5 #include "cl_collision.h"
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
9 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
12 cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
13 cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
14 cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
15 cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
16 cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
18 cvar_t r_render = {0, "r_render", "1"};
19 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
20 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
21 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
22 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
30 void GL_PrintError(int errornumber, char *filename, int linenumber)
34 #ifdef GL_INVALID_ENUM
36 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_VALUE
40 case GL_INVALID_VALUE:
41 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
44 #ifdef GL_INVALID_OPERATION
45 case GL_INVALID_OPERATION:
46 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_OVERFLOW
50 case GL_STACK_OVERFLOW:
51 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_STACK_UNDERFLOW
55 case GL_STACK_UNDERFLOW:
56 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
59 #ifdef GL_OUT_OF_MEMORY
60 case GL_OUT_OF_MEMORY:
61 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
64 #ifdef GL_TABLE_TOO_LARGE
65 case GL_TABLE_TOO_LARGE:
66 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
76 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
78 void SCR_ScreenShot_f (void);
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_glmodelviewmatrix;
84 static matrix4x4_t backend_projectmatrix;
86 static int backendunits, backendimageunits, backendarrayunits, backendactive;
87 static mempool_t *gl_backend_mempool;
90 note: here's strip order for a terrain row:
97 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
99 *elements++ = i + row;
101 *elements++ = i + row + 1;
104 *elements++ = i + row + 1;
107 for (y = 0;y < rows - 1;y++)
109 for (x = 0;x < columns - 1;x++)
112 *elements++ = i + columns;
114 *elements++ = i + columns + 1;
117 *elements++ = i + columns + 1;
128 for (y = 0;y < rows - 1;y++)
130 for (x = 0;x < columns - 1;x++)
134 *elements++ = i + columns;
135 *elements++ = i + columns + 1;
136 *elements++ = i + columns;
137 *elements++ = i + columns + 1;
143 int polygonelements[768];
145 static void R_Mesh_CacheArray_Startup(void);
146 static void R_Mesh_CacheArray_Shutdown(void);
147 void GL_Backend_AllocArrays(void)
149 if (!gl_backend_mempool)
150 gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
151 R_Mesh_CacheArray_Startup();
154 void GL_Backend_FreeArrays(void)
156 R_Mesh_CacheArray_Shutdown();
157 Mem_FreePool(&gl_backend_mempool);
160 static void gl_backend_start(void)
162 Con_Print("OpenGL Backend starting...\n");
165 if (qglDrawRangeElements != NULL)
168 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
170 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
172 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
175 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
176 backendimageunits = backendunits;
177 backendarrayunits = backendunits;
178 if (gl_support_fragment_shader)
181 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
183 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
185 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
187 else if (backendunits > 1)
188 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
190 Con_Printf("singletexture\n");
192 GL_Backend_AllocArrays();
194 Con_Printf("OpenGL backend started.\n");
198 backendactive = true;
201 static void gl_backend_shutdown(void)
204 backendimageunits = 0;
205 backendarrayunits = 0;
206 backendactive = false;
208 Con_Print("OpenGL Backend shutting down\n");
210 GL_Backend_FreeArrays();
213 static void gl_backend_newmap(void)
217 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
218 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
219 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
220 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
222 void gl_backend_init(void)
226 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
228 polygonelements[i * 3 + 0] = 0;
229 polygonelements[i * 3 + 1] = i + 1;
230 polygonelements[i * 3 + 2] = i + 2;
233 Cvar_RegisterVariable(&r_render);
234 Cvar_RegisterVariable(&r_waterwarp);
235 Cvar_RegisterVariable(&r_stereo_separation);
236 Cvar_RegisterVariable(&r_stereo_sidebyside);
237 Cvar_RegisterVariable(&r_stereo_redblue);
238 Cvar_RegisterVariable(&r_stereo_redcyan);
239 Cvar_RegisterVariable(&r_stereo_redgreen);
240 Cvar_RegisterVariable(&gl_polyblend);
241 Cvar_RegisterVariable(&gl_dither);
242 Cvar_RegisterVariable(&gl_lockarrays);
243 Cvar_RegisterVariable(&gl_paranoid);
244 Cvar_RegisterVariable(&gl_printcheckerror);
246 Cvar_SetValue("r_render", 0);
249 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
250 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
251 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
253 Cvar_RegisterVariable(&scr_zoomwindow);
254 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
255 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
256 Cvar_RegisterVariable(&scr_zoomwindow_fov);
258 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
261 void GL_SetupView_Orientation_Identity (void)
263 Matrix4x4_CreateIdentity(&backend_viewmatrix);
264 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
267 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
269 matrix4x4_t tempmatrix, basematrix;
270 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
271 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
272 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
273 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
274 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
275 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
276 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
277 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
278 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
281 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
286 if (!r_render.integer)
290 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
291 qglLoadIdentity();CHECKGLERROR
293 xmax = zNear * tan(fovx * M_PI / 360.0);
294 ymax = zNear * tan(fovy * M_PI / 360.0);
296 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
297 qglGetDoublev(GL_PROJECTION_MATRIX, m);
298 backend_projectmatrix.m[0][0] = m[0];
299 backend_projectmatrix.m[1][0] = m[1];
300 backend_projectmatrix.m[2][0] = m[2];
301 backend_projectmatrix.m[3][0] = m[3];
302 backend_projectmatrix.m[0][1] = m[4];
303 backend_projectmatrix.m[1][1] = m[5];
304 backend_projectmatrix.m[2][1] = m[6];
305 backend_projectmatrix.m[3][1] = m[7];
306 backend_projectmatrix.m[0][2] = m[8];
307 backend_projectmatrix.m[1][2] = m[9];
308 backend_projectmatrix.m[2][2] = m[10];
309 backend_projectmatrix.m[3][2] = m[11];
310 backend_projectmatrix.m[0][3] = m[12];
311 backend_projectmatrix.m[1][3] = m[13];
312 backend_projectmatrix.m[2][3] = m[14];
313 backend_projectmatrix.m[3][3] = m[15];
314 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
315 GL_SetupView_Orientation_Identity();
318 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
322 if (!r_render.integer)
326 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
327 qglLoadIdentity();CHECKGLERROR
329 nudge = 1.0 - 1.0 / (1<<23);
330 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
335 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
344 m[14] = -2 * zNear * nudge;
347 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
348 GL_SetupView_Orientation_Identity();
349 backend_projectmatrix.m[0][0] = m[0];
350 backend_projectmatrix.m[1][0] = m[1];
351 backend_projectmatrix.m[2][0] = m[2];
352 backend_projectmatrix.m[3][0] = m[3];
353 backend_projectmatrix.m[0][1] = m[4];
354 backend_projectmatrix.m[1][1] = m[5];
355 backend_projectmatrix.m[2][1] = m[6];
356 backend_projectmatrix.m[3][1] = m[7];
357 backend_projectmatrix.m[0][2] = m[8];
358 backend_projectmatrix.m[1][2] = m[9];
359 backend_projectmatrix.m[2][2] = m[10];
360 backend_projectmatrix.m[3][2] = m[11];
361 backend_projectmatrix.m[0][3] = m[12];
362 backend_projectmatrix.m[1][3] = m[13];
363 backend_projectmatrix.m[2][3] = m[14];
364 backend_projectmatrix.m[3][3] = m[15];
367 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
371 if (!r_render.integer)
375 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
376 qglLoadIdentity();CHECKGLERROR
377 qglOrtho(x1, x2, y2, y1, zNear, zFar);
378 qglGetDoublev(GL_PROJECTION_MATRIX, m);
379 backend_projectmatrix.m[0][0] = m[0];
380 backend_projectmatrix.m[1][0] = m[1];
381 backend_projectmatrix.m[2][0] = m[2];
382 backend_projectmatrix.m[3][0] = m[3];
383 backend_projectmatrix.m[0][1] = m[4];
384 backend_projectmatrix.m[1][1] = m[5];
385 backend_projectmatrix.m[2][1] = m[6];
386 backend_projectmatrix.m[3][1] = m[7];
387 backend_projectmatrix.m[0][2] = m[8];
388 backend_projectmatrix.m[1][2] = m[9];
389 backend_projectmatrix.m[2][2] = m[10];
390 backend_projectmatrix.m[3][2] = m[11];
391 backend_projectmatrix.m[0][3] = m[12];
392 backend_projectmatrix.m[1][3] = m[13];
393 backend_projectmatrix.m[2][3] = m[14];
394 backend_projectmatrix.m[3][3] = m[15];
395 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
396 GL_SetupView_Orientation_Identity();
399 typedef struct gltextureunit_s
401 int t1d, t2d, t3d, tcubemap;
404 const void *pointer_texcoord;
405 float rgbscale, alphascale;
406 int combinergb, combinealpha;
407 // FIXME: add more combine stuff
408 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
409 int texmatrixenabled;
420 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
425 gltextureunit_t units[MAX_TEXTUREUNITS];
429 const void *pointer_vertex;
430 const void *pointer_color;
434 void GL_SetupTextureState(void)
437 gltextureunit_t *unit;
440 gl_state.clientunit = -1;
441 for (i = 0;i < MAX_TEXTUREUNITS;i++)
443 unit = gl_state.units + i;
448 unit->arrayenabled = false;
449 unit->arrayis3d = false;
450 unit->pointer_texcoord = NULL;
452 unit->alphascale = 1;
453 unit->combinergb = GL_MODULATE;
454 unit->combinealpha = GL_MODULATE;
455 unit->texmatrixenabled = false;
456 unit->matrix = r_identitymatrix;
459 for (i = 0;i < backendimageunits;i++)
462 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
463 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
466 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
468 if (gl_texturecubemap)
470 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
474 for (i = 0;i < backendarrayunits;i++)
476 GL_ClientActiveTexture(i);
477 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
478 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
481 for (i = 0;i < backendunits;i++)
484 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
485 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
488 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
490 if (gl_texturecubemap)
492 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
494 qglMatrixMode(GL_TEXTURE);
496 qglMatrixMode(GL_MODELVIEW);
497 if (gl_combine.integer)
499 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
500 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
501 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
502 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
503 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
504 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
505 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
506 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
507 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
508 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
509 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
510 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
511 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
512 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
513 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
514 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
515 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
519 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
525 void GL_Backend_ResetState(void)
527 memset(&gl_state, 0, sizeof(gl_state));
528 gl_state.depthtest = true;
529 gl_state.blendfunc1 = GL_ONE;
530 gl_state.blendfunc2 = GL_ZERO;
531 gl_state.blend = false;
532 gl_state.depthmask = GL_TRUE;
533 gl_state.colormask = 15;
534 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
535 gl_state.lockrange_first = 0;
536 gl_state.lockrange_count = 0;
537 gl_state.pointer_vertex = NULL;
538 gl_state.pointer_color = NULL;
542 qglColorMask(1, 1, 1, 1);
543 qglEnable(GL_CULL_FACE);CHECKGLERROR
544 qglCullFace(GL_FRONT);CHECKGLERROR
545 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
546 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
547 qglDisable(GL_BLEND);CHECKGLERROR
548 qglDepthMask(gl_state.depthmask);CHECKGLERROR
550 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
551 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
553 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
554 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
556 GL_Color(0, 0, 0, 0);
557 GL_Color(1, 1, 1, 1);
559 GL_SetupTextureState();
562 void GL_ActiveTexture(int num)
564 if (gl_state.unit != num)
567 if (qglActiveTexture)
569 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
575 void GL_ClientActiveTexture(int num)
577 if (gl_state.clientunit != num)
579 gl_state.clientunit = num;
580 if (qglActiveTexture)
582 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
588 void GL_BlendFunc(int blendfunc1, int blendfunc2)
590 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
594 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
595 if (gl_state.blendfunc2 == GL_ZERO)
597 if (gl_state.blendfunc1 == GL_ONE)
602 qglDisable(GL_BLEND);CHECKGLERROR
610 qglEnable(GL_BLEND);CHECKGLERROR
619 qglEnable(GL_BLEND);CHECKGLERROR
625 void GL_DepthMask(int state)
627 if (gl_state.depthmask != state)
631 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
635 void GL_DepthTest(int state)
637 if (gl_state.depthtest != state)
641 gl_state.depthtest = state;
642 if (gl_state.depthtest)
644 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
648 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
653 void GL_ColorMask(int r, int g, int b, int a)
655 int state = r*8 + g*4 + b*2 + a*1;
656 if (gl_state.colormask != state)
660 gl_state.colormask = state;
661 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
665 void GL_Color(float cr, float cg, float cb, float ca)
667 if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
671 gl_state.color4f[0] = cr;
672 gl_state.color4f[1] = cg;
673 gl_state.color4f[2] = cb;
674 gl_state.color4f[3] = ca;
676 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
681 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
685 r_showtrispass = false;
686 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
687 r_showtrispass = true;
691 void GL_LockArrays(int first, int count)
693 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
695 if (gl_state.lockrange_count)
697 gl_state.lockrange_count = 0;
699 qglUnlockArraysEXT();
702 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
704 gl_state.lockrange_first = first;
705 gl_state.lockrange_count = count;
707 qglLockArraysEXT(first, count);
713 void GL_Scissor (int x, int y, int width, int height)
716 qglScissor(x, vid.realheight - (y + height),width,height);
720 void GL_ScissorTest(int state)
722 if(gl_state.scissortest == state)
726 if((gl_state.scissortest = state))
727 qglEnable(GL_SCISSOR_TEST);
729 qglDisable(GL_SCISSOR_TEST);
733 void GL_Clear(int mask)
737 qglClear(mask);CHECKGLERROR
740 void GL_TransformToScreen(const vec4_t in, vec4_t out)
744 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
745 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
747 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
748 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
749 out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
752 // called at beginning of frame
753 void R_Mesh_Start(void)
757 GL_Backend_ResetState();
760 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
762 GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
763 GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
764 char compilelog[4096];
767 programobject = qglCreateProgramObjectARB();
772 if (vertexstrings_count)
775 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
776 if (!vertexshaderobject)
778 qglDeleteObjectARB(programobject);
782 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
783 qglCompileShaderARB(vertexshaderobject);
785 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
786 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
788 Con_Printf("vertex shader compile log:\n%s\n", compilelog);
789 if (!vertexshadercompiled)
791 qglDeleteObjectARB(programobject);
792 qglDeleteObjectARB(vertexshaderobject);
796 qglAttachObjectARB(programobject, vertexshaderobject);
797 qglDeleteObjectARB(vertexshaderobject);
801 if (fragmentstrings_count)
804 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
805 if (!fragmentshaderobject)
807 qglDeleteObjectARB(programobject);
811 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
812 qglCompileShaderARB(fragmentshaderobject);
814 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
815 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
817 Con_Printf("fragment shader compile log:\n%s\n", compilelog);
818 if (!fragmentshadercompiled)
820 qglDeleteObjectARB(programobject);
821 qglDeleteObjectARB(fragmentshaderobject);
825 qglAttachObjectARB(programobject, fragmentshaderobject);
826 qglDeleteObjectARB(fragmentshaderobject);
830 qglLinkProgramARB(programobject);
832 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
833 qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
836 Con_Printf("program link log:\n%s\n", compilelog);
837 // software vertex shader is ok but software fragment shader is WAY
838 // too slow, fail program if so.
839 // NOTE: this string might be ATI specific, but that's ok because the
840 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
841 // software fragment shader due to low instruction and dependent
843 if (strstr(compilelog, "fragment shader will run in software"))
844 programlinked = false;
849 qglDeleteObjectARB(programobject);
853 return programobject;
856 void GL_Backend_FreeProgram(unsigned int prog)
859 qglDeleteObjectARB(prog);
863 int gl_backend_rebindtextures;
865 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
870 for (i = 0;i < count;i++)
871 *out++ = *in++ + offset;
874 memcpy(out, in, sizeof(*out) * count);
877 // renders triangles using vertices from the active arrays
878 int paranoidblah = 0;
879 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
881 int numelements = numtriangles * 3;
882 if (numverts == 0 || numtriangles == 0)
884 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
890 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
894 c_meshelements += numelements;
895 if (gl_paranoid.integer)
899 if (!qglIsEnabled(GL_VERTEX_ARRAY))
900 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
901 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
903 if (gl_state.pointer_color)
905 if (!qglIsEnabled(GL_COLOR_ARRAY))
906 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
907 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
910 for (i = 0;i < backendarrayunits;i++)
912 if (gl_state.units[i].arrayenabled)
914 GL_ClientActiveTexture(i);
915 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
916 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
917 for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
921 for (i = 0;i < numtriangles * 3;i++)
923 if (elements[i] < 0 || elements[i] >= numverts)
925 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
931 if (r_render.integer)
934 if (gl_mesh_testmanualfeeding.integer)
938 qglBegin(GL_TRIANGLES);
939 for (i = 0;i < numtriangles * 3;i++)
941 for (j = 0;j < backendarrayunits;j++)
943 if (gl_state.units[j].pointer_texcoord)
945 if (backendarrayunits > 1)
947 if (gl_state.units[j].arrayis3d)
949 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
950 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
954 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
955 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
960 if (gl_state.units[j].arrayis3d)
962 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
963 qglTexCoord3f(p[0], p[1], p[2]);
967 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
968 qglTexCoord2f(p[0], p[1]);
973 if (gl_state.pointer_color)
975 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
976 qglColor4f(p[0], p[1], p[2], p[3]);
978 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
979 qglVertex3f(p[0], p[1], p[2]);
984 else if (gl_mesh_testarrayelement.integer)
987 qglBegin(GL_TRIANGLES);
988 for (i = 0;i < numtriangles * 3;i++)
990 qglArrayElement(elements[i]);
995 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
997 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
1001 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
1007 // restores backend state, used when done with 3D rendering
1008 void R_Mesh_Finish(void)
1013 GL_LockArrays(0, 0);
1016 for (i = 0;i < backendimageunits;i++)
1018 GL_ActiveTexture(i);
1019 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1020 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1023 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1025 if (gl_texturecubemap)
1027 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1030 for (i = backendarrayunits - 1;i >= 0;i--)
1032 GL_ActiveTexture(i);
1033 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1035 for (i = backendunits - 1;i >= 0;i--)
1037 GL_ActiveTexture(i);
1038 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1039 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1042 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1044 if (gl_texturecubemap)
1046 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1048 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1049 if (gl_combine.integer)
1051 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1052 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1055 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1056 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1058 qglDisable(GL_BLEND);CHECKGLERROR
1059 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1060 qglDepthMask(GL_TRUE);CHECKGLERROR
1061 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1064 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1066 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1068 backend_modelmatrix = *matrix;
1069 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1070 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1071 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
1075 void R_Mesh_State(const rmeshstate_t *m)
1077 int i, combinergb, combinealpha, scale;
1078 gltextureunit_t *unit;
1079 matrix4x4_t tempmatrix;
1083 if (gl_state.pointer_vertex != m->pointer_vertex)
1085 gl_state.pointer_vertex = m->pointer_vertex;
1087 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1094 if (gl_state.pointer_color != m->pointer_color)
1097 if (!gl_state.pointer_color)
1099 qglEnableClientState(GL_COLOR_ARRAY);
1102 else if (!m->pointer_color)
1104 qglDisableClientState(GL_COLOR_ARRAY);
1106 // when color array is on the glColor gets trashed, set it again
1107 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1110 gl_state.pointer_color = m->pointer_color;
1111 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
1115 if (gl_backend_rebindtextures)
1117 gl_backend_rebindtextures = false;
1118 GL_SetupTextureState();
1121 for (i = 0, unit = gl_state.units;i < backendimageunits;i++, unit++)
1123 // update 1d texture binding
1124 if (unit->t1d != m->tex1d[i])
1126 GL_ActiveTexture(i);
1127 if (i < backendunits)
1132 qglEnable(GL_TEXTURE_1D);
1137 qglDisable(GL_TEXTURE_1D);
1140 unit->t1d = m->tex1d[i];
1141 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1144 // update 2d texture binding
1145 if (unit->t2d != m->tex[i])
1147 GL_ActiveTexture(i);
1148 if (i < backendunits)
1153 qglEnable(GL_TEXTURE_2D);
1158 qglDisable(GL_TEXTURE_2D);
1161 unit->t2d = m->tex[i];
1162 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1165 // update 3d texture binding
1166 if (unit->t3d != m->tex3d[i])
1168 GL_ActiveTexture(i);
1169 if (i < backendunits)
1174 qglEnable(GL_TEXTURE_3D);
1179 qglDisable(GL_TEXTURE_3D);
1182 unit->t3d = m->tex3d[i];
1183 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1186 // update cubemap texture binding
1187 if (unit->tcubemap != m->texcubemap[i])
1189 GL_ActiveTexture(i);
1190 if (i < backendunits)
1192 if (m->texcubemap[i])
1194 if (unit->tcubemap == 0)
1195 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1200 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1203 unit->tcubemap = m->texcubemap[i];
1204 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1208 for (i = 0, unit = gl_state.units;i < backendarrayunits;i++, unit++)
1210 // update array settings
1211 if (m->pointer_texcoord3f[i])
1213 // 3d texcoord array
1214 if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
1216 unit->pointer_texcoord = m->pointer_texcoord3f[i];
1217 unit->arrayis3d = true;
1218 GL_ClientActiveTexture(i);
1219 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1222 // texture array unit is enabled, enable the array
1223 if (!unit->arrayenabled)
1225 unit->arrayenabled = true;
1226 GL_ClientActiveTexture(i);
1227 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1230 else if (m->pointer_texcoord[i])
1232 // 2d texcoord array
1233 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
1235 unit->pointer_texcoord = m->pointer_texcoord[i];
1236 unit->arrayis3d = false;
1237 GL_ClientActiveTexture(i);
1238 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1241 // texture array unit is enabled, enable the array
1242 if (!unit->arrayenabled)
1244 unit->arrayenabled = true;
1245 GL_ClientActiveTexture(i);
1246 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1251 // texture array unit is disabled, disable the array
1252 if (unit->arrayenabled)
1254 unit->arrayenabled = false;
1255 GL_ClientActiveTexture(i);
1256 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1260 for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
1263 if (m->texmatrix[i].m[3][3])
1265 // texmatrix specified, check if it is different
1266 if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
1268 unit->texmatrixenabled = true;
1269 unit->matrix = m->texmatrix[i];
1270 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1271 qglMatrixMode(GL_TEXTURE);
1272 GL_ActiveTexture(i);
1273 qglLoadMatrixf(&tempmatrix.m[0][0]);
1274 qglMatrixMode(GL_MODELVIEW);
1279 // no texmatrix specified, revert to identity
1280 if (unit->texmatrixenabled)
1282 unit->texmatrixenabled = false;
1283 qglMatrixMode(GL_TEXTURE);
1284 GL_ActiveTexture(i);
1286 qglMatrixMode(GL_MODELVIEW);
1289 // update combine settings
1290 if (gl_combine.integer)
1292 // GL_ARB_texture_env_combine
1293 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1294 if (unit->combinergb != combinergb)
1296 unit->combinergb = combinergb;
1297 GL_ActiveTexture(i);
1298 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1300 combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
1301 if (unit->combinealpha != combinealpha)
1303 unit->combinealpha = combinealpha;
1304 GL_ActiveTexture(i);
1305 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1307 scale = max(m->texrgbscale[i], 1);
1308 if (unit->rgbscale != scale)
1310 GL_ActiveTexture(i);
1311 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1313 scale = max(m->texalphascale[i], 1);
1314 if (unit->alphascale != scale)
1316 GL_ActiveTexture(i);
1317 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1323 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1324 if (unit->combinergb != combinergb)
1326 unit->combinergb = combinergb;
1327 GL_ActiveTexture(i);
1328 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1334 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1337 for (;numtriangles;numtriangles--, elements += 3)
1339 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1340 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1341 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1348 ==============================================================================
1352 ==============================================================================
1355 qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
1357 int indices[3] = {0,1,2};
1360 if (!r_render.integer)
1363 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
1366 if (scr_screenshot_gamma.value != 1)
1369 double igamma = 1.0 / scr_screenshot_gamma.value;
1370 unsigned char ramp[256];
1371 for (i = 0;i < 256;i++)
1372 ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
1373 for (i = 0;i < width*height*3;i++)
1374 buffer1[i] = ramp[buffer1[i]];
1377 Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
1380 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
1382 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
1387 //=============================================================================
1389 void R_ClearScreen(void)
1391 if (r_render.integer)
1394 qglClearColor(0,0,0,0);CHECKGLERROR
1395 qglClearDepth(1);CHECKGLERROR
1398 // LordHavoc: we use a stencil centered around 128 instead of 0,
1399 // to avoid clamping interfering with strange shadow volume
1401 qglClearStencil(128);CHECKGLERROR
1404 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1405 // set dithering mode
1406 if (gl_dither.integer)
1408 qglEnable(GL_DITHER);CHECKGLERROR
1412 qglDisable(GL_DITHER);CHECKGLERROR
1418 ====================
1420 ====================
1422 float CalcFov (float fov_x, float width, float height)
1424 // calculate vision size and alter by aspect, then convert back to angle
1425 return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
1430 void SCR_DrawScreen (void)
1432 for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
1436 R_TimeReport("setup");
1442 GL_BlendFunc(GL_ONE, GL_ONE);
1443 GL_DepthTest(GL_FALSE);
1444 GL_DepthMask(GL_FALSE);
1445 memset(&m, 0, sizeof(m));
1447 GL_ShowTrisColor(0.2,0.2,0.2,1);
1451 if (cls.signon == SIGNONS)
1455 size = scr_viewsize.value * (1.0 / 100.0);
1456 size = min(size, 1);
1458 if (r_stereo_sidebyside.integer)
1460 r_refdef.width = vid.realwidth * size / 2.5;
1461 r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
1462 r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
1463 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1465 r_refdef.x += r_refdef.width * 1.5;
1469 r_refdef.width = vid.realwidth * size;
1470 r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
1471 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1472 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1475 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1476 r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
1477 r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1481 if (scr_zoomwindow.integer)
1483 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1484 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1485 r_refdef.width = vid.realwidth * sizex;
1486 r_refdef.height = vid.realheight * sizey;
1487 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1489 r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
1490 r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1496 if (!r_stereo_sidebyside.integer)
1498 r_refdef.width = vid.realwidth;
1499 r_refdef.height = vid.realheight;
1509 R_TimeReport("meshfinish");
1514 void SCR_UpdateLoadingScreen (void)
1519 // don't do anything if not initialized yet
1523 VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
1524 VID_UpdateGamma(false);
1525 qglViewport(0, 0, vid.realwidth, vid.realheight);
1526 //qglDisable(GL_SCISSOR_TEST);
1528 qglColorMask(1,1,1,1);
1529 //qglClearColor(0,0,0,0);
1530 //qglClear(GL_COLOR_BUFFER_BIT);
1531 //qglCullFace(GL_FRONT);
1532 //qglDisable(GL_CULL_FACE);
1535 GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
1537 R_Mesh_Matrix(&r_identitymatrix);
1538 // draw the loading plaque
1539 pic = Draw_CachePic("gfx/loading.lmp");
1540 x = (vid_conwidth.integer - pic->width)/2;
1541 y = (vid_conheight.integer - pic->height)/2;
1543 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1544 GL_DepthTest(false);
1545 memset(&m, 0, sizeof(m));
1546 m.pointer_vertex = varray_vertex3f;
1547 m.pointer_texcoord[0] = varray_texcoord2f[0];
1548 m.tex[0] = R_GetTexture(pic->tex);
1550 varray_vertex3f[0] = varray_vertex3f[9] = x;
1551 varray_vertex3f[1] = varray_vertex3f[4] = y;
1552 varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
1553 varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
1554 varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
1555 varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
1556 varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
1557 varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
1558 GL_LockArrays(0, 4);
1559 R_Mesh_Draw(4, 2, polygonelements);
1560 GL_LockArrays(0, 0);
1570 This is called every frame, and can also be called explicitly to flush
1574 void SCR_UpdateScreen (void)
1579 if (r_textureunits.integer > gl_textureunits)
1580 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1581 if (r_textureunits.integer < 1)
1582 Cvar_SetValueQuick(&r_textureunits, 1);
1584 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1585 Cvar_SetValueQuick(&gl_combine, 0);
1588 qglViewport(0, 0, vid.realwidth, vid.realheight);
1589 qglDisable(GL_SCISSOR_TEST);
1591 qglColorMask(1,1,1,1);
1592 qglClearColor(0,0,0,0);
1593 qglClear(GL_COLOR_BUFFER_BIT);
1596 R_TimeReport("clear");
1598 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
1600 matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
1601 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
1602 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
1603 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
1605 if (r_stereo_sidebyside.integer)
1608 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1610 r_refdef.colormask[0] = 1;
1611 r_refdef.colormask[1] = 0;
1612 r_refdef.colormask[2] = 0;
1617 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
1618 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
1619 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
1621 if (r_stereo_sidebyside.integer)
1624 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1626 r_refdef.colormask[0] = 0;
1627 r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
1628 r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
1633 r_refdef.viewentitymatrix = originalmatrix;
1637 r_showtrispass = false;
1640 if (r_showtris.value > 0)
1643 GL_BlendFunc(GL_ONE, GL_ONE);
1644 GL_DepthTest(GL_FALSE);
1645 GL_DepthMask(GL_FALSE);
1646 memset(&m, 0, sizeof(m));
1648 r_showtrispass = true;
1649 GL_ShowTrisColor(0.2,0.2,0.2,1);
1651 r_showtrispass = false;
1656 R_TimeReport("finish");
1660 //===========================================================================
1661 // dynamic vertex array buffer subsystem
1662 //===========================================================================
1664 // FIXME: someday this should be dynamically allocated and resized?
1665 float varray_vertex3f[65536*3];
1666 float varray_svector3f[65536*3];
1667 float varray_tvector3f[65536*3];
1668 float varray_normal3f[65536*3];
1669 float varray_color4f[65536*4];
1670 float varray_texcoord2f[4][65536*2];
1671 float varray_texcoord3f[4][65536*3];
1672 int earray_element3i[65536];
1673 float varray_vertex3f2[65536*3];
1675 //===========================================================================
1676 // vertex array caching subsystem
1677 //===========================================================================
1679 typedef struct rcachearraylink_s
1681 struct rcachearraylink_s *next, *prev;
1682 struct rcachearrayitem_s *data;
1686 typedef struct rcachearrayitem_s
1688 // the original request structure
1689 rcachearrayrequest_t request;
1692 // offset into r_mesh_rcachedata
1694 // for linking this into the sequential list
1695 rcachearraylink_t sequentiallink;
1696 // for linking this into the lookup list
1697 rcachearraylink_t hashlink;
1701 #define RCACHEARRAY_HASHSIZE 65536
1702 #define RCACHEARRAY_ITEMS 4096
1703 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1705 // all active items are linked into this chain in sorted order
1706 static rcachearraylink_t r_mesh_rcachesequentialchain;
1707 // all inactive items are linked into this chain in unknown order
1708 static rcachearraylink_t r_mesh_rcachefreechain;
1709 // all active items are also linked into these chains (using their hashlink)
1710 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1712 // all items are stored here, whether active or inactive
1713 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1715 // size of data buffer
1716 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1718 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1721 static int r_mesh_rcachedata_offset;
1722 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1724 static void R_Mesh_CacheArray_Startup(void)
1727 rcachearraylink_t *l;
1728 // prepare all the linked lists
1729 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1730 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1731 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1732 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1734 l = &r_mesh_rcachechain[i];
1735 l->next = l->prev = l;
1738 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1739 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1741 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1742 l = &r_mesh_rcacheitems[i].sequentiallink;
1743 l->next = &r_mesh_rcachefreechain;
1744 l->prev = l->next->prev;
1745 l->next->prev = l->prev->next = l;
1747 // clear other state
1748 r_mesh_rcachedata_offset = 0;
1749 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1752 static void R_Mesh_CacheArray_Shutdown(void)
1757 static void R_Mesh_CacheArray_ValidateState(int num)
1759 rcachearraylink_t *l, *lhead;
1760 lhead = &r_mesh_rcachesequentialchain;
1761 if (r_mesh_rcachesequentialchain_current == lhead)
1763 for (l = lhead->next;l != lhead;l = l->next)
1764 if (r_mesh_rcachesequentialchain_current == l)
1766 Sys_Error("%i", num);
1770 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1772 rcachearraylink_t *l, *lhead, *lnext;
1773 rcachearrayitem_t *d;
1774 int hashindex, offset, offsetend;
1776 //R_Mesh_CacheArray_ValidateState(3);
1777 // calculate a hashindex to choose a cache chain
1779 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1781 // is it already cached?
1782 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1784 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1786 // we have it cached already
1787 r->data = r_mesh_rcachedata + l->data->offset;
1792 // we need to add a new cache item, this means finding a place for the new
1793 // data and making sure we have a free item available, lots of work...
1795 // check if buffer needs to wrap
1796 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1799 if (r->data_size * 10 > r_mesh_rcachedata_size)
1801 // realloc whole cache
1804 // reset back to start
1805 r_mesh_rcachedata_offset = 0;
1806 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1808 offset = r_mesh_rcachedata_offset;
1809 r_mesh_rcachedata_offset += r->data_size;
1810 offsetend = r_mesh_rcachedata_offset;
1811 //R_Mesh_CacheArray_ValidateState(4);
1816 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1817 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1821 // make room for the new data (remove old items)
1822 lhead = &r_mesh_rcachesequentialchain;
1823 l = r_mesh_rcachesequentialchain_current;
1826 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1828 //r_mesh_rcachesequentialchain_current = l;
1829 //R_Mesh_CacheArray_ValidateState(8);
1831 // if at the end of the chain, wrap around
1833 lnext = lnext->next;
1834 //r_mesh_rcachesequentialchain_current = lnext;
1835 //R_Mesh_CacheArray_ValidateState(10);
1837 // unlink from sequential chain
1838 l->next->prev = l->prev;
1839 l->prev->next = l->next;
1840 //R_Mesh_CacheArray_ValidateState(11);
1841 // link into free chain
1842 l->next = &r_mesh_rcachefreechain;
1843 l->prev = l->next->prev;
1844 l->next->prev = l->prev->next = l;
1845 //R_Mesh_CacheArray_ValidateState(12);
1847 l = &l->data->hashlink;
1848 // unlink from hash chain
1849 l->next->prev = l->prev;
1850 l->prev->next = l->next;
1853 //r_mesh_rcachesequentialchain_current = l;
1854 //R_Mesh_CacheArray_ValidateState(9);
1856 //r_mesh_rcachesequentialchain_current = l;
1857 //R_Mesh_CacheArray_ValidateState(5);
1858 // gobble an extra item if we have no free items available
1859 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1863 // unlink from sequential chain
1864 l->next->prev = l->prev;
1865 l->prev->next = l->next;
1866 // link into free chain
1867 l->next = &r_mesh_rcachefreechain;
1868 l->prev = l->next->prev;
1869 l->next->prev = l->prev->next = l;
1871 l = &l->data->hashlink;
1872 // unlink from hash chain
1873 l->next->prev = l->prev;
1874 l->prev->next = l->next;
1878 r_mesh_rcachesequentialchain_current = l;
1879 //R_Mesh_CacheArray_ValidateState(6);
1881 // now take an item from the free chain
1882 l = r_mesh_rcachefreechain.next;
1888 l->next->prev = l->prev;
1889 l->prev->next = l->next;
1890 // relink to sequential
1891 l->next = r_mesh_rcachesequentialchain_current->prev;
1892 l->prev = l->next->prev;
1893 while (l->next->data && l->data && l->next->data->offset <= d->offset)
1896 l->next = l->next->next;
1897 l->prev = l->prev->next;
1899 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1902 l->prev = l->prev->prev;
1903 l->next = l->next->prev;
1905 l->next->prev = l->prev->next = l;
1906 // also link into hash chain
1907 l = &l->data->hashlink;
1908 l->next = &r_mesh_rcachechain[hashindex];
1909 l->prev = l->next->prev;
1911 l->next->prev = l->prev->next = l;
1914 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1916 //R_Mesh_CacheArray_ValidateState(7);
1917 // and finally set the data pointer
1918 r->data = r_mesh_rcachedata + d->offset;
1919 // and tell the caller to fill the array