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 int c_meshs, c_meshelements;
80 void SCR_ScreenShot_f (void);
82 static matrix4x4_t backend_viewmatrix;
83 static matrix4x4_t backend_modelmatrix;
84 static matrix4x4_t backend_modelviewmatrix;
85 static matrix4x4_t backend_glmodelviewmatrix;
86 static matrix4x4_t backend_projectmatrix;
88 static int backendunits, backendactive;
89 static mempool_t *gl_backend_mempool;
92 note: here's strip order for a terrain row:
99 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
101 *elements++ = i + row;
103 *elements++ = i + row + 1;
106 *elements++ = i + row + 1;
109 for (y = 0;y < rows - 1;y++)
111 for (x = 0;x < columns - 1;x++)
114 *elements++ = i + columns;
116 *elements++ = i + columns + 1;
119 *elements++ = i + columns + 1;
130 for (y = 0;y < rows - 1;y++)
132 for (x = 0;x < columns - 1;x++)
136 *elements++ = i + columns;
137 *elements++ = i + columns + 1;
138 *elements++ = i + columns;
139 *elements++ = i + columns + 1;
145 int polygonelements[768];
147 static void R_Mesh_CacheArray_Startup(void);
148 static void R_Mesh_CacheArray_Shutdown(void);
149 void GL_Backend_AllocArrays(void)
151 if (!gl_backend_mempool)
152 gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
153 R_Mesh_CacheArray_Startup();
156 void GL_Backend_FreeArrays(void)
158 R_Mesh_CacheArray_Shutdown();
159 Mem_FreePool(&gl_backend_mempool);
162 static void gl_backend_start(void)
164 Con_Print("OpenGL Backend started\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);
177 GL_Backend_AllocArrays();
179 backendactive = true;
182 static void gl_backend_shutdown(void)
185 backendactive = false;
187 Con_Print("OpenGL Backend shutting down\n");
189 GL_Backend_FreeArrays();
192 static void gl_backend_newmap(void)
196 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
197 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
198 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
199 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
201 void gl_backend_init(void)
205 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
207 polygonelements[i * 3 + 0] = 0;
208 polygonelements[i * 3 + 1] = i + 1;
209 polygonelements[i * 3 + 2] = i + 2;
212 Cvar_RegisterVariable(&r_render);
213 Cvar_RegisterVariable(&r_waterwarp);
214 Cvar_RegisterVariable(&r_stereo_separation);
215 Cvar_RegisterVariable(&r_stereo_sidebyside);
216 Cvar_RegisterVariable(&r_stereo_redblue);
217 Cvar_RegisterVariable(&r_stereo_redcyan);
218 Cvar_RegisterVariable(&r_stereo_redgreen);
219 Cvar_RegisterVariable(&gl_polyblend);
220 Cvar_RegisterVariable(&gl_dither);
221 Cvar_RegisterVariable(&gl_lockarrays);
222 Cvar_RegisterVariable(&gl_paranoid);
223 Cvar_RegisterVariable(&gl_printcheckerror);
225 Cvar_SetValue("r_render", 0);
228 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
229 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
230 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
232 Cvar_RegisterVariable(&scr_zoomwindow);
233 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
234 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
235 Cvar_RegisterVariable(&scr_zoomwindow_fov);
237 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
240 void GL_SetupView_Orientation_Identity (void)
242 Matrix4x4_CreateIdentity(&backend_viewmatrix);
243 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
246 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
248 matrix4x4_t tempmatrix, basematrix;
249 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
250 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
251 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
252 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
253 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
254 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
255 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
256 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
257 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
260 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
265 if (!r_render.integer)
269 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
270 qglLoadIdentity();CHECKGLERROR
272 xmax = zNear * tan(fovx * M_PI / 360.0);
273 ymax = zNear * tan(fovy * M_PI / 360.0);
275 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
276 qglGetDoublev(GL_PROJECTION_MATRIX, m);
277 backend_projectmatrix.m[0][0] = m[0];
278 backend_projectmatrix.m[1][0] = m[1];
279 backend_projectmatrix.m[2][0] = m[2];
280 backend_projectmatrix.m[3][0] = m[3];
281 backend_projectmatrix.m[0][1] = m[4];
282 backend_projectmatrix.m[1][1] = m[5];
283 backend_projectmatrix.m[2][1] = m[6];
284 backend_projectmatrix.m[3][1] = m[7];
285 backend_projectmatrix.m[0][2] = m[8];
286 backend_projectmatrix.m[1][2] = m[9];
287 backend_projectmatrix.m[2][2] = m[10];
288 backend_projectmatrix.m[3][2] = m[11];
289 backend_projectmatrix.m[0][3] = m[12];
290 backend_projectmatrix.m[1][3] = m[13];
291 backend_projectmatrix.m[2][3] = m[14];
292 backend_projectmatrix.m[3][3] = m[15];
293 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
294 GL_SetupView_Orientation_Identity();
297 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
301 if (!r_render.integer)
305 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
306 qglLoadIdentity();CHECKGLERROR
308 nudge = 1.0 - 1.0 / (1<<23);
309 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
314 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
323 m[14] = -2 * zNear * nudge;
326 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
327 GL_SetupView_Orientation_Identity();
328 backend_projectmatrix.m[0][0] = m[0];
329 backend_projectmatrix.m[1][0] = m[1];
330 backend_projectmatrix.m[2][0] = m[2];
331 backend_projectmatrix.m[3][0] = m[3];
332 backend_projectmatrix.m[0][1] = m[4];
333 backend_projectmatrix.m[1][1] = m[5];
334 backend_projectmatrix.m[2][1] = m[6];
335 backend_projectmatrix.m[3][1] = m[7];
336 backend_projectmatrix.m[0][2] = m[8];
337 backend_projectmatrix.m[1][2] = m[9];
338 backend_projectmatrix.m[2][2] = m[10];
339 backend_projectmatrix.m[3][2] = m[11];
340 backend_projectmatrix.m[0][3] = m[12];
341 backend_projectmatrix.m[1][3] = m[13];
342 backend_projectmatrix.m[2][3] = m[14];
343 backend_projectmatrix.m[3][3] = m[15];
346 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
350 if (!r_render.integer)
354 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
355 qglLoadIdentity();CHECKGLERROR
356 qglOrtho(x1, x2, y2, y1, zNear, zFar);
357 qglGetDoublev(GL_PROJECTION_MATRIX, m);
358 backend_projectmatrix.m[0][0] = m[0];
359 backend_projectmatrix.m[1][0] = m[1];
360 backend_projectmatrix.m[2][0] = m[2];
361 backend_projectmatrix.m[3][0] = m[3];
362 backend_projectmatrix.m[0][1] = m[4];
363 backend_projectmatrix.m[1][1] = m[5];
364 backend_projectmatrix.m[2][1] = m[6];
365 backend_projectmatrix.m[3][1] = m[7];
366 backend_projectmatrix.m[0][2] = m[8];
367 backend_projectmatrix.m[1][2] = m[9];
368 backend_projectmatrix.m[2][2] = m[10];
369 backend_projectmatrix.m[3][2] = m[11];
370 backend_projectmatrix.m[0][3] = m[12];
371 backend_projectmatrix.m[1][3] = m[13];
372 backend_projectmatrix.m[2][3] = m[14];
373 backend_projectmatrix.m[3][3] = m[15];
374 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
375 GL_SetupView_Orientation_Identity();
378 typedef struct gltextureunit_s
380 int t1d, t2d, t3d, tcubemap;
383 const void *pointer_texcoord;
384 float rgbscale, alphascale;
385 int combinergb, combinealpha;
386 // FIXME: add more combine stuff
387 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
388 int texmatrixenabled;
399 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
404 gltextureunit_t units[MAX_TEXTUREUNITS];
408 const void *pointer_vertex;
409 const void *pointer_color;
413 void GL_SetupTextureState(void)
416 gltextureunit_t *unit;
419 gl_state.clientunit = -1;
420 for (i = 0;i < backendunits;i++)
423 GL_ClientActiveTexture(i);
424 unit = gl_state.units + i;
429 unit->arrayenabled = false;
430 unit->arrayis3d = false;
431 unit->pointer_texcoord = NULL;
433 unit->alphascale = 1;
434 unit->combinergb = GL_MODULATE;
435 unit->combinealpha = GL_MODULATE;
436 unit->texmatrixenabled = false;
437 unit->matrix = r_identitymatrix;
438 qglMatrixMode(GL_TEXTURE);
440 qglMatrixMode(GL_MODELVIEW);
442 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
443 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
445 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
446 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
449 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
451 if (gl_texturecubemap)
453 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
455 if (gl_combine.integer)
457 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
458 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
459 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
460 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
461 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
462 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
463 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
464 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
465 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
466 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
467 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
468 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
469 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
470 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
471 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
472 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
473 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
477 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
483 void GL_Backend_ResetState(void)
485 memset(&gl_state, 0, sizeof(gl_state));
486 gl_state.depthtest = true;
487 gl_state.blendfunc1 = GL_ONE;
488 gl_state.blendfunc2 = GL_ZERO;
489 gl_state.blend = false;
490 gl_state.depthmask = GL_TRUE;
491 gl_state.colormask = 15;
492 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
493 gl_state.lockrange_first = 0;
494 gl_state.lockrange_count = 0;
495 gl_state.pointer_vertex = NULL;
496 gl_state.pointer_color = NULL;
500 qglColorMask(1, 1, 1, 1);
501 qglEnable(GL_CULL_FACE);CHECKGLERROR
502 qglCullFace(GL_FRONT);CHECKGLERROR
503 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
504 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
505 qglDisable(GL_BLEND);CHECKGLERROR
506 qglDepthMask(gl_state.depthmask);CHECKGLERROR
508 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
509 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
511 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
512 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
514 GL_Color(0, 0, 0, 0);
515 GL_Color(1, 1, 1, 1);
517 GL_SetupTextureState();
520 void GL_ActiveTexture(int num)
522 if (gl_state.unit != num)
525 if (qglActiveTexture)
527 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
533 void GL_ClientActiveTexture(int num)
535 if (gl_state.clientunit != num)
537 gl_state.clientunit = num;
538 if (qglActiveTexture)
540 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
546 void GL_BlendFunc(int blendfunc1, int blendfunc2)
548 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
552 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
553 if (gl_state.blendfunc2 == GL_ZERO)
555 if (gl_state.blendfunc1 == GL_ONE)
560 qglDisable(GL_BLEND);CHECKGLERROR
568 qglEnable(GL_BLEND);CHECKGLERROR
577 qglEnable(GL_BLEND);CHECKGLERROR
583 void GL_DepthMask(int state)
585 if (gl_state.depthmask != state)
589 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
593 void GL_DepthTest(int state)
595 if (gl_state.depthtest != state)
599 gl_state.depthtest = state;
600 if (gl_state.depthtest)
602 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
606 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
611 void GL_ColorMask(int r, int g, int b, int a)
613 int state = r*8 + g*4 + b*2 + a*1;
614 if (gl_state.colormask != state)
618 gl_state.colormask = state;
619 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
623 void GL_Color(float cr, float cg, float cb, float ca)
625 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)
629 gl_state.color4f[0] = cr;
630 gl_state.color4f[1] = cg;
631 gl_state.color4f[2] = cb;
632 gl_state.color4f[3] = ca;
634 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
639 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
643 r_showtrispass = false;
644 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
645 r_showtrispass = true;
649 void GL_LockArrays(int first, int count)
651 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
653 if (gl_state.lockrange_count)
655 gl_state.lockrange_count = 0;
657 qglUnlockArraysEXT();
660 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
662 gl_state.lockrange_first = first;
663 gl_state.lockrange_count = count;
665 qglLockArraysEXT(first, count);
671 void GL_Scissor (int x, int y, int width, int height)
674 qglScissor(x, vid.realheight - (y + height),width,height);
678 void GL_ScissorTest(int state)
680 if(gl_state.scissortest == state)
684 if((gl_state.scissortest = state))
685 qglEnable(GL_SCISSOR_TEST);
687 qglDisable(GL_SCISSOR_TEST);
691 void GL_Clear(int mask)
695 qglClear(mask);CHECKGLERROR
698 void GL_TransformToScreen(const vec4_t in, vec4_t out)
702 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
703 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
705 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
706 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
707 out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
710 // called at beginning of frame
711 void R_Mesh_Start(void)
715 GL_Backend_ResetState();
718 int gl_backend_rebindtextures;
720 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
725 for (i = 0;i < count;i++)
726 *out++ = *in++ + offset;
729 memcpy(out, in, sizeof(*out) * count);
732 // renders triangles using vertices from the active arrays
733 int paranoidblah = 0;
734 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
736 int numelements = numtriangles * 3;
737 if (numverts == 0 || numtriangles == 0)
739 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
745 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
749 c_meshelements += numelements;
750 if (gl_paranoid.integer)
754 if (!qglIsEnabled(GL_VERTEX_ARRAY))
755 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
756 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
758 if (gl_state.pointer_color)
760 if (!qglIsEnabled(GL_COLOR_ARRAY))
761 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
762 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
765 for (i = 0;i < backendunits;i++)
767 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)
769 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))
770 Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
771 GL_ClientActiveTexture(i);
772 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
773 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
774 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++)
778 for (i = 0;i < numtriangles * 3;i++)
780 if (elements[i] < 0 || elements[i] >= numverts)
782 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
788 if (r_render.integer)
791 if (gl_mesh_testmanualfeeding.integer)
795 qglBegin(GL_TRIANGLES);
796 for (i = 0;i < numtriangles * 3;i++)
798 for (j = 0;j < backendunits;j++)
800 if (gl_state.units[j].pointer_texcoord)
802 if (backendunits > 1)
804 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
806 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
807 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
811 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
812 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
817 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
819 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
820 qglTexCoord3f(p[0], p[1], p[2]);
824 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
825 qglTexCoord2f(p[0], p[1]);
830 if (gl_state.pointer_color)
832 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
833 qglColor4f(p[0], p[1], p[2], p[3]);
835 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
836 qglVertex3f(p[0], p[1], p[2]);
841 else if (gl_mesh_testarrayelement.integer)
844 qglBegin(GL_TRIANGLES);
845 for (i = 0;i < numtriangles * 3;i++)
847 qglArrayElement(elements[i]);
852 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
854 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
858 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
864 // restores backend state, used when done with 3D rendering
865 void R_Mesh_Finish(void)
873 for (i = backendunits - 1;i >= 0;i--)
875 if (qglActiveTexture)
876 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
877 if (qglClientActiveTexture)
878 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
879 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
880 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
881 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
884 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
886 if (gl_texturecubemap)
888 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
890 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
891 if (gl_combine.integer)
893 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
894 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
897 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
898 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
900 qglDisable(GL_BLEND);CHECKGLERROR
901 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
902 qglDepthMask(GL_TRUE);CHECKGLERROR
903 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
906 void R_Mesh_Matrix(const matrix4x4_t *matrix)
908 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
910 backend_modelmatrix = *matrix;
911 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
912 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
913 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
917 void R_Mesh_State(const rmeshstate_t *m)
919 int i, combinergb, combinealpha, scale;
920 gltextureunit_t *unit;
921 matrix4x4_t tempmatrix;
925 if (gl_state.pointer_vertex != m->pointer_vertex)
927 gl_state.pointer_vertex = m->pointer_vertex;
929 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
936 if (gl_state.pointer_color != m->pointer_color)
939 if (!gl_state.pointer_color)
941 qglEnableClientState(GL_COLOR_ARRAY);
944 else if (!m->pointer_color)
946 qglDisableClientState(GL_COLOR_ARRAY);
948 // when color array is on the glColor gets trashed, set it again
949 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
952 gl_state.pointer_color = m->pointer_color;
953 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
957 if (gl_backend_rebindtextures)
959 gl_backend_rebindtextures = false;
960 GL_SetupTextureState();
963 for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
965 // update 1d texture binding
966 if (unit->t1d != m->tex1d[i])
973 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
975 unit->t1d = m->tex1d[i];
977 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
985 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
989 // update 2d texture binding
990 if (unit->t2d != m->tex[i])
997 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
999 unit->t2d = m->tex[i];
1000 GL_ActiveTexture(i);
1001 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1008 GL_ActiveTexture(i);
1009 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1013 // update 3d texture binding
1014 if (unit->t3d != m->tex3d[i])
1020 GL_ActiveTexture(i);
1021 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1023 unit->t3d = m->tex3d[i];
1024 GL_ActiveTexture(i);
1025 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1032 GL_ActiveTexture(i);
1033 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1037 // update cubemap texture binding
1038 if (unit->tcubemap != m->texcubemap[i])
1040 if (m->texcubemap[i])
1042 if (unit->tcubemap == 0)
1044 GL_ActiveTexture(i);
1045 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1047 unit->tcubemap = m->texcubemap[i];
1048 GL_ActiveTexture(i);
1049 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1056 GL_ActiveTexture(i);
1057 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1061 // update texture unit settings if the unit is enabled
1062 if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap)
1064 // texture unit is enabled, enable the array
1065 if (!unit->arrayenabled)
1067 unit->arrayenabled = true;
1068 GL_ClientActiveTexture(i);
1069 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1071 // update combine settings
1072 if (gl_combine.integer)
1074 // GL_ARB_texture_env_combine
1075 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1076 if (unit->combinergb != combinergb)
1078 unit->combinergb = combinergb;
1079 GL_ActiveTexture(i);
1080 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1082 combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
1083 if (unit->combinealpha != combinealpha)
1085 unit->combinealpha = combinealpha;
1086 GL_ActiveTexture(i);
1087 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1089 scale = max(m->texrgbscale[i], 1);
1090 if (unit->rgbscale != scale)
1092 GL_ActiveTexture(i);
1093 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1095 scale = max(m->texalphascale[i], 1);
1096 if (unit->alphascale != scale)
1098 GL_ActiveTexture(i);
1099 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1105 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1106 if (unit->combinergb != combinergb)
1108 unit->combinergb = combinergb;
1109 GL_ActiveTexture(i);
1110 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1113 // update array settings
1114 if (m->pointer_texcoord3f[i])
1116 // 3d texcoord array
1117 if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
1119 unit->pointer_texcoord = m->pointer_texcoord3f[i];
1120 unit->arrayis3d = true;
1121 GL_ClientActiveTexture(i);
1122 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1128 // 2d texcoord array
1129 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
1131 unit->pointer_texcoord = m->pointer_texcoord[i];
1132 unit->arrayis3d = false;
1133 GL_ClientActiveTexture(i);
1134 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1139 if (m->texmatrix[i].m[3][3])
1141 // texmatrix specified, check if it is different
1142 if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
1144 unit->texmatrixenabled = true;
1145 unit->matrix = m->texmatrix[i];
1146 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1147 qglMatrixMode(GL_TEXTURE);
1148 GL_ActiveTexture(i);
1149 qglLoadMatrixf(&tempmatrix.m[0][0]);
1150 qglMatrixMode(GL_MODELVIEW);
1155 // no texmatrix specified, revert to identity
1156 if (unit->texmatrixenabled)
1158 unit->texmatrixenabled = false;
1159 qglMatrixMode(GL_TEXTURE);
1160 GL_ActiveTexture(i);
1162 qglMatrixMode(GL_MODELVIEW);
1168 // texture unit is disabled, disable the array
1169 if (unit->arrayenabled)
1171 unit->arrayenabled = false;
1172 GL_ClientActiveTexture(i);
1173 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1175 // no need to update most settings on a disabled texture unit
1180 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1183 for (;numtriangles;numtriangles--, elements += 3)
1185 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1186 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1187 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1194 ==============================================================================
1198 ==============================================================================
1201 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)
1203 int indices[3] = {0,1,2};
1206 if (!r_render.integer)
1209 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
1212 if (scr_screenshot_gamma.value != 1)
1215 double igamma = 1.0 / scr_screenshot_gamma.value;
1216 unsigned char ramp[256];
1217 for (i = 0;i < 256;i++)
1218 ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
1219 for (i = 0;i < width*height*3;i++)
1220 buffer1[i] = ramp[buffer1[i]];
1223 Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
1226 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
1228 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
1233 //=============================================================================
1235 void R_ClearScreen(void)
1237 if (r_render.integer)
1240 qglClearColor(0,0,0,0);CHECKGLERROR
1241 qglClearDepth(1);CHECKGLERROR
1244 // LordHavoc: we use a stencil centered around 128 instead of 0,
1245 // to avoid clamping interfering with strange shadow volume
1247 qglClearStencil(128);CHECKGLERROR
1250 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1251 // set dithering mode
1252 if (gl_dither.integer)
1254 qglEnable(GL_DITHER);CHECKGLERROR
1258 qglDisable(GL_DITHER);CHECKGLERROR
1264 ====================
1266 ====================
1268 float CalcFov (float fov_x, float width, float height)
1270 // calculate vision size and alter by aspect, then convert back to angle
1271 return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
1276 void SCR_DrawScreen (void)
1278 for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
1282 R_TimeReport("setup");
1288 GL_BlendFunc(GL_ONE, GL_ONE);
1289 GL_DepthTest(GL_FALSE);
1290 GL_DepthMask(GL_FALSE);
1291 memset(&m, 0, sizeof(m));
1293 GL_ShowTrisColor(0.2,0.2,0.2,1);
1297 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1301 size = scr_viewsize.value * (1.0 / 100.0);
1302 size = min(size, 1);
1304 if (r_stereo_sidebyside.integer)
1306 r_refdef.width = vid.realwidth * size / 2.5;
1307 r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
1308 r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
1309 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1311 r_refdef.x += r_refdef.width * 1.5;
1315 r_refdef.width = vid.realwidth * size;
1316 r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
1317 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1318 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1321 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1322 r_refdef.fov_x = scr_fov.value * cl.viewzoom * r_refdef.fovscale_x;
1323 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1327 if (scr_zoomwindow.integer)
1329 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1330 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1331 r_refdef.width = vid.realwidth * sizex;
1332 r_refdef.height = vid.realheight * sizey;
1333 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1335 r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
1336 r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1342 if (!r_stereo_sidebyside.integer)
1344 r_refdef.width = vid.realwidth;
1345 r_refdef.height = vid.realheight;
1355 R_TimeReport("meshfinish");
1360 void SCR_UpdateLoadingScreen (void)
1365 // don't do anything if not initialized yet
1369 VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
1370 VID_UpdateGamma(false);
1371 qglViewport(0, 0, vid.realwidth, vid.realheight);
1372 //qglDisable(GL_SCISSOR_TEST);
1374 qglColorMask(1,1,1,1);
1375 //qglClearColor(0,0,0,0);
1376 //qglClear(GL_COLOR_BUFFER_BIT);
1377 //qglCullFace(GL_FRONT);
1378 //qglDisable(GL_CULL_FACE);
1381 GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
1383 R_Mesh_Matrix(&r_identitymatrix);
1384 // draw the loading plaque
1385 pic = Draw_CachePic("gfx/loading.lmp");
1386 x = (vid_conwidth.integer - pic->width)/2;
1387 y = (vid_conheight.integer - pic->height)/2;
1389 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1390 GL_DepthTest(false);
1391 memset(&m, 0, sizeof(m));
1392 m.pointer_vertex = varray_vertex3f;
1393 m.pointer_texcoord[0] = varray_texcoord2f[0];
1394 m.tex[0] = R_GetTexture(pic->tex);
1396 varray_vertex3f[0] = varray_vertex3f[9] = x;
1397 varray_vertex3f[1] = varray_vertex3f[4] = y;
1398 varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
1399 varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
1400 varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
1401 varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
1402 varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
1403 varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
1404 GL_LockArrays(0, 4);
1405 R_Mesh_Draw(4, 2, polygonelements);
1406 GL_LockArrays(0, 0);
1416 This is called every frame, and can also be called explicitly to flush
1420 void SCR_UpdateScreen (void)
1425 if (r_textureunits.integer > gl_textureunits)
1426 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1427 if (r_textureunits.integer < 1)
1428 Cvar_SetValueQuick(&r_textureunits, 1);
1430 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1431 Cvar_SetValueQuick(&gl_combine, 0);
1434 qglViewport(0, 0, vid.realwidth, vid.realheight);
1435 qglDisable(GL_SCISSOR_TEST);
1437 qglColorMask(1,1,1,1);
1438 qglClearColor(0,0,0,0);
1439 qglClear(GL_COLOR_BUFFER_BIT);
1442 R_TimeReport("clear");
1444 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
1446 matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
1447 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
1448 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
1449 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
1451 if (r_stereo_sidebyside.integer)
1454 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1456 r_refdef.colormask[0] = 1;
1457 r_refdef.colormask[1] = 0;
1458 r_refdef.colormask[2] = 0;
1463 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
1464 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
1465 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
1467 if (r_stereo_sidebyside.integer)
1470 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1472 r_refdef.colormask[0] = 0;
1473 r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
1474 r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
1479 r_refdef.viewentitymatrix = originalmatrix;
1483 r_showtrispass = false;
1486 if (r_showtris.value > 0)
1489 GL_BlendFunc(GL_ONE, GL_ONE);
1490 GL_DepthTest(GL_FALSE);
1491 GL_DepthMask(GL_FALSE);
1492 memset(&m, 0, sizeof(m));
1494 r_showtrispass = true;
1495 GL_ShowTrisColor(0.2,0.2,0.2,1);
1497 r_showtrispass = false;
1502 R_TimeReport("finish");
1506 //===========================================================================
1507 // dynamic vertex array buffer subsystem
1508 //===========================================================================
1510 // FIXME: someday this should be dynamically allocated and resized?
1511 float varray_vertex3f[65536*3];
1512 float varray_svector3f[65536*3];
1513 float varray_tvector3f[65536*3];
1514 float varray_normal3f[65536*3];
1515 float varray_color4f[65536*4];
1516 float varray_texcoord2f[4][65536*2];
1517 float varray_texcoord3f[4][65536*3];
1518 int earray_element3i[65536];
1519 float varray_vertex3f2[65536*3];
1521 //===========================================================================
1522 // vertex array caching subsystem
1523 //===========================================================================
1525 typedef struct rcachearraylink_s
1527 struct rcachearraylink_s *next, *prev;
1528 struct rcachearrayitem_s *data;
1532 typedef struct rcachearrayitem_s
1534 // the original request structure
1535 rcachearrayrequest_t request;
1538 // offset into r_mesh_rcachedata
1540 // for linking this into the sequential list
1541 rcachearraylink_t sequentiallink;
1542 // for linking this into the lookup list
1543 rcachearraylink_t hashlink;
1547 #define RCACHEARRAY_HASHSIZE 65536
1548 #define RCACHEARRAY_ITEMS 4096
1549 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1551 // all active items are linked into this chain in sorted order
1552 static rcachearraylink_t r_mesh_rcachesequentialchain;
1553 // all inactive items are linked into this chain in unknown order
1554 static rcachearraylink_t r_mesh_rcachefreechain;
1555 // all active items are also linked into these chains (using their hashlink)
1556 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1558 // all items are stored here, whether active or inactive
1559 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1561 // size of data buffer
1562 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1564 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1567 static int r_mesh_rcachedata_offset;
1568 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1570 static void R_Mesh_CacheArray_Startup(void)
1573 rcachearraylink_t *l;
1574 // prepare all the linked lists
1575 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1576 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1577 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1578 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1580 l = &r_mesh_rcachechain[i];
1581 l->next = l->prev = l;
1584 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1585 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1587 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1588 l = &r_mesh_rcacheitems[i].sequentiallink;
1589 l->next = &r_mesh_rcachefreechain;
1590 l->prev = l->next->prev;
1591 l->next->prev = l->prev->next = l;
1593 // clear other state
1594 r_mesh_rcachedata_offset = 0;
1595 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1598 static void R_Mesh_CacheArray_Shutdown(void)
1603 static void R_Mesh_CacheArray_ValidateState(int num)
1605 rcachearraylink_t *l, *lhead;
1606 lhead = &r_mesh_rcachesequentialchain;
1607 if (r_mesh_rcachesequentialchain_current == lhead)
1609 for (l = lhead->next;l != lhead;l = l->next)
1610 if (r_mesh_rcachesequentialchain_current == l)
1612 Sys_Error("%i", num);
1616 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1618 rcachearraylink_t *l, *lhead, *lnext;
1619 rcachearrayitem_t *d;
1620 int hashindex, offset, offsetend;
1622 //R_Mesh_CacheArray_ValidateState(3);
1623 // calculate a hashindex to choose a cache chain
1625 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1627 // is it already cached?
1628 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1630 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1632 // we have it cached already
1633 r->data = r_mesh_rcachedata + l->data->offset;
1638 // we need to add a new cache item, this means finding a place for the new
1639 // data and making sure we have a free item available, lots of work...
1641 // check if buffer needs to wrap
1642 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1645 if (r->data_size * 10 > r_mesh_rcachedata_size)
1647 // realloc whole cache
1650 // reset back to start
1651 r_mesh_rcachedata_offset = 0;
1652 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1654 offset = r_mesh_rcachedata_offset;
1655 r_mesh_rcachedata_offset += r->data_size;
1656 offsetend = r_mesh_rcachedata_offset;
1657 //R_Mesh_CacheArray_ValidateState(4);
1662 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1663 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1667 // make room for the new data (remove old items)
1668 lhead = &r_mesh_rcachesequentialchain;
1669 l = r_mesh_rcachesequentialchain_current;
1672 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1674 //r_mesh_rcachesequentialchain_current = l;
1675 //R_Mesh_CacheArray_ValidateState(8);
1677 // if at the end of the chain, wrap around
1679 lnext = lnext->next;
1680 //r_mesh_rcachesequentialchain_current = lnext;
1681 //R_Mesh_CacheArray_ValidateState(10);
1683 // unlink from sequential chain
1684 l->next->prev = l->prev;
1685 l->prev->next = l->next;
1686 //R_Mesh_CacheArray_ValidateState(11);
1687 // link into free chain
1688 l->next = &r_mesh_rcachefreechain;
1689 l->prev = l->next->prev;
1690 l->next->prev = l->prev->next = l;
1691 //R_Mesh_CacheArray_ValidateState(12);
1693 l = &l->data->hashlink;
1694 // unlink from hash chain
1695 l->next->prev = l->prev;
1696 l->prev->next = l->next;
1699 //r_mesh_rcachesequentialchain_current = l;
1700 //R_Mesh_CacheArray_ValidateState(9);
1702 //r_mesh_rcachesequentialchain_current = l;
1703 //R_Mesh_CacheArray_ValidateState(5);
1704 // gobble an extra item if we have no free items available
1705 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1709 // unlink from sequential chain
1710 l->next->prev = l->prev;
1711 l->prev->next = l->next;
1712 // link into free chain
1713 l->next = &r_mesh_rcachefreechain;
1714 l->prev = l->next->prev;
1715 l->next->prev = l->prev->next = l;
1717 l = &l->data->hashlink;
1718 // unlink from hash chain
1719 l->next->prev = l->prev;
1720 l->prev->next = l->next;
1724 r_mesh_rcachesequentialchain_current = l;
1725 //R_Mesh_CacheArray_ValidateState(6);
1727 // now take an item from the free chain
1728 l = r_mesh_rcachefreechain.next;
1734 l->next->prev = l->prev;
1735 l->prev->next = l->next;
1736 // relink to sequential
1737 l->next = r_mesh_rcachesequentialchain_current->prev;
1738 l->prev = l->next->prev;
1739 while (l->next->data && l->data && l->next->data->offset <= d->offset)
1742 l->next = l->next->next;
1743 l->prev = l->prev->next;
1745 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1748 l->prev = l->prev->prev;
1749 l->next = l->next->prev;
1751 l->next->prev = l->prev->next = l;
1752 // also link into hash chain
1753 l = &l->data->hashlink;
1754 l->next = &r_mesh_rcachechain[hashindex];
1755 l->prev = l->next->prev;
1757 l->next->prev = l->prev->next = l;
1760 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1762 //R_Mesh_CacheArray_ValidateState(7);
1763 // and finally set the data pointer
1764 r->data = r_mesh_rcachedata + d->offset;
1765 // and tell the caller to fill the array