X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=9ea11dea8fe3d968ec15f6c387b21f05f49918de;hp=a664871194278840e92390c2a540b353d52f50c1;hb=a255e13ec710fbfbf541ef09b2195253dea80658;hpb=8ca84375827e16c963229b584b0dd64595a780f2 diff --git a/gl_backend.c b/gl_backend.c index a6648711..7daeff35 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,14 +1,23 @@ #include "quakedef.h" -#include "image.h" +#include "cl_collision.h" -cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"}; -cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; -cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; +cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; +cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; -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"}; +cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"}; +cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; +cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; +cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; +cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; +cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; +cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"}; + +cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; +qboolean v_flipped_state = false; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -51,7 +60,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) break; #endif #ifdef GL_TABLE_TOO_LARGE - case GL_TABLE_TOO_LARGE: + case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif @@ -62,29 +71,16 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); - -int c_meshs, c_meshelements; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); -// these are externally accessible -int r_lightmapscalebit; -float r_colorscale; -float *varray_vertex; -float *varray_color; -float *varray_texcoord[MAX_TEXTUREUNITS]; -int mesh_maxverts; - static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; -static matrix4x4_t backend_glmodelviewmatrix; static matrix4x4_t backend_projectmatrix; -static int backendunits, backendactive; -static qbyte *varray_bcolor; -static mempool_t *gl_backend_mempool; +static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; /* note: here's strip order for a terrain row: @@ -92,6 +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 @@ -101,96 +98,128 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; -*/ -int polygonelements[768]; -void GL_Backend_AllocArrays(void) +for (y = 0;y < rows - 1;y++) { - int i; + 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; + } +} - for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) +alternative: +0--1--2--3--4 +| /| /|\ | /| +|/ |/ | \|/ | +A--B--C--D--E +counterclockwise + +for (y = 0;y < rows - 1;y++) +{ + for (x = 0;x < columns - 1;x++) { - polygonelements[i * 3 + 0] = 0; - polygonelements[i * 3 + 1] = i + 1; - polygonelements[i * 3 + 2] = i + 2; + i = y * rows + x; + *elements++ = i; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + columns; + *elements++ = i + columns + 1; + *elements++ = i + 1; } +} +*/ - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); +int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelements[QUADELEMENTS_MAXQUADS*6]; - 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[4])); - for (;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = NULL; +void GL_Backend_AllocArrays(void) +{ } -void GL_Backend_FreeArrays(int resizingbuffers) +void GL_Backend_FreeArrays(void) { - int i; - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - varray_vertex = NULL; - varray_color = NULL; - varray_bcolor = NULL; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = NULL; } +void GL_VBOStats_f(void) +{ + GL_Mesh_ListVBOs(true); +} + +typedef struct gl_bufferobjectinfo_s +{ + int target; + int object; + size_t size; + char name[MAX_QPATH]; +} +gl_bufferobjectinfo_t; + +memexpandablearray_t gl_bufferobjectinfoarray; + static void gl_backend_start(void) { - Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); + Con_Print("OpenGL Backend starting...\n"); + CHECKGLERROR + if (qglDrawRangeElements != NULL) { + CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + 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")) + + backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS); + backendimageunits = backendunits; + backendarrayunits = backendunits; + if (gl_support_fragment_shader) { - Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); - Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); + CHECKGLERROR + qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); + CHECKGLERROR + Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); + backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS); + backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS); } - - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + else if (backendunits > 1) + Con_Printf("multitexture detected: texture units = %i\n", backendunits); + else + Con_Printf("singletexture\n"); GL_Backend_AllocArrays(); + Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); + + Con_Printf("OpenGL backend started.\n"); + + CHECKGLERROR + backendactive = true; } static void gl_backend_shutdown(void) { backendunits = 0; + backendimageunits = 0; + backendarrayunits = 0; backendactive = false; - Con_Printf("OpenGL Backend shutting down\n"); - - GL_Backend_FreeArrays(false); -} + Con_Print("OpenGL Backend shutting down\n"); -void GL_Backend_CheckCvars(void) -{ - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxverts.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); - if (gl_mesh_maxverts.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxverts, 21760); -} + Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray); -void GL_Backend_ResizeArrays(int numtriangles) -{ - Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles); - GL_Backend_CheckCvars(); - mesh_maxverts = gl_mesh_maxverts.integer; - GL_Backend_FreeArrays(true); - GL_Backend_AllocArrays(); + GL_Backend_FreeArrays(); } static void gl_backend_newmap(void) @@ -199,181 +228,329 @@ static void gl_backend_newmap(void) void gl_backend_init(void) { + int i; + + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; + } + // elements for rendering a series of quads as triangles + for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) + { + quadelements[i * 6 + 0] = i * 4; + quadelements[i * 6 + 1] = i * 4 + 1; + quadelements[i * 6 + 2] = i * 4 + 2; + quadelements[i * 6 + 3] = i * 4; + quadelements[i * 6 + 4] = i * 4 + 2; + quadelements[i * 6 + 5] = i * 4 + 3; + } + Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&r_waterwarp); + Cvar_RegisterVariable(&gl_polyblend); + Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); + Cvar_RegisterVariable(&gl_vbo); + 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); - GL_Backend_CheckCvars(); - 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; + Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them\n"); - // 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_SetMirrorState(qboolean state); + void GL_SetupView_Orientation_Identity (void) { - Matrix4x4_CreateIdentity(&backend_viewmatrix); + backend_viewmatrix = identitymatrix; + GL_SetMirrorState(false); memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) +void GL_SetupView_Orientation_FromEntity(const 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_Full(&tempmatrix, matrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); + + GL_SetMirrorState(v_flipped.integer); + if(v_flipped_state) + { + Matrix4x4_Transpose(&basematrix, &backend_viewmatrix); + Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1); + Matrix4x4_Transpose(&backend_viewmatrix, &basematrix); + } + + //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)); } -void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) +void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) { - double xmax, ymax; - - if (!r_render.integer) - return; + double m[16]; // set up viewpoint + CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR - // pyramid slopes - xmax = zNear * tan(fovx * M_PI / 360.0); - ymax = zNear * tan(fovy * M_PI / 360.0); + qglLoadIdentity();CHECKGLERROR // set view pyramid - qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR + qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR + qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); + CHECKGLERROR } -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear) +void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) { double nudge, m[16]; - if (!r_render.integer) - return; - // set up viewpoint + CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR + qglLoadIdentity();CHECKGLERROR // set view pyramid nudge = 1.0 - 1.0 / (1<<23); - m[ 0] = 1.0 / tan(fovx * M_PI / 360.0); + m[ 0] = 1.0 / frustumx; m[ 1] = 0; m[ 2] = 0; m[ 3] = 0; m[ 4] = 0; - m[ 5] = 1.0 / tan(fovy * M_PI / 360.0); + m[ 5] = 1.0 / frustumy; m[ 6] = 0; 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; m[15] = 0; - qglLoadMatrixd(m); + qglLoadMatrixd(m);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); - backend_projectmatrix.m[0][0] = m[0]; - backend_projectmatrix.m[1][0] = m[1]; - backend_projectmatrix.m[2][0] = m[2]; - backend_projectmatrix.m[3][0] = m[3]; - backend_projectmatrix.m[0][1] = m[4]; - backend_projectmatrix.m[1][1] = m[5]; - backend_projectmatrix.m[2][1] = m[6]; - backend_projectmatrix.m[3][1] = m[7]; - backend_projectmatrix.m[0][2] = m[8]; - backend_projectmatrix.m[1][2] = m[9]; - backend_projectmatrix.m[2][2] = m[10]; - backend_projectmatrix.m[3][2] = m[11]; - backend_projectmatrix.m[0][3] = m[12]; - backend_projectmatrix.m[1][3] = m[13]; - backend_projectmatrix.m[2][3] = m[14]; - backend_projectmatrix.m[3][3] = m[15]; + CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); } void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) { - if (!r_render.integer) - return; + double m[16]; // set up viewpoint + CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar); + qglLoadIdentity();CHECKGLERROR + qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR + qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); + CHECKGLERROR +} + +void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist) +{ + double matrix[16]; + double q[4]; + double d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; + + // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php + // modified to fit in this codebase. + + VectorSet(normal, normalx, normaly, normalz); + Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane); + VectorScale(normal, dist, v3); + Matrix4x4_Transform(&backend_viewmatrix, v3, v4); + // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique + clipPlane[3] = -DotProduct(v4, clipPlane); + +#if 0 +{ + // testing code for comparing results + float clipPlane2[4]; + VectorCopy4(clipPlane, clipPlane2); + R_Mesh_Matrix(&identitymatrix); + VectorSet(q, normal[0], normal[1], normal[2], -dist); + qglClipPlane(GL_CLIP_PLANE0, q); + qglGetClipPlane(GL_CLIP_PLANE0, q); + VectorCopy4(q, clipPlane); +} +#endif + + // Calculate the clip-space corner point opposite the clipping plane + // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and + // transform it into camera space by multiplying it + // by the inverse of the projection matrix + Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix); + + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5]; + q[2] = -1.0f; + q[3] = (1.0f + matrix[10]) / matrix[14]; + + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); + + // Replace the third row of the projection matrix + matrix[2] = clipPlane[0] * d; + matrix[6] = clipPlane[1] * d; + matrix[10] = clipPlane[2] * d + 1.0f; + matrix[14] = clipPlane[3] * d; + + // Load it back into OpenGL + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadMatrixd(matrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix); } typedef struct gltextureunit_s { + const void *pointer_texcoord; + size_t pointer_texcoord_offset; + int pointer_texcoord_buffer; int t1d, t2d, t3d, tcubemap; int arrayenabled; - float rgbscale, alphascale; + unsigned int arraycomponents; + int rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; + matrix4x4_t matrix; } gltextureunit_t; -static struct +static struct gl_state_s { + int cullface; + int cullfaceenable; int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; - int depthdisable; - int unit; - int clientunit; + int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) + int depthtest; + float depthrange[2]; + float polygonoffset[2]; + int alphatest; + int scissortest; + unsigned int unit; + unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; - int colorarray; + float color4f[4]; + int lockrange_first; + int lockrange_count; + int vertexbufferobject; + int elementbufferobject; + qboolean pointer_color_enabled; + const void *pointer_vertex; + const void *pointer_color; + size_t pointer_vertex_offset; + size_t pointer_color_offset; + int pointer_vertex_buffer; + int pointer_color_buffer; } gl_state; +static void GL_BindVBO(int bufferobject) +{ + if (gl_state.vertexbufferobject != bufferobject) + { + gl_state.vertexbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } +} + +static void GL_BindEBO(int bufferobject) +{ + if (gl_state.elementbufferobject != bufferobject) + { + gl_state.elementbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } +} + void GL_SetupTextureState(void) { - int i; + unsigned int i; gltextureunit_t *unit; - for (i = 0;i < backendunits;i++) + CHECKGLERROR + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + for (i = 0;i < MAX_TEXTUREUNITS;i++) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR unit = gl_state.units + i; unit->t1d = 0; unit->t2d = 0; unit->t3d = 0; unit->tcubemap = 0; + unit->arrayenabled = false; + unit->arraycomponents = 0; + unit->pointer_texcoord = NULL; + unit->pointer_texcoord_buffer = 0; + unit->pointer_texcoord_offset = 0; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; - unit->arrayenabled = false; - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - if (gl_texture3d || gl_texturecubemap) + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + } + + for (i = 0;i < backendimageunits;i++) + { + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (gl_texture3d) { - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR } - else + if (gl_texturecubemap) { - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } + } + + for (i = 0;i < backendarrayunits;i++) + { + GL_ClientActiveTexture(i); + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -384,13 +561,16 @@ void GL_SetupTextureState(void) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);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_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 @@ -408,211 +588,639 @@ void GL_SetupTextureState(void) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } + CHECKGLERROR } + CHECKGLERROR } void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); - gl_state.depthdisable = false; + gl_state.depthtest = true; + gl_state.alphatest = false; 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.colormask = 15; + 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.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces + gl_state.cullfaceenable = true; + gl_state.polygonoffset[0] = 0; + gl_state.polygonoffset[1] = 0; - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + CHECKGLERROR - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglCullFace(GL_FRONT);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglColorMask(1, 1, 1, 1); + qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR - 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 + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (gl_support_arb_vertex_buffer_object) { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } + + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + + 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_UseColorArray(void) +void GL_ActiveTexture(unsigned int num) { - if (!gl_state.colorarray) + if (gl_state.unit != num) { - gl_state.colorarray = true; - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + gl_state.unit = num; + if (qglActiveTexture) + { + CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } } } -void GL_Color(float cr, float cg, float cb, float ca) +void GL_ClientActiveTexture(unsigned int num) { - if (gl_state.colorarray) + if (gl_state.clientunit != num) { - gl_state.colorarray = false; - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + gl_state.clientunit = num; + if (qglActiveTexture) + { + CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } } - qglColor4f(cr, cg, cb, ca); } -void GL_TransformToScreen(const vec4_t in, vec4_t out) +void GL_BlendFunc(int blendfunc1, int blendfunc2) { - vec4_t temp; - float iw; - Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); - Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); - iw = 1.0f / out[3]; - out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f; - out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f; - out[2] = out[2] * iw; + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) + { + CHECKGLERROR + 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 + } + } + } } -// called at beginning of frame -void R_Mesh_Start(void) +void GL_DepthMask(int state) { - BACKENDACTIVECHECK - - CHECKGLERROR - - GL_Backend_CheckCvars(); - if (mesh_maxverts != gl_mesh_maxverts.integer) - GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); - - GL_Backend_ResetState(); + if (gl_state.depthmask != state) + { + CHECKGLERROR + qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + } } -int gl_backend_rebindtextures; - -void GL_ConvertColorsFloatToByte(int numverts) +void GL_DepthTest(int state) { - 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;) + if (gl_state.depthtest != state) { - fcolor[i ] += 32768.0f; - fcolor[i + 1] += 32768.0f; - fcolor[i + 2] += 32768.0f; - fcolor[i + 3] += 32768.0f; - i += 4; + gl_state.depthtest = state; + CHECKGLERROR + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } } +} - // then read as integer and kill float bits... - icolor = (int *)varray_color; - bcolor = varray_bcolor; - for (i = 0;i < total;) +void GL_DepthRange(float nearfrac, float farfrac) +{ + if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) { - 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; + gl_state.depthrange[0] = nearfrac; + gl_state.depthrange[1] = farfrac; + qglDepthRange(nearfrac, farfrac); } } -void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, const int *index) +void GL_PolygonOffset(float planeoffset, float depthoffset) { - int arraylocked = false; - c_meshs++; - c_meshelements += indexcount; - if (indexcount == 0 || endvert == firstvert) - { - Con_Printf("GL_DrawRangeElements(%d, %d, %d, %08p);\n", firstvert, endvert, indexcount, index); - return; - } - if (gl_supportslockarrays && gl_lockarrays.integer) - { - qglLockArraysEXT(firstvert, endvert - firstvert); - CHECKGLERROR - arraylocked = true; - } - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (const GLuint *) index); - else - qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (const GLuint *) index); - CHECKGLERROR - if (arraylocked) + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) { - qglUnlockArraysEXT(); - CHECKGLERROR - arraylocked = false; + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + qglPolygonOffset(planeoffset, depthoffset); } } -// enlarges geometry buffers if they are too small -void _R_Mesh_ResizeCheck(int numverts) +void GL_SetMirrorState(qboolean state) { - if (numverts > mesh_maxverts) + if(!state != !v_flipped_state) { - BACKENDACTIVECHECK - GL_Backend_ResizeArrays(numverts + 100); - GL_Backend_ResetState(); + // change cull face mode! + if(gl_state.cullface == GL_BACK) + qglCullFace((gl_state.cullface = GL_FRONT)); + else if(gl_state.cullface == GL_FRONT) + qglCullFace((gl_state.cullface = GL_BACK)); } + v_flipped_state = state; } -// renders the mesh -void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) +void GL_CullFace(int state) { - BACKENDACTIVECHECK - CHECKGLERROR - if (gl_state.colorarray && !gl_mesh_floatcolors.integer) - GL_ConvertColorsFloatToByte(numverts); - if (!r_render.integer) - return; - GL_DrawRangeElements(0, numverts, numtriangles * 3, elements); -} - -// restores backend state, used when done with 3D rendering -void R_Mesh_Finish(void) -{ - int i; - BACKENDACTIVECHECK + if(v_flipped_state) + { + if(state == GL_FRONT) + state = GL_BACK; + else if(state == GL_BACK) + state = GL_FRONT; + } - for (i = backendunits - 1;i >= 0;i--) + if (state != GL_NONE) { - if (qglActiveTexture) - qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - if (qglClientActiveTexture) - qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) + if (!gl_state.cullfaceenable) { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR } - if (gl_texturecubemap) + if (gl_state.cullface != state) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) + } + else + { + if (gl_state.cullfaceenable) { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR } } - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR +} + +void GL_AlphaTest(int state) +{ + if (gl_state.alphatest != state) + { + gl_state.alphatest = state; + CHECKGLERROR + if (gl_state.alphatest) + { + qglEnable(GL_ALPHA_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + } + } +} + +void GL_ColorMask(int r, int g, int b, int a) +{ + int state = r*8 + g*4 + b*2 + a*1; + if (gl_state.colormask != state) + { + gl_state.colormask = state; + CHECKGLERROR + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR + } +} + +void GL_Color(float cr, float cg, float cb, float ca) +{ + if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + { + gl_state.color4f[0] = cr; + gl_state.color4f[1] = cg; + gl_state.color4f[2] = cb; + gl_state.color4f[3] = ca; + CHECKGLERROR + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + CHECKGLERROR + } +} + +void GL_LockArrays(int first, int count) +{ + if (count < gl_lockarrays_minimumvertices.integer) + { + first = 0; + count = 0; + } + if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) + { + if (gl_state.lockrange_count) + { + gl_state.lockrange_count = 0; + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR + } + if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) + { + gl_state.lockrange_first = first; + gl_state.lockrange_count = count; + CHECKGLERROR + qglLockArraysEXT(first, count); + CHECKGLERROR + } + } +} + +void GL_Scissor (int x, int y, int width, int height) +{ + CHECKGLERROR + qglScissor(x, vid.height - (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_Clear(int mask) +{ + CHECKGLERROR + qglClear(mask);CHECKGLERROR +} + +void GL_TransformToScreen(const vec4_t in, vec4_t out) +{ + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); + Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f; + out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f; + out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f; +} + +// called at beginning of frame +void R_Mesh_Start(void) +{ + BACKENDACTIVECHECK + CHECKGLERROR + if (gl_printcheckerror.integer && !gl_paranoid.integer) + { + Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); + Cvar_SetValueQuick(&gl_paranoid, 1); + } + GL_Backend_ResetState(); +} + +qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) +{ + int shaderobject; + int shadercompiled; + char compilelog[MAX_INPUTLINE]; + shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR + if (!shaderobject) + return false; + qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR + qglCompileShaderARB(shaderobject);CHECKGLERROR + qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR + qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR + if (compilelog[0]) + Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog); + if (!shadercompiled) + { + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return false; + } + qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return true; +} + +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint programlinked; + GLuint programobject = 0; + char linklog[MAX_INPUTLINE]; + CHECKGLERROR + + programobject = qglCreateProgramObjectARB();CHECKGLERROR + if (!programobject) + return 0; + + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) + goto cleanup; + +#ifdef GL_GEOMETRY_SHADER_ARB + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) + goto cleanup; +#endif + + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + goto cleanup; + + qglLinkProgramARB(programobject);CHECKGLERROR + qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR + qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + if (linklog[0]) + { + Con_DPrintf("program link log:\n%s\n", linklog); + // software vertex shader is ok but software fragment shader is WAY + // too slow, fail program if so. + // NOTE: this string might be ATI specific, but that's ok because the + // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a + // software fragment shader due to low instruction and dependent + // texture limits. + if (strstr(linklog, "fragment shader will run in software")) + programlinked = false; + } + if (!programlinked) + goto cleanup; + return programobject; +cleanup: + qglDeleteObjectARB(programobject);CHECKGLERROR + return 0; +} + +void GL_Backend_FreeProgram(unsigned int prog) +{ + CHECKGLERROR + qglDeleteObjectARB(prog); + CHECKGLERROR +} + +int gl_backend_rebindtextures; + +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); +} + +// renders triangles using vertices from the active arrays +int paranoidblah = 0; +void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset) +{ + unsigned int numelements = numtriangles * 3; + if (numvertices < 3 || numtriangles < 1) + { + Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset); + return; + } + if (!gl_vbo.integer) + bufferobject = 0; + CHECKGLERROR + r_refdef.stats.meshes++; + r_refdef.stats.meshes_elements += numelements; + if (gl_paranoid.integer) + { + unsigned int i, j, size; + const int *p; + // note: there's no validation done here on buffer objects because it + // is somewhat difficult to get at the data, and gl_paranoid can be + // used without buffer objects if the need arises + // (the data could be gotten using glMapBuffer but it would be very + // slow due to uncachable video memory reads) + if (!qglIsEnabled(GL_VERTEX_ARRAY)) + Con_Print("R_Mesh_Draw: vertex array not enabled\n"); + CHECKGLERROR + if (gl_state.pointer_vertex) + for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) + paranoidblah += *p; + if (gl_state.pointer_color_enabled) + { + if (!qglIsEnabled(GL_COLOR_ARRAY)) + Con_Print("R_Mesh_Draw: color array set but not enabled\n"); + CHECKGLERROR + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) + paranoidblah += *p; + } + for (i = 0;i < backendarrayunits;i++) + { + if (gl_state.units[i].arrayenabled) + { + GL_ClientActiveTexture(i); + if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) + Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); + CHECKGLERROR + if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled) + for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) + paranoidblah += *p; + } + } + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); + return; + } + } + CHECKGLERROR + } + if (r_render.integer) + { + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) + { + unsigned int i, j; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + for (j = 0;j < backendarrayunits;j++) + { + if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled) + { + if (backendarrayunits > 1) + { + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + } + else if (gl_state.units[j].arraycomponents == 3) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + } + else if (gl_state.units[j].arraycomponents == 2) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + } + } + else + { + if (gl_state.units[j].arraycomponents == 4) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + qglTexCoord4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.units[j].arraycomponents == 3) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + qglTexCoord3f(p[0], p[1], p[2]); + } + else if (gl_state.units[j].arraycomponents == 2) + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + qglTexCoord2f(p[0], p[1]); + } + else + { + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + qglTexCoord1f(p[0]); + } + } + } + } + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + { + 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]); + } + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_testarrayelement.integer) + { + int i; + qglBegin(GL_TRIANGLES); + for (i = 0;i < numtriangles * 3;i++) + { + qglArrayElement(elements[i]); + } + qglEnd(); + CHECKGLERROR + } + else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + GL_BindEBO(bufferobject); + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements); + CHECKGLERROR + } + else + { + GL_BindEBO(bufferobject); + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements); + CHECKGLERROR + } + } +} + +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) +{ + unsigned int i; + BACKENDACTIVECHECK + CHECKGLERROR + GL_LockArrays(0, 0); + CHECKGLERROR + + for (i = 0;i < backendimageunits;i++) + { + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (gl_texture3d) + { + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + } + for (i = 0;i < backendarrayunits;i++) + { + GL_ActiveTexture(backendarrayunits - 1 - i); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + for (i = 0;i < backendunits;i++) + { + GL_ActiveTexture(backendunits - 1 - i); + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + if (gl_texturecubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);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 + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + } + } + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR @@ -621,330 +1229,833 @@ void R_Mesh_Finish(void) qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } +int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) +{ + gl_bufferobjectinfo_t *info; + GLuint bufferobject; + + if (!gl_vbo.integer) + return 0; + + qglGenBuffersARB(1, &bufferobject); + switch(target) + { + case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break; + case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break; + default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0; + } + qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); + + info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray); + memset(info, 0, sizeof(*info)); + info->target = target; + info->object = bufferobject; + info->size = size; + strlcpy(info->name, name, sizeof(info->name)); + + return (int)bufferobject; +} + +void R_Mesh_DestroyBufferObject(int bufferobject) +{ + int i, endindex; + gl_bufferobjectinfo_t *info; + + qglDeleteBuffersARB(1, (GLuint *)&bufferobject); + + endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + for (i = 0;i < endindex;i++) + { + info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + if (!info) + continue; + if (info->object == bufferobject) + { + Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info); + break; + } + } +} + +void GL_Mesh_ListVBOs(qboolean printeach) +{ + int i, endindex; + size_t ebocount = 0, ebomemory = 0; + size_t vbocount = 0, vbomemory = 0; + gl_bufferobjectinfo_t *info; + endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + for (i = 0;i < endindex;i++) + { + info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + if (!info) + continue; + switch(info->target) + { + case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break; + } + } + Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); +} + void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { + double glmatrix[16]; backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); - qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); + Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix); + CHECKGLERROR + qglLoadMatrixd(glmatrix);CHECKGLERROR + } +} + +void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) +{ + if (!gl_vbo.integer) + bufferobject = 0; + if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset) + { + gl_state.pointer_vertex = vertex3f; + gl_state.pointer_vertex_buffer = bufferobject; + gl_state.pointer_vertex_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR + } +} + +void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) +{ + // note: this can not rely on bufferobject to decide whether a color array + // is supplied, because surfmesh_t shares one vbo for all arrays, which + // means that a valid vbo may be supplied even if there is no color array. + if (color4f) + { + if (!gl_vbo.integer) + bufferobject = 0; + // caller wants color array enabled + if (!gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = true; + CHECKGLERROR + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + } + if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset) + { + gl_state.pointer_color = color4f; + gl_state.pointer_color_buffer = bufferobject; + gl_state.pointer_color_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR + } + } + else + { + // caller wants color array disabled + if (gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = false; + CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + // when color array is on the glColor gets trashed, set it again + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR + } + } +} + +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + // update array settings + CHECKGLERROR + // note: there is no need to check bufferobject here because all cases + // that involve a valid bufferobject also supply a texcoord array + if (texcoord) + { + if (!gl_vbo.integer) + bufferobject = 0; + // texture array unit is enabled, enable the array + if (!unit->arrayenabled) + { + unit->arrayenabled = true; + GL_ClientActiveTexture(unitnum); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents) + { + unit->pointer_texcoord = texcoord; + unit->pointer_texcoord_buffer = bufferobject; + unit->pointer_texcoord_offset = bufferoffset; + unit->arraycomponents = numcomponents; + GL_ClientActiveTexture(unitnum); + GL_BindVBO(bufferobject); + qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR + } + } + else + { + // texture array unit is disabled, disable the array + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } +} + +void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + // update 1d texture binding + if (unit->t1d != tex1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (tex1d) + { + if (unit->t1d == 0) + { + qglEnable(GL_TEXTURE_1D);CHECKGLERROR + } + } + else + { + if (unit->t1d) + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + } + } + unit->t1d = tex1d; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d != tex2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (tex2d) + { + if (unit->t2d == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + } + } + else + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } + } + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d != tex3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (tex3d) + { + if (unit->t3d == 0) + { + qglEnable(GL_TEXTURE_3D);CHECKGLERROR + } + } + else + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } + } + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != texcubemap) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (texcubemap) + { + if (unit->tcubemap == 0) + { + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + else + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + } + unit->tcubemap = texcubemap; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } -// sets up the requested state -void R_Mesh_MainState(const rmeshstate_t *m) +void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) { - BACKENDACTIVECHECK - - if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + // update 1d texture binding + if (unit->t1d != texnum) { - qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (gl_state.blendfunc1 == GL_ONE) + if (texnum) { - if (gl_state.blend) + if (unit->t1d == 0) { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR + qglEnable(GL_TEXTURE_1D);CHECKGLERROR } } else { - if (!gl_state.blend) + if (unit->t1d) { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR } } } - else + unit->t1d = texnum; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (!gl_state.blend) + if (unit->t2d) { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - if (gl_state.depthdisable != m->depthdisable) + // update 3d texture binding + if (unit->t3d) { - gl_state.depthdisable = m->depthdisable; - if (gl_state.depthdisable) - qglDisable(GL_DEPTH_TEST); - else - qglEnable(GL_DEPTH_TEST); + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + // update cubemap texture binding + if (unit->tcubemap) { - qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } -void R_Mesh_TextureState(const rmeshstate_t *m) +void R_Mesh_TexBind(unsigned int unitnum, int texnum) { - int i, combinergb, combinealpha; - float scale; - gltextureunit_t *unit; - - BACKENDACTIVECHECK - - if (gl_backend_rebindtextures) - { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - } - - for (i = 0;i < backendunits;i++) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + // update 1d texture binding + if (unit->t1d) { - 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]) + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (gl_state.unit != i) + if (unit->t1d) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR } - if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i]) + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (texnum) { - if (!unit->arrayenabled) + if (unit->t2d == 0) { - unit->arrayenabled = true; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } } else { - if (unit->arrayenabled) + if (unit->t2d) { - unit->arrayenabled = false; - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } - combinergb = m->texcombinergb[i]; - combinealpha = m->texcombinealpha[i]; - if (!combinergb) - combinergb = GL_MODULATE; - if (!combinealpha) - combinealpha = GL_MODULATE; - if (unit->combinergb != combinergb) + } + unit->t2d = texnum; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t3d) { - unit->combinergb = combinergb; - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR - } + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - if (unit->combinealpha != combinealpha) + } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->tcubemap) { - unit->combinealpha = combinealpha; - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } - if (unit->t1d != m->tex1d[i]) + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } +} + +void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t1d) { - 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 + qglDisable(GL_TEXTURE_1D);CHECKGLERROR } - if (unit->t2d != m->tex[i]) + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t2d) { - 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 + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } - if (unit->t3d != m->tex3d[i]) + } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (texnum) { - if (m->tex3d[i]) - { - if (unit->t3d == 0) - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - else + if (unit->t3d == 0) { - if (unit->t3d) - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglEnable(GL_TEXTURE_3D);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR } - if (unit->tcubemap != m->texcubemap[i]) + else { - if (m->texcubemap[i]) + if (unit->t3d) { - if (unit->tcubemap == 0) - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - else - { - if (unit->tcubemap) - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR } } - scale = max(m->texrgbscale[i], 1); - if (gl_state.units[i].rgbscale != scale) + unit->t3d = texnum; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != 0) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } +} + +void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= backendimageunits) + return; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t1d) + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + if (unit->t2d) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (gl_state.unit != i) + if (unit->t3d) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglDisable(GL_TEXTURE_3D);CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR } - scale = max(m->texalphascale[i], 1); - if (gl_state.units[i].alphascale != scale) + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap != texnum) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) { - if (gl_state.unit != i) + if (texnum) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + if (unit->tcubemap == 0) + { + qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + } + else + { + if (unit->tcubemap) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } } - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR } + unit->tcubemap = texnum; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } -void R_Mesh_State(const rmeshstate_t *m) +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { - R_Mesh_MainState(m); - R_Mesh_TextureState(m); + gltextureunit_t *unit = gl_state.units + unitnum; + if (matrix->m[3][3]) + { + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + { + double glmatrix[16]; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + CHECKGLERROR + Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + GL_ActiveTexture(unitnum); + qglLoadMatrixd(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } + } + else + { + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + CHECKGLERROR + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + GL_ActiveTexture(unitnum); + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } + } } -/* -============================================================================== - - SCREEN SHOTS - -============================================================================== -*/ +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + CHECKGLERROR + if (gl_combine.integer) + { + // GL_ARB_texture_env_combine + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (!rgbscale) + rgbscale = 1; + if (!alphascale) + alphascale = 1; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != rgbscale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR + } + if (unit->alphascale != alphascale) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR + } + } + else + { + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + } + } +} -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +void R_Mesh_TextureState(const rmeshstate_t *m) { - qboolean ret; - int i; - qbyte *buffer; + unsigned int i; - if (!r_render.integer) - return false; + BACKENDACTIVECHECK - buffer = Mem_Alloc(tempmempool, width*height*3); - qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); CHECKGLERROR + if (gl_backend_rebindtextures) + { + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + 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; + for (i = 0;i < backendimageunits;i++) + R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); + for (i = 0;i < backendarrayunits;i++) + { + if (m->pointer_texcoord3f[i]) + R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); + else + R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); + } + for (i = 0;i < backendunits;i++) + { + R_Mesh_TexMatrix(i, &m->texmatrix[i]); + R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); + } + CHECKGLERROR +} - ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); +void R_Mesh_ResetTextureState(void) +{ + unsigned int unitnum; - Mem_Free(buffer); - return ret; -} + BACKENDACTIVECHECK -//============================================================================= + CHECKGLERROR + if (gl_backend_rebindtextures) + { + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + CHECKGLERROR + } -void R_ClearScreen(void) -{ - if (r_render.integer) + for (unitnum = 0;unitnum < backendimageunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + // update 1d texture binding + if (unit->t1d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + } + unit->t1d = 0; + qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + } + // update 2d texture binding + if (unit->t2d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + } + unit->t2d = 0; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + // update 3d texture binding + if (unit->t3d) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + } + unit->t3d = 0; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + // update cubemap texture binding + if (unit->tcubemap) + { + GL_ActiveTexture(unitnum); + if (unitnum < backendunits) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + } + unit->tcubemap = 0; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + } + for (unitnum = 0;unitnum < backendarrayunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + // texture array unit is disabled, disable the array + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } + for (unitnum = 0;unitnum < backendunits;unitnum++) { - // clear to black - qglClearColor(0,0,0,0);CHECKGLERROR - qglClearDepth(1);CHECKGLERROR - if (gl_stencil) + gltextureunit_t *unit = gl_state.units + unitnum; + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) { - // LordHavoc: we use a stencil centered around 128 instead of 0, - // to avoid clamping interfering with strange shadow volume - // drawing orders - qglClearStencil(128);CHECKGLERROR + unit->texmatrixenabled = false; + CHECKGLERROR + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + GL_ActiveTexture(unitnum); + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } - // clear the screen - qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR - // set dithering mode - if (gl_dither.integer) + if (gl_combine.integer) { - qglEnable(GL_DITHER);CHECKGLERROR + // GL_ARB_texture_env_combine + if (unit->combinergb != GL_MODULATE) + { + unit->combinergb = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != GL_MODULATE) + { + unit->combinealpha = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != 1) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR + } + if (unit->alphascale != 1) + { + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR + } } else { - qglDisable(GL_DITHER);CHECKGLERROR + // normal GL texenv + if (unit->combinergb != GL_MODULATE) + { + unit->combinergb = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + } } } } -/* -================== -SCR_UpdateScreen - -This is called every frame, and can also be called explicitly to flush -text to the screen. -================== -*/ -void SCR_UpdateScreen (void) +void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) { - 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 - 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(); - - 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(); + CHECKGLERROR + 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 } -