#include "quakedef.h" cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"}; cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; 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"}; // this is used to increase gl_mesh_maxtriangles automatically if a mesh was // too large for the buffers in the previous frame int overflowedverts = 0; 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_mesh_farclip; static float viewdist; // sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares static int vpnbit0, vpnbit1, vpnbit2; int c_meshs, c_meshtris; int lightscalebit; float lightscale; float overbrightscale; void SCR_ScreenShot_f (void); static int max_meshs; static int max_verts; // always max_meshs * 3 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; matrix4x4_t matrix; struct buf_mesh_s *chain; } buf_mesh_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 int currentmesh, currenttriangle, currentvertex, backendunits, backendactive; 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 mempool_t *gl_backend_mempool; static int resizingbuffers = false; static void gl_backend_start(void) { int i; qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer); if (qglDrawRangeElements != NULL) 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_Printf("\n"); max_verts = max_meshs * 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") 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)) } else { buf_texcoord[i] = NULL; } } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); backendactive = true; } static void gl_backend_shutdown(void) { Con_Printf("OpenGL Backend shutting down\n"); 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 (overflowedverts > gl_mesh_maxtriangles.integer * 3) Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3)); overflowedverts = 0; if (gl_mesh_drawmode.integer < 0) Cvar_SetValueQuick(&gl_mesh_drawmode, 0); if (gl_mesh_drawmode.integer > 3) Cvar_SetValueQuick(&gl_mesh_drawmode, 3); if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) { // change drawmode 3 to 2 if 3 won't work at all Cvar_SetValueQuick(&gl_mesh_drawmode, 2); } // 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 (max_meshs != gl_mesh_maxtriangles.integer) { max_meshs = gl_mesh_maxtriangles.integer; if (!init) { resizingbuffers = true; gl_backend_shutdown(); gl_backend_start(); resizingbuffers = false; } } } static void gl_backend_newmap(void) { } void gl_backend_init(void) { 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_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawmode); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); gl_backend_bufferchanges(true); } 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; 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_mesh_farclip; if (zFar < 64) zFar = 64; // 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 struct { int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; int depthtest; int unit; int clientunit; int texture[MAX_TEXTUREUNITS]; float texturergbscale[MAX_TEXTUREUNITS]; } gl_state; void GL_SetupTextureState(void) { int i; if (backendunits > 1) { for (i = 0;i < backendunits;i++) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR qglBindTexture(GL_TEXTURE_2D, gl_state.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, gl_state.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 (gl_state.texture[i]) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } if (gl_mesh_drawmode.integer > 0) { qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR if (gl_state.texture[i]) { qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } else { qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } } else { qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (gl_state.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 (gl_state.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(float farclip) { 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; r_mesh_farclip = farclip; viewdist = DotProduct(r_origin, vpn); vpnbit0 = vpn[0] < 0; vpnbit1 = vpn[1] < 0; vpnbit2 = vpn[2] < 0; c_meshs = 0; c_meshtris = 0; GL_SetupFrame(); gl_state.unit = 0; gl_state.clientunit = 0; for (i = 0;i < backendunits;i++) { gl_state.texture[i] = 0; gl_state.texturergbscale[i] = 1; } qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR gl_state.depthtest = true; qglEnable(GL_DEPTH_TEST);CHECKGLERROR gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR gl_state.depthmask = GL_TRUE; qglDepthMask(gl_state.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_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 (gl_state.texture[i] != mesh->textures[i]) { if (gl_state.unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } if (gl_state.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 (gl_state.clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR if (gl_state.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 (gl_state.clientunit != i) { qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } if (gl_state.texturergbscale[i] != mesh->texturergbscale[i]) { if (gl_state.unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR } } } else { if (gl_state.texture[0] != mesh->textures[0]) { if (gl_state.texture[0] == 0) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR if (gl_state.texture[0] == 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2) { qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->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.depthtest != mesh->depthtest) { gl_state.depthtest = mesh->depthtest; if (gl_state.depthtest) qglEnable(GL_DEPTH_TEST); else qglDisable(GL_DEPTH_TEST); } if (gl_state.depthmask != mesh->depthmask) { qglDepthMask(gl_state.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/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/) { // 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 qglBegin(GL_TRIANGLES); if (gl_state.texture[1]) // if the mesh uses multiple textures { // 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 (gl_state.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 (gl_state.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, k; float *v, tempv[4], m[12]; buf_mesh_t *mesh; if (!backendactive) Sys_Error("R_Mesh_Render: called when backend is not active\n"); if (!currentmesh) return; if (!r_render.integer) { currentmesh = 0; currenttriangle = 0; currentvertex = 0; return; } CHECKGLERROR // drawmode 0 always uses byte colors 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); for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++) { m[0] = mesh->matrix.m[0][0]; m[1] = mesh->matrix.m[0][1]; m[2] = mesh->matrix.m[0][2]; m[3] = mesh->matrix.m[0][3]; m[4] = mesh->matrix.m[1][0]; m[5] = mesh->matrix.m[1][1]; m[6] = mesh->matrix.m[1][2]; m[7] = mesh->matrix.m[1][3]; m[8] = mesh->matrix.m[2][0]; m[9] = mesh->matrix.m[2][1]; m[10] = mesh->matrix.m[2][2]; m[11] = mesh->matrix.m[2][3]; for (i = 0, v = buf_vertex[mesh->firstvert].v;i < mesh->verts;i++, v += 4) { VectorCopy(v, tempv); //Matrix4x4_Transform(&mesh->matrix, tempv, v); v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; } } 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); GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].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 if (currentmesh) 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) { if (currentmesh) R_Mesh_Render(); R_Mesh_Finish(); qglClear(GL_DEPTH_BUFFER_BIT); R_Mesh_Start(r_mesh_farclip); } // 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, int wantoverbright) { // 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_GetBuffer: called when backend is not active\n"); if (!m->numtriangles || !m->numverts) Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n"); // LordHavoc: removed this error condition because with floatcolors 0, // the 3DFX driver works with very large meshs // 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; //} i = max(m->numtriangles * 3, m->numverts); if (overflowedverts < i) overflowedverts = i; if (m->numtriangles > max_meshs || m->numverts > max_verts) { Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); return false; } if (currentmesh) { R_Mesh_Render(); Con_Printf("mesh queue not empty, flushing.\n"); } 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; 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; mesh->matrix = m->matrix; // this copies the struct overbright = false; scaler = 1; if (m->blendfunc1 == GL_DST_COLOR) { // check if it is a 2x modulate with framebuffer if (m->blendfunc2 == GL_SRC_COLOR) scaler *= 0.5f; } else if (m->blendfunc2 != GL_SRC_COLOR) { if (m->tex[0]) { overbright = wantoverbright && 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; } /* ============================================================================== 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 (r_textureunits.integer > gl_textureunits) Cvar_SetValueQuick(&r_textureunits, gl_textureunits); if (r_textureunits.integer < 1) Cvar_SetValueQuick(&r_textureunits, 1); if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) Cvar_SetValueQuick(&gl_combine, 0); // lighting scale overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer); // lightmaps only lightscalebit = v_overbrightbits.integer; if (gl_combine.integer && r_textureunits.integer > 1) lightscalebit += 2; lightscale = 1.0f / (float) (1 << lightscalebit); 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(); }