5 #include "cl_collision.h"
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
9 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
12 cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
13 cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
14 cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
15 cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
16 cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
18 cvar_t r_render = {0, "r_render", "1"};
19 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
20 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
21 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
22 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
30 void GL_PrintError(int errornumber, char *filename, int linenumber)
34 #ifdef GL_INVALID_ENUM
36 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_VALUE
40 case GL_INVALID_VALUE:
41 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
44 #ifdef GL_INVALID_OPERATION
45 case GL_INVALID_OPERATION:
46 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_OVERFLOW
50 case GL_STACK_OVERFLOW:
51 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_STACK_UNDERFLOW
55 case GL_STACK_UNDERFLOW:
56 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
59 #ifdef GL_OUT_OF_MEMORY
60 case GL_OUT_OF_MEMORY:
61 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
64 #ifdef GL_TABLE_TOO_LARGE
65 case GL_TABLE_TOO_LARGE:
66 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
76 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
78 void SCR_ScreenShot_f (void);
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_glmodelviewmatrix;
84 static matrix4x4_t backend_projectmatrix;
86 static int backendunits, backendactive;
87 static mempool_t *gl_backend_mempool;
90 note: here's strip order for a terrain row:
97 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
99 *elements++ = i + row;
101 *elements++ = i + row + 1;
104 *elements++ = i + row + 1;
107 for (y = 0;y < rows - 1;y++)
109 for (x = 0;x < columns - 1;x++)
112 *elements++ = i + columns;
114 *elements++ = i + columns + 1;
117 *elements++ = i + columns + 1;
128 for (y = 0;y < rows - 1;y++)
130 for (x = 0;x < columns - 1;x++)
134 *elements++ = i + columns;
135 *elements++ = i + columns + 1;
136 *elements++ = i + columns;
137 *elements++ = i + columns + 1;
143 int polygonelements[768];
145 static void R_Mesh_CacheArray_Startup(void);
146 static void R_Mesh_CacheArray_Shutdown(void);
147 void GL_Backend_AllocArrays(void)
149 if (!gl_backend_mempool)
150 gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
151 R_Mesh_CacheArray_Startup();
154 void GL_Backend_FreeArrays(void)
156 R_Mesh_CacheArray_Shutdown();
157 Mem_FreePool(&gl_backend_mempool);
160 static void gl_backend_start(void)
162 Con_Print("OpenGL Backend started\n");
163 if (qglDrawRangeElements != NULL)
166 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
168 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
170 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
173 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
175 GL_Backend_AllocArrays();
177 backendactive = true;
180 static void gl_backend_shutdown(void)
183 backendactive = false;
185 Con_Print("OpenGL Backend shutting down\n");
187 GL_Backend_FreeArrays();
190 static void gl_backend_newmap(void)
194 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
195 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
196 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
197 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
199 void gl_backend_init(void)
203 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
205 polygonelements[i * 3 + 0] = 0;
206 polygonelements[i * 3 + 1] = i + 1;
207 polygonelements[i * 3 + 2] = i + 2;
210 Cvar_RegisterVariable(&r_render);
211 Cvar_RegisterVariable(&r_waterwarp);
212 Cvar_RegisterVariable(&r_stereo_separation);
213 Cvar_RegisterVariable(&r_stereo_sidebyside);
214 Cvar_RegisterVariable(&r_stereo_redblue);
215 Cvar_RegisterVariable(&r_stereo_redcyan);
216 Cvar_RegisterVariable(&r_stereo_redgreen);
217 Cvar_RegisterVariable(&gl_polyblend);
218 Cvar_RegisterVariable(&gl_dither);
219 Cvar_RegisterVariable(&gl_lockarrays);
220 Cvar_RegisterVariable(&gl_paranoid);
221 Cvar_RegisterVariable(&gl_printcheckerror);
223 Cvar_SetValue("r_render", 0);
226 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
227 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
228 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
230 Cvar_RegisterVariable(&scr_zoomwindow);
231 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
232 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
233 Cvar_RegisterVariable(&scr_zoomwindow_fov);
235 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
238 void GL_SetupView_Orientation_Identity (void)
240 Matrix4x4_CreateIdentity(&backend_viewmatrix);
241 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
244 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
246 matrix4x4_t tempmatrix, basematrix;
247 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
248 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
249 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
250 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
251 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
252 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
253 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
254 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
255 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
258 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
263 if (!r_render.integer)
267 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
268 qglLoadIdentity();CHECKGLERROR
270 xmax = zNear * tan(fovx * M_PI / 360.0);
271 ymax = zNear * tan(fovy * M_PI / 360.0);
273 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
274 qglGetDoublev(GL_PROJECTION_MATRIX, m);
275 backend_projectmatrix.m[0][0] = m[0];
276 backend_projectmatrix.m[1][0] = m[1];
277 backend_projectmatrix.m[2][0] = m[2];
278 backend_projectmatrix.m[3][0] = m[3];
279 backend_projectmatrix.m[0][1] = m[4];
280 backend_projectmatrix.m[1][1] = m[5];
281 backend_projectmatrix.m[2][1] = m[6];
282 backend_projectmatrix.m[3][1] = m[7];
283 backend_projectmatrix.m[0][2] = m[8];
284 backend_projectmatrix.m[1][2] = m[9];
285 backend_projectmatrix.m[2][2] = m[10];
286 backend_projectmatrix.m[3][2] = m[11];
287 backend_projectmatrix.m[0][3] = m[12];
288 backend_projectmatrix.m[1][3] = m[13];
289 backend_projectmatrix.m[2][3] = m[14];
290 backend_projectmatrix.m[3][3] = m[15];
291 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
292 GL_SetupView_Orientation_Identity();
295 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
299 if (!r_render.integer)
303 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
304 qglLoadIdentity();CHECKGLERROR
306 nudge = 1.0 - 1.0 / (1<<23);
307 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
312 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
321 m[14] = -2 * zNear * nudge;
324 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
325 GL_SetupView_Orientation_Identity();
326 backend_projectmatrix.m[0][0] = m[0];
327 backend_projectmatrix.m[1][0] = m[1];
328 backend_projectmatrix.m[2][0] = m[2];
329 backend_projectmatrix.m[3][0] = m[3];
330 backend_projectmatrix.m[0][1] = m[4];
331 backend_projectmatrix.m[1][1] = m[5];
332 backend_projectmatrix.m[2][1] = m[6];
333 backend_projectmatrix.m[3][1] = m[7];
334 backend_projectmatrix.m[0][2] = m[8];
335 backend_projectmatrix.m[1][2] = m[9];
336 backend_projectmatrix.m[2][2] = m[10];
337 backend_projectmatrix.m[3][2] = m[11];
338 backend_projectmatrix.m[0][3] = m[12];
339 backend_projectmatrix.m[1][3] = m[13];
340 backend_projectmatrix.m[2][3] = m[14];
341 backend_projectmatrix.m[3][3] = m[15];
344 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
348 if (!r_render.integer)
352 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
353 qglLoadIdentity();CHECKGLERROR
354 qglOrtho(x1, x2, y2, y1, zNear, zFar);
355 qglGetDoublev(GL_PROJECTION_MATRIX, m);
356 backend_projectmatrix.m[0][0] = m[0];
357 backend_projectmatrix.m[1][0] = m[1];
358 backend_projectmatrix.m[2][0] = m[2];
359 backend_projectmatrix.m[3][0] = m[3];
360 backend_projectmatrix.m[0][1] = m[4];
361 backend_projectmatrix.m[1][1] = m[5];
362 backend_projectmatrix.m[2][1] = m[6];
363 backend_projectmatrix.m[3][1] = m[7];
364 backend_projectmatrix.m[0][2] = m[8];
365 backend_projectmatrix.m[1][2] = m[9];
366 backend_projectmatrix.m[2][2] = m[10];
367 backend_projectmatrix.m[3][2] = m[11];
368 backend_projectmatrix.m[0][3] = m[12];
369 backend_projectmatrix.m[1][3] = m[13];
370 backend_projectmatrix.m[2][3] = m[14];
371 backend_projectmatrix.m[3][3] = m[15];
372 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
373 GL_SetupView_Orientation_Identity();
376 typedef struct gltextureunit_s
378 int t1d, t2d, t3d, tcubemap;
381 const void *pointer_texcoord;
382 float rgbscale, alphascale;
383 int combinergb, combinealpha;
384 // FIXME: add more combine stuff
385 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
386 int texmatrixenabled;
397 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
402 gltextureunit_t units[MAX_TEXTUREUNITS];
406 const void *pointer_vertex;
407 const void *pointer_color;
411 void GL_SetupTextureState(void)
414 gltextureunit_t *unit;
417 gl_state.clientunit = -1;
418 for (i = 0;i < backendunits;i++)
421 GL_ClientActiveTexture(i);
422 unit = gl_state.units + i;
427 unit->arrayenabled = false;
428 unit->arrayis3d = false;
429 unit->pointer_texcoord = NULL;
431 unit->alphascale = 1;
432 unit->combinergb = GL_MODULATE;
433 unit->combinealpha = GL_MODULATE;
434 unit->texmatrixenabled = false;
435 unit->matrix = r_identitymatrix;
436 qglMatrixMode(GL_TEXTURE);
438 qglMatrixMode(GL_MODELVIEW);
440 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
441 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
443 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
444 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
447 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
449 if (gl_texturecubemap)
451 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
453 if (gl_combine.integer)
455 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
456 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
457 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
458 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
459 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
460 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
461 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
462 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
463 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
464 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
465 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
466 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
467 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
468 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
469 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
470 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
471 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
475 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
481 void GL_Backend_ResetState(void)
483 memset(&gl_state, 0, sizeof(gl_state));
484 gl_state.depthtest = true;
485 gl_state.blendfunc1 = GL_ONE;
486 gl_state.blendfunc2 = GL_ZERO;
487 gl_state.blend = false;
488 gl_state.depthmask = GL_TRUE;
489 gl_state.colormask = 15;
490 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
491 gl_state.lockrange_first = 0;
492 gl_state.lockrange_count = 0;
493 gl_state.pointer_vertex = NULL;
494 gl_state.pointer_color = NULL;
498 qglColorMask(1, 1, 1, 1);
499 qglEnable(GL_CULL_FACE);CHECKGLERROR
500 qglCullFace(GL_FRONT);CHECKGLERROR
501 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
502 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
503 qglDisable(GL_BLEND);CHECKGLERROR
504 qglDepthMask(gl_state.depthmask);CHECKGLERROR
506 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
507 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
509 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
510 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
512 GL_Color(0, 0, 0, 0);
513 GL_Color(1, 1, 1, 1);
515 GL_SetupTextureState();
518 void GL_ActiveTexture(int num)
520 if (gl_state.unit != num)
523 if (qglActiveTexture)
525 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
531 void GL_ClientActiveTexture(int num)
533 if (gl_state.clientunit != num)
535 gl_state.clientunit = num;
536 if (qglActiveTexture)
538 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
544 void GL_BlendFunc(int blendfunc1, int blendfunc2)
546 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
550 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
551 if (gl_state.blendfunc2 == GL_ZERO)
553 if (gl_state.blendfunc1 == GL_ONE)
558 qglDisable(GL_BLEND);CHECKGLERROR
566 qglEnable(GL_BLEND);CHECKGLERROR
575 qglEnable(GL_BLEND);CHECKGLERROR
581 void GL_DepthMask(int state)
583 if (gl_state.depthmask != state)
587 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
591 void GL_DepthTest(int state)
593 if (gl_state.depthtest != state)
597 gl_state.depthtest = state;
598 if (gl_state.depthtest)
600 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
604 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
609 void GL_ColorMask(int r, int g, int b, int a)
611 int state = r*8 + g*4 + b*2 + a*1;
612 if (gl_state.colormask != state)
616 gl_state.colormask = state;
617 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
621 void GL_Color(float cr, float cg, float cb, float ca)
623 if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
627 gl_state.color4f[0] = cr;
628 gl_state.color4f[1] = cg;
629 gl_state.color4f[2] = cb;
630 gl_state.color4f[3] = ca;
632 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
637 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
641 r_showtrispass = false;
642 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
643 r_showtrispass = true;
647 void GL_LockArrays(int first, int count)
649 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
651 if (gl_state.lockrange_count)
653 gl_state.lockrange_count = 0;
655 qglUnlockArraysEXT();
658 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
660 gl_state.lockrange_first = first;
661 gl_state.lockrange_count = count;
663 qglLockArraysEXT(first, count);
669 void GL_Scissor (int x, int y, int width, int height)
672 qglScissor(x, vid.realheight - (y + height),width,height);
676 void GL_ScissorTest(int state)
678 if(gl_state.scissortest == state)
682 if((gl_state.scissortest = state))
683 qglEnable(GL_SCISSOR_TEST);
685 qglDisable(GL_SCISSOR_TEST);
689 void GL_Clear(int mask)
693 qglClear(mask);CHECKGLERROR
696 void GL_TransformToScreen(const vec4_t in, vec4_t out)
700 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
701 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
703 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
704 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
705 out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
708 // called at beginning of frame
709 void R_Mesh_Start(void)
713 GL_Backend_ResetState();
716 int gl_backend_rebindtextures;
718 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
723 for (i = 0;i < count;i++)
724 *out++ = *in++ + offset;
727 memcpy(out, in, sizeof(*out) * count);
730 // renders triangles using vertices from the active arrays
731 int paranoidblah = 0;
732 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
734 int numelements = numtriangles * 3;
735 if (numverts == 0 || numtriangles == 0)
737 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
743 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
747 c_meshelements += numelements;
748 if (gl_paranoid.integer)
752 if (!qglIsEnabled(GL_VERTEX_ARRAY))
753 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
754 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
756 if (gl_state.pointer_color)
758 if (!qglIsEnabled(GL_COLOR_ARRAY))
759 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
760 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
763 for (i = 0;i < backendunits;i++)
765 if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
767 if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
768 Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
769 GL_ClientActiveTexture(i);
770 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
771 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
772 for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
776 for (i = 0;i < numtriangles * 3;i++)
778 if (elements[i] < 0 || elements[i] >= numverts)
780 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
786 if (r_render.integer)
789 if (gl_mesh_testmanualfeeding.integer)
793 qglBegin(GL_TRIANGLES);
794 for (i = 0;i < numtriangles * 3;i++)
796 for (j = 0;j < backendunits;j++)
798 if (gl_state.units[j].pointer_texcoord)
800 if (backendunits > 1)
802 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
804 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
805 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
809 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
810 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
815 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
817 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
818 qglTexCoord3f(p[0], p[1], p[2]);
822 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
823 qglTexCoord2f(p[0], p[1]);
828 if (gl_state.pointer_color)
830 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
831 qglColor4f(p[0], p[1], p[2], p[3]);
833 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
834 qglVertex3f(p[0], p[1], p[2]);
839 else if (gl_mesh_testarrayelement.integer)
842 qglBegin(GL_TRIANGLES);
843 for (i = 0;i < numtriangles * 3;i++)
845 qglArrayElement(elements[i]);
850 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
852 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
856 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
862 // restores backend state, used when done with 3D rendering
863 void R_Mesh_Finish(void)
871 for (i = backendunits - 1;i >= 0;i--)
873 if (qglActiveTexture)
874 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
875 if (qglClientActiveTexture)
876 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
877 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
878 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
879 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
882 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
884 if (gl_texturecubemap)
886 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
888 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
889 if (gl_combine.integer)
891 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
892 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
895 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
896 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
898 qglDisable(GL_BLEND);CHECKGLERROR
899 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
900 qglDepthMask(GL_TRUE);CHECKGLERROR
901 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
904 void R_Mesh_Matrix(const matrix4x4_t *matrix)
906 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
908 backend_modelmatrix = *matrix;
909 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
910 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
911 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
915 void R_Mesh_State(const rmeshstate_t *m)
917 int i, combinergb, combinealpha, scale;
918 gltextureunit_t *unit;
919 matrix4x4_t tempmatrix;
923 if (gl_state.pointer_vertex != m->pointer_vertex)
925 gl_state.pointer_vertex = m->pointer_vertex;
927 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
934 if (gl_state.pointer_color != m->pointer_color)
937 if (!gl_state.pointer_color)
939 qglEnableClientState(GL_COLOR_ARRAY);
942 else if (!m->pointer_color)
944 qglDisableClientState(GL_COLOR_ARRAY);
946 // when color array is on the glColor gets trashed, set it again
947 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
950 gl_state.pointer_color = m->pointer_color;
951 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
955 if (gl_backend_rebindtextures)
957 gl_backend_rebindtextures = false;
958 GL_SetupTextureState();
961 for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
963 // update 1d texture binding
964 if (unit->t1d != m->tex1d[i])
971 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
973 unit->t1d = m->tex1d[i];
975 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
983 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
987 // update 2d texture binding
988 if (unit->t2d != m->tex[i])
995 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
997 unit->t2d = m->tex[i];
999 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1006 GL_ActiveTexture(i);
1007 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1011 // update 3d texture binding
1012 if (unit->t3d != m->tex3d[i])
1018 GL_ActiveTexture(i);
1019 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1021 unit->t3d = m->tex3d[i];
1022 GL_ActiveTexture(i);
1023 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1030 GL_ActiveTexture(i);
1031 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1035 // update cubemap texture binding
1036 if (unit->tcubemap != m->texcubemap[i])
1038 if (m->texcubemap[i])
1040 if (unit->tcubemap == 0)
1042 GL_ActiveTexture(i);
1043 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1045 unit->tcubemap = m->texcubemap[i];
1046 GL_ActiveTexture(i);
1047 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1054 GL_ActiveTexture(i);
1055 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1059 // update texture unit settings if the unit is enabled
1060 if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap)
1062 // texture unit is enabled, enable the array
1063 if (!unit->arrayenabled)
1065 unit->arrayenabled = true;
1066 GL_ClientActiveTexture(i);
1067 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1069 // update combine settings
1070 if (gl_combine.integer)
1072 // GL_ARB_texture_env_combine
1073 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1074 if (unit->combinergb != combinergb)
1076 unit->combinergb = combinergb;
1077 GL_ActiveTexture(i);
1078 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1080 combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
1081 if (unit->combinealpha != combinealpha)
1083 unit->combinealpha = combinealpha;
1084 GL_ActiveTexture(i);
1085 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1087 scale = max(m->texrgbscale[i], 1);
1088 if (unit->rgbscale != scale)
1090 GL_ActiveTexture(i);
1091 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1093 scale = max(m->texalphascale[i], 1);
1094 if (unit->alphascale != scale)
1096 GL_ActiveTexture(i);
1097 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1103 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1104 if (unit->combinergb != combinergb)
1106 unit->combinergb = combinergb;
1107 GL_ActiveTexture(i);
1108 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1111 // update array settings
1112 if (m->pointer_texcoord3f[i])
1114 // 3d texcoord array
1115 if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
1117 unit->pointer_texcoord = m->pointer_texcoord3f[i];
1118 unit->arrayis3d = true;
1119 GL_ClientActiveTexture(i);
1120 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1126 // 2d texcoord array
1127 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
1129 unit->pointer_texcoord = m->pointer_texcoord[i];
1130 unit->arrayis3d = false;
1131 GL_ClientActiveTexture(i);
1132 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1137 if (m->texmatrix[i].m[3][3])
1139 // texmatrix specified, check if it is different
1140 if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
1142 unit->texmatrixenabled = true;
1143 unit->matrix = m->texmatrix[i];
1144 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1145 qglMatrixMode(GL_TEXTURE);
1146 GL_ActiveTexture(i);
1147 qglLoadMatrixf(&tempmatrix.m[0][0]);
1148 qglMatrixMode(GL_MODELVIEW);
1153 // no texmatrix specified, revert to identity
1154 if (unit->texmatrixenabled)
1156 unit->texmatrixenabled = false;
1157 qglMatrixMode(GL_TEXTURE);
1158 GL_ActiveTexture(i);
1160 qglMatrixMode(GL_MODELVIEW);
1166 // texture unit is disabled, disable the array
1167 if (unit->arrayenabled)
1169 unit->arrayenabled = false;
1170 GL_ClientActiveTexture(i);
1171 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1173 // no need to update most settings on a disabled texture unit
1178 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1181 for (;numtriangles;numtriangles--, elements += 3)
1183 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1184 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1185 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1192 ==============================================================================
1196 ==============================================================================
1199 qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
1201 int indices[3] = {0,1,2};
1204 if (!r_render.integer)
1207 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
1210 if (scr_screenshot_gamma.value != 1)
1213 double igamma = 1.0 / scr_screenshot_gamma.value;
1214 unsigned char ramp[256];
1215 for (i = 0;i < 256;i++)
1216 ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
1217 for (i = 0;i < width*height*3;i++)
1218 buffer1[i] = ramp[buffer1[i]];
1221 Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
1224 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
1226 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
1231 //=============================================================================
1233 void R_ClearScreen(void)
1235 if (r_render.integer)
1238 qglClearColor(0,0,0,0);CHECKGLERROR
1239 qglClearDepth(1);CHECKGLERROR
1242 // LordHavoc: we use a stencil centered around 128 instead of 0,
1243 // to avoid clamping interfering with strange shadow volume
1245 qglClearStencil(128);CHECKGLERROR
1248 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1249 // set dithering mode
1250 if (gl_dither.integer)
1252 qglEnable(GL_DITHER);CHECKGLERROR
1256 qglDisable(GL_DITHER);CHECKGLERROR
1262 ====================
1264 ====================
1266 float CalcFov (float fov_x, float width, float height)
1268 // calculate vision size and alter by aspect, then convert back to angle
1269 return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
1274 void SCR_DrawScreen (void)
1276 for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
1280 R_TimeReport("setup");
1286 GL_BlendFunc(GL_ONE, GL_ONE);
1287 GL_DepthTest(GL_FALSE);
1288 GL_DepthMask(GL_FALSE);
1289 memset(&m, 0, sizeof(m));
1291 GL_ShowTrisColor(0.2,0.2,0.2,1);
1295 if (cls.signon == SIGNONS)
1299 size = scr_viewsize.value * (1.0 / 100.0);
1300 size = min(size, 1);
1302 if (r_stereo_sidebyside.integer)
1304 r_refdef.width = vid.realwidth * size / 2.5;
1305 r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
1306 r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
1307 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1309 r_refdef.x += r_refdef.width * 1.5;
1313 r_refdef.width = vid.realwidth * size;
1314 r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
1315 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1316 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1319 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1320 r_refdef.fov_x = scr_fov.value * cl.viewzoom * r_refdef.fovscale_x;
1321 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1325 if (scr_zoomwindow.integer)
1327 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1328 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1329 r_refdef.width = vid.realwidth * sizex;
1330 r_refdef.height = vid.realheight * sizey;
1331 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1333 r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
1334 r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1340 if (!r_stereo_sidebyside.integer)
1342 r_refdef.width = vid.realwidth;
1343 r_refdef.height = vid.realheight;
1353 R_TimeReport("meshfinish");
1358 void SCR_UpdateLoadingScreen (void)
1363 // don't do anything if not initialized yet
1367 VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
1368 VID_UpdateGamma(false);
1369 qglViewport(0, 0, vid.realwidth, vid.realheight);
1370 //qglDisable(GL_SCISSOR_TEST);
1372 qglColorMask(1,1,1,1);
1373 //qglClearColor(0,0,0,0);
1374 //qglClear(GL_COLOR_BUFFER_BIT);
1375 //qglCullFace(GL_FRONT);
1376 //qglDisable(GL_CULL_FACE);
1379 GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
1381 R_Mesh_Matrix(&r_identitymatrix);
1382 // draw the loading plaque
1383 pic = Draw_CachePic("gfx/loading.lmp");
1384 x = (vid_conwidth.integer - pic->width)/2;
1385 y = (vid_conheight.integer - pic->height)/2;
1387 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1388 GL_DepthTest(false);
1389 memset(&m, 0, sizeof(m));
1390 m.pointer_vertex = varray_vertex3f;
1391 m.pointer_texcoord[0] = varray_texcoord2f[0];
1392 m.tex[0] = R_GetTexture(pic->tex);
1394 varray_vertex3f[0] = varray_vertex3f[9] = x;
1395 varray_vertex3f[1] = varray_vertex3f[4] = y;
1396 varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
1397 varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
1398 varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
1399 varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
1400 varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
1401 varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
1402 GL_LockArrays(0, 4);
1403 R_Mesh_Draw(4, 2, polygonelements);
1404 GL_LockArrays(0, 0);
1414 This is called every frame, and can also be called explicitly to flush
1418 void SCR_UpdateScreen (void)
1423 if (r_textureunits.integer > gl_textureunits)
1424 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1425 if (r_textureunits.integer < 1)
1426 Cvar_SetValueQuick(&r_textureunits, 1);
1428 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1429 Cvar_SetValueQuick(&gl_combine, 0);
1432 qglViewport(0, 0, vid.realwidth, vid.realheight);
1433 qglDisable(GL_SCISSOR_TEST);
1435 qglColorMask(1,1,1,1);
1436 qglClearColor(0,0,0,0);
1437 qglClear(GL_COLOR_BUFFER_BIT);
1440 R_TimeReport("clear");
1442 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
1444 matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
1445 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
1446 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
1447 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
1449 if (r_stereo_sidebyside.integer)
1452 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1454 r_refdef.colormask[0] = 1;
1455 r_refdef.colormask[1] = 0;
1456 r_refdef.colormask[2] = 0;
1461 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
1462 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
1463 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
1465 if (r_stereo_sidebyside.integer)
1468 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1470 r_refdef.colormask[0] = 0;
1471 r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
1472 r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
1477 r_refdef.viewentitymatrix = originalmatrix;
1481 r_showtrispass = false;
1484 if (r_showtris.value > 0)
1487 GL_BlendFunc(GL_ONE, GL_ONE);
1488 GL_DepthTest(GL_FALSE);
1489 GL_DepthMask(GL_FALSE);
1490 memset(&m, 0, sizeof(m));
1492 r_showtrispass = true;
1493 GL_ShowTrisColor(0.2,0.2,0.2,1);
1495 r_showtrispass = false;
1500 R_TimeReport("finish");
1504 //===========================================================================
1505 // dynamic vertex array buffer subsystem
1506 //===========================================================================
1508 // FIXME: someday this should be dynamically allocated and resized?
1509 float varray_vertex3f[65536*3];
1510 float varray_svector3f[65536*3];
1511 float varray_tvector3f[65536*3];
1512 float varray_normal3f[65536*3];
1513 float varray_color4f[65536*4];
1514 float varray_texcoord2f[4][65536*2];
1515 float varray_texcoord3f[4][65536*3];
1516 int earray_element3i[65536];
1517 float varray_vertex3f2[65536*3];
1519 //===========================================================================
1520 // vertex array caching subsystem
1521 //===========================================================================
1523 typedef struct rcachearraylink_s
1525 struct rcachearraylink_s *next, *prev;
1526 struct rcachearrayitem_s *data;
1530 typedef struct rcachearrayitem_s
1532 // the original request structure
1533 rcachearrayrequest_t request;
1536 // offset into r_mesh_rcachedata
1538 // for linking this into the sequential list
1539 rcachearraylink_t sequentiallink;
1540 // for linking this into the lookup list
1541 rcachearraylink_t hashlink;
1545 #define RCACHEARRAY_HASHSIZE 65536
1546 #define RCACHEARRAY_ITEMS 4096
1547 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1549 // all active items are linked into this chain in sorted order
1550 static rcachearraylink_t r_mesh_rcachesequentialchain;
1551 // all inactive items are linked into this chain in unknown order
1552 static rcachearraylink_t r_mesh_rcachefreechain;
1553 // all active items are also linked into these chains (using their hashlink)
1554 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1556 // all items are stored here, whether active or inactive
1557 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1559 // size of data buffer
1560 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1562 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1565 static int r_mesh_rcachedata_offset;
1566 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1568 static void R_Mesh_CacheArray_Startup(void)
1571 rcachearraylink_t *l;
1572 // prepare all the linked lists
1573 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1574 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1575 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1576 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1578 l = &r_mesh_rcachechain[i];
1579 l->next = l->prev = l;
1582 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1583 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1585 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1586 l = &r_mesh_rcacheitems[i].sequentiallink;
1587 l->next = &r_mesh_rcachefreechain;
1588 l->prev = l->next->prev;
1589 l->next->prev = l->prev->next = l;
1591 // clear other state
1592 r_mesh_rcachedata_offset = 0;
1593 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1596 static void R_Mesh_CacheArray_Shutdown(void)
1601 static void R_Mesh_CacheArray_ValidateState(int num)
1603 rcachearraylink_t *l, *lhead;
1604 lhead = &r_mesh_rcachesequentialchain;
1605 if (r_mesh_rcachesequentialchain_current == lhead)
1607 for (l = lhead->next;l != lhead;l = l->next)
1608 if (r_mesh_rcachesequentialchain_current == l)
1610 Sys_Error("%i", num);
1614 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1616 rcachearraylink_t *l, *lhead, *lnext;
1617 rcachearrayitem_t *d;
1618 int hashindex, offset, offsetend;
1620 //R_Mesh_CacheArray_ValidateState(3);
1621 // calculate a hashindex to choose a cache chain
1623 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1625 // is it already cached?
1626 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1628 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1630 // we have it cached already
1631 r->data = r_mesh_rcachedata + l->data->offset;
1636 // we need to add a new cache item, this means finding a place for the new
1637 // data and making sure we have a free item available, lots of work...
1639 // check if buffer needs to wrap
1640 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1643 if (r->data_size * 10 > r_mesh_rcachedata_size)
1645 // realloc whole cache
1648 // reset back to start
1649 r_mesh_rcachedata_offset = 0;
1650 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1652 offset = r_mesh_rcachedata_offset;
1653 r_mesh_rcachedata_offset += r->data_size;
1654 offsetend = r_mesh_rcachedata_offset;
1655 //R_Mesh_CacheArray_ValidateState(4);
1660 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1661 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1665 // make room for the new data (remove old items)
1666 lhead = &r_mesh_rcachesequentialchain;
1667 l = r_mesh_rcachesequentialchain_current;
1670 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1672 //r_mesh_rcachesequentialchain_current = l;
1673 //R_Mesh_CacheArray_ValidateState(8);
1675 // if at the end of the chain, wrap around
1677 lnext = lnext->next;
1678 //r_mesh_rcachesequentialchain_current = lnext;
1679 //R_Mesh_CacheArray_ValidateState(10);
1681 // unlink from sequential chain
1682 l->next->prev = l->prev;
1683 l->prev->next = l->next;
1684 //R_Mesh_CacheArray_ValidateState(11);
1685 // link into free chain
1686 l->next = &r_mesh_rcachefreechain;
1687 l->prev = l->next->prev;
1688 l->next->prev = l->prev->next = l;
1689 //R_Mesh_CacheArray_ValidateState(12);
1691 l = &l->data->hashlink;
1692 // unlink from hash chain
1693 l->next->prev = l->prev;
1694 l->prev->next = l->next;
1697 //r_mesh_rcachesequentialchain_current = l;
1698 //R_Mesh_CacheArray_ValidateState(9);
1700 //r_mesh_rcachesequentialchain_current = l;
1701 //R_Mesh_CacheArray_ValidateState(5);
1702 // gobble an extra item if we have no free items available
1703 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1707 // unlink from sequential chain
1708 l->next->prev = l->prev;
1709 l->prev->next = l->next;
1710 // link into free chain
1711 l->next = &r_mesh_rcachefreechain;
1712 l->prev = l->next->prev;
1713 l->next->prev = l->prev->next = l;
1715 l = &l->data->hashlink;
1716 // unlink from hash chain
1717 l->next->prev = l->prev;
1718 l->prev->next = l->next;
1722 r_mesh_rcachesequentialchain_current = l;
1723 //R_Mesh_CacheArray_ValidateState(6);
1725 // now take an item from the free chain
1726 l = r_mesh_rcachefreechain.next;
1732 l->next->prev = l->prev;
1733 l->prev->next = l->next;
1734 // relink to sequential
1735 l->next = r_mesh_rcachesequentialchain_current->prev;
1736 l->prev = l->next->prev;
1737 while (l->next->data && l->data && l->next->data->offset <= d->offset)
1740 l->next = l->next->next;
1741 l->prev = l->prev->next;
1743 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1746 l->prev = l->prev->prev;
1747 l->next = l->next->prev;
1749 l->next->prev = l->prev->next = l;
1750 // also link into hash chain
1751 l = &l->data->hashlink;
1752 l->next = &r_mesh_rcachechain[hashindex];
1753 l->prev = l->next->prev;
1755 l->next->prev = l->prev->next = l;
1758 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1760 //R_Mesh_CacheArray_ValidateState(7);
1761 // and finally set the data pointer
1762 r->data = r_mesh_rcachedata + d->offset;
1763 // and tell the caller to fill the array