5 #include "cl_collision.h"
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
9 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
10 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
11 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
12 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
14 cvar_t r_render = {0, "r_render", "1"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
16 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
28 #ifdef GL_INVALID_ENUM
30 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
33 #ifdef GL_INVALID_VALUE
34 case GL_INVALID_VALUE:
35 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
38 #ifdef GL_INVALID_OPERATION
39 case GL_INVALID_OPERATION:
40 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
43 #ifdef GL_STACK_OVERFLOW
44 case GL_STACK_OVERFLOW:
45 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
48 #ifdef GL_STACK_UNDERFLOW
49 case GL_STACK_UNDERFLOW:
50 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
53 #ifdef GL_OUT_OF_MEMORY
54 case GL_OUT_OF_MEMORY:
55 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
58 #ifdef GL_TABLE_TOO_LARGE
59 case GL_TABLE_TOO_LARGE:
60 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
64 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
72 int c_meshs, c_meshelements;
74 void SCR_ScreenShot_f (void);
76 static matrix4x4_t backend_viewmatrix;
77 static matrix4x4_t backend_modelmatrix;
78 static matrix4x4_t backend_modelviewmatrix;
79 static matrix4x4_t backend_glmodelviewmatrix;
80 static matrix4x4_t backend_projectmatrix;
82 static int backendunits, backendactive;
83 static mempool_t *gl_backend_mempool;
86 note: here's strip order for a terrain row:
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
95 *elements++ = i + row;
97 *elements++ = i + row + 1;
100 *elements++ = i + row + 1;
103 for (y = 0;y < rows - 1;y++)
105 for (x = 0;x < columns - 1;x++)
108 *elements++ = i + columns;
110 *elements++ = i + columns + 1;
113 *elements++ = i + columns + 1;
124 for (y = 0;y < rows - 1;y++)
126 for (x = 0;x < columns - 1;x++)
130 *elements++ = i + columns;
131 *elements++ = i + columns + 1;
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
139 int polygonelements[768];
141 static void R_Mesh_CacheArray_Startup(void);
142 static void R_Mesh_CacheArray_Shutdown(void);
143 void GL_Backend_AllocArrays(void)
145 if (!gl_backend_mempool)
146 gl_backend_mempool = Mem_AllocPool("GL_Backend");
147 R_Mesh_CacheArray_Startup();
150 void GL_Backend_FreeArrays(void)
152 R_Mesh_CacheArray_Shutdown();
153 Mem_FreePool(&gl_backend_mempool);
156 static void gl_backend_start(void)
158 Con_DPrint("OpenGL Backend started\n");
159 if (qglDrawRangeElements != NULL)
162 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
164 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
166 Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
169 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
171 GL_Backend_AllocArrays();
173 backendactive = true;
176 static void gl_backend_shutdown(void)
179 backendactive = false;
181 Con_DPrint("OpenGL Backend shutting down\n");
183 GL_Backend_FreeArrays();
186 static void gl_backend_newmap(void)
190 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
191 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
192 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
193 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
195 void gl_backend_init(void)
199 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
201 polygonelements[i * 3 + 0] = 0;
202 polygonelements[i * 3 + 1] = i + 1;
203 polygonelements[i * 3 + 2] = i + 2;
206 Cvar_RegisterVariable(&r_render);
207 Cvar_RegisterVariable(&gl_dither);
208 Cvar_RegisterVariable(&gl_lockarrays);
209 Cvar_RegisterVariable(&gl_delayfinish);
210 Cvar_RegisterVariable(&gl_paranoid);
211 Cvar_RegisterVariable(&gl_printcheckerror);
213 Cvar_SetValue("r_render", 0);
216 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
217 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
218 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
220 Cvar_RegisterVariable(&scr_zoomwindow);
221 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
222 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
223 Cvar_RegisterVariable(&scr_zoomwindow_fov);
225 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
228 void GL_SetupView_Orientation_Identity (void)
230 Matrix4x4_CreateIdentity(&backend_viewmatrix);
231 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
234 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
236 matrix4x4_t tempmatrix, basematrix;
237 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
238 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
239 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
240 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
241 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
242 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
243 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
244 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
245 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
248 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
252 if (!r_render.integer)
256 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
257 qglLoadIdentity();CHECKGLERROR
259 xmax = zNear * tan(fovx * M_PI / 360.0);
260 ymax = zNear * tan(fovy * M_PI / 360.0);
262 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
263 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
264 GL_SetupView_Orientation_Identity();
267 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
271 if (!r_render.integer)
275 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
276 qglLoadIdentity();CHECKGLERROR
278 nudge = 1.0 - 1.0 / (1<<23);
279 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
284 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
293 m[14] = -2 * zNear * nudge;
296 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
297 GL_SetupView_Orientation_Identity();
298 backend_projectmatrix.m[0][0] = m[0];
299 backend_projectmatrix.m[1][0] = m[1];
300 backend_projectmatrix.m[2][0] = m[2];
301 backend_projectmatrix.m[3][0] = m[3];
302 backend_projectmatrix.m[0][1] = m[4];
303 backend_projectmatrix.m[1][1] = m[5];
304 backend_projectmatrix.m[2][1] = m[6];
305 backend_projectmatrix.m[3][1] = m[7];
306 backend_projectmatrix.m[0][2] = m[8];
307 backend_projectmatrix.m[1][2] = m[9];
308 backend_projectmatrix.m[2][2] = m[10];
309 backend_projectmatrix.m[3][2] = m[11];
310 backend_projectmatrix.m[0][3] = m[12];
311 backend_projectmatrix.m[1][3] = m[13];
312 backend_projectmatrix.m[2][3] = m[14];
313 backend_projectmatrix.m[3][3] = m[15];
316 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
318 if (!r_render.integer)
322 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
323 qglLoadIdentity();CHECKGLERROR
324 qglOrtho(x1, x2, y2, y1, zNear, zFar);
325 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
326 GL_SetupView_Orientation_Identity();
329 typedef struct gltextureunit_s
331 int t1d, t2d, t3d, tcubemap;
334 const void *pointer_texcoord;
335 float rgbscale, alphascale;
336 int combinergb, combinealpha;
337 // FIXME: add more combine stuff
348 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
353 gltextureunit_t units[MAX_TEXTUREUNITS];
357 const void *pointer_vertex;
358 const void *pointer_color;
362 void GL_SetupTextureState(void)
365 gltextureunit_t *unit;
367 gl_state.clientunit = -1;
368 for (i = 0;i < backendunits;i++)
371 GL_ClientActiveTexture(i);
372 unit = gl_state.units + i;
377 unit->pointer_texcoord = NULL;
379 unit->alphascale = 1;
380 unit->combinergb = GL_MODULATE;
381 unit->combinealpha = GL_MODULATE;
383 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
384 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
386 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
387 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
390 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
392 if (gl_texturecubemap)
394 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
396 if (gl_combine.integer)
398 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
399 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
400 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
401 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
402 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
403 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
404 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
405 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
406 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
407 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
408 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
409 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
410 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
411 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
412 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
413 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
414 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
418 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
423 void GL_Backend_ResetState(void)
425 memset(&gl_state, 0, sizeof(gl_state));
426 gl_state.depthtest = true;
427 gl_state.blendfunc1 = GL_ONE;
428 gl_state.blendfunc2 = GL_ZERO;
429 gl_state.blend = false;
430 gl_state.depthmask = GL_TRUE;
431 gl_state.colormask = 15;
432 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
433 gl_state.lockrange_first = 0;
434 gl_state.lockrange_count = 0;
435 gl_state.pointer_vertex = NULL;
436 gl_state.pointer_color = NULL;
440 qglColorMask(1, 1, 1, 1);
441 qglEnable(GL_CULL_FACE);CHECKGLERROR
442 qglCullFace(GL_FRONT);CHECKGLERROR
443 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
444 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
445 qglDisable(GL_BLEND);CHECKGLERROR
446 qglDepthMask(gl_state.depthmask);CHECKGLERROR
448 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
449 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
451 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
452 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
454 GL_Color(0, 0, 0, 0);
455 GL_Color(1, 1, 1, 1);
457 GL_SetupTextureState();
460 void GL_ActiveTexture(int num)
462 if (gl_state.unit != num)
465 if (qglActiveTexture)
467 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
473 void GL_ClientActiveTexture(int num)
475 if (gl_state.clientunit != num)
477 gl_state.clientunit = num;
478 if (qglActiveTexture)
480 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
486 void GL_BlendFunc(int blendfunc1, int blendfunc2)
488 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
492 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
493 if (gl_state.blendfunc2 == GL_ZERO)
495 if (gl_state.blendfunc1 == GL_ONE)
500 qglDisable(GL_BLEND);CHECKGLERROR
508 qglEnable(GL_BLEND);CHECKGLERROR
517 qglEnable(GL_BLEND);CHECKGLERROR
523 void GL_DepthMask(int state)
525 if (gl_state.depthmask != state)
529 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
533 void GL_DepthTest(int state)
535 if (gl_state.depthtest != state)
539 gl_state.depthtest = state;
540 if (gl_state.depthtest)
542 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
546 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
551 void GL_ColorMask(int r, int g, int b, int a)
553 int state = r*8 + g*4 + b*2 + a*1;
554 if (gl_state.colormask != state)
558 gl_state.colormask = state;
559 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
563 void GL_Color(float cr, float cg, float cb, float ca)
565 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)
569 gl_state.color4f[0] = cr;
570 gl_state.color4f[1] = cg;
571 gl_state.color4f[2] = cb;
572 gl_state.color4f[3] = ca;
574 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
579 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
583 r_showtrispass = false;
584 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
585 r_showtrispass = true;
589 void GL_LockArrays(int first, int count)
591 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
593 if (gl_state.lockrange_count)
595 gl_state.lockrange_count = 0;
597 qglUnlockArraysEXT();
600 if (count && gl_supportslockarrays && gl_lockarrays.integer)
602 gl_state.lockrange_first = first;
603 gl_state.lockrange_count = count;
605 qglLockArraysEXT(first, count);
611 void GL_Scissor (int x, int y, int width, int height)
614 qglScissor(x, vid.realheight - (y + height),width,height);
618 void GL_ScissorTest(int state)
620 if(gl_state.scissortest == state)
624 if((gl_state.scissortest = state))
625 qglEnable(GL_SCISSOR_TEST);
627 qglDisable(GL_SCISSOR_TEST);
631 void GL_Clear(int mask)
635 qglClear(mask);CHECKGLERROR
638 void GL_TransformToScreen(const vec4_t in, vec4_t out)
642 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
643 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
645 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
646 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
647 out[2] = out[2] * iw;
650 // called at beginning of frame
651 void R_Mesh_Start(void)
655 GL_Backend_ResetState();
658 int gl_backend_rebindtextures;
660 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
665 for (i = 0;i < count;i++)
666 *out++ = *in++ + offset;
669 memcpy(out, in, sizeof(*out) * count);
672 // renders triangles using vertices from the active arrays
673 int paranoidblah = 0;
674 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
676 int numelements = numtriangles * 3;
677 if (numverts == 0 || numtriangles == 0)
679 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
684 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
688 c_meshelements += numelements;
690 if (r_render.integer)
692 if (gl_paranoid.integer)
696 if (!qglIsEnabled(GL_VERTEX_ARRAY))
697 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
698 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
700 if (gl_state.pointer_color)
702 if (!qglIsEnabled(GL_COLOR_ARRAY))
703 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
704 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
707 for (i = 0;i < backendunits;i++)
709 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)
711 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))
712 Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
714 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
715 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
716 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++)
720 for (i = 0;i < numtriangles * 3;i++)
722 if (elements[i] < 0 || elements[i] >= numverts)
724 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
730 GL_LockArrays(0, numverts);
732 if (gl_mesh_testmanualfeeding.integer)
736 qglBegin(GL_TRIANGLES);
737 for (i = 0;i < numtriangles * 3;i++)
739 for (j = 0;j < backendunits;j++)
741 if (gl_state.units[j].pointer_texcoord)
743 if (backendunits > 1)
745 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
747 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
748 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
752 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
753 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
758 if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
760 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
761 qglTexCoord3f(p[0], p[1], p[2]);
765 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
766 qglTexCoord2f(p[0], p[1]);
771 if (gl_state.pointer_color)
773 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
774 qglColor4f(p[0], p[1], p[2], p[3]);
776 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
777 qglVertex3f(p[0], p[1], p[2]);
782 else if (gl_mesh_testarrayelement.integer)
785 qglBegin(GL_TRIANGLES);
786 for (i = 0;i < numtriangles * 3;i++)
788 qglArrayElement(elements[i]);
793 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
795 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
799 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
807 // restores backend state, used when done with 3D rendering
808 void R_Mesh_Finish(void)
816 for (i = backendunits - 1;i >= 0;i--)
818 if (qglActiveTexture)
819 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
820 if (qglClientActiveTexture)
821 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
822 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
823 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
824 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
827 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
829 if (gl_texturecubemap)
831 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
833 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
834 if (gl_combine.integer)
836 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
837 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
840 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
841 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
843 qglDisable(GL_BLEND);CHECKGLERROR
844 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
845 qglDepthMask(GL_TRUE);CHECKGLERROR
846 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
849 void R_Mesh_Matrix(const matrix4x4_t *matrix)
851 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
853 backend_modelmatrix = *matrix;
854 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
855 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
856 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
860 void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
862 if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
864 matrix4x4_t tempmatrix;
865 gl_state.units[unitnumber].matrix = *matrix;
866 Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
867 qglMatrixMode(GL_TEXTURE);
868 GL_ActiveTexture(unitnumber);
869 qglLoadMatrixf(&tempmatrix.m[0][0]);
870 qglMatrixMode(GL_MODELVIEW);
874 void R_Mesh_State(const rmeshstate_t *m)
876 int i, combinergb, combinealpha, scale, arrayis3d;
877 gltextureunit_t *unit;
881 if (gl_state.pointer_vertex != m->pointer_vertex)
883 gl_state.pointer_vertex = m->pointer_vertex;
885 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
892 if (gl_state.pointer_color != m->pointer_color)
895 if (!gl_state.pointer_color)
897 qglEnableClientState(GL_COLOR_ARRAY);
900 else if (!m->pointer_color)
902 qglDisableClientState(GL_COLOR_ARRAY);
904 // when color array is on the glColor gets trashed, set it again
905 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
908 gl_state.pointer_color = m->pointer_color;
909 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
913 if (gl_backend_rebindtextures)
915 gl_backend_rebindtextures = false;
916 GL_SetupTextureState();
919 for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
921 if (unit->t1d != m->tex1d[i])
927 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
932 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
934 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
936 if (unit->t2d != m->tex[i])
942 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
947 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
949 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
951 if (unit->t3d != m->tex3d[i])
957 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
962 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
964 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
966 if (unit->tcubemap != m->texcubemap[i])
969 if (m->texcubemap[i])
971 if (unit->tcubemap == 0)
972 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
977 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
979 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
981 combinergb = m->texcombinergb[i];
983 combinergb = GL_MODULATE;
984 if (unit->combinergb != combinergb)
987 unit->combinergb = combinergb;
988 if (gl_combine.integer)
990 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
994 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
997 combinealpha = m->texcombinealpha[i];
999 combinealpha = GL_MODULATE;
1000 if (unit->combinealpha != combinealpha)
1002 GL_ActiveTexture(i);
1003 unit->combinealpha = combinealpha;
1004 if (gl_combine.integer)
1006 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1009 scale = max(m->texrgbscale[i], 1);
1010 if (unit->rgbscale != scale)
1012 GL_ActiveTexture(i);
1013 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1015 scale = max(m->texalphascale[i], 1);
1016 if (unit->alphascale != scale)
1018 GL_ActiveTexture(i);
1019 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1021 arrayis3d = unit->t3d || unit->tcubemap;
1022 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
1024 GL_ClientActiveTexture(i);
1025 if (m->pointer_texcoord[i])
1027 if (!unit->arrayenabled)
1029 unit->arrayenabled = true;
1030 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1035 if (unit->arrayenabled)
1037 unit->arrayenabled = false;
1038 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1041 unit->pointer_texcoord = m->pointer_texcoord[i];
1042 unit->arrayis3d = arrayis3d;
1043 if (unit->arrayis3d)
1044 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1046 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1052 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1055 for (;numtriangles;numtriangles--, elements += 3)
1057 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1058 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1059 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1066 ==============================================================================
1070 ==============================================================================
1073 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1078 if (!r_render.integer)
1081 buffer = Mem_Alloc(tempmempool, width*height*3);
1082 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1086 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1088 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1094 //=============================================================================
1096 void R_ClearScreen(void)
1098 if (r_render.integer)
1101 qglClearColor(0,0,0,0);CHECKGLERROR
1102 qglClearDepth(1);CHECKGLERROR
1105 // LordHavoc: we use a stencil centered around 128 instead of 0,
1106 // to avoid clamping interfering with strange shadow volume
1108 qglClearStencil(128);CHECKGLERROR
1111 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1112 // set dithering mode
1113 if (gl_dither.integer)
1115 qglEnable(GL_DITHER);CHECKGLERROR
1119 qglDisable(GL_DITHER);CHECKGLERROR
1125 ====================
1127 ====================
1129 float CalcFov (float fov_x, float width, float height)
1131 // calculate vision size and alter by aspect, then convert back to angle
1132 return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
1139 This is called every frame, and can also be called explicitly to flush
1143 void SCR_UpdateScreen (void)
1145 if (gl_delayfinish.integer)
1148 R_TimeReport("meshfinish");
1150 R_TimeReport("finish");
1155 if (r_textureunits.integer > gl_textureunits)
1156 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1157 if (r_textureunits.integer < 1)
1158 Cvar_SetValueQuick(&r_textureunits, 1);
1160 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1161 Cvar_SetValueQuick(&gl_combine, 0);
1164 R_TimeReport("setup");
1168 R_TimeReport("clear");
1170 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1176 if (scr_viewsize.value < 30)
1177 Cvar_Set ("viewsize","30");
1178 if (scr_viewsize.value > 120)
1179 Cvar_Set ("viewsize","120");
1181 // bound field of view
1182 if (scr_fov.value < 1)
1183 Cvar_Set ("fov","1");
1184 if (scr_fov.value > 170)
1185 Cvar_Set ("fov","170");
1187 // intermission is always full screen
1188 if (cl.intermission)
1195 if (scr_viewsize.value >= 120)
1196 sb_lines = 0; // no status bar at all
1197 else if (scr_viewsize.value >= 110)
1198 sb_lines = 24; // no inventory
1201 size = scr_viewsize.value * (1.0 / 100.0);
1202 size = min(size, 1);
1205 r_refdef.width = vid.realwidth * size;
1206 r_refdef.height = vid.realheight * size;
1207 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1208 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1210 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1211 r_refdef.fov_x = scr_fov.value * cl.viewzoom;
1212 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
1216 Mod_CheckLoaded(cl.worldmodel);
1217 contents = CL_PointSuperContents(r_vieworigin);
1218 if (contents & SUPERCONTENTS_LIQUIDSMASK)
1220 r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
1221 r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
1227 if (scr_zoomwindow.integer)
1229 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1230 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1231 r_refdef.width = vid.realwidth * sizex;
1232 r_refdef.height = vid.realheight * sizey;
1233 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1235 r_refdef.fov_x = scr_zoomwindow_fov.value;
1236 r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
1246 r_showtrispass = false;
1247 else if (r_showtris.value > 0)
1250 GL_BlendFunc(GL_ONE, GL_ONE);
1251 GL_DepthTest(GL_FALSE);
1252 GL_DepthMask(GL_FALSE);
1253 memset(&m, 0, sizeof(m));
1255 r_showtrispass = true;
1256 GL_ShowTrisColor(0.2,0.2,0.2,1);
1260 if (gl_delayfinish.integer)
1262 // tell driver to commit it's partially full geometry queue to the rendering queue
1263 // (this doesn't wait for the commands themselves to complete)
1269 R_TimeReport("meshfinish");
1271 R_TimeReport("finish");
1276 //===========================================================================
1277 // dynamic vertex array buffer subsystem
1278 //===========================================================================
1280 float varray_vertex3f[65536*3];
1281 float varray_color4f[65536*4];
1282 float varray_texcoord2f[4][65536*2];
1283 float varray_texcoord3f[4][65536*3];
1284 float varray_normal3f[65536*3];
1285 int earray_element3i[65536];
1287 //===========================================================================
1288 // vertex array caching subsystem
1289 //===========================================================================
1291 typedef struct rcachearraylink_s
1293 struct rcachearraylink_s *next, *prev;
1294 struct rcachearrayitem_s *data;
1298 typedef struct rcachearrayitem_s
1300 // the original request structure
1301 rcachearrayrequest_t request;
1304 // offset into r_mesh_rcachedata
1306 // for linking this into the sequential list
1307 rcachearraylink_t sequentiallink;
1308 // for linking this into the lookup list
1309 rcachearraylink_t hashlink;
1313 #define RCACHEARRAY_HASHSIZE 65536
1314 #define RCACHEARRAY_ITEMS 4096
1315 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1317 // all active items are linked into this chain in sorted order
1318 static rcachearraylink_t r_mesh_rcachesequentialchain;
1319 // all inactive items are linked into this chain in unknown order
1320 static rcachearraylink_t r_mesh_rcachefreechain;
1321 // all active items are also linked into these chains (using their hashlink)
1322 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1324 // all items are stored here, whether active or inactive
1325 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1327 // size of data buffer
1328 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1330 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1333 static int r_mesh_rcachedata_offset;
1334 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1336 static void R_Mesh_CacheArray_Startup(void)
1339 rcachearraylink_t *l;
1340 // prepare all the linked lists
1341 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1342 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1343 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1344 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1346 l = &r_mesh_rcachechain[i];
1347 l->next = l->prev = l;
1350 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1351 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1353 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1354 l = &r_mesh_rcacheitems[i].sequentiallink;
1355 l->next = &r_mesh_rcachefreechain;
1356 l->prev = l->next->prev;
1357 l->next->prev = l->prev->next = l;
1359 // clear other state
1360 r_mesh_rcachedata_offset = 0;
1361 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1364 static void R_Mesh_CacheArray_Shutdown(void)
1369 static void R_Mesh_CacheArray_ValidateState(int num)
1371 rcachearraylink_t *l, *lhead;
1372 lhead = &r_mesh_rcachesequentialchain;
1373 if (r_mesh_rcachesequentialchain_current == lhead)
1375 for (l = lhead->next;l != lhead;l = l->next)
1376 if (r_mesh_rcachesequentialchain_current == l)
1378 Sys_Error("%i", num);
1382 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1384 rcachearraylink_t *l, *lhead, *lnext;
1385 rcachearrayitem_t *d;
1386 int hashindex, offset, offsetend;
1388 //R_Mesh_CacheArray_ValidateState(3);
1389 // calculate a hashindex to choose a cache chain
1391 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1393 // is it already cached?
1394 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1396 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1398 // we have it cached already
1399 r->data = r_mesh_rcachedata + l->data->offset;
1404 // we need to add a new cache item, this means finding a place for the new
1405 // data and making sure we have a free item available, lots of work...
1407 // check if buffer needs to wrap
1408 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1411 if (r->data_size * 10 > r_mesh_rcachedata_size)
1413 // realloc whole cache
1416 // reset back to start
1417 r_mesh_rcachedata_offset = 0;
1418 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1420 offset = r_mesh_rcachedata_offset;
1421 r_mesh_rcachedata_offset += r->data_size;
1422 offsetend = r_mesh_rcachedata_offset;
1423 //R_Mesh_CacheArray_ValidateState(4);
1428 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1429 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1433 // make room for the new data (remove old items)
1434 lhead = &r_mesh_rcachesequentialchain;
1435 l = r_mesh_rcachesequentialchain_current;
1438 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1440 //r_mesh_rcachesequentialchain_current = l;
1441 //R_Mesh_CacheArray_ValidateState(8);
1443 // if at the end of the chain, wrap around
1445 lnext = lnext->next;
1446 //r_mesh_rcachesequentialchain_current = lnext;
1447 //R_Mesh_CacheArray_ValidateState(10);
1449 // unlink from sequential chain
1450 l->next->prev = l->prev;
1451 l->prev->next = l->next;
1452 //R_Mesh_CacheArray_ValidateState(11);
1453 // link into free chain
1454 l->next = &r_mesh_rcachefreechain;
1455 l->prev = l->next->prev;
1456 l->next->prev = l->prev->next = l;
1457 //R_Mesh_CacheArray_ValidateState(12);
1459 l = &l->data->hashlink;
1460 // unlink from hash chain
1461 l->next->prev = l->prev;
1462 l->prev->next = l->next;
1465 //r_mesh_rcachesequentialchain_current = l;
1466 //R_Mesh_CacheArray_ValidateState(9);
1468 //r_mesh_rcachesequentialchain_current = l;
1469 //R_Mesh_CacheArray_ValidateState(5);
1470 // gobble an extra item if we have no free items available
1471 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1475 // unlink from sequential chain
1476 l->next->prev = l->prev;
1477 l->prev->next = l->next;
1478 // link into free chain
1479 l->next = &r_mesh_rcachefreechain;
1480 l->prev = l->next->prev;
1481 l->next->prev = l->prev->next = l;
1483 l = &l->data->hashlink;
1484 // unlink from hash chain
1485 l->next->prev = l->prev;
1486 l->prev->next = l->next;
1490 r_mesh_rcachesequentialchain_current = l;
1491 //R_Mesh_CacheArray_ValidateState(6);
1493 // now take an item from the free chain
1494 l = r_mesh_rcachefreechain.next;
1500 l->next->prev = l->prev;
1501 l->prev->next = l->next;
1502 // relink to sequential
1503 l->next = r_mesh_rcachesequentialchain_current->prev;
1504 l->prev = l->next->prev;
1505 while (l->next->data && l->data && l->next->data->offset <= d->offset)
1508 l->next = l->next->next;
1509 l->prev = l->prev->next;
1511 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1514 l->prev = l->prev->prev;
1515 l->next = l->next->prev;
1517 l->next->prev = l->prev->next = l;
1518 // also link into hash chain
1519 l = &l->data->hashlink;
1520 l->next = &r_mesh_rcachechain[hashindex];
1521 l->prev = l->next->prev;
1523 l->next->prev = l->prev->next = l;
1526 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1528 //R_Mesh_CacheArray_ValidateState(7);
1529 // and finally set the data pointer
1530 r->data = r_mesh_rcachedata + d->offset;
1531 // and tell the caller to fill the array