X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=9f970fe63e4ed91a434ce542d3f688b17478af0a;hb=c1d9bbe13a1d1b1769f1690d94f3b49b9f16f840;hp=53aa39030b8cd15494255cdc9d6ef7737f1f4d75;hpb=10bb1f0433fe2be39b0c9cdc23b30544020351c2;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index 53aa3903..9f970fe6 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2,26 +2,14 @@ #include "quakedef.h" #include "image.h" #include "jpeg.h" +#include "cl_collision.h" -//#define MESH_VAR -#define MESH_BATCH - -// 65536 is the max addressable on a Geforce 256 up until Geforce3 -// (excluding MX), seems a reasonable number... -cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; -#ifdef MESH_VAR -cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"}; -cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"}; -cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"}; -#endif -#ifdef MESH_BATCH -cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"}; -#endif -cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "1"}; +cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"}; +cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"}; cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; +cvar_t gl_paranoid = {0, "gl_paranoid", "0"}; +cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"}; cvar_t r_render = {0, "r_render", "1"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering @@ -85,30 +73,6 @@ int c_meshs, c_meshelements; void SCR_ScreenShot_f (void); -// these are externally accessible -int r_lightmapscalebit; -float r_colorscale; -GLfloat *varray_vertex3f, *varray_buf_vertex3f; -GLfloat *varray_color4f, *varray_buf_color4f; -GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS]; -GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS]; -static qbyte *varray_buf_color4b; -int mesh_maxverts; -#ifdef MESH_VAR -int mesh_var; -float mesh_var_readfrequency; -float mesh_var_writefrequency; -float mesh_var_priority; -#endif -int varray_offset = 0, varray_offsetnext = 0; -GLuint *varray_buf_elements3i; -int mesh_maxelements = 32768; -#ifdef MESH_BATCH -int gl_batchvertexfirst = 0; -int gl_batchvertexcount = 0; -int gl_batchelementcount = 0; -#endif - static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; @@ -124,6 +88,7 @@ note: here's strip order for a terrain row: |\ |\ |\ |\ | | \| \| \| \| A--B--C--D--E +clockwise A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E @@ -133,145 +98,64 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; -*/ -void GL_Backend_AllocElementsArray(void) -{ - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); -} -void GL_Backend_FreeElementArray(void) +for (y = 0;y < rows - 1;y++) { - if (varray_buf_elements3i) - Mem_Free(varray_buf_elements3i); - varray_buf_elements3i = NULL; + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i + columns; + *elements++ = i; + *elements++ = i + columns + 1; + *elements++ = i; + *elements++ = i + 1; + *elements++ = i + columns + 1; + } } -void GL_Backend_CheckCvars(void) +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise + +for (y = 0;y < rows - 1;y++) { - if (gl_mesh_maxverts.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); - if (gl_mesh_maxverts.integer > 65536) - Cvar_SetValueQuick(&gl_mesh_maxverts, 65536); -#ifdef MESH_VAR - if (gl_mesh_vertex_array_range.integer && !gl_support_var) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0); - if (gl_mesh_vertex_array_range_readfrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0); - if (gl_mesh_vertex_array_range_readfrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1); - if (gl_mesh_vertex_array_range_writefrequency.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0); - if (gl_mesh_vertex_array_range_writefrequency.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1); - if (gl_mesh_vertex_array_range_priority.value < 0) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0); - if (gl_mesh_vertex_array_range_priority.value > 1) - Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1); -#endif + for (x = 0;x < columns - 1;x++) + { + i = y * rows + x; + *elements++ = i; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + 1; + } } +*/ int polygonelements[768]; +static void R_Mesh_CacheArray_Startup(void); +static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { - int i, size; - qbyte *data; - if (!gl_backend_mempool) - { gl_backend_mempool = Mem_AllocPool("GL_Backend"); - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - varray_buf_elements3i = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - } - - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - - mesh_maxverts = gl_mesh_maxverts.integer; - size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits); -#ifdef MESH_VAR - mesh_var = gl_mesh_vertex_array_range.integer && gl_support_var; - mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value; - mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value; - mesh_var_priority = gl_mesh_vertex_array_range_priority.value; - data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value); -#else - data = Mem_Alloc(gl_backend_mempool, size); -#endif - - varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts; - for (i = 0;i < backendunits;i++) - { - varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts; - varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts; - } - for (;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts; - - GL_Backend_AllocElementsArray(); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglVertexArrayRangeNV(size, varray_buf_vertex3f); - CHECKGLERROR - } -#endif + R_Mesh_CacheArray_Startup(); } void GL_Backend_FreeArrays(void) { - int i; - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif - - if (varray_buf_vertex3f) -#ifdef MESH_VAR - VID_FreeVertexArrays(varray_buf_vertex3f); -#else - Mem_Free(varray_buf_vertex3f); -#endif - varray_buf_vertex3f = NULL; - varray_buf_color4f = NULL; - varray_buf_color4b = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_buf_elements3i = NULL; - + R_Mesh_CacheArray_Shutdown(); Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { - GL_Backend_CheckCvars(); - - Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); + Con_DPrintf("OpenGL Backend started\n"); if (qglDrawRangeElements != NULL) { CHECKGLERROR @@ -279,33 +163,13 @@ static void gl_backend_start(void) CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR - Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); - } - if (strstr(gl_renderer, "3Dfx")) - { - Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); - Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); + Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); GL_Backend_AllocArrays(); -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif - varray_offset = varray_offsetnext = 0; -#ifdef MESH_BATCH - gl_batchvertexfirst = 0; - gl_batchvertexcount = 0; - gl_batchelementcount = 0; -#endif - backendactive = true; } @@ -314,32 +178,20 @@ static void gl_backend_shutdown(void) backendunits = 0; backendactive = false; - Con_Printf("OpenGL Backend shutting down\n"); - -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); - CHECKGLERROR - } -#endif + Con_DPrintf("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(); } -void GL_Backend_ResizeArrays(int numvertices) -{ - Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices); - GL_Backend_CheckCvars(); - mesh_maxverts = gl_mesh_maxverts.integer; - GL_Backend_AllocArrays(); -} - static void gl_backend_newmap(void) { } +cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"}; +cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"}; +cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"}; +cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"}; + void gl_backend_init(void) { int i; @@ -355,34 +207,22 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); Cvar_RegisterVariable(&gl_delayfinish); + Cvar_RegisterVariable(&gl_paranoid); + Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif - Cvar_RegisterVariable(&gl_mesh_maxverts); - Cvar_RegisterVariable(&gl_mesh_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawrangeelements); -#ifdef MESH_VAR - Cvar_RegisterVariable(&gl_mesh_vertex_array_range); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency); - Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority); -#endif -#ifdef MESH_BATCH - Cvar_RegisterVariable(&gl_mesh_batching); -#endif - Cvar_RegisterVariable(&gl_mesh_copyarrays); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); -} + Cvar_RegisterVariable(&gl_mesh_testarrayelement); + Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); -void GL_SetupView_ViewPort (int x, int y, int width, int height) -{ - if (!r_render.integer) - return; + Cvar_RegisterVariable(&scr_zoomwindow); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizex); + Cvar_RegisterVariable(&scr_zoomwindow_viewsizey); + Cvar_RegisterVariable(&scr_zoomwindow_fov); - // y is weird beause OpenGL is bottom to top, we use top to bottom - qglViewport(x, vid.realheight - (y + height), width, height); - CHECKGLERROR + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } void GL_SetupView_Orientation_Identity (void) @@ -391,14 +231,17 @@ void GL_SetupView_Orientation_Identity (void) memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) +void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) { - 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]); + matrix4x4_t tempmatrix, basematrix; + Matrix4x4_Invert_Simple(&tempmatrix, matrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); + //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)); } @@ -443,8 +286,8 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou m[ 7] = 0; m[ 8] = 0; m[ 9] = 0; - m[10] = -1 * nudge; - m[11] = -1 * nudge; + m[10] = -nudge; + m[11] = -1; m[12] = 0; m[13] = 0; m[14] = -2 * zNear * nudge; @@ -486,11 +329,13 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; - int arrayenabled, arrayis3d; - void *pointer_texcoord; + int arrayenabled; + int arrayis3d; + const void *pointer_texcoord; float rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff + matrix4x4_t matrix; } gltextureunit_t; @@ -500,17 +345,16 @@ static struct int blendfunc2; int blend; GLboolean depthmask; - int depthdisable; + int depthtest; + int scissortest; int unit; int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; - int colorarray; float color4f[4]; int lockrange_first; int lockrange_count; - int pointervertexcount; - void *pointer_vertex; - void *pointer_color; + const void *pointer_vertex; + const void *pointer_color; } gl_state; @@ -518,26 +362,26 @@ void GL_SetupTextureState(void) { int i; gltextureunit_t *unit; + gl_state.unit = -1; + gl_state.clientunit = -1; for (i = 0;i < backendunits;i++) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + GL_ActiveTexture(i); + GL_ClientActiveTexture(i); unit = gl_state.units + i; unit->t1d = 0; unit->t2d = 0; unit->t3d = 0; unit->tcubemap = 0; - unit->arrayenabled = false; - unit->arrayis3d = false; unit->pointer_texcoord = NULL; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; + + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -554,7 +398,7 @@ void GL_SetupTextureState(void) qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR @@ -578,22 +422,18 @@ void GL_SetupTextureState(void) void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); - gl_state.depthdisable = false; + gl_state.depthtest = true; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; - gl_state.colorarray = false; gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.pointervertexcount = 0; gl_state.pointer_vertex = NULL; gl_state.pointer_color = NULL; CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR @@ -601,65 +441,148 @@ void GL_Backend_ResetState(void) qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR + + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - if (gl_mesh_floatcolors.integer) + + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + + GL_Color(0, 0, 0, 0); + GL_Color(1, 1, 1, 1); + + GL_SetupTextureState(); +} + +void GL_ActiveTexture(int num) +{ + if (gl_state.unit != num) { - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR + gl_state.unit = num; + if (qglActiveTexture) + { + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } } - else +} + +void GL_ClientActiveTexture(int num) +{ + if (gl_state.clientunit != num) { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR + gl_state.clientunit = num; + if (qglActiveTexture) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } } - GL_Color(0, 0, 0, 0); - GL_Color(1, 1, 1, 1); +} - GL_SetupTextureState(); +void GL_BlendFunc(int blendfunc1, int blendfunc2) +{ + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) + { + qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) + { + if (gl_state.blendfunc1 == GL_ONE) + { + if (gl_state.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } } -void GL_UseColorArray(void) +void GL_DepthMask(int state) { - if (!gl_state.colorarray) + if (gl_state.depthmask != state) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = true; - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + } +} + +void GL_DepthTest(int state) +{ + if (gl_state.depthtest != state) + { + gl_state.depthtest = state; + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } + } +} + +void GL_VertexPointer(const float *p) +{ + if (gl_state.pointer_vertex != p) + { + gl_state.pointer_vertex = p; + CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + CHECKGLERROR + } +} + +void GL_ColorPointer(const float *p) +{ + if (gl_state.pointer_color != p) + { + CHECKGLERROR + if (!gl_state.pointer_color) + { + qglEnableClientState(GL_COLOR_ARRAY); + CHECKGLERROR + } + else if (!p) + { + qglDisableClientState(GL_COLOR_ARRAY); + CHECKGLERROR + } + gl_state.pointer_color = p; + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color); + CHECKGLERROR } } void GL_Color(float cr, float cg, float cb, float ca) { - if (gl_state.colorarray) + if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.colorarray = false; - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + GL_ColorPointer(NULL); gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; + CHECKGLERROR qglColor4f(cr, cg, cb, ca); - } - else - { - if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.color4f[0] = cr; - gl_state.color4f[1] = cg; - gl_state.color4f[2] = cb; - gl_state.color4f[3] = ca; - qglColor4f(cr, cg, cb, ca); - } + CHECKGLERROR } } @@ -685,6 +608,26 @@ void GL_LockArrays(int first, int count) } } +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, vid.realheight - (y + height),width,height); + CHECKGLERROR +} + +void GL_ScissorTest(int state) +{ + if(gl_state.scissortest == state) + return; + + CHECKGLERROR + if((gl_state.scissortest = state)) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(GL_SCISSOR_TEST); + CHECKGLERROR +} + void GL_TransformToScreen(const vec4_t in, vec4_t out) { vec4_t temp; @@ -701,248 +644,151 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out) void R_Mesh_Start(void) { BACKENDACTIVECHECK - CHECKGLERROR - - GL_Backend_CheckCvars(); - if (mesh_maxverts != gl_mesh_maxverts.integer -#ifdef MESH_VAR - || mesh_var != (gl_mesh_vertex_array_range.integer && gl_support_var) - || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value - || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value - || mesh_var_priority != gl_mesh_vertex_array_range_priority.value -#endif - ) - GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); - GL_Backend_ResetState(); -#ifdef MESH_VAR - if (!mesh_var) - { - gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0; - varray_offset = varray_offsetnext = 0; - } -#else - varray_offset = varray_offsetnext = 0; -#endif } int gl_backend_rebindtextures; -void GL_ConvertColorsFloatToByte(int first, int count) +void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { - int i, k; - union {float f[4];int i[4];} *color4fi; - struct {GLubyte c[4];} *color4b; - - // shift float to have 8bit fraction at base of number - color4fi = (void *)(varray_buf_color4f + first * 4); - for (i = 0;i < count;i++, color4fi++) - { - color4fi->f[0] += 32768.0f; - color4fi->f[1] += 32768.0f; - color4fi->f[2] += 32768.0f; - color4fi->f[3] += 32768.0f; - } - - // then read as integer and kill float bits... - color4fi = (void *)(varray_buf_color4f + first * 4); - color4b = (void *)(varray_buf_color4b + first * 4); - for (i = 0;i < count;i++, color4fi++, color4b++) + int i; + if (offset) { - k = color4fi->i[0] & 0x7FFFFF;color4b->c[0] = (GLubyte) min(k, 255); - k = color4fi->i[1] & 0x7FFFFF;color4b->c[1] = (GLubyte) min(k, 255); - k = color4fi->i[2] & 0x7FFFFF;color4b->c[2] = (GLubyte) min(k, 255); - k = color4fi->i[3] & 0x7FFFFF;color4b->c[3] = (GLubyte) min(k, 255); + for (i = 0;i < count;i++) + *out++ = *in++ + offset; } + else + memcpy(out, in, sizeof(*out) * count); } -/* -// enlarges geometry buffers if they are too small -void _R_Mesh_ResizeCheck(int numverts) +// renders triangles using vertices from the active arrays +int paranoidblah = 0; +void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) { - if (numverts > mesh_maxverts) + int numelements = numtriangles * 3; + if (numverts == 0 || numtriangles == 0) { - BACKENDACTIVECHECK - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); + Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + return; } -} -*/ - -void R_Mesh_EndBatch(void) -{ -#ifdef MESH_BATCH - if (gl_batchelementcount) + c_meshs++; + c_meshelements += numelements; + CHECKGLERROR + if (r_render.integer) { - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_EndBatch: called with pointers enabled\n"); - - if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL) - GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount); - if (r_render.integer) + if (gl_paranoid.integer) { - //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount); - CHECKGLERROR - GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + int i, j, size; + const int *p; + if (!qglIsEnabled(GL_VERTEX_ARRAY)) + Con_Printf("R_Mesh_Draw: vertex array not enabled\n"); + for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++) + paranoidblah += *p; + if (gl_state.pointer_color) { - qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR + if (!qglIsEnabled(GL_COLOR_ARRAY)) + Con_Printf("R_Mesh_Draw: color array set but not enabled\n"); + for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++) + paranoidblah += *p; } - else + for (i = 0;i < backendunits;i++) { - qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR + if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled) + { + if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap)) + Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n"); + GL_ActiveTexture(i); + if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) + Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n"); + for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++) + paranoidblah += *p; + } + } + for (i = 0;i < numtriangles * 3;i++) + { + if (elements[i] < 0 || elements[i] >= numverts) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts); + return; + } } - GL_LockArrays(0, 0); - } - gl_batchelementcount = 0; - gl_batchvertexcount = 0; - } -#endif -} - -void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) -{ - int i; - //if (offset) - for (i = 0;i < count;i++) - *out++ = *in++ + offset; - //else - // memcpy(out, in, sizeof(*out) * count); -} - -// gets vertex buffer space for use with a following R_Mesh_Draw -// (can be multiple Draw calls per GetSpace) -void R_Mesh_GetSpace(int numverts) -{ - int i; - - if (gl_state.pointervertexcount) - Host_Error("R_Mesh_GetSpace: called with pointers enabled\n"); - if (gl_state.lockrange_count) - Host_Error("R_Mesh_GetSpace: called with arrays locked\n"); - - varray_offset = varray_offsetnext; - if (varray_offset + numverts > mesh_maxverts) - { - //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n"); -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - varray_offset = 0; -#ifdef MESH_VAR - if (mesh_var) - { - CHECKGLERROR - qglFlushVertexArrayRangeNV(); - CHECKGLERROR } -#endif - if (numverts > mesh_maxverts) + CHECKGLERROR + GL_LockArrays(0, numverts); + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); - } - } - -/* -#ifdef MESH_BATCH - if (gl_mesh_batching.integer) - { - if (gl_batchvertexcount == 0) - gl_batchvertexfirst = varray_offset; - gl_batchvertexcount += numverts; - } -#endif -*/ - varray_vertex3f = varray_buf_vertex3f + varray_offset * 3; - varray_color4f = varray_buf_color4f + varray_offset * 4; - for (i = 0;i < backendunits;i++) - { - varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3; - varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2; - } - - varray_offsetnext = varray_offset + numverts; -} - -// renders triangles using vertices from the most recent GetSpace call -// (can be multiple Draw calls per GetSpace) -void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) -{ - int numelements = numtriangles * 3; - if (numtriangles == 0 || numverts == 0) - { - Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); - return; - } - c_meshs++; - c_meshelements += numelements; - CHECKGLERROR - if (gl_state.pointervertexcount) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (r_render.integer) - { - GL_LockArrays(0, gl_state.pointervertexcount); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR - } - else + int i, j; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + for (j = 0;j < backendunits;j++) + { + if (gl_state.units[j].pointer_texcoord) + { + if (backendunits > 1) + { + if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + } + } + else + { + if (gl_state.units[j].t3d || gl_state.units[j].tcubemap) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglTexCoord3f(p[0], p[1], p[2]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglTexCoord2f(p[0], p[1]); + } + } + } + } + if (gl_state.pointer_color) + { + p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; + qglColor4f(p[0], p[1], p[2], p[3]); + } + p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; + qglVertex3f(p[0], p[1], p[2]); } - GL_LockArrays(0, 0); + qglEnd(); + CHECKGLERROR } - } -#ifdef MESH_BATCH - else if (gl_mesh_batching.integer) - { - if (mesh_maxelements < gl_batchelementcount + numelements) + else if (gl_mesh_testarrayelement.integer) { - //Con_Printf("R_Mesh_Draw: enlarging elements array\n"); - if (gl_batchelementcount) - R_Mesh_EndBatch(); - // round up to a multiple of 1024 and add another 1024 just for good measure - mesh_maxelements = (gl_batchelementcount + numelements + 1024 + 1023) & ~1023; - GL_Backend_AllocElementsArray(); + int i; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) + { + qglArrayElement(elements[i]); + } + qglEnd(); + CHECKGLERROR } - if (varray_offset < gl_batchvertexfirst && gl_batchelementcount) - R_Mesh_EndBatch(); - if (gl_batchelementcount == 0) + else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - gl_batchvertexfirst = varray_offset; - gl_batchvertexcount = 0; + qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR } - if (gl_batchvertexcount < varray_offsetnext - gl_batchvertexfirst) - gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst; - GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset); - //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements); - gl_batchelementcount += numelements; - //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);} - } -#endif - else - { - GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); - if (r_render.integer) + else { - GL_LockArrays(varray_offset, numverts); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR - } - GL_LockArrays(0, 0); + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR } + CHECKGLERROR + GL_LockArrays(0, 0); + CHECKGLERROR } } @@ -951,11 +797,9 @@ void R_Mesh_Finish(void) { int i; BACKENDACTIVECHECK -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif + CHECKGLERROR GL_LockArrays(0, 0); + CHECKGLERROR for (i = backendunits - 1;i >= 0;i--) { @@ -994,10 +838,6 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); @@ -1005,113 +845,24 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) } } -// sets up the requested state -void R_Mesh_MainState(const rmeshstate_t *m) +void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix) { - void *p; - BACKENDACTIVECHECK - - if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) - { - if (gl_state.blendfunc1 == GL_ONE) - { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - if (gl_state.depthdisable != m->depthdisable) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.depthdisable = m->depthdisable; - if (gl_state.depthdisable) - qglDisable(GL_DEPTH_TEST); - else - qglEnable(GL_DEPTH_TEST); - } - if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t))) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR - } - - if (gl_state.pointervertexcount != m->pointervertexcount) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointervertexcount = m->pointervertexcount; - } - - p = gl_state.pointervertexcount ? m->pointer_vertex : NULL; - if (gl_state.pointer_vertex != p) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointer_vertex = p; - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR - } - - if (gl_state.colorarray) - { - p = gl_state.pointervertexcount ? m->pointer_color : NULL; - if (gl_state.pointer_color != p) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - gl_state.pointer_color = p; - if (p != varray_buf_color4f || gl_mesh_floatcolors.integer) - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f); - else - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b); - CHECKGLERROR - } + matrix4x4_t tempmatrix; + gl_state.units[unitnumber].matrix = *matrix; + Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix); + qglMatrixMode(GL_TEXTURE); + GL_ActiveTexture(unitnumber); + qglLoadMatrixf(&tempmatrix.m[0][0]); + qglMatrixMode(GL_MODELVIEW); } } -void R_Mesh_TextureState(const rmeshstate_t *m) +void R_Mesh_State_Texture(const rmeshstate_t *m) { - int i, combinergb, combinealpha; - float scale; + int i, combinergb, combinealpha, scale, arrayis3d; gltextureunit_t *unit; - void *p; BACKENDACTIVECHECK @@ -1121,189 +872,76 @@ void R_Mesh_TextureState(const rmeshstate_t *m) GL_SetupTextureState(); } - for (i = 0;i < backendunits;i++) + for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++) { - unit = gl_state.units + i; - if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i]) + if (unit->t1d != m->tex1d[i]) { - if (m->tex3d[i] || m->texcubemap[i]) + GL_ActiveTexture(i); + if (m->tex1d[i]) { - if (!unit->arrayis3d) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]); - } - if (!unit->arrayenabled) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + if (unit->t1d == 0) + qglEnable(GL_TEXTURE_1D);CHECKGLERROR } - else if (m->tex1d[i] || m->tex[i]) + else { - if (unit->arrayis3d) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayis3d = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]); - } - if (!unit->arrayenabled) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + if (unit->t1d) + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR + } + if (unit->t2d != m->tex[i]) + { + GL_ActiveTexture(i); + if (m->tex[i]) + { + if (unit->t2d == 0) + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { - if (unit->arrayenabled) - { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->arrayenabled = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } + if (unit->t2d) + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } - if (unit->t1d != m->tex1d[i]) + qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR + } + if (unit->t3d != m->tex3d[i]) + { + GL_ActiveTexture(i); + if (m->tex3d[i]) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex1d[i]) - { - if (unit->t1d == 0) - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - else - { - if (unit->t1d) - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR + if (unit->t3d == 0) + qglEnable(GL_TEXTURE_3D);CHECKGLERROR } - if (unit->t2d != m->tex[i]) + else { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex[i]) - { - if (unit->t2d == 0) - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - else - { - if (unit->t2d) - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR + if (unit->t3d) + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - if (unit->t3d != m->tex3d[i]) + qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR + } + if (unit->tcubemap != m->texcubemap[i]) + { + GL_ActiveTexture(i); + if (m->texcubemap[i]) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->tex3d[i]) - { - if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - else - { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR + if (unit->tcubemap == 0) + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - if (unit->tcubemap != m->texcubemap[i]) + else { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (m->texcubemap[i]) - { - if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - else - { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR + if (unit->tcubemap) + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR } combinergb = m->texcombinergb[i]; if (!combinergb) combinergb = GL_MODULATE; if (unit->combinergb != combinergb) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } + GL_ActiveTexture(i); unit->combinergb = combinergb; - if (gl_combine.integer) + if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } @@ -1317,14 +955,7 @@ void R_Mesh_TextureState(const rmeshstate_t *m) combinealpha = GL_MODULATE; if (unit->combinealpha != combinealpha) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } + GL_ActiveTexture(i); unit->combinealpha = combinealpha; if (gl_combine.integer) { @@ -1332,59 +963,59 @@ void R_Mesh_TextureState(const rmeshstate_t *m) } } scale = max(m->texrgbscale[i], 1); - if (gl_state.units[i].rgbscale != scale) + if (unit->rgbscale != scale) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR + GL_ActiveTexture(i); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR } scale = max(m->texalphascale[i], 1); - if (gl_state.units[i].alphascale != scale) + if (unit->alphascale != scale) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR + GL_ActiveTexture(i); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR } - if (unit->arrayenabled) + arrayis3d = unit->t3d || unit->tcubemap; + if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d) { - p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL; - if (unit->pointer_texcoord != p) + GL_ClientActiveTexture(i); + if (m->pointer_texcoord[i]) { -#ifdef MESH_BATCH - if (gl_batchelementcount) - R_Mesh_EndBatch(); -#endif - unit->pointer_texcoord = p; - if (gl_state.clientunit != i) + if (!unit->arrayenabled) { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + unit->arrayenabled = true; + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - if (unit->arrayis3d) - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_texcoord3f[i]); - else - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), p ? p : varray_buf_texcoord2f[i]); - CHECKGLERROR } + 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 } } } -void R_Mesh_State(const rmeshstate_t *m) +void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements) { - R_Mesh_MainState(m); - R_Mesh_TextureState(m); + qglBegin(GL_LINES); + for (;numtriangles;numtriangles--, elements += 3) + { + qglArrayElement(elements[0]);qglArrayElement(elements[1]); + qglArrayElement(elements[1]);qglArrayElement(elements[2]); + qglArrayElement(elements[2]);qglArrayElement(elements[0]); + } + qglEnd(); + CHECKGLERROR } /* @@ -1398,7 +1029,6 @@ void R_Mesh_State(const rmeshstate_t *m) qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg) { qboolean ret; - int i, j; qbyte *buffer; if (!r_render.integer) @@ -1408,16 +1038,6 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qbo qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); CHECKGLERROR - // LordHavoc: compensate for v_overbrightbits when using hardware gamma - if (v_hwgamma.integer) - { - for (i = 0;i < width * height * 3;i++) - { - j = buffer[i] << v_overbrightbits.integer; - buffer[i] = (qbyte) (bound(0, j, 255)); - } - } - if (jpeg) ret = JPEG_SaveImage_preflipped (filename, width, height, buffer); else @@ -1457,6 +1077,17 @@ void R_ClearScreen(void) } } +/* +==================== +CalcFov +==================== +*/ +float CalcFov (float fov_x, float width, float height) +{ + // calculate vision size and alter by aspect, then convert back to angle + return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI; +} + /* ================== SCR_UpdateScreen @@ -1482,14 +1113,6 @@ void SCR_UpdateScreen (void) if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) Cvar_SetValueQuick(&gl_combine, 0); - // lighting scale - r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); - - // lightmaps only - r_lightmapscalebit = v_overbrightbits.integer; - if (gl_combine.integer && r_textureunits.integer > 1) - r_lightmapscalebit += 2; - R_TimeReport("setup"); R_ClearScreen(); @@ -1497,8 +1120,77 @@ void SCR_UpdateScreen (void) R_TimeReport("clear"); if (scr_conlines < vid.conheight && cls.signon == SIGNONS) + { + float size; + int contents; + + // bound viewsize + if (scr_viewsize.value < 30) + Cvar_Set ("viewsize","30"); + if (scr_viewsize.value > 120) + Cvar_Set ("viewsize","120"); + + // bound field of view + if (scr_fov.value < 1) + Cvar_Set ("fov","1"); + if (scr_fov.value > 170) + Cvar_Set ("fov","170"); + + // intermission is always full screen + if (cl.intermission) + { + size = 1; + sb_lines = 0; + } + else + { + if (scr_viewsize.value >= 120) + sb_lines = 0; // no status bar at all + else if (scr_viewsize.value >= 110) + sb_lines = 24; // no inventory + else + sb_lines = 24+16+8; + size = scr_viewsize.value * (1.0 / 100.0); + size = min(size, 1); + } + + r_refdef.width = vid.realwidth * size; + r_refdef.height = vid.realheight * size; + r_refdef.x = (vid.realwidth - r_refdef.width)/2; + r_refdef.y = (vid.realheight - r_refdef.height)/2; + + // LordHavoc: viewzoom (zoom in for sniper rifles, etc) + r_refdef.fov_x = scr_fov.value * cl.viewzoom; + r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height); + + if (cl.worldmodel) + { + Mod_CheckLoaded(cl.worldmodel); + contents = CL_PointSuperContents(r_vieworigin); + if (contents & SUPERCONTENTS_LIQUIDSMASK) + { + r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985); + r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985); + } + } + R_RenderView(); + if (scr_zoomwindow.integer) + { + float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0; + float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0; + r_refdef.width = vid.realwidth * sizex; + r_refdef.height = vid.realheight * sizey; + r_refdef.x = (vid.realwidth - r_refdef.width)/2; + r_refdef.y = 0; + r_refdef.fov_x = scr_zoomwindow_fov.value; + r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height); + + R_RenderView(); + } + } + // draw 2D stuff R_DrawQueue(); @@ -1516,59 +1208,263 @@ void SCR_UpdateScreen (void) } } -// utility functions -void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) +//=========================================================================== +// dynamic vertex array buffer subsystem +//=========================================================================== + +float varray_vertex3f[65536*3]; +float varray_color4f[65536*4]; +float varray_texcoord2f[4][65536*2]; +float varray_texcoord3f[4][65536*3]; +float varray_normal3f[65536*3]; +int earray_element3i[65536]; + +//=========================================================================== +// vertex array caching subsystem +//=========================================================================== + +typedef struct rcachearraylink_s +{ + struct rcachearraylink_s *next, *prev; + struct rcachearrayitem_s *data; +} +rcachearraylink_t; + +typedef struct rcachearrayitem_s +{ + // the original request structure + rcachearrayrequest_t request; + // active + int active; + // offset into r_mesh_rcachedata + int offset; + // for linking this into the sequential list + rcachearraylink_t sequentiallink; + // for linking this into the lookup list + rcachearraylink_t hashlink; +} +rcachearrayitem_t; + +#define RCACHEARRAY_HASHSIZE 65536 +#define RCACHEARRAY_ITEMS 4096 +#define RCACHEARRAY_DEFAULTSIZE (4 << 20) + +// all active items are linked into this chain in sorted order +static rcachearraylink_t r_mesh_rcachesequentialchain; +// all inactive items are linked into this chain in unknown order +static rcachearraylink_t r_mesh_rcachefreechain; +// all active items are also linked into these chains (using their hashlink) +static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; + +// all items are stored here, whether active or inactive +static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; + +// size of data buffer +static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; +// data buffer +static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; + +// current state +static int r_mesh_rcachedata_offset; +static rcachearraylink_t *r_mesh_rcachesequentialchain_current; + +static void R_Mesh_CacheArray_Startup(void) { -#ifdef MESH_VAR - if (mesh_var) + int i; + rcachearraylink_t *l; + // prepare all the linked lists + l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; + l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; + memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); + for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) { - float *out = varray_vertex3f; - while (--numverts) - { - *out++ = *vertex3f++; - *out++ = *vertex3f++; - *out++ = *vertex3f++; - } + l = &r_mesh_rcachechain[i]; + l->next = l->prev = l; + l->data = NULL; } - else -#endif - memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3])); + memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); + for (i = 0;i < RCACHEARRAY_ITEMS;i++) + { + r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; + l = &r_mesh_rcacheitems[i].sequentiallink; + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + } + // clear other state + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; +} + +static void R_Mesh_CacheArray_Shutdown(void) +{ } -void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts) +/* +static void R_Mesh_CacheArray_ValidateState(int num) { -#ifdef MESH_VAR - if (mesh_var) + rcachearraylink_t *l, *lhead; + lhead = &r_mesh_rcachesequentialchain; + if (r_mesh_rcachesequentialchain_current == lhead) + return; + for (l = lhead->next;l != lhead;l = l->next) + if (r_mesh_rcachesequentialchain_current == l) + return; + Sys_Error("%i", num); +} +*/ + +int R_Mesh_CacheArray(rcachearrayrequest_t *r) +{ + rcachearraylink_t *l, *lhead, *lnext; + rcachearrayitem_t *d; + int hashindex, offset, offsetend; + + //R_Mesh_CacheArray_ValidateState(3); + // calculate a hashindex to choose a cache chain + r->data = NULL; + hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; + + // is it already cached? + for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) { - float *out = varray_texcoord2f[tmu]; - while (--numverts) + if (!memcmp(&l->data->request, r, sizeof(l->data->request))) { - *out++ = *texcoord2f++; - *out++ = *texcoord2f++; + // we have it cached already + r->data = r_mesh_rcachedata + l->data->offset; + return false; } } - else -#endif - memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2])); -} -void R_Mesh_CopyColor4f(const float *color4f, int numverts) -{ -#ifdef MESH_VAR - if (mesh_var) + // we need to add a new cache item, this means finding a place for the new + // data and making sure we have a free item available, lots of work... + + // check if buffer needs to wrap + if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) { - float *out = varray_color4f; - while (--numverts) + /* + if (r->data_size * 10 > r_mesh_rcachedata_size) { - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; - *out++ = *color4f++; + // realloc whole cache } + */ + // reset back to start + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; } - else -#endif - memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); + offset = r_mesh_rcachedata_offset; + r_mesh_rcachedata_offset += r->data_size; + offsetend = r_mesh_rcachedata_offset; + //R_Mesh_CacheArray_ValidateState(4); + + /* + { + int n; + for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); + Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); + } + */ + + // make room for the new data (remove old items) + lhead = &r_mesh_rcachesequentialchain; + l = r_mesh_rcachesequentialchain_current; + if (l == lhead) + l = l->next; + while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) + { + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(8); + lnext = l->next; + // if at the end of the chain, wrap around + if (lnext == lhead) + lnext = lnext->next; + //r_mesh_rcachesequentialchain_current = lnext; + //R_Mesh_CacheArray_ValidateState(10); + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + //R_Mesh_CacheArray_ValidateState(11); + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + //R_Mesh_CacheArray_ValidateState(12); + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(9); + } + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(5); + // gobble an extra item if we have no free items available + if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) + { + lnext = l->next; + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + } + r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(6); + + // now take an item from the free chain + l = r_mesh_rcachefreechain.next; + // set it up + d = l->data; + d->request = *r; + d->offset = offset; + // unlink + l->next->prev = l->prev; + l->prev->next = l->next; + // relink to sequential + l->next = r_mesh_rcachesequentialchain_current->prev; + l->prev = l->next->prev; + while (l->next->data && l->data && l->next->data->offset <= d->offset) + { + //Con_Printf(">\n"); + l->next = l->next->next; + l->prev = l->prev->next; + } + while (l->prev->data && l->data && l->prev->data->offset >= d->offset) + { + //Con_Printf("<\n"); + l->prev = l->prev->prev; + l->next = l->next->prev; + } + l->next->prev = l->prev->next = l; + // also link into hash chain + l = &l->data->hashlink; + l->next = &r_mesh_rcachechain[hashindex]; + l->prev = l->next->prev; + l->prev->next = l; + l->next->prev = l->prev->next = l; + + + //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; + + //R_Mesh_CacheArray_ValidateState(7); + // and finally set the data pointer + r->data = r_mesh_rcachedata + d->offset; + // and tell the caller to fill the array + return true; }