5 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "21760"};
6 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"};
9 cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"};
10 cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"};
11 cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"};
12 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
14 cvar_t r_render = {0, "r_render", "1"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
16 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
28 #ifdef GL_INVALID_ENUM
30 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
33 #ifdef GL_INVALID_VALUE
34 case GL_INVALID_VALUE:
35 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
38 #ifdef GL_INVALID_OPERATION
39 case GL_INVALID_OPERATION:
40 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
43 #ifdef GL_STACK_OVERFLOW
44 case GL_STACK_OVERFLOW:
45 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
48 #ifdef GL_STACK_UNDERFLOW
49 case GL_STACK_UNDERFLOW:
50 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
53 #ifdef GL_OUT_OF_MEMORY
54 case GL_OUT_OF_MEMORY:
55 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
58 #ifdef GL_TABLE_TOO_LARGE
59 case GL_TABLE_TOO_LARGE:
60 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
64 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
72 int c_meshs, c_meshelements;
74 void SCR_ScreenShot_f (void);
76 // these are externally accessible
77 int r_lightmapscalebit;
79 GLfloat *varray_vertex, *varray_buf_vertex;
80 GLfloat *varray_color, *varray_buf_color;
81 GLfloat *varray_texcoord[MAX_TEXTUREUNITS], *varray_buf_texcoord[MAX_TEXTUREUNITS];
84 float mesh_var_readfrequency;
85 float mesh_var_writefrequency;
86 float mesh_var_priority;
87 int varray_offset = 0, varray_offsetnext = 0;
88 GLuint *varray_buf_elements;
89 int mesh_maxelements = 3072;
91 static matrix4x4_t backend_viewmatrix;
92 static matrix4x4_t backend_modelmatrix;
93 static matrix4x4_t backend_modelviewmatrix;
94 static matrix4x4_t backend_glmodelviewmatrix;
95 static matrix4x4_t backend_projectmatrix;
97 static int backendunits, backendactive;
98 static GLubyte *varray_bcolor, *varray_buf_bcolor;
99 static mempool_t *gl_backend_mempool;
102 note: here's strip order for a terrain row:
108 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
110 *elements++ = i + row;
112 *elements++ = i + row + 1;
115 *elements++ = i + row + 1;
118 void GL_Backend_AllocElementsArray(void)
120 if (varray_buf_elements)
121 Mem_Free(varray_buf_elements);
122 varray_buf_elements = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
125 void GL_Backend_FreeElementArray(void)
127 if (varray_buf_elements)
128 Mem_Free(varray_buf_elements);
129 varray_buf_elements = NULL;
132 void GL_Backend_CheckCvars(void)
134 // 21760 is (65536 / 3) rounded off to a multiple of 128
135 if (gl_mesh_maxverts.integer < 1024)
136 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
137 if (gl_mesh_maxverts.integer > 21760)
138 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
139 if (gl_mesh_vertex_array_range.integer && !gl_support_var)
140 Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0);
141 if (gl_mesh_vertex_array_range_readfrequency.value < 0)
142 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0);
143 if (gl_mesh_vertex_array_range_readfrequency.value > 1)
144 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1);
145 if (gl_mesh_vertex_array_range_writefrequency.value < 0)
146 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0);
147 if (gl_mesh_vertex_array_range_writefrequency.value > 1)
148 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1);
149 if (gl_mesh_vertex_array_range_priority.value < 0)
150 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0);
151 if (gl_mesh_vertex_array_range_priority.value > 1)
152 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1);
155 int polygonelements[768];
157 void GL_Backend_AllocArrays(void)
161 if (!gl_backend_mempool)
163 gl_backend_mempool = Mem_AllocPool("GL_Backend");
164 varray_buf_vertex = NULL;
165 varray_buf_color = NULL;
166 varray_buf_bcolor = NULL;
167 varray_buf_elements = NULL;
168 for (i = 0;i < MAX_TEXTUREUNITS;i++)
169 varray_buf_texcoord[i] = NULL;
172 mesh_maxverts = gl_mesh_maxverts.integer;
173 mesh_var = gl_mesh_vertex_array_range.integer;
174 mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value;
175 mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value;
176 mesh_var_priority = gl_mesh_vertex_array_range_priority.value;
178 if (varray_buf_vertex)
179 VID_FreeVertexArrays(varray_buf_vertex);
180 varray_buf_vertex = NULL;
181 varray_buf_color = NULL;
182 varray_buf_bcolor = NULL;
183 for (i = 0;i < MAX_TEXTUREUNITS;i++)
184 varray_buf_texcoord[i] = NULL;
186 size = mesh_maxverts * (sizeof(GLfloat[4]) + sizeof(GLfloat[4]) + sizeof(GLfloat[4]) * backendunits + sizeof(GLubyte[4]));
187 varray_buf_vertex = 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);
188 varray_buf_color = varray_buf_vertex + 4 * mesh_maxverts;
189 for (i = 0;i < backendunits;i++)
190 varray_buf_texcoord[i] = varray_buf_vertex + (i + 2) * 4 * mesh_maxverts;
191 for (;i < MAX_TEXTUREUNITS;i++)
192 varray_buf_texcoord[i] = NULL;
193 varray_buf_bcolor = (GLubyte *)(varray_buf_vertex + (backendunits + 2) * 4 * mesh_maxverts);
195 GL_Backend_AllocElementsArray();
200 qglVertexArrayRangeNV(size, varray_buf_vertex);
202 qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
207 void GL_Backend_FreeArrays(void)
214 qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
218 if (varray_buf_vertex)
219 VID_FreeVertexArrays(varray_buf_vertex);
220 varray_buf_vertex = NULL;
221 varray_buf_color = NULL;
222 varray_buf_bcolor = NULL;
223 for (i = 0;i < MAX_TEXTUREUNITS;i++)
224 varray_buf_texcoord[i] = NULL;
226 Mem_FreePool(&gl_backend_mempool);
228 varray_buf_elements = NULL;
231 static void gl_backend_start(void)
233 GL_Backend_CheckCvars();
235 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
236 if (qglDrawRangeElements != NULL)
239 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
241 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
243 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
245 if (strstr(gl_renderer, "3Dfx"))
247 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
248 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
251 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
253 GL_Backend_AllocArrays();
255 backendactive = true;
258 static void gl_backend_shutdown(void)
261 backendactive = false;
263 Con_Printf("OpenGL Backend shutting down\n");
265 GL_Backend_FreeArrays();
268 void GL_Backend_ResizeArrays(int numvertices)
270 Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
271 GL_Backend_CheckCvars();
272 mesh_maxverts = gl_mesh_maxverts.integer;
273 GL_Backend_AllocArrays();
276 static void gl_backend_newmap(void)
280 void gl_backend_init(void)
284 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
286 polygonelements[i * 3 + 0] = 0;
287 polygonelements[i * 3 + 1] = i + 1;
288 polygonelements[i * 3 + 2] = i + 2;
291 Cvar_RegisterVariable(&r_render);
292 Cvar_RegisterVariable(&gl_dither);
293 Cvar_RegisterVariable(&gl_lockarrays);
294 Cvar_RegisterVariable(&gl_delayfinish);
296 Cvar_SetValue("r_render", 0);
299 Cvar_RegisterVariable(&gl_mesh_maxverts);
300 Cvar_RegisterVariable(&gl_mesh_floatcolors);
301 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
302 Cvar_RegisterVariable(&gl_mesh_vertex_array_range);
303 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency);
304 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency);
305 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority);
306 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
309 void GL_SetupView_ViewPort (int x, int y, int width, int height)
311 if (!r_render.integer)
314 // y is weird beause OpenGL is bottom to top, we use top to bottom
315 qglViewport(x, vid.realheight - (y + height), width, height);
319 void GL_SetupView_Orientation_Identity (void)
321 Matrix4x4_CreateIdentity(&backend_viewmatrix);
322 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
325 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
327 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
328 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
329 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
330 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
331 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
332 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
333 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
336 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
340 if (!r_render.integer)
344 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
345 qglLoadIdentity();CHECKGLERROR
347 xmax = zNear * tan(fovx * M_PI / 360.0);
348 ymax = zNear * tan(fovy * M_PI / 360.0);
350 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
351 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
352 GL_SetupView_Orientation_Identity();
355 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
359 if (!r_render.integer)
363 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
364 qglLoadIdentity();CHECKGLERROR
366 nudge = 1.0 - 1.0 / (1<<23);
367 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
372 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
381 m[14] = -2 * zNear * nudge;
384 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
385 GL_SetupView_Orientation_Identity();
386 backend_projectmatrix.m[0][0] = m[0];
387 backend_projectmatrix.m[1][0] = m[1];
388 backend_projectmatrix.m[2][0] = m[2];
389 backend_projectmatrix.m[3][0] = m[3];
390 backend_projectmatrix.m[0][1] = m[4];
391 backend_projectmatrix.m[1][1] = m[5];
392 backend_projectmatrix.m[2][1] = m[6];
393 backend_projectmatrix.m[3][1] = m[7];
394 backend_projectmatrix.m[0][2] = m[8];
395 backend_projectmatrix.m[1][2] = m[9];
396 backend_projectmatrix.m[2][2] = m[10];
397 backend_projectmatrix.m[3][2] = m[11];
398 backend_projectmatrix.m[0][3] = m[12];
399 backend_projectmatrix.m[1][3] = m[13];
400 backend_projectmatrix.m[2][3] = m[14];
401 backend_projectmatrix.m[3][3] = m[15];
404 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
406 if (!r_render.integer)
410 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
411 qglLoadIdentity();CHECKGLERROR
412 qglOrtho(x1, x2, y2, y1, zNear, zFar);
413 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
414 GL_SetupView_Orientation_Identity();
417 typedef struct gltextureunit_s
419 int t1d, t2d, t3d, tcubemap;
421 float rgbscale, alphascale;
422 int combinergb, combinealpha;
423 // FIXME: add more combine stuff
436 gltextureunit_t units[MAX_TEXTUREUNITS];
441 void GL_SetupTextureState(void)
444 gltextureunit_t *unit;
445 for (i = 0;i < backendunits;i++)
447 if (qglActiveTexture)
448 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
449 if (qglClientActiveTexture)
450 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
451 unit = gl_state.units + i;
457 unit->alphascale = 1;
458 unit->combinergb = GL_MODULATE;
459 unit->combinealpha = GL_MODULATE;
460 unit->arrayenabled = false;
461 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
462 if (gl_texture3d || gl_texturecubemap)
464 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_buf_texcoord[i]);CHECKGLERROR
468 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_buf_texcoord[i]);CHECKGLERROR
470 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
471 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
474 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
476 if (gl_texturecubemap)
478 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
480 if (gl_combine.integer)
482 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
483 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
484 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
485 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
486 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
487 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
488 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
489 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
490 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
491 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
492 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
493 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
494 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
495 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
496 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
497 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
498 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
502 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
507 void GL_Backend_ResetState(void)
509 memset(&gl_state, 0, sizeof(gl_state));
510 gl_state.depthdisable = false;
511 gl_state.blendfunc1 = GL_ONE;
512 gl_state.blendfunc2 = GL_ZERO;
513 gl_state.blend = false;
514 gl_state.depthmask = GL_TRUE;
515 gl_state.colorarray = false;
517 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
518 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
520 qglEnable(GL_CULL_FACE);CHECKGLERROR
521 qglCullFace(GL_FRONT);CHECKGLERROR
522 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
523 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
524 qglDisable(GL_BLEND);CHECKGLERROR
525 qglDepthMask(gl_state.depthmask);CHECKGLERROR
526 qglVertexPointer(3, GL_FLOAT, sizeof(GLfloat[4]), varray_buf_vertex);CHECKGLERROR
527 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
528 if (gl_mesh_floatcolors.integer)
530 qglColorPointer(4, GL_FLOAT, sizeof(GLfloat[4]), varray_buf_color);CHECKGLERROR
534 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), varray_buf_bcolor);CHECKGLERROR
536 GL_Color(1, 1, 1, 1);
538 GL_SetupTextureState();
541 void GL_UseColorArray(void)
543 if (!gl_state.colorarray)
545 gl_state.colorarray = true;
546 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
550 void GL_Color(float cr, float cg, float cb, float ca)
552 if (gl_state.colorarray)
554 gl_state.colorarray = false;
555 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
557 qglColor4f(cr, cg, cb, ca);
560 void GL_TransformToScreen(const vec4_t in, vec4_t out)
564 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
565 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
567 out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
568 out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
569 out[2] = out[2] * iw;
572 // called at beginning of frame
573 void R_Mesh_Start(void)
579 GL_Backend_CheckCvars();
580 if (mesh_maxverts != gl_mesh_maxverts.integer
581 || mesh_var != gl_mesh_vertex_array_range.integer
582 || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value
583 || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value
584 || mesh_var_priority != gl_mesh_vertex_array_range_priority.value)
585 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
587 GL_Backend_ResetState();
592 qglFlushVertexArrayRangeNV();
598 int gl_backend_rebindtextures;
600 void GL_ConvertColorsFloatToByte(int numverts)
603 // LordHavoc: to avoid problems with aliasing (treating memory as two
604 // different types - exactly what this is doing), these must be volatile
606 volatile int *icolor;
607 volatile float *fcolor;
610 total = numverts * 4;
612 // shift float to have 8bit fraction at base of number
613 fcolor = varray_buf_color;
614 for (i = 0;i < total;)
616 fcolor[i ] += 32768.0f;
617 fcolor[i + 1] += 32768.0f;
618 fcolor[i + 2] += 32768.0f;
619 fcolor[i + 3] += 32768.0f;
623 // then read as integer and kill float bits...
624 icolor = (int *)varray_buf_color;
625 bcolor = varray_buf_bcolor;
626 for (i = 0;i < total;)
628 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (GLubyte) k;
629 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k;
630 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k;
631 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k;
637 // enlarges geometry buffers if they are too small
638 void _R_Mesh_ResizeCheck(int numverts)
640 if (numverts > mesh_maxverts)
643 GL_Backend_ResizeArrays(numverts + 100);
644 GL_Backend_ResetState();
649 void GL_Backend_RenumberElements(int numelements, const int *in, int offset)
652 for (i = 0;i < numelements;i++)
653 varray_buf_elements[i] = in[i] + offset;
656 // gets geometry space for a mesh
657 void R_Mesh_GetSpace(int numverts)
661 varray_offset = varray_offsetnext;
662 if (varray_offset + numverts > mesh_maxverts)
664 if (numverts > mesh_maxverts)
667 GL_Backend_ResizeArrays(numverts + 100);
668 GL_Backend_ResetState();
672 if (varray_offset == 0 && mesh_var)
675 qglFlushVertexArrayRangeNV();
681 // varray_offset = rand() % (mesh_maxverts - numverts);
683 varray_vertex = varray_buf_vertex + varray_offset * 4;
684 varray_color = varray_buf_color + varray_offset * 4;
685 varray_bcolor = varray_buf_bcolor + varray_offset * 4;
686 for (i = 0;i < backendunits;i++)
687 varray_texcoord[i] = varray_buf_texcoord[i] + varray_offset * 4;
689 varray_offsetnext = varray_offset + numverts;
692 // renders the current mesh
693 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
696 if (numtriangles == 0 || numverts == 0)
698 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
701 numelements = numtriangles * 3;
702 if (mesh_maxelements < numelements)
704 mesh_maxelements = numelements;
705 GL_Backend_AllocElementsArray();
707 GL_Backend_RenumberElements(numelements, elements, varray_offset);
709 c_meshelements += numelements;
710 if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
711 GL_ConvertColorsFloatToByte(numverts);
712 if (r_render.integer)
714 if (gl_supportslockarrays && gl_lockarrays.integer)
716 qglLockArraysEXT(varray_offset, numverts);
718 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
720 qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
725 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
728 qglUnlockArraysEXT();
733 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
739 // restores backend state, used when done with 3D rendering
740 void R_Mesh_Finish(void)
747 qglFlushVertexArrayRangeNV();
752 for (i = backendunits - 1;i >= 0;i--)
754 if (qglActiveTexture)
755 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
756 if (qglClientActiveTexture)
757 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
758 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
759 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
760 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
763 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
765 if (gl_texturecubemap)
767 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
769 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
770 if (gl_combine.integer)
772 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
773 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
776 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
777 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
779 qglDisable(GL_BLEND);CHECKGLERROR
780 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
781 qglDepthMask(GL_TRUE);CHECKGLERROR
782 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
785 void R_Mesh_Matrix(const matrix4x4_t *matrix)
787 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
789 backend_modelmatrix = *matrix;
790 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
791 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
792 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
796 // sets up the requested state
797 void R_Mesh_MainState(const rmeshstate_t *m)
801 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
803 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
804 if (gl_state.blendfunc2 == GL_ZERO)
806 if (gl_state.blendfunc1 == GL_ONE)
811 qglDisable(GL_BLEND);CHECKGLERROR
819 qglEnable(GL_BLEND);CHECKGLERROR
828 qglEnable(GL_BLEND);CHECKGLERROR
832 if (gl_state.depthdisable != m->depthdisable)
834 gl_state.depthdisable = m->depthdisable;
835 if (gl_state.depthdisable)
836 qglDisable(GL_DEPTH_TEST);
838 qglEnable(GL_DEPTH_TEST);
840 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
842 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
846 void R_Mesh_TextureState(const rmeshstate_t *m)
848 int i, combinergb, combinealpha;
850 gltextureunit_t *unit;
854 if (gl_backend_rebindtextures)
856 gl_backend_rebindtextures = false;
857 GL_SetupTextureState();
860 for (i = 0;i < backendunits;i++)
862 unit = gl_state.units + i;
863 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
865 if (gl_state.unit != i)
867 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
869 if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
871 if (!unit->arrayenabled)
873 unit->arrayenabled = true;
874 if (gl_state.clientunit != i)
876 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
878 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
883 if (unit->arrayenabled)
885 unit->arrayenabled = false;
886 if (gl_state.clientunit != i)
888 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
890 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
893 combinergb = m->texcombinergb[i];
894 combinealpha = m->texcombinealpha[i];
896 combinergb = GL_MODULATE;
898 combinealpha = GL_MODULATE;
899 if (unit->combinergb != combinergb)
901 unit->combinergb = combinergb;
902 if (gl_combine.integer)
904 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
908 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
911 if (unit->combinealpha != combinealpha)
913 unit->combinealpha = combinealpha;
914 if (gl_combine.integer)
916 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
919 if (unit->t1d != m->tex1d[i])
924 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
929 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
931 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
933 if (unit->t2d != m->tex[i])
938 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
943 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
945 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
947 if (unit->t3d != m->tex3d[i])
952 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
957 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
959 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
961 if (unit->tcubemap != m->texcubemap[i])
963 if (m->texcubemap[i])
965 if (unit->tcubemap == 0)
966 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
971 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
973 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
976 scale = max(m->texrgbscale[i], 1);
977 if (gl_state.units[i].rgbscale != scale)
979 if (gl_state.unit != i)
981 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
983 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
985 scale = max(m->texalphascale[i], 1);
986 if (gl_state.units[i].alphascale != scale)
988 if (gl_state.unit != i)
990 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
992 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
997 void R_Mesh_State(const rmeshstate_t *m)
1000 R_Mesh_TextureState(m);
1004 ==============================================================================
1008 ==============================================================================
1011 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
1017 if (!r_render.integer)
1020 buffer = Mem_Alloc(tempmempool, width*height*3);
1021 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1024 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1025 if (v_hwgamma.integer)
1027 for (i = 0;i < width * height * 3;i++)
1029 j = buffer[i] << v_overbrightbits.integer;
1030 buffer[i] = (qbyte) (bound(0, j, 255));
1034 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
1040 //=============================================================================
1042 void R_ClearScreen(void)
1044 if (r_render.integer)
1047 qglClearColor(0,0,0,0);CHECKGLERROR
1048 qglClearDepth(1);CHECKGLERROR
1051 // LordHavoc: we use a stencil centered around 128 instead of 0,
1052 // to avoid clamping interfering with strange shadow volume
1054 qglClearStencil(128);CHECKGLERROR
1057 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
1058 // set dithering mode
1059 if (gl_dither.integer)
1061 qglEnable(GL_DITHER);CHECKGLERROR
1065 qglDisable(GL_DITHER);CHECKGLERROR
1074 This is called every frame, and can also be called explicitly to flush
1078 void SCR_UpdateScreen (void)
1080 if (gl_delayfinish.integer)
1084 R_TimeReport("finish");
1087 if (r_textureunits.integer > gl_textureunits)
1088 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1089 if (r_textureunits.integer < 1)
1090 Cvar_SetValueQuick(&r_textureunits, 1);
1092 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1093 Cvar_SetValueQuick(&gl_combine, 0);
1096 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1099 r_lightmapscalebit = v_overbrightbits.integer;
1100 if (gl_combine.integer && r_textureunits.integer > 1)
1101 r_lightmapscalebit += 2;
1103 R_TimeReport("setup");
1107 R_TimeReport("clear");
1109 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1115 if (gl_delayfinish.integer)
1117 // tell driver to commit it's partially full geometry queue to the rendering queue
1118 // (this doesn't wait for the commands themselves to complete)
1125 R_TimeReport("finish");