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", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
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"};
17 cvar_t gl_vbo = {0, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
19 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
20 qboolean v_flipped_state = false;
22 int gl_maxdrawrangeelementsvertices;
23 int gl_maxdrawrangeelementsindices;
28 void GL_PrintError(int errornumber, char *filename, int linenumber)
32 #ifdef GL_INVALID_ENUM
34 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
37 #ifdef GL_INVALID_VALUE
38 case GL_INVALID_VALUE:
39 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
42 #ifdef GL_INVALID_OPERATION
43 case GL_INVALID_OPERATION:
44 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
47 #ifdef GL_STACK_OVERFLOW
48 case GL_STACK_OVERFLOW:
49 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
52 #ifdef GL_STACK_UNDERFLOW
53 case GL_STACK_UNDERFLOW:
54 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
57 #ifdef GL_OUT_OF_MEMORY
58 case GL_OUT_OF_MEMORY:
59 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
62 #ifdef GL_TABLE_TOO_LARGE
63 case GL_TABLE_TOO_LARGE:
64 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
68 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
74 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
76 void SCR_ScreenShot_f (void);
78 static matrix4x4_t backend_viewmatrix;
79 static matrix4x4_t backend_modelmatrix;
80 static matrix4x4_t backend_modelviewmatrix;
81 static matrix4x4_t backend_projectmatrix;
83 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
86 note: here's strip order for a terrain row:
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
95 *elements++ = i + row;
97 *elements++ = i + row + 1;
100 *elements++ = i + row + 1;
103 for (y = 0;y < rows - 1;y++)
105 for (x = 0;x < columns - 1;x++)
108 *elements++ = i + columns;
110 *elements++ = i + columns + 1;
113 *elements++ = i + columns + 1;
124 for (y = 0;y < rows - 1;y++)
126 for (x = 0;x < columns - 1;x++)
130 *elements++ = i + columns;
131 *elements++ = i + columns + 1;
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
139 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
140 int quadelements[QUADELEMENTS_MAXQUADS*6];
142 void GL_Backend_AllocArrays(void)
146 void GL_Backend_FreeArrays(void)
150 void GL_VBOStats_f(void)
152 GL_Mesh_ListVBOs(true);
155 typedef struct gl_bufferobjectinfo_s
160 char name[MAX_QPATH];
162 gl_bufferobjectinfo_t;
164 memexpandablearray_t gl_bufferobjectinfoarray;
166 static void gl_backend_start(void)
168 Con_Print("OpenGL Backend starting...\n");
171 if (qglDrawRangeElements != NULL)
174 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
176 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
178 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
181 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
182 backendimageunits = backendunits;
183 backendarrayunits = backendunits;
184 if (gl_support_fragment_shader)
187 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
189 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
191 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
192 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
193 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
195 else if (backendunits > 1)
196 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
198 Con_Printf("singletexture\n");
200 GL_Backend_AllocArrays();
202 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
204 Con_Printf("OpenGL backend started.\n");
208 backendactive = true;
211 static void gl_backend_shutdown(void)
214 backendimageunits = 0;
215 backendarrayunits = 0;
216 backendactive = false;
218 Con_Print("OpenGL Backend shutting down\n");
220 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
222 GL_Backend_FreeArrays();
225 static void gl_backend_newmap(void)
229 void gl_backend_init(void)
233 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
235 polygonelements[i * 3 + 0] = 0;
236 polygonelements[i * 3 + 1] = i + 1;
237 polygonelements[i * 3 + 2] = i + 2;
239 // elements for rendering a series of quads as triangles
240 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
242 quadelements[i * 6 + 0] = i * 4;
243 quadelements[i * 6 + 1] = i * 4 + 1;
244 quadelements[i * 6 + 2] = i * 4 + 2;
245 quadelements[i * 6 + 3] = i * 4;
246 quadelements[i * 6 + 4] = i * 4 + 2;
247 quadelements[i * 6 + 5] = i * 4 + 3;
250 Cvar_RegisterVariable(&r_render);
251 Cvar_RegisterVariable(&r_waterwarp);
252 Cvar_RegisterVariable(&gl_polyblend);
253 Cvar_RegisterVariable(&v_flipped);
254 Cvar_RegisterVariable(&gl_dither);
255 Cvar_RegisterVariable(&gl_lockarrays);
256 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
257 Cvar_RegisterVariable(&gl_vbo);
258 Cvar_RegisterVariable(&gl_paranoid);
259 Cvar_RegisterVariable(&gl_printcheckerror);
261 Cvar_SetValue("r_render", 0);
264 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
265 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
266 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
268 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\n");
270 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
273 void GL_SetMirrorState(qboolean state);
275 void GL_SetupView_Orientation_Identity (void)
277 backend_viewmatrix = identitymatrix;
278 GL_SetMirrorState(false);
279 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
282 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
284 matrix4x4_t tempmatrix, basematrix;
285 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
286 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
287 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
288 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
290 GL_SetMirrorState(v_flipped.integer);
293 Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
294 Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
295 Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
298 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
299 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
300 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
301 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
302 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
305 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
311 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
312 qglLoadIdentity();CHECKGLERROR
314 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
315 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
316 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
317 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
318 GL_SetupView_Orientation_Identity();
322 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
328 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
329 qglLoadIdentity();CHECKGLERROR
331 nudge = 1.0 - 1.0 / (1<<23);
332 m[ 0] = 1.0 / frustumx;
337 m[ 5] = 1.0 / frustumy;
346 m[14] = -2 * zNear * nudge;
348 qglLoadMatrixd(m);CHECKGLERROR
349 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
350 GL_SetupView_Orientation_Identity();
352 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
355 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
361 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
362 qglLoadIdentity();CHECKGLERROR
363 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
364 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
365 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
366 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
367 GL_SetupView_Orientation_Identity();
371 typedef struct gltextureunit_s
373 const void *pointer_texcoord;
374 size_t pointer_texcoord_offset;
375 int pointer_texcoord_buffer;
376 int t1d, t2d, t3d, tcubemap;
378 unsigned int arraycomponents;
379 int rgbscale, alphascale;
380 int combinergb, combinealpha;
381 // FIXME: add more combine stuff
382 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
383 int texmatrixenabled;
388 static struct gl_state_s
396 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
399 float polygonoffset[2];
403 unsigned int clientunit;
404 gltextureunit_t units[MAX_TEXTUREUNITS];
408 int vertexbufferobject;
409 int elementbufferobject;
410 qboolean pointer_color_enabled;
411 const void *pointer_vertex;
412 const void *pointer_color;
413 size_t pointer_vertex_offset;
414 size_t pointer_color_offset;
415 int pointer_vertex_buffer;
416 int pointer_color_buffer;
420 static void GL_BindVBO(int bufferobject)
422 if (gl_state.vertexbufferobject != bufferobject)
424 gl_state.vertexbufferobject = bufferobject;
426 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
431 static void GL_BindEBO(int bufferobject)
433 if (gl_state.elementbufferobject != bufferobject)
435 gl_state.elementbufferobject = bufferobject;
437 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
442 void GL_SetupTextureState(void)
445 gltextureunit_t *unit;
447 gl_state.unit = MAX_TEXTUREUNITS;
448 gl_state.clientunit = MAX_TEXTUREUNITS;
449 for (i = 0;i < MAX_TEXTUREUNITS;i++)
451 unit = gl_state.units + i;
456 unit->arrayenabled = false;
457 unit->arraycomponents = 0;
458 unit->pointer_texcoord = NULL;
459 unit->pointer_texcoord_buffer = 0;
460 unit->pointer_texcoord_offset = 0;
462 unit->alphascale = 1;
463 unit->combinergb = GL_MODULATE;
464 unit->combinealpha = GL_MODULATE;
465 unit->texmatrixenabled = false;
466 unit->matrix = identitymatrix;
469 for (i = 0;i < backendimageunits;i++)
472 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
473 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
476 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
478 if (gl_texturecubemap)
480 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
484 for (i = 0;i < backendarrayunits;i++)
486 GL_ClientActiveTexture(i);
488 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
489 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
492 for (i = 0;i < backendunits;i++)
495 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
496 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
499 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
501 if (gl_texturecubemap)
503 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
505 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
506 qglLoadIdentity();CHECKGLERROR
507 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
508 if (gl_combine.integer)
510 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
511 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
512 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
513 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
514 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
515 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
516 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
517 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
518 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
519 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
520 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
521 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
522 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
523 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
524 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
525 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
526 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
530 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
537 void GL_Backend_ResetState(void)
539 memset(&gl_state, 0, sizeof(gl_state));
540 gl_state.depthtest = true;
541 gl_state.alphatest = false;
542 gl_state.blendfunc1 = GL_ONE;
543 gl_state.blendfunc2 = GL_ZERO;
544 gl_state.blend = false;
545 gl_state.depthmask = GL_TRUE;
546 gl_state.colormask = 15;
547 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
548 gl_state.lockrange_first = 0;
549 gl_state.lockrange_count = 0;
550 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
551 gl_state.cullfaceenable = true;
552 gl_state.polygonoffset[0] = 0;
553 gl_state.polygonoffset[1] = 0;
557 qglColorMask(1, 1, 1, 1);
558 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
559 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
560 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
561 qglDisable(GL_BLEND);CHECKGLERROR
562 qglCullFace(gl_state.cullface);CHECKGLERROR
563 qglEnable(GL_CULL_FACE);CHECKGLERROR
564 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
565 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
566 qglDepthMask(gl_state.depthmask);CHECKGLERROR
567 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
569 if (gl_support_arb_vertex_buffer_object)
571 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
572 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
575 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
576 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
578 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
579 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
581 GL_Color(0, 0, 0, 0);
582 GL_Color(1, 1, 1, 1);
584 GL_SetupTextureState();
587 void GL_ActiveTexture(unsigned int num)
589 if (gl_state.unit != num)
592 if (qglActiveTexture)
595 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
601 void GL_ClientActiveTexture(unsigned int num)
603 if (gl_state.clientunit != num)
605 gl_state.clientunit = num;
606 if (qglActiveTexture)
609 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
615 void GL_BlendFunc(int blendfunc1, int blendfunc2)
617 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
620 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
621 if (gl_state.blendfunc2 == GL_ZERO)
623 if (gl_state.blendfunc1 == GL_ONE)
628 qglDisable(GL_BLEND);CHECKGLERROR
636 qglEnable(GL_BLEND);CHECKGLERROR
645 qglEnable(GL_BLEND);CHECKGLERROR
651 void GL_DepthMask(int state)
653 if (gl_state.depthmask != state)
656 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
660 void GL_DepthTest(int state)
662 if (gl_state.depthtest != state)
664 gl_state.depthtest = state;
666 if (gl_state.depthtest)
668 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
672 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
677 void GL_DepthRange(float nearfrac, float farfrac)
679 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
681 gl_state.depthrange[0] = nearfrac;
682 gl_state.depthrange[1] = farfrac;
683 qglDepthRange(nearfrac, farfrac);
687 void GL_PolygonOffset(float planeoffset, float depthoffset)
689 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
691 gl_state.polygonoffset[0] = planeoffset;
692 gl_state.polygonoffset[1] = depthoffset;
693 qglPolygonOffset(planeoffset, depthoffset);
697 void GL_SetMirrorState(qboolean state)
699 if(!state != !v_flipped_state)
701 // change cull face mode!
702 if(gl_state.cullface == GL_BACK)
703 qglCullFace((gl_state.cullface = GL_FRONT));
704 else if(gl_state.cullface == GL_FRONT)
705 qglCullFace((gl_state.cullface = GL_BACK));
707 v_flipped_state = state;
710 void GL_CullFace(int state)
716 if(state == GL_FRONT)
718 else if(state == GL_BACK)
722 if (state != GL_NONE)
724 if (!gl_state.cullfaceenable)
726 gl_state.cullfaceenable = true;
727 qglEnable(GL_CULL_FACE);CHECKGLERROR
729 if (gl_state.cullface != state)
731 gl_state.cullface = state;
732 qglCullFace(gl_state.cullface);CHECKGLERROR
737 if (gl_state.cullfaceenable)
739 gl_state.cullfaceenable = false;
740 qglDisable(GL_CULL_FACE);CHECKGLERROR
745 void GL_AlphaTest(int state)
747 if (gl_state.alphatest != state)
749 gl_state.alphatest = state;
751 if (gl_state.alphatest)
753 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
757 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
762 void GL_ColorMask(int r, int g, int b, int a)
764 int state = r*8 + g*4 + b*2 + a*1;
765 if (gl_state.colormask != state)
767 gl_state.colormask = state;
769 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
773 void GL_Color(float cr, float cg, float cb, float ca)
775 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)
777 gl_state.color4f[0] = cr;
778 gl_state.color4f[1] = cg;
779 gl_state.color4f[2] = cb;
780 gl_state.color4f[3] = ca;
782 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
787 void GL_LockArrays(int first, int count)
789 if (count < gl_lockarrays_minimumvertices.integer)
794 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
796 if (gl_state.lockrange_count)
798 gl_state.lockrange_count = 0;
800 qglUnlockArraysEXT();
803 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
805 gl_state.lockrange_first = first;
806 gl_state.lockrange_count = count;
808 qglLockArraysEXT(first, count);
814 void GL_Scissor (int x, int y, int width, int height)
817 qglScissor(x, vid.height - (y + height),width,height);
821 void GL_ScissorTest(int state)
823 if(gl_state.scissortest == state)
827 if((gl_state.scissortest = state))
828 qglEnable(GL_SCISSOR_TEST);
830 qglDisable(GL_SCISSOR_TEST);
834 void GL_Clear(int mask)
837 qglClear(mask);CHECKGLERROR
840 void GL_TransformToScreen(const vec4_t in, vec4_t out)
844 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
845 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
847 out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
848 out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f;
849 out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
852 // called at beginning of frame
853 void R_Mesh_Start(void)
857 if (gl_printcheckerror.integer && !gl_paranoid.integer)
859 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
860 Cvar_SetValueQuick(&gl_paranoid, 1);
862 GL_Backend_ResetState();
865 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
869 char compilelog[MAX_INPUTLINE];
870 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
873 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
874 qglCompileShaderARB(shaderobject);CHECKGLERROR
875 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
876 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
878 Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
881 qglDeleteObjectARB(shaderobject);CHECKGLERROR
884 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
885 qglDeleteObjectARB(shaderobject);CHECKGLERROR
889 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)
892 GLuint programobject = 0;
893 char linklog[MAX_INPUTLINE];
896 programobject = qglCreateProgramObjectARB();CHECKGLERROR
900 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
903 #ifdef GL_GEOMETRY_SHADER_ARB
904 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
908 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
911 qglLinkProgramARB(programobject);CHECKGLERROR
912 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
913 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
916 Con_DPrintf("program link log:\n%s\n", linklog);
917 // software vertex shader is ok but software fragment shader is WAY
918 // too slow, fail program if so.
919 // NOTE: this string might be ATI specific, but that's ok because the
920 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
921 // software fragment shader due to low instruction and dependent
923 if (strstr(linklog, "fragment shader will run in software"))
924 programlinked = false;
928 return programobject;
930 qglDeleteObjectARB(programobject);CHECKGLERROR
934 void GL_Backend_FreeProgram(unsigned int prog)
937 qglDeleteObjectARB(prog);
941 int gl_backend_rebindtextures;
943 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
948 for (i = 0;i < count;i++)
949 *out++ = *in++ + offset;
952 memcpy(out, in, sizeof(*out) * count);
955 // renders triangles using vertices from the active arrays
956 int paranoidblah = 0;
957 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
959 unsigned int numelements = numtriangles * 3;
960 if (numvertices < 3 || numtriangles < 1)
962 Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
968 r_refdef.stats.meshes++;
969 r_refdef.stats.meshes_elements += numelements;
970 if (gl_paranoid.integer)
972 unsigned int i, j, size;
974 // note: there's no validation done here on buffer objects because it
975 // is somewhat difficult to get at the data, and gl_paranoid can be
976 // used without buffer objects if the need arises
977 // (the data could be gotten using glMapBuffer but it would be very
978 // slow due to uncachable video memory reads)
979 if (!qglIsEnabled(GL_VERTEX_ARRAY))
980 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
982 if (gl_state.pointer_vertex)
983 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
985 if (gl_state.pointer_color_enabled)
987 if (!qglIsEnabled(GL_COLOR_ARRAY))
988 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
990 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
991 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
994 for (i = 0;i < backendarrayunits;i++)
996 if (gl_state.units[i].arrayenabled)
998 GL_ClientActiveTexture(i);
999 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1000 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1002 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1003 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++)
1007 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1009 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
1011 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
1017 if (r_render.integer)
1020 if (gl_mesh_testmanualfeeding.integer)
1024 qglBegin(GL_TRIANGLES);
1025 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1027 for (j = 0;j < backendarrayunits;j++)
1029 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1031 if (backendarrayunits > 1)
1033 if (gl_state.units[j].arraycomponents == 4)
1035 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1036 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1038 else if (gl_state.units[j].arraycomponents == 3)
1040 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1041 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1043 else if (gl_state.units[j].arraycomponents == 2)
1045 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1046 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1050 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1051 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1056 if (gl_state.units[j].arraycomponents == 4)
1058 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1059 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1061 else if (gl_state.units[j].arraycomponents == 3)
1063 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1064 qglTexCoord3f(p[0], p[1], p[2]);
1066 else if (gl_state.units[j].arraycomponents == 2)
1068 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1069 qglTexCoord2f(p[0], p[1]);
1073 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1074 qglTexCoord1f(p[0]);
1079 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1081 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
1082 qglColor4f(p[0], p[1], p[2], p[3]);
1084 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
1085 qglVertex3f(p[0], p[1], p[2]);
1090 else if (gl_mesh_testarrayelement.integer)
1093 qglBegin(GL_TRIANGLES);
1094 for (i = 0;i < numtriangles * 3;i++)
1096 qglArrayElement(elements[i]);
1101 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1103 GL_BindEBO(bufferobject);
1104 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1109 GL_BindEBO(bufferobject);
1110 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1116 // restores backend state, used when done with 3D rendering
1117 void R_Mesh_Finish(void)
1122 GL_LockArrays(0, 0);
1125 for (i = 0;i < backendimageunits;i++)
1127 GL_ActiveTexture(i);
1128 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1129 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1132 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1134 if (gl_texturecubemap)
1136 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1139 for (i = 0;i < backendarrayunits;i++)
1141 GL_ActiveTexture(backendarrayunits - 1 - i);
1142 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1144 for (i = 0;i < backendunits;i++)
1146 GL_ActiveTexture(backendunits - 1 - i);
1147 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1148 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1151 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1153 if (gl_texturecubemap)
1155 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1157 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1158 if (gl_combine.integer)
1160 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1161 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1164 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1165 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1167 qglDisable(GL_BLEND);CHECKGLERROR
1168 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1169 qglDepthMask(GL_TRUE);CHECKGLERROR
1170 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1173 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1175 gl_bufferobjectinfo_t *info;
1176 GLuint bufferobject;
1178 if (!gl_vbo.integer)
1181 qglGenBuffersARB(1, &bufferobject);
1184 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1185 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1186 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1188 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1190 info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1191 memset(info, 0, sizeof(*info));
1192 info->target = target;
1193 info->object = bufferobject;
1195 strlcpy(info->name, name, sizeof(info->name));
1197 return (int)bufferobject;
1200 void R_Mesh_DestroyBufferObject(int bufferobject)
1203 gl_bufferobjectinfo_t *info;
1205 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1207 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1208 for (i = 0;i < endindex;i++)
1210 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1213 if (info->object == bufferobject)
1215 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1221 void GL_Mesh_ListVBOs(qboolean printeach)
1224 size_t ebocount = 0, ebomemory = 0;
1225 size_t vbocount = 0, vbomemory = 0;
1226 gl_bufferobjectinfo_t *info;
1227 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1228 for (i = 0;i < endindex;i++)
1230 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1233 switch(info->target)
1235 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;
1236 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;
1237 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1240 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);
1243 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1245 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1247 double glmatrix[16];
1248 backend_modelmatrix = *matrix;
1249 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1250 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1252 qglLoadMatrixd(glmatrix);CHECKGLERROR
1256 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1258 if (!gl_vbo.integer)
1260 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1262 gl_state.pointer_vertex = vertex3f;
1263 gl_state.pointer_vertex_buffer = bufferobject;
1264 gl_state.pointer_vertex_offset = bufferoffset;
1266 GL_BindVBO(bufferobject);
1267 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1271 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1273 // note: this can not rely on bufferobject to decide whether a color array
1274 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1275 // means that a valid vbo may be supplied even if there is no color array.
1278 if (!gl_vbo.integer)
1280 // caller wants color array enabled
1281 if (!gl_state.pointer_color_enabled)
1283 gl_state.pointer_color_enabled = true;
1285 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1287 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1289 gl_state.pointer_color = color4f;
1290 gl_state.pointer_color_buffer = bufferobject;
1291 gl_state.pointer_color_offset = bufferoffset;
1293 GL_BindVBO(bufferobject);
1294 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1299 // caller wants color array disabled
1300 if (gl_state.pointer_color_enabled)
1302 gl_state.pointer_color_enabled = false;
1304 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1305 // when color array is on the glColor gets trashed, set it again
1306 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1311 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1313 gltextureunit_t *unit = gl_state.units + unitnum;
1314 // update array settings
1316 // note: there is no need to check bufferobject here because all cases
1317 // that involve a valid bufferobject also supply a texcoord array
1320 if (!gl_vbo.integer)
1322 // texture array unit is enabled, enable the array
1323 if (!unit->arrayenabled)
1325 unit->arrayenabled = true;
1326 GL_ClientActiveTexture(unitnum);
1327 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1330 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1332 unit->pointer_texcoord = texcoord;
1333 unit->pointer_texcoord_buffer = bufferobject;
1334 unit->pointer_texcoord_offset = bufferoffset;
1335 unit->arraycomponents = numcomponents;
1336 GL_ClientActiveTexture(unitnum);
1337 GL_BindVBO(bufferobject);
1338 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1343 // texture array unit is disabled, disable the array
1344 if (unit->arrayenabled)
1346 unit->arrayenabled = false;
1347 GL_ClientActiveTexture(unitnum);
1348 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1353 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1355 gltextureunit_t *unit = gl_state.units + unitnum;
1356 if (unitnum >= backendimageunits)
1358 // update 1d texture binding
1359 if (unit->t1d != tex1d)
1361 GL_ActiveTexture(unitnum);
1362 if (unitnum < backendunits)
1368 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1375 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1380 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1382 // update 2d texture binding
1383 if (unit->t2d != tex2d)
1385 GL_ActiveTexture(unitnum);
1386 if (unitnum < backendunits)
1392 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1399 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1404 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1406 // update 3d texture binding
1407 if (unit->t3d != tex3d)
1409 GL_ActiveTexture(unitnum);
1410 if (unitnum < backendunits)
1416 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1423 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1428 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1430 // update cubemap texture binding
1431 if (unit->tcubemap != texcubemap)
1433 GL_ActiveTexture(unitnum);
1434 if (unitnum < backendunits)
1438 if (unit->tcubemap == 0)
1440 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1447 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1451 unit->tcubemap = texcubemap;
1452 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1456 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1458 gltextureunit_t *unit = gl_state.units + unitnum;
1459 if (unitnum >= backendimageunits)
1461 // update 1d texture binding
1462 if (unit->t1d != texnum)
1464 GL_ActiveTexture(unitnum);
1465 if (unitnum < backendunits)
1471 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1478 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1483 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1485 // update 2d texture binding
1488 GL_ActiveTexture(unitnum);
1489 if (unitnum < backendunits)
1493 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1497 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1499 // update 3d texture binding
1502 GL_ActiveTexture(unitnum);
1503 if (unitnum < backendunits)
1507 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1511 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1513 // update cubemap texture binding
1516 GL_ActiveTexture(unitnum);
1517 if (unitnum < backendunits)
1521 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1525 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1529 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1531 gltextureunit_t *unit = gl_state.units + unitnum;
1532 if (unitnum >= backendimageunits)
1534 // update 1d texture binding
1537 GL_ActiveTexture(unitnum);
1538 if (unitnum < backendunits)
1542 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1546 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1548 // update 2d texture binding
1549 if (unit->t2d != texnum)
1551 GL_ActiveTexture(unitnum);
1552 if (unitnum < backendunits)
1558 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1565 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1570 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1572 // update 3d texture binding
1575 GL_ActiveTexture(unitnum);
1576 if (unitnum < backendunits)
1580 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1584 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1586 // update cubemap texture binding
1587 if (unit->tcubemap != 0)
1589 GL_ActiveTexture(unitnum);
1590 if (unitnum < backendunits)
1594 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1598 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1602 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1604 gltextureunit_t *unit = gl_state.units + unitnum;
1605 if (unitnum >= backendimageunits)
1607 // update 1d texture binding
1610 GL_ActiveTexture(unitnum);
1611 if (unitnum < backendunits)
1615 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1619 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1621 // update 2d texture binding
1624 GL_ActiveTexture(unitnum);
1625 if (unitnum < backendunits)
1629 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1633 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1635 // update 3d texture binding
1636 if (unit->t3d != texnum)
1638 GL_ActiveTexture(unitnum);
1639 if (unitnum < backendunits)
1645 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1652 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1657 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1659 // update cubemap texture binding
1660 if (unit->tcubemap != 0)
1662 GL_ActiveTexture(unitnum);
1663 if (unitnum < backendunits)
1667 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1671 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1675 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1677 gltextureunit_t *unit = gl_state.units + unitnum;
1678 if (unitnum >= backendimageunits)
1680 // update 1d texture binding
1683 GL_ActiveTexture(unitnum);
1684 if (unitnum < backendunits)
1688 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1692 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1694 // update 2d texture binding
1697 GL_ActiveTexture(unitnum);
1698 if (unitnum < backendunits)
1702 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1706 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1708 // update 3d texture binding
1711 GL_ActiveTexture(unitnum);
1712 if (unitnum < backendunits)
1716 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1720 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1722 // update cubemap texture binding
1723 if (unit->tcubemap != texnum)
1725 GL_ActiveTexture(unitnum);
1726 if (unitnum < backendunits)
1730 if (unit->tcubemap == 0)
1732 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1739 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1743 unit->tcubemap = texnum;
1744 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1748 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1750 gltextureunit_t *unit = gl_state.units + unitnum;
1751 if (matrix->m[3][3])
1753 // texmatrix specified, check if it is different
1754 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1756 double glmatrix[16];
1757 unit->texmatrixenabled = true;
1758 unit->matrix = *matrix;
1760 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1761 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1762 GL_ActiveTexture(unitnum);
1763 qglLoadMatrixd(glmatrix);CHECKGLERROR
1764 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1769 // no texmatrix specified, revert to identity
1770 if (unit->texmatrixenabled)
1772 unit->texmatrixenabled = false;
1774 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1775 GL_ActiveTexture(unitnum);
1776 qglLoadIdentity();CHECKGLERROR
1777 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1782 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1784 gltextureunit_t *unit = gl_state.units + unitnum;
1786 if (gl_combine.integer)
1788 // GL_ARB_texture_env_combine
1790 combinergb = GL_MODULATE;
1792 combinealpha = GL_MODULATE;
1797 if (unit->combinergb != combinergb)
1799 unit->combinergb = combinergb;
1800 GL_ActiveTexture(unitnum);
1801 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1803 if (unit->combinealpha != combinealpha)
1805 unit->combinealpha = combinealpha;
1806 GL_ActiveTexture(unitnum);
1807 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1809 if (unit->rgbscale != rgbscale)
1811 GL_ActiveTexture(unitnum);
1812 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1814 if (unit->alphascale != alphascale)
1816 GL_ActiveTexture(unitnum);
1817 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1824 combinergb = GL_MODULATE;
1825 if (unit->combinergb != combinergb)
1827 unit->combinergb = combinergb;
1828 GL_ActiveTexture(unitnum);
1829 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1834 void R_Mesh_TextureState(const rmeshstate_t *m)
1841 if (gl_backend_rebindtextures)
1843 gl_backend_rebindtextures = false;
1844 GL_SetupTextureState();
1848 for (i = 0;i < backendimageunits;i++)
1849 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1850 for (i = 0;i < backendarrayunits;i++)
1852 if (m->pointer_texcoord3f[i])
1853 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1855 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1857 for (i = 0;i < backendunits;i++)
1859 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1860 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1865 void R_Mesh_ResetTextureState(void)
1867 unsigned int unitnum;
1872 if (gl_backend_rebindtextures)
1874 gl_backend_rebindtextures = false;
1875 GL_SetupTextureState();
1879 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1881 gltextureunit_t *unit = gl_state.units + unitnum;
1882 // update 1d texture binding
1885 GL_ActiveTexture(unitnum);
1886 if (unitnum < backendunits)
1888 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1891 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1893 // update 2d texture binding
1896 GL_ActiveTexture(unitnum);
1897 if (unitnum < backendunits)
1899 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1902 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1904 // update 3d texture binding
1907 GL_ActiveTexture(unitnum);
1908 if (unitnum < backendunits)
1910 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1913 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1915 // update cubemap texture binding
1918 GL_ActiveTexture(unitnum);
1919 if (unitnum < backendunits)
1921 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1924 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1927 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1929 gltextureunit_t *unit = gl_state.units + unitnum;
1930 // texture array unit is disabled, disable the array
1931 if (unit->arrayenabled)
1933 unit->arrayenabled = false;
1934 GL_ClientActiveTexture(unitnum);
1935 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1938 for (unitnum = 0;unitnum < backendunits;unitnum++)
1940 gltextureunit_t *unit = gl_state.units + unitnum;
1941 // no texmatrix specified, revert to identity
1942 if (unit->texmatrixenabled)
1944 unit->texmatrixenabled = false;
1946 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1947 GL_ActiveTexture(unitnum);
1948 qglLoadIdentity();CHECKGLERROR
1949 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1951 if (gl_combine.integer)
1953 // GL_ARB_texture_env_combine
1954 if (unit->combinergb != GL_MODULATE)
1956 unit->combinergb = GL_MODULATE;
1957 GL_ActiveTexture(unitnum);
1958 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1960 if (unit->combinealpha != GL_MODULATE)
1962 unit->combinealpha = GL_MODULATE;
1963 GL_ActiveTexture(unitnum);
1964 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1966 if (unit->rgbscale != 1)
1968 GL_ActiveTexture(unitnum);
1969 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
1971 if (unit->alphascale != 1)
1973 GL_ActiveTexture(unitnum);
1974 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
1980 if (unit->combinergb != GL_MODULATE)
1982 unit->combinergb = GL_MODULATE;
1983 GL_ActiveTexture(unitnum);
1984 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1990 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1994 for (;numtriangles;numtriangles--, elements += 3)
1996 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1997 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1998 qglArrayElement(elements[2]);qglArrayElement(elements[0]);