5 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
6 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
10 cvar_t r_render = {0, "r_render", "1"};
11 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
12 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
14 int gl_maxdrawrangeelementsvertices;
15 int gl_maxdrawrangeelementsindices;
20 void GL_PrintError(int errornumber, char *filename, int linenumber)
24 #ifdef GL_INVALID_ENUM
26 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
29 #ifdef GL_INVALID_VALUE
30 case GL_INVALID_VALUE:
31 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
34 #ifdef GL_INVALID_OPERATION
35 case GL_INVALID_OPERATION:
36 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
39 #ifdef GL_STACK_OVERFLOW
40 case GL_STACK_OVERFLOW:
41 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
44 #ifdef GL_STACK_UNDERFLOW
45 case GL_STACK_UNDERFLOW:
46 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
49 #ifdef GL_OUT_OF_MEMORY
50 case GL_OUT_OF_MEMORY:
51 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
54 #ifdef GL_TABLE_TOO_LARGE
55 case GL_TABLE_TOO_LARGE:
56 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
60 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
66 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
68 int c_meshs, c_meshelements;
70 void SCR_ScreenShot_f (void);
72 // these are externally accessible
73 int r_lightmapscalebit;
77 float *varray_texcoord[MAX_TEXTUREUNITS];
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_glmodelviewmatrix;
84 static matrix4x4_t backend_projectmatrix;
86 static int backendunits, backendactive;
87 static qbyte *varray_bcolor;
88 static mempool_t *gl_backend_mempool;
91 note: here's strip order for a terrain row:
97 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
99 *elements++ = i + row;
101 *elements++ = i + row + 1;
104 *elements++ = i + row + 1;
107 int polygonelements[768];
109 void GL_Backend_AllocArrays(void)
113 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
115 polygonelements[i * 3 + 0] = 0;
116 polygonelements[i * 3 + 1] = i + 1;
117 polygonelements[i * 3 + 2] = i + 2;
120 if (!gl_backend_mempool)
121 gl_backend_mempool = Mem_AllocPool("GL_Backend");
123 varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
124 varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
125 varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
126 for (i = 0;i < backendunits;i++)
127 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
128 for (;i < MAX_TEXTUREUNITS;i++)
129 varray_texcoord[i] = NULL;
132 void GL_Backend_FreeArrays(int resizingbuffers)
136 Mem_EmptyPool(gl_backend_mempool);
138 Mem_FreePool(&gl_backend_mempool);
139 varray_vertex = NULL;
141 varray_bcolor = NULL;
142 for (i = 0;i < MAX_TEXTUREUNITS;i++)
143 varray_texcoord[i] = NULL;
146 static void gl_backend_start(void)
148 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
149 if (qglDrawRangeElements != NULL)
151 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
152 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
154 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
156 if (strstr(gl_renderer, "3Dfx"))
158 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
159 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
162 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
164 GL_Backend_AllocArrays();
166 backendactive = true;
169 static void gl_backend_shutdown(void)
172 backendactive = false;
174 Con_Printf("OpenGL Backend shutting down\n");
176 GL_Backend_FreeArrays(false);
179 void GL_Backend_CheckCvars(void)
181 // 21760 is (65536 / 3) rounded off to a multiple of 128
182 if (gl_mesh_maxverts.integer < 1024)
183 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
184 if (gl_mesh_maxverts.integer > 21760)
185 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
188 void GL_Backend_ResizeArrays(int numtriangles)
190 Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
191 GL_Backend_CheckCvars();
192 mesh_maxverts = gl_mesh_maxverts.integer;
193 GL_Backend_FreeArrays(true);
194 GL_Backend_AllocArrays();
197 static void gl_backend_newmap(void)
201 void gl_backend_init(void)
203 Cvar_RegisterVariable(&r_render);
204 Cvar_RegisterVariable(&gl_dither);
205 Cvar_RegisterVariable(&gl_lockarrays);
206 Cvar_RegisterVariable(&gl_delayfinish);
208 Cvar_SetValue("r_render", 0);
211 Cvar_RegisterVariable(&gl_mesh_maxverts);
212 Cvar_RegisterVariable(&gl_mesh_floatcolors);
213 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
214 GL_Backend_CheckCvars();
215 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
218 void GL_SetupView_ViewPort (int x, int y, int width, int height)
220 if (!r_render.integer)
223 // y is weird beause OpenGL is bottom to top, we use top to bottom
224 qglViewport(x, vid.realheight - (y + height), width, height);
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 (vec3_t origin, vec3_t angles)
236 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
237 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
238 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
239 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
240 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
241 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
242 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
245 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
249 if (!r_render.integer)
253 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
254 qglLoadIdentity();CHECKGLERROR
256 xmax = zNear * tan(fovx * M_PI / 360.0);
257 ymax = zNear * tan(fovy * M_PI / 360.0);
259 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
260 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
261 GL_SetupView_Orientation_Identity();
264 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
268 if (!r_render.integer)
272 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
273 qglLoadIdentity();CHECKGLERROR
275 nudge = 1.0 - 1.0 / (1<<23);
276 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
281 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
290 m[14] = -2 * zNear * nudge;
293 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
294 GL_SetupView_Orientation_Identity();
295 backend_projectmatrix.m[0][0] = m[0];
296 backend_projectmatrix.m[1][0] = m[1];
297 backend_projectmatrix.m[2][0] = m[2];
298 backend_projectmatrix.m[3][0] = m[3];
299 backend_projectmatrix.m[0][1] = m[4];
300 backend_projectmatrix.m[1][1] = m[5];
301 backend_projectmatrix.m[2][1] = m[6];
302 backend_projectmatrix.m[3][1] = m[7];
303 backend_projectmatrix.m[0][2] = m[8];
304 backend_projectmatrix.m[1][2] = m[9];
305 backend_projectmatrix.m[2][2] = m[10];
306 backend_projectmatrix.m[3][2] = m[11];
307 backend_projectmatrix.m[0][3] = m[12];
308 backend_projectmatrix.m[1][3] = m[13];
309 backend_projectmatrix.m[2][3] = m[14];
310 backend_projectmatrix.m[3][3] = m[15];
313 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
315 if (!r_render.integer)
319 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
320 qglLoadIdentity();CHECKGLERROR
321 qglOrtho(x1, x2, y2, y1, zNear, zFar);
322 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
323 GL_SetupView_Orientation_Identity();
326 typedef struct gltextureunit_s
328 int t1d, t2d, t3d, tcubemap;
330 float rgbscale, alphascale;
331 int combinergb, combinealpha;
332 // FIXME: add more combine stuff
345 gltextureunit_t units[MAX_TEXTUREUNITS];
350 void GL_SetupTextureState(void)
353 gltextureunit_t *unit;
354 for (i = 0;i < backendunits;i++)
356 if (qglActiveTexture)
357 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
358 if (qglClientActiveTexture)
359 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
360 unit = gl_state.units + i;
366 unit->alphascale = 1;
367 unit->combinergb = GL_MODULATE;
368 unit->combinealpha = GL_MODULATE;
369 unit->arrayenabled = false;
370 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
371 if (gl_texture3d || gl_texturecubemap)
373 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
377 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
379 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
380 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
383 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
385 if (gl_texturecubemap)
387 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
389 if (gl_combine.integer)
391 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
392 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
393 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
394 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
395 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
396 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
397 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
398 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
399 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
400 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
401 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
402 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
403 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
404 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
405 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
406 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
407 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
411 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
416 void GL_Backend_ResetState(void)
418 memset(&gl_state, 0, sizeof(gl_state));
419 gl_state.depthdisable = false;
420 gl_state.blendfunc1 = GL_ONE;
421 gl_state.blendfunc2 = GL_ZERO;
422 gl_state.blend = false;
423 gl_state.depthmask = GL_TRUE;
424 gl_state.colorarray = false;
426 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
427 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
429 qglEnable(GL_CULL_FACE);CHECKGLERROR
430 qglCullFace(GL_FRONT);CHECKGLERROR
431 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
432 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
433 qglDisable(GL_BLEND);CHECKGLERROR
434 qglDepthMask(gl_state.depthmask);CHECKGLERROR
435 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
436 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
437 if (gl_mesh_floatcolors.integer)
439 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
443 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
445 GL_Color(1, 1, 1, 1);
447 GL_SetupTextureState();
450 void GL_UseColorArray(void)
452 if (!gl_state.colorarray)
454 gl_state.colorarray = true;
455 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
459 void GL_Color(float cr, float cg, float cb, float ca)
461 if (gl_state.colorarray)
463 gl_state.colorarray = false;
464 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
466 qglColor4f(cr, cg, cb, ca);
469 void GL_TransformToScreen(const vec4_t in, vec4_t out)
473 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
474 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
476 out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
477 out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
478 out[2] = out[2] * iw;
481 // called at beginning of frame
482 void R_Mesh_Start(void)
488 GL_Backend_CheckCvars();
489 if (mesh_maxverts != gl_mesh_maxverts.integer)
490 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
492 GL_Backend_ResetState();
495 int gl_backend_rebindtextures;
497 void GL_ConvertColorsFloatToByte(int numverts)
500 // LordHavoc: to avoid problems with aliasing (treating memory as two
501 // different types - exactly what this is doing), these must be volatile
503 volatile int *icolor;
504 volatile float *fcolor;
507 total = numverts * 4;
509 // shift float to have 8bit fraction at base of number
510 fcolor = varray_color;
511 for (i = 0;i < total;)
513 fcolor[i ] += 32768.0f;
514 fcolor[i + 1] += 32768.0f;
515 fcolor[i + 2] += 32768.0f;
516 fcolor[i + 3] += 32768.0f;
520 // then read as integer and kill float bits...
521 icolor = (int *)varray_color;
522 bcolor = varray_bcolor;
523 for (i = 0;i < total;)
525 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
526 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
527 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
528 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
533 // enlarges geometry buffers if they are too small
534 void _R_Mesh_ResizeCheck(int numverts)
536 if (numverts > mesh_maxverts)
539 GL_Backend_ResizeArrays(numverts + 100);
540 GL_Backend_ResetState();
545 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
548 if (numtriangles == 0 || numverts == 0)
550 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
553 numelements = numtriangles * 3;
555 c_meshelements += numelements;
556 if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
557 GL_ConvertColorsFloatToByte(numverts);
558 if (!r_render.integer)
560 if (gl_supportslockarrays && gl_lockarrays.integer)
562 qglLockArraysEXT(0, numverts);
564 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
565 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
567 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
569 qglUnlockArraysEXT();
574 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
579 // restores backend state, used when done with 3D rendering
580 void R_Mesh_Finish(void)
585 for (i = backendunits - 1;i >= 0;i--)
587 if (qglActiveTexture)
588 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
589 if (qglClientActiveTexture)
590 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
591 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
592 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
593 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
596 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
598 if (gl_texturecubemap)
600 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
602 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
603 if (gl_combine.integer)
605 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
606 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
609 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
610 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
612 qglDisable(GL_BLEND);CHECKGLERROR
613 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
614 qglDepthMask(GL_TRUE);CHECKGLERROR
615 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
618 void R_Mesh_Matrix(const matrix4x4_t *matrix)
620 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
622 backend_modelmatrix = *matrix;
623 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
624 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
625 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
629 // sets up the requested state
630 void R_Mesh_MainState(const rmeshstate_t *m)
634 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
636 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
637 if (gl_state.blendfunc2 == GL_ZERO)
639 if (gl_state.blendfunc1 == GL_ONE)
644 qglDisable(GL_BLEND);CHECKGLERROR
652 qglEnable(GL_BLEND);CHECKGLERROR
661 qglEnable(GL_BLEND);CHECKGLERROR
665 if (gl_state.depthdisable != m->depthdisable)
667 gl_state.depthdisable = m->depthdisable;
668 if (gl_state.depthdisable)
669 qglDisable(GL_DEPTH_TEST);
671 qglEnable(GL_DEPTH_TEST);
673 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
675 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
679 void R_Mesh_TextureState(const rmeshstate_t *m)
681 int i, combinergb, combinealpha;
683 gltextureunit_t *unit;
687 if (gl_backend_rebindtextures)
689 gl_backend_rebindtextures = false;
690 GL_SetupTextureState();
693 for (i = 0;i < backendunits;i++)
695 unit = gl_state.units + i;
696 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
698 if (gl_state.unit != i)
700 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
702 if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
704 if (!unit->arrayenabled)
706 unit->arrayenabled = true;
707 if (gl_state.clientunit != i)
709 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
711 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
716 if (unit->arrayenabled)
718 unit->arrayenabled = false;
719 if (gl_state.clientunit != i)
721 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
723 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
726 combinergb = m->texcombinergb[i];
727 combinealpha = m->texcombinealpha[i];
729 combinergb = GL_MODULATE;
731 combinealpha = GL_MODULATE;
732 if (unit->combinergb != combinergb)
734 unit->combinergb = combinergb;
735 if (gl_combine.integer)
737 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
741 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
744 if (unit->combinealpha != combinealpha)
746 unit->combinealpha = combinealpha;
747 if (gl_combine.integer)
749 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
752 if (unit->t1d != m->tex1d[i])
757 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
762 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
764 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
766 if (unit->t2d != m->tex[i])
771 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
776 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
778 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
780 if (unit->t3d != m->tex3d[i])
785 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
790 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
792 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
794 if (unit->tcubemap != m->texcubemap[i])
796 if (m->texcubemap[i])
798 if (unit->tcubemap == 0)
799 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
804 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
806 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
809 scale = max(m->texrgbscale[i], 1);
810 if (gl_state.units[i].rgbscale != scale)
812 if (gl_state.unit != i)
814 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
816 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
818 scale = max(m->texalphascale[i], 1);
819 if (gl_state.units[i].alphascale != scale)
821 if (gl_state.unit != i)
823 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
825 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
830 void R_Mesh_State(const rmeshstate_t *m)
833 R_Mesh_TextureState(m);
837 ==============================================================================
841 ==============================================================================
844 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
850 if (!r_render.integer)
853 buffer = Mem_Alloc(tempmempool, width*height*3);
854 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
857 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
858 if (v_hwgamma.integer)
860 for (i = 0;i < width * height * 3;i++)
862 j = buffer[i] << v_overbrightbits.integer;
863 buffer[i] = (qbyte) (bound(0, j, 255));
867 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
873 //=============================================================================
875 void R_ClearScreen(void)
877 if (r_render.integer)
880 qglClearColor(0,0,0,0);CHECKGLERROR
881 qglClearDepth(1);CHECKGLERROR
884 // LordHavoc: we use a stencil centered around 128 instead of 0,
885 // to avoid clamping interfering with strange shadow volume
887 qglClearStencil(128);CHECKGLERROR
890 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
891 // set dithering mode
892 if (gl_dither.integer)
894 qglEnable(GL_DITHER);CHECKGLERROR
898 qglDisable(GL_DITHER);CHECKGLERROR
907 This is called every frame, and can also be called explicitly to flush
911 void SCR_UpdateScreen (void)
913 if (gl_delayfinish.integer)
917 R_TimeReport("finish");
920 if (r_textureunits.integer > gl_textureunits)
921 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
922 if (r_textureunits.integer < 1)
923 Cvar_SetValueQuick(&r_textureunits, 1);
925 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
926 Cvar_SetValueQuick(&gl_combine, 0);
929 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
932 r_lightmapscalebit = v_overbrightbits.integer;
933 if (gl_combine.integer && r_textureunits.integer > 1)
934 r_lightmapscalebit += 2;
936 R_TimeReport("setup");
940 R_TimeReport("clear");
942 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
948 if (gl_delayfinish.integer)
950 // tell driver to commit it's partially full geometry queue to the rendering queue
951 // (this doesn't wait for the commands themselves to complete)
958 R_TimeReport("finish");