#include "quakedef.h"
//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
+cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
+cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
cvar_t r_render = {0, "r_render", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
+
#ifdef DEBUGGL
int errornumber = 0;
void SCR_ScreenShot_f (void);
static int max_meshs;
+static int max_transmeshs;
static int max_batch;
static int max_verts; // always max_meshs * 3
+static int max_transverts; // always max_transmeshs * 3
#define TRANSDEPTHRES 4096
typedef struct buf_mesh_s
int depthtest;
int blendfunc1, blendfunc2;
int textures[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
+ int texturergbscale[MAX_TEXTUREUNITS];
int firsttriangle;
int triangles;
int firstvert;
int i;
max_verts = max_meshs * 3;
+ max_transverts = max_transmeshs * 3;
if (!gl_backend_mempool)
gl_backend_mempool = Mem_AllocPool("GL_Backend");
-#define BACKENDALLOC(var, count, sizeofstruct)\
+#define BACKENDALLOC(var, count, sizeofstruct, varname)\
{\
var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory\n");\
+ Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
memset(var, 0, count * sizeof(sizeofstruct));\
}
- 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)
+ BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
+ BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
+ BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
+ BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
+ BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
- 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)
+ BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
+ BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
+ BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
+ BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
+ BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
+ BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
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)
+ BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
+ BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
}
else
{
static void gl_backend_bufferchanges(int init)
{
+ if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements != NULL)
+ {
+ if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsindices)
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsindices / 3));
+ if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsvertices)
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsvertices / 3));
+ }
+
// 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 < 1024)
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValue("gl_mesh_maxtriangles", 21760);
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+
+ if (gl_mesh_transtriangles.integer < 1024)
+ Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
+ if (gl_mesh_transtriangles.integer > 65536)
+ Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
if (gl_mesh_batchtriangles.integer < 0)
- Cvar_SetValue("gl_mesh_batchtriangles", 0);
+ Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
- Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer);
+ Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
max_batch = gl_mesh_batchtriangles.integer;
- if (max_meshs != gl_mesh_maxtriangles.integer)
+ if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
{
max_meshs = gl_mesh_maxtriangles.integer;
+ max_transmeshs = gl_mesh_transtriangles.integer;
if (!init)
{
#endif
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
+ Cvar_RegisterVariable(&gl_mesh_transtriangles);
Cvar_RegisterVariable(&gl_mesh_batchtriangles);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
+ Cvar_RegisterVariable(&gl_mesh_drawmode);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
gl_backend_bufferchanges(true);
for (i = 0;i < 256;i++)
void GL_LockArray(int first, int count)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer)
+ if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer != 0)
{
qglLockArraysEXT(first, count);
CHECKGLERROR
if (!r_render.integer)
return;
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
+// qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
// gldepthmin = 0;
// gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);CHECKGLERROR
+ qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-// glDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
+// qglDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
// set up viewpoint
- glMatrixMode(GL_PROJECTION);CHECKGLERROR
- glLoadIdentity ();CHECKGLERROR
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity ();CHECKGLERROR
// 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);CHECKGLERROR
+ qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
// depth range
zNear = 1.0;
ymax = zNear * tan(fovy * M_PI / 360.0);
// set view pyramid
- glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-// glCullFace(GL_FRONT);CHECKGLERROR
+// qglCullFace(GL_FRONT);CHECKGLERROR
- glMatrixMode(GL_MODELVIEW);CHECKGLERROR
- glLoadIdentity ();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ qglLoadIdentity ();CHECKGLERROR
// put Z going up
- glRotatef (-90, 1, 0, 0);CHECKGLERROR
- glRotatef (90, 0, 0, 1);CHECKGLERROR
+ qglRotatef (-90, 1, 0, 0);CHECKGLERROR
+ qglRotatef (90, 0, 0, 1);CHECKGLERROR
// camera rotation
- glRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
- glRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
- glRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
+ qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
+ qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
+ qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
// camera location
- glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
+ qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
-// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
+// qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
//
// set drawing parms
//
// if (gl_cull.integer)
// {
-// glEnable(GL_CULL_FACE);CHECKGLERROR
+// qglEnable(GL_CULL_FACE);CHECKGLERROR
// }
// else
// {
-// glDisable(GL_CULL_FACE);CHECKGLERROR
+// qglDisable(GL_CULL_FACE);CHECKGLERROR
// }
-// glEnable(GL_BLEND);CHECKGLERROR
-// glEnable(GL_DEPTH_TEST);CHECKGLERROR
-// glDepthMask(1);CHECKGLERROR
+// qglEnable(GL_BLEND);CHECKGLERROR
+// qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+// qglDepthMask(1);CHECKGLERROR
}
static int mesh_blendfunc1;
for (i = 0;i < backendunits;i++)
{
qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
- glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);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, mesh_texturergbscale[i]);CHECKGLERROR
- glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);CHECKGLERROR
+ 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_CONSTANT_ARB);CHECKGLERROR
+ 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, mesh_texturergbscale[i]);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
else
{
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
- qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
if (mesh_texture[i])
{
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
}
else
{
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ if (gl_mesh_drawmode.integer != 0)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+ if (mesh_texture[i])
+ {
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
}
}
else
{
- glBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
if (mesh_texture[0])
{
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
}
else
{
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ if (gl_mesh_drawmode.integer != 0)
+ {
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+ if (mesh_texture[0])
+ {
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
}
}
// called at beginning of frame
+int usedarrays;
void R_Mesh_Start(void)
{
int i;
mesh_texturergbscale[i] = 1;
}
- glEnable(GL_CULL_FACE);CHECKGLERROR
- glCullFace(GL_FRONT);CHECKGLERROR
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR
mesh_depthtest = true;
- glEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
mesh_blendfunc1 = GL_ONE;
mesh_blendfunc2 = GL_ZERO;
- glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
+ qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
mesh_blend = 0;
- glDisable(GL_BLEND);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
mesh_depthmask = GL_TRUE;
- glDepthMask(mesh_depthmask);CHECKGLERROR
+ qglDepthMask(mesh_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
+ usedarrays = false;
+ if (gl_mesh_drawmode.integer != 0)
{
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+ usedarrays = true;
+ qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ if (gl_mesh_floatcolors.integer)
+ {
+ qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
+ }
+ else
+ {
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+ }
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
GL_SetupTextureState();
}
void GL_ConvertColorsFloatToByte(void)
{
- int i, k, *icolor;
- float *fcolor;
+ int i, k, total;
+ // LordHavoc: to avoid problems with aliasing (treating memory as two
+ // different types - exactly what this is doing), these must be volatile
+ // (or a union)
+ volatile int *icolor;
+ volatile float *fcolor;
qbyte *bcolor;
+ total = currentvertex * 4;
+
// shift float to have 8bit fraction at base of number
- for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+ fcolor = &buf_fcolor->c[0];
+ for (i = 0;i < total;)
{
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
+ fcolor[i ] += 32768.0f;
+ fcolor[i + 1] += 32768.0f;
+ fcolor[i + 2] += 32768.0f;
+ fcolor[i + 3] += 32768.0f;
+ i += 4;
}
+
// 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++)
+ icolor = (int *)&buf_fcolor->c[0];
+ bcolor = &buf_bcolor->c[0];
+ for (i = 0;i < total;)
{
- 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;
+ k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
+ k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
+ k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
+ k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
+ i += 4;
}
}
}
if (mesh_texture[i] == 0)
{
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
// have to disable texcoord array on disabled texture
// units due to NVIDIA driver bug with
// compiled_vertex_array
{
qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
}
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
if (mesh_texture[i] == 0)
{
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
// have to disable texcoord array on disabled texture
// units due to NVIDIA driver bug with
// compiled_vertex_array
{
qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
}
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
{
qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
}
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
}
}
}
{
if (mesh_texture[0] == 0)
{
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
if (mesh_texture[0] == 0)
{
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
}
if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
{
- glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+ qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
if (mesh_blendfunc2 == GL_ZERO)
{
if (mesh_blendfunc1 == GL_ONE)
if (mesh_blend)
{
mesh_blend = 0;
- glDisable(GL_BLEND);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
}
}
else
if (!mesh_blend)
{
mesh_blend = 1;
- glEnable(GL_BLEND);CHECKGLERROR
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
if (!mesh_blend)
{
mesh_blend = 1;
- glEnable(GL_BLEND);CHECKGLERROR
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
}
{
mesh_depthtest = mesh->depthtest;
if (mesh_depthtest)
- glEnable(GL_DEPTH_TEST);
+ qglEnable(GL_DEPTH_TEST);
else
- glDisable(GL_DEPTH_TEST);
+ qglDisable(GL_DEPTH_TEST);
}
if (mesh_depthmask != mesh->depthmask)
{
- glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+ qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+ }
+}
+
+void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+{
+ unsigned int i, j, in;
+ if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements == NULL)
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
+
+ if (gl_mesh_drawmode.integer == 3)
+ {
+ // GL 1.2 or GL 1.1 with extension
+ qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
}
+ else if (gl_mesh_drawmode.integer == 2)
+ {
+ // GL 1.1
+ qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
+ }
+ else if (gl_mesh_drawmode.integer == 1)
+ {
+ // GL 1.1
+ // feed it manually using glArrayElement
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < indexcount;i++)
+ qglArrayElement(index[i]);
+ qglEnd();
+ }
+ else
+ {
+ // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
+ // feed it manually
+ if (gl_mesh_drawmode.integer != 0)
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
+ qglBegin(GL_TRIANGLES);
+ if (r_multitexture.integer)
+ {
+ // the minigl doesn't have this (because it does not have ARB_multitexture)
+ for (i = 0;i < indexcount;i++)
+ {
+ in = index[i];
+ qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
+ for (j = 0;j < backendunits;j++)
+ if (mesh_texture[j])
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
+ qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
+ }
+ }
+ else
+ {
+ for (i = 0;i < indexcount;i++)
+ {
+ in = index[i];
+ qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
+ if (mesh_texture[0])
+ qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
+ qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
+ }
+ }
+ qglEnd();
+ }
+ /*
+ if (qglDrawRangeElements)
+ qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, index);
+ else
+ {
+ }
+ #ifdef WIN32
+ // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
+ qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
+ #else
+ qglDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
+ #endif
+ */
}
// renders mesh buffers, called to flush buffers when full
GL_UpdateFarclip();
- if (!gl_mesh_floatcolors.integer)
+ if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0)
GL_ConvertColorsFloatToByte();
// lock the arrays now that they will have no further modifications
GL_MeshState(buf_mesh);
GL_LockArray(0, currentvertex);
- #ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- glDrawElements(GL_TRIANGLES, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
- #else
- glDrawRangeElements(GL_TRIANGLES, buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
- #endif
+ GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
if (currentmesh >= 2)
{
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);CHECKGLERROR
- #else
- glDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #endif
+ GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
}
}
for (i = backendunits - 1;i >= 0;i--)
{
qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(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
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
}
if (i > 0)
{
- glDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
else
{
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
}
- glBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ if (usedarrays)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
}
else
{
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- glEnable(GL_TEXTURE_2D);CHECKGLERROR
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ if (usedarrays)
+ {
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ if (usedarrays)
+ {
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_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
+ 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_ClearDepth(void)
{
R_Mesh_AddTransparent();
R_Mesh_Finish();
- glClear(GL_DEPTH_BUFFER_BIT);
+ qglClear(GL_DEPTH_BUFFER_BIT);
R_Mesh_Start();
}
if (center < 0.0f)
center = 0.0f;
center += 8388608.0f;
- i = *((long *)¢er) & 0x7FFFFF;
+ i = *((int *)¢er) & 0x7FFFFF;
i = min(i, (TRANSDEPTHRES - 1));
#endif
tri->next = buf_sorttranstri_list[i];
for (;transmesh;transmesh = transmesh->chain)
{
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
+ if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
R_Mesh_Render();
mesh = &buf_mesh[currentmesh++];
Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
#endif
+ // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+ if (m->numtriangles > 1024 || m->numverts > 3072)
+ {
+ Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
+ return;
+ }
+
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+ return;
+ }
+
+
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
{
if (!transranout)
{
}
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();
for (;j < backendunits;j++)
memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
#endif
+
+ if (currenttriangle >= max_batch)
+ R_Mesh_Render();
}
void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
return;
}
+ // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+ if (m->numtriangles > 1024 || m->numverts > 3072)
+ {
+ Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for 3DFX drivers, rejected\n");
+ return;
+ }
+
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+ return;
+ }
+
+
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
{
if (!transranout)
{
}
else
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
- return;
- }
-
if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
R_Mesh_Render();
fcolor[i].c[2] *= scaler;
}
}
+
+ if (currenttriangle >= max_batch)
+ R_Mesh_Render();
}
// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
|| !m->numverts)
Host_Error("R_Mesh_Draw: no triangles or verts\n");
+ // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+ if (m->numtriangles > 1024 || m->numverts > 3072)
+ {
+ Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
+ return false;
+ }
+
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+ return false;
+ }
+
+
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
{
if (!transranout)
{
}
else
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
- return false;
- }
-
if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
R_Mesh_Render();
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 (r_render.integer)
{
// clear to black
- glClearColor(0,0,0,0);CHECKGLERROR
+ qglClearColor(0,0,0,0);CHECKGLERROR
// clear the screen
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+ qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
// set dithering mode
if (gl_dither.integer)
{
- glEnable(GL_DITHER);CHECKGLERROR
+ qglEnable(GL_DITHER);CHECKGLERROR
}
else
{
- glDisable(GL_DITHER);CHECKGLERROR
+ qglDisable(GL_DITHER);CHECKGLERROR
}
}
}
// 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();
+ qglFlush();
}