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_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
11 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
12 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
14 cvar_t r_render = {0, "r_render", "1"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
16 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
28 #ifdef GL_INVALID_ENUM
30 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
33 #ifdef GL_INVALID_VALUE
34 case GL_INVALID_VALUE:
35 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
38 #ifdef GL_INVALID_OPERATION
39 case GL_INVALID_OPERATION:
40 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
43 #ifdef GL_STACK_OVERFLOW
44 case GL_STACK_OVERFLOW:
45 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
48 #ifdef GL_STACK_UNDERFLOW
49 case GL_STACK_UNDERFLOW:
50 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
53 #ifdef GL_OUT_OF_MEMORY
54 case GL_OUT_OF_MEMORY:
55 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
58 #ifdef GL_TABLE_TOO_LARGE
59 case GL_TABLE_TOO_LARGE:
60 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
64 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
72 int c_meshs, c_meshelements;
74 void SCR_ScreenShot_f (void);
76 static matrix4x4_t backend_viewmatrix;
77 static matrix4x4_t backend_modelmatrix;
78 static matrix4x4_t backend_modelviewmatrix;
79 static matrix4x4_t backend_glmodelviewmatrix;
80 static matrix4x4_t backend_projectmatrix;
82 static int backendunits, backendactive;
83 static mempool_t *gl_backend_mempool;
86 note: here's strip order for a terrain row:
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
95 *elements++ = i + row;
97 *elements++ = i + row + 1;
100 *elements++ = i + row + 1;
103 for (y = 0;y < rows - 1;y++)
105 for (x = 0;x < columns - 1;x++)
108 *elements++ = i + columns;
110 *elements++ = i + columns + 1;
113 *elements++ = i + columns + 1;
124 for (y = 0;y < rows - 1;y++)
126 for (x = 0;x < columns - 1;x++)
130 *elements++ = i + columns;
131 *elements++ = i + columns + 1;
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
139 int polygonelements[768];
141 static void R_Mesh_CacheArray_Startup(void);
142 static void R_Mesh_CacheArray_Shutdown(void);
143 void GL_Backend_AllocArrays(void)
145 if (!gl_backend_mempool)
146 gl_backend_mempool = Mem_AllocPool("GL_Backend");
147 R_Mesh_CacheArray_Startup();
150 void GL_Backend_FreeArrays(void)
152 R_Mesh_CacheArray_Shutdown();
153 Mem_FreePool(&gl_backend_mempool);
156 static void gl_backend_start(void)
158 Con_DPrint("OpenGL Backend started\n");
159 if (qglDrawRangeElements != NULL)
162 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
164 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
166 Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
169 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
171 GL_Backend_AllocArrays();
173 backendactive = true;
176 static void gl_backend_shutdown(void)
179 backendactive = false;
181 Con_DPrint("OpenGL Backend shutting down\n");
183 GL_Backend_FreeArrays();
186 static void gl_backend_newmap(void)
190 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
191 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
192 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
193 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
195 void gl_backend_init(void)
199 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
201 polygonelements[i * 3 + 0] = 0;
202 polygonelements[i * 3 + 1] = i + 1;
203 polygonelements[i * 3 + 2] = i + 2;
206 Cvar_RegisterVariable(&r_render);
207 Cvar_RegisterVariable(&gl_dither);
208 Cvar_RegisterVariable(&gl_lockarrays);
209 Cvar_RegisterVariable(&gl_delayfinish);
210 Cvar_RegisterVariable(&gl_paranoid);
211 Cvar_RegisterVariable(&gl_printcheckerror);
213 Cvar_SetValue("r_render", 0);
216 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
217 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
218 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
220 Cvar_RegisterVariable(&scr_zoomwindow);
221 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
222 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
223 Cvar_RegisterVariable(&scr_zoomwindow_fov);
225 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
228 void GL_SetupView_Orientation_Identity (void)
230 Matrix4x4_CreateIdentity(&backend_viewmatrix);
231 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
234 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
236 matrix4x4_t tempmatrix, basematrix;
237 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
238 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
239 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
240 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
241 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
242 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
243 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
244 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
245 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
248 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
252 if (!r_render.integer)
256 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
257 qglLoadIdentity();CHECKGLERROR
259 xmax = zNear * tan(fovx * M_PI / 360.0);
260 ymax = zNear * tan(fovy * M_PI / 360.0);
262 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
263 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
264 GL_SetupView_Orientation_Identity();
267 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
271 if (!r_render.integer)
275 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
276 qglLoadIdentity();CHECKGLERROR
278 nudge = 1.0 - 1.0 / (1<<23);
279 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
284 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
293 m[14] = -2 * zNear * nudge;
296 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
297 GL_SetupView_Orientation_Identity();
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];
316 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
318 if (!r_render.integer)
322 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
323 qglLoadIdentity();CHECKGLERROR
324 qglOrtho(x1, x2, y2, y1, zNear, zFar);
325 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
326 GL_SetupView_Orientation_Identity();
329 typedef struct gltextureunit_s
331 int t1d, t2d, t3d, tcubemap;
334 const void *pointer_texcoord;
335 float rgbscale, alphascale;
336 int combinergb, combinealpha;
337 // FIXME: add more combine stuff
348 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
353 gltextureunit_t units[MAX_TEXTUREUNITS];
357 const void *pointer_vertex;
358 const void *pointer_color;
362 void GL_SetupTextureState(void)
365 gltextureunit_t *unit;
368 gl_state.clientunit = -1;
369 for (i = 0;i < backendunits;i++)
372 GL_ClientActiveTexture(i);
373 unit = gl_state.units + i;
378 unit->arrayenabled = false;
379 unit->arrayis3d = false;
380 unit->pointer_texcoord = NULL;
382 unit->alphascale = 1;
383 unit->combinergb = GL_MODULATE;
384 unit->combinealpha = GL_MODULATE;
385 unit->matrix = r_identitymatrix;
387 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
388 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
390 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
391 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
394 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
396 if (gl_texturecubemap)
398 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
400 if (gl_combine.integer)
402 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
403 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
404 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
405 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
406 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
407 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
408 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
409 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
410 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
411 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
412 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
413 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
414 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
415 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
416 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
417 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
418 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
422 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
428 void GL_Backend_ResetState(void)
430 memset(&gl_state, 0, sizeof(gl_state));
431 gl_state.depthtest = true;
432 gl_state.blendfunc1 = GL_ONE;
433 gl_state.blendfunc2 = GL_ZERO;
434 gl_state.blend = false;
435 gl_state.depthmask = GL_TRUE;
436 gl_state.colormask = 15;
437 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
438 gl_state.lockrange_first = 0;
439 gl_state.lockrange_count = 0;
440 gl_state.pointer_vertex = NULL;
441 gl_state.pointer_color = NULL;
445 qglColorMask(1, 1, 1, 1);
446 qglEnable(GL_CULL_FACE);CHECKGLERROR
447 qglCullFace(GL_FRONT);CHECKGLERROR
448 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
449 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
450 qglDisable(GL_BLEND);CHECKGLERROR
451 qglDepthMask(gl_state.depthmask);CHECKGLERROR
453 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
454 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
456 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
457 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
459 GL_Color(0, 0, 0, 0);
460 GL_Color(1, 1, 1, 1);
462 GL_SetupTextureState();
465 void GL_ActiveTexture(int num)
467 if (gl_state.unit != num)
470 if (qglActiveTexture)
472 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
478 void GL_ClientActiveTexture(int num)
480 if (gl_state.clientunit != num)
482 gl_state.clientunit = num;
483 if (qglActiveTexture)
485 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
491 void GL_BlendFunc(int blendfunc1, int blendfunc2)
493 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
497 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
498 if (gl_state.blendfunc2 == GL_ZERO)
500 if (gl_state.blendfunc1 == GL_ONE)
505 qglDisable(GL_BLEND);CHECKGLERROR
513 qglEnable(GL_BLEND);CHECKGLERROR
522 qglEnable(GL_BLEND);CHECKGLERROR
528 void GL_DepthMask(int state)
530 if (gl_state.depthmask != state)
534 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
538 void GL_DepthTest(int state)
540 if (gl_state.depthtest != state)
544 gl_state.depthtest = state;
545 if (gl_state.depthtest)
547 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
551 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
556 void GL_ColorMask(int r, int g, int b, int a)
558 int state = r*8 + g*4 + b*2 + a*1;
559 if (gl_state.colormask != state)
563 gl_state.colormask = state;
564 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
568 void GL_Color(float cr, float cg, float cb, float ca)
570 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)
574 gl_state.color4f[0] = cr;
575 gl_state.color4f[1] = cg;
576 gl_state.color4f[2] = cb;
577 gl_state.color4f[3] = ca;
579 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
584 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
588 r_showtrispass = false;
589 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
590 r_showtrispass = true;
594 void GL_LockArrays(int first, int count)
596 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
598 if (gl_state.lockrange_count)
600 gl_state.lockrange_count = 0;
602 qglUnlockArraysEXT();
605 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
607 gl_state.lockrange_first = first;
608 gl_state.lockrange_count = count;
610 qglLockArraysEXT(first, count);
616 void GL_Scissor (int x, int y, int width, int height)
619 qglScissor(x, vid.realheight - (y + height),width,height);
623 void GL_ScissorTest(int state)
625 if(gl_state.scissortest == state)
629 if((gl_state.scissortest = state))
630 qglEnable(GL_SCISSOR_TEST);
632 qglDisable(GL_SCISSOR_TEST);
636 void GL_Clear(int mask)
640 qglClear(mask);CHECKGLERROR
643 void GL_TransformToScreen(const vec4_t in, vec4_t out)
647 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
648 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
650 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
651 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
652 out[2] = out[2] * iw;
655 // called at beginning of frame
656 void R_Mesh_Start(void)
660 GL_Backend_ResetState();
663 int gl_backend_rebindtextures;
665 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
670 for (i = 0;i < count;i++)
671 *out++ = *in++ + offset;
674 memcpy(out, in, sizeof(*out) * count);
677 // renders triangles using vertices from the active arrays
678 int paranoidblah = 0;
679 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
681 int numelements = numtriangles * 3;
682 if (numverts == 0 || numtriangles == 0)
684 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
690 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
694 c_meshelements += numelements;
695 if (gl_paranoid.integer)
699 if (!qglIsEnabled(GL_VERTEX_ARRAY))
700 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
701 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
703 if (gl_state.pointer_color)
705 if (!qglIsEnabled(GL_COLOR_ARRAY))
706 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
707 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
710 for (i = 0;i < backendunits;i++)
712 if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
714 if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
715 Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
716 GL_ClientActiveTexture(i);
717 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
718 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
719 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++)
723 for (i = 0;i < numtriangles * 3;i++)
725 if (elements[i] < 0 || elements[i] >= numverts)
727 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
733 if (r_render.integer)
736 if (gl_mesh_testmanualfeeding.integer)
740 qglBegin(GL_TRIANGLES);
741 for (i = 0;i < numtriangles * 3;i++)
743 for (j = 0;j < backendunits;j++)
745 if (gl_state.units[j].pointer_texcoord)
747 if (backendunits > 1)
749 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
751 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
752 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
756 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
757 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
762 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
764 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
765 qglTexCoord3f(p[0], p[1], p[2]);
769 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
770 qglTexCoord2f(p[0], p[1]);
775 if (gl_state.pointer_color)
777 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
778 qglColor4f(p[0], p[1], p[2], p[3]);
780 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
781 qglVertex3f(p[0], p[1], p[2]);
786 else if (gl_mesh_testarrayelement.integer)
789 qglBegin(GL_TRIANGLES);
790 for (i = 0;i < numtriangles * 3;i++)
792 qglArrayElement(elements[i]);
797 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
799 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
803 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
809 // restores backend state, used when done with 3D rendering
810 void R_Mesh_Finish(void)
818 for (i = backendunits - 1;i >= 0;i--)
820 if (qglActiveTexture)
821 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
822 if (qglClientActiveTexture)
823 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
824 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
825 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
826 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
829 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
831 if (gl_texturecubemap)
833 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
835 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
836 if (gl_combine.integer)
838 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
839 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
842 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
843 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
845 qglDisable(GL_BLEND);CHECKGLERROR
846 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
847 qglDepthMask(GL_TRUE);CHECKGLERROR
848 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
851 void R_Mesh_Matrix(const matrix4x4_t *matrix)
853 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
855 backend_modelmatrix = *matrix;
856 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
857 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
858 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
862 void R_Mesh_State(const rmeshstate_t *m)
864 int i, combinergb, combinealpha, scale, arrayis3d;
865 gltextureunit_t *unit;
866 const matrix4x4_t *texmatrix;
867 matrix4x4_t tempmatrix;
868 const float *texcoords;
872 if (gl_state.pointer_vertex != m->pointer_vertex)
874 gl_state.pointer_vertex = m->pointer_vertex;
876 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
883 if (gl_state.pointer_color != m->pointer_color)
886 if (!gl_state.pointer_color)
888 qglEnableClientState(GL_COLOR_ARRAY);
891 else if (!m->pointer_color)
893 qglDisableClientState(GL_COLOR_ARRAY);
895 // when color array is on the glColor gets trashed, set it again
896 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
899 gl_state.pointer_color = m->pointer_color;
900 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
904 if (gl_backend_rebindtextures)
906 gl_backend_rebindtextures = false;
907 GL_SetupTextureState();
910 for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
912 if (unit->t1d != m->tex1d[i])
918 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
923 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
925 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
927 if (unit->t2d != m->tex[i])
933 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
938 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
940 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
942 if (unit->t3d != m->tex3d[i])
948 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
953 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
955 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
957 if (unit->tcubemap != m->texcubemap[i])
960 if (m->texcubemap[i])
962 if (unit->tcubemap == 0)
963 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
968 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
970 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
972 combinergb = m->texcombinergb[i];
974 combinergb = GL_MODULATE;
975 if (unit->combinergb != combinergb)
978 unit->combinergb = combinergb;
979 if (gl_combine.integer)
981 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
985 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
988 combinealpha = m->texcombinealpha[i];
990 combinealpha = GL_MODULATE;
991 if (unit->combinealpha != combinealpha)
994 unit->combinealpha = combinealpha;
995 if (gl_combine.integer)
997 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1000 scale = max(m->texrgbscale[i], 1);
1001 if (unit->rgbscale != scale)
1003 GL_ActiveTexture(i);
1004 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1006 scale = max(m->texalphascale[i], 1);
1007 if (unit->alphascale != scale)
1009 GL_ActiveTexture(i);
1010 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1012 arrayis3d = unit->t3d || unit->tcubemap;
1013 texcoords = m->pointer_texcoord[i];
1014 if (texcoords && !unit->t1d && !unit->t2d && !unit->t3d && !unit->tcubemap)
1016 if (unit->pointer_texcoord != texcoords || unit->arrayis3d != arrayis3d)
1018 GL_ClientActiveTexture(i);
1021 if (!unit->arrayenabled)
1023 unit->arrayenabled = true;
1024 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1029 if (unit->arrayenabled)
1031 unit->arrayenabled = false;
1032 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1035 unit->pointer_texcoord = texcoords;
1036 unit->arrayis3d = arrayis3d;
1037 if (unit->arrayis3d)
1038 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1040 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1043 // if texmatrix is not set (3,3 should always be 1 in a texture matrix) just compare to the identity matrix
1044 if (m->texmatrix[i].m[3][3])
1045 texmatrix = &m->texmatrix[i];
1047 texmatrix = &r_identitymatrix;
1048 if (memcmp(&unit->matrix, texmatrix, sizeof(matrix4x4_t)))
1050 unit->matrix = *texmatrix;
1051 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1052 qglMatrixMode(GL_TEXTURE);
1053 GL_ActiveTexture(i);
1054 qglLoadMatrixf(&tempmatrix.m[0][0]);
1055 qglMatrixMode(GL_MODELVIEW);
1060 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1063 for (;numtriangles;numtriangles--, elements += 3)
1065 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1066 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1067 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1074 ==============================================================================
1078 ==============================================================================
1081 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1086 if (!r_render.integer)
1089 buffer = Mem_Alloc(tempmempool, width*height*3);
1090 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1094 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1096 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1102 //=============================================================================
1104 void R_ClearScreen(void)
1106 if (r_render.integer)
1109 qglClearColor(0,0,0,0);CHECKGLERROR
1110 qglClearDepth(1);CHECKGLERROR
1113 // LordHavoc: we use a stencil centered around 128 instead of 0,
1114 // to avoid clamping interfering with strange shadow volume
1116 qglClearStencil(128);CHECKGLERROR
1119 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1120 // set dithering mode
1121 if (gl_dither.integer)
1123 qglEnable(GL_DITHER);CHECKGLERROR
1127 qglDisable(GL_DITHER);CHECKGLERROR
1133 ====================
1135 ====================
1137 float CalcFov (float fov_x, float width, float height)
1139 // calculate vision size and alter by aspect, then convert back to angle
1140 return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
1147 This is called every frame, and can also be called explicitly to flush
1151 void SCR_UpdateScreen (void)
1153 if (gl_delayfinish.integer)
1156 R_TimeReport("meshfinish");
1158 R_TimeReport("finish");
1163 if (r_textureunits.integer > gl_textureunits)
1164 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1165 if (r_textureunits.integer < 1)
1166 Cvar_SetValueQuick(&r_textureunits, 1);
1168 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1169 Cvar_SetValueQuick(&gl_combine, 0);
1172 R_TimeReport("setup");
1176 R_TimeReport("clear");
1178 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1184 if (scr_viewsize.value < 30)
1185 Cvar_Set ("viewsize","30");
1186 if (scr_viewsize.value > 120)
1187 Cvar_Set ("viewsize","120");
1189 // bound field of view
1190 if (scr_fov.value < 1)
1191 Cvar_Set ("fov","1");
1192 if (scr_fov.value > 170)
1193 Cvar_Set ("fov","170");
1195 // intermission is always full screen
1196 if (cl.intermission)
1203 if (scr_viewsize.value >= 120)
1204 sb_lines = 0; // no status bar at all
1205 else if (scr_viewsize.value >= 110)
1206 sb_lines = 24; // no inventory
1209 size = scr_viewsize.value * (1.0 / 100.0);
1210 size = min(size, 1);
1213 r_refdef.width = vid.realwidth * size;
1214 r_refdef.height = vid.realheight * size;
1215 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1216 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1218 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1219 r_refdef.fov_x = scr_fov.value * cl.viewzoom;
1220 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
1224 Mod_CheckLoaded(cl.worldmodel);
1225 contents = CL_PointSuperContents(r_vieworigin);
1226 if (contents & SUPERCONTENTS_LIQUIDSMASK)
1228 r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
1229 r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
1235 if (scr_zoomwindow.integer)
1237 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1238 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1239 r_refdef.width = vid.realwidth * sizex;
1240 r_refdef.height = vid.realheight * sizey;
1241 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1243 r_refdef.fov_x = scr_zoomwindow_fov.value;
1244 r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
1254 r_showtrispass = false;
1255 else if (r_showtris.value > 0)
1258 GL_BlendFunc(GL_ONE, GL_ONE);
1259 GL_DepthTest(GL_FALSE);
1260 GL_DepthMask(GL_FALSE);
1261 memset(&m, 0, sizeof(m));
1263 r_showtrispass = true;
1264 GL_ShowTrisColor(0.2,0.2,0.2,1);
1268 if (gl_delayfinish.integer)
1270 // tell driver to commit it's partially full geometry queue to the rendering queue
1271 // (this doesn't wait for the commands themselves to complete)
1277 R_TimeReport("meshfinish");
1279 R_TimeReport("finish");
1284 //===========================================================================
1285 // dynamic vertex array buffer subsystem
1286 //===========================================================================
1288 float varray_vertex3f[65536*3];
1289 float varray_color4f[65536*4];
1290 float varray_texcoord2f[4][65536*2];
1291 float varray_texcoord3f[4][65536*3];
1292 float varray_normal3f[65536*3];
1293 int earray_element3i[65536];
1295 //===========================================================================
1296 // vertex array caching subsystem
1297 //===========================================================================
1299 typedef struct rcachearraylink_s
1301 struct rcachearraylink_s *next, *prev;
1302 struct rcachearrayitem_s *data;
1306 typedef struct rcachearrayitem_s
1308 // the original request structure
1309 rcachearrayrequest_t request;
1312 // offset into r_mesh_rcachedata
1314 // for linking this into the sequential list
1315 rcachearraylink_t sequentiallink;
1316 // for linking this into the lookup list
1317 rcachearraylink_t hashlink;
1321 #define RCACHEARRAY_HASHSIZE 65536
1322 #define RCACHEARRAY_ITEMS 4096
1323 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1325 // all active items are linked into this chain in sorted order
1326 static rcachearraylink_t r_mesh_rcachesequentialchain;
1327 // all inactive items are linked into this chain in unknown order
1328 static rcachearraylink_t r_mesh_rcachefreechain;
1329 // all active items are also linked into these chains (using their hashlink)
1330 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1332 // all items are stored here, whether active or inactive
1333 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1335 // size of data buffer
1336 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1338 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1341 static int r_mesh_rcachedata_offset;
1342 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1344 static void R_Mesh_CacheArray_Startup(void)
1347 rcachearraylink_t *l;
1348 // prepare all the linked lists
1349 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1350 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1351 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1352 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1354 l = &r_mesh_rcachechain[i];
1355 l->next = l->prev = l;
1358 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1359 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1361 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1362 l = &r_mesh_rcacheitems[i].sequentiallink;
1363 l->next = &r_mesh_rcachefreechain;
1364 l->prev = l->next->prev;
1365 l->next->prev = l->prev->next = l;
1367 // clear other state
1368 r_mesh_rcachedata_offset = 0;
1369 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1372 static void R_Mesh_CacheArray_Shutdown(void)
1377 static void R_Mesh_CacheArray_ValidateState(int num)
1379 rcachearraylink_t *l, *lhead;
1380 lhead = &r_mesh_rcachesequentialchain;
1381 if (r_mesh_rcachesequentialchain_current == lhead)
1383 for (l = lhead->next;l != lhead;l = l->next)
1384 if (r_mesh_rcachesequentialchain_current == l)
1386 Sys_Error("%i", num);
1390 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1392 rcachearraylink_t *l, *lhead, *lnext;
1393 rcachearrayitem_t *d;
1394 int hashindex, offset, offsetend;
1396 //R_Mesh_CacheArray_ValidateState(3);
1397 // calculate a hashindex to choose a cache chain
1399 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1401 // is it already cached?
1402 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1404 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1406 // we have it cached already
1407 r->data = r_mesh_rcachedata + l->data->offset;
1412 // we need to add a new cache item, this means finding a place for the new
1413 // data and making sure we have a free item available, lots of work...
1415 // check if buffer needs to wrap
1416 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1419 if (r->data_size * 10 > r_mesh_rcachedata_size)
1421 // realloc whole cache
1424 // reset back to start
1425 r_mesh_rcachedata_offset = 0;
1426 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1428 offset = r_mesh_rcachedata_offset;
1429 r_mesh_rcachedata_offset += r->data_size;
1430 offsetend = r_mesh_rcachedata_offset;
1431 //R_Mesh_CacheArray_ValidateState(4);
1436 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1437 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1441 // make room for the new data (remove old items)
1442 lhead = &r_mesh_rcachesequentialchain;
1443 l = r_mesh_rcachesequentialchain_current;
1446 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1448 //r_mesh_rcachesequentialchain_current = l;
1449 //R_Mesh_CacheArray_ValidateState(8);
1451 // if at the end of the chain, wrap around
1453 lnext = lnext->next;
1454 //r_mesh_rcachesequentialchain_current = lnext;
1455 //R_Mesh_CacheArray_ValidateState(10);
1457 // unlink from sequential chain
1458 l->next->prev = l->prev;
1459 l->prev->next = l->next;
1460 //R_Mesh_CacheArray_ValidateState(11);
1461 // link into free chain
1462 l->next = &r_mesh_rcachefreechain;
1463 l->prev = l->next->prev;
1464 l->next->prev = l->prev->next = l;
1465 //R_Mesh_CacheArray_ValidateState(12);
1467 l = &l->data->hashlink;
1468 // unlink from hash chain
1469 l->next->prev = l->prev;
1470 l->prev->next = l->next;
1473 //r_mesh_rcachesequentialchain_current = l;
1474 //R_Mesh_CacheArray_ValidateState(9);
1476 //r_mesh_rcachesequentialchain_current = l;
1477 //R_Mesh_CacheArray_ValidateState(5);
1478 // gobble an extra item if we have no free items available
1479 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1483 // unlink from sequential chain
1484 l->next->prev = l->prev;
1485 l->prev->next = l->next;
1486 // link into free chain
1487 l->next = &r_mesh_rcachefreechain;
1488 l->prev = l->next->prev;
1489 l->next->prev = l->prev->next = l;
1491 l = &l->data->hashlink;
1492 // unlink from hash chain
1493 l->next->prev = l->prev;
1494 l->prev->next = l->next;
1498 r_mesh_rcachesequentialchain_current = l;
1499 //R_Mesh_CacheArray_ValidateState(6);
1501 // now take an item from the free chain
1502 l = r_mesh_rcachefreechain.next;
1508 l->next->prev = l->prev;
1509 l->prev->next = l->next;
1510 // relink to sequential
1511 l->next = r_mesh_rcachesequentialchain_current->prev;
1512 l->prev = l->next->prev;
1513 while (l->next->data && l->data && l->next->data->offset <= d->offset)
1516 l->next = l->next->next;
1517 l->prev = l->prev->next;
1519 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1522 l->prev = l->prev->prev;
1523 l->next = l->next->prev;
1525 l->next->prev = l->prev->next = l;
1526 // also link into hash chain
1527 l = &l->data->hashlink;
1528 l->next = &r_mesh_rcachechain[hashindex];
1529 l->prev = l->next->prev;
1531 l->next->prev = l->prev->next = l;
1534 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1536 //R_Mesh_CacheArray_ValidateState(7);
1537 // and finally set the data pointer
1538 r->data = r_mesh_rcachedata + d->offset;
1539 // and tell the caller to fill the array