X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=a454952718a9ef02d1558f51aa6255b76380b155;hb=224f9edae92441767654e2c10eb568bb91f86eb1;hp=cf86ac63f6fb6a135f8996314f9ee45ff2b08dcd;hpb=ff5947f97081e10c4ce112d4d51c2d1fa14ebba8;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index cf86ac63..a4549527 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,1318 +1,1231 @@ #include "quakedef.h" +#include "image.h" -static int max_meshs; -static int max_batch; -static int max_verts; // always max_meshs * 3 -#define TRANSDEPTHRES 4096 +cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "21760"}; +cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; +cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; +cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"}; +cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"}; +cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"}; +cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"}; +cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; -//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"}; -static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "4096"}; -static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"}; -static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"}; -static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; -static cvar_t gl_mesh_dupetransverts = {0, "gl_mesh_dupetransverts", "0"}; +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"}; -typedef struct buf_mesh_s -{ - struct buf_mesh_s *next; - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - float texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int lastvert; -} -buf_mesh_t; +int gl_maxdrawrangeelementsvertices; +int gl_maxdrawrangeelementsindices; -typedef struct buf_transtri_s -{ - struct buf_transtri_s *next; - buf_mesh_t *mesh; - int index[3]; -} -buf_transtri_t; +#ifdef DEBUGGL +int errornumber = 0; -typedef struct buf_tri_s +void GL_PrintError(int errornumber, char *filename, int linenumber) { - int index[3]; + switch(errornumber) + { +#ifdef GL_INVALID_ENUM + case GL_INVALID_ENUM: + Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_INVALID_VALUE + case GL_INVALID_VALUE: + Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_INVALID_OPERATION + case GL_INVALID_OPERATION: + Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_STACK_OVERFLOW + case GL_STACK_OVERFLOW: + Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_STACK_UNDERFLOW + case GL_STACK_UNDERFLOW: + Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_OUT_OF_MEMORY + case GL_OUT_OF_MEMORY: + Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); + break; +#endif +#ifdef GL_TABLE_TOO_LARGE + case GL_TABLE_TOO_LARGE: + Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); + break; +#endif + default: + Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); + break; + } } -buf_tri_t; +#endif -typedef struct -{ - float v[4]; -} -buf_vertex_t; +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); + +int c_meshs, c_meshelements; + +void SCR_ScreenShot_f (void); + +// these are externally accessible +int r_lightmapscalebit; +float r_colorscale; +GLfloat *varray_vertex3f, *varray_buf_vertex3f; +GLfloat *varray_color4f, *varray_buf_color4f; +GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS]; +GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS]; +static qbyte *varray_color4b, *varray_buf_color4b; +int mesh_maxverts; +int mesh_var; +float mesh_var_readfrequency; +float mesh_var_writefrequency; +float mesh_var_priority; +int varray_offset = 0, varray_offsetnext = 0; +GLuint *varray_buf_elements3i; +int mesh_maxelements = 3072; + +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 mempool_t *gl_backend_mempool; -typedef struct +/* +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; +*/ + +void GL_Backend_AllocElementsArray(void) { - float c[4]; + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); } -buf_fcolor_t; -typedef struct +void GL_Backend_FreeElementArray(void) { - byte c[4]; + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = NULL; } -buf_bcolor_t; -typedef struct +void GL_Backend_CheckCvars(void) { - float t[2]; + // 21760 is (65536 / 3) rounded off to a multiple of 128 + 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 (gl_mesh_vertex_array_range.integer && !gl_support_var) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0); + if (gl_mesh_vertex_array_range_readfrequency.value < 0) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0); + if (gl_mesh_vertex_array_range_readfrequency.value > 1) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1); + if (gl_mesh_vertex_array_range_writefrequency.value < 0) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0); + if (gl_mesh_vertex_array_range_writefrequency.value > 1) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1); + if (gl_mesh_vertex_array_range_priority.value < 0) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0); + if (gl_mesh_vertex_array_range_priority.value > 1) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1); } -buf_texcoord_t; - -static float meshfarclip; -static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, floatcolors, transranout; -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 int currenttransmesh, currenttransvertex, currenttranstriangle; -static buf_mesh_t *buf_transmesh; -static buf_transtri_t *buf_transtri; -static buf_transtri_t **buf_transtri_list; -static buf_vertex_t *buf_transvertex; -static buf_fcolor_t *buf_transfcolor; -static buf_bcolor_t *buf_transbcolor; -static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS]; -static mempool_t *gl_backend_mempool; -static int resizingbuffers = false; +int polygonelements[768]; -static void gl_backend_start(void) +void GL_Backend_AllocArrays(void) { - int i; - - max_verts = max_meshs * 3; + int i, size; + qbyte *data; if (!gl_backend_mempool) + { gl_backend_mempool = Mem_AllocPool("GL_Backend"); - -#define BACKENDALLOC(var, count, sizeofstruct)\ - {\ - var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ - if (var == NULL)\ - Sys_Error("gl_backend_start: unable to allocate memory\n");\ - memset(var, 0, count * sizeof(sizeofstruct));\ + varray_buf_vertex3f = NULL; + varray_buf_color4f = NULL; + varray_buf_color4b = NULL; + varray_buf_elements3i = NULL; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; } - BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t) - BACKENDALLOC(buf_tri, max_meshs, buf_tri_t) - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t) - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t) + mesh_maxverts = gl_mesh_maxverts.integer; + mesh_var = gl_mesh_vertex_array_range.integer; + mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value; + mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value; + mesh_var_priority = gl_mesh_vertex_array_range_priority.value; + + if (varray_buf_vertex3f) + VID_FreeVertexArrays(varray_buf_vertex3f); + varray_buf_vertex3f = NULL; + varray_buf_color4f = NULL; + varray_buf_color4b = NULL; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t) - BACKENDALLOC(buf_transtri, max_meshs, buf_transtri_t) - BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_t *) - BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t) - BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t) - BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t) + size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits); + data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value); + varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts; + varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts; + for (i = 0;i < backendunits;i++) + { + varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts; + varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts; + } + for (;i < MAX_TEXTUREUNITS;i++) + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; + varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts; - for (i = 0;i < MAX_TEXTUREUNITS;i++) + GL_Backend_AllocElementsArray(); + + if (gl_support_var) { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t) - BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t) - } - else - { - buf_texcoord[i] = NULL; - buf_transtexcoord[i] = NULL; - } + CHECKGLERROR + qglVertexArrayRangeNV(size, varray_buf_vertex3f); + CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - backendactive = true; } -static void gl_backend_shutdown(void) +void GL_Backend_FreeArrays(void) { - //int i; - /* -#define BACKENDFREE(var)\ - if (var)\ - {\ - Mem_Free(var);\ - var = NULL;\ + int i; + + if (gl_support_var) + { + CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR } - */ - /* -#define BACKENDFREE(var) var = NULL; - - BACKENDFREE(buf_mesh) - BACKENDFREE(buf_tri) - BACKENDFREE(buf_vertex) - BACKENDFREE(buf_fcolor) - BACKENDFREE(buf_bcolor) - - BACKENDFREE(buf_transmesh) - BACKENDFREE(buf_transtri) - BACKENDFREE(buf_transtri_list) - BACKENDFREE(buf_transvertex) - BACKENDFREE(buf_transfcolor) - BACKENDFREE(buf_transbcolor) + if (varray_buf_vertex3f) + VID_FreeVertexArrays(varray_buf_vertex3f); + varray_buf_vertex3f = NULL; + varray_buf_color4f = NULL; + varray_buf_color4b = NULL; for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; + varray_buf_elements3i = NULL; + + Mem_FreePool(&gl_backend_mempool); +} + +static void gl_backend_start(void) +{ + GL_Backend_CheckCvars(); + + Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); + if (qglDrawRangeElements != NULL) + { + CHECKGLERROR + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + CHECKGLERROR + 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")) { - BACKENDFREE(buf_texcoord[i]) - BACKENDFREE(buf_transtexcoord[i]) + Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); + Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); } - */ - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); + backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); + + GL_Backend_AllocArrays(); + backendactive = true; +} + +static void gl_backend_shutdown(void) +{ backendunits = 0; backendactive = false; + + Con_Printf("OpenGL Backend shutting down\n"); + + GL_Backend_FreeArrays(); } -static void gl_backend_bufferchanges(int init) +void GL_Backend_ResizeArrays(int numvertices) { - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxtriangles.integer < 256) - Cvar_SetValue("gl_mesh_maxtriangles", 256); - if (gl_mesh_maxtriangles.integer > 21760) - Cvar_SetValue("gl_mesh_maxtriangles", 21760); + Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices); + GL_Backend_CheckCvars(); + mesh_maxverts = gl_mesh_maxverts.integer; + GL_Backend_AllocArrays(); +} - if (gl_mesh_batchtriangles.integer < 0) - Cvar_SetValue("gl_mesh_batchtriangles", 0); - if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer) - Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer); +static void gl_backend_newmap(void) +{ +} - max_batch = gl_mesh_batchtriangles.integer; +void gl_backend_init(void) +{ + int i; - if (max_meshs != gl_mesh_maxtriangles.integer) + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) { - max_meshs = gl_mesh_maxtriangles.integer; - - if (!init) - { - resizingbuffers = true; - gl_backend_shutdown(); - gl_backend_start(); - resizingbuffers = false; - } + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; } + + Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&gl_dither); + Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_delayfinish); +#ifdef NORENDER + Cvar_SetValue("r_render", 0); +#endif + + Cvar_RegisterVariable(&gl_mesh_maxverts); + Cvar_RegisterVariable(&gl_mesh_floatcolors); + Cvar_RegisterVariable(&gl_mesh_drawrangeelements); + Cvar_RegisterVariable(&gl_mesh_vertex_array_range); + Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency); + Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency); + Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority); + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } -float r_farclip, r_newfarclip; +void GL_SetupView_ViewPort (int x, int y, int width, int height) +{ + if (!r_render.integer) + return; -static void gl_backend_newmap(void) + // 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_SetupView_Orientation_Identity (void) { - r_farclip = r_newfarclip = 2048.0f; + Matrix4x4_CreateIdentity(&backend_viewmatrix); + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } -int polyindexarray[768]; +void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles) +{ + 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)); +} -void gl_backend_init(void) +void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar) +{ + double xmax, ymax; + + if (!r_render.integer) + return; + + // set up viewpoint + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + // pyramid slopes + 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) +{ + float 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; + qglLoadMatrixf(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(); +} + +typedef struct gltextureunit_s +{ + int t1d, t2d, t3d, tcubemap; + int arrayenabled, arrayis3d; + float rgbscale, alphascale; + int combinergb, combinealpha; + // FIXME: add more combine stuff +} +gltextureunit_t; + +static struct +{ + int blendfunc1; + int blendfunc2; + int blend; + GLboolean depthmask; + int depthdisable; + int unit; + int clientunit; + gltextureunit_t units[MAX_TEXTUREUNITS]; + int colorarray; +} +gl_state; + +void GL_SetupTextureState(void) { int i; - Cvar_RegisterVariable(&gl_mesh_maxtriangles); - Cvar_RegisterVariable(&gl_mesh_batchtriangles); - Cvar_RegisterVariable(&gl_mesh_merge); - Cvar_RegisterVariable(&gl_mesh_floatcolors); - Cvar_RegisterVariable(&gl_mesh_dupetransverts); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); - gl_backend_bufferchanges(true); - for (i = 0;i < 256;i++) + gltextureunit_t *unit; + for (i = 0;i < backendunits;i++) + { + if (qglActiveTexture) + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + 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; + unit->arrayis3d = false; + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR + qglDisable(GL_TEXTURE_1D);CHECKGLERROR + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_texture3d) + { + 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 + } + } +} + +void GL_Backend_ResetState(void) +{ + 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; + + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + + qglEnable(GL_CULL_FACE);CHECKGLERROR + qglCullFace(GL_FRONT);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (gl_mesh_floatcolors.integer) { - polyindexarray[i*3+0] = 0; - polyindexarray[i*3+1] = i + 1; - polyindexarray[i*3+2] = i + 2; + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR } + else + { + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR + } + GL_Color(1, 1, 1, 1); + + GL_SetupTextureState(); } -static float viewdist; +void GL_UseColorArray(void) +{ + if (!gl_state.colorarray) + { + gl_state.colorarray = true; + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + } +} + +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); +} -int c_meshtris; +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_Clear(void) +void R_Mesh_Start(void) { - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); - - gl_backend_bufferchanges(false); - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; - meshfarclip = 0; - meshmerge = gl_mesh_merge.integer; - floatcolors = gl_mesh_floatcolors.integer; - transranout = false; - viewdist = DotProduct(r_origin, vpn); - - c_meshtris = 0; + BACKENDACTIVECHECK + + CHECKGLERROR + + GL_Backend_CheckCvars(); + if (mesh_maxverts != gl_mesh_maxverts.integer + || mesh_var != gl_mesh_vertex_array_range.integer + || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value + || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value + || mesh_var_priority != gl_mesh_vertex_array_range_priority.value) + GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); + + GL_Backend_ResetState(); + + if (mesh_var) + { + CHECKGLERROR + qglFlushVertexArrayRangeNV(); + CHECKGLERROR + } + varray_offset = 0; } -#ifdef DEBUGGL -void GL_PrintError(int errornumber, char *filename, int linenumber) +int gl_backend_rebindtextures; + +void GL_ConvertColorsFloatToByte(int numverts) { - switch(errornumber) + int i, k, total; + // LordHavoc: to avoid problems with aliasing (treating memory as two + // different types - exactly what this is doing), these must be volatile + // (or a union) + volatile int *icolor; + volatile float *fcolor; + GLubyte *bcolor; + + total = numverts * 4; + + // shift float to have 8bit fraction at base of number + fcolor = varray_buf_color4f; + for (i = 0;i < total;) { - case GL_INVALID_ENUM: - Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); - break; - case GL_INVALID_VALUE: - Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); - break; - case GL_INVALID_OPERATION: - Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); - break; - case GL_STACK_OVERFLOW: - Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); - break; - case GL_STACK_UNDERFLOW: - Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); - break; - case GL_OUT_OF_MEMORY: - Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); - break; -#ifdef GL_TABLE_TOO_LARGE - case GL_TABLE_TOO_LARGE: - Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); - break; -#endif - default: - Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); - break; + fcolor[i ] += 32768.0f; + fcolor[i + 1] += 32768.0f; + fcolor[i + 2] += 32768.0f; + fcolor[i + 3] += 32768.0f; + i += 4; + } + + // then read as integer and kill float bits... + icolor = (int *)varray_buf_color4f; + bcolor = varray_buf_color4b; + for (i = 0;i < total;) + { + k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (GLubyte) k; + k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k; + k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k; + k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k; + i += 4; } } -int errornumber = 0; -#endif +/* +// enlarges geometry buffers if they are too small +void _R_Mesh_ResizeCheck(int numverts) +{ + if (numverts > mesh_maxverts) + { + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); + } +} +*/ -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +void GL_Backend_RenumberElements(int numelements, const int *in, int offset) { - int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, triangles, firstvert, lastvert, texture[MAX_TEXTUREUNITS]; - float farclip, texturergbscale[MAX_TEXTUREUNITS]; - buf_mesh_t *mesh; - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - if (!currentmesh) - return; + int i; + for (i = 0;i < numelements;i++) + varray_buf_elements3i[i] = in[i] + offset; +} -CHECKGLERROR +// gets geometry space for a mesh +void R_Mesh_GetSpace(int numverts) +{ + int i; - // push out farclip based on vertices - for (i = 0;i < currentvertex;i++) + varray_offset = varray_offsetnext; + if (varray_offset + numverts > mesh_maxverts) + varray_offset = 0; + if (numverts > mesh_maxverts) { - farclip = DotProduct(buf_vertex[i].v, vpn); - if (meshfarclip < farclip) - meshfarclip = farclip; + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); + varray_offset = 0; } - farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe + if (varray_offset == 0 && mesh_var) + { + CHECKGLERROR + qglFlushVertexArrayRangeNV(); + CHECKGLERROR + } - // push out farclip for next frame - if (farclip > r_newfarclip) - r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256; + // for debugging + //if (!mesh_var) + // varray_offset = rand() % (mesh_maxverts - numverts); + varray_vertex3f = varray_buf_vertex3f + varray_offset * 3; + varray_color4f = varray_buf_color4f + varray_offset * 4; + varray_color4b = varray_buf_color4b + varray_offset * 4; for (i = 0;i < backendunits;i++) - texturergbscale[i] = 1; - - glEnable(GL_CULL_FACE); -CHECKGLERROR - glCullFace(GL_FRONT); -CHECKGLERROR - depthtest = true; - glEnable(GL_DEPTH_TEST); -CHECKGLERROR - blendfunc1 = GL_ONE; - blendfunc2 = GL_ZERO; - glBlendFunc(blendfunc1, blendfunc2); -CHECKGLERROR - blend = 0; - glDisable(GL_BLEND); -CHECKGLERROR - depthmask = true; - glDepthMask((GLboolean) depthmask); -CHECKGLERROR - - glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex); -CHECKGLERROR - glEnableClientState(GL_VERTEX_ARRAY); -CHECKGLERROR - if (floatcolors) { - glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor); -CHECKGLERROR + varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3; + varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2; } - else + + varray_offsetnext = varray_offset + numverts; +} + +// renders the current mesh +void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) +{ + int numelements; + if (numtriangles == 0 || numverts == 0) { - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor); -CHECKGLERROR + Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); + return; } - glEnableClientState(GL_COLOR_ARRAY); -CHECKGLERROR - - if (backendunits > 1) + numelements = numtriangles * 3; + if (mesh_maxelements < numelements) + { + mesh_maxelements = numelements; + GL_Backend_AllocElementsArray(); + } + GL_Backend_RenumberElements(numelements, elements, varray_offset); + c_meshs++; + c_meshelements += numelements; + if (gl_state.colorarray && !gl_mesh_floatcolors.integer) + GL_ConvertColorsFloatToByte(numverts); + if (r_render.integer) { - for (i = 0;i < backendunits;i++) + if (gl_supportslockarrays && gl_lockarrays.integer) { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - glBindTexture(GL_TEXTURE_2D, (texture[i] = 0)); -CHECKGLERROR - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - if (gl_combine.integer) + qglLockArraysEXT(varray_offset, numverts); + CHECKGLERROR + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA); -CHECKGLERROR - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); -CHECKGLERROR - glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f); -CHECKGLERROR + qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i); + CHECKGLERROR } else { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i); + CHECKGLERROR } + qglUnlockArraysEXT(); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i); + CHECKGLERROR + } + } +} - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]); -CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR +// restores backend state, used when done with 3D rendering +void R_Mesh_Finish(void) +{ + int i; + BACKENDACTIVECHECK + if (mesh_var) + { + CHECKGLERROR + qglFlushVertexArrayRangeNV(); + CHECKGLERROR + } + varray_offset = 0; + + 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) + { + 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 } } - else + 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))) + { + 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.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + if (gl_state.depthdisable != m->depthdisable) { - glBindTexture(GL_TEXTURE_2D, (texture[0] = 0)); -CHECKGLERROR - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR - - glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]); -CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + gl_state.depthdisable = m->depthdisable; + if (gl_state.depthdisable) + qglDisable(GL_DEPTH_TEST); + else + qglEnable(GL_DEPTH_TEST); } + if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + { + qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + } +} - // lock as early as possible - GL_LockArray(0, currentvertex); -CHECKGLERROR +void R_Mesh_TextureState(const rmeshstate_t *m) +{ + int i, combinergb, combinealpha; + float scale; + gltextureunit_t *unit; - for (k = 0;k < currentmesh;) + BACKENDACTIVECHECK + + if (gl_backend_rebindtextures) { - mesh = &buf_mesh[k]; + gl_backend_rebindtextures = false; + GL_SetupTextureState(); + } - if (backendunits > 1) + for (i = 0;i < backendunits;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]) { -// int topunit = 0; - for (i = 0;i < backendunits;i++) + if (m->tex3d[i] || m->texcubemap[i]) { - if (texture[i] != mesh->textures[i]) + if (!unit->arrayis3d) { - if (unit != i) + unit->arrayis3d = true; + if (gl_state.clientunit != i) { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } - if (texture[i] == 0) + qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]); + } + if (!unit->arrayenabled) + { + unit->arrayenabled = true; + if (gl_state.clientunit != i) { - glEnable(GL_TEXTURE_2D); -CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - } - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } - glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i])); -CHECKGLERROR - if (texture[i] == 0) + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } + else if (m->tex1d[i] || m->tex[i]) + { + if (unit->arrayis3d) + { + unit->arrayis3d = false; + if (gl_state.clientunit != i) { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - } - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]); } - if (texturergbscale[i] != mesh->texturergbscale[i]) + if (!unit->arrayenabled) { - if (unit != i) + unit->arrayenabled = true; + if (gl_state.clientunit != i) { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i])); -CHECKGLERROR + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } -// if (texture[i]) -// topunit = i; } -// if (unit != topunit) -// { -// qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit)); -//CHECKGLERROR -// } - } - else - { - if (texture[0] != mesh->textures[0]) + else { - if (texture[0] == 0) + if (unit->arrayenabled) { - glEnable(GL_TEXTURE_2D); -CHECKGLERROR - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + unit->arrayenabled = false; + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0])); -CHECKGLERROR - if (texture[0] == 0) + } + if (unit->t1d != m->tex1d[i]) + { + if (gl_state.unit != i) { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } + 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 (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2) - { - blendfunc1 = mesh->blendfunc1; - blendfunc2 = mesh->blendfunc2; - glBlendFunc(blendfunc1, blendfunc2); -CHECKGLERROR - if (blendfunc2 == GL_ZERO) + if (unit->t2d != m->tex[i]) { - if (blendfunc1 == GL_ONE) + if (gl_state.unit != i) { - if (blend) - { - blend = 0; - glDisable(GL_BLEND); -CHECKGLERROR - } + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + if (m->tex[i]) + { + if (unit->t2d == 0) + qglEnable(GL_TEXTURE_2D);CHECKGLERROR } else { - if (!blend) - { - blend = 1; - glEnable(GL_BLEND); -CHECKGLERROR - } + if (unit->t2d) + qglDisable(GL_TEXTURE_2D);CHECKGLERROR } + qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR } - else + if (unit->t3d != m->tex3d[i]) + { + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + 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 (!blend) + if (gl_state.unit != i) { - blend = 1; - glEnable(GL_BLEND); -CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } + 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 } } - if (depthtest != mesh->depthtest) + combinergb = m->texcombinergb[i]; + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) { - depthtest = mesh->depthtest; - if (depthtest) - glEnable(GL_DEPTH_TEST); + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + unit->combinergb = combinergb; + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } else - glDisable(GL_DEPTH_TEST); - } - if (depthmask != mesh->depthmask) - { - depthmask = mesh->depthmask; - glDepthMask((GLboolean) depthmask); -CHECKGLERROR - } - - firsttriangle = mesh->firsttriangle; - triangles = mesh->triangles; - firstvert = mesh->firstvert; - lastvert = mesh->lastvert; - mesh = &buf_mesh[++k]; - - if (meshmerge) - { - #if MAX_TEXTUREUNITS != 4 - #error update this code - #endif - while (k < currentmesh - && mesh->blendfunc1 == blendfunc1 - && mesh->blendfunc2 == blendfunc2 - && mesh->depthtest == depthtest - && mesh->depthmask == depthmask - && mesh->textures[0] == texture[0] - && mesh->textures[1] == texture[1] - && mesh->textures[2] == texture[2] - && mesh->textures[3] == texture[3] - && mesh->texturergbscale[0] == texturergbscale[0] - && mesh->texturergbscale[1] == texturergbscale[1] - && mesh->texturergbscale[2] == texturergbscale[2] - && mesh->texturergbscale[3] == texturergbscale[3]) { - triangles += mesh->triangles; - if (firstvert > mesh->firstvert) - firstvert = mesh->firstvert; - if (lastvert < mesh->lastvert) - lastvert = mesh->lastvert; - mesh = &buf_mesh[++k]; + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR } } - -#ifdef WIN32 - // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32 - glDrawElements(GL_TRIANGLES, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]); -#else - glDrawRangeElements(GL_TRIANGLES, firstvert, lastvert + 1, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]); -#endif -CHECKGLERROR - } - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - - GL_UnlockArray(); -CHECKGLERROR - - if (backendunits > 1) - { - for (i = backendunits - 1;i >= 0;i--) + combinealpha = m->texcombinealpha[i]; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (unit->combinealpha != combinealpha) { - qglActiveTexture(GL_TEXTURE0_ARB + (unit = i)); -CHECKGLERROR - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + unit->combinealpha = combinealpha; if (gl_combine.integer) { - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); -CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } - if (i > 0) + } + scale = max(m->texrgbscale[i], 1); + if (gl_state.units[i].rgbscale != scale) + { + if (gl_state.unit != i) { - glDisable(GL_TEXTURE_2D); -CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } - else + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR + } + scale = max(m->texalphascale[i], 1); + if (gl_state.units[i].alphascale != scale) + { + if (gl_state.unit != i) { - glEnable(GL_TEXTURE_2D); -CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } - glBindTexture(GL_TEXTURE_2D, 0); -CHECKGLERROR - - qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i)); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR } } - else - { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -CHECKGLERROR - glEnable(GL_TEXTURE_2D); -CHECKGLERROR - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -CHECKGLERROR - } - glDisableClientState(GL_COLOR_ARRAY); -CHECKGLERROR - glDisableClientState(GL_VERTEX_ARRAY); -CHECKGLERROR - - glDisable(GL_BLEND); -CHECKGLERROR - glEnable(GL_DEPTH_TEST); -CHECKGLERROR - glDepthMask(true); -CHECKGLERROR - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -CHECKGLERROR } -void R_Mesh_AddTransparent(void) +void R_Mesh_State(const rmeshstate_t *m) { - if (gl_mesh_dupetransverts.integer) - { - int i, j, k, index; - float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist; - buf_vertex_t *vert1, *vert2, *vert3; - buf_transtri_t *tri; - buf_mesh_t *mesh; + R_Mesh_MainState(m); + R_Mesh_TextureState(m); +} - // process and add transparent mesh triangles - if (!currenttranstriangle) - return; +/* +============================================================================== - // map farclip to 0-4095 list range - centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f); - viewdistcompare = viewdist + 4.0f; + SCREEN SHOTS - memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *)); +============================================================================== +*/ - // process in reverse because transtri_list adding code is in reverse as well - k = 0; - for (j = currenttranstriangle - 1;j >= 0;j--) - { - tri = &buf_transtri[j]; - - vert1 = &buf_transvertex[tri->index[0]]; - vert2 = &buf_transvertex[tri->index[1]]; - vert3 = &buf_transvertex[tri->index[2]]; - - dist1 = DotProduct(vert1->v, vpn); - dist2 = DotProduct(vert2->v, vpn); - dist3 = DotProduct(vert3->v, vpn); - - maxdist = max(dist1, max(dist2, dist3)); - if (maxdist < viewdistcompare) - continue; - - center = (dist1 + dist2 + dist3) * centerscaler - viewdist; - #if SLOWMATH - i = (int) center; - i = bound(0, i, (TRANSDEPTHRES - 1)); - #else - if (center < 0.0f) - center = 0.0f; - center += 8388608.0f; - i = *((long *)¢er) & 0x7FFFFF; - i = min(i, (TRANSDEPTHRES - 1)); - #endif - tri->next = buf_transtri_list[i]; - buf_transtri_list[i] = tri; - k++; - } +qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +{ + qboolean ret; + int i, j; + qbyte *buffer; - if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + k * 3 > max_verts) - R_Mesh_Render(); + if (!r_render.integer) + return false; - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; + buffer = Mem_Alloc(tempmempool, width*height*3); + qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer); + CHECKGLERROR - // note: can't batch these because they can be rendered in any order - // there can never be more transparent triangles than fit in main buffers - for (j = TRANSDEPTHRES - 1;j >= 0;j--) + // LordHavoc: compensate for v_overbrightbits when using hardware gamma + if (v_hwgamma.integer) + { + for (i = 0;i < width * height * 3;i++) { - if ((tri = buf_transtri_list[j])) - { - while(tri) - { - mesh = &buf_mesh[currentmesh++]; - *mesh = *tri->mesh; // copy mesh properties - mesh->firstvert = currentvertex; - mesh->lastvert = currentvertex + 2; - mesh->firsttriangle = currenttriangle; - mesh->triangles = 1; - for (k = 0;k < 3;k++) - { - index = tri->index[k]; - buf_tri[currenttriangle].index[k] = currentvertex; - memcpy(buf_vertex[currentvertex].v, buf_transvertex[index].v, sizeof(buf_vertex_t)); - if (floatcolors) - memcpy(buf_fcolor[currentvertex].c, buf_transfcolor[index].c, sizeof(buf_fcolor_t)); - else - memcpy(buf_bcolor[currentvertex].c, buf_transbcolor[index].c, sizeof(buf_bcolor_t)); - for (i = 0;i < backendunits && tri->mesh->textures[i];i++) - memcpy(buf_texcoord[i][currentvertex].t, buf_transtexcoord[i][index].t, sizeof(buf_texcoord_t)); - currentvertex++; - } - currenttriangle++; - tri = tri->next; - } - } + j = buffer[i] << v_overbrightbits.integer; + buffer[i] = (qbyte) (bound(0, j, 255)); } } - else - { - int i, j, k; - float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist; - buf_vertex_t *vert1, *vert2, *vert3; - buf_transtri_t *tri; - buf_mesh_t *mesh; - // process and add transparent mesh triangles - if (!currenttranstriangle) - return; + ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); - // map farclip to 0-4095 list range - centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f); - viewdistcompare = viewdist + 4.0f; + Mem_Free(buffer); + return ret; +} - memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *)); +//============================================================================= - // process in reverse because transtri_list adding code is in reverse as well - k = 0; - for (j = currenttranstriangle - 1;j >= 0;j--) +void R_ClearScreen(void) +{ + if (r_render.integer) + { + // clear to black + qglClearColor(0,0,0,0);CHECKGLERROR + qglClearDepth(1);CHECKGLERROR + if (gl_stencil) { - tri = &buf_transtri[j]; - - vert1 = &buf_transvertex[tri->index[0]]; - vert2 = &buf_transvertex[tri->index[1]]; - vert3 = &buf_transvertex[tri->index[2]]; - - dist1 = DotProduct(vert1->v, vpn); - dist2 = DotProduct(vert2->v, vpn); - dist3 = DotProduct(vert3->v, vpn); - - maxdist = max(dist1, max(dist2, dist3)); - if (maxdist < viewdistcompare) - continue; - - center = (dist1 + dist2 + dist3) * centerscaler - viewdist; - #if SLOWMATH - i = (int) center; - i = bound(0, i, (TRANSDEPTHRES - 1)); - #else - if (center < 0.0f) - center = 0.0f; - center += 8388608.0f; - i = *((long *)¢er) & 0x7FFFFF; - i = min(i, (TRANSDEPTHRES - 1)); - #endif - tri->next = buf_transtri_list[i]; - buf_transtri_list[i] = tri; - k++; + // 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 | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR + // set dithering mode + if (gl_dither.integer) + { + qglEnable(GL_DITHER);CHECKGLERROR } - - if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts) - R_Mesh_Render(); - - // note: can't batch these because they can be rendered in any order - // there can never be more transparent triangles than fit in main buffers - memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t)); - if (floatcolors) - memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t)); else - memcpy(&buf_fcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t)); - for (i = 0;i < backendunits;i++) - memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t)); - - for (j = TRANSDEPTHRES - 1;j >= 0;j--) { - if ((tri = buf_transtri_list[j])) - { - while(tri) - { - mesh = &buf_mesh[currentmesh++]; - *mesh = *tri->mesh; // copy mesh properties - buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex; - buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex; - buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex; - mesh->firstvert = min(buf_tri[currenttriangle].index[0], min(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2])); - mesh->lastvert = max(buf_tri[currenttriangle].index[0], max(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2])); - mesh->firsttriangle = currenttriangle++; - mesh->triangles = 1; - tri = tri->next; - } - } + qglDisable(GL_DITHER);CHECKGLERROR } - currentvertex += currenttransvertex; - currenttransmesh = 0; - currenttranstriangle = 0; - currenttransvertex = 0; } } -void R_Mesh_Draw(const rmeshinfo_t *m) +/* +================== +SCR_UpdateScreen + +This is called every frame, and can also be called explicitly to flush +text to the screen. +================== +*/ +void SCR_UpdateScreen (void) { - // these are static because gcc runs out of virtual registers otherwise - static int i, j, *index, overbright; - static float c, *in, scaler, cr, cg, cb, ca; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_bcolor_t *bcolor; - static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS]; - static buf_transtri_t *tri; - static byte br, bg, bb, ba; - - if (m->index == NULL - || !m->numtriangles - || m->vertex == NULL - || !m->numverts) - return; - // ignore meaningless alpha meshs - if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)) + if (gl_delayfinish.integer) { - if (m->color) - { - for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep) - if (*in >= 0.01f) - break; - if (i == m->numverts) - return; - } - else if (m->ca < 0.01f) - return; + VID_Finish (); + + R_TimeReport("finish"); } - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); + if (r_textureunits.integer > gl_textureunits) + Cvar_SetValueQuick(&r_textureunits, gl_textureunits); + if (r_textureunits.integer < 1) + Cvar_SetValueQuick(&r_textureunits, 1); - scaler = 1; - if (m->blendfunc2 == GL_SRC_COLOR) - { - if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer - scaler *= 0.5f; - } - else - { - if (m->tex[0]) - { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - if (lighthalf) - scaler *= 0.5f; - } + if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2)) + Cvar_SetValueQuick(&gl_combine, 0); - if (m->transparent) - { - if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts) - { - if (!transranout) - { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; - } - return; - } + // lighting scale + r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer); - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - bcolor = &buf_transbcolor[currenttransvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_transtexcoord[i][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = false; - mesh->depthtest = !m->depthdisable; - j = -1; - for (i = 0;i < backendunits;i++) - { - if ((mesh->textures[i] = m->tex[i])) - j = i; - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; - } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; + // lightmaps only + r_lightmapscalebit = v_overbrightbits.integer; + if (gl_combine.integer && r_textureunits.integer > 1) + r_lightmapscalebit += 2; - // transparent meshs are broken up into individual triangles which can - // be sorted by depth - index = m->index; - for (i = 0;i < m->numtriangles;i++) - { - tri = &buf_transtri[currenttranstriangle++]; - tri->mesh = mesh; - tri->index[0] = *index++ + currenttransvertex; - tri->index[1] = *index++ + currenttransvertex; - tri->index[2] = *index++ + currenttransvertex; - } + R_TimeReport("setup"); - currenttransvertex += m->numverts; - } - else - { - if (m->numtriangles > max_meshs || m->numverts > max_verts) - { - Con_Printf("R_Mesh_Draw: mesh too big for buffers\n"); - return; - } + R_ClearScreen(); - if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts) - R_Mesh_Render(); - - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - bcolor = &buf_bcolor[currentvertex]; - for (i = 0;i < backendunits;i++) - texcoord[i] = &buf_texcoord[i][currentvertex]; - - mesh = &buf_mesh[currentmesh++]; - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->firsttriangle = currenttriangle; - mesh->triangles = m->numtriangles; - j = -1; - for (i = 0;i < backendunits;i++) - { - if ((mesh->textures[i] = m->tex[i])) - j = i; - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; - } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - - // opaque meshs are rendered directly - index = (int *)&buf_tri[currenttriangle]; - for (i = 0;i < m->numtriangles * 3;i++) - index[i] = m->index[i] + currentvertex; - mesh->firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - mesh->lastvert = currentvertex - 1; - } + R_TimeReport("clear"); - // vertex array code is shared for transparent and opaque meshs + if (scr_conlines < vid.conheight && cls.signon == SIGNONS) + R_RenderView(); - c_meshtris += m->numtriangles; + // draw 2D stuff + R_DrawQueue(); - if (m->vertexstep != sizeof(buf_vertex_t)) + if (gl_delayfinish.integer) { - for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep) - { - vert[i].v[0] = in[0]; - vert[i].v[1] = in[1]; - vert[i].v[2] = in[2]; - } + // tell driver to commit it's partially full geometry queue to the rendering queue + // (this doesn't wait for the commands themselves to complete) + qglFlush(); } else - memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t)); - - if (floatcolors) { - if (m->color) - { - for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) - { - fcolor[i].c[0] = in[0] * scaler; - fcolor[i].c[1] = in[1] * scaler; - fcolor[i].c[2] = in[2] * scaler; - fcolor[i].c[3] = in[3]; - } - } - else - { - cr = m->cr * scaler; - cg = m->cg * scaler; - cb = m->cb * scaler; - ca = m->ca; - for (i = 0;i < m->numverts;i++) - { - fcolor[i].c[0] = cr; - fcolor[i].c[1] = cg; - fcolor[i].c[2] = cb; - fcolor[i].c[3] = ca; - } - } - } - else - { - if (m->color) - { - for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep) - { - // shift float to have 8bit fraction at base of number, - // then read as integer and kill float bits... - c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j; - c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j; - c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j; - c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j; - } - } - else - { - c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j; - c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j; - c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j; - c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j; - for (i = 0;i < m->numverts;i++) - { - bcolor[i].c[0] = br; - bcolor[i].c[1] = bg; - bcolor[i].c[2] = bb; - bcolor[i].c[3] = ba; - } - } - } + VID_Finish (); - for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++) - { - if (j >= backendunits) - Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); - if (m->texcoordstep[j] != sizeof(buf_texcoord_t)) - { - for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j]) - { - texcoord[j][i].t[0] = in[0]; - texcoord[j][i].t[1] = in[1]; - } - } - else - memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t)); + R_TimeReport("finish"); } - #if 0 - for (;j < backendunits;j++) - memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t)); - #endif } -void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts) +// utility functions + +void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) { - m->index = polyindexarray; - m->numverts = numverts; - m->numtriangles = numverts - 2; - if (m->numtriangles < 1) + if (mesh_var) { - Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n"); - return; - } - if (m->numtriangles >= 256) - { - Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n"); - return; + float *out = varray_vertex3f; + while (--numverts) + { + *out++ = *vertex3f++; + *out++ = *vertex3f++; + *out++ = *vertex3f++; + } } - R_Mesh_Draw(m); + else + memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3])); } -// LordHavoc: this thing is evil, but necessary because decals account for so much overhead -void R_Mesh_DrawDecal(const rmeshinfo_t *m) +void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts) { - // these are static because gcc runs out of virtual registers otherwise - static int i, j, *index, overbright; - static float c, *in, scaler, cr, cg, cb, ca; - static buf_mesh_t *mesh; - static buf_vertex_t *vert; - static buf_fcolor_t *fcolor; - static buf_bcolor_t *bcolor; - static buf_texcoord_t *texcoord; - static buf_transtri_t *tri; - static byte br, bg, bb, ba; - - if (!backendactive) - Sys_Error("R_Mesh_Draw: called when backend is not active\n"); - - scaler = 1; - if (m->tex[0]) - { - overbright = gl_combine.integer; - if (overbright) - scaler *= 0.25f; - } - if (lighthalf) - scaler *= 0.5f; - - if (m->transparent) + if (mesh_var) { - if (currenttransmesh >= max_meshs || (currenttranstriangle + 2) > max_meshs || (currenttransvertex + 4) > max_verts) + float *out = varray_texcoord2f[tmu]; + while (--numverts) { - if (!transranout) - { - Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n"); - transranout = true; - } - return; + *out++ = *texcoord2f++; + *out++ = *texcoord2f++; } - - vert = &buf_transvertex[currenttransvertex]; - fcolor = &buf_transfcolor[currenttransvertex]; - bcolor = &buf_transbcolor[currenttransvertex]; - texcoord = &buf_transtexcoord[0][currenttransvertex]; - - // transmesh is only for storage of transparent meshs until they - // are inserted into the main mesh array - mesh = &buf_transmesh[currenttransmesh++]; - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = false; - mesh->depthtest = true; - mesh->textures[0] = m->tex[0]; - mesh->texturergbscale[0] = overbright ? 4 : 1; - for (i = 1;i < backendunits;i++) - { - mesh->textures[i] = 0; - mesh->texturergbscale[i] = 1; - } - - // transparent meshs are broken up into individual triangles which can - // be sorted by depth - index = m->index; - tri = &buf_transtri[currenttranstriangle++]; - tri->mesh = mesh; - tri->index[0] = 0 + currenttransvertex; - tri->index[1] = 1 + currenttransvertex; - tri->index[2] = 2 + currenttransvertex; - tri = &buf_transtri[currenttranstriangle++]; - tri->mesh = mesh; - tri->index[0] = 0 + currenttransvertex; - tri->index[1] = 2 + currenttransvertex; - tri->index[2] = 3 + currenttransvertex; - - currenttransvertex += 4; } else - { - if (2 > max_meshs || 4 > max_verts) - { - Con_Printf("R_Mesh_Draw: mesh too big for buffers\n"); - return; - } + memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2])); +} - if (currentmesh >= max_meshs || (currenttriangle + 2) > max_batch || (currentvertex + 4) > max_verts) - R_Mesh_Render(); - - vert = &buf_vertex[currentvertex]; - fcolor = &buf_fcolor[currentvertex]; - bcolor = &buf_bcolor[currentvertex]; - texcoord = &buf_texcoord[0][currentvertex]; - - mesh = &buf_mesh[currentmesh++]; - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = false; - mesh->depthtest = !m->depthdisable; - mesh->firsttriangle = currenttriangle; - mesh->triangles = 2; - mesh->textures[0] = m->tex[0]; - mesh->texturergbscale[0] = overbright ? 4 : 1; - for (i = 1;i < backendunits;i++) +void R_Mesh_CopyColor4f(const float *color4f, int numverts) +{ + if (mesh_var) + { + float *out = varray_color4f; + while (--numverts) { - mesh->textures[i] = 0; - mesh->texturergbscale[i] = 1; + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; } - - // opaque meshs are rendered directly - index = (int *)&buf_tri[currenttriangle]; - index[0] = 0 + currentvertex; - index[1] = 1 + currentvertex; - index[2] = 2 + currentvertex; - index[3] = 0 + currentvertex; - index[4] = 2 + currentvertex; - index[5] = 3 + currentvertex; - mesh->firstvert = currentvertex; - currenttriangle += 2; - currentvertex += 4; - mesh->lastvert = currentvertex - 1; - } - - // vertex array code is shared for transparent and opaque meshs - - c_meshtris += 2; - - // buf_vertex_t must match the size of the decal vertex array (or vice versa) - memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t)); - - if (floatcolors) - { - cr = m->cr * scaler; - cg = m->cg * scaler; - cb = m->cb * scaler; - ca = m->ca; - fcolor[0].c[0] = cr; - fcolor[0].c[1] = cg; - fcolor[0].c[2] = cb; - fcolor[0].c[3] = ca; - fcolor[1].c[0] = cr; - fcolor[1].c[1] = cg; - fcolor[1].c[2] = cb; - fcolor[1].c[3] = ca; - fcolor[2].c[0] = cr; - fcolor[2].c[1] = cg; - fcolor[2].c[2] = cb; - fcolor[2].c[3] = ca; - fcolor[3].c[0] = cr; - fcolor[3].c[1] = cg; - fcolor[3].c[2] = cb; - fcolor[3].c[3] = ca; } else - { - c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j; - c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j; - c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j; - c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j; - bcolor[0].c[0] = br; - bcolor[0].c[1] = bg; - bcolor[0].c[2] = bb; - bcolor[0].c[3] = ba; - bcolor[1].c[0] = br; - bcolor[1].c[1] = bg; - bcolor[1].c[2] = bb; - bcolor[1].c[3] = ba; - bcolor[2].c[0] = br; - bcolor[2].c[1] = bg; - bcolor[2].c[2] = bb; - bcolor[2].c[3] = ba; - bcolor[3].c[0] = br; - bcolor[3].c[1] = bg; - bcolor[3].c[2] = bb; - bcolor[3].c[3] = ba; - } - - // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa) - memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t)); + memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); } + +