:
- Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
- break;
- case GL_OUT_OF_MEMORY:
- Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
- break;
-#ifdef GL_TABLE_TOO_LARGE
- case GL_TABLE_TOO_LARGE:
- Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
- break;
-#endif
- default:
- Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
- break;
+ GL_ActiveTexture(i);
+ GL_ClientActiveTexture(i);
+ unit = gl_state.units + i;
+ unit->t1d = 0;
+ unit->t2d = 0;
+ unit->t3d = 0;
+ unit->tcubemap = 0;
+ 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
+
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+ 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_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
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ }
+ else
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ }
}
}
-int errornumber = 0;
-#endif
-
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_Backend_ResetState(void)
{
- int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, endtriangle, indexcount, firstvert, endvert, texture[MAX_TEXTUREUNITS];
- float farclip, texturergbscale[MAX_TEXTUREUNITS];
- buf_mesh_t *mesh;
- unsigned int *index;
- // float to byte color conversion
- int *icolor;
- float *fcolor;
- qbyte *bcolor;
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
- if (!currentmesh)
- return;
+ memset(&gl_state, 0, sizeof(gl_state));
+ 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.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.pointer_vertex = NULL;
+ gl_state.pointer_color = NULL;
-CHECKGLERROR
+ CHECKGLERROR
- // push out farclip based on vertices
- for (i = 0;i < currentvertex;i++)
- {
- farclip = DotProduct(buf_vertex[i].v, vpn);
- if (meshfarclip < farclip)
- meshfarclip = farclip;
- }
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
- farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- // push out farclip for next frame
- if (farclip > r_newfarclip)
- r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- for (i = 0;i < backendunits;i++)
- texturergbscale[i] = 1;
-
- glEnable(GL_CULL_FACE);
-CHECKGLERROR
- glCullFace(GL_FRONT);
-CHECKGLERROR
- depthtest = true;
- glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
- blendfunc1 = GL_ONE;
- blendfunc2 = GL_ZERO;
- glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
- blend = 0;
- glDisable(GL_BLEND);
-CHECKGLERROR
- depthmask = true;
- glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
-
- glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);
-CHECKGLERROR
- glEnableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
- {
- glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);
-CHECKGLERROR
- }
- else
+ GL_Color(0, 0, 0, 0);
+ GL_Color(1, 1, 1, 1);
+
+ GL_SetupTextureState();
+}
+
+void GL_ActiveTexture(int num)
+{
+ if (gl_state.unit != num)
{
- // shift float to have 8bit fraction at base of number
- for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
- {
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- }
- // then read as integer and kill float bits...
- for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
+ gl_state.unit = num;
+ if (qglActiveTexture)
{
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
}
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);
-CHECKGLERROR
}
- glEnableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
+}
- if (backendunits > 1)
+void GL_ClientActiveTexture(int num)
+{
+ if (gl_state.clientunit != num)
{
- for (i = 0;i < backendunits;i++)
+ gl_state.clientunit = num;
+ if (qglActiveTexture)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- glBindTexture(GL_TEXTURE_2D, (texture[i] = 0));
-CHECKGLERROR
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- if (gl_combine.integer)
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
-CHECKGLERROR
- }
- else
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- }
-
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
}
}
- else
- {
- glBindTexture(GL_TEXTURE_2D, (texture[0] = 0));
-CHECKGLERROR
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
-
- // lock as early as possible
- GL_LockArray(0, currentvertex);
-CHECKGLERROR
+}
- for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+ if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
- if (backendunits > 1)
+ qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
{
-// int topunit = 0;
- for (i = 0;i < backendunits;i++)
+ if (gl_state.blendfunc1 == GL_ONE)
{
- if (texture[i] != mesh->textures[i])
- {
- if (unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- }
- if (texture[i] == 0)
- {
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- }
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i]));
-CHECKGLERROR
- if (texture[i] == 0)
- {
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- }
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- }
- if (texturergbscale[i] != mesh->texturergbscale[i])
+ if (gl_state.blend)
{
- if (unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- }
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
-CHECKGLERROR
+ gl_state.blend = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
}
-// if (texture[i])
-// topunit = i;
}
-// if (unit != topunit)
-// {
-// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
-//CHECKGLERROR
-// }
- }
- else
- {
- if (texture[0] != mesh->textures[0])
+ else
{
- if (texture[0] == 0)
- {
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0]));
-CHECKGLERROR
- if (texture[0] == 0)
+ if (!gl_state.blend)
{
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
- if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2)
+ else
{
- blendfunc1 = mesh->blendfunc1;
- blendfunc2 = mesh->blendfunc2;
- glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
- if (blendfunc2 == GL_ZERO)
- {
- if (blendfunc1 == GL_ONE)
- {
- if (blend)
- {
- blend = 0;
- glDisable(GL_BLEND);
-CHECKGLERROR
- }
- }
- else
- {
- if (!blend)
- {
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
- }
- }
- }
- else
+ if (!gl_state.blend)
{
- if (!blend)
- {
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
- }
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
- if (depthtest != mesh->depthtest)
+ }
+}
+
+void GL_DepthMask(int state)
+{
+ if (gl_state.depthmask != state)
+ {
+ qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+ }
+}
+
+void GL_DepthTest(int state)
+{
+ if (gl_state.depthtest != state)
+ {
+ gl_state.depthtest = state;
+ if (gl_state.depthtest)
{
- depthtest = mesh->depthtest;
- if (depthtest)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
}
- if (depthmask != mesh->depthmask)
+ else
{
- depthmask = mesh->depthmask;
- glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
}
-
- firsttriangle = mesh->firsttriangle;
- firstvert = mesh->firstvert;
- endtriangle = firsttriangle + mesh->triangles;
- endvert = firstvert + mesh->verts;
-
- indexcount = (endtriangle - firsttriangle) * 3;
- index = (unsigned int *)&buf_tri[firsttriangle].index[0];
- for (i = 0;i < indexcount;i++)
- index[i] += firstvert;
-
-#ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
-#else
- glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
-#endif
-CHECKGLERROR
}
+}
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
-
- GL_UnlockArray();
-CHECKGLERROR
-
- if (backendunits > 1)
- {
- for (i = backendunits - 1;i >= 0;i--)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- if (gl_combine.integer)
- {
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
- }
- if (i > 0)
- {
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- }
- else
- {
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- }
- glBindTexture(GL_TEXTURE_2D, 0);
-CHECKGLERROR
-
- qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- }
- else
+void GL_VertexPointer(const float *p)
+{
+ if (gl_state.pointer_vertex != p)
{
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+ gl_state.pointer_vertex = p;
+ CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+ CHECKGLERROR
}
- glDisableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
- glDisableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-
- glDisable(GL_BLEND);
-CHECKGLERROR
- glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
- glDepthMask(true);
-CHECKGLERROR
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-CHECKGLERROR
}
-void R_Mesh_AddTransparent(void)
+void GL_ColorPointer(const float *p)
{
- int i, j, k, *index;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh, *transmesh;
-
- if (!currenttransmesh)
- return;
-
- // convert index data to transtris for sorting
- for (j = 0;j < currenttransmesh;j++)
+ if (gl_state.pointer_color != p)
{
- mesh = buf_transmesh + j;
- k = mesh->firsttriangle;
- index = &buf_transtri[k].index[0];
- for (i = 0;i < mesh->triangles;i++)
+ CHECKGLERROR
+ if (!gl_state.pointer_color)
{
- tri = &buf_sorttranstri[k++];
- tri->mesh = mesh;
- tri->index[0] = *index++;
- tri->index[1] = *index++;
- tri->index[2] = *index++;
+ qglEnableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
}
- }
-
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
-
- memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
- k = 0;
- for (j = 0;j < currenttranstriangle;j++)
- {
- tri = &buf_sorttranstri[j];
- i = tri->mesh->firstvert;
-
- vert1 = &buf_transvertex[tri->index[0] + i];
- vert2 = &buf_transvertex[tri->index[1] + i];
- vert3 = &buf_transvertex[tri->index[2] + i];
-
- dist1 = DotProduct(vert1->v, vpn);
- dist2 = DotProduct(vert2->v, vpn);
- dist3 = DotProduct(vert3->v, vpn);
-
- maxdist = max(dist1, max(dist2, dist3));
- if (maxdist < viewdistcompare)
- continue;
-
- center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-#if SLOWMATH
- i = (int) center;
- i = bound(0, i, (TRANSDEPTHRES - 1));
-#else
- if (center < 0.0f)
- center = 0.0f;
- center += 8388608.0f;
- i = *((long *)¢er) & 0x7FFFFF;
- i = min(i, (TRANSDEPTHRES - 1));
-#endif
- tri->next = buf_sorttranstri_list[i];
- buf_sorttranstri_list[i] = tri;
- k++;
- }
-
- for (i = 0;i < currenttransmesh;i++)
- buf_transmesh[i].transchain = NULL;
- transmesh = NULL;
- for (j = 0;j < TRANSDEPTHRES;j++)
- {
- if ((tri = buf_sorttranstri_list[j]))
+ else if (!p)
{
- for (;tri;tri = tri->next)
- {
- if (!tri->mesh->transchain)
- {
- tri->mesh->chain = transmesh;
- transmesh = tri->mesh;
- }
- tri->meshsortchain = tri->mesh->transchain;
- tri->mesh->transchain = tri;
- }
+ qglDisableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
}
+ gl_state.pointer_color = p;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+ CHECKGLERROR
}
+}
- for (;transmesh;transmesh = transmesh->chain)
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+ 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)
{
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
- R_Mesh_Render();
-
- mesh = &buf_mesh[currentmesh++];
- *mesh = *transmesh; // copy mesh properties
-
- mesh->firstvert = currentvertex;
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
- for (i = 0;i < backendunits && transmesh->textures[i];i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
- currentvertex += mesh->verts;
-
- mesh->firsttriangle = currenttriangle;
- for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
- {
- buf_tri[currenttriangle].index[0] = tri->index[0];
- buf_tri[currenttriangle].index[1] = tri->index[1];
- buf_tri[currenttriangle].index[2] = tri->index[2];
- currenttriangle++;
- }
- mesh->triangles = currenttriangle - mesh->firsttriangle;
+ 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);
+ CHECKGLERROR
}
-
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
}
-void R_Mesh_Draw(const rmeshinfo_t *m)
+void GL_LockArrays(int first, int count)
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, overbright, *index;
- static float *in, scaler;
- static float cr, cg, cb, ca;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
- // ignore meaningless alpha meshs
- if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+ if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
{
- if (m->color)
+ if (gl_state.lockrange_count)
{
- 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;
+ gl_state.lockrange_count = 0;
+ CHECKGLERROR
+ qglUnlockArraysEXT();
+ CHECKGLERROR
}
- else if (m->ca < 0.01f)
- return;
- }
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-#ifdef DEBUGGL
- for (i = 0;i < m->numtriangles * 3;i++)
- if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
- Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
-#endif
-
- if (m->transparent)
- {
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (count && gl_supportslockarrays && gl_lockarrays.integer)
{
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
- }
- return;
+ gl_state.lockrange_first = first;
+ gl_state.lockrange_count = count;
+ CHECKGLERROR
+ qglLockArraysEXT(first, count);
+ CHECKGLERROR
}
-
- 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 (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
- return;
- }
-
- 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];
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
+{
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
+ out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+ out[2] = out[2] * iw;
+}
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- index = &buf_tri[currenttriangle].index[0];
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ GL_Backend_ResetState();
+}
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
+int gl_backend_rebindtextures;
- // 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)
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
+{
+ int i;
+ if (offset)
{
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
+ for (i = 0;i < count;i++)
+ *out++ = *in++ + offset;
}
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;
+ memcpy(out, in, sizeof(*out) * count);
+}
- if (m->vertexstep != sizeof(buf_vertex_t))
+// 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 (numverts == 0 || numtriangles == 0)
{
- for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
- {
- vert[i].v[0] = in[0];
- vert[i].v[1] = in[1];
- vert[i].v[2] = in[2];
- }
+ Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
}
- else
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-
- if (m->color)
+ c_meshs++;
+ c_meshelements += numelements;
+ CHECKGLERROR
+ if (r_render.integer)
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+ if (gl_paranoid.integer)
{
- fcolor[i].c[0] = in[0] * scaler;
- fcolor[i].c[1] = in[1] * scaler;
- fcolor[i].c[2] = in[2] * scaler;
- fcolor[i].c[3] = in[3];
+ 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)
+ {
+ 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;
+ }
+ for (i = 0;i < backendunits;i++)
+ {
+ if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
+ {
+ if (gl_state.units[i].arrayenabled && !(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;
+ }
+ }
}
- }
- else
- {
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
+ CHECKGLERROR
+ GL_LockArrays(0, numverts);
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
{
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
+ int i, j;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
+ {
+ 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]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- }
-
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
- {
- if (j >= backendunits)
- Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
- if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
+ else if (gl_mesh_testarrayelement.integer)
{
- for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
+ int i;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
{
- texcoord[j][i].t[0] = in[0];
- texcoord[j][i].t[1] = in[1];
+ qglArrayElement(elements[i]);
}
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
}
else
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ }
+ CHECKGLERROR
+ GL_LockArrays(0, 0);
+ CHECKGLERROR
}
- #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)
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
{
- // 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;
- }
+ int i;
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ GL_LockArrays(0, 0);
+ CHECKGLERROR
- if (m->transparent)
+ for (i = backendunits - 1;i >= 0;i--)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (qglActiveTexture)
+ qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ if (qglClientActiveTexture)
+ qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
- transranout = true;
- }
- return;
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
-
- 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 (m->numtriangles > max_meshs || m->numverts > max_verts)
+ if (gl_texturecubemap)
{
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
- return;
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
-
- 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])
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ if (gl_combine.integer)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
- scaler *= overbrightscale;
}
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- 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++)
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(GL_TRUE);CHECKGLERROR
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
+}
+
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
+{
+ if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
{
- 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");
+ backend_modelmatrix = *matrix;
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+ Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
}
+}
- 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)
+void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
+{
+ if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
{
- for (i = 0;i < m->numverts;i++)
- {
- fcolor[i].c[0] *= scaler;
- fcolor[i].c[1] *= scaler;
- fcolor[i].c[2] *= scaler;
- }
+ 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);
}
}
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
+void R_Mesh_State_Texture(const rmeshstate_t *m)
{
- // these are static because gcc runs out of virtual registers otherwise
- int i, j, overbright;
- float scaler;
- buf_mesh_t *mesh;
+ int i, combinergb, combinealpha, scale, arrayis3d;
+ gltextureunit_t *unit;
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+ BACKENDACTIVECHECK
- if (!m->numtriangles
- || !m->numverts)
- Host_Error("R_Mesh_Draw: no triangles or verts\n");
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ }
- if (m->transparent)
+ for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (unit->t1d != m->tex1d[i])
{
- if (!transranout)
+ GL_ActiveTexture(i);
+ if (m->tex1d[i])
{
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
}
- return false;
+ else
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
}
-
- c_transmeshs++;
- c_transtris += m->numtriangles;
- m->index = &buf_transtri[currenttranstriangle].index[0];
- m->vertex = &buf_transvertex[currenttransvertex].v[0];
- m->color = &buf_transfcolor[currenttransvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->firsttriangle = currenttranstriangle;
- mesh->firstvert = currenttransvertex;
- currenttranstriangle += m->numtriangles;
- currenttransvertex += m->numverts;
- }
- else
- {
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ if (unit->t2d != m->tex[i])
{
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
- return false;
+ GL_ActiveTexture(i);
+ 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 (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- m->index = &buf_tri[currenttriangle].index[0];
- m->vertex = &buf_vertex[currentvertex].v[0];
- m->color = &buf_fcolor[currentvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- }
-
- // code shared for transparent and opaque meshs
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc2 == GL_SRC_COLOR)
- {
- if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
- scaler *= 0.5f;
- }
- else
- {
- if (m->tex[0])
+ if (unit->t3d != m->tex3d[i])
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ GL_ActiveTexture(i);
+ 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
}
- scaler *= overbrightscale;
- }
- m->colorscale = scaler;
-
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- if ((mesh->textures[i] = m->tex[i]))
+ if (unit->tcubemap != m->texcubemap[i])
{
- j = i;
- if (i >= backendunits)
- Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+ GL_ActiveTexture(i);
+ 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
+ }
+ combinergb = m->texcombinergb[i];
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (unit->combinergb != combinergb)
+ {
+ GL_ActiveTexture(i);
+ unit->combinergb = combinergb;
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ else
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ }
+ }
+ combinealpha = m->texcombinealpha[i];
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (unit->combinealpha != combinealpha)
+ {
+ GL_ActiveTexture(i);
+ unit->combinealpha = combinealpha;
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ }
+ scale = max(m->texrgbscale[i], 1);
+ if (unit->rgbscale != scale)
+ {
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
+ }
+ scale = max(m->texalphascale[i], 1);
+ if (unit->alphascale != scale)
+ {
+ GL_ActiveTexture(i);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
+ }
+ arrayis3d = unit->t3d || unit->tcubemap;
+ if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
+ {
+ GL_ClientActiveTexture(i);
+ if (m->pointer_texcoord[i])
+ {
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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
}
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
- }
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- return true;
-}
-
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
-{
- m->index = polyindexarray;
- m->numverts = numverts;
- m->numtriangles = numverts - 2;
- if (m->numtriangles < 1)
- {
- Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
- return;
- }
- if (m->numtriangles >= 256)
- {
- Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
- return;
}
- R_Mesh_Draw(m);
}
/*
==============================================================================
*/
-float CalcFov (float fov_x, float width, float height);
-void R_ClearScreen(void);
-
-void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
{
- int i;
+ qboolean ret;
qbyte *buffer;
+ if (!r_render.integer)
+ return false;
+
buffer = Mem_Alloc(tempmempool, width*height*3);
- glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ 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++)
- buffer[i] <<= v_overbrightbits.integer;
-
- Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+ if (jpeg)
+ ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+ else
+ ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
Mem_Free(buffer);
+ return ret;
}
-/*
-==================
-SCR_ScreenShot_f
-==================
-*/
-void SCR_ScreenShot_f (void)
+//=============================================================================
+
+void R_ClearScreen(void)
{
- int i;
- char filename[16];
- char checkname[MAX_OSPATH];
-//
-// find a file name to save it to
-//
- strcpy(filename, "dp0000.tga");
-
- for (i=0 ; i<=9999 ; i++)
+ if (r_render.integer)
{
- filename[2] = (i/1000)%10 + '0';
- filename[3] = (i/ 100)%10 + '0';
- filename[4] = (i/ 10)%10 + '0';
- filename[5] = (i/ 1)%10 + '0';
- sprintf (checkname, "%s/%s", com_gamedir, filename);
- if (Sys_FileTime(checkname) == -1)
- break; // file doesn't exist
+ // clear to black
+ qglClearColor(0,0,0,0);CHECKGLERROR
+ qglClearDepth(1);CHECKGLERROR
+ if (gl_stencil)
+ {
+ // LordHavoc: we use a stencil centered around 128 instead of 0,
+ // to avoid clamping interfering with strange shadow volume
+ // drawing orders
+ qglClearStencil(128);CHECKGLERROR
+ }
+ // clear the screen
+ qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
+ // set dithering mode
+ if (gl_dither.integer)
+ {
+ qglEnable(GL_DITHER);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_DITHER);CHECKGLERROR
+ }
}
- if (i==10000)
- {
- Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
- return;
- }
-
- SCR_ScreenShot(filename, vid.realx, vid.realy, vid.realwidth, vid.realheight);
- Con_Printf ("Wrote %s\n", filename);
}
/*
-===============
-R_Envmap_f
+==================
+SCR_UpdateScreen
-Grab six views for environment mapping tests
-===============
+This is called every frame, and can also be called explicitly to flush
+text to the screen.
+==================
*/
-struct
-{
- float angles[3];
- char *name;
-}
-envmapinfo[6] =
-{
- {{ 0, 0, 0}, "ft"},
- {{ 0, 90, 0}, "rt"},
- {{ 0, 180, 0}, "bk"},
- {{ 0, 270, 0}, "lf"},
- {{-90, 90, 0}, "up"},
- {{ 90, 90, 0}, "dn"}
-};
-static void R_Envmap_f (void)
+void SCR_UpdateScreen (void)
{
- int j, size;
- char filename[256], basename[256];
-
- if (Cmd_Argc() != 3)
+ if (gl_delayfinish.integer)
{
- Con_Printf ("envmap <basename> <size>: save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n");
- return;
+ VID_Finish ();
+
+ R_TimeReport("finish");
}
- if (!r_render.integer)
- return;
+ if (r_textureunits.integer > gl_textureunits)
+ Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
+ if (r_textureunits.integer < 1)
+ Cvar_SetValueQuick(&r_textureunits, 1);
+
+ if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+ Cvar_SetValueQuick(&gl_combine, 0);
+
+ // lightmaps only
+ r_lightmapscalebit = 0;
+ if (gl_combine.integer && r_textureunits.integer > 1)
+ r_lightmapscalebit += 2;
+
+ R_TimeReport("setup");
+
+ R_ClearScreen();
- strcpy(basename, Cmd_Argv(1));
- size = atoi(Cmd_Argv(2));
- if (size != 128 && size != 256 && size != 512 && size != 1024)
+ R_TimeReport("clear");
+
+ if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
+ R_RenderView();
+
+ // draw 2D stuff
+ R_DrawQueue();
+
+ if (gl_delayfinish.integer)
{
- Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
- return;
+ // tell driver to commit it's partially full geometry queue to the rendering queue
+ // (this doesn't wait for the commands themselves to complete)
+ qglFlush();
}
- if (size > vid.realwidth || size > vid.realheight)
+ else
{
- Con_Printf("envmap: your resolution is not big enough to render that size\n");
- return;
+ VID_Finish ();
+
+ R_TimeReport("finish");
}
+}
- envmap = true;
- r_refdef.x = 0;
- r_refdef.y = 0;
- r_refdef.width = size;
- r_refdef.height = size;
+//===========================================================================
+// dynamic vertex array buffer subsystem
+//===========================================================================
- r_refdef.fov_x = 90;
- r_refdef.fov_y = 90;
+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];
- for (j = 0;j < 6;j++)
- {
- sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name);
- VectorCopy(envmapinfo[j].angles, r_refdef.viewangles);
- R_ClearScreen();
- R_RenderView ();
- SCR_ScreenShot(filename, vid.realx, vid.realy, size, size);
- }
+//===========================================================================
+// vertex array caching subsystem
+//===========================================================================
- envmap = false;
+typedef struct rcachearraylink_s
+{
+ 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;
-void R_ClearScreen(void)
+#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)
{
- if (r_render.integer)
+ 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++)
{
- glClearColor(0,0,0,0);
- CHECKGLERROR
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
- CHECKGLERROR
- if (gl_dither.integer)
- glEnable(GL_DITHER);
- else
- glDisable(GL_DITHER);
- CHECKGLERROR
+ l = &r_mesh_rcachechain[i];
+ l->next = l->prev = l;
+ l->data = NULL;
+ }
+ memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
+ for (i = 0;i < RCACHEARRAY_ITEMS;i++)
+ {
+ r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
+ l = &r_mesh_rcacheitems[i].sequentiallink;
+ l->next = &r_mesh_rcachefreechain;
+ l->prev = l->next->prev;
+ l->next->prev = l->prev->next = l;
}
+ // clear other state
+ r_mesh_rcachedata_offset = 0;
+ r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
}
-/*
-==================
-SCR_UpdateScreen
-
-This is called every frame, and can also be called explicitly to flush
-text to the screen.
-==================
-*/
-void SCR_UpdateScreen (void)
+static void R_Mesh_CacheArray_Shutdown(void)
{
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
+}
- VID_Finish ();
+/*
+static void R_Mesh_CacheArray_ValidateState(int num)
+{
+ rcachearraylink_t *l, *lhead;
+ lhead = &r_mesh_rcachesequentialchain;
+ if (r_mesh_rcachesequentialchain_current == lhead)
+ return;
+ for (l = lhead->next;l != lhead;l = l->next)
+ if (r_mesh_rcachesequentialchain_current == l)
+ return;
+ Sys_Error("%i", num);
+}
+*/
- R_TimeReport("finish");
+int R_Mesh_CacheArray(rcachearrayrequest_t *r)
+{
+ rcachearraylink_t *l, *lhead, *lnext;
+ rcachearrayitem_t *d;
+ int hashindex, offset, offsetend;
- if (gl_combine.integer && !gl_combine_extension)
- Cvar_SetValue("gl_combine", 0);
+ //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;
- lightscalebit = v_overbrightbits.integer;
- if (gl_combine.integer && r_multitexture.integer)
- lightscalebit += 2;
+ // is it already cached?
+ for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
+ {
+ if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
+ {
+ // we have it cached already
+ r->data = r_mesh_rcachedata + l->data->offset;
+ return false;
+ }
+ }
- lightscale = 1.0f / (float) (1 << lightscalebit);
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+ // 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...
- R_TimeReport("setup");
-
- R_ClearScreen();
+ // check if buffer needs to wrap
+ if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
+ {
+ /*
+ if (r->data_size * 10 > r_mesh_rcachedata_size)
+ {
+ // realloc whole cache
+ }
+ */
+ // reset back to start
+ r_mesh_rcachedata_offset = 0;
+ r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
+ }
+ offset = r_mesh_rcachedata_offset;
+ r_mesh_rcachedata_offset += r->data_size;
+ offsetend = r_mesh_rcachedata_offset;
+ //R_Mesh_CacheArray_ValidateState(4);
- R_TimeReport("clear");
+ /*
+ {
+ 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;
- if (scr_conlines < vid.conheight)
- R_RenderView();
- // draw 2D stuff
- R_DrawQueue();
+ //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
- // tell driver to commit it's partially full geometry queue to the rendering queue
- // (this doesn't wait for the commands themselves to complete)
- glFlush();
+ //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;
}
+