6 // 65536 is the max addressable on a Geforce 256 up until Geforce3
7 // (excluding MX), seems a reasonable number...
8 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"};
9 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
10 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
11 cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"};
12 cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"};
13 cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"};
14 cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"};
15 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
17 cvar_t r_render = {0, "r_render", "1"};
18 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
19 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
21 int gl_maxdrawrangeelementsvertices;
22 int gl_maxdrawrangeelementsindices;
27 void GL_PrintError(int errornumber, char *filename, int linenumber)
31 #ifdef GL_INVALID_ENUM
33 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
36 #ifdef GL_INVALID_VALUE
37 case GL_INVALID_VALUE:
38 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
41 #ifdef GL_INVALID_OPERATION
42 case GL_INVALID_OPERATION:
43 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
46 #ifdef GL_STACK_OVERFLOW
47 case GL_STACK_OVERFLOW:
48 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
51 #ifdef GL_STACK_UNDERFLOW
52 case GL_STACK_UNDERFLOW:
53 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
56 #ifdef GL_OUT_OF_MEMORY
57 case GL_OUT_OF_MEMORY:
58 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
61 #ifdef GL_TABLE_TOO_LARGE
62 case GL_TABLE_TOO_LARGE:
63 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
67 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
73 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
75 int c_meshs, c_meshelements;
77 void SCR_ScreenShot_f (void);
79 // these are externally accessible
80 int r_lightmapscalebit;
82 GLfloat *varray_vertex3f, *varray_buf_vertex3f;
83 GLfloat *varray_color4f, *varray_buf_color4f;
84 GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS];
85 GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS];
86 static qbyte *varray_color4b, *varray_buf_color4b;
89 float mesh_var_readfrequency;
90 float mesh_var_writefrequency;
91 float mesh_var_priority;
92 int varray_offset = 0, varray_offsetnext = 0;
93 GLuint *varray_buf_elements3i;
94 int mesh_maxelements = 3072;
96 static matrix4x4_t backend_viewmatrix;
97 static matrix4x4_t backend_modelmatrix;
98 static matrix4x4_t backend_modelviewmatrix;
99 static matrix4x4_t backend_glmodelviewmatrix;
100 static matrix4x4_t backend_projectmatrix;
102 static int backendunits, backendactive;
103 static mempool_t *gl_backend_mempool;
106 note: here's strip order for a terrain row:
112 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
114 *elements++ = i + row;
116 *elements++ = i + row + 1;
119 *elements++ = i + row + 1;
122 void GL_Backend_AllocElementsArray(void)
124 if (varray_buf_elements3i)
125 Mem_Free(varray_buf_elements3i);
126 varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
129 void GL_Backend_FreeElementArray(void)
131 if (varray_buf_elements3i)
132 Mem_Free(varray_buf_elements3i);
133 varray_buf_elements3i = NULL;
136 void GL_Backend_CheckCvars(void)
138 if (gl_mesh_maxverts.integer < 1024)
139 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
140 if (gl_mesh_maxverts.integer > 65536)
141 Cvar_SetValueQuick(&gl_mesh_maxverts, 65536);
142 if (gl_mesh_vertex_array_range.integer && !gl_support_var)
143 Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0);
144 if (gl_mesh_vertex_array_range_readfrequency.value < 0)
145 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0);
146 if (gl_mesh_vertex_array_range_readfrequency.value > 1)
147 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1);
148 if (gl_mesh_vertex_array_range_writefrequency.value < 0)
149 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0);
150 if (gl_mesh_vertex_array_range_writefrequency.value > 1)
151 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1);
152 if (gl_mesh_vertex_array_range_priority.value < 0)
153 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0);
154 if (gl_mesh_vertex_array_range_priority.value > 1)
155 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1);
158 int polygonelements[768];
160 void GL_Backend_AllocArrays(void)
165 if (!gl_backend_mempool)
167 gl_backend_mempool = Mem_AllocPool("GL_Backend");
168 varray_buf_vertex3f = NULL;
169 varray_buf_color4f = NULL;
170 varray_buf_color4b = NULL;
171 varray_buf_elements3i = NULL;
172 for (i = 0;i < MAX_TEXTUREUNITS;i++)
173 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
176 mesh_maxverts = gl_mesh_maxverts.integer;
177 mesh_var = gl_mesh_vertex_array_range.integer;
178 mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value;
179 mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value;
180 mesh_var_priority = gl_mesh_vertex_array_range_priority.value;
182 if (varray_buf_vertex3f)
183 VID_FreeVertexArrays(varray_buf_vertex3f);
184 varray_buf_vertex3f = NULL;
185 varray_buf_color4f = NULL;
186 varray_buf_color4b = NULL;
187 for (i = 0;i < MAX_TEXTUREUNITS;i++)
188 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
190 size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits);
191 data = 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);
192 varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
193 varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts;
194 for (i = 0;i < backendunits;i++)
196 varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
197 varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts;
199 for (;i < MAX_TEXTUREUNITS;i++)
200 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
201 varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts;
203 GL_Backend_AllocElementsArray();
208 qglVertexArrayRangeNV(size, varray_buf_vertex3f);
210 qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
215 void GL_Backend_FreeArrays(void)
222 qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
226 if (varray_buf_vertex3f)
227 VID_FreeVertexArrays(varray_buf_vertex3f);
228 varray_buf_vertex3f = NULL;
229 varray_buf_color4f = NULL;
230 varray_buf_color4b = NULL;
231 for (i = 0;i < MAX_TEXTUREUNITS;i++)
232 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
233 varray_buf_elements3i = NULL;
235 Mem_FreePool(&gl_backend_mempool);
238 static void gl_backend_start(void)
240 GL_Backend_CheckCvars();
242 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
243 if (qglDrawRangeElements != NULL)
246 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
248 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
250 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
252 if (strstr(gl_renderer, "3Dfx"))
254 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
255 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
258 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
260 GL_Backend_AllocArrays();
262 backendactive = true;
265 static void gl_backend_shutdown(void)
268 backendactive = false;
270 Con_Printf("OpenGL Backend shutting down\n");
272 GL_Backend_FreeArrays();
275 void GL_Backend_ResizeArrays(int numvertices)
277 Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
278 GL_Backend_CheckCvars();
279 mesh_maxverts = gl_mesh_maxverts.integer;
280 GL_Backend_AllocArrays();
283 static void gl_backend_newmap(void)
287 void gl_backend_init(void)
291 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
293 polygonelements[i * 3 + 0] = 0;
294 polygonelements[i * 3 + 1] = i + 1;
295 polygonelements[i * 3 + 2] = i + 2;
298 Cvar_RegisterVariable(&r_render);
299 Cvar_RegisterVariable(&gl_dither);
300 Cvar_RegisterVariable(&gl_lockarrays);
301 Cvar_RegisterVariable(&gl_delayfinish);
303 Cvar_SetValue("r_render", 0);
306 Cvar_RegisterVariable(&gl_mesh_maxverts);
307 Cvar_RegisterVariable(&gl_mesh_floatcolors);
308 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
309 Cvar_RegisterVariable(&gl_mesh_vertex_array_range);
310 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency);
311 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency);
312 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority);
313 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
316 void GL_SetupView_ViewPort (int x, int y, int width, int height)
318 if (!r_render.integer)
321 // y is weird beause OpenGL is bottom to top, we use top to bottom
322 qglViewport(x, vid.realheight - (y + height), width, height);
326 void GL_SetupView_Orientation_Identity (void)
328 Matrix4x4_CreateIdentity(&backend_viewmatrix);
329 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
332 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
334 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
335 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
336 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
337 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
338 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
339 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
340 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
343 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
347 if (!r_render.integer)
351 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
352 qglLoadIdentity();CHECKGLERROR
354 xmax = zNear * tan(fovx * M_PI / 360.0);
355 ymax = zNear * tan(fovy * M_PI / 360.0);
357 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
358 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
359 GL_SetupView_Orientation_Identity();
362 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
366 if (!r_render.integer)
370 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
371 qglLoadIdentity();CHECKGLERROR
373 nudge = 1.0 - 1.0 / (1<<23);
374 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
379 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
388 m[14] = -2 * zNear * nudge;
391 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
392 GL_SetupView_Orientation_Identity();
393 backend_projectmatrix.m[0][0] = m[0];
394 backend_projectmatrix.m[1][0] = m[1];
395 backend_projectmatrix.m[2][0] = m[2];
396 backend_projectmatrix.m[3][0] = m[3];
397 backend_projectmatrix.m[0][1] = m[4];
398 backend_projectmatrix.m[1][1] = m[5];
399 backend_projectmatrix.m[2][1] = m[6];
400 backend_projectmatrix.m[3][1] = m[7];
401 backend_projectmatrix.m[0][2] = m[8];
402 backend_projectmatrix.m[1][2] = m[9];
403 backend_projectmatrix.m[2][2] = m[10];
404 backend_projectmatrix.m[3][2] = m[11];
405 backend_projectmatrix.m[0][3] = m[12];
406 backend_projectmatrix.m[1][3] = m[13];
407 backend_projectmatrix.m[2][3] = m[14];
408 backend_projectmatrix.m[3][3] = m[15];
411 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
413 if (!r_render.integer)
417 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
418 qglLoadIdentity();CHECKGLERROR
419 qglOrtho(x1, x2, y2, y1, zNear, zFar);
420 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
421 GL_SetupView_Orientation_Identity();
424 typedef struct gltextureunit_s
426 int t1d, t2d, t3d, tcubemap;
427 int arrayenabled, arrayis3d;
428 float rgbscale, alphascale;
429 int combinergb, combinealpha;
430 // FIXME: add more combine stuff
443 gltextureunit_t units[MAX_TEXTUREUNITS];
448 void GL_SetupTextureState(void)
451 gltextureunit_t *unit;
452 for (i = 0;i < backendunits;i++)
454 if (qglActiveTexture)
455 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
456 if (qglClientActiveTexture)
457 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
458 unit = gl_state.units + i;
464 unit->alphascale = 1;
465 unit->combinergb = GL_MODULATE;
466 unit->combinealpha = GL_MODULATE;
467 unit->arrayenabled = false;
468 unit->arrayis3d = false;
469 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
470 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR
471 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
472 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
475 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
477 if (gl_texturecubemap)
479 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
481 if (gl_combine.integer)
483 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
484 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
485 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
486 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
487 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
488 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
489 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
490 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
491 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
492 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
493 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
494 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
495 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
496 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
497 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
498 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
499 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
503 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
508 void GL_Backend_ResetState(void)
510 memset(&gl_state, 0, sizeof(gl_state));
511 gl_state.depthdisable = false;
512 gl_state.blendfunc1 = GL_ONE;
513 gl_state.blendfunc2 = GL_ZERO;
514 gl_state.blend = false;
515 gl_state.depthmask = GL_TRUE;
516 gl_state.colorarray = false;
518 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
519 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
521 qglEnable(GL_CULL_FACE);CHECKGLERROR
522 qglCullFace(GL_FRONT);CHECKGLERROR
523 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
524 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
525 qglDisable(GL_BLEND);CHECKGLERROR
526 qglDepthMask(gl_state.depthmask);CHECKGLERROR
527 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR
528 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
529 if (gl_mesh_floatcolors.integer)
531 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR
535 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR
537 GL_Color(1, 1, 1, 1);
539 GL_SetupTextureState();
542 void GL_UseColorArray(void)
544 if (!gl_state.colorarray)
546 gl_state.colorarray = true;
547 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
551 void GL_Color(float cr, float cg, float cb, float ca)
553 if (gl_state.colorarray)
555 gl_state.colorarray = false;
556 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
558 qglColor4f(cr, cg, cb, ca);
561 void GL_TransformToScreen(const vec4_t in, vec4_t out)
565 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
566 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
568 out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
569 out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
570 out[2] = out[2] * iw;
573 // called at beginning of frame
574 void R_Mesh_Start(void)
580 GL_Backend_CheckCvars();
581 if (mesh_maxverts != gl_mesh_maxverts.integer
582 || mesh_var != gl_mesh_vertex_array_range.integer
583 || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value
584 || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value
585 || mesh_var_priority != gl_mesh_vertex_array_range_priority.value)
586 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
588 GL_Backend_ResetState();
593 qglFlushVertexArrayRangeNV();
599 int gl_backend_rebindtextures;
601 void GL_ConvertColorsFloatToByte(int numverts)
604 // LordHavoc: to avoid problems with aliasing (treating memory as two
605 // different types - exactly what this is doing), these must be volatile
607 volatile int *icolor;
608 volatile float *fcolor;
611 total = numverts * 4;
613 // shift float to have 8bit fraction at base of number
614 fcolor = varray_buf_color4f;
615 for (i = 0;i < total;)
617 fcolor[i ] += 32768.0f;
618 fcolor[i + 1] += 32768.0f;
619 fcolor[i + 2] += 32768.0f;
620 fcolor[i + 3] += 32768.0f;
624 // then read as integer and kill float bits...
625 icolor = (int *)varray_buf_color4f;
626 bcolor = varray_buf_color4b;
627 for (i = 0;i < total;)
629 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (GLubyte) k;
630 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k;
631 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k;
632 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k;
638 // enlarges geometry buffers if they are too small
639 void _R_Mesh_ResizeCheck(int numverts)
641 if (numverts > mesh_maxverts)
644 GL_Backend_ResizeArrays(numverts + 100);
645 GL_Backend_ResetState();
650 void GL_Backend_RenumberElements(int numelements, const int *in, int offset)
653 for (i = 0;i < numelements;i++)
654 varray_buf_elements3i[i] = in[i] + offset;
657 // gets geometry space for a mesh
658 void R_Mesh_GetSpace(int numverts)
662 varray_offset = varray_offsetnext;
663 if (varray_offset + numverts > mesh_maxverts)
665 if (numverts > mesh_maxverts)
668 GL_Backend_ResizeArrays(numverts + 100);
669 GL_Backend_ResetState();
673 if (varray_offset == 0 && mesh_var)
676 qglFlushVertexArrayRangeNV();
682 // varray_offset = rand() % (mesh_maxverts - numverts);
684 varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
685 varray_color4f = varray_buf_color4f + varray_offset * 4;
686 varray_color4b = varray_buf_color4b + varray_offset * 4;
687 for (i = 0;i < backendunits;i++)
689 varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3;
690 varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2;
693 varray_offsetnext = varray_offset + numverts;
696 // renders the current mesh
697 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
700 if (numtriangles == 0 || numverts == 0)
702 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
705 numelements = numtriangles * 3;
706 if (mesh_maxelements < numelements)
708 mesh_maxelements = numelements;
709 GL_Backend_AllocElementsArray();
711 GL_Backend_RenumberElements(numelements, elements, varray_offset);
713 c_meshelements += numelements;
714 if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
715 GL_ConvertColorsFloatToByte(numverts);
716 if (r_render.integer)
718 if (gl_supportslockarrays && gl_lockarrays.integer)
720 qglLockArraysEXT(varray_offset, numverts);
722 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
724 qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
729 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
732 qglUnlockArraysEXT();
737 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
743 // restores backend state, used when done with 3D rendering
744 void R_Mesh_Finish(void)
751 qglFlushVertexArrayRangeNV();
756 for (i = backendunits - 1;i >= 0;i--)
758 if (qglActiveTexture)
759 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
760 if (qglClientActiveTexture)
761 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
762 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
763 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
764 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
767 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
769 if (gl_texturecubemap)
771 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
773 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
774 if (gl_combine.integer)
776 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
777 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
780 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
781 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
783 qglDisable(GL_BLEND);CHECKGLERROR
784 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
785 qglDepthMask(GL_TRUE);CHECKGLERROR
786 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
789 void R_Mesh_Matrix(const matrix4x4_t *matrix)
791 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
793 backend_modelmatrix = *matrix;
794 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
795 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
796 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
800 // sets up the requested state
801 void R_Mesh_MainState(const rmeshstate_t *m)
805 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
807 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
808 if (gl_state.blendfunc2 == GL_ZERO)
810 if (gl_state.blendfunc1 == GL_ONE)
815 qglDisable(GL_BLEND);CHECKGLERROR
823 qglEnable(GL_BLEND);CHECKGLERROR
832 qglEnable(GL_BLEND);CHECKGLERROR
836 if (gl_state.depthdisable != m->depthdisable)
838 gl_state.depthdisable = m->depthdisable;
839 if (gl_state.depthdisable)
840 qglDisable(GL_DEPTH_TEST);
842 qglEnable(GL_DEPTH_TEST);
844 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
846 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
850 void R_Mesh_TextureState(const rmeshstate_t *m)
852 int i, combinergb, combinealpha;
854 gltextureunit_t *unit;
858 if (gl_backend_rebindtextures)
860 gl_backend_rebindtextures = false;
861 GL_SetupTextureState();
864 for (i = 0;i < backendunits;i++)
866 unit = gl_state.units + i;
867 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
869 if (m->tex3d[i] || m->texcubemap[i])
871 if (!unit->arrayis3d)
873 unit->arrayis3d = true;
874 if (gl_state.clientunit != i)
876 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
878 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]);
880 if (!unit->arrayenabled)
882 unit->arrayenabled = true;
883 if (gl_state.clientunit != i)
885 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
887 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
890 else if (m->tex1d[i] || m->tex[i])
894 unit->arrayis3d = false;
895 if (gl_state.clientunit != i)
897 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
899 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);
901 if (!unit->arrayenabled)
903 unit->arrayenabled = true;
904 if (gl_state.clientunit != i)
906 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
908 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
913 if (unit->arrayenabled)
915 unit->arrayenabled = false;
916 if (gl_state.clientunit != i)
918 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
920 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
923 if (unit->t1d != m->tex1d[i])
925 if (gl_state.unit != i)
927 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
932 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
937 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
939 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
941 if (unit->t2d != m->tex[i])
943 if (gl_state.unit != i)
945 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
950 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
955 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
957 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
959 if (unit->t3d != m->tex3d[i])
961 if (gl_state.unit != i)
963 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
968 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
973 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
975 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
977 if (unit->tcubemap != m->texcubemap[i])
979 if (gl_state.unit != i)
981 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
983 if (m->texcubemap[i])
985 if (unit->tcubemap == 0)
986 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
991 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
993 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
996 combinergb = m->texcombinergb[i];
998 combinergb = GL_MODULATE;
999 if (unit->combinergb != combinergb)
1001 if (gl_state.unit != i)
1003 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1005 unit->combinergb = combinergb;
1006 if (gl_combine.integer)
1008 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1012 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1015 combinealpha = m->texcombinealpha[i];
1017 combinealpha = GL_MODULATE;
1018 if (unit->combinealpha != combinealpha)
1020 if (gl_state.unit != i)
1022 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1024 unit->combinealpha = combinealpha;
1025 if (gl_combine.integer)
1027 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1030 scale = max(m->texrgbscale[i], 1);
1031 if (gl_state.units[i].rgbscale != scale)
1033 if (gl_state.unit != i)
1035 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1037 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
1039 scale = max(m->texalphascale[i], 1);
1040 if (gl_state.units[i].alphascale != scale)
1042 if (gl_state.unit != i)
1044 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1046 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
1051 void R_Mesh_State(const rmeshstate_t *m)
1053 R_Mesh_MainState(m);
1054 R_Mesh_TextureState(m);
1058 ==============================================================================
1062 ==============================================================================
1065 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1071 if (!r_render.integer)
1074 buffer = Mem_Alloc(tempmempool, width*height*3);
1075 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1078 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1079 if (v_hwgamma.integer)
1081 for (i = 0;i < width * height * 3;i++)
1083 j = buffer[i] << v_overbrightbits.integer;
1084 buffer[i] = (qbyte) (bound(0, j, 255));
1089 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1091 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1097 //=============================================================================
1099 void R_ClearScreen(void)
1101 if (r_render.integer)
1104 qglClearColor(0,0,0,0);CHECKGLERROR
1105 qglClearDepth(1);CHECKGLERROR
1108 // LordHavoc: we use a stencil centered around 128 instead of 0,
1109 // to avoid clamping interfering with strange shadow volume
1111 qglClearStencil(128);CHECKGLERROR
1114 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
1115 // set dithering mode
1116 if (gl_dither.integer)
1118 qglEnable(GL_DITHER);CHECKGLERROR
1122 qglDisable(GL_DITHER);CHECKGLERROR
1131 This is called every frame, and can also be called explicitly to flush
1135 void SCR_UpdateScreen (void)
1137 if (gl_delayfinish.integer)
1141 R_TimeReport("finish");
1144 if (r_textureunits.integer > gl_textureunits)
1145 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1146 if (r_textureunits.integer < 1)
1147 Cvar_SetValueQuick(&r_textureunits, 1);
1149 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1150 Cvar_SetValueQuick(&gl_combine, 0);
1153 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1156 r_lightmapscalebit = v_overbrightbits.integer;
1157 if (gl_combine.integer && r_textureunits.integer > 1)
1158 r_lightmapscalebit += 2;
1160 R_TimeReport("setup");
1164 R_TimeReport("clear");
1166 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1172 if (gl_delayfinish.integer)
1174 // tell driver to commit it's partially full geometry queue to the rendering queue
1175 // (this doesn't wait for the commands themselves to complete)
1182 R_TimeReport("finish");
1186 // utility functions
1188 void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
1192 float *out = varray_vertex3f;
1195 *out++ = *vertex3f++;
1196 *out++ = *vertex3f++;
1197 *out++ = *vertex3f++;
1201 memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3]));
1204 void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts)
1208 float *out = varray_texcoord2f[tmu];
1211 *out++ = *texcoord2f++;
1212 *out++ = *texcoord2f++;
1216 memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2]));
1219 void R_Mesh_CopyColor4f(const float *color4f, int numverts)
1223 float *out = varray_color4f;
1226 *out++ = *color4f++;
1227 *out++ = *color4f++;
1228 *out++ = *color4f++;
1229 *out++ = *color4f++;
1233 memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));