4 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
5 cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
6 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
7 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
9 cvar_t r_render = {0, "r_render", "1"};
10 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
11 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
13 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
14 // too large for the buffers in the previous frame
15 int overflowedverts = 0;
16 // increase transtriangles automatically too
17 int overflowedtransverts = 0;
19 int gl_maxdrawrangeelementsvertices;
20 int gl_maxdrawrangeelementsindices;
25 void GL_PrintError(int errornumber, char *filename, int linenumber)
29 #ifdef GL_INVALID_ENUM
31 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
34 #ifdef GL_INVALID_VALUE
35 case GL_INVALID_VALUE:
36 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_OPERATION
40 case GL_INVALID_OPERATION:
41 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
44 #ifdef GL_STACK_OVERFLOW
45 case GL_STACK_OVERFLOW:
46 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_UNDERFLOW
50 case GL_STACK_UNDERFLOW:
51 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_OUT_OF_MEMORY
55 case GL_OUT_OF_MEMORY:
56 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
59 #ifdef GL_TABLE_TOO_LARGE
60 case GL_TABLE_TOO_LARGE:
61 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
65 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
73 static float viewdist;
74 // sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
75 static int vpnbit0, vpnbit1, vpnbit2;
77 int c_meshs, c_meshtris, c_transmeshs, c_transtris;
81 float overbrightscale;
83 void SCR_ScreenShot_f (void);
86 static int max_transmeshs;
87 static int max_verts; // always max_meshs * 3
88 static int max_transverts; // always max_transmeshs * 3
89 #define TRANSDEPTHRES 4096
91 typedef struct buf_mesh_s
95 int blendfunc1, blendfunc2;
96 int textures[MAX_TEXTUREUNITS];
97 int texturergbscale[MAX_TEXTUREUNITS];
102 struct buf_mesh_s *chain;
103 struct buf_transtri_s *transchain;
107 typedef struct buf_transtri_s
109 struct buf_transtri_s *next;
110 struct buf_transtri_s *meshsortchain;
116 typedef struct buf_tri_s
146 static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
147 static buf_mesh_t *buf_mesh;
148 static buf_tri_t *buf_tri;
149 static buf_vertex_t *buf_vertex;
150 static buf_fcolor_t *buf_fcolor;
151 static buf_bcolor_t *buf_bcolor;
152 static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
154 static int currenttransmesh, currenttransvertex, currenttranstriangle;
155 static buf_mesh_t *buf_transmesh;
156 static buf_transtri_t *buf_sorttranstri;
157 static buf_transtri_t **buf_sorttranstri_list;
158 static buf_tri_t *buf_transtri;
159 static buf_vertex_t *buf_transvertex;
160 static buf_fcolor_t *buf_transfcolor;
161 static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
163 static mempool_t *gl_backend_mempool;
164 static int resizingbuffers = false;
166 static void gl_backend_start(void)
170 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
171 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
173 Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
174 if (qglDrawRangeElements != NULL)
175 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
176 if (strstr(gl_renderer, "3Dfx"))
178 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
179 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
183 max_verts = max_meshs * 3;
184 max_transverts = max_transmeshs * 3;
186 if (!gl_backend_mempool)
187 gl_backend_mempool = Mem_AllocPool("GL_Backend");
189 #define BACKENDALLOC(var, count, sizeofstruct, varname)\
191 var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
193 Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
194 memset(var, 0, count * sizeof(sizeofstruct));\
197 BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
198 BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
199 BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
200 BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
201 BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
203 BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
204 BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
205 BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
206 BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
207 BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
208 BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
210 for (i = 0;i < MAX_TEXTUREUNITS;i++)
212 // only allocate as many texcoord arrays as we need
213 if (i < gl_textureunits)
215 BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
216 BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
220 buf_texcoord[i] = NULL;
221 buf_transtexcoord[i] = NULL;
224 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
225 backendactive = true;
228 static void gl_backend_shutdown(void)
230 Con_Printf("OpenGL Backend shutting down\n");
233 Mem_EmptyPool(gl_backend_mempool);
235 Mem_FreePool(&gl_backend_mempool);
238 backendactive = false;
241 static void gl_backend_bufferchanges(int init)
243 if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
244 Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
247 if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
248 Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
249 overflowedtransverts = 0;
251 if (gl_mesh_drawmode.integer < 0)
252 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
253 if (gl_mesh_drawmode.integer > 3)
254 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
256 if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
258 // change drawmode 3 to 2 if 3 won't work at all
259 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
262 // 21760 is (65536 / 3) rounded off to a multiple of 128
263 if (gl_mesh_maxtriangles.integer < 1024)
264 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
265 if (gl_mesh_maxtriangles.integer > 21760)
266 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
268 if (gl_mesh_transtriangles.integer < 1024)
269 Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
270 if (gl_mesh_transtriangles.integer > 65536)
271 Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
273 if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
275 max_meshs = gl_mesh_maxtriangles.integer;
276 max_transmeshs = gl_mesh_transtriangles.integer;
280 resizingbuffers = true;
281 gl_backend_shutdown();
283 resizingbuffers = false;
288 static void gl_backend_newmap(void)
292 void gl_backend_init(void)
294 Cvar_RegisterVariable(&r_render);
295 Cvar_RegisterVariable(&gl_dither);
296 Cvar_RegisterVariable(&gl_lockarrays);
298 Cvar_SetValue("r_render", 0);
301 Cvar_RegisterVariable(&gl_mesh_maxtriangles);
302 Cvar_RegisterVariable(&gl_mesh_transtriangles);
303 Cvar_RegisterVariable(&gl_mesh_floatcolors);
304 Cvar_RegisterVariable(&gl_mesh_drawmode);
305 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
306 gl_backend_bufferchanges(true);
309 int arraylocked = false;
311 void GL_LockArray(int first, int count)
313 if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
315 qglLockArraysEXT(first, count);
321 void GL_UnlockArray(void)
325 qglUnlockArraysEXT();
336 static void GL_SetupFrame (void)
339 double fovx, fovy, zNear, zFar, aspect;
341 if (!r_render.integer)
344 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
347 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
348 qglLoadIdentity ();CHECKGLERROR
350 // y is weird beause OpenGL is bottom to top, we use top to bottom
351 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
355 zFar = r_mesh_farclip;
358 fovx = r_refdef.fov_x;
359 fovy = r_refdef.fov_y;
360 aspect = r_refdef.width / r_refdef.height;
363 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
364 ymax = zNear * tan(fovy * M_PI / 360.0);
367 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
369 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
370 qglLoadIdentity ();CHECKGLERROR
373 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
374 qglRotatef (90, 0, 0, 1);CHECKGLERROR
376 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
377 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
378 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
380 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
392 int texture[MAX_TEXTUREUNITS];
393 float texturergbscale[MAX_TEXTUREUNITS];
397 void GL_SetupTextureState(void)
400 if (backendunits > 1)
402 for (i = 0;i < backendunits;i++)
404 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
405 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
406 if (gl_combine.integer)
408 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
409 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
410 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
411 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
412 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
413 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
414 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
415 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
416 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
417 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
418 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
419 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
420 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
421 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
422 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
423 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
424 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
428 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
430 if (gl_state.texture[i])
432 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
436 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
438 if (gl_mesh_drawmode.integer > 0)
440 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
441 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
442 if (gl_state.texture[i])
444 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
448 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
455 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
456 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
457 if (gl_state.texture[0])
459 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
463 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
465 if (gl_mesh_drawmode.integer > 0)
467 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
468 if (gl_state.texture[0])
470 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
474 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
480 // called at beginning of frame
482 void R_Mesh_Start(float farclip)
486 Sys_Error("R_Mesh_Clear: called when backend is not active\n");
490 gl_backend_bufferchanges(false);
495 currenttransmesh = 0;
496 currenttranstriangle = 0;
497 currenttransvertex = 0;
499 r_mesh_farclip = farclip;
500 viewdist = DotProduct(r_origin, vpn);
501 vpnbit0 = vpn[0] < 0;
502 vpnbit1 = vpn[1] < 0;
503 vpnbit2 = vpn[2] < 0;
513 gl_state.clientunit = 0;
515 for (i = 0;i < backendunits;i++)
517 gl_state.texture[i] = 0;
518 gl_state.texturergbscale[i] = 1;
521 qglEnable(GL_CULL_FACE);CHECKGLERROR
522 qglCullFace(GL_FRONT);CHECKGLERROR
524 gl_state.depthtest = true;
525 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
527 gl_state.blendfunc1 = GL_ONE;
528 gl_state.blendfunc2 = GL_ZERO;
529 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
532 qglDisable(GL_BLEND);CHECKGLERROR
534 gl_state.depthmask = GL_TRUE;
535 qglDepthMask(gl_state.depthmask);CHECKGLERROR
538 if (gl_mesh_drawmode.integer > 0)
541 qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
542 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
543 if (gl_mesh_floatcolors.integer)
545 qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
549 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
551 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
554 GL_SetupTextureState();
557 int gl_backend_rebindtextures;
559 void GL_ConvertColorsFloatToByte(void)
562 // LordHavoc: to avoid problems with aliasing (treating memory as two
563 // different types - exactly what this is doing), these must be volatile
565 volatile int *icolor;
566 volatile float *fcolor;
569 total = currentvertex * 4;
571 // shift float to have 8bit fraction at base of number
572 fcolor = &buf_fcolor->c[0];
573 for (i = 0;i < total;)
575 fcolor[i ] += 32768.0f;
576 fcolor[i + 1] += 32768.0f;
577 fcolor[i + 2] += 32768.0f;
578 fcolor[i + 3] += 32768.0f;
582 // then read as integer and kill float bits...
583 icolor = (int *)&buf_fcolor->c[0];
584 bcolor = &buf_bcolor->c[0];
585 for (i = 0;i < total;)
587 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
588 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
589 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
590 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
595 void GL_MeshState(buf_mesh_t *mesh)
598 if (backendunits > 1)
600 for (i = 0;i < backendunits;i++)
602 if (gl_state.texture[i] != mesh->textures[i])
604 if (gl_state.unit != i)
606 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
608 if (gl_state.texture[i] == 0)
610 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
611 // have to disable texcoord array on disabled texture
612 // units due to NVIDIA driver bug with
613 // compiled_vertex_array
614 if (gl_state.clientunit != i)
616 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
618 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
620 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR
621 if (gl_state.texture[i] == 0)
623 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
624 // have to disable texcoord array on disabled texture
625 // units due to NVIDIA driver bug with
626 // compiled_vertex_array
627 if (gl_state.clientunit != i)
629 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
631 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
634 if (gl_state.texturergbscale[i] != mesh->texturergbscale[i])
636 if (gl_state.unit != i)
638 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
640 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
646 if (gl_state.texture[0] != mesh->textures[0])
648 if (gl_state.texture[0] == 0)
650 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
651 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
653 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR
654 if (gl_state.texture[0] == 0)
656 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
657 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
661 if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
663 qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR
664 if (gl_state.blendfunc2 == GL_ZERO)
666 if (gl_state.blendfunc1 == GL_ONE)
671 qglDisable(GL_BLEND);CHECKGLERROR
679 qglEnable(GL_BLEND);CHECKGLERROR
688 qglEnable(GL_BLEND);CHECKGLERROR
692 if (gl_state.depthtest != mesh->depthtest)
694 gl_state.depthtest = mesh->depthtest;
695 if (gl_state.depthtest)
696 qglEnable(GL_DEPTH_TEST);
698 qglDisable(GL_DEPTH_TEST);
700 if (gl_state.depthmask != mesh->depthmask)
702 qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR
706 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
708 unsigned int i, j, in;
709 if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
711 // GL 1.2 or GL 1.1 with extension
712 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
714 else if (gl_mesh_drawmode.integer >= 2)
717 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
719 else if (gl_mesh_drawmode.integer >= 1)
722 // feed it manually using glArrayElement
723 qglBegin(GL_TRIANGLES);
724 for (i = 0;i < indexcount;i++)
725 qglArrayElement(index[i]);
730 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
732 qglBegin(GL_TRIANGLES);
733 if (gl_state.texture[1]) // if the mesh uses multiple textures
735 // the minigl doesn't have this (because it does not have ARB_multitexture)
736 for (i = 0;i < indexcount;i++)
739 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
740 for (j = 0;j < backendunits;j++)
741 if (gl_state.texture[j])
742 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
743 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
748 for (i = 0;i < indexcount;i++)
751 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
752 if (gl_state.texture[0])
753 qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
754 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
761 // renders mesh buffers, called to flush buffers when full
762 void R_Mesh_Render(void)
768 Sys_Error("R_Mesh_Render: called when backend is not active\n");
773 if (!r_render.integer)
783 // drawmode 0 always uses byte colors
784 if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
785 GL_ConvertColorsFloatToByte();
787 if (gl_backend_rebindtextures)
789 gl_backend_rebindtextures = false;
790 GL_SetupTextureState();
793 GL_MeshState(buf_mesh);
794 GL_LockArray(0, currentvertex);
795 GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
797 if (currentmesh >= 2)
799 for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
802 GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR
810 GL_UnlockArray();CHECKGLERROR
813 // restores backend state, used when done with 3D rendering
814 void R_Mesh_Finish(void)
817 // flush any queued meshs
821 if (backendunits > 1)
823 for (i = backendunits - 1;i >= 0;i--)
825 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
826 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
827 if (gl_combine.integer)
829 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
833 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
837 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
839 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
843 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
844 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
850 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
851 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
854 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
859 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
860 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
863 qglDisable(GL_BLEND);CHECKGLERROR
864 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
865 qglDepthMask(GL_TRUE);CHECKGLERROR
866 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
869 void R_Mesh_ClearDepth(void)
871 if (currenttransmesh)
872 R_Mesh_AddTransparent();
876 qglClear(GL_DEPTH_BUFFER_BIT);
877 R_Mesh_Start(r_mesh_farclip);
880 void R_Mesh_AddTransparent(void)
883 float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
884 buf_vertex_t *vert1, *vert2, *vert3;
886 buf_mesh_t *mesh, *transmesh;
888 if (!currenttransmesh)
891 // convert index data to transtris for sorting
892 for (j = 0;j < currenttransmesh;j++)
894 mesh = buf_transmesh + j;
895 k = mesh->firsttriangle;
896 index = &buf_transtri[k].index[0];
897 for (i = 0;i < mesh->triangles;i++)
899 tri = &buf_sorttranstri[k++];
901 tri->index[0] = *index++;
902 tri->index[1] = *index++;
903 tri->index[2] = *index++;
907 // map farclip to 0-4095 list range
908 centerscaler = (TRANSDEPTHRES / r_mesh_farclip) * (1.0f / 3.0f);
909 viewdistcompare = viewdist + 4.0f;
911 memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
914 for (j = 0;j < currenttranstriangle;j++)
916 tri = &buf_sorttranstri[j];
917 i = tri->mesh->firstvert;
919 vert1 = &buf_transvertex[tri->index[0] + i];
920 vert2 = &buf_transvertex[tri->index[1] + i];
921 vert3 = &buf_transvertex[tri->index[2] + i];
923 dist1 = DotProduct(vert1->v, vpn);
924 dist2 = DotProduct(vert2->v, vpn);
925 dist3 = DotProduct(vert3->v, vpn);
927 maxdist = max(dist1, max(dist2, dist3));
928 if (maxdist < viewdistcompare)
931 center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
934 i = bound(0, i, (TRANSDEPTHRES - 1));
938 center += 8388608.0f;
939 i = *((int *)¢er) & 0x7FFFFF;
940 i = min(i, (TRANSDEPTHRES - 1));
942 tri->next = buf_sorttranstri_list[i];
943 buf_sorttranstri_list[i] = tri;
947 for (i = 0;i < currenttransmesh;i++)
948 buf_transmesh[i].transchain = NULL;
950 for (j = 0;j < TRANSDEPTHRES;j++)
952 if ((tri = buf_sorttranstri_list[j]))
954 for (;tri;tri = tri->next)
956 if (!tri->mesh->transchain)
958 tri->mesh->chain = transmesh;
959 transmesh = tri->mesh;
961 tri->meshsortchain = tri->mesh->transchain;
962 tri->mesh->transchain = tri;
968 for (;transmesh;transmesh = transmesh->chain)
970 mesh = &buf_mesh[currentmesh++];
971 *mesh = *transmesh; // copy mesh properties
973 mesh->firstvert = currentvertex;
974 memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
975 memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
976 for (i = 0;i < backendunits && transmesh->textures[i];i++)
977 memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
978 currentvertex += mesh->verts;
980 mesh->firsttriangle = currenttriangle;
981 for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
983 buf_tri[currenttriangle].index[0] = tri->index[0];
984 buf_tri[currenttriangle].index[1] = tri->index[1];
985 buf_tri[currenttriangle].index[2] = tri->index[2];
988 mesh->triangles = currenttriangle - mesh->firsttriangle;
992 currenttransmesh = 0;
993 currenttranstriangle = 0;
994 currenttransvertex = 0;
997 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
998 // (this is used for very high speed rendering, no copying)
999 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
1001 // these are static because gcc runs out of virtual registers otherwise
1002 int i, j, overbright;
1007 Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
1009 if (!m->numtriangles
1011 Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
1013 // LordHavoc: removed this error condition because with floatcolors 0,
1014 // the 3DFX driver works with very large meshs
1015 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1016 //if (m->numtriangles > 1024 || m->numverts > 3072)
1018 // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
1022 i = max(m->numtriangles * 3, m->numverts);
1023 if (overflowedverts < i)
1024 overflowedverts = i;
1026 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1028 Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
1034 overflowedtransverts += max(m->numtriangles * 3, m->numverts);
1035 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1039 Con_Printf("R_Mesh_Draw_GetBuffer: ran out of room for transparent meshs\n");
1046 c_transtris += m->numtriangles;
1047 m->index = &buf_transtri[currenttranstriangle].index[0];
1048 m->vertex = &buf_transvertex[currenttransvertex].v[0];
1049 m->color = &buf_transfcolor[currenttransvertex].c[0];
1050 for (i = 0;i < backendunits;i++)
1051 m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
1053 // transmesh is only for storage of transparent meshs until they
1054 // are inserted into the main mesh array
1055 mesh = &buf_transmesh[currenttransmesh++];
1056 mesh->firsttriangle = currenttranstriangle;
1057 mesh->firstvert = currenttransvertex;
1058 currenttranstriangle += m->numtriangles;
1059 currenttransvertex += m->numverts;
1066 Con_Printf("mesh queue not empty, flushing.\n");
1070 c_meshtris += m->numtriangles;
1071 m->index = &buf_tri[currenttriangle].index[0];
1072 m->vertex = &buf_vertex[currentvertex].v[0];
1073 m->color = &buf_fcolor[currentvertex].c[0];
1074 for (i = 0;i < backendunits;i++)
1075 m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
1077 // opaque meshs are rendered directly
1078 mesh = &buf_mesh[currentmesh++];
1079 mesh->firsttriangle = currenttriangle;
1080 mesh->firstvert = currentvertex;
1081 currenttriangle += m->numtriangles;
1082 currentvertex += m->numverts;
1085 // code shared for transparent and opaque meshs
1086 mesh->blendfunc1 = m->blendfunc1;
1087 mesh->blendfunc2 = m->blendfunc2;
1088 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1089 mesh->depthtest = !m->depthdisable;
1090 mesh->triangles = m->numtriangles;
1091 mesh->verts = m->numverts;
1095 if (m->blendfunc1 == GL_DST_COLOR)
1097 // check if it is a 2x modulate with framebuffer
1098 if (m->blendfunc2 == GL_SRC_COLOR)
1101 else if (m->blendfunc2 != GL_SRC_COLOR)
1105 overbright = wantoverbright && gl_combine.integer;
1109 scaler *= overbrightscale;
1111 m->colorscale = scaler;
1114 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1116 if ((mesh->textures[i] = m->tex[i]))
1119 if (i >= backendunits)
1120 Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1122 mesh->texturergbscale[i] = m->texrgbscale[i];
1123 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1124 mesh->texturergbscale[i] = 1;
1126 if (overbright && j >= 0)
1127 mesh->texturergbscale[j] = 4;
1133 ==============================================================================
1137 ==============================================================================
1140 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
1146 if (!r_render.integer)
1149 buffer = Mem_Alloc(tempmempool, width*height*3);
1150 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1153 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1154 if (v_hwgamma.integer)
1155 for (i = 0;i < width * height * 3;i++)
1156 buffer[i] <<= v_overbrightbits.integer;
1158 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
1164 //=============================================================================
1166 void R_ClearScreen(void)
1168 if (r_render.integer)
1171 qglClearColor(0,0,0,0);CHECKGLERROR
1173 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
1174 // set dithering mode
1175 if (gl_dither.integer)
1177 qglEnable(GL_DITHER);CHECKGLERROR
1181 qglDisable(GL_DITHER);CHECKGLERROR
1190 This is called every frame, and can also be called explicitly to flush
1194 void SCR_UpdateScreen (void)
1198 R_TimeReport("finish");
1200 if (r_textureunits.integer > gl_textureunits)
1201 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1202 if (r_textureunits.integer < 1)
1203 Cvar_SetValueQuick(&r_textureunits, 1);
1205 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1206 Cvar_SetValueQuick(&gl_combine, 0);
1209 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1212 lightscalebit = v_overbrightbits.integer;
1213 if (gl_combine.integer && r_textureunits.integer > 1)
1215 lightscale = 1.0f / (float) (1 << lightscalebit);
1217 R_TimeReport("setup");
1221 R_TimeReport("clear");
1223 if (scr_conlines < vid.conheight)
1229 // tell driver to commit it's partially full geometry queue to the rendering queue
1230 // (this doesn't wait for the commands themselves to complete)