#include "quakedef.h"
+#include "image.h"
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
+cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
cvar_t r_render = {0, "r_render", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
-// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
-// too large for the buffers in the previous frame
-int overflowedverts = 0;
-
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
}
#endif
-float r_mesh_farclip;
-
-static float viewdist;
-// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
-static int vpnbit0, vpnbit1, vpnbit2;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-int c_meshs, c_meshtris;
-
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+int c_meshs, c_meshelements;
void SCR_ScreenShot_f (void);
-static int max_tris;
-static int max_verts; // always max_tris * 3
+// these are externally accessible
+int r_lightmapscalebit;
+float r_colorscale;
+float *varray_vertex;
+float *varray_color;
+float *varray_texcoord[MAX_TEXTUREUNITS];
+int mesh_maxverts;
+
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
+
+static int backendunits, backendactive;
+static qbyte *varray_bcolor;
+static mempool_t *gl_backend_mempool;
-typedef struct buf_mesh_s
-{
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- int texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int verts;
- matrix4x4_t matrix;
- struct buf_mesh_s *chain;
-}
-buf_mesh_t;
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
+*/
-typedef struct buf_tri_s
-{
- int index[3];
-}
-buf_tri_t;
+int polygonelements[768];
-typedef struct
+void GL_Backend_AllocArrays(void)
{
- float v[4];
-}
-buf_vertex_t;
+ int i;
-typedef struct
-{
- float c[4];
-}
-buf_fcolor_t;
+ 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;
+ }
-typedef struct
-{
- qbyte c[4];
+ if (!gl_backend_mempool)
+ gl_backend_mempool = Mem_AllocPool("GL_Backend");
+
+ varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+ varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+ varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
+ for (i = 0;i < backendunits;i++)
+ varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+ for (;i < MAX_TEXTUREUNITS;i++)
+ varray_texcoord[i] = NULL;
}
-buf_bcolor_t;
-typedef struct
+void GL_Backend_FreeArrays(int resizingbuffers)
{
- float t[2];
+ int i;
+ if (resizingbuffers)
+ Mem_EmptyPool(gl_backend_mempool);
+ else
+ Mem_FreePool(&gl_backend_mempool);
+ varray_vertex = NULL;
+ varray_color = NULL;
+ varray_bcolor = NULL;
+ for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ varray_texcoord[i] = NULL;
}
-buf_texcoord_t;
-
-static int currenttriangle, currentvertex, backendunits, backendactive;
-static buf_mesh_t buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
static void gl_backend_start(void)
{
- int i;
-
- qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
- qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
-
- Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
+ Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
if (qglDrawRangeElements != NULL)
+ {
+ qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+ qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+ CHECKGLERROR
Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+ }
if (strstr(gl_renderer, "3Dfx"))
{
Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
}
- Con_Printf("\n");
- max_verts = max_tris * 3;
-
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
-
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
- {\
- var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
- if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
- memset(var, 0, count * sizeof(sizeofstruct));\
- }
+ backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- BACKENDALLOC(buf_tri, max_tris, buf_tri_t, "buf_tri")
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
+ GL_Backend_AllocArrays();
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- // only allocate as many texcoord arrays as we need
- if (i < gl_textureunits)
- {
- BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
- }
- else
- {
- buf_texcoord[i] = NULL;
- }
- }
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
backendactive = true;
}
static void gl_backend_shutdown(void)
{
- Con_Printf("OpenGL Backend shutting down\n");
-
- if (resizingbuffers)
- Mem_EmptyPool(gl_backend_mempool);
- else
- Mem_FreePool(&gl_backend_mempool);
-
backendunits = 0;
backendactive = false;
-}
-
-static void gl_backend_bufferchanges(int init)
-{
- if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
- overflowedverts = 0;
- if (gl_mesh_drawmode.integer < 0)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
- if (gl_mesh_drawmode.integer > 3)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
+ Con_Printf("OpenGL Backend shutting down\n");
- if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
- {
- // change drawmode 3 to 2 if 3 won't work at all
- Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
- }
+ GL_Backend_FreeArrays(false);
+}
+void GL_Backend_CheckCvars(void)
+{
// 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
- if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
-
- if (max_tris != gl_mesh_maxtriangles.integer)
- {
- max_tris = gl_mesh_maxtriangles.integer;
+ if (gl_mesh_maxverts.integer < 1024)
+ Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
+ if (gl_mesh_maxverts.integer > 21760)
+ Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
+}
- if (!init)
- {
- resizingbuffers = true;
- gl_backend_shutdown();
- gl_backend_start();
- resizingbuffers = false;
- }
- }
+void GL_Backend_ResizeArrays(int numtriangles)
+{
+ Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
+ GL_Backend_CheckCvars();
+ mesh_maxverts = gl_mesh_maxverts.integer;
+ GL_Backend_FreeArrays(true);
+ GL_Backend_AllocArrays();
}
static void gl_backend_newmap(void)
Cvar_SetValue("r_render", 0);
#endif
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
+ Cvar_RegisterVariable(&gl_mesh_maxverts);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
- Cvar_RegisterVariable(&gl_mesh_drawmode);
+ Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+ GL_Backend_CheckCvars();
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
}
-int arraylocked = false;
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
+{
+ if (!r_render.integer)
+ return;
+
+ // y is weird beause OpenGL is bottom to top, we use top to bottom
+ qglViewport(x, vid.realheight - (y + height), width, height);
+ CHECKGLERROR
+}
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
- {
- qglLockArraysEXT(first, count);
- CHECKGLERROR
- arraylocked = true;
- }
+ Matrix4x4_CreateIdentity(&backend_viewmatrix);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
- }
+ Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+ Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+ Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
- double fovx, fovy, zNear, zFar, aspect;
if (!r_render.integer)
return;
- qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
-
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
-
- // depth range
- zNear = 1.0;
- zFar = r_mesh_farclip;
- if (zFar < 64)
- zFar = 64;
-
- // fov angles
- fovx = r_refdef.fov_x;
- fovy = r_refdef.fov_y;
- aspect = r_refdef.width / r_refdef.height;
-
// pyramid slopes
- xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+ xmax = zNear * tan(fovx * M_PI / 360.0);
ymax = zNear * tan(fovy * M_PI / 360.0);
-
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+ double nudge, m[16];
+
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity ();CHECKGLERROR
+ // set view pyramid
+ nudge = 1.0 - 1.0 / (1<<23);
+ m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+ m[ 1] = 0;
+ m[ 2] = 0;
+ m[ 3] = 0;
+ m[ 4] = 0;
+ m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+ m[ 6] = 0;
+ m[ 7] = 0;
+ m[ 8] = 0;
+ m[ 9] = 0;
+ m[10] = -1 * nudge;
+ m[11] = -1 * nudge;
+ m[12] = 0;
+ m[13] = 0;
+ m[14] = -2 * zNear * nudge;
+ m[15] = 0;
+ qglLoadMatrixd(m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ 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)
+{
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
+ qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
- // put Z going up
- qglRotatef (-90, 1, 0, 0);CHECKGLERROR
- qglRotatef (90, 0, 0, 1);CHECKGLERROR
- // camera rotation
- qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
- // camera location
- qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
+typedef struct gltextureunit_s
+{
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ float rgbscale, alphascale;
+ int combinergb, combinealpha;
+ // FIXME: add more combine stuff
}
+gltextureunit_t;
static struct
{
int blendfunc2;
int blend;
GLboolean depthmask;
- int depthtest;
+ int depthdisable;
int unit;
int clientunit;
- int texture[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ int colorarray;
}
gl_state;
void GL_SetupTextureState(void)
{
int i;
- if (backendunits > 1)
+ gltextureunit_t *unit;
+ for (i = 0;i < backendunits;i++)
{
- for (i = 0;i < backendunits;i++)
- {
+ if (qglActiveTexture)
qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- }
- if (gl_state.texture[i])
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- if (gl_mesh_drawmode.integer > 0)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
- if (gl_state.texture[i])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- }
- }
- else
- {
- qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_state.texture[0])
+ if (qglClientActiveTexture)
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ unit = gl_state.units + i;
+ unit->t1d = 0;
+ unit->t2d = 0;
+ unit->t3d = 0;
+ unit->tcubemap = 0;
+ unit->rgbscale = 1;
+ unit->alphascale = 1;
+ unit->combinergb = GL_MODULATE;
+ unit->combinealpha = GL_MODULATE;
+ unit->arrayenabled = false;
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ if (gl_texture3d || gl_texturecubemap)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
}
else
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
}
- if (gl_mesh_drawmode.integer > 0)
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
- if (gl_state.texture[0])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ }
+ else
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
}
}
-// called at beginning of frame
-int usedarrays;
-void R_Mesh_Start(float farclip)
+void GL_Backend_ResetState(void)
{
- int i;
- if (!backendactive)
- Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
- CHECKGLERROR
-
- gl_backend_bufferchanges(false);
-
- currenttriangle = 0;
- currentvertex = 0;
- r_mesh_farclip = farclip;
- viewdist = DotProduct(r_origin, vpn);
- vpnbit0 = vpn[0] < 0;
- vpnbit1 = vpn[1] < 0;
- vpnbit2 = vpn[2] < 0;
-
- c_meshs = 0;
- c_meshtris = 0;
-
- GL_SetupFrame();
-
- gl_state.unit = 0;
- gl_state.clientunit = 0;
+ memset(&gl_state, 0, sizeof(gl_state));
+ gl_state.depthdisable = false;
+ gl_state.blendfunc1 = GL_ONE;
+ gl_state.blendfunc2 = GL_ZERO;
+ gl_state.blend = false;
+ gl_state.depthmask = GL_TRUE;
+ gl_state.colorarray = false;
- for (i = 0;i < backendunits;i++)
- {
- gl_state.texture[i] = 0;
- gl_state.texturergbscale[i] = 1;
- }
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
qglEnable(GL_CULL_FACE);CHECKGLERROR
qglCullFace(GL_FRONT);CHECKGLERROR
-
- gl_state.depthtest = true;
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
- gl_state.blendfunc1 = GL_ONE;
- gl_state.blendfunc2 = GL_ZERO;
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-
- gl_state.blend = 0;
qglDisable(GL_BLEND);CHECKGLERROR
-
- gl_state.depthmask = GL_TRUE;
qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ if (gl_mesh_floatcolors.integer)
+ {
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
+ }
+ else
+ {
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
+ }
+ GL_Color(1, 1, 1, 1);
+
+ GL_SetupTextureState();
+}
- usedarrays = false;
- if (gl_mesh_drawmode.integer > 0)
+void GL_UseColorArray(void)
+{
+ if (!gl_state.colorarray)
{
- usedarrays = true;
- qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
- {
- qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
- }
- else
- {
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
- }
+ gl_state.colorarray = true;
qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
+}
- GL_SetupTextureState();
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+ if (gl_state.colorarray)
+ {
+ gl_state.colorarray = false;
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ }
+ qglColor4f(cr, cg, cb, ca);
+}
+
+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_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
+ out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+ out[2] = out[2] * iw;
+}
+
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+ BACKENDACTIVECHECK
+
+ CHECKGLERROR
+
+ GL_Backend_CheckCvars();
+ if (mesh_maxverts != gl_mesh_maxverts.integer)
+ GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
+
+ GL_Backend_ResetState();
}
int gl_backend_rebindtextures;
-void GL_ConvertColorsFloatToByte(void)
+void GL_ConvertColorsFloatToByte(int numverts)
{
int i, k, total;
// LordHavoc: to avoid problems with aliasing (treating memory as two
volatile float *fcolor;
qbyte *bcolor;
- total = currentvertex * 4;
+ total = numverts * 4;
// shift float to have 8bit fraction at base of number
- fcolor = &buf_fcolor->c[0];
+ fcolor = varray_color;
for (i = 0;i < total;)
{
fcolor[i ] += 32768.0f;
}
// then read as integer and kill float bits...
- icolor = (int *)&buf_fcolor->c[0];
- bcolor = &buf_bcolor->c[0];
+ icolor = (int *)varray_color;
+ bcolor = varray_bcolor;
for (i = 0;i < total;)
{
k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
}
}
-void GL_MeshState(void)
+// enlarges geometry buffers if they are too small
+void _R_Mesh_ResizeCheck(int numverts)
{
- int i;
- if (backendunits > 1)
+ if (numverts > mesh_maxverts)
{
- for (i = 0;i < backendunits;i++)
- {
- if (gl_state.texture[i] != buf_mesh.textures[i])
- {
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (gl_state.texture[i] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = buf_mesh.textures[i]));CHECKGLERROR
- if (gl_state.texture[i] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (gl_state.texturergbscale[i] != buf_mesh.texturergbscale[i])
- {
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = buf_mesh.texturergbscale[i]));CHECKGLERROR
- }
- }
+ BACKENDACTIVECHECK
+ GL_Backend_ResizeArrays(numverts + 100);
+ GL_Backend_ResetState();
+ }
+}
+
+// renders the mesh
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+{
+ int numelements;
+ if (numtriangles == 0 || numverts == 0)
+ {
+ Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
+ }
+ numelements = numtriangles * 3;
+ c_meshs++;
+ c_meshelements += numelements;
+ if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
+ GL_ConvertColorsFloatToByte(numverts);
+ if (!r_render.integer)
+ return;
+ if (gl_supportslockarrays && gl_lockarrays.integer)
+ {
+ qglLockArraysEXT(0, numverts);
+ CHECKGLERROR
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ else
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ CHECKGLERROR
+ qglUnlockArraysEXT();
+ CHECKGLERROR
}
else
{
- if (gl_state.texture[0] != buf_mesh.textures[0])
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
+ CHECKGLERROR
+ }
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+ int i;
+ BACKENDACTIVECHECK
+
+ for (i = backendunits - 1;i >= 0;i--)
+ {
+ if (qglActiveTexture)
+ qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ if (qglClientActiveTexture)
+ qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- if (gl_state.texture[0] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = buf_mesh.textures[0]));CHECKGLERROR
- if (gl_state.texture[0] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
}
}
- if (gl_state.blendfunc1 != buf_mesh.blendfunc1 || gl_state.blendfunc2 != buf_mesh.blendfunc2)
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(GL_TRUE);CHECKGLERROR
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
+}
+
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
+{
+ if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
{
- qglBlendFunc(gl_state.blendfunc1 = buf_mesh.blendfunc1, gl_state.blendfunc2 = buf_mesh.blendfunc2);CHECKGLERROR
+ backend_modelmatrix = *matrix;
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+ Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
+ }
+}
+
+// sets up the requested state
+void R_Mesh_MainState(const rmeshstate_t *m)
+{
+ BACKENDACTIVECHECK
+
+ if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
+ {
+ qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
if (gl_state.blendfunc2 == GL_ZERO)
{
if (gl_state.blendfunc1 == GL_ONE)
}
}
}
- if (gl_state.depthtest != buf_mesh.depthtest)
+ if (gl_state.depthdisable != m->depthdisable)
{
- gl_state.depthtest = buf_mesh.depthtest;
- if (gl_state.depthtest)
- qglEnable(GL_DEPTH_TEST);
- else
+ gl_state.depthdisable = m->depthdisable;
+ if (gl_state.depthdisable)
qglDisable(GL_DEPTH_TEST);
+ else
+ qglEnable(GL_DEPTH_TEST);
}
- if (gl_state.depthmask != buf_mesh.depthmask)
- {
- qglDepthMask(gl_state.depthmask = buf_mesh.depthmask);CHECKGLERROR
- }
-}
-
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
-{
- unsigned int i, j, in;
- if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
- {
- // GL 1.2 or GL 1.1 with extension
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer >= 2)
- {
- // GL 1.1
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer >= 1)
+ if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
{
- // GL 1.1
- // feed it manually using glArrayElement
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < indexcount;i++)
- qglArrayElement(index[i]);
- qglEnd();
- }
- else
- {
- // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
- // feed it manually
- qglBegin(GL_TRIANGLES);
- if (gl_state.texture[1]) // if the mesh uses multiple textures
- {
- // the minigl doesn't have this (because it does not have ARB_multitexture)
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- for (j = 0;j < backendunits;j++)
- if (gl_state.texture[j])
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
- }
- else
- {
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- if (gl_state.texture[0])
- qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
- }
- qglEnd();
+ qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
}
}
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void R_Mesh_TextureState(const rmeshstate_t *m)
{
- int i;
- float *v, tempv[4], m[12];
+ int i, combinergb, combinealpha;
+ float scale;
+ gltextureunit_t *unit;
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
- if (!r_render.integer)
- {
- currenttriangle = 0;
- currentvertex = 0;
- return;
- }
-
- CHECKGLERROR
-
- // drawmode 0 always uses byte colors
- if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
- GL_ConvertColorsFloatToByte();
+ BACKENDACTIVECHECK
if (gl_backend_rebindtextures)
{
GL_SetupTextureState();
}
- GL_MeshState();
- m[0] = buf_mesh.matrix.m[0][0];
- m[1] = buf_mesh.matrix.m[0][1];
- m[2] = buf_mesh.matrix.m[0][2];
- m[3] = buf_mesh.matrix.m[0][3];
- m[4] = buf_mesh.matrix.m[1][0];
- m[5] = buf_mesh.matrix.m[1][1];
- m[6] = buf_mesh.matrix.m[1][2];
- m[7] = buf_mesh.matrix.m[1][3];
- m[8] = buf_mesh.matrix.m[2][0];
- m[9] = buf_mesh.matrix.m[2][1];
- m[10] = buf_mesh.matrix.m[2][2];
- m[11] = buf_mesh.matrix.m[2][3];
- for (i = 0, v = buf_vertex[buf_mesh.firstvert].v;i < buf_mesh.verts;i++, v += 4)
- {
- VectorCopy(v, tempv);
- //Matrix4x4_Transform(&buf_mesh.matrix, tempv, v);
- v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
- v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
- v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
- }
- GL_LockArray(0, currentvertex);
- GL_DrawRangeElements(buf_mesh.firstvert, buf_mesh.firstvert + buf_mesh.verts, buf_mesh.triangles * 3, (unsigned int *)&buf_tri[buf_mesh.firsttriangle].index[0]);CHECKGLERROR
-
- currenttriangle = 0;
- currentvertex = 0;
-
- GL_UnlockArray();CHECKGLERROR
-}
-
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
-{
- int i;
- if (backendunits > 1)
+ for (i = 0;i < backendunits;i++)
{
- for (i = backendunits - 1;i >= 0;i--)
+ unit = gl_state.units + i;
+ if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
{
- qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_combine.integer)
+ if (gl_state.unit != i)
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
}
- if (i > 0)
+ if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ if (gl_state.clientunit != i)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ }
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
else
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ if (gl_state.clientunit != i)
+ {
+ qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+ }
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
- if (usedarrays)
+ combinergb = m->texcombinergb[i];
+ combinealpha = m->texcombinealpha[i];
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (unit->combinergb != combinergb)
+ {
+ 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
+ }
+ }
+ if (unit->combinealpha != combinealpha)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ unit->combinealpha = combinealpha;
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ }
+ if (unit->t1d != m->tex1d[i])
+ {
+ if (m->tex1d[i])
+ {
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
+ }
+ if (unit->t2d != m->tex[i])
+ {
+ if (m->tex[i])
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
+ }
+ if (unit->t3d != m->tex3d[i])
+ {
+ if (m->tex3d[i])
+ {
+ if (unit->t3d == 0)
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+ }
+ if (unit->tcubemap != m->texcubemap[i])
+ {
+ if (m->texcubemap[i])
+ {
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ else
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
}
}
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- if (usedarrays)
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (usedarrays)
- {
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- }
-
- qglDisable(GL_BLEND);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglDepthMask(GL_TRUE);CHECKGLERROR
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
-}
-
-void R_Mesh_ClearDepth(void)
-{
- R_Mesh_Finish();
- qglClear(GL_DEPTH_BUFFER_BIT);
- R_Mesh_Start(r_mesh_farclip);
-}
-
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
-{
- // these are static because gcc runs out of virtual registers otherwise
- int i, j, overbright;
- float scaler;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
-
- if (!m->numtriangles
- || !m->numverts)
- Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
-
- i = max(m->numtriangles * 3, m->numverts);
- if (overflowedverts < i)
- overflowedverts = i;
-
- if (m->numtriangles > max_tris || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
- return false;
- }
-
- c_meshs++;
- c_meshtris += m->numtriangles;
- m->index = &buf_tri[currenttriangle].index[0];
- m->vertex = &buf_vertex[currentvertex].v[0];
- m->color = &buf_fcolor[currentvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
- // opaque meshs are rendered directly
- buf_mesh.firsttriangle = currenttriangle;
- buf_mesh.firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
-
- buf_mesh.blendfunc1 = m->blendfunc1;
- buf_mesh.blendfunc2 = m->blendfunc2;
- buf_mesh.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- buf_mesh.depthtest = !m->depthdisable;
- buf_mesh.triangles = m->numtriangles;
- buf_mesh.verts = m->numverts;
- buf_mesh.matrix = m->matrix; // this copies the struct
-
- overbright = false;
- scaler = 1;
- if (m->blendfunc1 == GL_DST_COLOR)
- {
- // check if it is a 2x modulate with framebuffer
- if (m->blendfunc2 == GL_SRC_COLOR)
- scaler *= 0.5f;
- }
- else if (m->blendfunc2 != GL_SRC_COLOR)
- {
- if (m->tex[0])
+ scale = max(m->texrgbscale[i], 1);
+ if (gl_state.units[i].rgbscale != scale)
{
- overbright = wantoverbright && gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ if (gl_state.unit != i)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
}
- scaler *= overbrightscale;
- }
- m->colorscale = scaler;
-
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- if ((buf_mesh.textures[i] = m->tex[i]))
+ scale = max(m->texalphascale[i], 1);
+ if (gl_state.units[i].alphascale != scale)
{
- j = i;
- if (i >= backendunits)
- Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+ if (gl_state.unit != i)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
}
- buf_mesh.texturergbscale[i] = m->texrgbscale[i];
- if (buf_mesh.texturergbscale[i] != 1 && buf_mesh.texturergbscale[i] != 2 && buf_mesh.texturergbscale[i] != 4)
- buf_mesh.texturergbscale[i] = 1;
}
- if (overbright && j >= 0)
- buf_mesh.texturergbscale[j] = 4;
+}
- return true;
+void R_Mesh_State(const rmeshstate_t *m)
+{
+ R_Mesh_MainState(m);
+ R_Mesh_TextureState(m);
}
/*
{
// clear to black
qglClearColor(0,0,0,0);CHECKGLERROR
+ qglClearDepth(1);CHECKGLERROR
+ if (gl_stencil)
+ {
+ // LordHavoc: we use a stencil centered around 128 instead of 0,
+ // to avoid clamping interfering with strange shadow volume
+ // drawing orders
+ qglClearStencil(128);CHECKGLERROR
+ }
// clear the screen
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+ qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
// set dithering mode
if (gl_dither.integer)
{
Cvar_SetValueQuick(&gl_combine, 0);
// lighting scale
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+ r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
// lightmaps only
- lightscalebit = v_overbrightbits.integer;
+ r_lightmapscalebit = v_overbrightbits.integer;
if (gl_combine.integer && r_textureunits.integer > 1)
- lightscalebit += 2;
- lightscale = 1.0f / (float) (1 << lightscalebit);
+ r_lightmapscalebit += 2;
R_TimeReport("setup");