#include "quakedef.h"
+#include "image.h"
+#include "jpeg.h"
-static int max_meshs;
-static int max_batch;
-static int max_verts; // always max_meshs * 3
-#define TRANSDEPTHRES 4096
+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"};
-static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"};
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
+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"};
-typedef struct buf_mesh_s
-{
- struct buf_mesh_s *next;
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int lastvert;
-}
-buf_mesh_t;
-
-typedef struct buf_transtri_s
-{
- struct buf_transtri_s *next;
- buf_mesh_t *mesh;
- int index[3];
-}
-buf_transtri_t;
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
-typedef struct buf_tri_s
-{
- int index[3];
-}
-buf_tri_t;
+#ifdef DEBUGGL
+int errornumber = 0;
-typedef struct
+void GL_PrintError(int errornumber, char *filename, int linenumber)
{
- float v[4];
+ 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_vertex_t;
+#endif
-typedef struct
-{
- float c[4];
-}
-buf_fcolor_t;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-typedef struct
-{
- byte c[4];
-}
-buf_bcolor_t;
+int c_meshs, c_meshelements;
-typedef struct
-{
- float t[2];
-}
-buf_texcoord_t;
-
-static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, floatcolors, 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_transtri;
-static buf_transtri_t **buf_transtri_list;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_bcolor_t *buf_transbcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
+void SCR_ScreenShot_f (void);
-static mempool_t *gl_backend_mempool;
+// these are externally accessible
+int r_lightmapscalebit;
-static void gl_backend_start(void)
-{
- int i;
+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;
- max_verts = max_meshs * 3;
+static int backendunits, backendactive;
+static mempool_t *gl_backend_mempool;
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
-#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));\
- }
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
- 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)
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
- BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_transtri, max_meshs, buf_transtri_t)
- BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_t *)
- BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
- BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
- BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t)
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
+for (y = 0;y < rows - 1;y++)
+{
+ for (x = 0;x < columns - 1;x++)
{
- // 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;
- }
+ i = y * rows + x;
+ *elements++ = i + columns;
+ *elements++ = i;
+ *elements++ = i + columns + 1;
+ *elements++ = i;
+ *elements++ = i + 1;
+ *elements++ = i + columns + 1;
}
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- backendactive = true;
}
-static void gl_backend_shutdown(void)
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
{
- int i;
- /*
-#define BACKENDFREE(var)\
- if (var)\
- {\
- Mem_Free(var);\
- var = NULL;\
- }
- */
-#define BACKENDFREE(var) var = NULL;
-
- BACKENDFREE(buf_mesh)
- BACKENDFREE(buf_tri)
- BACKENDFREE(buf_vertex)
- BACKENDFREE(buf_fcolor)
- BACKENDFREE(buf_bcolor)
-
- BACKENDFREE(buf_transmesh)
- BACKENDFREE(buf_transtri)
- BACKENDFREE(buf_transtri_list)
- BACKENDFREE(buf_transvertex)
- BACKENDFREE(buf_transfcolor)
- BACKENDFREE(buf_transbcolor)
-
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ for (x = 0;x < columns - 1;x++)
{
- BACKENDFREE(buf_texcoord[i])
- BACKENDFREE(buf_transtexcoord[i])
+ i = y * rows + x;
+ *elements++ = i;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + 1;
}
+}
+*/
- Mem_FreePool(&gl_backend_mempool);
+int polygonelements[768];
- backendunits = 0;
- backendactive = false;
+static void R_Mesh_CacheArray_Startup(void);
+static void R_Mesh_CacheArray_Shutdown(void);
+void GL_Backend_AllocArrays(void)
+{
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
+ R_Mesh_CacheArray_Startup();
}
-static void gl_backend_bufferchanges(int init)
+void GL_Backend_FreeArrays(void)
{
- // 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);
+ R_Mesh_CacheArray_Shutdown();
+ Mem_FreePool(&gl_backend_mempool);
+}
- 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);
+static void gl_backend_start(void)
+{
+ 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);
+ }
- max_batch = gl_mesh_batchtriangles.integer;
+ backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- if (max_meshs != gl_mesh_maxtriangles.integer)
- {
- max_meshs = gl_mesh_maxtriangles.integer;
+ GL_Backend_AllocArrays();
- if (!init)
- {
- gl_backend_shutdown();
- gl_backend_start();
- }
- }
+ backendactive = true;
}
-float r_farclip, r_newfarclip;
+static void gl_backend_shutdown(void)
+{
+ backendunits = 0;
+ backendactive = false;
+
+ Con_DPrintf("OpenGL Backend shutting down\n");
+
+ GL_Backend_FreeArrays();
+}
static void gl_backend_newmap(void)
{
- r_farclip = r_newfarclip = 2048.0f;
}
-int polyindexarray[768];
-
void gl_backend_init(void)
{
int i;
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_batchtriangles);
- Cvar_RegisterVariable(&gl_mesh_merge);
- Cvar_RegisterVariable(&gl_mesh_floatcolors);
- R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
- for (i = 0;i < 256;i++)
+
+ for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
{
- polyindexarray[i*3+0] = 0;
- polyindexarray[i*3+1] = i + 1;
- polyindexarray[i*3+2] = i + 2;
+ 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
+
+ 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);
}
-static float viewdist;
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
+{
+ if (!r_render.integer)
+ return;
-int c_meshtris;
+ // y is weird beause OpenGL is bottom to top, we use top to bottom
+ qglViewport(x, vid.realheight - (y + height), width, height);
+ CHECKGLERROR
+}
-// called at beginning of frame
-void R_Mesh_Clear(void)
+void GL_SetupView_Orientation_Identity (void)
{
- 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;
- meshmerge = gl_mesh_merge.integer;
- floatcolors = gl_mesh_floatcolors.integer;
- transranout = false;
- viewdist = DotProduct(r_origin, vpn);
-
- c_meshtris = 0;
+ Matrix4x4_CreateIdentity(&backend_viewmatrix);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-#ifdef DEBUGGL
-void GL_PrintError(int errornumber, char *filename, int linenumber)
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
{
- switch(errornumber)
- {
- 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;
- case GL_TABLE_TOO_LARGE:
- Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
- break;
- default:
- Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
- break;
- }
+ 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));
}
-int errornumber = 0;
-#endif
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
+{
+ double xmax, ymax;
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+ if (!r_render.integer)
+ return;
+
+ // 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();
+}
+
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
{
- int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, triangles, firstvert, lastvert, texture[MAX_TEXTUREUNITS];
- float farclip, texturergbscale[MAX_TEXTUREUNITS];
- buf_mesh_t *mesh;
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
- if (!currentmesh)
+ float nudge, m[16];
+
+ if (!r_render.integer)
return;
-CHECKGLERROR
+ // set up viewpoint
+ 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];
+}
- farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+ if (!r_render.integer)
+ return;
- // push out farclip for next frame
- if (farclip > r_newfarclip)
- r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
- 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
-
-CHECKGLERROR
- glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex);
-CHECKGLERROR
- glEnableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
- if (floatcolors)
- {
- glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor);
-CHECKGLERROR
- }
- else
- {
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor);
-CHECKGLERROR
- }
- glEnableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
+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;
+
+static struct
+{
+ 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;
- if (backendunits > 1)
+void GL_SetupTextureState(void)
+{
+ int i;
+ gltextureunit_t *unit;
+ gl_state.unit = -1;
+ gl_state.clientunit = -1;
+ for (i = 0;i < backendunits;i++)
{
- for (i = 0;i < backendunits;i++)
+ GL_ActiveTexture(i);
+ GL_ClientActiveTexture(i);
+ unit = gl_state.units + i;
+ unit->t1d = 0;
+ unit->t2d = 0;
+ unit->t3d = 0;
+ unit->tcubemap = 0;
+ unit->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)
{
- 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
+ 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
}
}
- 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
+void GL_Backend_ResetState(void)
+{
+ 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
+
+ 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
+
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+
+ 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();
+}
- for (k = 0;k < currentmesh;)
+void GL_ActiveTexture(int num)
+{
+ if (gl_state.unit != num)
{
- mesh = &buf_mesh[k];
-
- if (backendunits > 1)
+ gl_state.unit = num;
+ if (qglActiveTexture)
{
-// int topunit = 0;
- for (i = 0;i < backendunits;i++)
- {
- 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 (unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
- }
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
-CHECKGLERROR
- }
-// if (texture[i])
-// topunit = i;
- }
-// if (unit != topunit)
-// {
-// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
-//CHECKGLERROR
-// }
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
}
- else
+ }
+}
+
+void GL_ClientActiveTexture(int num)
+{
+ if (gl_state.clientunit != num)
+ {
+ gl_state.clientunit = num;
+ if (qglActiveTexture)
{
- if (texture[0] != mesh->textures[0])
- {
- 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)
- {
- glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
- }
- }
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
}
- if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2)
+ }
+}
+
+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)
{
- blendfunc1 = mesh->blendfunc1;
- blendfunc2 = mesh->blendfunc2;
- glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
- if (blendfunc2 == GL_ZERO)
+ if (gl_state.blendfunc1 == GL_ONE)
{
- if (blendfunc1 == GL_ONE)
- {
- if (blend)
- {
- blend = 0;
- glDisable(GL_BLEND);
-CHECKGLERROR
- }
- }
- else
+ if (gl_state.blend)
{
- if (!blend)
- {
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
- }
+ gl_state.blend = 0;
+ qglDisable(GL_BLEND);CHECKGLERROR
}
}
else
{
- if (!blend)
+ if (!gl_state.blend)
{
- blend = 1;
- glEnable(GL_BLEND);
-CHECKGLERROR
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
- if (depthtest != mesh->depthtest)
- {
- depthtest = mesh->depthtest;
- if (depthtest)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- }
- if (depthmask != mesh->depthmask)
- {
- depthmask = mesh->depthmask;
- glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
- }
-
- firsttriangle = mesh->firsttriangle;
- triangles = mesh->triangles;
- firstvert = mesh->firstvert;
- lastvert = mesh->lastvert;
- mesh = &buf_mesh[++k];
-
- if (meshmerge)
+ else
{
- #if MAX_TEXTUREUNITS != 4
- #error update this code
- #endif
- while (k < currentmesh
- && mesh->blendfunc1 == blendfunc1
- && mesh->blendfunc2 == blendfunc2
- && mesh->depthtest == depthtest
- && mesh->depthmask == depthmask
- && mesh->textures[0] == texture[0]
- && mesh->textures[1] == texture[1]
- && mesh->textures[2] == texture[2]
- && mesh->textures[3] == texture[3]
- && mesh->texturergbscale[0] == texturergbscale[0]
- && mesh->texturergbscale[1] == texturergbscale[1]
- && mesh->texturergbscale[2] == texturergbscale[2]
- && mesh->texturergbscale[3] == texturergbscale[3])
+ if (!gl_state.blend)
{
- triangles += mesh->triangles;
- if (firstvert > mesh->firstvert)
- firstvert = mesh->firstvert;
- if (lastvert < mesh->lastvert)
- lastvert = mesh->lastvert;
- mesh = &buf_mesh[++k];
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
-
-#ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- glDrawElements(GL_TRIANGLES, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
-#else
- glDrawRangeElements(GL_TRIANGLES, firstvert, lastvert + 1, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
-#endif
-CHECKGLERROR
}
+}
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
-
- GL_UnlockArray();
-CHECKGLERROR
+void GL_DepthMask(int state)
+{
+ if (gl_state.depthmask != state)
+ {
+ qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+ }
+}
- if (backendunits > 1)
+void GL_DepthTest(int state)
+{
+ if (gl_state.depthtest != state)
{
- for (i = backendunits - 1;i >= 0;i--)
+ gl_state.depthtest = state;
+ if (gl_state.depthtest)
{
- 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
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
}
}
- else
- {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
- glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-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_VertexPointer(const float *p)
{
- int i, j, k;
- float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
- buf_vertex_t *vert1, *vert2, *vert3;
- buf_transtri_t *tri;
- buf_mesh_t *mesh;
-
- // process and add transparent mesh triangles
- if (!currenttranstriangle)
- return;
-
- // map farclip to 0-4095 list range
- centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
- viewdistcompare = viewdist + 4.0f;
-
- memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
- // process in reverse because transtri_list adding code is in reverse as well
- k = 0;
- for (j = currenttranstriangle - 1;j >= 0;j--)
+ if (gl_state.pointer_vertex != p)
{
- tri = &buf_transtri[j];
-
- vert1 = &buf_transvertex[tri->index[0]];
- vert2 = &buf_transvertex[tri->index[1]];
- vert3 = &buf_transvertex[tri->index[2]];
-
- 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_transtri_list[i];
- buf_transtri_list[i] = tri;
- k++;
+ gl_state.pointer_vertex = p;
+ CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+ CHECKGLERROR
}
+}
- if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
- R_Mesh_Render();
-
- // note: can't batch these because they can be rendered in any order
- // there can never be more transparent triangles than fit in main buffers
- memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
- else
- memcpy(&buf_fcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
- for (i = 0;i < backendunits;i++)
- memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
-
- for (j = TRANSDEPTHRES - 1;j >= 0;j--)
+void GL_ColorPointer(const float *p)
+{
+ if (gl_state.pointer_color != p)
{
- if ((tri = buf_transtri_list[j]))
+ CHECKGLERROR
+ if (!gl_state.pointer_color)
{
- while(tri)
- {
- mesh = &buf_mesh[currentmesh++];
- *mesh = *tri->mesh; // copy mesh properties
- buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
- buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
- buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
- mesh->firstvert = min(buf_tri[currenttriangle].index[0], min(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
- mesh->lastvert = max(buf_tri[currenttriangle].index[0], max(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
- mesh->firsttriangle = currenttriangle++;
- mesh->triangles = 1;
- tri = tri->next;
- }
+ 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
}
- currentvertex += currenttransvertex;
- currenttransmesh = 0;
- currenttranstriangle = 0;
- currenttransvertex = 0;
}
-void R_Mesh_Draw(const rmeshinfo_t *m)
+void GL_Color(float cr, float cg, float cb, float ca)
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float c, *in, scaler, cr, cg, cb, ca;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_bcolor_t *bcolor;
- static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
- static buf_transtri_t *tri;
- static byte br, bg, bb, ba;
-
- if (m->index == NULL
- || !m->numtriangles
- || m->vertex == NULL
- || !m->numverts)
- return;
- // 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.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+ {
+ 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
+ }
+}
+
+void GL_LockArrays(int first, int count)
+{
+ 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
+ }
+ if (count && gl_supportslockarrays && gl_lockarrays.integer)
+ {
+ gl_state.lockrange_first = first;
+ gl_state.lockrange_count = count;
+ CHECKGLERROR
+ qglLockArraysEXT(first, count);
+ CHECKGLERROR
}
- else if (m->ca < 0.01f)
- return;
}
+}
+
+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;
+}
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ GL_Backend_ResetState();
+}
+
+int gl_backend_rebindtextures;
- 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
+ memcpy(out, in, sizeof(*out) * count);
+}
+
+// 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)
{
- if (m->tex[0])
- {
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
- }
- if (lighthalf)
- scaler *= 0.5f;
+ Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
}
-
- if (m->transparent)
+ c_meshs++;
+ c_meshelements += numelements;
+ CHECKGLERROR
+ if (r_render.integer)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (gl_paranoid.integer)
{
- if (!transranout)
+ 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)
{
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
+ 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;
+ }
}
- return;
}
-
- vert = &buf_transvertex[currenttransvertex];
- fcolor = &buf_transfcolor[currenttransvertex];
- bcolor = &buf_transbcolor[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->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = !m->depthdisable;
- j = -1;
- for (i = 0;i < backendunits;i++)
+ CHECKGLERROR
+ GL_LockArrays(0, numverts);
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
{
- 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;
+ 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
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- // transparent meshs are broken up into individual triangles which can
- // be sorted by depth
- index = m->index;
- for (i = 0;i < m->numtriangles;i++)
+ else if (gl_mesh_testarrayelement.integer)
{
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = *index++ + currenttransvertex;
- tri->index[1] = *index++ + currenttransvertex;
- tri->index[2] = *index++ + currenttransvertex;
+ int i;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
+ {
+ qglArrayElement(elements[i]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
-
- currenttransvertex += m->numverts;
+ 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
}
- else
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+ int i;
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ GL_LockArrays(0, 0);
+ CHECKGLERROR
+
+ for (i = backendunits - 1;i >= 0;i--)
{
- if (m->numtriangles > max_meshs || 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)
{
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
- return;
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
-
- if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
- R_Mesh_Render();
-
- vert = &buf_vertex[currentvertex];
- fcolor = &buf_fcolor[currentvertex];
- bcolor = &buf_bcolor[currentvertex];
- for (i = 0;i < backendunits;i++)
- texcoord[i] = &buf_texcoord[i][currentvertex];
-
- mesh = &buf_mesh[currentmesh++];
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->firsttriangle = currenttriangle;
- mesh->triangles = m->numtriangles;
- j = -1;
- for (i = 0;i < backendunits;i++)
+ if (gl_texturecubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ if (gl_combine.integer)
{
- 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;
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- // opaque meshs are rendered directly
- index = (int *)&buf_tri[currenttriangle];
- for (i = 0;i < m->numtriangles * 3;i++)
- index[i] = m->index[i] + currentvertex;
- mesh->firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
- mesh->lastvert = currentvertex - 1;
}
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- // vertex array code is shared for transparent and opaque meshs
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(GL_TRUE);CHECKGLERROR
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
+}
- c_meshtris += m->numtriangles;
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
+{
+ if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
+ {
+ backend_modelmatrix = *matrix;
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+ Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
+ }
+}
- if (m->vertexstep != sizeof(buf_vertex_t))
+void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
+{
+ if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
{
- 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];
- // push out farclip based on vertices encountered
- c = DotProduct(vert[i].v, vpn);
- if (meshfarclip < c)
- meshfarclip = c;
- }
+ 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);
}
- else
+}
+
+void R_Mesh_State_Texture(const rmeshstate_t *m)
+{
+ int i, combinergb, combinealpha, scale, arrayis3d;
+ gltextureunit_t *unit;
+
+ BACKENDACTIVECHECK
+
+ if (gl_backend_rebindtextures)
{
- memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
- // push out farclip based on vertices encountered
- for (i = 0;i < m->numverts;i++)
- {
- c = DotProduct(vert[i].v, vpn);
- if (meshfarclip < c)
- meshfarclip = c;
- }
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
}
- if (floatcolors)
+ for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
{
- if (m->color)
+ if (unit->t1d != m->tex1d[i])
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+ GL_ActiveTexture(i);
+ if (m->tex1d[i])
+ {
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ else
{
- 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];
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
}
+ qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
}
- else
+ if (unit->t2d != m->tex[i])
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
+ GL_ActiveTexture(i);
+ if (m->tex[i])
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ else
{
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
+ qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
}
- }
- else
- {
- if (m->color)
+ if (unit->t3d != m->tex3d[i])
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+ GL_ActiveTexture(i);
+ if (m->tex3d[i])
{
- // shift float to have 8bit fraction at base of number,
- // then read as integer and kill float bits...
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j;
+ 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
}
- else
+ if (unit->tcubemap != m->texcubemap[i])
{
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j;
- for (i = 0;i < m->numverts;i++)
+ GL_ActiveTexture(i);
+ if (m->texcubemap[i])
{
- bcolor[i].c[0] = br;
- bcolor[i].c[1] = bg;
- bcolor[i].c[2] = bb;
- bcolor[i].c[3] = ba;
+ 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
}
}
+}
+
+/*
+==============================================================================
+
+ SCREEN SHOTS
+
+==============================================================================
+*/
+
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
+{
+ qboolean ret;
+ qbyte *buffer;
+
+ if (!r_render.integer)
+ return false;
- for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+ buffer = Mem_Alloc(tempmempool, width*height*3);
+ qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ CHECKGLERROR
+
+ if (jpeg)
+ ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+ else
+ ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
+
+ Mem_Free(buffer);
+ return ret;
+}
+
+//=============================================================================
+
+void R_ClearScreen(void)
+{
+ if (r_render.integer)
{
- 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))
+ // clear to black
+ qglClearColor(0,0,0,0);CHECKGLERROR
+ qglClearDepth(1);CHECKGLERROR
+ if (gl_stencil)
{
- for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
- {
- texcoord[j][i].t[0] = in[0];
- texcoord[j][i].t[1] = in[1];
- }
+ // 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
- memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
+ {
+ qglDisable(GL_DITHER);CHECKGLERROR
+ }
}
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
}
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+/*
+==================
+SCR_UpdateScreen
+
+This is called every frame, and can also be called explicitly to flush
+text to the screen.
+==================
+*/
+void SCR_UpdateScreen (void)
{
- m->index = polyindexarray;
- m->numverts = numverts;
- m->numtriangles = numverts - 2;
- if (m->numtriangles < 1)
+ if (gl_delayfinish.integer)
{
- Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
- return;
+ VID_Finish ();
+
+ R_TimeReport("finish");
}
- if (m->numtriangles >= 256)
+
+ 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();
+
+ R_TimeReport("clear");
+
+ if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
+ R_RenderView();
+
+ // draw 2D stuff
+ R_DrawQueue();
+
+ if (gl_delayfinish.integer)
{
- Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\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();
+ }
+ else
+ {
+ VID_Finish ();
+
+ R_TimeReport("finish");
}
- R_Mesh_Draw(m);
}
-// LordHavoc: this thing is evil, but necessary because decals account for so much overhead
-void R_Mesh_DrawDecal(const rmeshinfo_t *m)
+
+//===========================================================================
+// dynamic vertex array buffer subsystem
+//===========================================================================
+
+float varray_vertex3f[65536*3];
+float varray_color4f[65536*4];
+float varray_texcoord2f[4][65536*2];
+float varray_texcoord3f[4][65536*3];
+float varray_normal3f[65536*3];
+int earray_element3i[65536];
+
+//===========================================================================
+// vertex array caching subsystem
+//===========================================================================
+
+typedef struct rcachearraylink_s
+{
+ struct rcachearraylink_s *next, *prev;
+ struct rcachearrayitem_s *data;
+}
+rcachearraylink_t;
+
+typedef struct rcachearrayitem_s
{
- // these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float c, *in, scaler, cr, cg, cb, ca;
- static buf_mesh_t *mesh;
- static buf_vertex_t *vert;
- static buf_fcolor_t *fcolor;
- static buf_bcolor_t *bcolor;
- static buf_texcoord_t *texcoord;
- static buf_transtri_t *tri;
- static byte br, bg, bb, ba;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
- scaler = 1;
- if (m->tex[0])
+ // 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++)
{
- overbright = gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ l = &r_mesh_rcachechain[i];
+ l->next = l->prev = l;
+ l->data = NULL;
}
- if (lighthalf)
- scaler *= 0.5f;
-
- if (m->transparent)
+ memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
+ for (i = 0;i < RCACHEARRAY_ITEMS;i++)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + 2) > max_meshs || (currenttransvertex + 4) > max_verts)
- {
- if (!transranout)
- {
- Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
- transranout = true;
- }
+ 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)
+{
+}
+
+/*
+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);
+}
+*/
- vert = &buf_transvertex[currenttransvertex];
- fcolor = &buf_transfcolor[currenttransvertex];
- bcolor = &buf_transbcolor[currenttransvertex];
- texcoord = &buf_transtexcoord[0][currenttransvertex];
-
- // transmesh is only for storage of transparent meshs until they
- // are inserted into the main mesh array
- mesh = &buf_transmesh[currenttransmesh++];
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = true;
- mesh->textures[0] = m->tex[0];
- mesh->texturergbscale[0] = overbright ? 4 : 1;
- for (i = 1;i < backendunits;i++)
- {
- mesh->textures[i] = 0;
- mesh->texturergbscale[i] = 1;
- }
+int R_Mesh_CacheArray(rcachearrayrequest_t *r)
+{
+ rcachearraylink_t *l, *lhead, *lnext;
+ rcachearrayitem_t *d;
+ int hashindex, offset, offsetend;
- // transparent meshs are broken up into individual triangles which can
- // be sorted by depth
- index = m->index;
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = 0 + currenttransvertex;
- tri->index[1] = 1 + currenttransvertex;
- tri->index[2] = 2 + currenttransvertex;
- tri = &buf_transtri[currenttranstriangle++];
- tri->mesh = mesh;
- tri->index[0] = 0 + currenttransvertex;
- tri->index[1] = 2 + currenttransvertex;
- tri->index[2] = 3 + currenttransvertex;
-
- currenttransvertex += 4;
- }
- else
+ //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)
{
- if (2 > max_meshs || 4 > max_verts)
+ if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
{
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
- return;
+ // we have it cached already
+ r->data = r_mesh_rcachedata + l->data->offset;
+ return false;
}
+ }
+
+ // 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...
- if (currentmesh >= max_meshs || (currenttriangle + 2) > max_batch || (currentvertex + 4) > max_verts)
- R_Mesh_Render();
-
- vert = &buf_vertex[currentvertex];
- fcolor = &buf_fcolor[currentvertex];
- bcolor = &buf_bcolor[currentvertex];
- texcoord = &buf_texcoord[0][currentvertex];
-
- mesh = &buf_mesh[currentmesh++];
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = false;
- mesh->depthtest = !m->depthdisable;
- mesh->firsttriangle = currenttriangle;
- mesh->triangles = 2;
- mesh->textures[0] = m->tex[0];
- mesh->texturergbscale[0] = overbright ? 4 : 1;
- for (i = 1;i < backendunits;i++)
+ // 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)
{
- mesh->textures[i] = 0;
- mesh->texturergbscale[i] = 1;
+ // realloc whole cache
}
-
- // opaque meshs are rendered directly
- index = (int *)&buf_tri[currenttriangle];
- index[0] = 0 + currentvertex;
- index[1] = 1 + currentvertex;
- index[2] = 2 + currentvertex;
- index[3] = 0 + currentvertex;
- index[4] = 2 + currentvertex;
- index[5] = 3 + currentvertex;
- mesh->firstvert = currentvertex;
- currenttriangle += 2;
- currentvertex += 4;
- mesh->lastvert = currentvertex - 1;
+ */
+ // 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);
- // vertex array code is shared for transparent and opaque meshs
-
- c_meshtris += 2;
-
- // buf_vertex_t must match the size of the decal vertex array (or vice versa)
- memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t));
- // push out farclip based on vertices encountered
- c = DotProduct(vert[0].v, vpn);if (meshfarclip < c) meshfarclip = c;
- c = DotProduct(vert[1].v, vpn);if (meshfarclip < c) meshfarclip = c;
- c = DotProduct(vert[2].v, vpn);if (meshfarclip < c) meshfarclip = c;
- c = DotProduct(vert[3].v, vpn);if (meshfarclip < c) meshfarclip = c;
+ /*
+ {
+ 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);
+ }
+ */
- if (floatcolors)
+ // 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)
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- fcolor[0].c[0] = cr;
- fcolor[0].c[1] = cg;
- fcolor[0].c[2] = cb;
- fcolor[0].c[3] = ca;
- fcolor[1].c[0] = cr;
- fcolor[1].c[1] = cg;
- fcolor[1].c[2] = cb;
- fcolor[1].c[3] = ca;
- fcolor[2].c[0] = cr;
- fcolor[2].c[1] = cg;
- fcolor[2].c[2] = cb;
- fcolor[2].c[3] = ca;
- fcolor[3].c[0] = cr;
- fcolor[3].c[1] = cg;
- fcolor[3].c[2] = cb;
- fcolor[3].c[3] = ca;
+ //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);
}
- else
+ //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)
{
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j;
- bcolor[0].c[0] = br;
- bcolor[0].c[1] = bg;
- bcolor[0].c[2] = bb;
- bcolor[0].c[3] = ba;
- bcolor[1].c[0] = br;
- bcolor[1].c[1] = bg;
- bcolor[1].c[2] = bb;
- bcolor[1].c[3] = ba;
- bcolor[2].c[0] = br;
- bcolor[2].c[1] = bg;
- bcolor[2].c[2] = bb;
- bcolor[2].c[3] = ba;
- bcolor[3].c[0] = br;
- bcolor[3].c[1] = bg;
- bcolor[3].c[2] = bb;
- bcolor[3].c[3] = ba;
+ 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;
}
-
- // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa)
- memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t));
+ 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;
}
+