cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
-cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
+cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
+cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
+cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
+
+cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+qboolean v_flipped_state = false;
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
case GL_TABLE_TOO_LARGE:
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
+#endif
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
+ case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
+ Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
+ break;
#endif
default:
Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
void SCR_ScreenShot_f (void);
-static matrix4x4_t backend_viewmatrix;
+static r_viewport_t backend_viewport;
static matrix4x4_t backend_modelmatrix;
static matrix4x4_t backend_modelviewmatrix;
-static matrix4x4_t backend_glmodelviewmatrix;
-static matrix4x4_t backend_projectmatrix;
static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
}
*/
-int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
-int quadelements[QUADELEMENTS_MAXQUADS*6];
+int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelement3i[QUADELEMENTS_MAXQUADS*6];
+unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
void GL_Backend_AllocArrays(void)
{
{
}
+void GL_VBOStats_f(void)
+{
+ GL_Mesh_ListVBOs(true);
+}
+
+typedef struct gl_bufferobjectinfo_s
+{
+ int target;
+ int object;
+ size_t size;
+ char name[MAX_QPATH];
+}
+gl_bufferobjectinfo_t;
+
+memexpandablearray_t gl_bufferobjectinfoarray;
+
static void gl_backend_start(void)
{
- Con_Print("OpenGL Backend starting...\n");
CHECKGLERROR
if (qglDrawRangeElements != NULL)
CHECKGLERROR
qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
CHECKGLERROR
- Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+ Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+ backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
backendimageunits = backendunits;
backendarrayunits = backendunits;
if (gl_support_fragment_shader)
CHECKGLERROR
qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
CHECKGLERROR
- Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+ Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+ backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
+ backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
}
- else if (backendunits > 1)
- Con_Printf("multitexture detected: texture units = %i\n", backendunits);
else
- Con_Printf("singletexture\n");
+ Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
GL_Backend_AllocArrays();
- Con_Printf("OpenGL backend started.\n");
+ Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
+
+ Con_DPrintf("OpenGL backend started.\n");
CHECKGLERROR
backendarrayunits = 0;
backendactive = false;
- Con_Print("OpenGL Backend shutting down\n");
+ Con_DPrint("OpenGL Backend shutting down\n");
+
+ Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
GL_Backend_FreeArrays();
}
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;
+ polygonelement3s[i * 3 + 0] = 0;
+ polygonelement3s[i * 3 + 1] = i + 1;
+ polygonelement3s[i * 3 + 2] = i + 2;
}
// elements for rendering a series of quads as triangles
for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
{
- quadelements[i * 6 + 0] = i * 4;
- quadelements[i * 6 + 1] = i * 4 + 1;
- quadelements[i * 6 + 2] = i * 4 + 2;
- quadelements[i * 6 + 3] = i * 4;
- quadelements[i * 6 + 4] = i * 4 + 2;
- quadelements[i * 6 + 5] = i * 4 + 3;
+ quadelement3s[i * 6 + 0] = i * 4;
+ quadelement3s[i * 6 + 1] = i * 4 + 1;
+ quadelement3s[i * 6 + 2] = i * 4 + 2;
+ quadelement3s[i * 6 + 3] = i * 4;
+ quadelement3s[i * 6 + 4] = i * 4 + 2;
+ quadelement3s[i * 6 + 5] = i * 4 + 3;
}
+ for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
+ polygonelement3i[i] = polygonelement3s[i];
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ quadelement3i[i] = quadelement3s[i];
+
Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&r_renderview);
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&gl_polyblend);
+ Cvar_RegisterVariable(&v_flipped);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
+ Cvar_RegisterVariable(&gl_vbo);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
-#ifdef NORENDER
- Cvar_SetValue("r_render", 0);
-#endif
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
Cvar_RegisterVariable(&gl_mesh_testarrayelement);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
+ Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
+
+ Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
}
-void GL_SetupView_Orientation_Identity (void)
+void GL_SetMirrorState(qboolean state);
+
+void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
+{
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
+ out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+ out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
+}
+
+static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
+{
+ double q[4];
+ double d;
+ float clipPlane[4], v3[3], v4[3];
+ float normal[3];
+
+ // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
+
+ VectorSet(normal, normalx, normaly, normalz);
+ Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
+ VectorScale(normal, dist, v3);
+ Matrix4x4_Transform(&v->viewmatrix, v3, v4);
+ // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+ clipPlane[3] = -DotProduct(v4, clipPlane);
+
+#if 0
+{
+ // testing code for comparing results
+ float clipPlane2[4];
+ VectorCopy4(clipPlane, clipPlane2);
+ R_Mesh_Matrix(&identitymatrix);
+ VectorSet(q, normal[0], normal[1], normal[2], -dist);
+ qglClipPlane(GL_CLIP_PLANE0, q);
+ qglGetClipPlane(GL_CLIP_PLANE0, q);
+ VectorCopy4(q, clipPlane);
+}
+#endif
+
+ // Calculate the clip-space corner point opposite the clipping plane
+ // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+ // transform it into camera space by multiplying it
+ // by the inverse of the projection matrix
+ q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
+ q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
+ q[2] = -1.0f;
+ q[3] = (1.0f + v->m[10]) / v->m[14];
+
+ // Calculate the scaled plane vector
+ d = 2.0f / DotProduct4(clipPlane, q);
+
+ // Replace the third row of the projection matrix
+ v->m[2] = clipPlane[0] * d;
+ v->m[6] = clipPlane[1] * d;
+ v->m[10] = clipPlane[2] * d + 1.0f;
+ v->m[14] = clipPlane[3] * d;
+}
+
+void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
{
- backend_viewmatrix = identitymatrix;
- memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+ float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_ORTHO;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[0] = 2/(right - left);
+ v->m[5] = 2/(top - bottom);
+ v->m[10] = -2/(zFar - zNear);
+ v->m[12] = - (right + left)/(right - left);
+ v->m[13] = - (top + bottom)/(top - bottom);
+ v->m[14] = - (zFar + zNear)/(zFar - zNear);
+ v->m[15] = 1;
+
+ Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+#if 0
+ {
+ vec4_t test1;
+ vec4_t test2;
+ Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
+ R_Viewport_TransformToScreen(v, test1, test2);
+ Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
+ }
+#endif
}
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
+void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
{
matrix4x4_t tempmatrix, basematrix;
- Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+ memset(v, 0, sizeof(*v));
+
+ if(v_flipped.integer)
+ frustumx = -frustumx;
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[0] = 1.0 / frustumx;
+ v->m[5] = 1.0 / frustumy;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
- Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
- //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));
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
}
-void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
+void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
{
- double m[16];
+ matrix4x4_t tempmatrix, basematrix;
+ const double nudge = 1.0 - 1.0 / (1<<23);
+ memset(v, 0, sizeof(*v));
+
+ if(v_flipped.integer)
+ frustumx = -frustumx;
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[ 0] = 1.0 / frustumx;
+ v->m[ 5] = 1.0 / frustumy;
+ v->m[10] = -nudge;
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * nudge;
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
- if (!r_render.integer)
- return;
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
- // set up viewpoint
- CHECKGLERROR
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- // set view pyramid
- qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
- qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
- 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();
- CHECKGLERROR
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
}
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
+float cubeviewmatrix[6][16] =
+{
+ // standard cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0,-1, 0, 0,
+ -1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ -1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+float rectviewmatrix[6][16] =
+{
+ // sign-preserving cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+
+void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
{
- double nudge, m[16];
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ v->m[0] = v->m[5] = 1.0f;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
+ Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
- if (!r_render.integer)
- return;
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->x = (side & 1) * size;
+ v->y = (side >> 1) * size;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
+ Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
- // set up viewpoint
- CHECKGLERROR
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- // set view pyramid
- nudge = 1.0 - 1.0 / (1<<23);
- m[ 0] = 1.0 / frustumx;
- m[ 1] = 0;
- m[ 2] = 0;
- m[ 3] = 0;
- m[ 4] = 0;
- m[ 5] = 1.0 / frustumy;
- m[ 6] = 0;
- m[ 7] = 0;
- m[ 8] = 0;
- m[ 9] = 0;
- m[10] = -nudge;
- m[11] = -1;
- m[12] = 0;
- m[13] = 0;
- m[14] = -2 * zNear * nudge;
- m[15] = 0;
- qglLoadMatrixd(m);CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- GL_SetupView_Orientation_Identity();
- CHECKGLERROR
- 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];
-}
-
-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;
+void R_SetViewport(const r_viewport_t *v)
+{
+ float glmatrix[16];
+ backend_viewport = *v;
- // set up viewpoint
CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+
+ // Load the projection matrix into OpenGL
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
- qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
- 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];
+ qglLoadMatrixd(backend_viewport.m);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- GL_SetupView_Orientation_Identity();
- CHECKGLERROR
+
+ // FIXME: v_flipped_state is evil, this probably breaks somewhere
+ GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
+
+ // directly force an update of the modelview matrix
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
+ Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
+ qglLoadMatrixf(glmatrix);CHECKGLERROR
+}
+
+void R_GetViewport(r_viewport_t *v)
+{
+ *v = backend_viewport;
}
typedef struct gltextureunit_s
{
- int t1d, t2d, t3d, tcubemap;
+ const void *pointer_texcoord;
+ size_t pointer_texcoord_offset;
+ int pointer_texcoord_buffer;
+ int t1d, t2d, t3d, tcubemap, trectangle;
int arrayenabled;
unsigned int arraycomponents;
- const void *pointer_texcoord;
int rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
static struct gl_state_s
{
+ int cullface;
+ int cullfaceenable;
int blendfunc1;
int blendfunc2;
int blend;
GLboolean depthmask;
int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
int depthtest;
+ float depthrange[2];
+ float polygonoffset[2];
int alphatest;
int scissortest;
unsigned int unit;
float color4f[4];
int lockrange_first;
int lockrange_count;
+ int vertexbufferobject;
+ int elementbufferobject;
+ qboolean pointer_color_enabled;
const void *pointer_vertex;
const void *pointer_color;
+ size_t pointer_vertex_offset;
+ size_t pointer_color_offset;
+ int pointer_vertex_buffer;
+ int pointer_color_buffer;
}
gl_state;
+static void GL_BindVBO(int bufferobject)
+{
+ if (gl_state.vertexbufferobject != bufferobject)
+ {
+ gl_state.vertexbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
+static void GL_BindEBO(int bufferobject)
+{
+ if (gl_state.elementbufferobject != bufferobject)
+ {
+ gl_state.elementbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
void GL_SetupTextureState(void)
{
unsigned int i;
unit->arrayenabled = false;
unit->arraycomponents = 0;
unit->pointer_texcoord = NULL;
+ unit->pointer_texcoord_buffer = 0;
+ unit->pointer_texcoord_offset = 0;
unit->rgbscale = 1;
unit->alphascale = 1;
unit->combinergb = GL_MODULATE;
{
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
+ if (gl_texturerectangle)
+ {
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ }
}
for (i = 0;i < backendarrayunits;i++)
{
GL_ClientActiveTexture(i);
+ GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
{
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
+ if (gl_texturerectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
qglMatrixMode(GL_TEXTURE);CHECKGLERROR
qglLoadIdentity();CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
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;
- gl_state.pointer_vertex = NULL;
- gl_state.pointer_color = NULL;
+ gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
+ gl_state.cullfaceenable = true;
+ gl_state.polygonoffset[0] = 0;
+ gl_state.polygonoffset[1] = 0;
CHECKGLERROR
qglDisable(GL_ALPHA_TEST);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
- qglCullFace(GL_FRONT);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+
+ if (gl_support_arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
+
+ if (gl_support_ext_framebuffer_object)
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ }
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
}
}
+void GL_DepthRange(float nearfrac, float farfrac)
+{
+ if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
+ {
+ gl_state.depthrange[0] = nearfrac;
+ gl_state.depthrange[1] = farfrac;
+ qglDepthRange(nearfrac, farfrac);
+ }
+}
+
+void GL_PolygonOffset(float planeoffset, float depthoffset)
+{
+ if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
+ {
+ gl_state.polygonoffset[0] = planeoffset;
+ gl_state.polygonoffset[1] = depthoffset;
+ qglPolygonOffset(planeoffset, depthoffset);
+ }
+}
+
+void GL_SetMirrorState(qboolean state)
+{
+ if(!state != !v_flipped_state)
+ {
+ // change cull face mode!
+ if(gl_state.cullface == GL_BACK)
+ qglCullFace((gl_state.cullface = GL_FRONT));
+ else if(gl_state.cullface == GL_FRONT)
+ qglCullFace((gl_state.cullface = GL_BACK));
+ }
+ v_flipped_state = state;
+}
+
+void GL_CullFace(int state)
+{
+ CHECKGLERROR
+
+ if(v_flipped_state)
+ {
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
+ }
+
+ if (state != GL_NONE)
+ {
+ if (!gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = true;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ }
+ if (gl_state.cullface != state)
+ {
+ gl_state.cullface = state;
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ }
+ }
+}
+
void GL_AlphaTest(int state)
{
if (gl_state.alphatest != state)
void GL_Color(float cr, float cg, float cb, float ca)
{
- 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)
+ if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
{
gl_state.color4f[0] = cr;
gl_state.color4f[1] = cg;
void GL_LockArrays(int first, int count)
{
+ if (count < gl_lockarrays_minimumvertices.integer)
+ {
+ first = 0;
+ count = 0;
+ }
if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
{
if (gl_state.lockrange_count)
qglUnlockArraysEXT();
CHECKGLERROR
}
- if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
+ if (count && gl_supportslockarrays && gl_lockarrays.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.height - (y + height),width,height);
+ qglScissor(x, y,width,height);
CHECKGLERROR
}
qglClear(mask);CHECKGLERROR
}
-void GL_TransformToScreen(const vec4_t in, vec4_t out)
-{
- vec4_t temp;
- float iw;
- Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
- Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
- 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] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
-}
-
// called at beginning of frame
void R_Mesh_Start(void)
{
GL_Backend_ResetState();
}
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
{
- GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
- GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+ int shaderobject;
+ int shadercompiled;
char compilelog[MAX_INPUTLINE];
+ shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ if (!shaderobject)
+ return false;
+ qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShaderARB(shaderobject);CHECKGLERROR
+ qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
+ qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ if (compilelog[0] && developer.integer > 0)
+ {
+ int i, j, pretextlines = 0;
+ for (i = 0;i < numstrings - 1;i++)
+ for (j = 0;strings[i][j];j++)
+ if (strings[i][j] == '\n')
+ pretextlines++;
+ Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+ }
+ if (!shadercompiled)
+ {
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return false;
+ }
+ qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return true;
+}
+
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+ GLint programlinked;
+ GLuint programobject = 0;
+ char linklog[MAX_INPUTLINE];
CHECKGLERROR
programobject = qglCreateProgramObjectARB();CHECKGLERROR
if (!programobject)
return 0;
- if (developer.integer >= 100)
- {
- int i;
- Con_Printf("Compiling shader:\n");
- if (vertexstrings_count)
- {
- Con_Printf("------ VERTEX SHADER ------\n");
- for (i = 0;i < vertexstrings_count;i++)
- Con_Print(vertexstrings_list[i]);
- Con_Print("\n");
- }
- if (fragmentstrings_count)
- {
- Con_Printf("------ FRAGMENT SHADER ------\n");
- for (i = 0;i < fragmentstrings_count;i++)
- Con_Print(fragmentstrings_list[i]);
- Con_Print("\n");
- }
- }
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ goto cleanup;
- if (vertexstrings_count)
- {
- vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
- if (!vertexshaderobject)
- {
- qglDeleteObjectARB(programobject);
- CHECKGLERROR
- return 0;
- }
- qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
- qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
- qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
- Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
- if (!vertexshadercompiled)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
- return 0;
- }
- qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
- qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
- }
+#ifdef GL_GEOMETRY_SHADER_ARB
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+ goto cleanup;
+#endif
- if (fragmentstrings_count)
- {
- fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
- if (!fragmentshaderobject)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- return 0;
- }
- qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
- qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
- qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
- Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
- if (!fragmentshadercompiled)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
- return 0;
- }
- qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
- qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
- }
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ goto cleanup;
qglLinkProgramARB(programobject);CHECKGLERROR
qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
- qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
+ qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ if (linklog[0])
{
- Con_DPrintf("program link log:\n%s\n", compilelog);
+ Con_DPrintf("program link log:\n%s\n", linklog);
// 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"))
+ if (strstr(linklog, "fragment shader will run in software"))
programlinked = false;
}
if (!programlinked)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- return 0;
- }
- CHECKGLERROR
+ goto cleanup;
return programobject;
+cleanup:
+ qglDeleteObjectARB(programobject);CHECKGLERROR
+ return 0;
}
void GL_Backend_FreeProgram(unsigned int prog)
// renders triangles using vertices from the active arrays
int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
{
unsigned int numelements = numtriangles * 3;
if (numvertices < 3 || numtriangles < 1)
{
- Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+ if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
+ Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
return;
}
+ if (!gl_mesh_prefer_short_elements.integer)
+ {
+ if (element3i)
+ element3s = NULL;
+ if (bufferobject3i)
+ bufferobject3s = 0;
+ }
+ if (element3i)
+ element3i += firsttriangle * 3;
+ if (element3s)
+ element3s += firsttriangle * 3;
+ switch (gl_vbo.integer)
+ {
+ default:
+ case 0:
+ case 2:
+ bufferobject3i = bufferobject3s = 0;
+ break;
+ case 1:
+ break;
+ case 3:
+ if (firsttriangle)
+ bufferobject3i = bufferobject3s = 0;
+ break;
+ }
CHECKGLERROR
- renderstats.meshes++;
- renderstats.meshes_elements += numelements;
+ r_refdef.stats.meshes++;
+ r_refdef.stats.meshes_elements += numelements;
if (gl_paranoid.integer)
{
unsigned int i, j, size;
const int *p;
+ // note: there's no validation done here on buffer objects because it
+ // is somewhat difficult to get at the data, and gl_paranoid can be
+ // used without buffer objects if the need arises
+ // (the data could be gotten using glMapBuffer but it would be very
+ // slow due to uncachable video memory reads)
if (!qglIsEnabled(GL_VERTEX_ARRAY))
Con_Print("R_Mesh_Draw: vertex array not enabled\n");
CHECKGLERROR
- 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)
+ if (gl_state.pointer_vertex)
+ 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_enabled)
{
if (!qglIsEnabled(GL_COLOR_ARRAY))
Con_Print("R_Mesh_Draw: color array set but not enabled\n");
CHECKGLERROR
- 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 && gl_state.pointer_color_enabled)
+ for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+ paranoidblah += *p;
}
for (i = 0;i < backendarrayunits;i++)
{
if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
CHECKGLERROR
- 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;
+ if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
+ 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 < (unsigned int) numtriangles * 3;i++)
+ if (element3i)
{
- if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
- return;
+ if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
+ {
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
+ return;
+ }
+ }
+ }
+ if (element3s)
+ {
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
+ {
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
+ return;
+ }
}
}
CHECKGLERROR
}
- if (r_render.integer)
+ if (r_render.integer || r_refdef.draw2dstage)
{
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
- unsigned int i, j;
+ unsigned int i, j, element;
const GLfloat *p;
qglBegin(GL_TRIANGLES);
for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
+ element = element3i ? element3i[i] : element3s[i];
for (j = 0;j < backendarrayunits;j++)
{
- if (gl_state.units[j].pointer_texcoord)
+ if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
{
if (backendarrayunits > 1)
{
if (gl_state.units[j].arraycomponents == 4)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 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;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
}
else if (gl_state.units[j].arraycomponents == 2)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
}
else
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
}
}
{
if (gl_state.units[j].arraycomponents == 4)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 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;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
qglTexCoord3f(p[0], p[1], p[2]);
}
else if (gl_state.units[j].arraycomponents == 2)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
qglTexCoord2f(p[0], p[1]);
}
else
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
qglTexCoord1f(p[0]);
}
}
}
}
- if (gl_state.pointer_color)
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
{
- p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+ p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
qglColor4f(p[0], p[1], p[2], p[3]);
}
- p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+ p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
qglVertex3f(p[0], p[1], p[2]);
}
qglEnd();
{
int i;
qglBegin(GL_TRIANGLES);
- for (i = 0;i < numtriangles * 3;i++)
+ if (element3i)
{
- qglArrayElement(elements[i]);
+ for (i = 0;i < numtriangles * 3;i++)
+ qglArrayElement(element3i[i]);
+ }
+ else if (element3s)
+ {
+ for (i = 0;i < numtriangles * 3;i++)
+ qglArrayElement(element3s[i]);
}
qglEnd();
CHECKGLERROR
}
- else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ else if (bufferobject3s)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
- CHECKGLERROR
+ GL_BindEBO(bufferobject3s);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ CHECKGLERROR
+ }
}
- else
+ else if (bufferobject3i)
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
- CHECKGLERROR
+ GL_BindEBO(bufferobject3i);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ CHECKGLERROR
+ }
+ }
+ else if (element3s)
+ {
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ }
+ else if (element3i)
+ {
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
}
}
}
{
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
+ if (gl_texturerectangle)
+ {
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ }
}
for (i = 0;i < backendarrayunits;i++)
{
{
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
+ if (gl_texturerectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
if (gl_combine.integer)
{
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
+int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
+{
+ gl_bufferobjectinfo_t *info;
+ GLuint bufferobject;
+
+ if (!gl_vbo.integer)
+ return 0;
+
+ qglGenBuffersARB(1, &bufferobject);
+ switch(target)
+ {
+ case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
+ case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
+ default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
+ }
+ qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
+
+ info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
+ memset(info, 0, sizeof(*info));
+ info->target = target;
+ info->object = bufferobject;
+ info->size = size;
+ strlcpy(info->name, name, sizeof(info->name));
+
+ return (int)bufferobject;
+}
+
+void R_Mesh_DestroyBufferObject(int bufferobject)
+{
+ int i, endindex;
+ gl_bufferobjectinfo_t *info;
+
+ qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
+
+ endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
+ {
+ info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ if (info->object == bufferobject)
+ {
+ Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
+ break;
+ }
+ }
+}
+
+void GL_Mesh_ListVBOs(qboolean printeach)
+{
+ int i, endindex;
+ size_t ebocount = 0, ebomemory = 0;
+ size_t vbocount = 0, vbomemory = 0;
+ gl_bufferobjectinfo_t *info;
+ endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
+ {
+ info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ switch(info->target)
+ {
+ case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+ case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
+ default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
+ }
+ }
+ Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+}
+
void R_Mesh_Matrix(const matrix4x4_t *matrix)
{
if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
{
+ float glmatrix[16];
backend_modelmatrix = *matrix;
- Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
- Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
+ Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
CHECKGLERROR
- qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
+ qglLoadMatrixf(glmatrix);CHECKGLERROR
}
}
-void R_Mesh_VertexPointer(const float *vertex3f)
+void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
{
- if (gl_state.pointer_vertex != vertex3f)
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
+ bufferobject = 0;
+ if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
{
gl_state.pointer_vertex = vertex3f;
+ gl_state.pointer_vertex_buffer = bufferobject;
+ gl_state.pointer_vertex_offset = bufferoffset;
CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
- CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
}
}
-void R_Mesh_ColorPointer(const float *color4f)
+void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
{
- if (gl_state.pointer_color != color4f)
+ // note: this can not rely on bufferobject to decide whether a color array
+ // is supplied, because surfmesh_t shares one vbo for all arrays, which
+ // means that a valid vbo may be supplied even if there is no color array.
+ if (color4f)
{
- CHECKGLERROR
- if (!gl_state.pointer_color)
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
+ bufferobject = 0;
+ // caller wants color array enabled
+ if (!gl_state.pointer_color_enabled)
{
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- else if (!color4f)
+ if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
{
+ gl_state.pointer_color = color4f;
+ gl_state.pointer_color_buffer = bufferobject;
+ gl_state.pointer_color_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
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
}
}
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
{
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
CHECKGLERROR
+ // note: there is no need to check bufferobject here because all cases
+ // that involve a valid bufferobject also supply a texcoord array
if (texcoord)
{
- // 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
- }
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
+ bufferobject = 0;
// texture array unit is enabled, enable the array
if (!unit->arrayenabled)
{
GL_ClientActiveTexture(unitnum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
+ // texcoord array
+ if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+ {
+ unit->pointer_texcoord = texcoord;
+ unit->pointer_texcoord_buffer = bufferobject;
+ unit->pointer_texcoord_offset = bufferoffset;
+ unit->arraycomponents = numcomponents;
+ GL_ClientActiveTexture(unitnum);
+ GL_BindVBO(bufferobject);
+ qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+ }
}
else
{
}
}
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendimageunits)
unit->tcubemap = texcubemap;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ // update rectangle texture binding
+ if (unit->trectangle != texrectangle)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (texrectangle)
+ {
+ if (unit->trectangle == 0)
+ {
+ qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ }
+ unit->trectangle = texrectangle;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
}
void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ // update rectangle texture binding
+ if (unit->trectangle)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ unit->trectangle = 0;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
}
void R_Mesh_TexBind(unsigned int unitnum, int texnum)
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ // update rectangle texture binding
+ if (unit->trectangle != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ unit->trectangle = 0;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
}
void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ // update rectangle texture binding
+ if (unit->trectangle != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ unit->trectangle = 0;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
}
void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
unit->tcubemap = texnum;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ // update rectangle texture binding
+ if (unit->trectangle != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ unit->trectangle = 0;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendimageunits)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ {
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+ // update rectangle texture binding
+ if (unit->trectangle != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (texnum)
+ {
+ if (unit->trectangle == 0)
+ {
+ qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->trectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ }
+ }
+ unit->trectangle = texnum;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
}
+static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
+
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
// texmatrix specified, check if it is different
if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
{
- matrix4x4_t tempmatrix;
+ double glmatrix[16];
unit->texmatrixenabled = true;
unit->matrix = *matrix;
CHECKGLERROR
- Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
GL_ActiveTexture(unitnum);
- qglLoadMatrixf(&tempmatrix.m[0][0]);CHECKGLERROR
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadMatrixd(glmatrix);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
}
if (unit->texmatrixenabled)
{
unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
CHECKGLERROR
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
qglLoadIdentity();CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
}
for (i = 0;i < backendimageunits;i++)
- R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+ R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
for (i = 0;i < backendarrayunits;i++)
{
if (m->pointer_texcoord3f[i])
- R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
+ R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
else
- R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
+ R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
}
for (i = 0;i < backendunits;i++)
{
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ // update rectangle texture binding
+ if (unit->trectangle)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ }
+ unit->trectangle = 0;
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
}
for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
{
if (unit->texmatrixenabled)
{
unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
CHECKGLERROR
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
qglLoadIdentity();CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
}
}
}
-
-void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
-{
- CHECKGLERROR
- qglBegin(GL_LINES);
- for (;numtriangles;numtriangles--, elements += 3)
- {
- qglArrayElement(elements[0]);qglArrayElement(elements[1]);
- qglArrayElement(elements[1]);qglArrayElement(elements[2]);
- qglArrayElement(elements[2]);qglArrayElement(elements[0]);
- }
- qglEnd();
- CHECKGLERROR
-}