]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_backend.c
q1bsp lightmaps are now always rendered at 2x overbright like software quake and...
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "image.h"
4 #include "jpeg.h"
5
6 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
7 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
8 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
9 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
12
13 cvar_t r_render = {0, "r_render", "1"};
14 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
15 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
16
17 int gl_maxdrawrangeelementsvertices;
18 int gl_maxdrawrangeelementsindices;
19
20 #ifdef DEBUGGL
21 int errornumber = 0;
22
23 void GL_PrintError(int errornumber, char *filename, int linenumber)
24 {
25         switch(errornumber)
26         {
27 #ifdef GL_INVALID_ENUM
28         case GL_INVALID_ENUM:
29                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
30                 break;
31 #endif
32 #ifdef GL_INVALID_VALUE
33         case GL_INVALID_VALUE:
34                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
35                 break;
36 #endif
37 #ifdef GL_INVALID_OPERATION
38         case GL_INVALID_OPERATION:
39                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
40                 break;
41 #endif
42 #ifdef GL_STACK_OVERFLOW
43         case GL_STACK_OVERFLOW:
44                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
45                 break;
46 #endif
47 #ifdef GL_STACK_UNDERFLOW
48         case GL_STACK_UNDERFLOW:
49                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
50                 break;
51 #endif
52 #ifdef GL_OUT_OF_MEMORY
53         case GL_OUT_OF_MEMORY:
54                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
55                 break;
56 #endif
57 #ifdef GL_TABLE_TOO_LARGE
58         case GL_TABLE_TOO_LARGE:
59                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
60                 break;
61 #endif
62         default:
63                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
64                 break;
65         }
66 }
67 #endif
68
69 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
70
71 int c_meshs, c_meshelements;
72
73 void SCR_ScreenShot_f (void);
74
75 static matrix4x4_t backend_viewmatrix;
76 static matrix4x4_t backend_modelmatrix;
77 static matrix4x4_t backend_modelviewmatrix;
78 static matrix4x4_t backend_glmodelviewmatrix;
79 static matrix4x4_t backend_projectmatrix;
80
81 static int backendunits, backendactive;
82 static mempool_t *gl_backend_mempool;
83
84 /*
85 note: here's strip order for a terrain row:
86 0--1--2--3--4
87 |\ |\ |\ |\ |
88 | \| \| \| \|
89 A--B--C--D--E
90 clockwise
91
92 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
93
94 *elements++ = i + row;
95 *elements++ = i;
96 *elements++ = i + row + 1;
97 *elements++ = i;
98 *elements++ = i + 1;
99 *elements++ = i + row + 1;
100
101
102 for (y = 0;y < rows - 1;y++)
103 {
104         for (x = 0;x < columns - 1;x++)
105         {
106                 i = y * rows + x;
107                 *elements++ = i + columns;
108                 *elements++ = i;
109                 *elements++ = i + columns + 1;
110                 *elements++ = i;
111                 *elements++ = i + 1;
112                 *elements++ = i + columns + 1;
113         }
114 }
115
116 alternative:
117 0--1--2--3--4
118 | /| /|\ | /|
119 |/ |/ | \|/ |
120 A--B--C--D--E
121 counterclockwise
122
123 for (y = 0;y < rows - 1;y++)
124 {
125         for (x = 0;x < columns - 1;x++)
126         {
127                 i = y * rows + x;
128                 *elements++ = i;
129                 *elements++ = i + columns;
130                 *elements++ = i + columns + 1;
131                 *elements++ = i + columns;
132                 *elements++ = i + columns + 1;
133                 *elements++ = i + 1;
134         }
135 }
136 */
137
138 int polygonelements[768];
139
140 static void R_Mesh_CacheArray_Startup(void);
141 static void R_Mesh_CacheArray_Shutdown(void);
142 void GL_Backend_AllocArrays(void)
143 {
144         if (!gl_backend_mempool)
145                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
146         R_Mesh_CacheArray_Startup();
147 }
148
149 void GL_Backend_FreeArrays(void)
150 {
151         R_Mesh_CacheArray_Shutdown();
152         Mem_FreePool(&gl_backend_mempool);
153 }
154
155 static void gl_backend_start(void)
156 {
157         Con_DPrintf("OpenGL Backend started\n");
158         if (qglDrawRangeElements != NULL)
159         {
160                 CHECKGLERROR
161                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
162                 CHECKGLERROR
163                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
164                 CHECKGLERROR
165                 Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
166         }
167
168         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
169
170         GL_Backend_AllocArrays();
171
172         backendactive = true;
173 }
174
175 static void gl_backend_shutdown(void)
176 {
177         backendunits = 0;
178         backendactive = false;
179
180         Con_DPrintf("OpenGL Backend shutting down\n");
181
182         GL_Backend_FreeArrays();
183 }
184
185 static void gl_backend_newmap(void)
186 {
187 }
188
189 void gl_backend_init(void)
190 {
191         int i;
192
193         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
194         {
195                 polygonelements[i * 3 + 0] = 0;
196                 polygonelements[i * 3 + 1] = i + 1;
197                 polygonelements[i * 3 + 2] = i + 2;
198         }
199
200         Cvar_RegisterVariable(&r_render);
201         Cvar_RegisterVariable(&gl_dither);
202         Cvar_RegisterVariable(&gl_lockarrays);
203         Cvar_RegisterVariable(&gl_delayfinish);
204         Cvar_RegisterVariable(&gl_paranoid);
205         Cvar_RegisterVariable(&gl_printcheckerror);
206 #ifdef NORENDER
207         Cvar_SetValue("r_render", 0);
208 #endif
209
210         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
211         Cvar_RegisterVariable(&gl_mesh_testarrayelement);
212         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
213         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
214 }
215
216 void GL_SetupView_ViewPort (int x, int y, int width, int height)
217 {
218         if (!r_render.integer)
219                 return;
220
221         // y is weird beause OpenGL is bottom to top, we use top to bottom
222         qglViewport(x, vid.realheight - (y + height), width, height);
223         CHECKGLERROR
224 }
225
226 void GL_SetupView_Orientation_Identity (void)
227 {
228         Matrix4x4_CreateIdentity(&backend_viewmatrix);
229         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
230 }
231
232 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
233 {
234         Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
235         Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
236         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
237         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
238         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
239         Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
240         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
241 }
242
243 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
244 {
245         double xmax, ymax;
246
247         if (!r_render.integer)
248                 return;
249
250         // set up viewpoint
251         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
252         qglLoadIdentity();CHECKGLERROR
253         // pyramid slopes
254         xmax = zNear * tan(fovx * M_PI / 360.0);
255         ymax = zNear * tan(fovy * M_PI / 360.0);
256         // set view pyramid
257         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
258         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
259         GL_SetupView_Orientation_Identity();
260 }
261
262 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
263 {
264         float nudge, m[16];
265
266         if (!r_render.integer)
267                 return;
268
269         // set up viewpoint
270         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
271         qglLoadIdentity();CHECKGLERROR
272         // set view pyramid
273         nudge = 1.0 - 1.0 / (1<<23);
274         m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
275         m[ 1] = 0;
276         m[ 2] = 0;
277         m[ 3] = 0;
278         m[ 4] = 0;
279         m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
280         m[ 6] = 0;
281         m[ 7] = 0;
282         m[ 8] = 0;
283         m[ 9] = 0;
284         m[10] = -1 * nudge;
285         m[11] = -1 * nudge;
286         m[12] = 0;
287         m[13] = 0;
288         m[14] = -2 * zNear * nudge;
289         m[15] = 0;
290         qglLoadMatrixf(m);
291         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
292         GL_SetupView_Orientation_Identity();
293         backend_projectmatrix.m[0][0] = m[0];
294         backend_projectmatrix.m[1][0] = m[1];
295         backend_projectmatrix.m[2][0] = m[2];
296         backend_projectmatrix.m[3][0] = m[3];
297         backend_projectmatrix.m[0][1] = m[4];
298         backend_projectmatrix.m[1][1] = m[5];
299         backend_projectmatrix.m[2][1] = m[6];
300         backend_projectmatrix.m[3][1] = m[7];
301         backend_projectmatrix.m[0][2] = m[8];
302         backend_projectmatrix.m[1][2] = m[9];
303         backend_projectmatrix.m[2][2] = m[10];
304         backend_projectmatrix.m[3][2] = m[11];
305         backend_projectmatrix.m[0][3] = m[12];
306         backend_projectmatrix.m[1][3] = m[13];
307         backend_projectmatrix.m[2][3] = m[14];
308         backend_projectmatrix.m[3][3] = m[15];
309 }
310
311 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
312 {
313         if (!r_render.integer)
314                 return;
315
316         // set up viewpoint
317         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
318         qglLoadIdentity();CHECKGLERROR
319         qglOrtho(x1, x2, y2, y1, zNear, zFar);
320         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
321         GL_SetupView_Orientation_Identity();
322 }
323
324 typedef struct gltextureunit_s
325 {
326         int t1d, t2d, t3d, tcubemap;
327         int arrayenabled;
328         int arrayis3d;
329         const void *pointer_texcoord;
330         float rgbscale, alphascale;
331         int combinergb, combinealpha;
332         // FIXME: add more combine stuff
333         matrix4x4_t matrix;
334 }
335 gltextureunit_t;
336
337 static struct
338 {
339         int blendfunc1;
340         int blendfunc2;
341         int blend;
342         GLboolean depthmask;
343         int depthtest;
344         int scissortest;
345         int unit;
346         int clientunit;
347         gltextureunit_t units[MAX_TEXTUREUNITS];
348         float color4f[4];
349         int lockrange_first;
350         int lockrange_count;
351         const void *pointer_vertex;
352         const void *pointer_color;
353 }
354 gl_state;
355
356 void GL_SetupTextureState(void)
357 {
358         int i;
359         gltextureunit_t *unit;
360         gl_state.unit = -1;
361         gl_state.clientunit = -1;
362         for (i = 0;i < backendunits;i++)
363         {
364                 GL_ActiveTexture(i);
365                 GL_ClientActiveTexture(i);
366                 unit = gl_state.units + i;
367                 unit->t1d = 0;
368                 unit->t2d = 0;
369                 unit->t3d = 0;
370                 unit->tcubemap = 0;
371                 unit->pointer_texcoord = NULL;
372                 unit->rgbscale = 1;
373                 unit->alphascale = 1;
374                 unit->combinergb = GL_MODULATE;
375                 unit->combinealpha = GL_MODULATE;
376
377                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
378                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
379
380                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
381                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
382                 if (gl_texture3d)
383                 {
384                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
385                 }
386                 if (gl_texturecubemap)
387                 {
388                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
389                 }
390                 if (gl_combine.integer)
391                 {
392                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
393                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
394                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
395                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
396                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
397                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
398                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
399                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
400                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
401                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
402                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
403                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
404                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
405                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
406                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
407                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
408                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
409                 }
410                 else
411                 {
412                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
413                 }
414         }
415 }
416
417 void GL_Backend_ResetState(void)
418 {
419         memset(&gl_state, 0, sizeof(gl_state));
420         gl_state.depthtest = true;
421         gl_state.blendfunc1 = GL_ONE;
422         gl_state.blendfunc2 = GL_ZERO;
423         gl_state.blend = false;
424         gl_state.depthmask = GL_TRUE;
425         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
426         gl_state.lockrange_first = 0;
427         gl_state.lockrange_count = 0;
428         gl_state.pointer_vertex = NULL;
429         gl_state.pointer_color = NULL;
430
431         CHECKGLERROR
432
433         qglEnable(GL_CULL_FACE);CHECKGLERROR
434         qglCullFace(GL_FRONT);CHECKGLERROR
435         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
436         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
437         qglDisable(GL_BLEND);CHECKGLERROR
438         qglDepthMask(gl_state.depthmask);CHECKGLERROR
439
440         qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
441         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
442
443         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
444         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
445
446         GL_Color(0, 0, 0, 0);
447         GL_Color(1, 1, 1, 1);
448
449         GL_SetupTextureState();
450 }
451
452 void GL_ActiveTexture(int num)
453 {
454         if (gl_state.unit != num)
455         {
456                 gl_state.unit = num;
457                 if (qglActiveTexture)
458                 {
459                         qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
460                         CHECKGLERROR
461                 }
462         }
463 }
464
465 void GL_ClientActiveTexture(int num)
466 {
467         if (gl_state.clientunit != num)
468         {
469                 gl_state.clientunit = num;
470                 if (qglActiveTexture)
471                 {
472                         qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
473                         CHECKGLERROR
474                 }
475         }
476 }
477
478 void GL_BlendFunc(int blendfunc1, int blendfunc2)
479 {
480         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
481         {
482                 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
483                 if (gl_state.blendfunc2 == GL_ZERO)
484                 {
485                         if (gl_state.blendfunc1 == GL_ONE)
486                         {
487                                 if (gl_state.blend)
488                                 {
489                                         gl_state.blend = 0;
490                                         qglDisable(GL_BLEND);CHECKGLERROR
491                                 }
492                         }
493                         else
494                         {
495                                 if (!gl_state.blend)
496                                 {
497                                         gl_state.blend = 1;
498                                         qglEnable(GL_BLEND);CHECKGLERROR
499                                 }
500                         }
501                 }
502                 else
503                 {
504                         if (!gl_state.blend)
505                         {
506                                 gl_state.blend = 1;
507                                 qglEnable(GL_BLEND);CHECKGLERROR
508                         }
509                 }
510         }
511 }
512
513 void GL_DepthMask(int state)
514 {
515         if (gl_state.depthmask != state)
516         {
517                 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
518         }
519 }
520
521 void GL_DepthTest(int state)
522 {
523         if (gl_state.depthtest != state)
524         {
525                 gl_state.depthtest = state;
526                 if (gl_state.depthtest)
527                 {
528                         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
529                 }
530                 else
531                 {
532                         qglDisable(GL_DEPTH_TEST);CHECKGLERROR
533                 }
534         }
535 }
536
537 void GL_VertexPointer(const float *p)
538 {
539         if (gl_state.pointer_vertex != p)
540         {
541                 gl_state.pointer_vertex = p;
542                 CHECKGLERROR
543                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
544                 CHECKGLERROR
545         }
546 }
547
548 void GL_ColorPointer(const float *p)
549 {
550         if (gl_state.pointer_color != p)
551         {
552                 CHECKGLERROR
553                 if (!gl_state.pointer_color)
554                 {
555                         qglEnableClientState(GL_COLOR_ARRAY);
556                         CHECKGLERROR
557                 }
558                 else if (!p)
559                 {
560                         qglDisableClientState(GL_COLOR_ARRAY);
561                         CHECKGLERROR
562                 }
563                 gl_state.pointer_color = p;
564                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
565                 CHECKGLERROR
566         }
567 }
568
569 void GL_Color(float cr, float cg, float cb, float ca)
570 {
571         if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
572         {
573                 GL_ColorPointer(NULL);
574                 gl_state.color4f[0] = cr;
575                 gl_state.color4f[1] = cg;
576                 gl_state.color4f[2] = cb;
577                 gl_state.color4f[3] = ca;
578                 CHECKGLERROR
579                 qglColor4f(cr, cg, cb, ca);
580                 CHECKGLERROR
581         }
582 }
583
584 void GL_LockArrays(int first, int count)
585 {
586         if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
587         {
588                 if (gl_state.lockrange_count)
589                 {
590                         gl_state.lockrange_count = 0;
591                         CHECKGLERROR
592                         qglUnlockArraysEXT();
593                         CHECKGLERROR
594                 }
595                 if (count && gl_supportslockarrays && gl_lockarrays.integer)
596                 {
597                         gl_state.lockrange_first = first;
598                         gl_state.lockrange_count = count;
599                         CHECKGLERROR
600                         qglLockArraysEXT(first, count);
601                         CHECKGLERROR
602                 }
603         }
604 }
605
606 void GL_Scissor (int x, int y, int width, int height)
607 {
608         CHECKGLERROR
609         qglScissor(x, vid.realheight - (y + height),width,height);
610         CHECKGLERROR
611 }
612
613 void GL_ScissorTest(int state)
614 {
615         if(gl_state.scissortest == state)
616                 return;
617
618         CHECKGLERROR
619         if((gl_state.scissortest = state))
620                 qglEnable(GL_SCISSOR_TEST);
621         else
622                 qglDisable(GL_SCISSOR_TEST);
623         CHECKGLERROR
624 }
625
626 void GL_TransformToScreen(const vec4_t in, vec4_t out)
627 {
628         vec4_t temp;
629         float iw;
630         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
631         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
632         iw = 1.0f / out[3];
633         out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
634         out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
635         out[2] = out[2] * iw;
636 }
637
638 // called at beginning of frame
639 void R_Mesh_Start(void)
640 {
641         BACKENDACTIVECHECK
642         CHECKGLERROR
643         GL_Backend_ResetState();
644 }
645
646 int gl_backend_rebindtextures;
647
648 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
649 {
650         int i;
651         if (offset)
652         {
653                 for (i = 0;i < count;i++)
654                         *out++ = *in++ + offset;
655         }
656         else
657                 memcpy(out, in, sizeof(*out) * count);
658 }
659
660 // renders triangles using vertices from the active arrays
661 int paranoidblah = 0;
662 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
663 {
664         int numelements = numtriangles * 3;
665         if (numverts == 0 || numtriangles == 0)
666         {
667                 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
668                 return;
669         }
670         c_meshs++;
671         c_meshelements += numelements;
672         CHECKGLERROR
673         if (r_render.integer)
674         {
675                 if (gl_paranoid.integer)
676                 {
677                         int i, j, size;
678                         const int *p;
679                         if (!qglIsEnabled(GL_VERTEX_ARRAY))
680                                 Con_Printf("R_Mesh_Draw: vertex array not enabled\n");
681                         for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
682                                 paranoidblah += *p;
683                         if (gl_state.pointer_color)
684                         {
685                                 if (!qglIsEnabled(GL_COLOR_ARRAY))
686                                         Con_Printf("R_Mesh_Draw: color array set but not enabled\n");
687                                 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
688                                         paranoidblah += *p;
689                         }
690                         for (i = 0;i < backendunits;i++)
691                         {
692                                 if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
693                                 {
694                                         if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
695                                                 Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n");
696                                         GL_ActiveTexture(i);
697                                         if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
698                                                 Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n");
699                                         for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
700                                                 paranoidblah += *p;
701                                 }
702                         }
703                         for (i = 0;i < numtriangles * 3;i++)
704                         {
705                                 if (elements[i] < 0 || elements[i] >= numverts)
706                                 {
707                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
708                                         return;
709                                 }
710                         }
711                 }
712                 CHECKGLERROR
713                 GL_LockArrays(0, numverts);
714                 CHECKGLERROR
715                 if (gl_mesh_testmanualfeeding.integer)
716                 {
717                         int i, j;
718                         const GLfloat *p;
719                         qglBegin(GL_TRIANGLES);
720                         for (i = 0;i < numtriangles * 3;i++)
721                         {
722                                 for (j = 0;j < backendunits;j++)
723                                 {
724                                         if (gl_state.units[j].pointer_texcoord)
725                                         {
726                                                 if (backendunits > 1)
727                                                 {
728                                                         if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
729                                                         {
730                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
731                                                                 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
732                                                         }
733                                                         else
734                                                         {
735                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
736                                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
737                                                         }
738                                                 }
739                                                 else
740                                                 {
741                                                         if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
742                                                         {
743                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
744                                                                 qglTexCoord3f(p[0], p[1], p[2]);
745                                                         }
746                                                         else
747                                                         {
748                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
749                                                                 qglTexCoord2f(p[0], p[1]);
750                                                         }
751                                                 }
752                                         }
753                                 }
754                                 if (gl_state.pointer_color)
755                                 {
756                                         p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
757                                         qglColor4f(p[0], p[1], p[2], p[3]);
758                                 }
759                                 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
760                                 qglVertex3f(p[0], p[1], p[2]);
761                         }
762                         qglEnd();
763                         CHECKGLERROR
764                 }
765                 else if (gl_mesh_testarrayelement.integer)
766                 {
767                         int i;
768                         qglBegin(GL_TRIANGLES);
769                         for (i = 0;i < numtriangles * 3;i++)
770                         {
771                                 qglArrayElement(elements[i]);
772                         }
773                         qglEnd();
774                         CHECKGLERROR
775                 }
776                 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
777                 {
778                         qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
779                 }
780                 else
781                 {
782                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
783                 }
784                 CHECKGLERROR
785                 GL_LockArrays(0, 0);
786                 CHECKGLERROR
787         }
788 }
789
790 // restores backend state, used when done with 3D rendering
791 void R_Mesh_Finish(void)
792 {
793         int i;
794         BACKENDACTIVECHECK
795                 CHECKGLERROR
796         GL_LockArrays(0, 0);
797                 CHECKGLERROR
798
799         for (i = backendunits - 1;i >= 0;i--)
800         {
801                 if (qglActiveTexture)
802                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
803                 if (qglClientActiveTexture)
804                         qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
805                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
806                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
807                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
808                 if (gl_texture3d)
809                 {
810                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
811                 }
812                 if (gl_texturecubemap)
813                 {
814                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
815                 }
816                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
817                 if (gl_combine.integer)
818                 {
819                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
820                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
821                 }
822         }
823         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
824         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
825
826         qglDisable(GL_BLEND);CHECKGLERROR
827         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
828         qglDepthMask(GL_TRUE);CHECKGLERROR
829         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
830 }
831
832 void R_Mesh_Matrix(const matrix4x4_t *matrix)
833 {
834         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
835         {
836                 backend_modelmatrix = *matrix;
837                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
838                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
839                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
840         }
841 }
842
843 void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
844 {
845         if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
846         {
847                 matrix4x4_t tempmatrix;
848                 gl_state.units[unitnumber].matrix = *matrix;
849                 Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
850                 qglMatrixMode(GL_TEXTURE);
851                 GL_ActiveTexture(unitnumber);
852                 qglLoadMatrixf(&tempmatrix.m[0][0]);
853                 qglMatrixMode(GL_MODELVIEW);
854         }
855 }
856
857 void R_Mesh_State_Texture(const rmeshstate_t *m)
858 {
859         int i, combinergb, combinealpha, scale, arrayis3d;
860         gltextureunit_t *unit;
861
862         BACKENDACTIVECHECK
863
864         if (gl_backend_rebindtextures)
865         {
866                 gl_backend_rebindtextures = false;
867                 GL_SetupTextureState();
868         }
869
870         for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
871         {
872                 if (unit->t1d != m->tex1d[i])
873                 {
874                         GL_ActiveTexture(i);
875                         if (m->tex1d[i])
876                         {
877                                 if (unit->t1d == 0)
878                                         qglEnable(GL_TEXTURE_1D);CHECKGLERROR
879                         }
880                         else
881                         {
882                                 if (unit->t1d)
883                                         qglDisable(GL_TEXTURE_1D);CHECKGLERROR
884                         }
885                         qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
886                 }
887                 if (unit->t2d != m->tex[i])
888                 {
889                         GL_ActiveTexture(i);
890                         if (m->tex[i])
891                         {
892                                 if (unit->t2d == 0)
893                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
894                         }
895                         else
896                         {
897                                 if (unit->t2d)
898                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
899                         }
900                         qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
901                 }
902                 if (unit->t3d != m->tex3d[i])
903                 {
904                         GL_ActiveTexture(i);
905                         if (m->tex3d[i])
906                         {
907                                 if (unit->t3d == 0)
908                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
909                         }
910                         else
911                         {
912                                 if (unit->t3d)
913                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
914                         }
915                         qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
916                 }
917                 if (unit->tcubemap != m->texcubemap[i])
918                 {
919                         GL_ActiveTexture(i);
920                         if (m->texcubemap[i])
921                         {
922                                 if (unit->tcubemap == 0)
923                                         qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
924                         }
925                         else
926                         {
927                                 if (unit->tcubemap)
928                                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
929                         }
930                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
931                 }
932                 combinergb = m->texcombinergb[i];
933                 if (!combinergb)
934                         combinergb = GL_MODULATE;
935                 if (unit->combinergb != combinergb)
936                 {
937                         GL_ActiveTexture(i);
938                         unit->combinergb = combinergb;
939                         if (gl_combine.integer)
940                         {
941                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
942                         }
943                         else
944                         {
945                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
946                         }
947                 }
948                 combinealpha = m->texcombinealpha[i];
949                 if (!combinealpha)
950                         combinealpha = GL_MODULATE;
951                 if (unit->combinealpha != combinealpha)
952                 {
953                         GL_ActiveTexture(i);
954                         unit->combinealpha = combinealpha;
955                         if (gl_combine.integer)
956                         {
957                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
958                         }
959                 }
960                 scale = max(m->texrgbscale[i], 1);
961                 if (unit->rgbscale != scale)
962                 {
963                         GL_ActiveTexture(i);
964                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
965                 }
966                 scale = max(m->texalphascale[i], 1);
967                 if (unit->alphascale != scale)
968                 {
969                         GL_ActiveTexture(i);
970                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
971                 }
972                 arrayis3d = unit->t3d || unit->tcubemap;
973                 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
974                 {
975                         GL_ClientActiveTexture(i);
976                         if (m->pointer_texcoord[i])
977                         {
978                                 if (!unit->arrayenabled)
979                                 {
980                                         unit->arrayenabled = true;
981                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
982                                 }
983                         }
984                         else
985                         {
986                                 if (unit->arrayenabled)
987                                 {
988                                         unit->arrayenabled = false;
989                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
990                                 }
991                         }
992                         unit->pointer_texcoord = m->pointer_texcoord[i];
993                         unit->arrayis3d = arrayis3d;
994                         if (unit->arrayis3d)
995                                 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
996                         else
997                                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
998                         CHECKGLERROR
999                 }
1000         }
1001 }
1002
1003 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements)
1004 {
1005         qglBegin(GL_LINES);
1006         for (;numtriangles;numtriangles--, elements += 3)
1007         {
1008                 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1009                 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1010                 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1011         }
1012         qglEnd();
1013         CHECKGLERROR
1014 }
1015
1016 /*
1017 ==============================================================================
1018
1019                                                 SCREEN SHOTS
1020
1021 ==============================================================================
1022 */
1023
1024 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1025 {
1026         qboolean ret;
1027         qbyte *buffer;
1028
1029         if (!r_render.integer)
1030                 return false;
1031
1032         buffer = Mem_Alloc(tempmempool, width*height*3);
1033         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1034         CHECKGLERROR
1035
1036         if (jpeg)
1037                 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1038         else
1039                 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1040
1041         Mem_Free(buffer);
1042         return ret;
1043 }
1044
1045 //=============================================================================
1046
1047 void R_ClearScreen(void)
1048 {
1049         if (r_render.integer)
1050         {
1051                 // clear to black
1052                 qglClearColor(0,0,0,0);CHECKGLERROR
1053                 qglClearDepth(1);CHECKGLERROR
1054                 if (gl_stencil)
1055                 {
1056                         // LordHavoc: we use a stencil centered around 128 instead of 0,
1057                         // to avoid clamping interfering with strange shadow volume
1058                         // drawing orders
1059                         qglClearStencil(128);CHECKGLERROR
1060                 }
1061                 // clear the screen
1062                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
1063                 // set dithering mode
1064                 if (gl_dither.integer)
1065                 {
1066                         qglEnable(GL_DITHER);CHECKGLERROR
1067                 }
1068                 else
1069                 {
1070                         qglDisable(GL_DITHER);CHECKGLERROR
1071                 }
1072         }
1073 }
1074
1075 /*
1076 ==================
1077 SCR_UpdateScreen
1078
1079 This is called every frame, and can also be called explicitly to flush
1080 text to the screen.
1081 ==================
1082 */
1083 void SCR_UpdateScreen (void)
1084 {
1085         if (gl_delayfinish.integer)
1086         {
1087                 VID_Finish ();
1088
1089                 R_TimeReport("finish");
1090         }
1091
1092         if (r_textureunits.integer > gl_textureunits)
1093                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1094         if (r_textureunits.integer < 1)
1095                 Cvar_SetValueQuick(&r_textureunits, 1);
1096
1097         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1098                 Cvar_SetValueQuick(&gl_combine, 0);
1099
1100         R_TimeReport("setup");
1101
1102         R_ClearScreen();
1103
1104         R_TimeReport("clear");
1105
1106         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1107                 R_RenderView();
1108
1109         // draw 2D stuff
1110         R_DrawQueue();
1111
1112         if (gl_delayfinish.integer)
1113         {
1114                 // tell driver to commit it's partially full geometry queue to the rendering queue
1115                 // (this doesn't wait for the commands themselves to complete)
1116                 qglFlush();
1117         }
1118         else
1119         {
1120                 VID_Finish ();
1121
1122                 R_TimeReport("finish");
1123         }
1124 }
1125
1126
1127 //===========================================================================
1128 // dynamic vertex array buffer subsystem
1129 //===========================================================================
1130
1131 float varray_vertex3f[65536*3];
1132 float varray_color4f[65536*4];
1133 float varray_texcoord2f[4][65536*2];
1134 float varray_texcoord3f[4][65536*3];
1135 float varray_normal3f[65536*3];
1136 int earray_element3i[65536];
1137
1138 //===========================================================================
1139 // vertex array caching subsystem
1140 //===========================================================================
1141
1142 typedef struct rcachearraylink_s
1143 {
1144         struct rcachearraylink_s *next, *prev;
1145         struct rcachearrayitem_s *data;
1146 }
1147 rcachearraylink_t;
1148
1149 typedef struct rcachearrayitem_s
1150 {
1151         // the original request structure
1152         rcachearrayrequest_t request;
1153         // active
1154         int active;
1155         // offset into r_mesh_rcachedata
1156         int offset;
1157         // for linking this into the sequential list
1158         rcachearraylink_t sequentiallink;
1159         // for linking this into the lookup list
1160         rcachearraylink_t hashlink;
1161 }
1162 rcachearrayitem_t;
1163
1164 #define RCACHEARRAY_HASHSIZE 65536
1165 #define RCACHEARRAY_ITEMS 4096
1166 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1167
1168 // all active items are linked into this chain in sorted order
1169 static rcachearraylink_t r_mesh_rcachesequentialchain;
1170 // all inactive items are linked into this chain in unknown order
1171 static rcachearraylink_t r_mesh_rcachefreechain;
1172 // all active items are also linked into these chains (using their hashlink)
1173 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1174
1175 // all items are stored here, whether active or inactive
1176 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1177
1178 // size of data buffer
1179 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1180 // data buffer
1181 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1182
1183 // current state
1184 static int r_mesh_rcachedata_offset;
1185 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1186
1187 static void R_Mesh_CacheArray_Startup(void)
1188 {
1189         int i;
1190         rcachearraylink_t *l;
1191         // prepare all the linked lists
1192         l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1193         l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1194         memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1195         for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1196         {
1197                 l = &r_mesh_rcachechain[i];
1198                 l->next = l->prev = l;
1199                 l->data = NULL;
1200         }
1201         memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1202         for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1203         {
1204                 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1205                 l = &r_mesh_rcacheitems[i].sequentiallink;
1206                 l->next = &r_mesh_rcachefreechain;
1207                 l->prev = l->next->prev;
1208                 l->next->prev = l->prev->next = l;
1209         }
1210         // clear other state
1211         r_mesh_rcachedata_offset = 0;
1212         r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1213 }
1214
1215 static void R_Mesh_CacheArray_Shutdown(void)
1216 {
1217 }
1218
1219 /*
1220 static void R_Mesh_CacheArray_ValidateState(int num)
1221 {
1222         rcachearraylink_t *l, *lhead;
1223         lhead = &r_mesh_rcachesequentialchain;
1224         if (r_mesh_rcachesequentialchain_current == lhead)
1225                 return;
1226         for (l = lhead->next;l != lhead;l = l->next)
1227                 if (r_mesh_rcachesequentialchain_current == l)
1228                         return;
1229         Sys_Error("%i", num);
1230 }
1231 */
1232
1233 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1234 {
1235         rcachearraylink_t *l, *lhead, *lnext;
1236         rcachearrayitem_t *d;
1237         int hashindex, offset, offsetend;
1238
1239         //R_Mesh_CacheArray_ValidateState(3);
1240         // calculate a hashindex to choose a cache chain
1241         r->data = NULL;
1242         hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1243
1244         // is it already cached?
1245         for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1246         {
1247                 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1248                 {
1249                         // we have it cached already
1250                         r->data = r_mesh_rcachedata + l->data->offset;
1251                         return false;
1252                 }
1253         }
1254
1255         // we need to add a new cache item, this means finding a place for the new
1256         // data and making sure we have a free item available, lots of work...
1257
1258         // check if buffer needs to wrap
1259         if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1260         {
1261                 /*
1262                 if (r->data_size * 10 > r_mesh_rcachedata_size)
1263                 {
1264                         // realloc whole cache
1265                 }
1266                 */
1267                 // reset back to start
1268                 r_mesh_rcachedata_offset = 0;
1269                 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1270         }
1271         offset = r_mesh_rcachedata_offset;
1272         r_mesh_rcachedata_offset += r->data_size;
1273         offsetend = r_mesh_rcachedata_offset;
1274         //R_Mesh_CacheArray_ValidateState(4);
1275
1276         /*
1277         {
1278                 int n;
1279                 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1280                 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1281         }
1282         */
1283
1284         // make room for the new data (remove old items)
1285         lhead = &r_mesh_rcachesequentialchain;
1286         l = r_mesh_rcachesequentialchain_current;
1287         if (l == lhead)
1288                 l = l->next;
1289         while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1290         {
1291         //r_mesh_rcachesequentialchain_current = l;
1292         //R_Mesh_CacheArray_ValidateState(8);
1293                 lnext = l->next;
1294                 // if at the end of the chain, wrap around
1295                 if (lnext == lhead)
1296                         lnext = lnext->next;
1297         //r_mesh_rcachesequentialchain_current = lnext;
1298         //R_Mesh_CacheArray_ValidateState(10);
1299
1300                 // unlink from sequential chain
1301                 l->next->prev = l->prev;
1302                 l->prev->next = l->next;
1303         //R_Mesh_CacheArray_ValidateState(11);
1304                 // link into free chain
1305                 l->next = &r_mesh_rcachefreechain;
1306                 l->prev = l->next->prev;
1307                 l->next->prev = l->prev->next = l;
1308         //R_Mesh_CacheArray_ValidateState(12);
1309
1310                 l = &l->data->hashlink;
1311                 // unlink from hash chain
1312                 l->next->prev = l->prev;
1313                 l->prev->next = l->next;
1314
1315                 l = lnext;
1316         //r_mesh_rcachesequentialchain_current = l;
1317         //R_Mesh_CacheArray_ValidateState(9);
1318         }
1319         //r_mesh_rcachesequentialchain_current = l;
1320         //R_Mesh_CacheArray_ValidateState(5);
1321         // gobble an extra item if we have no free items available
1322         if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1323         {
1324                 lnext = l->next;
1325
1326                 // unlink from sequential chain
1327                 l->next->prev = l->prev;
1328                 l->prev->next = l->next;
1329                 // link into free chain
1330                 l->next = &r_mesh_rcachefreechain;
1331                 l->prev = l->next->prev;
1332                 l->next->prev = l->prev->next = l;
1333
1334                 l = &l->data->hashlink;
1335                 // unlink from hash chain
1336                 l->next->prev = l->prev;
1337                 l->prev->next = l->next;
1338
1339                 l = lnext;
1340         }
1341         r_mesh_rcachesequentialchain_current = l;
1342         //R_Mesh_CacheArray_ValidateState(6);
1343
1344         // now take an item from the free chain
1345         l = r_mesh_rcachefreechain.next;
1346         // set it up
1347         d = l->data;
1348         d->request = *r;
1349         d->offset = offset;
1350         // unlink
1351         l->next->prev = l->prev;
1352         l->prev->next = l->next;
1353         // relink to sequential
1354         l->next = r_mesh_rcachesequentialchain_current->prev;
1355         l->prev = l->next->prev;
1356         while (l->next->data && l->data && l->next->data->offset <= d->offset)
1357         {
1358                 //Con_Printf(">\n");
1359                 l->next = l->next->next;
1360                 l->prev = l->prev->next;
1361         }
1362         while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1363         {
1364                 //Con_Printf("<\n");
1365                 l->prev = l->prev->prev;
1366                 l->next = l->next->prev;
1367         }
1368         l->next->prev = l->prev->next = l;
1369         // also link into hash chain
1370         l = &l->data->hashlink;
1371         l->next = &r_mesh_rcachechain[hashindex];
1372         l->prev = l->next->prev;
1373         l->prev->next = l;
1374         l->next->prev = l->prev->next = l;
1375
1376
1377         //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1378
1379         //R_Mesh_CacheArray_ValidateState(7);
1380         // and finally set the data pointer
1381         r->data = r_mesh_rcachedata + d->offset;
1382         // and tell the caller to fill the array
1383         return true;
1384 }
1385