#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 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); 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); // these are externally accessible float mesh_colorscale; int *varray_element; float *varray_vertex; float *varray_color; float *varray_texcoord[MAX_TEXTUREUNITS]; int mesh_maxtris; int mesh_maxverts; // always mesh_maxtris * 3 static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; static matrix4x4_t backend_glmodelviewmatrix; static int backendunits, backendactive; static qbyte *varray_bcolor; static mempool_t *gl_backend_mempool; void GL_Backend_AllocArrays(void) { int i; if (!gl_backend_mempool) gl_backend_mempool = Mem_AllocPool("GL_Backend"); mesh_maxverts = mesh_maxtris * 3; varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3])); varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); for (i = 0;i < backendunits;i++) varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2])); for (;i < MAX_TEXTUREUNITS;i++) varray_texcoord[i] = NULL; } void GL_Backend_FreeArrays(int resizingbuffers) { int i; if (resizingbuffers) Mem_EmptyPool(gl_backend_mempool); else Mem_FreePool(&gl_backend_mempool); varray_element = NULL; varray_vertex = NULL; varray_color = NULL; varray_bcolor = NULL; for (i = 0;i < MAX_TEXTUREUNITS;i++) varray_texcoord[i] = NULL; } static void gl_backend_start(void) { Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer); if (qglDrawRangeElements != NULL) { qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); 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); } backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); GL_Backend_AllocArrays(); backendactive = true; } static void gl_backend_shutdown(void) { backendunits = 0; backendactive = false; Con_Printf("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(false); } void GL_Backend_CheckCvars(void) { if (gl_mesh_drawmode.integer < 0) Cvar_SetValueQuick(&gl_mesh_drawmode, 0); if (gl_mesh_drawmode.integer > 3) Cvar_SetValueQuick(&gl_mesh_drawmode, 3); // change drawmode 3 to 2 if 3 won't work if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) 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); } void GL_Backend_ResizeArrays(int numtriangles) { Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles); GL_Backend_CheckCvars(); mesh_maxtris = gl_mesh_maxtriangles.integer; GL_Backend_FreeArrays(true); GL_Backend_AllocArrays(); } 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); GL_Backend_CheckCvars(); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } 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 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0); Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0); Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1); Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); //Con_Printf("Our Matrix:\n"); //Matrix4x4_Print(&backend_viewmatrix); //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix); //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); /* // put Z going up qglLoadIdentity ();CHECKGLERROR 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 qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]); Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix); Con_Printf("GL Matrix:\n"); Matrix4x4_Print(&backend_viewmatrix); */ } static struct { int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; int depthdisable; 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(float[2]), varray_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(float[2]), varray_texcoord[0]);CHECKGLERROR if (gl_state.texture[0]) { qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } else { qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } } int usedarrays; void GL_Backend_ResetState(void) { int i; 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.depthdisable = false; 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(float[4]), varray_vertex);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR if (gl_mesh_floatcolors.integer) { qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR } else { qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR } qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } GL_SetupTextureState(); } // called at beginning of frame void R_Mesh_Start(float farclip) { BACKENDACTIVECHECK CHECKGLERROR 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_Backend_CheckCvars(); if (mesh_maxtris != gl_mesh_maxtriangles.integer) GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer); GL_SetupFrame(); GL_Backend_ResetState(); } int gl_backend_rebindtextures; void GL_ConvertColorsFloatToByte(int numverts) { 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 = numverts * 4; // shift float to have 8bit fraction at base of number fcolor = varray_color; 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 *)varray_color; bcolor = varray_bcolor; 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_TransformVertices(int numverts) { int i; float m[12], tempv[4], *v; m[0] = backendmatrix.m[0][0]; m[1] = backendmatrix.m[0][1]; m[2] = backendmatrix.m[0][2]; m[3] = backendmatrix.m[0][3]; m[4] = backendmatrix.m[1][0]; m[5] = backendmatrix.m[1][1]; m[6] = backendmatrix.m[1][2]; m[7] = backendmatrix.m[1][3]; m[8] = backendmatrix.m[2][0]; m[9] = backendmatrix.m[2][1]; m[10] = backendmatrix.m[2][2]; m[11] = backendmatrix.m[2][3]; for (i = 0, v = varray_vertex;i < numverts;i++, v += 4) { VectorCopy(v, tempv); 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]; } } */ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) { unsigned int i, j, in; qbyte *c; float *v; GL_LockArray(firstvert, endvert - firstvert); 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); CHECKGLERROR } else if (gl_mesh_drawmode.integer >= 2) { // GL 1.1 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); CHECKGLERROR } 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(); CHECKGLERROR } 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]; c = varray_bcolor + in * 4; qglColor4ub(c[0], c[1], c[2], c[3]); for (j = 0;j < backendunits;j++) { if (gl_state.texture[j]) { v = varray_texcoord[j] + in * 2; qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]); } } v = varray_vertex + in * 4; qglVertex3f(v[0], v[1], v[2]); } } else { for (i = 0;i < indexcount;i++) { in = index[i]; c = varray_bcolor + in * 4; qglColor4ub(c[0], c[1], c[2], c[3]); if (gl_state.texture[0]) { v = varray_texcoord[0] + in * 2; qglTexCoord2f(v[0], v[1]); } v = varray_vertex + in * 4; qglVertex3f(v[0], v[1], v[2]); } } qglEnd(); CHECKGLERROR } GL_UnlockArray(); } // enlarges geometry buffers if they are too small void _R_Mesh_ResizeCheck(int numverts, int numtriangles) { if (numtriangles > mesh_maxtris || numverts > mesh_maxverts) { BACKENDACTIVECHECK GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100); GL_Backend_ResetState(); } } // renders the mesh void R_Mesh_Draw(int numverts, int numtriangles) { BACKENDACTIVECHECK c_meshs++; c_meshtris += numtriangles; CHECKGLERROR // drawmode 0 always uses byte colors if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) GL_ConvertColorsFloatToByte(numverts); //GL_TransformVertices(numverts); if (!r_render.integer) return; GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element); } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { int i; BACKENDACTIVECHECK 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) { BACKENDACTIVECHECK R_Mesh_Finish(); qglClear(GL_DEPTH_BUFFER_BIT); R_Mesh_Start(r_mesh_farclip); } void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); } } // sets up the requested state void R_Mesh_State(const rmeshstate_t *m) { int i, overbright; int texturergbscale[MAX_TEXTUREUNITS]; float scaler; BACKENDACTIVECHECK if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; GL_SetupTextureState(); } 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 = m->wantoverbright && gl_combine.integer; if (overbright) scaler *= 0.25f; } scaler *= overbrightscale; } mesh_colorscale = scaler; if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { 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) { 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)) { qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR } for (i = 0;i < backendunits;i++) { if (m->texrgbscale[i]) texturergbscale[i] = m->texrgbscale[i]; else texturergbscale[i] = 1; } if (overbright) for (i = backendunits - 1;i >= 0;i--) if (m->tex[i]) texturergbscale[i] = 4; if (backendunits > 1) { for (i = 0;i < backendunits;i++) { if (gl_state.texture[i] != m->tex[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 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] = m->tex[i]));CHECKGLERROR if (gl_state.texture[i] == 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR 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] != 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] = texturergbscale[i]));CHECKGLERROR } } } else { if (gl_state.texture[0] != m->tex[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] = m->tex[0]));CHECKGLERROR if (gl_state.texture[0] == 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } } /* ============================================================================== 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 && cls.signon == SIGNONS) 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(); }