static matrix4x4_t backend_projectmatrix;
static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
-static mempool_t *gl_backend_mempool;
/*
note: here's strip order for a terrain row:
static void R_Mesh_CacheArray_Shutdown(void);
void GL_Backend_AllocArrays(void)
{
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
R_Mesh_CacheArray_Startup();
}
void GL_Backend_FreeArrays(void)
{
R_Mesh_CacheArray_Shutdown();
- Mem_FreePool(&gl_backend_mempool);
}
static void gl_backend_start(void)
int t1d, t2d, t3d, tcubemap;
int arrayenabled;
unsigned int arraycomponents;
- const float *pointer_texcoord;
+ const void *pointer_texcoord;
float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
float color4f[4];
int lockrange_first;
int lockrange_count;
- const float *pointer_vertex;
- const float *pointer_color;
+ const void *pointer_vertex;
+ const void *pointer_color;
}
gl_state;
void GL_Scissor (int x, int y, int width, int height)
{
CHECKGLERROR
- qglScissor(x, vid.realheight - (y + height),width,height);
+ qglScissor(x, vid.height - (y + height),width,height);
CHECKGLERROR
}
const int *p;
if (!qglIsEnabled(GL_VERTEX_ARRAY))
Con_Print("R_Mesh_Draw: vertex array not enabled\n");
- for (j = 0, size = numvertices * 3, p = gl_state.pointer_vertex + firstvertex * 3;j < size;j++, p++)
+ for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
paranoidblah += *p;
if (gl_state.pointer_color)
{
if (!qglIsEnabled(GL_COLOR_ARRAY))
Con_Print("R_Mesh_Draw: color array set but not enabled\n");
- for (j = 0, size = numvertices * 4, p = gl_state.pointer_color + firstvertex * 4;j < size;j++, p++)
+ for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
paranoidblah += *p;
}
for (i = 0;i < backendarrayunits;i++)
GL_ClientActiveTexture(i);
if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
- for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents;j < size;j++, p++)
+ for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
paranoidblah += *p;
}
}
void R_Mesh_ColorPointer(const float *color4f)
{
+ if (r_showtrispass)
+ return;
if (gl_state.pointer_color != color4f)
{
CHECKGLERROR
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
// update array settings
if (texcoord)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d != tex1d)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d != texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d)
{
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (matrix->m[3][3])
{
// texmatrix specified, check if it is different
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (gl_combine.integer)
{
// GL_ARB_texture_env_combine
BACKENDACTIVECHECK
R_Mesh_VertexPointer(m->pointer_vertex);
-
- if (r_showtrispass)
- return;
-
R_Mesh_ColorPointer(m->pointer_color);
if (gl_backend_rebindtextures)
==============================================================================
*/
-qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
+qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect)
{
int indices[3] = {0,1,2};
qboolean ret;
qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
CHECKGLERROR
- if (scr_screenshot_gamma.value != 1)
+ if (scr_screenshot_gamma.value != 1 && gammacorrect)
{
int i;
double igamma = 1.0 / scr_screenshot_gamma.value;
if (r_render.integer)
{
// clear to black
- qglClearColor(0,0,0,0);CHECKGLERROR
+ if (fogenabled)
+ qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0);
+ else
+ qglClearColor(0,0,0,0);
+ CHECKGLERROR
qglClearDepth(1);CHECKGLERROR
if (gl_stencil)
{
GL_DepthMask(GL_FALSE);
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
+ //qglEnable(GL_LINE_SMOOTH);
GL_ShowTrisColor(0.2,0.2,0.2,1);
r_showtrispass = 1;
}
if (r_stereo_sidebyside.integer)
{
- r_refdef.width = vid.realwidth * size / 2.5;
- r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
- r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
- r_refdef.y = (vid.realheight - r_refdef.height)/2;
+ r_refdef.width = vid.width * size / 2.5;
+ r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
if (r_stereo_side)
r_refdef.x += r_refdef.width * 1.5;
}
else
{
- r_refdef.width = vid.realwidth * size;
- r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
- r_refdef.x = (vid.realwidth - r_refdef.width)/2;
- r_refdef.y = (vid.realheight - r_refdef.height)/2;
+ r_refdef.width = vid.width * size;
+ r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width)/2;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
}
// LordHavoc: viewzoom (zoom in for sniper rifles, etc)
{
float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
- r_refdef.width = vid.realwidth * sizex;
- r_refdef.height = vid.realheight * sizey;
- r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+ r_refdef.width = vid.width * sizex;
+ r_refdef.height = vid.height * sizey;
+ r_refdef.x = (vid.width - r_refdef.width)/2;
r_refdef.y = 0;
r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
if (!r_stereo_sidebyside.integer)
{
- r_refdef.width = vid.realwidth;
- r_refdef.height = vid.realheight;
+ r_refdef.width = vid.width;
+ r_refdef.height = vid.height;
r_refdef.x = 0;
r_refdef.y = 0;
}
R_TimeReport("meshfinish");
}
r_showtrispass = 0;
+ //qglDisable(GL_LINE_SMOOTH);
}
void SCR_UpdateLoadingScreen (void)
if (vid_hidden)
return;
r_showtrispass = 0;
- VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
VID_UpdateGamma(false);
- qglViewport(0, 0, vid.realwidth, vid.realheight);
+ qglViewport(0, 0, vid.width, vid.height);
//qglDisable(GL_SCISSOR_TEST);
//qglDepthMask(1);
qglColorMask(1,1,1,1);
R_Mesh_Start();
R_Mesh_Matrix(&r_identitymatrix);
// draw the loading plaque
- pic = Draw_CachePic("gfx/loading.lmp");
+ pic = Draw_CachePic("gfx/loading", false);
x = (vid_conwidth.integer - pic->width)/2;
y = (vid_conheight.integer - pic->height)/2;
GL_Color(1,1,1,1);
if (r_textureunits.integer < 1)
Cvar_SetValueQuick(&r_textureunits, 1);
- if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+ if (gl_combine.integer && !gl_combine_extension)
Cvar_SetValueQuick(&gl_combine, 0);
CHECKGLERROR
- qglViewport(0, 0, vid.realwidth, vid.realheight);
+ qglViewport(0, 0, vid.width, vid.height);
qglDisable(GL_SCISSOR_TEST);
qglDepthMask(1);
qglColorMask(1,1,1,1);