#include "quakedef.h" cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "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 GL_PrintError(int errornumber, char *filename, int linenumber) { 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; } } #endif float r_farclip, r_newfarclip; int polyindexarray[768]; static float viewdist; int c_meshs, c_meshtris, c_transmeshs, c_transtris; int lightscalebit; float lightscale; float overbrightscale; 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 depthmask; int depthtest; int blendfunc1, blendfunc2; int textures[MAX_TEXTUREUNITS]; int texturergbscale[MAX_TEXTUREUNITS]; int firsttriangle; int triangles; int firstvert; int verts; struct buf_mesh_s *chain; struct buf_transtri_s *transchain; } buf_mesh_t; typedef struct buf_transtri_s { struct buf_transtri_s *next; struct buf_transtri_s *meshsortchain; buf_mesh_t *mesh; int index[3]; } buf_transtri_t; typedef struct buf_tri_s { int index[3]; } buf_tri_t; typedef struct { float v[4]; } buf_vertex_t; typedef struct { float c[4]; } buf_fcolor_t; typedef struct { qbyte c[4]; } buf_bcolor_t; typedef struct { float t[2]; } buf_texcoord_t; static float meshfarclip; static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout; static buf_mesh_t *buf_mesh; static buf_tri_t *buf_tri; static buf_vertex_t *buf_vertex; static buf_fcolor_t *buf_fcolor; static buf_bcolor_t *buf_bcolor; static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; static int currenttransmesh, currenttransvertex, currenttranstriangle; static buf_mesh_t *buf_transmesh; static buf_transtri_t *buf_sorttranstri; static buf_transtri_t **buf_sorttranstri_list; static buf_tri_t *buf_transtri; static buf_vertex_t *buf_transvertex; static buf_fcolor_t *buf_transfcolor; static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS]; static mempool_t *gl_backend_mempool; static int resizingbuffers = false; static void gl_backend_start(void) { int i; max_verts = max_meshs * 3; max_transverts = max_transmeshs * 3; if (!gl_backend_mempool) gl_backend_mempool = Mem_AllocPool("GL_Backend"); #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 for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\ memset(var, 0, count * sizeof(sizeofstruct));\ } 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_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, va("buf_texcoord[%d]", i)) BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i)) } else { buf_texcoord[i] = NULL; buf_transtexcoord[i] = NULL; } } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); backendactive = true; } static void gl_backend_shutdown(void) { if (resizingbuffers) Mem_EmptyPool(gl_backend_mempool); else Mem_FreePool(&gl_backend_mempool); backendunits = 0; backendactive = false; } static void gl_backend_bufferchanges(int init) { 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 < 1024) Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); if (gl_mesh_maxtriangles.integer > 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_SetValueQuick(&gl_mesh_batchtriangles, 0); if (gl_mesh_batchtriangles.integer > 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 || max_transmeshs != gl_mesh_transtriangles.integer) { max_meshs = gl_mesh_maxtriangles.integer; max_transmeshs = gl_mesh_transtriangles.integer; if (!init) { resizingbuffers = true; gl_backend_shutdown(); gl_backend_start(); resizingbuffers = false; } } } static void gl_backend_newmap(void) { r_farclip = r_newfarclip = 2048.0f; } void gl_backend_init(void) { int i; Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); #ifdef NORENDER Cvar_SetValue("r_render", 0); #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++) { polyindexarray[i*3+0] = 0; polyindexarray[i*3+1] = i + 1; polyindexarray[i*3+2] = i + 2; } } int arraylocked = false; void GL_LockArray(int first, int count) { if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer != 0) { qglLockArraysEXT(first, count); CHECKGLERROR arraylocked = true; } } void GL_UnlockArray(void) { if (arraylocked) { qglUnlockArraysEXT(); CHECKGLERROR arraylocked = false; } } /* ============= GL_SetupFrame ============= */ static void GL_SetupFrame (void) { double xmax, ymax; double fovx, fovy, zNear, zFar, aspect; // update farclip based on previous frame r_farclip = r_newfarclip; if (!r_render.integer) return; qglDepthFunc (GL_LEQUAL);CHECKGLERROR // set up viewpoint qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity ();CHECKGLERROR // y is weird beause OpenGL is bottom to top, we use top to bottom qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR // depth range zNear = 1.0; zFar = r_farclip; // fov angles fovx = r_refdef.fov_x; fovy = r_refdef.fov_y; aspect = r_refdef.width / r_refdef.height; // pyramid slopes xmax = zNear * tan(fovx * M_PI / 360.0) * aspect; ymax = zNear * tan(fovy * M_PI / 360.0); // set view pyramid qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR qglLoadIdentity ();CHECKGLERROR // put Z going up qglRotatef (-90, 1, 0, 0);CHECKGLERROR qglRotatef (90, 0, 0, 1);CHECKGLERROR // camera rotation 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 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR } static int mesh_blendfunc1; static int mesh_blendfunc2; static int mesh_blend; static GLboolean mesh_depthmask; static int mesh_depthtest; static int mesh_unit; static int mesh_clientunit; static int mesh_texture[MAX_TEXTUREUNITS]; static float mesh_texturergbscale[MAX_TEXTUREUNITS]; void GL_SetupTextureState(void) { int i; if (backendunits > 1) { for (i = 0;i < backendunits;i++) { qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);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_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 { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } if (mesh_texture[i]) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { 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 { qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (mesh_texture[0]) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { 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; if (!backendactive) Sys_Error("R_Mesh_Clear: called when backend is not active\n"); CHECKGLERROR gl_backend_bufferchanges(false); currentmesh = 0; currenttriangle = 0; currentvertex = 0; currenttransmesh = 0; currenttranstriangle = 0; currenttransvertex = 0; meshfarclip = 0; transranout = false; viewdist = DotProduct(r_origin, vpn); c_meshs = 0; c_meshtris = 0; c_transmeshs = 0; c_transtris = 0; GL_SetupFrame(); mesh_unit = 0; mesh_clientunit = 0; for (i = 0;i < backendunits;i++) { mesh_texture[i] = 0; mesh_texturergbscale[i] = 1; } qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR mesh_depthtest = true; qglEnable(GL_DEPTH_TEST);CHECKGLERROR mesh_blendfunc1 = GL_ONE; mesh_blendfunc2 = GL_ZERO; qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR mesh_blend = 0; qglDisable(GL_BLEND);CHECKGLERROR mesh_depthmask = GL_TRUE; qglDepthMask(mesh_depthmask);CHECKGLERROR usedarrays = false; if (gl_mesh_drawmode.integer != 0) { 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 } GL_SetupTextureState(); } int gl_backend_rebindtextures; void GL_UpdateFarclip(void) { int i; float farclip; // push out farclip based on vertices // FIXME: wouldn't this be slow when using matrix transforms? for (i = 0;i < currentvertex;i++) { farclip = DotProduct(buf_vertex[i].v, vpn); if (meshfarclip < farclip) meshfarclip = farclip; } farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe // push out farclip for next frame if (farclip > r_newfarclip) r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256; } void GL_ConvertColorsFloatToByte(void) { 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 fcolor = &buf_fcolor->c[0]; for (i = 0;i < total;) { 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... icolor = (int *)&buf_fcolor->c[0]; bcolor = &buf_bcolor->c[0]; for (i = 0;i < total;) { 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; } } void GL_MeshState(buf_mesh_t *mesh) { int i; if (backendunits > 1) { for (i = 0;i < backendunits;i++) { if (mesh_texture[i] != mesh->textures[i]) { if (mesh_unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR } if (mesh_texture[i] == 0) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array if (mesh_clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR } qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR if (mesh_texture[i] == 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array if (mesh_clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR } qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } if (mesh_texturergbscale[i] != mesh->texturergbscale[i]) { if (mesh_unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR } qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR } } } else { if (mesh_texture[0] != mesh->textures[0]) { if (mesh_texture[0] == 0) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR if (mesh_texture[0] == 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2) { 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; qglDisable(GL_BLEND);CHECKGLERROR } } else { if (!mesh_blend) { mesh_blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } else { if (!mesh_blend) { mesh_blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } if (mesh_depthtest != mesh->depthtest) { mesh_depthtest = mesh->depthtest; if (mesh_depthtest) qglEnable(GL_DEPTH_TEST); else qglDisable(GL_DEPTH_TEST); } if (mesh_depthmask != mesh->depthmask) { 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(); } } // renders mesh buffers, called to flush buffers when full void R_Mesh_Render(void) { int i; int k; int indexcount; int firstvert; buf_mesh_t *mesh; unsigned int *index; if (!backendactive) Sys_Error("R_Mesh_Render: called when backend is not active\n"); if (!currentmesh) return; CHECKGLERROR GL_UpdateFarclip(); if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0) GL_ConvertColorsFloatToByte(); if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; GL_SetupTextureState(); } GL_MeshState(buf_mesh); GL_LockArray(0, currentvertex); 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 (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++) { GL_MeshState(mesh); firstvert = mesh->firstvert; indexcount = mesh->triangles * 3; index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0]; // if not using batching, skip the index adjustment if (firstvert != 0) for (i = 0;i < indexcount;i++) index[i] += firstvert; GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR } } currentmesh = 0; currenttriangle = 0; currentvertex = 0; GL_UnlockArray();CHECKGLERROR } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { int i; // flush any queued meshs R_Mesh_Render(); if (backendunits > 1) { for (i = backendunits - 1;i >= 0;i--) { qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR } if (i > 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } else { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR if (usedarrays) { qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } else { 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 } 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(); qglClear(GL_DEPTH_BUFFER_BIT); R_Mesh_Start(); } void R_Mesh_AddTransparent(void) { int i, j, k, *index; float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist; buf_vertex_t *vert1, *vert2, *vert3; buf_transtri_t *tri; buf_mesh_t *mesh, *transmesh; if (!currenttransmesh) return; // convert index data to transtris for sorting for (j = 0;j < currenttransmesh;j++) { mesh = buf_transmesh + j; k = mesh->firsttriangle; index = &buf_transtri[k].index[0]; for (i = 0;i < mesh->triangles;i++) { tri = &buf_sorttranstri[k++]; tri->mesh = mesh; tri->index[0] = *index++; tri->index[1] = *index++; tri->index[2] = *index++; } } // map farclip to 0-4095 list range centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f); viewdistcompare = viewdist + 4.0f; memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *)); k = 0; for (j = 0;j < currenttranstriangle;j++) { tri = &buf_sorttranstri[j]; i = tri->mesh->firstvert; vert1 = &buf_transvertex[tri->index[0] + i]; vert2 = &buf_transvertex[tri->index[1] + i]; vert3 = &buf_transvertex[tri->index[2] + i]; dist1 = DotProduct(vert1->v, vpn); dist2 = DotProduct(vert2->v, vpn); dist3 = DotProduct(vert3->v, vpn); maxdist = max(dist1, max(dist2, dist3)); if (maxdist < viewdistcompare) continue; center = (dist1 + dist2 + dist3) * centerscaler - viewdist; #if SLOWMATH i = (int) center; i = bound(0, i, (TRANSDEPTHRES - 1)); #else if (center < 0.0f) center = 0.0f; center += 8388608.0f; i = *((int *)¢er) & 0x7FFFFF; i = min(i, (TRANSDEPTHRES - 1)); #endif tri->next = buf_sorttranstri_list[i]; buf_sorttranstri_list[i] = tri; k++; } for (i = 0;i < currenttransmesh;i++) buf_transmesh[i].transchain = NULL; transmesh = NULL; for (j = 0;j < TRANSDEPTHRES;j++) { if ((tri = buf_sorttranstri_list[j])) { for (;tri;tri = tri->next) { if (!tri->mesh->transchain) { tri->mesh->chain = transmesh; transmesh = tri->mesh; } tri->meshsortchain = tri->mesh->transchain; tri->mesh->transchain = tri; } } } for (;transmesh;transmesh = transmesh->chain) { 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++]; *mesh = *transmesh; // copy mesh properties mesh->firstvert = currentvertex; memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t)); memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t)); for (i = 0;i < backendunits && transmesh->textures[i];i++) memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t)); currentvertex += mesh->verts; mesh->firsttriangle = currenttriangle; for (tri = transmesh->transchain;tri;tri = tri->meshsortchain) { buf_tri[currenttriangle].index[0] = tri->index[0]; buf_tri[currenttriangle].index[1] = tri->index[1]; buf_tri[currenttriangle].index[2] = tri->index[2]; currenttriangle++; } mesh->triangles = currenttriangle - mesh->firsttriangle; } currenttransmesh = 0; currenttranstriangle = 0; currenttransvertex = 0; } void R_Mesh_Draw(const rmeshinfo_t *m) { // these are static because gcc runs out of virtual registers otherwise static int i, j, overbright, *index; static float *in, scaler; static float cr, cg, cb, ca; static buf_mesh_t *mesh; static buf_vertex_t *vert; static buf_fcolor_t *fcolor; static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; if (!backendactive) Sys_Error("R_Mesh_Draw: called when backend is not active\n"); if (m->index == NULL || !m->numtriangles || m->vertex == NULL || !m->numverts) Host_Error("R_Mesh_Draw: no triangles or verts\n"); // ignore meaningless alpha meshs if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) { if (m->color) { for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep) if (*in >= 0.01f) break; if (i == m->numverts) return; } else if (m->ca < 0.01f) return; } if (!backendactive) Sys_Error("R_Mesh_Draw: called when backend is not active\n"); #ifdef DEBUGGL for (i = 0;i < m->numtriangles * 3;i++) if ((unsigned int) m->index[i] >= (unsigned int) m->numverts) Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts); #endif // 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_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) { if (!transranout) { Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); transranout = true; } return; } c_transmeshs++; c_transtris += m->numtriangles; vert = &buf_transvertex[currenttransvertex]; fcolor = &buf_transfcolor[currenttransvertex]; for (i = 0;i < backendunits;i++) texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; // transmesh is only for storage of transparent meshs until they // are inserted into the main mesh array mesh = &buf_transmesh[currenttransmesh++]; mesh->firsttriangle = currenttranstriangle; mesh->firstvert = currenttransvertex; index = &buf_transtri[currenttranstriangle].index[0]; currenttranstriangle += m->numtriangles; currenttransvertex += m->numverts; } else { if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) R_Mesh_Render(); c_meshs++; c_meshtris += m->numtriangles; vert = &buf_vertex[currentvertex]; fcolor = &buf_fcolor[currentvertex]; for (i = 0;i < backendunits;i++) texcoord[i] = &buf_texcoord[i][currentvertex]; // opaque meshs are rendered directly mesh = &buf_mesh[currentmesh++]; mesh->firsttriangle = currenttriangle; mesh->firstvert = currentvertex; index = &buf_tri[currenttriangle].index[0]; currenttriangle += m->numtriangles; currentvertex += m->numverts; } // code shared for transparent and opaque meshs memcpy(index, m->index, sizeof(int[3]) * m->numtriangles); mesh->blendfunc1 = m->blendfunc1; mesh->blendfunc2 = m->blendfunc2; mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); mesh->depthtest = !m->depthdisable; mesh->triangles = m->numtriangles; mesh->verts = m->numverts; overbright = false; scaler = 1; if (m->blendfunc2 == GL_SRC_COLOR) { if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer scaler *= 0.5f; } else { if (m->tex[0]) { overbright = gl_combine.integer; if (overbright) scaler *= 0.25f; } scaler *= overbrightscale; } j = -1; for (i = 0;i < backendunits;i++) { if ((mesh->textures[i] = m->tex[i])) j = i; mesh->texturergbscale[i] = m->texrgbscale[i]; if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) mesh->texturergbscale[i] = 1; } if (overbright && j >= 0) mesh->texturergbscale[j] = 4; if (m->vertexstep != sizeof(buf_vertex_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]; } } else memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); if (m->color) { for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) { 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]; } } else { cr = m->cr * scaler; cg = m->cg * scaler; cb = m->cb * scaler; ca = m->ca; for (i = 0;i < m->numverts;i++) { fcolor[i].c[0] = cr; fcolor[i].c[1] = cg; fcolor[i].c[2] = cb; fcolor[i].c[3] = ca; } } for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) { if (j >= backendunits) Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) { 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]; } } else memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); } if (currenttriangle >= max_batch) R_Mesh_Render(); } void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m) { // these are static because gcc runs out of virtual registers otherwise static int i, j, overbright, *index; static float *in, scaler; static buf_mesh_t *mesh; static buf_vertex_t *vert; static buf_fcolor_t *fcolor; static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; if (!backendactive) Sys_Error("R_Mesh_Draw: called when backend is not active\n"); if (m->index == NULL || !m->numtriangles || m->vertex == NULL || !m->numverts) Host_Error("R_Mesh_Draw: no triangles or verts\n"); // ignore meaningless alpha meshs if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) { if (m->color) { for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep) if (*in >= 0.01f) break; if (i == m->numverts) return; } else if (m->ca < 0.01f) return; } // 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_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) { if (!transranout) { Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n"); transranout = true; } return; } c_transmeshs++; c_transtris += m->numtriangles; vert = &buf_transvertex[currenttransvertex]; fcolor = &buf_transfcolor[currenttransvertex]; for (i = 0;i < backendunits;i++) texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; // transmesh is only for storage of transparent meshs until they // are inserted into the main mesh array mesh = &buf_transmesh[currenttransmesh++]; mesh->firsttriangle = currenttranstriangle; mesh->firstvert = currenttransvertex; index = &buf_transtri[currenttranstriangle].index[0]; currenttranstriangle += m->numtriangles; currenttransvertex += m->numverts; } else { if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) R_Mesh_Render(); c_meshs++; c_meshtris += m->numtriangles; vert = &buf_vertex[currentvertex]; fcolor = &buf_fcolor[currentvertex]; for (i = 0;i < backendunits;i++) texcoord[i] = &buf_texcoord[i][currentvertex]; // opaque meshs are rendered directly mesh = &buf_mesh[currentmesh++]; mesh->firsttriangle = currenttriangle; mesh->firstvert = currentvertex; index = &buf_tri[currenttriangle].index[0]; currenttriangle += m->numtriangles; currentvertex += m->numverts; } // code shared for transparent and opaque meshs memcpy(index, m->index, sizeof(int[3]) * m->numtriangles); mesh->blendfunc1 = m->blendfunc1; mesh->blendfunc2 = m->blendfunc2; mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); mesh->depthtest = !m->depthdisable; mesh->triangles = m->numtriangles; mesh->verts = m->numverts; overbright = false; scaler = 1; if (m->blendfunc2 == GL_SRC_COLOR) { if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer scaler *= 0.5f; } else { if (m->tex[0]) { overbright = gl_combine.integer; if (overbright) scaler *= 0.25f; } scaler *= overbrightscale; } j = -1; for (i = 0;i < backendunits;i++) { if ((mesh->textures[i] = m->tex[i])) j = i; mesh->texturergbscale[i] = m->texrgbscale[i]; if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) mesh->texturergbscale[i] = 1; } if (overbright && j >= 0) mesh->texturergbscale[j] = 4; if (m->vertexstep != sizeof(buf_vertex_t)) Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n"); if (m->colorstep != sizeof(buf_fcolor_t)) Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n"); if (m->color == NULL) Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n"); for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) { if (j >= backendunits) Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n"); } memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t)); // do this as a second step because memcpy preloaded the cache, which we can't easily do if (scaler != 1) { for (i = 0;i < m->numverts;i++) { fcolor[i].c[0] *= scaler; fcolor[i].c[1] *= scaler; 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 // (this is used for very high speed rendering, no copying) int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m) { // these are static because gcc runs out of virtual registers otherwise int i, j, overbright; float scaler; buf_mesh_t *mesh; if (!backendactive) Sys_Error("R_Mesh_Draw: called when backend is not active\n"); if (!m->numtriangles || !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_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts) { if (!transranout) { Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); transranout = true; } return false; } c_transmeshs++; c_transtris += m->numtriangles; m->index = &buf_transtri[currenttranstriangle].index[0]; m->vertex = &buf_transvertex[currenttransvertex].v[0]; m->color = &buf_transfcolor[currenttransvertex].c[0]; for (i = 0;i < backendunits;i++) m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0]; // transmesh is only for storage of transparent meshs until they // are inserted into the main mesh array mesh = &buf_transmesh[currenttransmesh++]; mesh->firsttriangle = currenttranstriangle; mesh->firstvert = currenttransvertex; currenttranstriangle += m->numtriangles; currenttransvertex += m->numverts; } else { if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) R_Mesh_Render(); c_meshs++; c_meshtris += m->numtriangles; m->index = &buf_tri[currenttriangle].index[0]; m->vertex = &buf_vertex[currentvertex].v[0]; m->color = &buf_fcolor[currentvertex].c[0]; for (i = 0;i < backendunits;i++) m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0]; // opaque meshs are rendered directly mesh = &buf_mesh[currentmesh++]; mesh->firsttriangle = currenttriangle; mesh->firstvert = currentvertex; currenttriangle += m->numtriangles; currentvertex += m->numverts; } // code shared for transparent and opaque meshs mesh->blendfunc1 = m->blendfunc1; mesh->blendfunc2 = m->blendfunc2; mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); mesh->depthtest = !m->depthdisable; mesh->triangles = m->numtriangles; mesh->verts = m->numverts; overbright = false; scaler = 1; if (m->blendfunc2 == GL_SRC_COLOR) { if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer scaler *= 0.5f; } else { if (m->tex[0]) { overbright = gl_combine.integer; if (overbright) scaler *= 0.25f; } scaler *= overbrightscale; } m->colorscale = scaler; j = -1; for (i = 0;i < MAX_TEXTUREUNITS;i++) { if ((mesh->textures[i] = m->tex[i])) { j = i; if (i >= backendunits) Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); } mesh->texturergbscale[i] = m->texrgbscale[i]; if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) mesh->texturergbscale[i] = 1; } if (overbright && j >= 0) mesh->texturergbscale[j] = 4; return true; } void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) { m->index = polyindexarray; m->numverts = numverts; m->numtriangles = numverts - 2; if (m->numtriangles < 1) { Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n"); return; } if (m->numtriangles >= 256) { Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n"); return; } R_Mesh_Draw(m); } /* ============================================================================== SCREEN SHOTS ============================================================================== */ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) { qboolean ret; int i; qbyte *buffer; if (!r_render.integer) return false; buffer = Mem_Alloc(tempmempool, width*height*3); qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); CHECKGLERROR // LordHavoc: compensate for v_overbrightbits when using hardware gamma if (v_hwgamma.integer) for (i = 0;i < width * height * 3;i++) buffer[i] <<= v_overbrightbits.integer; ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); Mem_Free(buffer); return ret; } //============================================================================= void R_ClearScreen(void) { if (r_render.integer) { // clear to black qglClearColor(0,0,0,0);CHECKGLERROR // clear the screen qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR // set dithering mode if (gl_dither.integer) { qglEnable(GL_DITHER);CHECKGLERROR } else { qglDisable(GL_DITHER);CHECKGLERROR } } } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen (void) { VID_Finish (); R_TimeReport("finish"); if (gl_combine.integer && !gl_combine_extension) Cvar_SetValue("gl_combine", 0); lightscalebit = v_overbrightbits.integer; if (gl_combine.integer && r_multitexture.integer) lightscalebit += 2; lightscale = 1.0f / (float) (1 << lightscalebit); overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); R_TimeReport("setup"); R_ClearScreen(); R_TimeReport("clear"); if (scr_conlines < vid.conheight) R_RenderView(); // draw 2D stuff R_DrawQueue(); // 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(); }