#include "quakedef.h"
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
+cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
cvar_t r_render = {0, "r_render", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
-// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
-// too large for the buffers in the previous frame
-int overflowedverts = 0;
-
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-float r_mesh_farclip;
-
-static float viewdist;
-// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
-static int vpnbit0, vpnbit1, vpnbit2;
-
-int c_meshs, c_meshtris;
-
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+int c_meshs, c_meshelements;
void SCR_ScreenShot_f (void);
// these are externally accessible
-float mesh_colorscale;
-int *varray_element;
+int r_lightmapscalebit;
+float r_colorscale;
float *varray_vertex;
float *varray_color;
float *varray_texcoord[MAX_TEXTUREUNITS];
-int mesh_maxtris;
-int mesh_maxverts; // always mesh_maxtris * 3
+int mesh_maxverts;
static matrix4x4_t backend_viewmatrix;
static matrix4x4_t backend_modelmatrix;
static qbyte *varray_bcolor;
static mempool_t *gl_backend_mempool;
+int polygonelements[768];
+
void GL_Backend_AllocArrays(void)
{
int i;
+ for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+ {
+ polygonelements[i * 3 + 0] = 0;
+ polygonelements[i * 3 + 1] = i + 1;
+ polygonelements[i * 3 + 2] = i + 2;
+ }
+
if (!gl_backend_mempool)
gl_backend_mempool = Mem_AllocPool("GL_Backend");
- mesh_maxverts = mesh_maxtris * 3;
-
- varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3]));
varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
Mem_EmptyPool(gl_backend_mempool);
else
Mem_FreePool(&gl_backend_mempool);
- varray_element = NULL;
varray_vertex = NULL;
varray_color = NULL;
varray_bcolor = NULL;
static void gl_backend_start(void)
{
- Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
+ Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
if (qglDrawRangeElements != NULL)
{
qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
void GL_Backend_CheckCvars(void)
{
- if (gl_mesh_drawmode.integer < 0)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
- if (gl_mesh_drawmode.integer > 3)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
-
- // change drawmode 3 to 2 if 3 won't work
- if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
-
// 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
- if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+ if (gl_mesh_maxverts.integer < 1024)
+ Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
+ if (gl_mesh_maxverts.integer > 21760)
+ Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
}
void GL_Backend_ResizeArrays(int numtriangles)
{
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles);
+ Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
GL_Backend_CheckCvars();
- mesh_maxtris = gl_mesh_maxtriangles.integer;
+ mesh_maxverts = gl_mesh_maxverts.integer;
GL_Backend_FreeArrays(true);
GL_Backend_AllocArrays();
}
Cvar_SetValue("r_render", 0);
#endif
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
+ Cvar_RegisterVariable(&gl_mesh_maxverts);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
- Cvar_RegisterVariable(&gl_mesh_drawmode);
+ Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
GL_Backend_CheckCvars();
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
}
-int arraylocked = false;
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
+{
+ if (!r_render.integer)
+ return;
+
+ // y is weird beause OpenGL is bottom to top, we use top to bottom
+ qglViewport(x, vid.realheight - (y + height), width, height);
+ CHECKGLERROR
+}
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
- {
- qglLockArraysEXT(first, count);
- CHECKGLERROR
- arraylocked = true;
- }
+ Matrix4x4_CreateIdentity(&backend_viewmatrix);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
- }
+ Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+ Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
- double fovx, fovy, zNear, zFar, aspect;
if (!r_render.integer)
return;
- qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
-
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
-
- // depth range
- zNear = 1.0;
- zFar = r_mesh_farclip;
- if (zFar < 64)
- zFar = 64;
-
- // fov angles
- fovx = r_refdef.fov_x;
- fovy = r_refdef.fov_y;
- aspect = r_refdef.width / r_refdef.height;
-
// pyramid slopes
- xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+ xmax = zNear * tan(fovx * M_PI / 360.0);
ymax = zNear * tan(fovy * M_PI / 360.0);
-
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
- Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1);
- Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
- //Con_Printf("Our Matrix:\n");
- //Matrix4x4_Print(&backend_viewmatrix);
-
- //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix);
- //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
- memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+ if (!r_render.integer)
+ return;
- /*
- // put Z going up
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
- qglRotatef (-90, 1, 0, 0);CHECKGLERROR
- qglRotatef (90, 0, 0, 1);CHECKGLERROR
- // camera rotation
- qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
- // camera location
- qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
- qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]);
- Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix);
- Con_Printf("GL Matrix:\n");
- Matrix4x4_Print(&backend_viewmatrix);
- */
+ qglOrtho(x1, y2, x2, y1, zNear, zFar);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
}
static struct
{
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
- if (gl_mesh_drawmode.integer > 0)
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
+ if (gl_state.texture[i])
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
- if (gl_state.texture[i])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
}
{
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
- if (gl_mesh_drawmode.integer > 0)
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
+ if (gl_state.texture[0])
{
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
- if (gl_state.texture[0])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ else
+ {
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
}
qglDepthMask(gl_state.depthmask);CHECKGLERROR
usedarrays = false;
- if (gl_mesh_drawmode.integer > 0)
+ usedarrays = true;
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ if (gl_mesh_floatcolors.integer)
{
- usedarrays = true;
- qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
- {
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
- }
- else
- {
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
- }
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
+ }
+ else
+ {
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
}
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
GL_SetupTextureState();
}
// called at beginning of frame
-void R_Mesh_Start(float farclip)
+void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
CHECKGLERROR
- r_mesh_farclip = farclip;
- viewdist = DotProduct(r_origin, vpn);
- vpnbit0 = vpn[0] < 0;
- vpnbit1 = vpn[1] < 0;
- vpnbit2 = vpn[2] < 0;
-
- c_meshs = 0;
- c_meshtris = 0;
-
GL_Backend_CheckCvars();
- if (mesh_maxtris != gl_mesh_maxtriangles.integer)
- GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer);
-
- GL_SetupFrame();
+ if (mesh_maxverts != gl_mesh_maxverts.integer)
+ GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
GL_Backend_ResetState();
}
}
*/
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
{
- unsigned int i, j, in;
- qbyte *c;
- float *v;
- GL_LockArray(firstvert, endvert - firstvert);
- if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
- {
- // GL 1.2 or GL 1.1 with extension
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
- CHECKGLERROR
- }
- else if (gl_mesh_drawmode.integer >= 2)
- {
- // GL 1.1
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
- CHECKGLERROR
- }
- else if (gl_mesh_drawmode.integer >= 1)
+ int arraylocked = false;
+ c_meshs++;
+ c_meshelements += indexcount;
+ if (gl_supportslockarrays && gl_lockarrays.integer)
{
- // GL 1.1
- // feed it manually using glArrayElement
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < indexcount;i++)
- qglArrayElement(index[i]);
- qglEnd();
+ qglLockArraysEXT(firstvert, endvert - firstvert);
CHECKGLERROR
+ arraylocked = true;
}
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
else
+ qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
+ CHECKGLERROR
+ if (arraylocked)
{
- // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
- // feed it manually
- qglBegin(GL_TRIANGLES);
- if (gl_state.texture[1]) // if the mesh uses multiple textures
- {
- // the minigl doesn't have this (because it does not have ARB_multitexture)
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- c = varray_bcolor + in * 4;
- qglColor4ub(c[0], c[1], c[2], c[3]);
- for (j = 0;j < backendunits;j++)
- {
- if (gl_state.texture[j])
- {
- v = varray_texcoord[j] + in * 2;
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]);
- }
- }
- v = varray_vertex + in * 4;
- qglVertex3f(v[0], v[1], v[2]);
- }
- }
- else
- {
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- c = varray_bcolor + in * 4;
- qglColor4ub(c[0], c[1], c[2], c[3]);
- if (gl_state.texture[0])
- {
- v = varray_texcoord[0] + in * 2;
- qglTexCoord2f(v[0], v[1]);
- }
- v = varray_vertex + in * 4;
- qglVertex3f(v[0], v[1], v[2]);
- }
- }
- qglEnd();
+ qglUnlockArraysEXT();
CHECKGLERROR
+ arraylocked = false;
}
- GL_UnlockArray();
}
// enlarges geometry buffers if they are too small
-void _R_Mesh_ResizeCheck(int numverts, int numtriangles)
+void _R_Mesh_ResizeCheck(int numverts)
{
- if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
+ if (numverts > mesh_maxverts)
{
BACKENDACTIVECHECK
- GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100);
+ GL_Backend_ResizeArrays(numverts + 100);
GL_Backend_ResetState();
}
}
// renders the mesh
-void R_Mesh_Draw(int numverts, int numtriangles)
+void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
{
BACKENDACTIVECHECK
- c_meshs++;
- c_meshtris += numtriangles;
-
CHECKGLERROR
- // drawmode 0 always uses byte colors
- if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
+ if (!gl_mesh_floatcolors.integer)
GL_ConvertColorsFloatToByte(numverts);
//GL_TransformVertices(numverts);
if (!r_render.integer)
return;
- GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element);
+ GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
}
// restores backend state, used when done with 3D rendering
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void R_Mesh_ClearDepth(void)
+void GL_DepthFunc(int value)
+{
+ if (!r_render.integer)
+ return;
+
+ qglDepthFunc (value);
+ CHECKGLERROR
+}
+
+void GL_ClearDepth(void)
{
BACKENDACTIVECHECK
- R_Mesh_Finish();
+ if (!r_render.integer)
+ return;
+
qglClear(GL_DEPTH_BUFFER_BIT);
- R_Mesh_Start(r_mesh_farclip);
+ CHECKGLERROR
}
void R_Mesh_Matrix(const matrix4x4_t *matrix)
}
// sets up the requested state
-void R_Mesh_State(const rmeshstate_t *m)
+void R_Mesh_MainState(const rmeshstate_t *m)
{
- int i, overbright;
- int texturergbscale[MAX_TEXTUREUNITS];
- float scaler;
-
BACKENDACTIVECHECK
- if (gl_backend_rebindtextures)
- {
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
- }
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc1 == GL_DST_COLOR)
- {
- // check if it is a 2x modulate with framebuffer
- if (m->blendfunc2 == GL_SRC_COLOR)
- scaler *= 0.5f;
- }
- else if (m->blendfunc2 != GL_SRC_COLOR)
- {
- if (m->tex[0])
- {
- overbright = m->wantoverbright && gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
- }
- scaler *= overbrightscale;
- }
- mesh_colorscale = scaler;
-
if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
{
qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
{
qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
}
+}
+
+void R_Mesh_TextureState(const rmeshstate_t *m)
+{
+ int i;
+ int texturergbscale[MAX_TEXTUREUNITS];
+
+ BACKENDACTIVECHECK
+
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ }
for (i = 0;i < backendunits;i++)
{
else
texturergbscale[i] = 1;
}
- if (overbright)
- {
- for (i = backendunits - 1;i >= 0;i--)
- {
- if (m->tex[i])
- {
- texturergbscale[i] = 4;
- break;
- }
- }
- }
if (backendunits > 1)
{
}
}
+void R_Mesh_State(const rmeshstate_t *m)
+{
+ R_Mesh_MainState(m);
+ R_Mesh_TextureState(m);
+}
+
/*
==============================================================================
Cvar_SetValueQuick(&gl_combine, 0);
// lighting scale
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+ r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
// lightmaps only
- lightscalebit = v_overbrightbits.integer;
+ r_lightmapscalebit = v_overbrightbits.integer;
if (gl_combine.integer && r_textureunits.integer > 1)
- lightscalebit += 2;
- lightscale = 1.0f / (float) (1 << lightscalebit);
+ r_lightmapscalebit += 2;
R_TimeReport("setup");