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"};
16 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"};
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
28 #ifdef GL_INVALID_ENUM
30 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
33 #ifdef GL_INVALID_VALUE
34 case GL_INVALID_VALUE:
35 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
38 #ifdef GL_INVALID_OPERATION
39 case GL_INVALID_OPERATION:
40 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
43 #ifdef GL_STACK_OVERFLOW
44 case GL_STACK_OVERFLOW:
45 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
48 #ifdef GL_STACK_UNDERFLOW
49 case GL_STACK_UNDERFLOW:
50 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
53 #ifdef GL_OUT_OF_MEMORY
54 case GL_OUT_OF_MEMORY:
55 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
58 #ifdef GL_TABLE_TOO_LARGE
59 case GL_TABLE_TOO_LARGE:
60 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
64 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
72 void SCR_ScreenShot_f (void);
74 static matrix4x4_t backend_viewmatrix;
75 static matrix4x4_t backend_modelmatrix;
76 static matrix4x4_t backend_modelviewmatrix;
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 = bound(1, gl_textureunits, MAX_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);
172 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
173 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
175 else if (backendunits > 1)
176 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
178 Con_Printf("singletexture\n");
180 GL_Backend_AllocArrays();
182 Con_Printf("OpenGL backend started.\n");
186 backendactive = true;
189 static void gl_backend_shutdown(void)
192 backendimageunits = 0;
193 backendarrayunits = 0;
194 backendactive = false;
196 Con_Print("OpenGL Backend shutting down\n");
198 GL_Backend_FreeArrays();
201 static void gl_backend_newmap(void)
205 void gl_backend_init(void)
209 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
211 polygonelements[i * 3 + 0] = 0;
212 polygonelements[i * 3 + 1] = i + 1;
213 polygonelements[i * 3 + 2] = i + 2;
215 // elements for rendering a series of quads as triangles
216 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
218 quadelements[i * 6 + 0] = i * 4;
219 quadelements[i * 6 + 1] = i * 4 + 1;
220 quadelements[i * 6 + 2] = i * 4 + 2;
221 quadelements[i * 6 + 3] = i * 4;
222 quadelements[i * 6 + 4] = i * 4 + 2;
223 quadelements[i * 6 + 5] = i * 4 + 3;
226 Cvar_RegisterVariable(&r_render);
227 Cvar_RegisterVariable(&r_waterwarp);
228 Cvar_RegisterVariable(&gl_polyblend);
229 Cvar_RegisterVariable(&gl_dither);
230 Cvar_RegisterVariable(&gl_lockarrays);
231 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
232 Cvar_RegisterVariable(&gl_paranoid);
233 Cvar_RegisterVariable(&gl_printcheckerror);
235 Cvar_SetValue("r_render", 0);
238 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
239 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
240 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
242 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
245 void GL_SetupView_Orientation_Identity (void)
247 backend_viewmatrix = identitymatrix;
248 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
251 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
253 matrix4x4_t tempmatrix, basematrix;
254 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
255 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
256 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
257 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
258 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
259 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
260 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
261 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
262 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
265 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
271 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
272 qglLoadIdentity();CHECKGLERROR
274 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
275 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
276 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
277 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
278 GL_SetupView_Orientation_Identity();
282 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
288 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
289 qglLoadIdentity();CHECKGLERROR
291 nudge = 1.0 - 1.0 / (1<<23);
292 m[ 0] = 1.0 / frustumx;
297 m[ 5] = 1.0 / frustumy;
306 m[14] = -2 * zNear * nudge;
308 qglLoadMatrixd(m);CHECKGLERROR
309 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
310 GL_SetupView_Orientation_Identity();
312 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
315 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
321 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
322 qglLoadIdentity();CHECKGLERROR
323 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
324 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
325 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
326 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
327 GL_SetupView_Orientation_Identity();
331 typedef struct gltextureunit_s
333 int t1d, t2d, t3d, tcubemap;
335 unsigned int arraycomponents;
336 const void *pointer_texcoord;
337 int rgbscale, alphascale;
338 int combinergb, combinealpha;
339 // FIXME: add more combine stuff
340 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
341 int texmatrixenabled;
346 static struct gl_state_s
354 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
359 unsigned int clientunit;
360 gltextureunit_t units[MAX_TEXTUREUNITS];
364 const void *pointer_vertex;
365 const void *pointer_color;
369 void GL_SetupTextureState(void)
372 gltextureunit_t *unit;
374 gl_state.unit = MAX_TEXTUREUNITS;
375 gl_state.clientunit = MAX_TEXTUREUNITS;
376 for (i = 0;i < MAX_TEXTUREUNITS;i++)
378 unit = gl_state.units + i;
383 unit->arrayenabled = false;
384 unit->arraycomponents = 0;
385 unit->pointer_texcoord = NULL;
387 unit->alphascale = 1;
388 unit->combinergb = GL_MODULATE;
389 unit->combinealpha = GL_MODULATE;
390 unit->texmatrixenabled = false;
391 unit->matrix = identitymatrix;
394 for (i = 0;i < backendimageunits;i++)
397 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
398 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
401 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
403 if (gl_texturecubemap)
405 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
409 for (i = 0;i < backendarrayunits;i++)
411 GL_ClientActiveTexture(i);
412 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
413 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
416 for (i = 0;i < backendunits;i++)
419 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
420 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
423 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
425 if (gl_texturecubemap)
427 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
429 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
430 qglLoadIdentity();CHECKGLERROR
431 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
432 if (gl_combine.integer)
434 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
435 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
436 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
437 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
438 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
439 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
440 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
441 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
442 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
443 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
444 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
445 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
446 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
447 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
448 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
449 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
450 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
454 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
461 void GL_Backend_ResetState(void)
463 memset(&gl_state, 0, sizeof(gl_state));
464 gl_state.depthtest = true;
465 gl_state.alphatest = false;
466 gl_state.blendfunc1 = GL_ONE;
467 gl_state.blendfunc2 = GL_ZERO;
468 gl_state.blend = false;
469 gl_state.depthmask = GL_TRUE;
470 gl_state.colormask = 15;
471 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
472 gl_state.lockrange_first = 0;
473 gl_state.lockrange_count = 0;
474 gl_state.pointer_vertex = NULL;
475 gl_state.pointer_color = NULL;
476 gl_state.cullface = GL_FRONT; // quake is backwards, this culls back faces
477 gl_state.cullfaceenable = true;
481 qglColorMask(1, 1, 1, 1);
482 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
483 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
484 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
485 qglDisable(GL_BLEND);CHECKGLERROR
486 qglCullFace(gl_state.cullface);CHECKGLERROR
487 qglEnable(GL_CULL_FACE);CHECKGLERROR
488 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
489 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
490 qglDepthMask(gl_state.depthmask);CHECKGLERROR
492 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
493 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
495 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
496 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
498 GL_Color(0, 0, 0, 0);
499 GL_Color(1, 1, 1, 1);
501 GL_SetupTextureState();
504 void GL_ActiveTexture(unsigned int num)
506 if (gl_state.unit != num)
509 if (qglActiveTexture)
512 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
518 void GL_ClientActiveTexture(unsigned int num)
520 if (gl_state.clientunit != num)
522 gl_state.clientunit = num;
523 if (qglActiveTexture)
526 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
532 void GL_BlendFunc(int blendfunc1, int blendfunc2)
534 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
537 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
538 if (gl_state.blendfunc2 == GL_ZERO)
540 if (gl_state.blendfunc1 == GL_ONE)
545 qglDisable(GL_BLEND);CHECKGLERROR
553 qglEnable(GL_BLEND);CHECKGLERROR
562 qglEnable(GL_BLEND);CHECKGLERROR
568 void GL_DepthMask(int state)
570 if (gl_state.depthmask != state)
573 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
577 void GL_DepthTest(int state)
579 if (gl_state.depthtest != state)
581 gl_state.depthtest = state;
583 if (gl_state.depthtest)
585 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
589 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
594 void GL_CullFace(int state)
597 if (state != GL_NONE)
599 if (!gl_state.cullfaceenable)
601 gl_state.cullfaceenable = true;
602 qglEnable(GL_CULL_FACE);CHECKGLERROR
604 if (gl_state.cullface != state)
606 gl_state.cullface = state;
607 qglCullFace(gl_state.cullface);CHECKGLERROR
612 if (gl_state.cullfaceenable)
614 gl_state.cullfaceenable = false;
615 qglDisable(GL_CULL_FACE);CHECKGLERROR
620 void GL_AlphaTest(int state)
622 if (gl_state.alphatest != state)
624 gl_state.alphatest = state;
626 if (gl_state.alphatest)
628 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
632 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
637 void GL_ColorMask(int r, int g, int b, int a)
639 int state = r*8 + g*4 + b*2 + a*1;
640 if (gl_state.colormask != state)
642 gl_state.colormask = state;
644 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
648 void GL_Color(float cr, float cg, float cb, float ca)
650 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)
652 gl_state.color4f[0] = cr;
653 gl_state.color4f[1] = cg;
654 gl_state.color4f[2] = cb;
655 gl_state.color4f[3] = ca;
657 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
662 void GL_LockArrays(int first, int count)
664 if (count < gl_lockarrays_minimumvertices.integer)
669 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
671 if (gl_state.lockrange_count)
673 gl_state.lockrange_count = 0;
675 qglUnlockArraysEXT();
678 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
680 gl_state.lockrange_first = first;
681 gl_state.lockrange_count = count;
683 qglLockArraysEXT(first, count);
689 void GL_Scissor (int x, int y, int width, int height)
692 qglScissor(x, vid.height - (y + height),width,height);
696 void GL_ScissorTest(int state)
698 if(gl_state.scissortest == state)
702 if((gl_state.scissortest = state))
703 qglEnable(GL_SCISSOR_TEST);
705 qglDisable(GL_SCISSOR_TEST);
709 void GL_Clear(int mask)
712 qglClear(mask);CHECKGLERROR
715 void GL_TransformToScreen(const vec4_t in, vec4_t out)
719 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
720 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
722 out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
723 out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f;
724 out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
727 // called at beginning of frame
728 void R_Mesh_Start(void)
732 if (gl_printcheckerror.integer && !gl_paranoid.integer)
734 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
735 Cvar_SetValueQuick(&gl_paranoid, 1);
737 GL_Backend_ResetState();
740 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
744 char compilelog[MAX_INPUTLINE];
745 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
748 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
749 qglCompileShaderARB(shaderobject);CHECKGLERROR
750 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
751 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
753 Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
756 qglDeleteObjectARB(shaderobject);CHECKGLERROR
759 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
760 qglDeleteObjectARB(shaderobject);CHECKGLERROR
764 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)
767 GLuint programobject = 0;
768 char linklog[MAX_INPUTLINE];
771 programobject = qglCreateProgramObjectARB();CHECKGLERROR
775 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
778 #ifdef GL_GEOMETRY_SHADER_ARB
779 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
783 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
786 qglLinkProgramARB(programobject);CHECKGLERROR
787 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
788 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
791 Con_DPrintf("program link log:\n%s\n", linklog);
792 // software vertex shader is ok but software fragment shader is WAY
793 // too slow, fail program if so.
794 // NOTE: this string might be ATI specific, but that's ok because the
795 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
796 // software fragment shader due to low instruction and dependent
798 if (strstr(linklog, "fragment shader will run in software"))
799 programlinked = false;
803 return programobject;
805 qglDeleteObjectARB(programobject);CHECKGLERROR
809 void GL_Backend_FreeProgram(unsigned int prog)
812 qglDeleteObjectARB(prog);
816 int gl_backend_rebindtextures;
818 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
823 for (i = 0;i < count;i++)
824 *out++ = *in++ + offset;
827 memcpy(out, in, sizeof(*out) * count);
830 // renders triangles using vertices from the active arrays
831 int paranoidblah = 0;
832 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
834 unsigned int numelements = numtriangles * 3;
835 if (numvertices < 3 || numtriangles < 1)
837 Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\n", firstvertex, numvertices, numtriangles, elements);
841 r_refdef.stats.meshes++;
842 r_refdef.stats.meshes_elements += numelements;
843 if (gl_paranoid.integer)
845 unsigned int i, j, size;
847 if (!qglIsEnabled(GL_VERTEX_ARRAY))
848 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
850 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
852 if (gl_state.pointer_color)
854 if (!qglIsEnabled(GL_COLOR_ARRAY))
855 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
857 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
860 for (i = 0;i < backendarrayunits;i++)
862 if (gl_state.units[i].arrayenabled)
864 GL_ClientActiveTexture(i);
865 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
866 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
868 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++)
872 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
874 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
876 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
882 if (r_render.integer)
885 if (gl_mesh_testmanualfeeding.integer)
889 qglBegin(GL_TRIANGLES);
890 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
892 for (j = 0;j < backendarrayunits;j++)
894 if (gl_state.units[j].pointer_texcoord)
896 if (backendarrayunits > 1)
898 if (gl_state.units[j].arraycomponents == 4)
900 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
901 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
903 else if (gl_state.units[j].arraycomponents == 3)
905 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
906 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
908 else if (gl_state.units[j].arraycomponents == 2)
910 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
911 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
915 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
916 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
921 if (gl_state.units[j].arraycomponents == 4)
923 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
924 qglTexCoord4f(p[0], p[1], p[2], p[3]);
926 else if (gl_state.units[j].arraycomponents == 3)
928 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
929 qglTexCoord3f(p[0], p[1], p[2]);
931 else if (gl_state.units[j].arraycomponents == 2)
933 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
934 qglTexCoord2f(p[0], p[1]);
938 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
944 if (gl_state.pointer_color)
946 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
947 qglColor4f(p[0], p[1], p[2], p[3]);
949 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
950 qglVertex3f(p[0], p[1], p[2]);
955 else if (gl_mesh_testarrayelement.integer)
958 qglBegin(GL_TRIANGLES);
959 for (i = 0;i < numtriangles * 3;i++)
961 qglArrayElement(elements[i]);
966 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
968 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
973 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
979 // restores backend state, used when done with 3D rendering
980 void R_Mesh_Finish(void)
988 for (i = 0;i < backendimageunits;i++)
991 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
992 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
995 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
997 if (gl_texturecubemap)
999 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1002 for (i = 0;i < backendarrayunits;i++)
1004 GL_ActiveTexture(backendarrayunits - 1 - i);
1005 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1007 for (i = 0;i < backendunits;i++)
1009 GL_ActiveTexture(backendunits - 1 - i);
1010 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1011 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1014 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1016 if (gl_texturecubemap)
1018 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1020 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1021 if (gl_combine.integer)
1023 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1024 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1027 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1028 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1030 qglDisable(GL_BLEND);CHECKGLERROR
1031 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1032 qglDepthMask(GL_TRUE);CHECKGLERROR
1033 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1036 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1038 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1040 double glmatrix[16];
1041 backend_modelmatrix = *matrix;
1042 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1043 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1045 qglLoadMatrixd(glmatrix);CHECKGLERROR
1049 void R_Mesh_VertexPointer(const float *vertex3f)
1051 if (gl_state.pointer_vertex != vertex3f)
1053 gl_state.pointer_vertex = vertex3f;
1055 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1060 void R_Mesh_ColorPointer(const float *color4f)
1062 if (gl_state.pointer_color != color4f)
1065 if (!gl_state.pointer_color)
1067 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1071 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1072 // when color array is on the glColor gets trashed, set it again
1073 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1075 gl_state.pointer_color = color4f;
1076 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
1080 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1082 gltextureunit_t *unit = gl_state.units + unitnum;
1083 // update array settings
1088 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1090 unit->pointer_texcoord = texcoord;
1091 unit->arraycomponents = numcomponents;
1092 GL_ClientActiveTexture(unitnum);
1093 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
1095 // texture array unit is enabled, enable the array
1096 if (!unit->arrayenabled)
1098 unit->arrayenabled = true;
1099 GL_ClientActiveTexture(unitnum);
1100 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1105 // texture array unit is disabled, disable the array
1106 if (unit->arrayenabled)
1108 unit->arrayenabled = false;
1109 GL_ClientActiveTexture(unitnum);
1110 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1115 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1117 gltextureunit_t *unit = gl_state.units + unitnum;
1118 if (unitnum >= backendimageunits)
1120 // update 1d texture binding
1121 if (unit->t1d != tex1d)
1123 GL_ActiveTexture(unitnum);
1124 if (unitnum < backendunits)
1130 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1137 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1142 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1144 // update 2d texture binding
1145 if (unit->t2d != tex2d)
1147 GL_ActiveTexture(unitnum);
1148 if (unitnum < backendunits)
1154 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1161 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1166 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1168 // update 3d texture binding
1169 if (unit->t3d != tex3d)
1171 GL_ActiveTexture(unitnum);
1172 if (unitnum < backendunits)
1178 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1185 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1190 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1192 // update cubemap texture binding
1193 if (unit->tcubemap != texcubemap)
1195 GL_ActiveTexture(unitnum);
1196 if (unitnum < backendunits)
1200 if (unit->tcubemap == 0)
1202 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1209 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1213 unit->tcubemap = texcubemap;
1214 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1218 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1220 gltextureunit_t *unit = gl_state.units + unitnum;
1221 if (unitnum >= backendimageunits)
1223 // update 1d texture binding
1224 if (unit->t1d != texnum)
1226 GL_ActiveTexture(unitnum);
1227 if (unitnum < backendunits)
1233 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1240 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1245 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1247 // update 2d texture binding
1250 GL_ActiveTexture(unitnum);
1251 if (unitnum < backendunits)
1255 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1259 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1261 // update 3d texture binding
1264 GL_ActiveTexture(unitnum);
1265 if (unitnum < backendunits)
1269 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1273 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1275 // update cubemap texture binding
1278 GL_ActiveTexture(unitnum);
1279 if (unitnum < backendunits)
1283 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1287 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1291 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1293 gltextureunit_t *unit = gl_state.units + unitnum;
1294 if (unitnum >= backendimageunits)
1296 // update 1d texture binding
1299 GL_ActiveTexture(unitnum);
1300 if (unitnum < backendunits)
1304 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1308 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1310 // update 2d texture binding
1311 if (unit->t2d != texnum)
1313 GL_ActiveTexture(unitnum);
1314 if (unitnum < backendunits)
1320 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1327 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1332 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1334 // update 3d texture binding
1337 GL_ActiveTexture(unitnum);
1338 if (unitnum < backendunits)
1342 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1346 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1348 // update cubemap texture binding
1349 if (unit->tcubemap != 0)
1351 GL_ActiveTexture(unitnum);
1352 if (unitnum < backendunits)
1356 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1360 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1364 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1366 gltextureunit_t *unit = gl_state.units + unitnum;
1367 if (unitnum >= backendimageunits)
1369 // update 1d texture binding
1372 GL_ActiveTexture(unitnum);
1373 if (unitnum < backendunits)
1377 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1381 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1383 // update 2d texture binding
1386 GL_ActiveTexture(unitnum);
1387 if (unitnum < backendunits)
1391 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1395 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1397 // update 3d texture binding
1398 if (unit->t3d != texnum)
1400 GL_ActiveTexture(unitnum);
1401 if (unitnum < backendunits)
1407 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1414 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1419 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1421 // update cubemap texture binding
1422 if (unit->tcubemap != 0)
1424 GL_ActiveTexture(unitnum);
1425 if (unitnum < backendunits)
1429 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1433 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1437 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1439 gltextureunit_t *unit = gl_state.units + unitnum;
1440 if (unitnum >= backendimageunits)
1442 // update 1d texture binding
1445 GL_ActiveTexture(unitnum);
1446 if (unitnum < backendunits)
1450 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1454 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1456 // update 2d texture binding
1459 GL_ActiveTexture(unitnum);
1460 if (unitnum < backendunits)
1464 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1468 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1470 // update 3d texture binding
1473 GL_ActiveTexture(unitnum);
1474 if (unitnum < backendunits)
1478 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1482 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1484 // update cubemap texture binding
1485 if (unit->tcubemap != texnum)
1487 GL_ActiveTexture(unitnum);
1488 if (unitnum < backendunits)
1492 if (unit->tcubemap == 0)
1494 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1501 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1505 unit->tcubemap = texnum;
1506 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1510 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1512 gltextureunit_t *unit = gl_state.units + unitnum;
1513 if (matrix->m[3][3])
1515 // texmatrix specified, check if it is different
1516 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1518 double glmatrix[16];
1519 unit->texmatrixenabled = true;
1520 unit->matrix = *matrix;
1522 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1523 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1524 GL_ActiveTexture(unitnum);
1525 qglLoadMatrixd(glmatrix);CHECKGLERROR
1526 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1531 // no texmatrix specified, revert to identity
1532 if (unit->texmatrixenabled)
1534 unit->texmatrixenabled = false;
1536 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1537 GL_ActiveTexture(unitnum);
1538 qglLoadIdentity();CHECKGLERROR
1539 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1544 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1546 gltextureunit_t *unit = gl_state.units + unitnum;
1548 if (gl_combine.integer)
1550 // GL_ARB_texture_env_combine
1552 combinergb = GL_MODULATE;
1554 combinealpha = GL_MODULATE;
1559 if (unit->combinergb != combinergb)
1561 unit->combinergb = combinergb;
1562 GL_ActiveTexture(unitnum);
1563 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1565 if (unit->combinealpha != combinealpha)
1567 unit->combinealpha = combinealpha;
1568 GL_ActiveTexture(unitnum);
1569 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1571 if (unit->rgbscale != rgbscale)
1573 GL_ActiveTexture(unitnum);
1574 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1576 if (unit->alphascale != alphascale)
1578 GL_ActiveTexture(unitnum);
1579 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1586 combinergb = GL_MODULATE;
1587 if (unit->combinergb != combinergb)
1589 unit->combinergb = combinergb;
1590 GL_ActiveTexture(unitnum);
1591 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1596 void R_Mesh_TextureState(const rmeshstate_t *m)
1603 if (gl_backend_rebindtextures)
1605 gl_backend_rebindtextures = false;
1606 GL_SetupTextureState();
1610 for (i = 0;i < backendimageunits;i++)
1611 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1612 for (i = 0;i < backendarrayunits;i++)
1614 if (m->pointer_texcoord3f[i])
1615 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1617 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1619 for (i = 0;i < backendunits;i++)
1621 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1622 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1627 void R_Mesh_ResetTextureState(void)
1629 unsigned int unitnum;
1634 if (gl_backend_rebindtextures)
1636 gl_backend_rebindtextures = false;
1637 GL_SetupTextureState();
1641 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1643 gltextureunit_t *unit = gl_state.units + unitnum;
1644 // update 1d texture binding
1647 GL_ActiveTexture(unitnum);
1648 if (unitnum < backendunits)
1650 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1653 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1655 // update 2d texture binding
1658 GL_ActiveTexture(unitnum);
1659 if (unitnum < backendunits)
1661 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1664 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1666 // update 3d texture binding
1669 GL_ActiveTexture(unitnum);
1670 if (unitnum < backendunits)
1672 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1675 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1677 // update cubemap texture binding
1680 GL_ActiveTexture(unitnum);
1681 if (unitnum < backendunits)
1683 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1686 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1689 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1691 gltextureunit_t *unit = gl_state.units + unitnum;
1692 // texture array unit is disabled, disable the array
1693 if (unit->arrayenabled)
1695 unit->arrayenabled = false;
1696 GL_ClientActiveTexture(unitnum);
1697 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1700 for (unitnum = 0;unitnum < backendunits;unitnum++)
1702 gltextureunit_t *unit = gl_state.units + unitnum;
1703 // no texmatrix specified, revert to identity
1704 if (unit->texmatrixenabled)
1706 unit->texmatrixenabled = false;
1708 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1709 GL_ActiveTexture(unitnum);
1710 qglLoadIdentity();CHECKGLERROR
1711 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1713 if (gl_combine.integer)
1715 // GL_ARB_texture_env_combine
1716 if (unit->combinergb != GL_MODULATE)
1718 unit->combinergb = GL_MODULATE;
1719 GL_ActiveTexture(unitnum);
1720 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1722 if (unit->combinealpha != GL_MODULATE)
1724 unit->combinealpha = GL_MODULATE;
1725 GL_ActiveTexture(unitnum);
1726 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1728 if (unit->rgbscale != 1)
1730 GL_ActiveTexture(unitnum);
1731 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
1733 if (unit->alphascale != 1)
1735 GL_ActiveTexture(unitnum);
1736 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
1742 if (unit->combinergb != GL_MODULATE)
1744 unit->combinergb = GL_MODULATE;
1745 GL_ActiveTexture(unitnum);
1746 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1752 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1756 for (;numtriangles;numtriangles--, elements += 3)
1758 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1759 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1760 qglArrayElement(elements[2]);qglArrayElement(elements[0]);