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_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
9 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
10 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
18 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
19 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
20 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
22 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
23 qboolean v_flipped_state = false;
25 int gl_maxdrawrangeelementsvertices;
26 int gl_maxdrawrangeelementsindices;
31 void GL_PrintError(int errornumber, char *filename, int linenumber)
35 #ifdef GL_INVALID_ENUM
37 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
40 #ifdef GL_INVALID_VALUE
41 case GL_INVALID_VALUE:
42 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
45 #ifdef GL_INVALID_OPERATION
46 case GL_INVALID_OPERATION:
47 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
50 #ifdef GL_STACK_OVERFLOW
51 case GL_STACK_OVERFLOW:
52 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
55 #ifdef GL_STACK_UNDERFLOW
56 case GL_STACK_UNDERFLOW:
57 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
60 #ifdef GL_OUT_OF_MEMORY
61 case GL_OUT_OF_MEMORY:
62 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
65 #ifdef GL_TABLE_TOO_LARGE
66 case GL_TABLE_TOO_LARGE:
67 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
71 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
72 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
76 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
82 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
84 void SCR_ScreenShot_f (void);
86 typedef struct gl_bufferobjectinfo_s
93 gl_bufferobjectinfo_t;
95 typedef struct gltextureunit_s
97 const void *pointer_texcoord;
98 size_t pointer_texcoord_offset;
99 int pointer_texcoord_buffer;
100 int t2d, t3d, tcubemap, trectangle;
102 unsigned int arraycomponents;
103 int rgbscale, alphascale;
105 int combinergb, combinealpha;
106 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
107 int texmatrixenabled;
112 typedef struct gl_state_s
120 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
123 float polygonoffset[2];
127 unsigned int clientunit;
128 gltextureunit_t units[MAX_TEXTUREUNITS];
132 int vertexbufferobject;
133 int elementbufferobject;
134 qboolean pointer_color_enabled;
135 const void *pointer_vertex;
136 const void *pointer_color;
137 size_t pointer_vertex_offset;
138 size_t pointer_color_offset;
139 int pointer_vertex_buffer;
140 int pointer_color_buffer;
145 static gl_state_t gl_state;
147 static memexpandablearray_t gl_bufferobjectinfoarray;
149 static r_viewport_t backend_viewport;
150 static matrix4x4_t backend_modelmatrix;
151 static matrix4x4_t backend_modelviewmatrix;
154 note: here's strip order for a terrain row:
161 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
163 *elements++ = i + row;
165 *elements++ = i + row + 1;
168 *elements++ = i + row + 1;
171 for (y = 0;y < rows - 1;y++)
173 for (x = 0;x < columns - 1;x++)
176 *elements++ = i + columns;
178 *elements++ = i + columns + 1;
181 *elements++ = i + columns + 1;
192 for (y = 0;y < rows - 1;y++)
194 for (x = 0;x < columns - 1;x++)
198 *elements++ = i + columns;
199 *elements++ = i + columns + 1;
200 *elements++ = i + columns;
201 *elements++ = i + columns + 1;
207 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
208 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
209 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
210 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
212 void GL_VBOStats_f(void)
214 GL_Mesh_ListVBOs(true);
217 static void GL_Backend_ResetState(void);
219 static void gl_backend_start(void)
223 if (qglDrawRangeElements != NULL)
226 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
228 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
230 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
233 if (vid.support.arb_fragment_shader)
235 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", vid.texunits, vid.teximageunits, vid.texarrayunits);
236 vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
237 vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
240 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", vid.texunits);
242 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
244 Con_DPrintf("OpenGL backend started.\n");
248 gl_state.active = true;
249 GL_Backend_ResetState();
252 static void gl_backend_shutdown(void)
254 gl_state.active = false;
256 Con_DPrint("OpenGL Backend shutting down\n");
258 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
260 memset(&gl_state, 0, sizeof(gl_state));
263 static void gl_backend_newmap(void)
267 void gl_backend_init(void)
271 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
273 polygonelement3s[i * 3 + 0] = 0;
274 polygonelement3s[i * 3 + 1] = i + 1;
275 polygonelement3s[i * 3 + 2] = i + 2;
277 // elements for rendering a series of quads as triangles
278 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
280 quadelement3s[i * 6 + 0] = i * 4;
281 quadelement3s[i * 6 + 1] = i * 4 + 1;
282 quadelement3s[i * 6 + 2] = i * 4 + 2;
283 quadelement3s[i * 6 + 3] = i * 4;
284 quadelement3s[i * 6 + 4] = i * 4 + 2;
285 quadelement3s[i * 6 + 5] = i * 4 + 3;
288 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
289 polygonelement3i[i] = polygonelement3s[i];
290 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
291 quadelement3i[i] = quadelement3s[i];
293 Cvar_RegisterVariable(&r_render);
294 Cvar_RegisterVariable(&r_renderview);
295 Cvar_RegisterVariable(&r_waterwarp);
296 Cvar_RegisterVariable(&gl_polyblend);
297 Cvar_RegisterVariable(&v_flipped);
298 Cvar_RegisterVariable(&gl_dither);
299 Cvar_RegisterVariable(&gl_lockarrays);
300 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
301 Cvar_RegisterVariable(&gl_vbo);
302 Cvar_RegisterVariable(&gl_paranoid);
303 Cvar_RegisterVariable(&gl_printcheckerror);
305 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
306 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
307 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
308 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
310 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
312 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
315 void GL_SetMirrorState(qboolean state);
317 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
321 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
322 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
324 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
325 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
326 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
329 static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
333 float clipPlane[4], v3[3], v4[3];
336 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
338 VectorSet(normal, normalx, normaly, normalz);
339 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
340 VectorScale(normal, dist, v3);
341 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
342 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
343 clipPlane[3] = -DotProduct(v4, clipPlane);
347 // testing code for comparing results
349 VectorCopy4(clipPlane, clipPlane2);
350 R_Mesh_Matrix(&identitymatrix);
351 VectorSet(q, normal[0], normal[1], normal[2], -dist);
352 qglClipPlane(GL_CLIP_PLANE0, q);
353 qglGetClipPlane(GL_CLIP_PLANE0, q);
354 VectorCopy4(q, clipPlane);
358 // Calculate the clip-space corner point opposite the clipping plane
359 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
360 // transform it into camera space by multiplying it
361 // by the inverse of the projection matrix
362 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
363 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
365 q[3] = (1.0f + v->m[10]) / v->m[14];
367 // Calculate the scaled plane vector
368 d = 2.0f / DotProduct4(clipPlane, q);
370 // Replace the third row of the projection matrix
371 v->m[2] = clipPlane[0] * d;
372 v->m[6] = clipPlane[1] * d;
373 v->m[10] = clipPlane[2] * d + 1.0f;
374 v->m[14] = clipPlane[3] * d;
377 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
379 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
380 memset(v, 0, sizeof(*v));
381 v->type = R_VIEWPORTTYPE_ORTHO;
382 v->cameramatrix = *cameramatrix;
389 v->m[0] = 2/(right - left);
390 v->m[5] = 2/(top - bottom);
391 v->m[10] = -2/(zFar - zNear);
392 v->m[12] = - (right + left)/(right - left);
393 v->m[13] = - (top + bottom)/(top - bottom);
394 v->m[14] = - (zFar + zNear)/(zFar - zNear);
397 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
398 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
401 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
407 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
408 R_Viewport_TransformToScreen(v, test1, test2);
409 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
414 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
416 matrix4x4_t tempmatrix, basematrix;
417 memset(v, 0, sizeof(*v));
419 if(v_flipped.integer)
420 frustumx = -frustumx;
422 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
423 v->cameramatrix = *cameramatrix;
430 v->m[0] = 1.0 / frustumx;
431 v->m[5] = 1.0 / frustumy;
432 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
434 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
436 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
437 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
438 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
439 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
441 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
444 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
447 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
449 matrix4x4_t tempmatrix, basematrix;
450 const double nudge = 1.0 - 1.0 / (1<<23);
451 memset(v, 0, sizeof(*v));
453 if(v_flipped.integer)
454 frustumx = -frustumx;
456 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
457 v->cameramatrix = *cameramatrix;
464 v->m[ 0] = 1.0 / frustumx;
465 v->m[ 5] = 1.0 / frustumy;
468 v->m[14] = -2 * nearclip * nudge;
470 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
471 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
472 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
473 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
475 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
478 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
481 float cubeviewmatrix[6][16] =
483 // standard cubemap projections
521 float rectviewmatrix[6][16] =
523 // sign-preserving cubemap projections
562 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
564 matrix4x4_t tempmatrix, basematrix;
565 memset(v, 0, sizeof(*v));
566 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
567 v->cameramatrix = *cameramatrix;
571 v->m[0] = v->m[5] = 1.0f;
572 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
574 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
576 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
577 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
578 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
579 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
582 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
585 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
587 matrix4x4_t tempmatrix, basematrix;
588 memset(v, 0, sizeof(*v));
589 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
590 v->cameramatrix = *cameramatrix;
591 v->x = (side & 1) * size;
592 v->y = (side >> 1) * size;
596 v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
597 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
599 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
601 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
602 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
603 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
604 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
607 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
610 void R_SetViewport(const r_viewport_t *v)
613 backend_viewport = *v;
616 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
618 // Load the projection matrix into OpenGL
619 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
620 qglLoadMatrixd(backend_viewport.m);CHECKGLERROR
621 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
623 // FIXME: v_flipped_state is evil, this probably breaks somewhere
624 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
626 // directly force an update of the modelview matrix
627 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
628 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
629 qglLoadMatrixf(glmatrix);CHECKGLERROR
632 void R_GetViewport(r_viewport_t *v)
634 *v = backend_viewport;
637 static void GL_BindVBO(int bufferobject)
639 if (gl_state.vertexbufferobject != bufferobject)
641 gl_state.vertexbufferobject = bufferobject;
643 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
648 static void GL_BindEBO(int bufferobject)
650 if (gl_state.elementbufferobject != bufferobject)
652 gl_state.elementbufferobject = bufferobject;
654 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
659 static void GL_Backend_ResetState(void)
662 memset(&gl_state, 0, sizeof(gl_state));
663 gl_state.active = true;
664 gl_state.depthtest = true;
665 gl_state.alphatest = false;
666 gl_state.blendfunc1 = GL_ONE;
667 gl_state.blendfunc2 = GL_ZERO;
668 gl_state.blend = false;
669 gl_state.depthmask = GL_TRUE;
670 gl_state.colormask = 15;
671 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
672 gl_state.lockrange_first = 0;
673 gl_state.lockrange_count = 0;
674 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
675 gl_state.cullfaceenable = true;
676 gl_state.polygonoffset[0] = 0;
677 gl_state.polygonoffset[1] = 0;
681 qglColorMask(1, 1, 1, 1);
682 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
683 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
684 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
685 qglDisable(GL_BLEND);CHECKGLERROR
686 qglCullFace(gl_state.cullface);CHECKGLERROR
687 qglEnable(GL_CULL_FACE);CHECKGLERROR
688 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
689 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
690 qglDepthMask(gl_state.depthmask);CHECKGLERROR
691 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
693 if (vid.support.arb_vertex_buffer_object)
695 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
696 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
699 if (vid.support.ext_framebuffer_object)
701 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
702 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
705 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
706 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
708 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
709 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
711 GL_Color(0, 0, 0, 0);
712 GL_Color(1, 1, 1, 1);
714 gl_state.unit = MAX_TEXTUREUNITS;
715 gl_state.clientunit = MAX_TEXTUREUNITS;
716 for (i = 0;i < vid.teximageunits;i++)
719 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
720 if (vid.support.ext_texture_3d)
722 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
724 if (vid.support.arb_texture_cube_map)
726 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
728 if (vid.support.arb_texture_rectangle)
730 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
734 for (i = 0;i < vid.texarrayunits;i++)
736 GL_ClientActiveTexture(i);
738 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
739 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
742 for (i = 0;i < vid.texunits;i++)
745 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
746 if (vid.support.ext_texture_3d)
748 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
750 if (vid.support.arb_texture_cube_map)
752 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
754 if (vid.support.arb_texture_rectangle)
756 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
758 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
759 qglLoadIdentity();CHECKGLERROR
760 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
761 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
767 void GL_ActiveTexture(unsigned int num)
769 if (gl_state.unit != num)
772 if (qglActiveTexture)
775 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
781 void GL_ClientActiveTexture(unsigned int num)
783 if (gl_state.clientunit != num)
785 gl_state.clientunit = num;
786 if (qglActiveTexture)
789 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
795 void GL_BlendFunc(int blendfunc1, int blendfunc2)
797 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
800 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
801 if (gl_state.blendfunc2 == GL_ZERO)
803 if (gl_state.blendfunc1 == GL_ONE)
808 qglDisable(GL_BLEND);CHECKGLERROR
816 qglEnable(GL_BLEND);CHECKGLERROR
825 qglEnable(GL_BLEND);CHECKGLERROR
831 void GL_DepthMask(int state)
833 if (gl_state.depthmask != state)
836 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
840 void GL_DepthTest(int state)
842 if (gl_state.depthtest != state)
844 gl_state.depthtest = state;
846 if (gl_state.depthtest)
848 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
852 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
857 void GL_DepthRange(float nearfrac, float farfrac)
859 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
861 gl_state.depthrange[0] = nearfrac;
862 gl_state.depthrange[1] = farfrac;
863 qglDepthRange(nearfrac, farfrac);
867 void GL_PolygonOffset(float planeoffset, float depthoffset)
869 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
871 gl_state.polygonoffset[0] = planeoffset;
872 gl_state.polygonoffset[1] = depthoffset;
873 qglPolygonOffset(planeoffset, depthoffset);
877 void GL_SetMirrorState(qboolean state)
879 if(!state != !v_flipped_state)
881 // change cull face mode!
882 if(gl_state.cullface == GL_BACK)
883 qglCullFace((gl_state.cullface = GL_FRONT));
884 else if(gl_state.cullface == GL_FRONT)
885 qglCullFace((gl_state.cullface = GL_BACK));
887 v_flipped_state = state;
890 void GL_CullFace(int state)
896 if(state == GL_FRONT)
898 else if(state == GL_BACK)
902 if (state != GL_NONE)
904 if (!gl_state.cullfaceenable)
906 gl_state.cullfaceenable = true;
907 qglEnable(GL_CULL_FACE);CHECKGLERROR
909 if (gl_state.cullface != state)
911 gl_state.cullface = state;
912 qglCullFace(gl_state.cullface);CHECKGLERROR
917 if (gl_state.cullfaceenable)
919 gl_state.cullfaceenable = false;
920 qglDisable(GL_CULL_FACE);CHECKGLERROR
925 void GL_AlphaTest(int state)
927 if (gl_state.alphatest != state)
929 gl_state.alphatest = state;
931 if (gl_state.alphatest)
933 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
937 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
942 void GL_ColorMask(int r, int g, int b, int a)
944 int state = r*8 + g*4 + b*2 + a*1;
945 if (gl_state.colormask != state)
947 gl_state.colormask = state;
949 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
953 void GL_Color(float cr, float cg, float cb, float ca)
955 if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
957 gl_state.color4f[0] = cr;
958 gl_state.color4f[1] = cg;
959 gl_state.color4f[2] = cb;
960 gl_state.color4f[3] = ca;
962 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
967 void GL_LockArrays(int first, int count)
969 if (count < gl_lockarrays_minimumvertices.integer)
974 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
976 if (gl_state.lockrange_count)
978 gl_state.lockrange_count = 0;
980 qglUnlockArraysEXT();
983 if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer)
985 gl_state.lockrange_first = first;
986 gl_state.lockrange_count = count;
988 qglLockArraysEXT(first, count);
994 void GL_Scissor (int x, int y, int width, int height)
997 qglScissor(x, y,width,height);
1001 void GL_ScissorTest(int state)
1003 if(gl_state.scissortest == state)
1007 if((gl_state.scissortest = state))
1008 qglEnable(GL_SCISSOR_TEST);
1010 qglDisable(GL_SCISSOR_TEST);
1014 void GL_Clear(int mask)
1017 qglClear(mask);CHECKGLERROR
1020 // called at beginning of frame
1021 void R_Mesh_Start(void)
1025 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1027 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1028 Cvar_SetValueQuick(&gl_paranoid, 1);
1032 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1036 char compilelog[MAX_INPUTLINE];
1037 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1040 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1041 qglCompileShaderARB(shaderobject);CHECKGLERROR
1042 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1043 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1044 if (compilelog[0] && developer.integer > 0)
1046 int i, j, pretextlines = 0;
1047 for (i = 0;i < numstrings - 1;i++)
1048 for (j = 0;strings[i][j];j++)
1049 if (strings[i][j] == '\n')
1051 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1053 if (!shadercompiled)
1055 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1058 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1059 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1063 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
1065 GLint programlinked;
1066 GLuint programobject = 0;
1067 char linklog[MAX_INPUTLINE];
1070 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1074 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1077 #ifdef GL_GEOMETRY_SHADER_ARB
1078 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1082 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1085 qglLinkProgramARB(programobject);CHECKGLERROR
1086 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1087 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1090 Con_DPrintf("program link log:\n%s\n", linklog);
1091 // software vertex shader is ok but software fragment shader is WAY
1092 // too slow, fail program if so.
1093 // NOTE: this string might be ATI specific, but that's ok because the
1094 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1095 // software fragment shader due to low instruction and dependent
1097 if (strstr(linklog, "fragment shader will run in software"))
1098 programlinked = false;
1102 return programobject;
1104 qglDeleteObjectARB(programobject);CHECKGLERROR
1108 void GL_Backend_FreeProgram(unsigned int prog)
1111 qglDeleteObjectARB(prog);
1115 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1120 for (i = 0;i < count;i++)
1121 *out++ = *in++ + offset;
1124 memcpy(out, in, sizeof(*out) * count);
1127 // renders triangles using vertices from the active arrays
1128 int paranoidblah = 0;
1129 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1131 unsigned int numelements = numtriangles * 3;
1132 if (numvertices < 3 || numtriangles < 1)
1134 if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
1135 Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1138 if (!gl_mesh_prefer_short_elements.integer)
1146 element3i += firsttriangle * 3;
1148 element3s += firsttriangle * 3;
1149 switch (gl_vbo.integer)
1154 bufferobject3i = bufferobject3s = 0;
1160 bufferobject3i = bufferobject3s = 0;
1164 r_refdef.stats.meshes++;
1165 r_refdef.stats.meshes_elements += numelements;
1166 if (gl_paranoid.integer)
1168 unsigned int i, j, size;
1170 // note: there's no validation done here on buffer objects because it
1171 // is somewhat difficult to get at the data, and gl_paranoid can be
1172 // used without buffer objects if the need arises
1173 // (the data could be gotten using glMapBuffer but it would be very
1174 // slow due to uncachable video memory reads)
1175 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1176 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1178 if (gl_state.pointer_vertex)
1179 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1181 if (gl_state.pointer_color_enabled)
1183 if (!qglIsEnabled(GL_COLOR_ARRAY))
1184 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1186 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1187 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1190 for (i = 0;i < vid.texarrayunits;i++)
1192 if (gl_state.units[i].arrayenabled)
1194 GL_ClientActiveTexture(i);
1195 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1196 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1198 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1199 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++)
1205 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1207 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1209 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1216 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1218 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1220 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1227 if (r_render.integer || r_refdef.draw2dstage)
1230 if (gl_mesh_testmanualfeeding.integer)
1232 unsigned int i, j, element;
1234 qglBegin(GL_TRIANGLES);
1235 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1237 element = element3i ? element3i[i] : element3s[i];
1238 for (j = 0;j < vid.texarrayunits;j++)
1240 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1242 if (vid.texarrayunits > 1)
1244 if (gl_state.units[j].arraycomponents == 4)
1246 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1247 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1249 else if (gl_state.units[j].arraycomponents == 3)
1251 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1252 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1254 else if (gl_state.units[j].arraycomponents == 2)
1256 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1257 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1261 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1262 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1267 if (gl_state.units[j].arraycomponents == 4)
1269 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1270 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1272 else if (gl_state.units[j].arraycomponents == 3)
1274 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1275 qglTexCoord3f(p[0], p[1], p[2]);
1277 else if (gl_state.units[j].arraycomponents == 2)
1279 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1280 qglTexCoord2f(p[0], p[1]);
1284 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1285 qglTexCoord1f(p[0]);
1290 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1292 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1293 qglColor4f(p[0], p[1], p[2], p[3]);
1295 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1296 qglVertex3f(p[0], p[1], p[2]);
1301 else if (gl_mesh_testarrayelement.integer)
1304 qglBegin(GL_TRIANGLES);
1307 for (i = 0;i < numtriangles * 3;i++)
1308 qglArrayElement(element3i[i]);
1312 for (i = 0;i < numtriangles * 3;i++)
1313 qglArrayElement(element3s[i]);
1318 else if (bufferobject3s)
1320 GL_BindEBO(bufferobject3s);
1321 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1323 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1328 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1332 else if (bufferobject3i)
1334 GL_BindEBO(bufferobject3i);
1335 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1337 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1342 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1349 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1351 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1356 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1363 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1365 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1370 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1377 // restores backend state, used when done with 3D rendering
1378 void R_Mesh_Finish(void)
1382 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1384 gl_bufferobjectinfo_t *info;
1385 GLuint bufferobject;
1387 if (!gl_vbo.integer)
1390 qglGenBuffersARB(1, &bufferobject);
1393 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1394 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1395 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1397 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1399 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1400 memset(info, 0, sizeof(*info));
1401 info->target = target;
1402 info->object = bufferobject;
1404 strlcpy(info->name, name, sizeof(info->name));
1406 return (int)bufferobject;
1409 void R_Mesh_DestroyBufferObject(int bufferobject)
1412 gl_bufferobjectinfo_t *info;
1414 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1416 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1417 for (i = 0;i < endindex;i++)
1419 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1422 if (info->object == bufferobject)
1424 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1430 void GL_Mesh_ListVBOs(qboolean printeach)
1433 size_t ebocount = 0, ebomemory = 0;
1434 size_t vbocount = 0, vbomemory = 0;
1435 gl_bufferobjectinfo_t *info;
1436 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1437 for (i = 0;i < endindex;i++)
1439 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1442 switch(info->target)
1444 case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1445 case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1446 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1449 Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
1452 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1454 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1457 backend_modelmatrix = *matrix;
1458 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
1459 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
1461 qglLoadMatrixf(glmatrix);CHECKGLERROR
1465 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1467 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1469 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1471 gl_state.pointer_vertex = vertex3f;
1472 gl_state.pointer_vertex_buffer = bufferobject;
1473 gl_state.pointer_vertex_offset = bufferoffset;
1475 GL_BindVBO(bufferobject);
1476 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1480 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1482 // note: this can not rely on bufferobject to decide whether a color array
1483 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1484 // means that a valid vbo may be supplied even if there is no color array.
1487 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1489 // caller wants color array enabled
1490 if (!gl_state.pointer_color_enabled)
1492 gl_state.pointer_color_enabled = true;
1494 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1496 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1498 gl_state.pointer_color = color4f;
1499 gl_state.pointer_color_buffer = bufferobject;
1500 gl_state.pointer_color_offset = bufferoffset;
1502 GL_BindVBO(bufferobject);
1503 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1508 // caller wants color array disabled
1509 if (gl_state.pointer_color_enabled)
1511 gl_state.pointer_color_enabled = false;
1513 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1514 // when color array is on the glColor gets trashed, set it again
1515 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1520 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1522 gltextureunit_t *unit = gl_state.units + unitnum;
1523 // update array settings
1525 // note: there is no need to check bufferobject here because all cases
1526 // that involve a valid bufferobject also supply a texcoord array
1529 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1531 // texture array unit is enabled, enable the array
1532 if (!unit->arrayenabled)
1534 unit->arrayenabled = true;
1535 GL_ClientActiveTexture(unitnum);
1536 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1539 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1541 unit->pointer_texcoord = texcoord;
1542 unit->pointer_texcoord_buffer = bufferobject;
1543 unit->pointer_texcoord_offset = bufferoffset;
1544 unit->arraycomponents = numcomponents;
1545 GL_ClientActiveTexture(unitnum);
1546 GL_BindVBO(bufferobject);
1547 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1552 // texture array unit is disabled, disable the array
1553 if (unit->arrayenabled)
1555 unit->arrayenabled = false;
1556 GL_ClientActiveTexture(unitnum);
1557 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1562 void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle)
1564 gltextureunit_t *unit = gl_state.units + unitnum;
1565 if (unitnum >= vid.teximageunits)
1567 // update 2d texture binding
1568 if (unit->t2d != tex2d)
1570 GL_ActiveTexture(unitnum);
1571 if (unitnum < vid.texunits)
1577 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1584 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1589 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1591 // update 3d texture binding
1592 if (unit->t3d != tex3d)
1594 GL_ActiveTexture(unitnum);
1595 if (unitnum < vid.texunits)
1601 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1608 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1613 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1615 // update cubemap texture binding
1616 if (unit->tcubemap != texcubemap)
1618 GL_ActiveTexture(unitnum);
1619 if (unitnum < vid.texunits)
1623 if (unit->tcubemap == 0)
1625 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1632 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1636 unit->tcubemap = texcubemap;
1637 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1639 // update rectangle texture binding
1640 if (unit->trectangle != texrectangle)
1642 GL_ActiveTexture(unitnum);
1643 if (unitnum < vid.texunits)
1647 if (unit->trectangle == 0)
1649 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1654 if (unit->trectangle)
1656 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1660 unit->trectangle = texrectangle;
1661 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1665 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1667 gltextureunit_t *unit = gl_state.units + unitnum;
1668 if (unitnum >= vid.teximageunits)
1670 // update 2d texture binding
1671 if (unit->t2d != texnum)
1673 GL_ActiveTexture(unitnum);
1674 if (unitnum < vid.texunits)
1680 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1687 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1692 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1694 // update 3d texture binding
1697 GL_ActiveTexture(unitnum);
1698 if (unitnum < vid.texunits)
1702 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1706 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1708 // update cubemap texture binding
1709 if (unit->tcubemap != 0)
1711 GL_ActiveTexture(unitnum);
1712 if (unitnum < vid.texunits)
1716 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1720 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1722 // update rectangle texture binding
1723 if (unit->trectangle != 0)
1725 GL_ActiveTexture(unitnum);
1726 if (unitnum < vid.texunits)
1728 if (unit->trectangle)
1730 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1733 unit->trectangle = 0;
1734 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1738 static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
1740 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1742 gltextureunit_t *unit = gl_state.units + unitnum;
1743 if (matrix->m[3][3])
1745 // texmatrix specified, check if it is different
1746 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1749 unit->texmatrixenabled = true;
1750 unit->matrix = *matrix;
1752 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
1753 GL_ActiveTexture(unitnum);
1754 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1755 qglLoadMatrixf(glmatrix);CHECKGLERROR
1756 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1761 // no texmatrix specified, revert to identity
1762 if (unit->texmatrixenabled)
1764 unit->texmatrixenabled = false;
1765 unit->matrix = identitymatrix;
1767 GL_ActiveTexture(unitnum);
1768 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1769 qglLoadIdentity();CHECKGLERROR
1770 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1775 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1777 gltextureunit_t *unit = gl_state.units + unitnum;
1780 combinergb = GL_MODULATE;
1782 combinealpha = GL_MODULATE;
1787 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1 || combinergb == GL_DOT3_RGBA_ARB || combinergb == GL_DOT3_RGB_ARB)
1789 if (combinergb == GL_DECAL)
1790 combinergb = GL_INTERPOLATE_ARB;
1791 if (unit->combine != GL_COMBINE_ARB)
1793 unit->combine = GL_COMBINE_ARB;
1794 GL_ActiveTexture(unitnum);
1795 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
1796 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
1798 if (unit->combinergb != combinergb)
1800 unit->combinergb = combinergb;
1801 GL_ActiveTexture(unitnum);
1802 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1804 if (unit->combinealpha != combinealpha)
1806 unit->combinealpha = combinealpha;
1807 GL_ActiveTexture(unitnum);
1808 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1810 if (unit->rgbscale != rgbscale)
1812 unit->rgbscale = rgbscale;
1813 GL_ActiveTexture(unitnum);
1814 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
1816 if (unit->alphascale != alphascale)
1818 unit->alphascale = alphascale;
1819 GL_ActiveTexture(unitnum);
1820 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
1825 if (unit->combine != combinergb)
1827 unit->combine = combinergb;
1828 GL_ActiveTexture(unitnum);
1829 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1834 void R_Mesh_TextureState(const rmeshstate_t *m)
1841 for (i = 0;i < vid.teximageunits;i++)
1842 R_Mesh_TexBindAll(i, m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
1843 for (i = 0;i < vid.texarrayunits;i++)
1845 if (m->pointer_texcoord3f[i])
1846 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1848 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1850 for (i = 0;i < vid.texunits;i++)
1852 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1853 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1858 void R_Mesh_ResetTextureState(void)
1860 unsigned int unitnum;
1865 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
1867 gltextureunit_t *unit = gl_state.units + unitnum;
1868 // update 2d texture binding
1871 GL_ActiveTexture(unitnum);
1872 if (unitnum < vid.texunits)
1874 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1877 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1879 // update 3d texture binding
1882 GL_ActiveTexture(unitnum);
1883 if (unitnum < vid.texunits)
1885 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1888 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1890 // update cubemap texture binding
1893 GL_ActiveTexture(unitnum);
1894 if (unitnum < vid.texunits)
1896 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1899 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1901 // update rectangle texture binding
1902 if (unit->trectangle)
1904 GL_ActiveTexture(unitnum);
1905 if (unitnum < vid.texunits)
1907 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1909 unit->trectangle = 0;
1910 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1913 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
1915 gltextureunit_t *unit = gl_state.units + unitnum;
1916 // texture array unit is disabled, disable the array
1917 if (unit->arrayenabled)
1919 unit->arrayenabled = false;
1920 GL_ClientActiveTexture(unitnum);
1921 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1924 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1926 gltextureunit_t *unit = gl_state.units + unitnum;
1927 // no texmatrix specified, revert to identity
1928 if (unit->texmatrixenabled)
1930 unit->texmatrixenabled = false;
1931 unit->matrix = identitymatrix;
1933 GL_ActiveTexture(unitnum);
1934 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1935 qglLoadIdentity();CHECKGLERROR
1936 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1938 if (gl_combine.integer)
1940 // GL_ARB_texture_env_combine
1941 if (unit->combinergb != GL_MODULATE)
1943 unit->combinergb = GL_MODULATE;
1944 GL_ActiveTexture(unitnum);
1945 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1947 if (unit->combinealpha != GL_MODULATE)
1949 unit->combinealpha = GL_MODULATE;
1950 GL_ActiveTexture(unitnum);
1951 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1953 if (unit->rgbscale != 1)
1955 GL_ActiveTexture(unitnum);
1956 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
1958 if (unit->alphascale != 1)
1960 GL_ActiveTexture(unitnum);
1961 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
1967 if (unit->combinergb != GL_MODULATE)
1969 unit->combinergb = GL_MODULATE;
1970 GL_ActiveTexture(unitnum);
1971 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR