6 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "21760"};
7 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
8 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
9 cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"};
10 cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"};
11 cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"};
12 cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"};
13 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
15 cvar_t r_render = {0, "r_render", "1"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
17 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
19 int gl_maxdrawrangeelementsvertices;
20 int gl_maxdrawrangeelementsindices;
25 void GL_PrintError(int errornumber, char *filename, int linenumber)
29 #ifdef GL_INVALID_ENUM
31 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
34 #ifdef GL_INVALID_VALUE
35 case GL_INVALID_VALUE:
36 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_OPERATION
40 case GL_INVALID_OPERATION:
41 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
44 #ifdef GL_STACK_OVERFLOW
45 case GL_STACK_OVERFLOW:
46 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_UNDERFLOW
50 case GL_STACK_UNDERFLOW:
51 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_OUT_OF_MEMORY
55 case GL_OUT_OF_MEMORY:
56 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
59 #ifdef GL_TABLE_TOO_LARGE
60 case GL_TABLE_TOO_LARGE:
61 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
65 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
71 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
73 int c_meshs, c_meshelements;
75 void SCR_ScreenShot_f (void);
77 // these are externally accessible
78 int r_lightmapscalebit;
80 GLfloat *varray_vertex3f, *varray_buf_vertex3f;
81 GLfloat *varray_color4f, *varray_buf_color4f;
82 GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS];
83 GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS];
84 static qbyte *varray_color4b, *varray_buf_color4b;
87 float mesh_var_readfrequency;
88 float mesh_var_writefrequency;
89 float mesh_var_priority;
90 int varray_offset = 0, varray_offsetnext = 0;
91 GLuint *varray_buf_elements3i;
92 int mesh_maxelements = 3072;
94 static matrix4x4_t backend_viewmatrix;
95 static matrix4x4_t backend_modelmatrix;
96 static matrix4x4_t backend_modelviewmatrix;
97 static matrix4x4_t backend_glmodelviewmatrix;
98 static matrix4x4_t backend_projectmatrix;
100 static int backendunits, backendactive;
101 static mempool_t *gl_backend_mempool;
104 note: here's strip order for a terrain row:
110 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
112 *elements++ = i + row;
114 *elements++ = i + row + 1;
117 *elements++ = i + row + 1;
120 void GL_Backend_AllocElementsArray(void)
122 if (varray_buf_elements3i)
123 Mem_Free(varray_buf_elements3i);
124 varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
127 void GL_Backend_FreeElementArray(void)
129 if (varray_buf_elements3i)
130 Mem_Free(varray_buf_elements3i);
131 varray_buf_elements3i = NULL;
134 void GL_Backend_CheckCvars(void)
136 // 21760 is (65536 / 3) rounded off to a multiple of 128
137 if (gl_mesh_maxverts.integer < 1024)
138 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
139 if (gl_mesh_maxverts.integer > 21760)
140 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
141 if (gl_mesh_vertex_array_range.integer && !gl_support_var)
142 Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0);
143 if (gl_mesh_vertex_array_range_readfrequency.value < 0)
144 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0);
145 if (gl_mesh_vertex_array_range_readfrequency.value > 1)
146 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1);
147 if (gl_mesh_vertex_array_range_writefrequency.value < 0)
148 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0);
149 if (gl_mesh_vertex_array_range_writefrequency.value > 1)
150 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1);
151 if (gl_mesh_vertex_array_range_priority.value < 0)
152 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0);
153 if (gl_mesh_vertex_array_range_priority.value > 1)
154 Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1);
157 int polygonelements[768];
159 void GL_Backend_AllocArrays(void)
164 if (!gl_backend_mempool)
166 gl_backend_mempool = Mem_AllocPool("GL_Backend");
167 varray_buf_vertex3f = NULL;
168 varray_buf_color4f = NULL;
169 varray_buf_color4b = NULL;
170 varray_buf_elements3i = NULL;
171 for (i = 0;i < MAX_TEXTUREUNITS;i++)
172 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
175 mesh_maxverts = gl_mesh_maxverts.integer;
176 mesh_var = gl_mesh_vertex_array_range.integer;
177 mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value;
178 mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value;
179 mesh_var_priority = gl_mesh_vertex_array_range_priority.value;
181 if (varray_buf_vertex3f)
182 VID_FreeVertexArrays(varray_buf_vertex3f);
183 varray_buf_vertex3f = NULL;
184 varray_buf_color4f = NULL;
185 varray_buf_color4b = NULL;
186 for (i = 0;i < MAX_TEXTUREUNITS;i++)
187 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
189 size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits);
190 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);
191 varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
192 varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts;
193 for (i = 0;i < backendunits;i++)
195 varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
196 varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts;
198 for (;i < MAX_TEXTUREUNITS;i++)
199 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
200 varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts;
202 GL_Backend_AllocElementsArray();
207 qglVertexArrayRangeNV(size, varray_buf_vertex3f);
209 qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
214 void GL_Backend_FreeArrays(void)
221 qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
225 if (varray_buf_vertex3f)
226 VID_FreeVertexArrays(varray_buf_vertex3f);
227 varray_buf_vertex3f = NULL;
228 varray_buf_color4f = NULL;
229 varray_buf_color4b = NULL;
230 for (i = 0;i < MAX_TEXTUREUNITS;i++)
231 varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
232 varray_buf_elements3i = NULL;
234 Mem_FreePool(&gl_backend_mempool);
237 static void gl_backend_start(void)
239 GL_Backend_CheckCvars();
241 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
242 if (qglDrawRangeElements != NULL)
245 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
247 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
249 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
251 if (strstr(gl_renderer, "3Dfx"))
253 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
254 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
257 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
259 GL_Backend_AllocArrays();
261 backendactive = true;
264 static void gl_backend_shutdown(void)
267 backendactive = false;
269 Con_Printf("OpenGL Backend shutting down\n");
271 GL_Backend_FreeArrays();
274 void GL_Backend_ResizeArrays(int numvertices)
276 Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
277 GL_Backend_CheckCvars();
278 mesh_maxverts = gl_mesh_maxverts.integer;
279 GL_Backend_AllocArrays();
282 static void gl_backend_newmap(void)
286 void gl_backend_init(void)
290 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
292 polygonelements[i * 3 + 0] = 0;
293 polygonelements[i * 3 + 1] = i + 1;
294 polygonelements[i * 3 + 2] = i + 2;
297 Cvar_RegisterVariable(&r_render);
298 Cvar_RegisterVariable(&gl_dither);
299 Cvar_RegisterVariable(&gl_lockarrays);
300 Cvar_RegisterVariable(&gl_delayfinish);
302 Cvar_SetValue("r_render", 0);
305 Cvar_RegisterVariable(&gl_mesh_maxverts);
306 Cvar_RegisterVariable(&gl_mesh_floatcolors);
307 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
308 Cvar_RegisterVariable(&gl_mesh_vertex_array_range);
309 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency);
310 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency);
311 Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority);
312 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
315 void GL_SetupView_ViewPort (int x, int y, int width, int height)
317 if (!r_render.integer)
320 // y is weird beause OpenGL is bottom to top, we use top to bottom
321 qglViewport(x, vid.realheight - (y + height), width, height);
325 void GL_SetupView_Orientation_Identity (void)
327 Matrix4x4_CreateIdentity(&backend_viewmatrix);
328 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
331 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
333 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
334 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
335 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
336 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
337 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
338 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
339 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
342 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
346 if (!r_render.integer)
350 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
351 qglLoadIdentity();CHECKGLERROR
353 xmax = zNear * tan(fovx * M_PI / 360.0);
354 ymax = zNear * tan(fovy * M_PI / 360.0);
356 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
357 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
358 GL_SetupView_Orientation_Identity();
361 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
365 if (!r_render.integer)
369 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
370 qglLoadIdentity();CHECKGLERROR
372 nudge = 1.0 - 1.0 / (1<<23);
373 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
378 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
387 m[14] = -2 * zNear * nudge;
390 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
391 GL_SetupView_Orientation_Identity();
392 backend_projectmatrix.m[0][0] = m[0];
393 backend_projectmatrix.m[1][0] = m[1];
394 backend_projectmatrix.m[2][0] = m[2];
395 backend_projectmatrix.m[3][0] = m[3];
396 backend_projectmatrix.m[0][1] = m[4];
397 backend_projectmatrix.m[1][1] = m[5];
398 backend_projectmatrix.m[2][1] = m[6];
399 backend_projectmatrix.m[3][1] = m[7];
400 backend_projectmatrix.m[0][2] = m[8];
401 backend_projectmatrix.m[1][2] = m[9];
402 backend_projectmatrix.m[2][2] = m[10];
403 backend_projectmatrix.m[3][2] = m[11];
404 backend_projectmatrix.m[0][3] = m[12];
405 backend_projectmatrix.m[1][3] = m[13];
406 backend_projectmatrix.m[2][3] = m[14];
407 backend_projectmatrix.m[3][3] = m[15];
410 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
412 if (!r_render.integer)
416 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
417 qglLoadIdentity();CHECKGLERROR
418 qglOrtho(x1, x2, y2, y1, zNear, zFar);
419 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
420 GL_SetupView_Orientation_Identity();
423 typedef struct gltextureunit_s
425 int t1d, t2d, t3d, tcubemap;
426 int arrayenabled, arrayis3d;
427 float rgbscale, alphascale;
428 int combinergb, combinealpha;
429 // FIXME: add more combine stuff
442 gltextureunit_t units[MAX_TEXTUREUNITS];
447 void GL_SetupTextureState(void)
450 gltextureunit_t *unit;
451 for (i = 0;i < backendunits;i++)
453 if (qglActiveTexture)
454 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
455 if (qglClientActiveTexture)
456 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
457 unit = gl_state.units + i;
463 unit->alphascale = 1;
464 unit->combinergb = GL_MODULATE;
465 unit->combinealpha = GL_MODULATE;
466 unit->arrayenabled = false;
467 unit->arrayis3d = false;
468 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
469 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR
470 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
471 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
474 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
476 if (gl_texturecubemap)
478 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
480 if (gl_combine.integer)
482 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
483 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
484 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
485 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
486 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
487 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
488 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
489 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
490 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
491 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
492 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
493 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
494 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
495 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
496 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
497 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
498 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
502 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
507 void GL_Backend_ResetState(void)
509 memset(&gl_state, 0, sizeof(gl_state));
510 gl_state.depthdisable = false;
511 gl_state.blendfunc1 = GL_ONE;
512 gl_state.blendfunc2 = GL_ZERO;
513 gl_state.blend = false;
514 gl_state.depthmask = GL_TRUE;
515 gl_state.colorarray = false;
517 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
518 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
520 qglEnable(GL_CULL_FACE);CHECKGLERROR
521 qglCullFace(GL_FRONT);CHECKGLERROR
522 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
523 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
524 qglDisable(GL_BLEND);CHECKGLERROR
525 qglDepthMask(gl_state.depthmask);CHECKGLERROR
526 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR
527 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
528 if (gl_mesh_floatcolors.integer)
530 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR
534 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR
536 GL_Color(1, 1, 1, 1);
538 GL_SetupTextureState();
541 void GL_UseColorArray(void)
543 if (!gl_state.colorarray)
545 gl_state.colorarray = true;
546 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
550 void GL_Color(float cr, float cg, float cb, float ca)
552 if (gl_state.colorarray)
554 gl_state.colorarray = false;
555 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
557 qglColor4f(cr, cg, cb, ca);
560 void GL_TransformToScreen(const vec4_t in, vec4_t out)
564 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
565 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
567 out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
568 out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
569 out[2] = out[2] * iw;
572 // called at beginning of frame
573 void R_Mesh_Start(void)
579 GL_Backend_CheckCvars();
580 if (mesh_maxverts != gl_mesh_maxverts.integer
581 || mesh_var != gl_mesh_vertex_array_range.integer
582 || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value
583 || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value
584 || mesh_var_priority != gl_mesh_vertex_array_range_priority.value)
585 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
587 GL_Backend_ResetState();
592 qglFlushVertexArrayRangeNV();
598 int gl_backend_rebindtextures;
600 void GL_ConvertColorsFloatToByte(int numverts)
603 // LordHavoc: to avoid problems with aliasing (treating memory as two
604 // different types - exactly what this is doing), these must be volatile
606 volatile int *icolor;
607 volatile float *fcolor;
610 total = numverts * 4;
612 // shift float to have 8bit fraction at base of number
613 fcolor = varray_buf_color4f;
614 for (i = 0;i < total;)
616 fcolor[i ] += 32768.0f;
617 fcolor[i + 1] += 32768.0f;
618 fcolor[i + 2] += 32768.0f;
619 fcolor[i + 3] += 32768.0f;
623 // then read as integer and kill float bits...
624 icolor = (int *)varray_buf_color4f;
625 bcolor = varray_buf_color4b;
626 for (i = 0;i < total;)
628 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (GLubyte) k;
629 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k;
630 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k;
631 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k;
637 // enlarges geometry buffers if they are too small
638 void _R_Mesh_ResizeCheck(int numverts)
640 if (numverts > mesh_maxverts)
643 GL_Backend_ResizeArrays(numverts + 100);
644 GL_Backend_ResetState();
649 void GL_Backend_RenumberElements(int numelements, const int *in, int offset)
652 for (i = 0;i < numelements;i++)
653 varray_buf_elements3i[i] = in[i] + offset;
656 // gets geometry space for a mesh
657 void R_Mesh_GetSpace(int numverts)
661 varray_offset = varray_offsetnext;
662 if (varray_offset + numverts > mesh_maxverts)
664 if (numverts > mesh_maxverts)
667 GL_Backend_ResizeArrays(numverts + 100);
668 GL_Backend_ResetState();
672 if (varray_offset == 0 && mesh_var)
675 qglFlushVertexArrayRangeNV();
681 // varray_offset = rand() % (mesh_maxverts - numverts);
683 varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
684 varray_color4f = varray_buf_color4f + varray_offset * 4;
685 varray_color4b = varray_buf_color4b + varray_offset * 4;
686 for (i = 0;i < backendunits;i++)
688 varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3;
689 varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2;
692 varray_offsetnext = varray_offset + numverts;
695 // renders the current mesh
696 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
699 if (numtriangles == 0 || numverts == 0)
701 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
704 numelements = numtriangles * 3;
705 if (mesh_maxelements < numelements)
707 mesh_maxelements = numelements;
708 GL_Backend_AllocElementsArray();
710 GL_Backend_RenumberElements(numelements, elements, varray_offset);
712 c_meshelements += numelements;
713 if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
714 GL_ConvertColorsFloatToByte(numverts);
715 if (r_render.integer)
717 if (gl_supportslockarrays && gl_lockarrays.integer)
719 qglLockArraysEXT(varray_offset, numverts);
721 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
723 qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
728 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
731 qglUnlockArraysEXT();
736 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
742 // restores backend state, used when done with 3D rendering
743 void R_Mesh_Finish(void)
750 qglFlushVertexArrayRangeNV();
755 for (i = backendunits - 1;i >= 0;i--)
757 if (qglActiveTexture)
758 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
759 if (qglClientActiveTexture)
760 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
761 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
762 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
763 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
766 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
768 if (gl_texturecubemap)
770 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
772 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
773 if (gl_combine.integer)
775 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
776 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
779 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
780 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
782 qglDisable(GL_BLEND);CHECKGLERROR
783 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
784 qglDepthMask(GL_TRUE);CHECKGLERROR
785 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
788 void R_Mesh_Matrix(const matrix4x4_t *matrix)
790 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
792 backend_modelmatrix = *matrix;
793 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
794 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
795 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
799 // sets up the requested state
800 void R_Mesh_MainState(const rmeshstate_t *m)
804 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
806 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
807 if (gl_state.blendfunc2 == GL_ZERO)
809 if (gl_state.blendfunc1 == GL_ONE)
814 qglDisable(GL_BLEND);CHECKGLERROR
822 qglEnable(GL_BLEND);CHECKGLERROR
831 qglEnable(GL_BLEND);CHECKGLERROR
835 if (gl_state.depthdisable != m->depthdisable)
837 gl_state.depthdisable = m->depthdisable;
838 if (gl_state.depthdisable)
839 qglDisable(GL_DEPTH_TEST);
841 qglEnable(GL_DEPTH_TEST);
843 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
845 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
849 void R_Mesh_TextureState(const rmeshstate_t *m)
851 int i, combinergb, combinealpha;
853 gltextureunit_t *unit;
857 if (gl_backend_rebindtextures)
859 gl_backend_rebindtextures = false;
860 GL_SetupTextureState();
863 for (i = 0;i < backendunits;i++)
865 unit = gl_state.units + i;
866 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
868 if (m->tex3d[i] || m->texcubemap[i])
870 if (!unit->arrayis3d)
872 unit->arrayis3d = true;
873 if (gl_state.clientunit != i)
875 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
877 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]);
879 if (!unit->arrayenabled)
881 unit->arrayenabled = true;
882 if (gl_state.clientunit != i)
884 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
886 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
889 else if (m->tex1d[i] || m->tex[i])
893 unit->arrayis3d = false;
894 if (gl_state.clientunit != i)
896 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
898 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);
900 if (!unit->arrayenabled)
902 unit->arrayenabled = true;
903 if (gl_state.clientunit != i)
905 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
907 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
912 if (unit->arrayenabled)
914 unit->arrayenabled = false;
915 if (gl_state.clientunit != i)
917 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
919 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
922 if (unit->t1d != m->tex1d[i])
924 if (gl_state.unit != i)
926 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
931 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
936 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
938 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
940 if (unit->t2d != m->tex[i])
942 if (gl_state.unit != i)
944 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
949 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
954 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
956 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
958 if (unit->t3d != m->tex3d[i])
960 if (gl_state.unit != i)
962 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
967 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
972 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
974 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
976 if (unit->tcubemap != m->texcubemap[i])
978 if (gl_state.unit != i)
980 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
982 if (m->texcubemap[i])
984 if (unit->tcubemap == 0)
985 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
990 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
992 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
995 combinergb = m->texcombinergb[i];
997 combinergb = GL_MODULATE;
998 if (unit->combinergb != combinergb)
1000 if (gl_state.unit != i)
1002 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1004 unit->combinergb = combinergb;
1005 if (gl_combine.integer)
1007 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1011 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1014 combinealpha = m->texcombinealpha[i];
1016 combinealpha = GL_MODULATE;
1017 if (unit->combinealpha != combinealpha)
1019 if (gl_state.unit != i)
1021 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1023 unit->combinealpha = combinealpha;
1024 if (gl_combine.integer)
1026 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1029 scale = max(m->texrgbscale[i], 1);
1030 if (gl_state.units[i].rgbscale != scale)
1032 if (gl_state.unit != i)
1034 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1036 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
1038 scale = max(m->texalphascale[i], 1);
1039 if (gl_state.units[i].alphascale != scale)
1041 if (gl_state.unit != i)
1043 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
1045 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
1050 void R_Mesh_State(const rmeshstate_t *m)
1052 R_Mesh_MainState(m);
1053 R_Mesh_TextureState(m);
1057 ==============================================================================
1061 ==============================================================================
1064 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1070 if (!r_render.integer)
1073 buffer = Mem_Alloc(tempmempool, width*height*3);
1074 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1077 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
1078 if (v_hwgamma.integer)
1080 for (i = 0;i < width * height * 3;i++)
1082 j = buffer[i] << v_overbrightbits.integer;
1083 buffer[i] = (qbyte) (bound(0, j, 255));
1088 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1090 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1096 //=============================================================================
1098 void R_ClearScreen(void)
1100 if (r_render.integer)
1103 qglClearColor(0,0,0,0);CHECKGLERROR
1104 qglClearDepth(1);CHECKGLERROR
1107 // LordHavoc: we use a stencil centered around 128 instead of 0,
1108 // to avoid clamping interfering with strange shadow volume
1110 qglClearStencil(128);CHECKGLERROR
1113 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
1114 // set dithering mode
1115 if (gl_dither.integer)
1117 qglEnable(GL_DITHER);CHECKGLERROR
1121 qglDisable(GL_DITHER);CHECKGLERROR
1130 This is called every frame, and can also be called explicitly to flush
1134 void SCR_UpdateScreen (void)
1136 if (gl_delayfinish.integer)
1140 R_TimeReport("finish");
1143 if (r_textureunits.integer > gl_textureunits)
1144 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1145 if (r_textureunits.integer < 1)
1146 Cvar_SetValueQuick(&r_textureunits, 1);
1148 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1149 Cvar_SetValueQuick(&gl_combine, 0);
1152 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1155 r_lightmapscalebit = v_overbrightbits.integer;
1156 if (gl_combine.integer && r_textureunits.integer > 1)
1157 r_lightmapscalebit += 2;
1159 R_TimeReport("setup");
1163 R_TimeReport("clear");
1165 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1171 if (gl_delayfinish.integer)
1173 // tell driver to commit it's partially full geometry queue to the rendering queue
1174 // (this doesn't wait for the commands themselves to complete)
1181 R_TimeReport("finish");
1185 // utility functions
1187 void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
1191 float *out = varray_vertex3f;
1194 *out++ = *vertex3f++;
1195 *out++ = *vertex3f++;
1196 *out++ = *vertex3f++;
1200 memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3]));
1203 void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts)
1207 float *out = varray_texcoord2f[tmu];
1210 *out++ = *texcoord2f++;
1211 *out++ = *texcoord2f++;
1215 memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2]));
1218 void R_Mesh_CopyColor4f(const float *color4f, int numverts)
1222 float *out = varray_color4f;
1225 *out++ = *color4f++;
1226 *out++ = *color4f++;
1227 *out++ = *color4f++;
1228 *out++ = *color4f++;
1232 memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));