cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
-cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
+cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
+cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
+cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
+cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
+cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
cvar_t r_render = {0, "r_render", "1"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-int c_meshs, c_meshelements;
-
void SCR_ScreenShot_f (void);
static matrix4x4_t backend_viewmatrix;
static matrix4x4_t backend_glmodelviewmatrix;
static matrix4x4_t backend_projectmatrix;
-static int backendunits, backendactive;
-static mempool_t *gl_backend_mempool;
+static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
/*
note: here's strip order for a terrain row:
static void R_Mesh_CacheArray_Shutdown(void);
void GL_Backend_AllocArrays(void)
{
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
R_Mesh_CacheArray_Startup();
}
void GL_Backend_FreeArrays(void)
{
R_Mesh_CacheArray_Shutdown();
- Mem_FreePool(&gl_backend_mempool);
}
static void gl_backend_start(void)
{
- Con_DPrintf("OpenGL Backend started\n");
+ Con_Print("OpenGL Backend starting...\n");
+ CHECKGLERROR
+
if (qglDrawRangeElements != NULL)
{
CHECKGLERROR
CHECKGLERROR
qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
CHECKGLERROR
- Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+ Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+ backendimageunits = backendunits;
+ backendarrayunits = backendunits;
+ if (gl_support_fragment_shader)
+ {
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
+ CHECKGLERROR
+ Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+ }
+ else if (backendunits > 1)
+ Con_Printf("multitexture detected: texture units = %i\n", backendunits);
+ else
+ Con_Printf("singletexture\n");
GL_Backend_AllocArrays();
+ Con_Printf("OpenGL backend started.\n");
+
+ CHECKGLERROR
+
backendactive = true;
}
static void gl_backend_shutdown(void)
{
backendunits = 0;
+ backendimageunits = 0;
+ backendarrayunits = 0;
backendactive = false;
- Con_DPrintf("OpenGL Backend shutting down\n");
+ Con_Print("OpenGL Backend shutting down\n");
GL_Backend_FreeArrays();
}
}
Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&r_waterwarp);
+ Cvar_RegisterVariable(&r_stereo_separation);
+ Cvar_RegisterVariable(&r_stereo_sidebyside);
+ Cvar_RegisterVariable(&r_stereo_redblue);
+ Cvar_RegisterVariable(&r_stereo_redcyan);
+ Cvar_RegisterVariable(&r_stereo_redgreen);
+ Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
- Cvar_RegisterVariable(&gl_delayfinish);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
#ifdef NORENDER
void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
+ double m[16];
if (!r_render.integer)
return;
ymax = zNear * tan(fovy * M_PI / 360.0);
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
}
void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
{
- float nudge, m[16];
+ double nudge, m[16];
if (!r_render.integer)
return;
m[13] = 0;
m[14] = -2 * zNear * nudge;
m[15] = 0;
- qglLoadMatrixf(m);
+ qglLoadMatrixd(m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
backend_projectmatrix.m[0][0] = m[0];
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
{
+ double m[16];
+
if (!r_render.integer)
return;
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity();CHECKGLERROR
qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
}
{
int t1d, t2d, t3d, tcubemap;
int arrayenabled;
- int arrayis3d;
+ unsigned int arraycomponents;
const void *pointer_texcoord;
float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
+ // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+ int texmatrixenabled;
matrix4x4_t matrix;
}
gltextureunit_t;
int blendfunc2;
int blend;
GLboolean depthmask;
+ int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
int depthtest;
int scissortest;
- int unit;
- int clientunit;
+ unsigned int unit;
+ unsigned int clientunit;
gltextureunit_t units[MAX_TEXTUREUNITS];
float color4f[4];
int lockrange_first;
void GL_SetupTextureState(void)
{
- int i;
+ unsigned int i;
gltextureunit_t *unit;
+ CHECKGLERROR
gl_state.unit = -1;
gl_state.clientunit = -1;
- for (i = 0;i < backendunits;i++)
+ for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
- GL_ActiveTexture(i);
- GL_ClientActiveTexture(i);
unit = gl_state.units + i;
unit->t1d = 0;
unit->t2d = 0;
unit->t3d = 0;
unit->tcubemap = 0;
+ unit->arrayenabled = false;
+ unit->arraycomponents = 0;
unit->pointer_texcoord = NULL;
unit->rgbscale = 1;
unit->alphascale = 1;
unit->combinergb = GL_MODULATE;
unit->combinealpha = GL_MODULATE;
+ unit->texmatrixenabled = false;
+ unit->matrix = r_identitymatrix;
+ }
+ for (i = 0;i < backendimageunits;i++)
+ {
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (gl_texture3d)
+ {
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ }
+ }
+
+ for (i = 0;i < backendarrayunits;i++)
+ {
+ GL_ClientActiveTexture(i);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ for (i = 0;i < backendunits;i++)
+ {
+ GL_ActiveTexture(i);
qglDisable(GL_TEXTURE_1D);CHECKGLERROR
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
if (gl_texture3d)
{
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
+ qglMatrixMode(GL_TEXTURE);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
if (gl_combine.integer)
{
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
}
+ CHECKGLERROR
}
void GL_Backend_ResetState(void)
gl_state.blendfunc2 = GL_ZERO;
gl_state.blend = false;
gl_state.depthmask = GL_TRUE;
+ gl_state.colormask = 15;
gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
gl_state.lockrange_first = 0;
gl_state.lockrange_count = 0;
CHECKGLERROR
+ qglColorMask(1, 1, 1, 1);
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
GL_SetupTextureState();
}
-void GL_ActiveTexture(int num)
+void GL_ActiveTexture(unsigned int num)
{
if (gl_state.unit != num)
{
}
}
-void GL_ClientActiveTexture(int num)
+void GL_ClientActiveTexture(unsigned int num)
{
if (gl_state.clientunit != num)
{
{
if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
+ if (r_showtrispass)
+ return;
qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
if (gl_state.blendfunc2 == GL_ZERO)
{
{
if (gl_state.depthmask != state)
{
+ if (r_showtrispass)
+ return;
qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
}
}
{
if (gl_state.depthtest != state)
{
+ if (r_showtrispass)
+ return;
gl_state.depthtest = state;
if (gl_state.depthtest)
{
}
}
-void GL_VertexPointer(const float *p)
+void GL_ColorMask(int r, int g, int b, int a)
{
- if (gl_state.pointer_vertex != p)
+ int state = r*8 + g*4 + b*2 + a*1;
+ if (gl_state.colormask != state)
{
- gl_state.pointer_vertex = p;
- CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
- CHECKGLERROR
- }
-}
-
-void GL_ColorPointer(const float *p)
-{
- if (gl_state.pointer_color != p)
- {
- CHECKGLERROR
- if (!gl_state.pointer_color)
- {
- qglEnableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
- }
- else if (!p)
- {
- qglDisableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
- }
- gl_state.pointer_color = p;
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
- CHECKGLERROR
+ if (r_showtrispass)
+ return;
+ gl_state.colormask = state;
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
}
}
{
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)
{
- GL_ColorPointer(NULL);
+ if (r_showtrispass)
+ return;
gl_state.color4f[0] = cr;
gl_state.color4f[1] = cg;
gl_state.color4f[2] = cb;
gl_state.color4f[3] = ca;
CHECKGLERROR
- qglColor4f(cr, cg, cb, ca);
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
CHECKGLERROR
}
}
+void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
+{
+ if (!r_showtrispass)
+ return;
+ r_showtrispass = false;
+ GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
+ r_showtrispass = true;
+}
+
+
void GL_LockArrays(int first, int count)
{
if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
qglUnlockArraysEXT();
CHECKGLERROR
}
- if (count && gl_supportslockarrays && gl_lockarrays.integer)
+ if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
{
gl_state.lockrange_first = first;
gl_state.lockrange_count = count;
void GL_Scissor (int x, int y, int width, int height)
{
CHECKGLERROR
- qglScissor(x, vid.realheight - (y + height),width,height);
+ qglScissor(x, vid.height - (y + height),width,height);
CHECKGLERROR
}
CHECKGLERROR
}
+void GL_Clear(int mask)
+{
+ if (r_showtrispass)
+ return;
+ qglClear(mask);CHECKGLERROR
+}
+
void GL_TransformToScreen(const vec4_t in, vec4_t out)
{
vec4_t temp;
iw = 1.0f / out[3];
out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
- out[2] = out[2] * iw;
+ out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
}
// called at beginning of frame
GL_Backend_ResetState();
}
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+ GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
+ GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+ char compilelog[4096];
+ CHECKGLERROR
+
+ programobject = qglCreateProgramObjectARB();
+ CHECKGLERROR
+ if (!programobject)
+ return 0;
+
+ if (vertexstrings_count)
+ {
+ CHECKGLERROR
+ vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+ if (!vertexshaderobject)
+ {
+ qglDeleteObjectARB(programobject);
+ CHECKGLERROR
+ return 0;
+ }
+ qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
+ qglCompileShaderARB(vertexshaderobject);
+ CHECKGLERROR
+ qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
+ qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
+ if (compilelog[0])
+ Con_Printf("vertex shader compile log:\n%s\n", compilelog);
+ if (!vertexshadercompiled)
+ {
+ qglDeleteObjectARB(programobject);
+ qglDeleteObjectARB(vertexshaderobject);
+ CHECKGLERROR
+ return 0;
+ }
+ qglAttachObjectARB(programobject, vertexshaderobject);
+ qglDeleteObjectARB(vertexshaderobject);
+ CHECKGLERROR
+ }
+
+ if (fragmentstrings_count)
+ {
+ CHECKGLERROR
+ fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+ if (!fragmentshaderobject)
+ {
+ qglDeleteObjectARB(programobject);
+ CHECKGLERROR
+ return 0;
+ }
+ qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
+ qglCompileShaderARB(fragmentshaderobject);
+ CHECKGLERROR
+ qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
+ qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
+ if (compilelog[0])
+ Con_Printf("fragment shader compile log:\n%s\n", compilelog);
+ if (!fragmentshadercompiled)
+ {
+ qglDeleteObjectARB(programobject);
+ qglDeleteObjectARB(fragmentshaderobject);
+ CHECKGLERROR
+ return 0;
+ }
+ qglAttachObjectARB(programobject, fragmentshaderobject);
+ qglDeleteObjectARB(fragmentshaderobject);
+ CHECKGLERROR
+ }
+
+ qglLinkProgramARB(programobject);
+ CHECKGLERROR
+ qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
+ qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
+ if (compilelog[0])
+ {
+ Con_Printf("program link log:\n%s\n", compilelog);
+ // software vertex shader is ok but software fragment shader is WAY
+ // too slow, fail program if so.
+ // NOTE: this string might be ATI specific, but that's ok because the
+ // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+ // software fragment shader due to low instruction and dependent
+ // texture limits.
+ if (strstr(compilelog, "fragment shader will run in software"))
+ programlinked = false;
+ }
+ CHECKGLERROR
+ if (!programlinked)
+ {
+ qglDeleteObjectARB(programobject);
+ return 0;
+ }
+ CHECKGLERROR
+ return programobject;
+}
+
+void GL_Backend_FreeProgram(unsigned int prog)
+{
+ CHECKGLERROR
+ qglDeleteObjectARB(prog);
+ CHECKGLERROR
+}
+
int gl_backend_rebindtextures;
void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
// renders triangles using vertices from the active arrays
int paranoidblah = 0;
-void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
{
- int numelements = numtriangles * 3;
- if (numverts == 0 || numtriangles == 0)
+ unsigned int numelements = numtriangles * 3;
+ if (numvertices < 3 || numtriangles < 1)
{
- Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+ return;
+ }
+ //CHECKGLERROR
+ if (r_showtrispass)
+ {
+ R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
return;
}
c_meshs++;
c_meshelements += numelements;
- CHECKGLERROR
- if (r_render.integer)
+ if (gl_paranoid.integer)
{
- if (gl_paranoid.integer)
+ unsigned int i, j, size;
+ const int *p;
+ if (!qglIsEnabled(GL_VERTEX_ARRAY))
+ Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+ for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+ paranoidblah += *p;
+ if (gl_state.pointer_color)
{
- int i, j, size;
- const int *p;
- if (!qglIsEnabled(GL_VERTEX_ARRAY))
- Con_Printf("R_Mesh_Draw: vertex array not enabled\n");
- for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+ if (!qglIsEnabled(GL_COLOR_ARRAY))
+ Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+ for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
paranoidblah += *p;
- if (gl_state.pointer_color)
+ }
+ for (i = 0;i < backendarrayunits;i++)
+ {
+ if (gl_state.units[i].arrayenabled)
{
- if (!qglIsEnabled(GL_COLOR_ARRAY))
- Con_Printf("R_Mesh_Draw: color array set but not enabled\n");
- for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
+ GL_ClientActiveTexture(i);
+ if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+ Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+ for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
paranoidblah += *p;
}
- for (i = 0;i < backendunits;i++)
- {
- 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)
- {
- 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))
- Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n");
- GL_ActiveTexture(i);
- if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
- Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n");
- 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++)
- paranoidblah += *p;
- }
- }
- for (i = 0;i < numtriangles * 3;i++)
+ }
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
{
- if (elements[i] < 0 || elements[i] >= numverts)
- {
- Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
- return;
- }
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
+ return;
}
}
CHECKGLERROR
- GL_LockArrays(0, numverts);
+ }
+ if (r_render.integer)
+ {
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
- int i, j;
+ unsigned int i, j;
const GLfloat *p;
qglBegin(GL_TRIANGLES);
- for (i = 0;i < numtriangles * 3;i++)
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- for (j = 0;j < backendunits;j++)
+ for (j = 0;j < backendarrayunits;j++)
{
if (gl_state.units[j].pointer_texcoord)
{
- if (backendunits > 1)
+ if (backendarrayunits > 1)
{
- if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+ if (gl_state.units[j].arraycomponents == 4)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.units[j].arraycomponents == 3)
{
p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
}
- else
+ else if (gl_state.units[j].arraycomponents == 2)
{
p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
}
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ }
}
else
{
- if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+ if (gl_state.units[j].arraycomponents == 4)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+ qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.units[j].arraycomponents == 3)
{
p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
qglTexCoord3f(p[0], p[1], p[2]);
}
- else
+ else if (gl_state.units[j].arraycomponents == 2)
{
p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
qglTexCoord2f(p[0], p[1]);
}
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+ qglTexCoord1f(p[0]);
+ }
}
}
}
}
else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+ CHECKGLERROR
}
else
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+ CHECKGLERROR
}
- CHECKGLERROR
- GL_LockArrays(0, 0);
- CHECKGLERROR
}
}
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
- int i;
+ unsigned int i;
BACKENDACTIVECHECK
- CHECKGLERROR
+ CHECKGLERROR
GL_LockArrays(0, 0);
- CHECKGLERROR
+ CHECKGLERROR
- for (i = backendunits - 1;i >= 0;i--)
+ for (i = 0;i < backendimageunits;i++)
{
- if (qglActiveTexture)
- qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- if (qglClientActiveTexture)
- qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (gl_texture3d)
+ {
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ }
+ }
+ for (i = 0;i < backendarrayunits;i++)
+ {
+ GL_ActiveTexture(backendarrayunits - 1 - i);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ for (i = 0;i < backendunits;i++)
+ {
+ GL_ActiveTexture(backendunits - 1 - i);
qglDisable(GL_TEXTURE_1D);CHECKGLERROR
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
if (gl_texture3d)
}
}
-void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
+void R_Mesh_VertexPointer(const float *vertex3f)
{
- if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
+ if (gl_state.pointer_vertex != vertex3f)
{
- matrix4x4_t tempmatrix;
- gl_state.units[unitnumber].matrix = *matrix;
- Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
- qglMatrixMode(GL_TEXTURE);
- GL_ActiveTexture(unitnumber);
- qglLoadMatrixf(&tempmatrix.m[0][0]);
- qglMatrixMode(GL_MODELVIEW);
+ gl_state.pointer_vertex = vertex3f;
+ CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+ CHECKGLERROR
}
}
-void R_Mesh_State_Texture(const rmeshstate_t *m)
+void R_Mesh_ColorPointer(const float *color4f)
{
- int i, combinergb, combinealpha, scale, arrayis3d;
- gltextureunit_t *unit;
-
- BACKENDACTIVECHECK
+ if (r_showtrispass)
+ return;
+ if (gl_state.pointer_color != color4f)
+ {
+ CHECKGLERROR
+ if (!gl_state.pointer_color)
+ {
+ qglEnableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
+ }
+ else if (!color4f)
+ {
+ qglDisableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+ CHECKGLERROR
+ }
+ gl_state.pointer_color = color4f;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+ CHECKGLERROR
+ }
+}
- if (gl_backend_rebindtextures)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
+ // update array settings
+ if (texcoord)
{
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
+ // texcoord array
+ if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
+ {
+ unit->pointer_texcoord = texcoord;
+ unit->arraycomponents = numcomponents;
+ GL_ClientActiveTexture(unitnum);
+ qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
+ CHECKGLERROR
+ }
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ GL_ClientActiveTexture(unitnum);
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
+}
- for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d != tex1d)
{
- if (unit->t1d != m->tex1d[i])
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
{
- GL_ActiveTexture(i);
- if (m->tex1d[i])
+ if (tex1d)
{
if (unit->t1d == 0)
- qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+ qglEnable(GL_TEXTURE_1D);
}
else
{
if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_1D);
}
- qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
}
- if (unit->t2d != m->tex[i])
+ unit->t1d = tex1d;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d != tex2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
{
- GL_ActiveTexture(i);
- if (m->tex[i])
+ if (tex2d)
{
if (unit->t2d == 0)
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglEnable(GL_TEXTURE_2D);
}
else
{
if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);
}
- qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
}
- if (unit->t3d != m->tex3d[i])
+ unit->t2d = tex2d;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d != tex3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
{
- GL_ActiveTexture(i);
- if (m->tex3d[i])
+ if (tex3d)
{
if (unit->t3d == 0)
- qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+ qglEnable(GL_TEXTURE_3D);
}
else
{
if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_3D);
}
- qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
}
- if (unit->tcubemap != m->texcubemap[i])
+ unit->t3d = tex3d;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != texcubemap)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
{
- GL_ActiveTexture(i);
- if (m->texcubemap[i])
+ if (texcubemap)
{
if (unit->tcubemap == 0)
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
}
else
{
if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
}
- combinergb = m->texcombinergb[i];
+ unit->tcubemap = texcubemap;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (texnum)
+ {
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);
+ }
+ else
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
+ unit->t1d = texnum;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (texnum)
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);
+ }
+ else
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
+ unit->t2d = texnum;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (texnum)
+ {
+ if (unit->t3d == 0)
+ qglEnable(GL_TEXTURE_3D);
+ }
+ else
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
+ unit->t3d = texnum;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (texnum)
+ {
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
+ else
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
+ unit->tcubemap = texnum;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
+ if (matrix->m[3][3])
+ {
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+ {
+ matrix4x4_t tempmatrix;
+ unit->texmatrixenabled = true;
+ unit->matrix = *matrix;
+ Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(unitnum);
+ qglLoadMatrixf(&tempmatrix.m[0][0]);
+ qglMatrixMode(GL_MODELVIEW);
+ }
+ }
+ else
+ {
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(unitnum);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
+ }
+ }
+}
+
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
+ if (gl_combine.integer)
+ {
+ // GL_ARB_texture_env_combine
if (!combinergb)
combinergb = GL_MODULATE;
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (!rgbscale)
+ rgbscale = 1;
+ if (!alphascale)
+ alphascale = 1;
if (unit->combinergb != combinergb)
{
- GL_ActiveTexture(i);
unit->combinergb = combinergb;
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
- }
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
}
- combinealpha = m->texcombinealpha[i];
- if (!combinealpha)
- combinealpha = GL_MODULATE;
if (unit->combinealpha != combinealpha)
{
- GL_ActiveTexture(i);
unit->combinealpha = combinealpha;
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
- }
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
}
- scale = max(m->texrgbscale[i], 1);
- if (unit->rgbscale != scale)
+ if (unit->rgbscale != rgbscale)
{
- GL_ActiveTexture(i);
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
}
- scale = max(m->texalphascale[i], 1);
- if (unit->alphascale != scale)
+ if (unit->alphascale != alphascale)
{
- GL_ActiveTexture(i);
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
}
- arrayis3d = unit->t3d || unit->tcubemap;
- if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
+ }
+ else
+ {
+ // normal GL texenv
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (unit->combinergb != combinergb)
{
- GL_ClientActiveTexture(i);
- if (m->pointer_texcoord[i])
- {
- if (!unit->arrayenabled)
- {
- unit->arrayenabled = true;
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- else
- {
- if (unit->arrayenabled)
- {
- unit->arrayenabled = false;
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- unit->pointer_texcoord = m->pointer_texcoord[i];
- unit->arrayis3d = arrayis3d;
- if (unit->arrayis3d)
- qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
- else
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
- CHECKGLERROR
+ unit->combinergb = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
}
}
}
-void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements)
+void R_Mesh_State(const rmeshstate_t *m)
+{
+ unsigned int i;
+
+ BACKENDACTIVECHECK
+
+ R_Mesh_VertexPointer(m->pointer_vertex);
+ R_Mesh_ColorPointer(m->pointer_color);
+
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ }
+
+ for (i = 0;i < backendimageunits;i++)
+ R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+ for (i = 0;i < backendarrayunits;i++)
+ {
+ if (m->pointer_texcoord3f[i])
+ R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
+ else
+ R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
+ }
+ for (i = 0;i < backendunits;i++)
+ {
+ R_Mesh_TexMatrix(i, &m->texmatrix[i]);
+ R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+ }
+}
+
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
{
qglBegin(GL_LINES);
for (;numtriangles;numtriangles--, elements += 3)
==============================================================================
*/
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
+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, qboolean gammacorrect)
{
+ int indices[3] = {0,1,2};
qboolean ret;
- qbyte *buffer;
if (!r_render.integer)
return false;
- buffer = Mem_Alloc(tempmempool, width*height*3);
- qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
CHECKGLERROR
+ if (scr_screenshot_gamma.value != 1 && gammacorrect)
+ {
+ int i;
+ double igamma = 1.0 / scr_screenshot_gamma.value;
+ unsigned char ramp[256];
+ for (i = 0;i < 256;i++)
+ ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
+ for (i = 0;i < width*height*3;i++)
+ buffer1[i] = ramp[buffer1[i]];
+ }
+
+ Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
+
if (jpeg)
- ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+ ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
else
- ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
+ ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
- Mem_Free(buffer);
return ret;
}
if (r_render.integer)
{
// clear to black
- qglClearColor(0,0,0,0);CHECKGLERROR
+ if (fogenabled)
+ qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0);
+ else
+ qglClearColor(0,0,0,0);
+ CHECKGLERROR
qglClearDepth(1);CHECKGLERROR
if (gl_stencil)
{
qglClearStencil(128);CHECKGLERROR
}
// clear the screen
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
// set dithering mode
if (gl_dither.integer)
{
float CalcFov (float fov_x, float width, float height)
{
// calculate vision size and alter by aspect, then convert back to angle
- return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
+ return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
+}
+
+int r_stereo_side;
+
+void SCR_DrawScreen (void)
+{
+ for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+ {
+ R_Mesh_Start();
+
+ R_TimeReport("setup");
+
+ if (r_showtrispass)
+ {
+ rmeshstate_t m;
+ r_showtrispass = 0;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthTest(GL_FALSE);
+ GL_DepthMask(GL_FALSE);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ //qglEnable(GL_LINE_SMOOTH);
+ GL_ShowTrisColor(0.2,0.2,0.2,1);
+ r_showtrispass = 1;
+ }
+
+ if (cls.signon == SIGNONS)
+ {
+ float size;
+
+ size = scr_viewsize.value * (1.0 / 100.0);
+ size = min(size, 1);
+
+ if (r_stereo_sidebyside.integer)
+ {
+ r_refdef.width = vid.width * size / 2.5;
+ r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
+ if (r_stereo_side)
+ r_refdef.x += r_refdef.width * 1.5;
+ }
+ else
+ {
+ r_refdef.width = vid.width * size;
+ r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width)/2;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
+ }
+
+ // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+ r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
+ r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+
+ R_RenderView();
+
+ if (scr_zoomwindow.integer)
+ {
+ float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+ float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+ r_refdef.width = vid.width * sizex;
+ r_refdef.height = vid.height * sizey;
+ r_refdef.x = (vid.width - r_refdef.width)/2;
+ r_refdef.y = 0;
+ r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
+ r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+
+ R_RenderView();
+ }
+ }
+
+ if (!r_stereo_sidebyside.integer)
+ {
+ r_refdef.width = vid.width;
+ r_refdef.height = vid.height;
+ r_refdef.x = 0;
+ r_refdef.y = 0;
+ }
+
+ // draw 2D stuff
+ R_DrawQueue();
+
+ R_Mesh_Finish();
+
+ R_TimeReport("meshfinish");
+ }
+ r_showtrispass = 0;
+ //qglDisable(GL_LINE_SMOOTH);
+}
+
+void SCR_UpdateLoadingScreen (void)
+{
+ float x, y;
+ cachepic_t *pic;
+ rmeshstate_t m;
+ // don't do anything if not initialized yet
+ if (vid_hidden)
+ return;
+ r_showtrispass = 0;
+ VID_UpdateGamma(false);
+ qglViewport(0, 0, vid.width, vid.height);
+ //qglDisable(GL_SCISSOR_TEST);
+ //qglDepthMask(1);
+ qglColorMask(1,1,1,1);
+ //qglClearColor(0,0,0,0);
+ //qglClear(GL_COLOR_BUFFER_BIT);
+ //qglCullFace(GL_FRONT);
+ //qglDisable(GL_CULL_FACE);
+ //R_ClearScreen();
+ R_Textures_Frame();
+ GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
+ R_Mesh_Start();
+ R_Mesh_Matrix(&r_identitymatrix);
+ // draw the loading plaque
+ pic = Draw_CachePic("gfx/loading", false);
+ x = (vid_conwidth.integer - pic->width)/2;
+ y = (vid_conheight.integer - pic->height)/2;
+ GL_Color(1,1,1,1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthTest(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.tex[0] = R_GetTexture(pic->tex);
+ R_Mesh_State(&m);
+ varray_vertex3f[0] = varray_vertex3f[9] = x;
+ varray_vertex3f[1] = varray_vertex3f[4] = y;
+ varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
+ varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
+ varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
+ varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
+ varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
+ varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
+ GL_LockArrays(0, 4);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ GL_LockArrays(0, 0);
+ R_Mesh_Finish();
+ // refresh
+ VID_Finish();
}
/*
*/
void SCR_UpdateScreen (void)
{
- if (gl_delayfinish.integer)
- {
- VID_Finish ();
-
- R_TimeReport("finish");
- }
+ if (vid_hidden)
+ return;
if (r_textureunits.integer > gl_textureunits)
Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
if (r_textureunits.integer < 1)
Cvar_SetValueQuick(&r_textureunits, 1);
- if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+ if (gl_combine.integer && !gl_combine_extension)
Cvar_SetValueQuick(&gl_combine, 0);
- R_TimeReport("setup");
-
- R_ClearScreen();
+ CHECKGLERROR
+ qglViewport(0, 0, vid.width, vid.height);
+ qglDisable(GL_SCISSOR_TEST);
+ qglDepthMask(1);
+ qglColorMask(1,1,1,1);
+ qglClearColor(0,0,0,0);
+ qglClear(GL_COLOR_BUFFER_BIT);
+ CHECKGLERROR
R_TimeReport("clear");
- if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
- {
- float size;
- int contents;
-
- // bound viewsize
- if (scr_viewsize.value < 30)
- Cvar_Set ("viewsize","30");
- if (scr_viewsize.value > 120)
- Cvar_Set ("viewsize","120");
-
- // bound field of view
- if (scr_fov.value < 1)
- Cvar_Set ("fov","1");
- if (scr_fov.value > 170)
- Cvar_Set ("fov","170");
-
- // intermission is always full screen
- if (cl.intermission)
- {
- size = 1;
- sb_lines = 0;
- }
- else
+ if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
+ {
+ matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
+ r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
+ r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
+ r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
+
+ if (r_stereo_sidebyside.integer)
+ r_stereo_side = 0;
+
+ if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
{
- if (scr_viewsize.value >= 120)
- sb_lines = 0; // no status bar at all
- else if (scr_viewsize.value >= 110)
- sb_lines = 24; // no inventory
- else
- sb_lines = 24+16+8;
- size = scr_viewsize.value * (1.0 / 100.0);
- size = min(size, 1);
- }
-
- r_refdef.width = vid.realwidth * size;
- r_refdef.height = vid.realheight * size;
- r_refdef.x = (vid.realwidth - r_refdef.width)/2;
- r_refdef.y = (vid.realheight - r_refdef.height)/2;
-
- // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
- r_refdef.fov_x = scr_fov.value * cl.viewzoom;
- r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
-
- if (cl.worldmodel)
- {
- Mod_CheckLoaded(cl.worldmodel);
- contents = CL_PointSuperContents(r_vieworigin);
- if (contents & SUPERCONTENTS_LIQUIDSMASK)
- {
- r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
- r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
- }
+ r_refdef.colormask[0] = 1;
+ r_refdef.colormask[1] = 0;
+ r_refdef.colormask[2] = 0;
}
- R_RenderView();
+ SCR_DrawScreen();
- if (scr_zoomwindow.integer)
- {
- float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
- float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
- r_refdef.width = vid.realwidth * sizex;
- r_refdef.height = vid.realheight * sizey;
- r_refdef.x = (vid.realwidth - r_refdef.width)/2;
- r_refdef.y = 0;
- r_refdef.fov_x = scr_zoomwindow_fov.value;
- r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
+ r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
+ r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
+ r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
- R_RenderView();
+ if (r_stereo_sidebyside.integer)
+ r_stereo_side = 1;
+
+ if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
+ {
+ r_refdef.colormask[0] = 0;
+ r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
+ r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
}
- }
- // draw 2D stuff
- R_DrawQueue();
+ SCR_DrawScreen();
- if (gl_delayfinish.integer)
- {
- // tell driver to commit it's partially full geometry queue to the rendering queue
- // (this doesn't wait for the commands themselves to complete)
- qglFlush();
+ r_refdef.viewentitymatrix = originalmatrix;
}
else
{
- VID_Finish ();
+ r_showtrispass = false;
+ SCR_DrawScreen();
- R_TimeReport("finish");
+ if (r_showtris.value > 0)
+ {
+ rmeshstate_t m;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthTest(GL_FALSE);
+ GL_DepthMask(GL_FALSE);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ r_showtrispass = true;
+ GL_ShowTrisColor(0.2,0.2,0.2,1);
+ SCR_DrawScreen();
+ r_showtrispass = false;
+ }
}
+
+ VID_Finish();
+ R_TimeReport("finish");
}
// dynamic vertex array buffer subsystem
//===========================================================================
+// FIXME: someday this should be dynamically allocated and resized?
float varray_vertex3f[65536*3];
+float varray_svector3f[65536*3];
+float varray_tvector3f[65536*3];
+float varray_normal3f[65536*3];
float varray_color4f[65536*4];
float varray_texcoord2f[4][65536*2];
float varray_texcoord3f[4][65536*3];
-float varray_normal3f[65536*3];
int earray_element3i[65536];
+float varray_vertex3f2[65536*3];
//===========================================================================
// vertex array caching subsystem
l->prev = l->next->prev;
while (l->next->data && l->data && l->next->data->offset <= d->offset)
{
- //Con_Printf(">\n");
+ //Con_Print(">\n");
l->next = l->next->next;
l->prev = l->prev->next;
}
while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
{
- //Con_Printf("<\n");
+ //Con_Print("<\n");
l->prev = l->prev->prev;
l->next = l->next->prev;
}