3 #include "cl_collision.h"
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
7 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
8 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
12 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
13 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
14 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
15 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
17 int gl_maxdrawrangeelementsvertices;
18 int gl_maxdrawrangeelementsindices;
23 void GL_PrintError(int errornumber, char *filename, int linenumber)
27 #ifdef GL_INVALID_ENUM
29 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
32 #ifdef GL_INVALID_VALUE
33 case GL_INVALID_VALUE:
34 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
37 #ifdef GL_INVALID_OPERATION
38 case GL_INVALID_OPERATION:
39 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
42 #ifdef GL_STACK_OVERFLOW
43 case GL_STACK_OVERFLOW:
44 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
47 #ifdef GL_STACK_UNDERFLOW
48 case GL_STACK_UNDERFLOW:
49 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
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);
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);
63 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
69 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
71 void SCR_ScreenShot_f (void);
73 static matrix4x4_t backend_viewmatrix;
74 static matrix4x4_t backend_modelmatrix;
75 static matrix4x4_t backend_modelviewmatrix;
76 static matrix4x4_t backend_glmodelviewmatrix;
77 static matrix4x4_t backend_projectmatrix;
79 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
82 note: here's strip order for a terrain row:
89 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
91 *elements++ = i + row;
93 *elements++ = i + row + 1;
96 *elements++ = i + row + 1;
99 for (y = 0;y < rows - 1;y++)
101 for (x = 0;x < columns - 1;x++)
104 *elements++ = i + columns;
106 *elements++ = i + columns + 1;
109 *elements++ = i + columns + 1;
120 for (y = 0;y < rows - 1;y++)
122 for (x = 0;x < columns - 1;x++)
126 *elements++ = i + columns;
127 *elements++ = i + columns + 1;
128 *elements++ = i + columns;
129 *elements++ = i + columns + 1;
135 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
136 int quadelements[QUADELEMENTS_MAXQUADS*6];
138 void GL_Backend_AllocArrays(void)
142 void GL_Backend_FreeArrays(void)
146 static void gl_backend_start(void)
148 Con_Print("OpenGL Backend starting...\n");
151 if (qglDrawRangeElements != NULL)
154 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
156 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
158 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
161 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
162 backendimageunits = backendunits;
163 backendarrayunits = backendunits;
164 if (gl_support_fragment_shader)
167 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
169 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
171 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
173 else if (backendunits > 1)
174 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
176 Con_Printf("singletexture\n");
178 GL_Backend_AllocArrays();
180 Con_Printf("OpenGL backend started.\n");
184 backendactive = true;
187 static void gl_backend_shutdown(void)
190 backendimageunits = 0;
191 backendarrayunits = 0;
192 backendactive = false;
194 Con_Print("OpenGL Backend shutting down\n");
196 GL_Backend_FreeArrays();
199 static void gl_backend_newmap(void)
203 void gl_backend_init(void)
207 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
209 polygonelements[i * 3 + 0] = 0;
210 polygonelements[i * 3 + 1] = i + 1;
211 polygonelements[i * 3 + 2] = i + 2;
213 // elements for rendering a series of quads as triangles
214 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
216 quadelements[i * 6 + 0] = i * 4;
217 quadelements[i * 6 + 1] = i * 4 + 1;
218 quadelements[i * 6 + 2] = i * 4 + 2;
219 quadelements[i * 6 + 3] = i * 4;
220 quadelements[i * 6 + 4] = i * 4 + 2;
221 quadelements[i * 6 + 5] = i * 4 + 3;
224 Cvar_RegisterVariable(&r_render);
225 Cvar_RegisterVariable(&r_waterwarp);
226 Cvar_RegisterVariable(&gl_polyblend);
227 Cvar_RegisterVariable(&gl_dither);
228 Cvar_RegisterVariable(&gl_lockarrays);
229 Cvar_RegisterVariable(&gl_paranoid);
230 Cvar_RegisterVariable(&gl_printcheckerror);
232 Cvar_SetValue("r_render", 0);
235 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
236 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
237 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
239 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
242 void GL_SetupView_Orientation_Identity (void)
244 backend_viewmatrix = identitymatrix;
245 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
248 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
250 matrix4x4_t tempmatrix, basematrix;
251 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
252 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
253 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
254 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
255 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
256 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
257 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
258 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
259 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
262 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
268 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
269 qglLoadIdentity();CHECKGLERROR
271 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
272 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
273 backend_projectmatrix.m[0][0] = m[0];
274 backend_projectmatrix.m[1][0] = m[1];
275 backend_projectmatrix.m[2][0] = m[2];
276 backend_projectmatrix.m[3][0] = m[3];
277 backend_projectmatrix.m[0][1] = m[4];
278 backend_projectmatrix.m[1][1] = m[5];
279 backend_projectmatrix.m[2][1] = m[6];
280 backend_projectmatrix.m[3][1] = m[7];
281 backend_projectmatrix.m[0][2] = m[8];
282 backend_projectmatrix.m[1][2] = m[9];
283 backend_projectmatrix.m[2][2] = m[10];
284 backend_projectmatrix.m[3][2] = m[11];
285 backend_projectmatrix.m[0][3] = m[12];
286 backend_projectmatrix.m[1][3] = m[13];
287 backend_projectmatrix.m[2][3] = m[14];
288 backend_projectmatrix.m[3][3] = m[15];
289 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
290 GL_SetupView_Orientation_Identity();
294 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
300 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
301 qglLoadIdentity();CHECKGLERROR
303 nudge = 1.0 - 1.0 / (1<<23);
304 m[ 0] = 1.0 / frustumx;
309 m[ 5] = 1.0 / frustumy;
318 m[14] = -2 * zNear * nudge;
320 qglLoadMatrixd(m);CHECKGLERROR
321 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
322 GL_SetupView_Orientation_Identity();
324 backend_projectmatrix.m[0][0] = m[0];
325 backend_projectmatrix.m[1][0] = m[1];
326 backend_projectmatrix.m[2][0] = m[2];
327 backend_projectmatrix.m[3][0] = m[3];
328 backend_projectmatrix.m[0][1] = m[4];
329 backend_projectmatrix.m[1][1] = m[5];
330 backend_projectmatrix.m[2][1] = m[6];
331 backend_projectmatrix.m[3][1] = m[7];
332 backend_projectmatrix.m[0][2] = m[8];
333 backend_projectmatrix.m[1][2] = m[9];
334 backend_projectmatrix.m[2][2] = m[10];
335 backend_projectmatrix.m[3][2] = m[11];
336 backend_projectmatrix.m[0][3] = m[12];
337 backend_projectmatrix.m[1][3] = m[13];
338 backend_projectmatrix.m[2][3] = m[14];
339 backend_projectmatrix.m[3][3] = m[15];
342 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
348 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
349 qglLoadIdentity();CHECKGLERROR
350 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
351 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
352 backend_projectmatrix.m[0][0] = m[0];
353 backend_projectmatrix.m[1][0] = m[1];
354 backend_projectmatrix.m[2][0] = m[2];
355 backend_projectmatrix.m[3][0] = m[3];
356 backend_projectmatrix.m[0][1] = m[4];
357 backend_projectmatrix.m[1][1] = m[5];
358 backend_projectmatrix.m[2][1] = m[6];
359 backend_projectmatrix.m[3][1] = m[7];
360 backend_projectmatrix.m[0][2] = m[8];
361 backend_projectmatrix.m[1][2] = m[9];
362 backend_projectmatrix.m[2][2] = m[10];
363 backend_projectmatrix.m[3][2] = m[11];
364 backend_projectmatrix.m[0][3] = m[12];
365 backend_projectmatrix.m[1][3] = m[13];
366 backend_projectmatrix.m[2][3] = m[14];
367 backend_projectmatrix.m[3][3] = m[15];
368 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
369 GL_SetupView_Orientation_Identity();
373 typedef struct gltextureunit_s
375 int t1d, t2d, t3d, tcubemap;
377 unsigned int arraycomponents;
378 const void *pointer_texcoord;
379 int rgbscale, alphascale;
380 int combinergb, combinealpha;
381 // FIXME: add more combine stuff
382 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
383 int texmatrixenabled;
388 static struct gl_state_s
394 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
399 unsigned int clientunit;
400 gltextureunit_t units[MAX_TEXTUREUNITS];
404 const void *pointer_vertex;
405 const void *pointer_color;
409 void GL_SetupTextureState(void)
412 gltextureunit_t *unit;
414 gl_state.unit = MAX_TEXTUREUNITS;
415 gl_state.clientunit = MAX_TEXTUREUNITS;
416 for (i = 0;i < MAX_TEXTUREUNITS;i++)
418 unit = gl_state.units + i;
423 unit->arrayenabled = false;
424 unit->arraycomponents = 0;
425 unit->pointer_texcoord = NULL;
427 unit->alphascale = 1;
428 unit->combinergb = GL_MODULATE;
429 unit->combinealpha = GL_MODULATE;
430 unit->texmatrixenabled = false;
431 unit->matrix = identitymatrix;
434 for (i = 0;i < backendimageunits;i++)
437 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
438 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
441 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
443 if (gl_texturecubemap)
445 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
449 for (i = 0;i < backendarrayunits;i++)
451 GL_ClientActiveTexture(i);
452 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
453 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
456 for (i = 0;i < backendunits;i++)
459 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
460 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
463 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
465 if (gl_texturecubemap)
467 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
469 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
470 qglLoadIdentity();CHECKGLERROR
471 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
472 if (gl_combine.integer)
474 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
475 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
476 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
477 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
478 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
479 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
480 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
481 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
482 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
483 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
484 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
485 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
486 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
487 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
488 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
489 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
490 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
494 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
501 void GL_Backend_ResetState(void)
503 memset(&gl_state, 0, sizeof(gl_state));
504 gl_state.depthtest = true;
505 gl_state.alphatest = false;
506 gl_state.blendfunc1 = GL_ONE;
507 gl_state.blendfunc2 = GL_ZERO;
508 gl_state.blend = false;
509 gl_state.depthmask = GL_TRUE;
510 gl_state.colormask = 15;
511 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
512 gl_state.lockrange_first = 0;
513 gl_state.lockrange_count = 0;
514 gl_state.pointer_vertex = NULL;
515 gl_state.pointer_color = NULL;
519 qglColorMask(1, 1, 1, 1);
520 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
521 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
522 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
523 qglDisable(GL_BLEND);CHECKGLERROR
524 qglCullFace(GL_FRONT);CHECKGLERROR
525 qglEnable(GL_CULL_FACE);CHECKGLERROR
526 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
527 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
528 qglDepthMask(gl_state.depthmask);CHECKGLERROR
530 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
531 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
533 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
534 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
536 GL_Color(0, 0, 0, 0);
537 GL_Color(1, 1, 1, 1);
539 GL_SetupTextureState();
542 void GL_ActiveTexture(unsigned int num)
544 if (gl_state.unit != num)
547 if (qglActiveTexture)
550 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
556 void GL_ClientActiveTexture(unsigned int num)
558 if (gl_state.clientunit != num)
560 gl_state.clientunit = num;
561 if (qglActiveTexture)
564 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
570 void GL_BlendFunc(int blendfunc1, int blendfunc2)
572 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
575 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
576 if (gl_state.blendfunc2 == GL_ZERO)
578 if (gl_state.blendfunc1 == GL_ONE)
583 qglDisable(GL_BLEND);CHECKGLERROR
591 qglEnable(GL_BLEND);CHECKGLERROR
600 qglEnable(GL_BLEND);CHECKGLERROR
606 void GL_DepthMask(int state)
608 if (gl_state.depthmask != state)
611 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
615 void GL_DepthTest(int state)
617 if (gl_state.depthtest != state)
619 gl_state.depthtest = state;
621 if (gl_state.depthtest)
623 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
627 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
632 void GL_AlphaTest(int state)
634 if (gl_state.alphatest != state)
636 gl_state.alphatest = state;
638 if (gl_state.alphatest)
640 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
644 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
649 void GL_ColorMask(int r, int g, int b, int a)
651 int state = r*8 + g*4 + b*2 + a*1;
652 if (gl_state.colormask != state)
654 gl_state.colormask = state;
656 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
660 void GL_Color(float cr, float cg, float cb, float ca)
662 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)
664 gl_state.color4f[0] = cr;
665 gl_state.color4f[1] = cg;
666 gl_state.color4f[2] = cb;
667 gl_state.color4f[3] = ca;
669 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
674 void GL_LockArrays(int first, int count)
676 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
678 if (gl_state.lockrange_count)
680 gl_state.lockrange_count = 0;
682 qglUnlockArraysEXT();
685 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
687 gl_state.lockrange_first = first;
688 gl_state.lockrange_count = count;
690 qglLockArraysEXT(first, count);
696 void GL_Scissor (int x, int y, int width, int height)
699 qglScissor(x, vid.height - (y + height),width,height);
703 void GL_ScissorTest(int state)
705 if(gl_state.scissortest == state)
709 if((gl_state.scissortest = state))
710 qglEnable(GL_SCISSOR_TEST);
712 qglDisable(GL_SCISSOR_TEST);
716 void GL_Clear(int mask)
719 qglClear(mask);CHECKGLERROR
722 void GL_TransformToScreen(const vec4_t in, vec4_t out)
726 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
727 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
729 out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
730 out[1] = r_view.y + (out[1] * iw + 1.0f) * r_view.height * 0.5f;
731 out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
734 // called at beginning of frame
735 void R_Mesh_Start(void)
739 if (gl_printcheckerror.integer && !gl_paranoid.integer)
741 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
742 Cvar_SetValueQuick(&gl_paranoid, 1);
744 GL_Backend_ResetState();
747 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
749 GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
750 GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
751 char compilelog[MAX_INPUTLINE];
754 programobject = qglCreateProgramObjectARB();CHECKGLERROR
758 if (developer.integer >= 100)
761 Con_Printf("Compiling shader:\n");
762 if (vertexstrings_count)
764 Con_Printf("------ VERTEX SHADER ------\n");
765 for (i = 0;i < vertexstrings_count;i++)
766 Con_Print(vertexstrings_list[i]);
769 if (fragmentstrings_count)
771 Con_Printf("------ FRAGMENT SHADER ------\n");
772 for (i = 0;i < fragmentstrings_count;i++)
773 Con_Print(fragmentstrings_list[i]);
778 if (vertexstrings_count)
780 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
781 if (!vertexshaderobject)
783 qglDeleteObjectARB(programobject);
787 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
788 qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
789 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
790 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
792 Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
793 if (!vertexshadercompiled)
795 qglDeleteObjectARB(programobject);CHECKGLERROR
796 qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
799 qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
800 qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
803 if (fragmentstrings_count)
805 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
806 if (!fragmentshaderobject)
808 qglDeleteObjectARB(programobject);CHECKGLERROR
811 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
812 qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
813 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
814 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
816 Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
817 if (!fragmentshadercompiled)
819 qglDeleteObjectARB(programobject);CHECKGLERROR
820 qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
823 qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
824 qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
827 qglLinkProgramARB(programobject);CHECKGLERROR
828 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
829 qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
832 Con_DPrintf("program link log:\n%s\n", compilelog);
833 // software vertex shader is ok but software fragment shader is WAY
834 // too slow, fail program if so.
835 // NOTE: this string might be ATI specific, but that's ok because the
836 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
837 // software fragment shader due to low instruction and dependent
839 if (strstr(compilelog, "fragment shader will run in software"))
840 programlinked = false;
844 qglDeleteObjectARB(programobject);CHECKGLERROR
848 return programobject;
851 void GL_Backend_FreeProgram(unsigned int prog)
854 qglDeleteObjectARB(prog);
858 int gl_backend_rebindtextures;
860 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
865 for (i = 0;i < count;i++)
866 *out++ = *in++ + offset;
869 memcpy(out, in, sizeof(*out) * count);
872 // renders triangles using vertices from the active arrays
873 int paranoidblah = 0;
874 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
876 unsigned int numelements = numtriangles * 3;
877 if (numvertices < 3 || numtriangles < 1)
879 Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
883 r_refdef.stats.meshes++;
884 r_refdef.stats.meshes_elements += numelements;
885 if (gl_paranoid.integer)
887 unsigned int i, j, size;
889 if (!qglIsEnabled(GL_VERTEX_ARRAY))
890 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
892 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
894 if (gl_state.pointer_color)
896 if (!qglIsEnabled(GL_COLOR_ARRAY))
897 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
899 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
902 for (i = 0;i < backendarrayunits;i++)
904 if (gl_state.units[i].arrayenabled)
906 GL_ClientActiveTexture(i);
907 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
908 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
910 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
914 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
916 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
918 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
924 if (r_render.integer)
927 if (gl_mesh_testmanualfeeding.integer)
931 qglBegin(GL_TRIANGLES);
932 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
934 for (j = 0;j < backendarrayunits;j++)
936 if (gl_state.units[j].pointer_texcoord)
938 if (backendarrayunits > 1)
940 if (gl_state.units[j].arraycomponents == 4)
942 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
943 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
945 else if (gl_state.units[j].arraycomponents == 3)
947 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
948 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
950 else if (gl_state.units[j].arraycomponents == 2)
952 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
953 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
957 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
958 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
963 if (gl_state.units[j].arraycomponents == 4)
965 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
966 qglTexCoord4f(p[0], p[1], p[2], p[3]);
968 else if (gl_state.units[j].arraycomponents == 3)
970 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
971 qglTexCoord3f(p[0], p[1], p[2]);
973 else if (gl_state.units[j].arraycomponents == 2)
975 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
976 qglTexCoord2f(p[0], p[1]);
980 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
986 if (gl_state.pointer_color)
988 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
989 qglColor4f(p[0], p[1], p[2], p[3]);
991 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
992 qglVertex3f(p[0], p[1], p[2]);
997 else if (gl_mesh_testarrayelement.integer)
1000 qglBegin(GL_TRIANGLES);
1001 for (i = 0;i < numtriangles * 3;i++)
1003 qglArrayElement(elements[i]);
1008 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1010 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
1015 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
1021 // restores backend state, used when done with 3D rendering
1022 void R_Mesh_Finish(void)
1027 GL_LockArrays(0, 0);
1030 for (i = 0;i < backendimageunits;i++)
1032 GL_ActiveTexture(i);
1033 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1034 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1037 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1039 if (gl_texturecubemap)
1041 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1044 for (i = 0;i < backendarrayunits;i++)
1046 GL_ActiveTexture(backendarrayunits - 1 - i);
1047 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1049 for (i = 0;i < backendunits;i++)
1051 GL_ActiveTexture(backendunits - 1 - i);
1052 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1053 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1056 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1058 if (gl_texturecubemap)
1060 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1062 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1063 if (gl_combine.integer)
1065 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1066 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1069 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1070 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1072 qglDisable(GL_BLEND);CHECKGLERROR
1073 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1074 qglDepthMask(GL_TRUE);CHECKGLERROR
1075 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1078 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1080 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1082 backend_modelmatrix = *matrix;
1083 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1084 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1086 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
1090 void R_Mesh_VertexPointer(const float *vertex3f)
1092 if (gl_state.pointer_vertex != vertex3f)
1094 gl_state.pointer_vertex = vertex3f;
1096 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1101 void R_Mesh_ColorPointer(const float *color4f)
1103 if (gl_state.pointer_color != color4f)
1106 if (!gl_state.pointer_color)
1108 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1112 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1113 // when color array is on the glColor gets trashed, set it again
1114 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1116 gl_state.pointer_color = color4f;
1117 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
1121 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1123 gltextureunit_t *unit = gl_state.units + unitnum;
1124 // update array settings
1129 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1131 unit->pointer_texcoord = texcoord;
1132 unit->arraycomponents = numcomponents;
1133 GL_ClientActiveTexture(unitnum);
1134 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
1136 // texture array unit is enabled, enable the array
1137 if (!unit->arrayenabled)
1139 unit->arrayenabled = true;
1140 GL_ClientActiveTexture(unitnum);
1141 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1146 // texture array unit is disabled, disable the array
1147 if (unit->arrayenabled)
1149 unit->arrayenabled = false;
1150 GL_ClientActiveTexture(unitnum);
1151 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1156 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1158 gltextureunit_t *unit = gl_state.units + unitnum;
1159 if (unitnum >= backendimageunits)
1161 // update 1d texture binding
1162 if (unit->t1d != tex1d)
1164 GL_ActiveTexture(unitnum);
1165 if (unitnum < backendunits)
1171 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1178 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1183 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1185 // update 2d texture binding
1186 if (unit->t2d != tex2d)
1188 GL_ActiveTexture(unitnum);
1189 if (unitnum < backendunits)
1195 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1202 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1207 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1209 // update 3d texture binding
1210 if (unit->t3d != tex3d)
1212 GL_ActiveTexture(unitnum);
1213 if (unitnum < backendunits)
1219 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1226 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1231 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1233 // update cubemap texture binding
1234 if (unit->tcubemap != texcubemap)
1236 GL_ActiveTexture(unitnum);
1237 if (unitnum < backendunits)
1241 if (unit->tcubemap == 0)
1243 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1250 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1254 unit->tcubemap = texcubemap;
1255 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1259 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1261 gltextureunit_t *unit = gl_state.units + unitnum;
1262 if (unitnum >= backendimageunits)
1264 // update 1d texture binding
1265 if (unit->t1d != texnum)
1267 GL_ActiveTexture(unitnum);
1268 if (unitnum < backendunits)
1274 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1281 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1286 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1288 // update 2d texture binding
1291 GL_ActiveTexture(unitnum);
1292 if (unitnum < backendunits)
1296 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1300 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1302 // update 3d texture binding
1305 GL_ActiveTexture(unitnum);
1306 if (unitnum < backendunits)
1310 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1314 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1316 // update cubemap texture binding
1319 GL_ActiveTexture(unitnum);
1320 if (unitnum < backendunits)
1324 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1328 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1332 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1334 gltextureunit_t *unit = gl_state.units + unitnum;
1335 if (unitnum >= backendimageunits)
1337 // update 1d texture binding
1340 GL_ActiveTexture(unitnum);
1341 if (unitnum < backendunits)
1345 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1349 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1351 // update 2d texture binding
1352 if (unit->t2d != texnum)
1354 GL_ActiveTexture(unitnum);
1355 if (unitnum < backendunits)
1361 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1368 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1373 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1375 // update 3d texture binding
1378 GL_ActiveTexture(unitnum);
1379 if (unitnum < backendunits)
1383 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1387 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1389 // update cubemap texture binding
1390 if (unit->tcubemap != 0)
1392 GL_ActiveTexture(unitnum);
1393 if (unitnum < backendunits)
1397 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1401 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1405 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1407 gltextureunit_t *unit = gl_state.units + unitnum;
1408 if (unitnum >= backendimageunits)
1410 // update 1d texture binding
1413 GL_ActiveTexture(unitnum);
1414 if (unitnum < backendunits)
1418 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1422 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1424 // update 2d texture binding
1427 GL_ActiveTexture(unitnum);
1428 if (unitnum < backendunits)
1432 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1436 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1438 // update 3d texture binding
1439 if (unit->t3d != texnum)
1441 GL_ActiveTexture(unitnum);
1442 if (unitnum < backendunits)
1448 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1455 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1460 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1462 // update cubemap texture binding
1463 if (unit->tcubemap != 0)
1465 GL_ActiveTexture(unitnum);
1466 if (unitnum < backendunits)
1470 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1474 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1478 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1480 gltextureunit_t *unit = gl_state.units + unitnum;
1481 if (unitnum >= backendimageunits)
1483 // update 1d texture binding
1486 GL_ActiveTexture(unitnum);
1487 if (unitnum < backendunits)
1491 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1495 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1497 // update 2d texture binding
1500 GL_ActiveTexture(unitnum);
1501 if (unitnum < backendunits)
1505 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1509 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1511 // update 3d texture binding
1514 GL_ActiveTexture(unitnum);
1515 if (unitnum < backendunits)
1519 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1523 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1525 // update cubemap texture binding
1526 if (unit->tcubemap != texnum)
1528 GL_ActiveTexture(unitnum);
1529 if (unitnum < backendunits)
1533 if (unit->tcubemap == 0)
1535 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1542 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1546 unit->tcubemap = texnum;
1547 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1551 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1553 gltextureunit_t *unit = gl_state.units + unitnum;
1554 if (matrix->m[3][3])
1556 // texmatrix specified, check if it is different
1557 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1559 matrix4x4_t tempmatrix;
1560 unit->texmatrixenabled = true;
1561 unit->matrix = *matrix;
1563 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1564 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1565 GL_ActiveTexture(unitnum);
1566 qglLoadMatrixf(&tempmatrix.m[0][0]);CHECKGLERROR
1567 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1572 // no texmatrix specified, revert to identity
1573 if (unit->texmatrixenabled)
1575 unit->texmatrixenabled = false;
1577 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1578 GL_ActiveTexture(unitnum);
1579 qglLoadIdentity();CHECKGLERROR
1580 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1585 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1587 gltextureunit_t *unit = gl_state.units + unitnum;
1589 if (gl_combine.integer)
1591 // GL_ARB_texture_env_combine
1593 combinergb = GL_MODULATE;
1595 combinealpha = GL_MODULATE;
1600 if (unit->combinergb != combinergb)
1602 unit->combinergb = combinergb;
1603 GL_ActiveTexture(unitnum);
1604 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1606 if (unit->combinealpha != combinealpha)
1608 unit->combinealpha = combinealpha;
1609 GL_ActiveTexture(unitnum);
1610 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1612 if (unit->rgbscale != rgbscale)
1614 GL_ActiveTexture(unitnum);
1615 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1617 if (unit->alphascale != alphascale)
1619 GL_ActiveTexture(unitnum);
1620 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1627 combinergb = GL_MODULATE;
1628 if (unit->combinergb != combinergb)
1630 unit->combinergb = combinergb;
1631 GL_ActiveTexture(unitnum);
1632 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1637 void R_Mesh_TextureState(const rmeshstate_t *m)
1644 if (gl_backend_rebindtextures)
1646 gl_backend_rebindtextures = false;
1647 GL_SetupTextureState();
1651 for (i = 0;i < backendimageunits;i++)
1652 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1653 for (i = 0;i < backendarrayunits;i++)
1655 if (m->pointer_texcoord3f[i])
1656 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1658 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1660 for (i = 0;i < backendunits;i++)
1662 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1663 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1668 void R_Mesh_ResetTextureState(void)
1670 unsigned int unitnum;
1675 if (gl_backend_rebindtextures)
1677 gl_backend_rebindtextures = false;
1678 GL_SetupTextureState();
1682 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1684 gltextureunit_t *unit = gl_state.units + unitnum;
1685 // update 1d texture binding
1688 GL_ActiveTexture(unitnum);
1689 if (unitnum < backendunits)
1691 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1694 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1696 // update 2d texture binding
1699 GL_ActiveTexture(unitnum);
1700 if (unitnum < backendunits)
1702 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1705 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1707 // update 3d texture binding
1710 GL_ActiveTexture(unitnum);
1711 if (unitnum < backendunits)
1713 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1716 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1718 // update cubemap texture binding
1721 GL_ActiveTexture(unitnum);
1722 if (unitnum < backendunits)
1724 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1727 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1730 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1732 gltextureunit_t *unit = gl_state.units + unitnum;
1733 // texture array unit is disabled, disable the array
1734 if (unit->arrayenabled)
1736 unit->arrayenabled = false;
1737 GL_ClientActiveTexture(unitnum);
1738 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1741 for (unitnum = 0;unitnum < backendunits;unitnum++)
1743 gltextureunit_t *unit = gl_state.units + unitnum;
1744 // no texmatrix specified, revert to identity
1745 if (unit->texmatrixenabled)
1747 unit->texmatrixenabled = false;
1749 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1750 GL_ActiveTexture(unitnum);
1751 qglLoadIdentity();CHECKGLERROR
1752 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1754 if (gl_combine.integer)
1756 // GL_ARB_texture_env_combine
1757 if (unit->combinergb != GL_MODULATE)
1759 unit->combinergb = GL_MODULATE;
1760 GL_ActiveTexture(unitnum);
1761 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1763 if (unit->combinealpha != GL_MODULATE)
1765 unit->combinealpha = GL_MODULATE;
1766 GL_ActiveTexture(unitnum);
1767 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1769 if (unit->rgbscale != 1)
1771 GL_ActiveTexture(unitnum);
1772 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
1774 if (unit->alphascale != 1)
1776 GL_ActiveTexture(unitnum);
1777 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
1783 if (unit->combinergb != GL_MODULATE)
1785 unit->combinergb = GL_MODULATE;
1786 GL_ActiveTexture(unitnum);
1787 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1793 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1797 for (;numtriangles;numtriangles--, elements += 3)
1799 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1800 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1801 qglArrayElement(elements[2]);qglArrayElement(elements[0]);