4 //cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
5 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
6 //cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
7 cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
8 cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
9 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
10 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
12 cvar_t r_render = {0, "r_render", "1"};
13 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
14 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
19 void GL_PrintError(int errornumber, char *filename, int linenumber)
23 #ifdef GL_INVALID_ENUM
25 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
28 #ifdef GL_INVALID_VALUE
29 case GL_INVALID_VALUE:
30 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
33 #ifdef GL_INVALID_OPERATION
34 case GL_INVALID_OPERATION:
35 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
38 #ifdef GL_STACK_OVERFLOW
39 case GL_STACK_OVERFLOW:
40 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
43 #ifdef GL_STACK_UNDERFLOW
44 case GL_STACK_UNDERFLOW:
45 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
48 #ifdef GL_OUT_OF_MEMORY
49 case GL_OUT_OF_MEMORY:
50 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
53 #ifdef GL_TABLE_TOO_LARGE
54 case GL_TABLE_TOO_LARGE:
55 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
59 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
65 float r_farclip, r_newfarclip;
67 int polyindexarray[768];
69 static float viewdist;
71 int c_meshs, c_meshtris, c_transmeshs, c_transtris;
75 float overbrightscale;
77 void SCR_ScreenShot_f (void);
80 static int max_transmeshs;
82 static int max_verts; // always max_meshs * 3
83 static int max_transverts; // always max_transmeshs * 3
84 #define TRANSDEPTHRES 4096
86 typedef struct buf_mesh_s
90 int blendfunc1, blendfunc2;
91 int textures[MAX_TEXTUREUNITS];
92 int texturergbscale[MAX_TEXTUREUNITS];
97 struct buf_mesh_s *chain;
98 struct buf_transtri_s *transchain;
102 typedef struct buf_transtri_s
104 struct buf_transtri_s *next;
105 struct buf_transtri_s *meshsortchain;
111 typedef struct buf_tri_s
141 static float meshfarclip;
142 static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
143 static buf_mesh_t *buf_mesh;
144 static buf_tri_t *buf_tri;
145 static buf_vertex_t *buf_vertex;
146 static buf_fcolor_t *buf_fcolor;
147 static buf_bcolor_t *buf_bcolor;
148 static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
150 static int currenttransmesh, currenttransvertex, currenttranstriangle;
151 static buf_mesh_t *buf_transmesh;
152 static buf_transtri_t *buf_sorttranstri;
153 static buf_transtri_t **buf_sorttranstri_list;
154 static buf_tri_t *buf_transtri;
155 static buf_vertex_t *buf_transvertex;
156 static buf_fcolor_t *buf_transfcolor;
157 static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
159 static mempool_t *gl_backend_mempool;
160 static int resizingbuffers = false;
162 static void gl_backend_start(void)
166 max_verts = max_meshs * 3;
167 max_transverts = max_transmeshs * 3;
169 if (!gl_backend_mempool)
170 gl_backend_mempool = Mem_AllocPool("GL_Backend");
172 #define BACKENDALLOC(var, count, sizeofstruct, varname)\
174 var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
176 Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
177 memset(var, 0, count * sizeof(sizeofstruct));\
180 BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
181 BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
182 BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
183 BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
184 BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
186 BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
187 BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
188 BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
189 BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
190 BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
191 BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
193 for (i = 0;i < MAX_TEXTUREUNITS;i++)
195 // only allocate as many texcoord arrays as we need
196 if (i < gl_textureunits)
198 BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
199 BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
203 buf_texcoord[i] = NULL;
204 buf_transtexcoord[i] = NULL;
207 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
208 backendactive = true;
211 static void gl_backend_shutdown(void)
214 Mem_EmptyPool(gl_backend_mempool);
216 Mem_FreePool(&gl_backend_mempool);
219 backendactive = false;
222 static void gl_backend_bufferchanges(int init)
224 // 21760 is (65536 / 3) rounded off to a multiple of 128
225 if (gl_mesh_maxtriangles.integer < 256)
226 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 256);
227 if (gl_mesh_maxtriangles.integer > 21760)
228 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
230 if (gl_mesh_transtriangles.integer < 256)
231 Cvar_SetValueQuick(&gl_mesh_transtriangles, 256);
232 if (gl_mesh_transtriangles.integer > 65536)
233 Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
235 if (gl_mesh_batchtriangles.integer < 0)
236 Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
237 if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
238 Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
240 max_batch = gl_mesh_batchtriangles.integer;
242 if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
244 max_meshs = gl_mesh_maxtriangles.integer;
245 max_transmeshs = gl_mesh_transtriangles.integer;
249 resizingbuffers = true;
250 gl_backend_shutdown();
252 resizingbuffers = false;
257 static void gl_backend_newmap(void)
259 r_farclip = r_newfarclip = 2048.0f;
262 void gl_backend_init(void)
266 Cvar_RegisterVariable(&r_render);
267 Cvar_RegisterVariable(&gl_dither);
268 Cvar_RegisterVariable(&gl_lockarrays);
270 Cvar_SetValue("r_render", 0);
273 Cvar_RegisterVariable(&gl_mesh_maxtriangles);
274 Cvar_RegisterVariable(&gl_mesh_transtriangles);
275 Cvar_RegisterVariable(&gl_mesh_batchtriangles);
276 Cvar_RegisterVariable(&gl_mesh_floatcolors);
277 Cvar_RegisterVariable(&gl_mesh_drawmode);
278 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
279 gl_backend_bufferchanges(true);
280 for (i = 0;i < 256;i++)
282 polyindexarray[i*3+0] = 0;
283 polyindexarray[i*3+1] = i + 1;
284 polyindexarray[i*3+2] = i + 2;
288 int arraylocked = false;
290 void GL_LockArray(int first, int count)
292 if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer != 0)
294 qglLockArraysEXT(first, count);
300 void GL_UnlockArray(void)
304 qglUnlockArraysEXT();
310 //static float gldepthmin, gldepthmax;
317 static void GL_SetupFrame (void)
320 double fovx, fovy, zNear, zFar, aspect;
322 // update farclip based on previous frame
323 r_farclip = r_newfarclip;
325 if (!r_render.integer)
328 // qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
331 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
333 // qglDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
336 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
337 qglLoadIdentity ();CHECKGLERROR
339 // y is weird beause OpenGL is bottom to top, we use top to bottom
340 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
347 fovx = r_refdef.fov_x;
348 fovy = r_refdef.fov_y;
349 aspect = r_refdef.width / r_refdef.height;
352 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
353 ymax = zNear * tan(fovy * M_PI / 360.0);
356 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
358 // qglCullFace(GL_FRONT);CHECKGLERROR
360 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
361 qglLoadIdentity ();CHECKGLERROR
364 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
365 qglRotatef (90, 0, 0, 1);CHECKGLERROR
367 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
368 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
369 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
371 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
373 // qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
378 // if (gl_cull.integer)
380 // qglEnable(GL_CULL_FACE);CHECKGLERROR
384 // qglDisable(GL_CULL_FACE);CHECKGLERROR
387 // qglEnable(GL_BLEND);CHECKGLERROR
388 // qglEnable(GL_DEPTH_TEST);CHECKGLERROR
389 // qglDepthMask(1);CHECKGLERROR
392 static int mesh_blendfunc1;
393 static int mesh_blendfunc2;
394 static int mesh_blend;
395 static GLboolean mesh_depthmask;
396 static int mesh_depthtest;
397 static int mesh_unit;
398 static int mesh_clientunit;
399 static int mesh_texture[MAX_TEXTUREUNITS];
400 static float mesh_texturergbscale[MAX_TEXTUREUNITS];
402 void GL_SetupTextureState(void)
405 if (backendunits > 1)
407 for (i = 0;i < backendunits;i++)
409 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
410 qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
411 if (gl_combine.integer)
413 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
414 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
415 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
416 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
417 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
418 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
419 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
420 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
421 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
422 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
423 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
424 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
425 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
426 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
427 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
428 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
429 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
433 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
437 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
441 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
443 if (gl_mesh_drawmode.integer != 0)
445 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
446 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
449 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
453 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
460 qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
461 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
464 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
468 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
470 if (gl_mesh_drawmode.integer != 0)
472 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
475 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
479 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
485 // called at beginning of frame
487 void R_Mesh_Start(void)
491 Sys_Error("R_Mesh_Clear: called when backend is not active\n");
495 gl_backend_bufferchanges(false);
500 currenttransmesh = 0;
501 currenttranstriangle = 0;
502 currenttransvertex = 0;
505 viewdist = DotProduct(r_origin, vpn);
517 for (i = 0;i < backendunits;i++)
520 mesh_texturergbscale[i] = 1;
523 qglEnable(GL_CULL_FACE);CHECKGLERROR
524 qglCullFace(GL_FRONT);CHECKGLERROR
526 mesh_depthtest = true;
527 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
529 mesh_blendfunc1 = GL_ONE;
530 mesh_blendfunc2 = GL_ZERO;
531 qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
534 qglDisable(GL_BLEND);CHECKGLERROR
536 mesh_depthmask = GL_TRUE;
537 qglDepthMask(mesh_depthmask);CHECKGLERROR
540 if (gl_mesh_drawmode.integer != 0)
543 qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
544 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
545 if (gl_mesh_floatcolors.integer)
547 qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
551 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
553 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
556 GL_SetupTextureState();
559 int gl_backend_rebindtextures;
561 void GL_UpdateFarclip(void)
566 // push out farclip based on vertices
567 // FIXME: wouldn't this be slow when using matrix transforms?
568 for (i = 0;i < currentvertex;i++)
570 farclip = DotProduct(buf_vertex[i].v, vpn);
571 if (meshfarclip < farclip)
572 meshfarclip = farclip;
575 farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
577 // push out farclip for next frame
578 if (farclip > r_newfarclip)
579 r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
582 void GL_ConvertColorsFloatToByte(void)
584 int i, k, total, *icolor;
588 total = currentvertex * 4;
590 // shift float to have 8bit fraction at base of number
591 fcolor = &buf_fcolor->c[0];
592 for (i = 0;i < total;)
594 fcolor[i ] += 32768.0f;
595 fcolor[i + 1] += 32768.0f;
596 fcolor[i + 2] += 32768.0f;
597 fcolor[i + 3] += 32768.0f;
601 // then read as integer and kill float bits...
602 icolor = (int *)&buf_fcolor->c[0];
603 bcolor = &buf_bcolor->c[0];
604 for (i = 0;i < total;)
606 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
607 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
608 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
609 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
614 void GL_MeshState(buf_mesh_t *mesh)
617 if (backendunits > 1)
619 for (i = 0;i < backendunits;i++)
621 if (mesh_texture[i] != mesh->textures[i])
625 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
627 if (mesh_texture[i] == 0)
629 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
630 // have to disable texcoord array on disabled texture
631 // units due to NVIDIA driver bug with
632 // compiled_vertex_array
633 if (mesh_clientunit != i)
635 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
637 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
639 qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
640 if (mesh_texture[i] == 0)
642 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
643 // have to disable texcoord array on disabled texture
644 // units due to NVIDIA driver bug with
645 // compiled_vertex_array
646 if (mesh_clientunit != i)
648 qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
650 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
653 if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
657 qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
659 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
665 if (mesh_texture[0] != mesh->textures[0])
667 if (mesh_texture[0] == 0)
669 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
670 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
672 qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
673 if (mesh_texture[0] == 0)
675 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
676 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
680 if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
682 qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
683 if (mesh_blendfunc2 == GL_ZERO)
685 if (mesh_blendfunc1 == GL_ONE)
690 qglDisable(GL_BLEND);CHECKGLERROR
698 qglEnable(GL_BLEND);CHECKGLERROR
707 qglEnable(GL_BLEND);CHECKGLERROR
711 if (mesh_depthtest != mesh->depthtest)
713 mesh_depthtest = mesh->depthtest;
715 qglEnable(GL_DEPTH_TEST);
717 qglDisable(GL_DEPTH_TEST);
719 if (mesh_depthmask != mesh->depthmask)
721 qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
725 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
727 unsigned int i, j, in;
728 if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements == NULL)
729 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
731 if (gl_mesh_drawmode.integer == 3)
733 // GL 1.2 or GL 1.1 with extension
734 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
736 else if (gl_mesh_drawmode.integer == 2)
739 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
741 else if (gl_mesh_drawmode.integer == 1)
744 // feed it manually using glArrayElement
745 qglBegin(GL_TRIANGLES);
746 for (i = 0;i < indexcount;i++)
747 qglArrayElement(index[i]);
752 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
754 if (gl_mesh_drawmode.integer != 0)
755 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
756 qglBegin(GL_TRIANGLES);
757 if (r_multitexture.integer)
759 // the minigl doesn't have this (because it does not have ARB_multitexture)
760 for (i = 0;i < indexcount;i++)
763 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
764 for (j = 0;j < backendunits;j++)
766 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
767 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
772 for (i = 0;i < indexcount;i++)
775 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
777 qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
778 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
784 if (qglDrawRangeElements)
785 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, index);
790 // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
791 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
793 qglDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
798 // renders mesh buffers, called to flush buffers when full
799 void R_Mesh_Render(void)
809 Sys_Error("R_Mesh_Render: called when backend is not active\n");
818 if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0)
819 GL_ConvertColorsFloatToByte();
821 // lock the arrays now that they will have no further modifications
822 //GL_LockArray(0, currentvertex);CHECKGLERROR
823 if (gl_backend_rebindtextures)
825 gl_backend_rebindtextures = false;
826 GL_SetupTextureState();
829 GL_MeshState(buf_mesh);
830 GL_LockArray(0, currentvertex);
831 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
833 if (currentmesh >= 2)
835 for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
839 firstvert = mesh->firstvert;
840 indexcount = mesh->triangles * 3;
841 index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
843 // if not using batching, skip the index adjustment
845 for (i = 0;i < indexcount;i++)
846 index[i] += firstvert;
848 GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
856 GL_UnlockArray();CHECKGLERROR
859 // restores backend state, used when done with 3D rendering
860 void R_Mesh_Finish(void)
863 // flush any queued meshs
866 if (backendunits > 1)
868 for (i = backendunits - 1;i >= 0;i--)
870 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
871 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
872 if (gl_combine.integer)
874 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
878 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
882 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
884 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
888 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
889 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
895 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
896 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
899 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
904 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
905 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
908 qglDisable(GL_BLEND);CHECKGLERROR
909 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
910 qglDepthMask(GL_TRUE);CHECKGLERROR
911 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
914 void R_Mesh_ClearDepth(void)
916 R_Mesh_AddTransparent();
918 qglClear(GL_DEPTH_BUFFER_BIT);
922 void R_Mesh_AddTransparent(void)
925 float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
926 buf_vertex_t *vert1, *vert2, *vert3;
928 buf_mesh_t *mesh, *transmesh;
930 if (!currenttransmesh)
933 // convert index data to transtris for sorting
934 for (j = 0;j < currenttransmesh;j++)
936 mesh = buf_transmesh + j;
937 k = mesh->firsttriangle;
938 index = &buf_transtri[k].index[0];
939 for (i = 0;i < mesh->triangles;i++)
941 tri = &buf_sorttranstri[k++];
943 tri->index[0] = *index++;
944 tri->index[1] = *index++;
945 tri->index[2] = *index++;
949 // map farclip to 0-4095 list range
950 centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
951 viewdistcompare = viewdist + 4.0f;
953 memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
956 for (j = 0;j < currenttranstriangle;j++)
958 tri = &buf_sorttranstri[j];
959 i = tri->mesh->firstvert;
961 vert1 = &buf_transvertex[tri->index[0] + i];
962 vert2 = &buf_transvertex[tri->index[1] + i];
963 vert3 = &buf_transvertex[tri->index[2] + i];
965 dist1 = DotProduct(vert1->v, vpn);
966 dist2 = DotProduct(vert2->v, vpn);
967 dist3 = DotProduct(vert3->v, vpn);
969 maxdist = max(dist1, max(dist2, dist3));
970 if (maxdist < viewdistcompare)
973 center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
976 i = bound(0, i, (TRANSDEPTHRES - 1));
980 center += 8388608.0f;
981 i = *((int *)¢er) & 0x7FFFFF;
982 i = min(i, (TRANSDEPTHRES - 1));
984 tri->next = buf_sorttranstri_list[i];
985 buf_sorttranstri_list[i] = tri;
989 for (i = 0;i < currenttransmesh;i++)
990 buf_transmesh[i].transchain = NULL;
992 for (j = 0;j < TRANSDEPTHRES;j++)
994 if ((tri = buf_sorttranstri_list[j]))
996 for (;tri;tri = tri->next)
998 if (!tri->mesh->transchain)
1000 tri->mesh->chain = transmesh;
1001 transmesh = tri->mesh;
1003 tri->meshsortchain = tri->mesh->transchain;
1004 tri->mesh->transchain = tri;
1009 for (;transmesh;transmesh = transmesh->chain)
1011 if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
1014 mesh = &buf_mesh[currentmesh++];
1015 *mesh = *transmesh; // copy mesh properties
1017 mesh->firstvert = currentvertex;
1018 memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
1019 memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
1020 for (i = 0;i < backendunits && transmesh->textures[i];i++)
1021 memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
1022 currentvertex += mesh->verts;
1024 mesh->firsttriangle = currenttriangle;
1025 for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
1027 buf_tri[currenttriangle].index[0] = tri->index[0];
1028 buf_tri[currenttriangle].index[1] = tri->index[1];
1029 buf_tri[currenttriangle].index[2] = tri->index[2];
1032 mesh->triangles = currenttriangle - mesh->firsttriangle;
1035 currenttransmesh = 0;
1036 currenttranstriangle = 0;
1037 currenttransvertex = 0;
1040 void R_Mesh_Draw(const rmeshinfo_t *m)
1042 // these are static because gcc runs out of virtual registers otherwise
1043 static int i, j, overbright, *index;
1044 static float *in, scaler;
1045 static float cr, cg, cb, ca;
1046 static buf_mesh_t *mesh;
1047 static buf_vertex_t *vert;
1048 static buf_fcolor_t *fcolor;
1049 static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
1052 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1054 if (m->index == NULL
1056 || m->vertex == NULL
1058 Host_Error("R_Mesh_Draw: no triangles or verts\n");
1060 // ignore meaningless alpha meshs
1061 if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
1065 for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
1068 if (i == m->numverts)
1071 else if (m->ca < 0.01f)
1076 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1079 for (i = 0;i < m->numtriangles * 3;i++)
1080 if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
1081 Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
1084 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1085 if (m->numtriangles > 1024 || m->numverts > 3072)
1087 Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
1091 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1093 Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
1100 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1104 Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
1111 c_transtris += m->numtriangles;
1112 vert = &buf_transvertex[currenttransvertex];
1113 fcolor = &buf_transfcolor[currenttransvertex];
1114 for (i = 0;i < backendunits;i++)
1115 texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
1117 // transmesh is only for storage of transparent meshs until they
1118 // are inserted into the main mesh array
1119 mesh = &buf_transmesh[currenttransmesh++];
1120 mesh->firsttriangle = currenttranstriangle;
1121 mesh->firstvert = currenttransvertex;
1122 index = &buf_transtri[currenttranstriangle].index[0];
1124 currenttranstriangle += m->numtriangles;
1125 currenttransvertex += m->numverts;
1129 if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
1133 c_meshtris += m->numtriangles;
1134 vert = &buf_vertex[currentvertex];
1135 fcolor = &buf_fcolor[currentvertex];
1136 for (i = 0;i < backendunits;i++)
1137 texcoord[i] = &buf_texcoord[i][currentvertex];
1139 // opaque meshs are rendered directly
1140 mesh = &buf_mesh[currentmesh++];
1141 mesh->firsttriangle = currenttriangle;
1142 mesh->firstvert = currentvertex;
1143 index = &buf_tri[currenttriangle].index[0];
1145 currenttriangle += m->numtriangles;
1146 currentvertex += m->numverts;
1149 // code shared for transparent and opaque meshs
1150 memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
1151 mesh->blendfunc1 = m->blendfunc1;
1152 mesh->blendfunc2 = m->blendfunc2;
1153 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1154 mesh->depthtest = !m->depthdisable;
1155 mesh->triangles = m->numtriangles;
1156 mesh->verts = m->numverts;
1160 if (m->blendfunc2 == GL_SRC_COLOR)
1162 if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
1169 overbright = gl_combine.integer;
1173 scaler *= overbrightscale;
1178 for (i = 0;i < backendunits;i++)
1180 if ((mesh->textures[i] = m->tex[i]))
1182 mesh->texturergbscale[i] = m->texrgbscale[i];
1183 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1184 mesh->texturergbscale[i] = 1;
1186 if (overbright && j >= 0)
1187 mesh->texturergbscale[j] = 4;
1189 if (m->vertexstep != sizeof(buf_vertex_t))
1191 for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
1193 vert[i].v[0] = in[0];
1194 vert[i].v[1] = in[1];
1195 vert[i].v[2] = in[2];
1199 memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
1203 for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
1205 fcolor[i].c[0] = in[0] * scaler;
1206 fcolor[i].c[1] = in[1] * scaler;
1207 fcolor[i].c[2] = in[2] * scaler;
1208 fcolor[i].c[3] = in[3];
1213 cr = m->cr * scaler;
1214 cg = m->cg * scaler;
1215 cb = m->cb * scaler;
1217 for (i = 0;i < m->numverts;i++)
1219 fcolor[i].c[0] = cr;
1220 fcolor[i].c[1] = cg;
1221 fcolor[i].c[2] = cb;
1222 fcolor[i].c[3] = ca;
1226 for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
1228 if (j >= backendunits)
1229 Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1230 if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
1232 for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
1234 texcoord[j][i].t[0] = in[0];
1235 texcoord[j][i].t[1] = in[1];
1239 memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
1242 for (;j < backendunits;j++)
1243 memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
1247 void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
1249 // these are static because gcc runs out of virtual registers otherwise
1250 static int i, j, overbright, *index;
1251 static float *in, scaler;
1252 static buf_mesh_t *mesh;
1253 static buf_vertex_t *vert;
1254 static buf_fcolor_t *fcolor;
1255 static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
1258 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1260 if (m->index == NULL
1262 || m->vertex == NULL
1264 Host_Error("R_Mesh_Draw: no triangles or verts\n");
1266 // ignore meaningless alpha meshs
1267 if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
1271 for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
1274 if (i == m->numverts)
1277 else if (m->ca < 0.01f)
1281 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1282 if (m->numtriangles > 1024 || m->numverts > 3072)
1284 Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for 3DFX drivers, rejected\n");
1288 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1290 Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
1297 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1301 Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
1308 c_transtris += m->numtriangles;
1309 vert = &buf_transvertex[currenttransvertex];
1310 fcolor = &buf_transfcolor[currenttransvertex];
1311 for (i = 0;i < backendunits;i++)
1312 texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
1314 // transmesh is only for storage of transparent meshs until they
1315 // are inserted into the main mesh array
1316 mesh = &buf_transmesh[currenttransmesh++];
1317 mesh->firsttriangle = currenttranstriangle;
1318 mesh->firstvert = currenttransvertex;
1319 index = &buf_transtri[currenttranstriangle].index[0];
1320 currenttranstriangle += m->numtriangles;
1321 currenttransvertex += m->numverts;
1325 if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
1329 c_meshtris += m->numtriangles;
1330 vert = &buf_vertex[currentvertex];
1331 fcolor = &buf_fcolor[currentvertex];
1332 for (i = 0;i < backendunits;i++)
1333 texcoord[i] = &buf_texcoord[i][currentvertex];
1335 // opaque meshs are rendered directly
1336 mesh = &buf_mesh[currentmesh++];
1337 mesh->firsttriangle = currenttriangle;
1338 mesh->firstvert = currentvertex;
1339 index = &buf_tri[currenttriangle].index[0];
1340 currenttriangle += m->numtriangles;
1341 currentvertex += m->numverts;
1344 // code shared for transparent and opaque meshs
1345 memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
1346 mesh->blendfunc1 = m->blendfunc1;
1347 mesh->blendfunc2 = m->blendfunc2;
1348 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1349 mesh->depthtest = !m->depthdisable;
1350 mesh->triangles = m->numtriangles;
1351 mesh->verts = m->numverts;
1355 if (m->blendfunc2 == GL_SRC_COLOR)
1357 if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
1364 overbright = gl_combine.integer;
1368 scaler *= overbrightscale;
1372 for (i = 0;i < backendunits;i++)
1374 if ((mesh->textures[i] = m->tex[i]))
1376 mesh->texturergbscale[i] = m->texrgbscale[i];
1377 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1378 mesh->texturergbscale[i] = 1;
1380 if (overbright && j >= 0)
1381 mesh->texturergbscale[j] = 4;
1383 if (m->vertexstep != sizeof(buf_vertex_t))
1384 Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
1385 if (m->colorstep != sizeof(buf_fcolor_t))
1386 Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
1387 if (m->color == NULL)
1388 Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
1389 for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
1391 if (j >= backendunits)
1392 Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1393 if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
1394 Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
1397 memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
1398 for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
1399 memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
1401 for (;j < backendunits;j++)
1402 memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
1405 memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
1407 // do this as a second step because memcpy preloaded the cache, which we can't easily do
1410 for (i = 0;i < m->numverts;i++)
1412 fcolor[i].c[0] *= scaler;
1413 fcolor[i].c[1] *= scaler;
1414 fcolor[i].c[2] *= scaler;
1419 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
1420 // (this is used for very high speed rendering, no copying)
1421 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
1423 // these are static because gcc runs out of virtual registers otherwise
1424 int i, j, overbright;
1429 Sys_Error("R_Mesh_Draw: called when backend is not active\n");
1431 if (!m->numtriangles
1433 Host_Error("R_Mesh_Draw: no triangles or verts\n");
1435 // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
1436 if (m->numtriangles > 1024 || m->numverts > 3072)
1438 Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
1442 if (m->numtriangles > max_meshs || m->numverts > max_verts)
1444 Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
1451 if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
1455 Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
1462 c_transtris += m->numtriangles;
1463 m->index = &buf_transtri[currenttranstriangle].index[0];
1464 m->vertex = &buf_transvertex[currenttransvertex].v[0];
1465 m->color = &buf_transfcolor[currenttransvertex].c[0];
1466 for (i = 0;i < backendunits;i++)
1467 m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
1469 // transmesh is only for storage of transparent meshs until they
1470 // are inserted into the main mesh array
1471 mesh = &buf_transmesh[currenttransmesh++];
1472 mesh->firsttriangle = currenttranstriangle;
1473 mesh->firstvert = currenttransvertex;
1474 currenttranstriangle += m->numtriangles;
1475 currenttransvertex += m->numverts;
1479 if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
1483 c_meshtris += m->numtriangles;
1484 m->index = &buf_tri[currenttriangle].index[0];
1485 m->vertex = &buf_vertex[currentvertex].v[0];
1486 m->color = &buf_fcolor[currentvertex].c[0];
1487 for (i = 0;i < backendunits;i++)
1488 m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
1490 // opaque meshs are rendered directly
1491 mesh = &buf_mesh[currentmesh++];
1492 mesh->firsttriangle = currenttriangle;
1493 mesh->firstvert = currentvertex;
1494 currenttriangle += m->numtriangles;
1495 currentvertex += m->numverts;
1498 // code shared for transparent and opaque meshs
1499 mesh->blendfunc1 = m->blendfunc1;
1500 mesh->blendfunc2 = m->blendfunc2;
1501 mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
1502 mesh->depthtest = !m->depthdisable;
1503 mesh->triangles = m->numtriangles;
1504 mesh->verts = m->numverts;
1508 if (m->blendfunc2 == GL_SRC_COLOR)
1510 if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
1517 overbright = gl_combine.integer;
1521 scaler *= overbrightscale;
1523 m->colorscale = scaler;
1526 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1528 if ((mesh->textures[i] = m->tex[i]))
1531 if (i >= backendunits)
1532 Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
1534 mesh->texturergbscale[i] = m->texrgbscale[i];
1535 if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
1536 mesh->texturergbscale[i] = 1;
1538 if (overbright && j >= 0)
1539 mesh->texturergbscale[j] = 4;
1544 void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
1546 m->index = polyindexarray;
1547 m->numverts = numverts;
1548 m->numtriangles = numverts - 2;
1549 if (m->numtriangles < 1)
1551 Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
1554 if (m->numtriangles >= 256)
1556 Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
1563 ==============================================================================
1567 ==============================================================================
1570 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
1576 if (!r_render.integer)
1579 buffer = Mem_Alloc(tempmempool, width*height*3);
1580 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1583 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1584 if (v_hwgamma.integer)
1585 for (i = 0;i < width * height * 3;i++)
1586 buffer[i] <<= v_overbrightbits.integer;
1588 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
1594 //=============================================================================
1596 void R_ClearScreen(void)
1598 if (r_render.integer)
1601 qglClearColor(0,0,0,0);CHECKGLERROR
1603 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
1604 // set dithering mode
1605 if (gl_dither.integer)
1607 qglEnable(GL_DITHER);CHECKGLERROR
1611 qglDisable(GL_DITHER);CHECKGLERROR
1620 This is called every frame, and can also be called explicitly to flush
1624 void SCR_UpdateScreen (void)
1626 //Mem_CheckSentinelsGlobal();
1627 //R_TimeReport("memtest");
1631 R_TimeReport("finish");
1633 if (gl_combine.integer && !gl_combine_extension)
1634 Cvar_SetValue("gl_combine", 0);
1636 lightscalebit = v_overbrightbits.integer;
1637 if (gl_combine.integer && r_multitexture.integer)
1640 lightscale = 1.0f / (float) (1 << lightscalebit);
1641 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1643 R_TimeReport("setup");
1647 R_TimeReport("clear");
1649 if (scr_conlines < vid.conheight)
1655 // tell driver to commit it's partially full geometry queue to the rendering queue
1656 // (this doesn't wait for the commands themselves to complete)