#include "quakedef.h"
+#include "cl_collision.h"
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+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)"};
+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)"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
-cvar_t r_render = {0, "r_render", "1"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+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"};
+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"};
+cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
-// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
-// too large for the buffers in the previous frame
-int overflowedverts = 0;
+cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+qboolean v_flipped_state = false;
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
break;
#endif
#ifdef GL_TABLE_TOO_LARGE
- case GL_TABLE_TOO_LARGE:
+ case GL_TABLE_TOO_LARGE:
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
#endif
}
#endif
-float r_mesh_farclip;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
-static float viewdist;
-// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
-static int vpnbit0, vpnbit1, vpnbit2;
+void SCR_ScreenShot_f (void);
-int c_meshs, c_meshtris;
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
-void SCR_ScreenShot_f (void);
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
+
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
-static int max_meshs;
-static int max_verts; // always max_meshs * 3
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
-typedef struct buf_mesh_s
+
+for (y = 0;y < rows - 1;y++)
{
- int depthmask;
- int depthtest;
- int blendfunc1, blendfunc2;
- int textures[MAX_TEXTUREUNITS];
- int texturergbscale[MAX_TEXTUREUNITS];
- int firsttriangle;
- int triangles;
- int firstvert;
- int verts;
- matrix4x4_t matrix;
- struct buf_mesh_s *chain;
+ for (x = 0;x < columns - 1;x++)
+ {
+ i = y * rows + x;
+ *elements++ = i + columns;
+ *elements++ = i;
+ *elements++ = i + columns + 1;
+ *elements++ = i;
+ *elements++ = i + 1;
+ *elements++ = i + columns + 1;
+ }
}
-buf_mesh_t;
-typedef struct buf_tri_s
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
{
- int index[3];
+ for (x = 0;x < columns - 1;x++)
+ {
+ i = y * rows + x;
+ *elements++ = i;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + columns;
+ *elements++ = i + columns + 1;
+ *elements++ = i + 1;
+ }
}
-buf_tri_t;
+*/
+
+int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelements[QUADELEMENTS_MAXQUADS*6];
-typedef struct
+void GL_Backend_AllocArrays(void)
{
- float v[4];
}
-buf_vertex_t;
-typedef struct
+void GL_Backend_FreeArrays(void)
{
- float c[4];
}
-buf_fcolor_t;
-typedef struct
+void GL_VBOStats_f(void)
{
- qbyte c[4];
+ GL_Mesh_ListVBOs(true);
}
-buf_bcolor_t;
-typedef struct
+typedef struct gl_bufferobjectinfo_s
{
- float t[2];
+ int target;
+ int object;
+ size_t size;
+ char name[MAX_QPATH];
}
-buf_texcoord_t;
+gl_bufferobjectinfo_t;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
+memexpandablearray_t gl_bufferobjectinfoarray;
static void gl_backend_start(void)
{
- int i;
-
- qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
- qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+ CHECKGLERROR
- Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
if (qglDrawRangeElements != NULL)
- Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
- if (strstr(gl_renderer, "3Dfx"))
{
- Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
- Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+ CHECKGLERROR
+ Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
- Con_Printf("\n");
- max_verts = max_meshs * 3;
+ backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
+ backendimageunits = backendunits;
+ backendarrayunits = backendunits;
+ if (gl_support_fragment_shader)
+ {
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
+ CHECKGLERROR
+ qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
+ CHECKGLERROR
+ Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+ backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
+ backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
+ }
+ else
+ Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend");
+ GL_Backend_AllocArrays();
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
- {\
- var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
- if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
- memset(var, 0, count * sizeof(sizeofstruct));\
- }
+ Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
- BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
- BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
+ Con_DPrintf("OpenGL backend started.\n");
+
+ CHECKGLERROR
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- // only allocate as many texcoord arrays as we need
- if (i < gl_textureunits)
- {
- BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
- }
- else
- {
- buf_texcoord[i] = NULL;
- }
- }
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
backendactive = true;
}
static void gl_backend_shutdown(void)
{
- Con_Printf("OpenGL Backend shutting down\n");
-
- if (resizingbuffers)
- Mem_EmptyPool(gl_backend_mempool);
- else
- Mem_FreePool(&gl_backend_mempool);
-
backendunits = 0;
+ backendimageunits = 0;
+ backendarrayunits = 0;
backendactive = false;
-}
-
-static void gl_backend_bufferchanges(int init)
-{
- if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
- overflowedverts = 0;
-
- if (gl_mesh_drawmode.integer < 0)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
- if (gl_mesh_drawmode.integer > 3)
- Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
-
- if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
- {
- // change drawmode 3 to 2 if 3 won't work at all
- Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
- }
- // 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 1024)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
- if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+ Con_DPrint("OpenGL Backend shutting down\n");
- if (max_meshs != gl_mesh_maxtriangles.integer)
- {
- max_meshs = gl_mesh_maxtriangles.integer;
+ Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
- if (!init)
- {
- resizingbuffers = true;
- gl_backend_shutdown();
- gl_backend_start();
- resizingbuffers = false;
- }
- }
+ GL_Backend_FreeArrays();
}
static void gl_backend_newmap(void)
void gl_backend_init(void)
{
+ int i;
+
+ for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+ {
+ polygonelements[i * 3 + 0] = 0;
+ polygonelements[i * 3 + 1] = i + 1;
+ polygonelements[i * 3 + 2] = i + 2;
+ }
+ // elements for rendering a series of quads as triangles
+ for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
+ {
+ quadelements[i * 6 + 0] = i * 4;
+ quadelements[i * 6 + 1] = i * 4 + 1;
+ quadelements[i * 6 + 2] = i * 4 + 2;
+ quadelements[i * 6 + 3] = i * 4;
+ quadelements[i * 6 + 4] = i * 4 + 2;
+ quadelements[i * 6 + 5] = i * 4 + 3;
+ }
+
Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&r_waterwarp);
+ Cvar_RegisterVariable(&gl_polyblend);
+ Cvar_RegisterVariable(&v_flipped);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
+ Cvar_RegisterVariable(&gl_vbo);
+ Cvar_RegisterVariable(&gl_paranoid);
+ Cvar_RegisterVariable(&gl_printcheckerror);
#ifdef NORENDER
Cvar_SetValue("r_render", 0);
#endif
- Cvar_RegisterVariable(&gl_mesh_maxtriangles);
- Cvar_RegisterVariable(&gl_mesh_floatcolors);
- Cvar_RegisterVariable(&gl_mesh_drawmode);
+ Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+ Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+ Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
+
+ 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");
+
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
- gl_backend_bufferchanges(true);
}
-int arraylocked = false;
+void GL_SetMirrorState(qboolean state);
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
{
- if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
- {
- qglLockArraysEXT(first, count);
- CHECKGLERROR
- arraylocked = true;
- }
+ backend_viewmatrix = identitymatrix;
+ GL_SetMirrorState(false);
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
{
- if (arraylocked)
+ matrix4x4_t tempmatrix, basematrix;
+ Matrix4x4_Invert_Full(&tempmatrix, matrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+
+ GL_SetMirrorState(v_flipped.integer);
+ if(v_flipped_state)
{
- qglUnlockArraysEXT();
- CHECKGLERROR
- arraylocked = false;
+ Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
+ Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
+ Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
}
+
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+ //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+
+ // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
+ tempmatrix = backend_modelmatrix;
+ memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+ R_Mesh_Matrix(&tempmatrix);
}
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
{
- double xmax, ymax;
- double fovx, fovy, zNear, zFar, aspect;
+ double m[16];
- if (!r_render.integer)
- return;
+ // set up viewpoint
+ CHECKGLERROR
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // set view pyramid
+ qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ CHECKGLERROR
+}
- qglDepthFunc (GL_LEQUAL);CHECKGLERROR
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
+{
+ double nudge, m[16];
// set up viewpoint
+ CHECKGLERROR
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // set view pyramid
+ nudge = 1.0 - 1.0 / (1<<23);
+ m[ 0] = 1.0 / frustumx;
+ m[ 1] = 0;
+ m[ 2] = 0;
+ m[ 3] = 0;
+ m[ 4] = 0;
+ m[ 5] = 1.0 / frustumy;
+ m[ 6] = 0;
+ m[ 7] = 0;
+ m[ 8] = 0;
+ m[ 9] = 0;
+ m[10] = -nudge;
+ m[11] = -1;
+ m[12] = 0;
+ m[13] = 0;
+ m[14] = -2 * zNear * nudge;
+ m[15] = 0;
+ qglLoadMatrixd(m);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ CHECKGLERROR
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
+}
+
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+ double m[16];
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
+ // set up viewpoint
+ CHECKGLERROR
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ CHECKGLERROR
+}
- // depth range
- zNear = 1.0;
- zFar = r_mesh_farclip;
+void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
+{
+ double matrix[16];
+ double q[4];
+ double d;
+ float clipPlane[4], v3[3], v4[3];
+ float normal[3];
+
+ // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
+ // modified to fit in this codebase.
+
+ VectorSet(normal, normalx, normaly, normalz);
+ Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
+ VectorScale(normal, dist, v3);
+ Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
+ // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+ clipPlane[3] = -DotProduct(v4, clipPlane);
+
+#if 0
+{
+ // testing code for comparing results
+ float clipPlane2[4];
+ VectorCopy4(clipPlane, clipPlane2);
+ R_Mesh_Matrix(&identitymatrix);
+ VectorSet(q, normal[0], normal[1], normal[2], -dist);
+ qglClipPlane(GL_CLIP_PLANE0, q);
+ qglGetClipPlane(GL_CLIP_PLANE0, q);
+ VectorCopy4(q, clipPlane);
+}
+#endif
- // fov angles
- fovx = r_refdef.fov_x;
- fovy = r_refdef.fov_y;
- aspect = r_refdef.width / r_refdef.height;
+ // Calculate the clip-space corner point opposite the clipping plane
+ // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+ // transform it into camera space by multiplying it
+ // by the inverse of the projection matrix
+ Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
- // pyramid slopes
- xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
- ymax = zNear * tan(fovy * M_PI / 360.0);
+ q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
+ q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
+ q[2] = -1.0f;
+ q[3] = (1.0f + matrix[10]) / matrix[14];
- // set view pyramid
- qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ // Calculate the scaled plane vector
+ d = 2.0f / DotProduct4(clipPlane, q);
+ // Replace the third row of the projection matrix
+ matrix[2] = clipPlane[0] * d;
+ matrix[6] = clipPlane[1] * d;
+ matrix[10] = clipPlane[2] * d + 1.0f;
+ matrix[14] = clipPlane[3] * d;
+
+ // Load it back into OpenGL
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadMatrixd(matrix);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- qglLoadIdentity ();CHECKGLERROR
+ CHECKGLERROR
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
+}
- // put Z going up
- qglRotatef (-90, 1, 0, 0);CHECKGLERROR
- qglRotatef (90, 0, 0, 1);CHECKGLERROR
- // camera rotation
- qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
- qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
- // camera location
- qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
+typedef struct gltextureunit_s
+{
+ const void *pointer_texcoord;
+ size_t pointer_texcoord_offset;
+ int pointer_texcoord_buffer;
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ unsigned int arraycomponents;
+ int rgbscale, alphascale;
+ int combinergb, combinealpha;
+ // FIXME: add more combine stuff
+ // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+ int texmatrixenabled;
+ matrix4x4_t matrix;
}
+gltextureunit_t;
-static struct
+static struct gl_state_s
{
+ int cullface;
+ int cullfaceenable;
int blendfunc1;
int blendfunc2;
int blend;
GLboolean depthmask;
+ int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
int depthtest;
- int unit;
- int clientunit;
- int texture[MAX_TEXTUREUNITS];
- float texturergbscale[MAX_TEXTUREUNITS];
+ float depthrange[2];
+ float polygonoffset[2];
+ int alphatest;
+ int scissortest;
+ unsigned int unit;
+ unsigned int clientunit;
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ float color4f[4];
+ int lockrange_first;
+ int lockrange_count;
+ int vertexbufferobject;
+ int elementbufferobject;
+ qboolean pointer_color_enabled;
+ const void *pointer_vertex;
+ const void *pointer_color;
+ size_t pointer_vertex_offset;
+ size_t pointer_color_offset;
+ int pointer_vertex_buffer;
+ int pointer_color_buffer;
}
gl_state;
+static void GL_BindVBO(int bufferobject)
+{
+ if (gl_state.vertexbufferobject != bufferobject)
+ {
+ gl_state.vertexbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
+static void GL_BindEBO(int bufferobject)
+{
+ if (gl_state.elementbufferobject != bufferobject)
+ {
+ gl_state.elementbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
void GL_SetupTextureState(void)
{
- int i;
- if (backendunits > 1)
+ unsigned int i;
+ gltextureunit_t *unit;
+ CHECKGLERROR
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
+ for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ {
+ unit = gl_state.units + i;
+ unit->t1d = 0;
+ unit->t2d = 0;
+ unit->t3d = 0;
+ unit->tcubemap = 0;
+ unit->arrayenabled = false;
+ unit->arraycomponents = 0;
+ unit->pointer_texcoord = NULL;
+ unit->pointer_texcoord_buffer = 0;
+ unit->pointer_texcoord_offset = 0;
+ unit->rgbscale = 1;
+ unit->alphascale = 1;
+ unit->combinergb = GL_MODULATE;
+ unit->combinealpha = GL_MODULATE;
+ unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
+ }
+
+ for (i = 0;i < backendimageunits;i++)
{
- for (i = 0;i < backendunits;i++)
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (gl_texture3d)
{
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- }
- if (gl_state.texture[i])
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- if (gl_mesh_drawmode.integer > 0)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
- if (gl_state.texture[i])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
}
- else
+
+ for (i = 0;i < backendarrayunits;i++)
{
- qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_state.texture[0])
+ GL_ClientActiveTexture(i);
+ GL_BindVBO(0);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+
+ for (i = 0;i < backendunits;i++)
+ {
+ GL_ActiveTexture(i);
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
- else
+ if (gl_texturecubemap)
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
}
- if (gl_mesh_drawmode.integer > 0)
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ if (gl_combine.integer)
{
- qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
- if (gl_state.texture[0])
- {
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- else
- {
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ }
+ else
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
+ CHECKGLERROR
}
+ CHECKGLERROR
}
-// called at beginning of frame
-int usedarrays;
-void R_Mesh_Start(float farclip)
+void GL_Backend_ResetState(void)
{
- int i;
- if (!backendactive)
- Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
- CHECKGLERROR
-
- gl_backend_bufferchanges(false);
-
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- r_mesh_farclip = farclip;
- viewdist = DotProduct(r_origin, vpn);
- vpnbit0 = vpn[0] < 0;
- vpnbit1 = vpn[1] < 0;
- vpnbit2 = vpn[2] < 0;
-
- c_meshs = 0;
- c_meshtris = 0;
-
- GL_SetupFrame();
-
- gl_state.unit = 0;
- gl_state.clientunit = 0;
-
- for (i = 0;i < backendunits;i++)
- {
- gl_state.texture[i] = 0;
- gl_state.texturergbscale[i] = 1;
- }
-
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- qglCullFace(GL_FRONT);CHECKGLERROR
-
+ memset(&gl_state, 0, sizeof(gl_state));
gl_state.depthtest = true;
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
+ gl_state.alphatest = false;
gl_state.blendfunc1 = GL_ONE;
gl_state.blendfunc2 = GL_ZERO;
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ gl_state.blend = false;
+ gl_state.depthmask = GL_TRUE;
+ gl_state.colormask = 15;
+ gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
+ gl_state.lockrange_first = 0;
+ gl_state.lockrange_count = 0;
+ gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
+ gl_state.cullfaceenable = true;
+ gl_state.polygonoffset[0] = 0;
+ gl_state.polygonoffset[1] = 0;
- gl_state.blend = 0;
- qglDisable(GL_BLEND);CHECKGLERROR
+ CHECKGLERROR
- gl_state.depthmask = GL_TRUE;
+ qglColorMask(1, 1, 1, 1);
+ qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
- usedarrays = false;
- if (gl_mesh_drawmode.integer > 0)
+ if (gl_support_arb_vertex_buffer_object)
{
- usedarrays = true;
- qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (gl_mesh_floatcolors.integer)
- {
- qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
- }
- else
- {
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
- }
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
- GL_SetupTextureState();
-}
-
-int gl_backend_rebindtextures;
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-void GL_ConvertColorsFloatToByte(void)
-{
- int i, k, total;
- // LordHavoc: to avoid problems with aliasing (treating memory as two
- // different types - exactly what this is doing), these must be volatile
- // (or a union)
- volatile int *icolor;
- volatile float *fcolor;
- qbyte *bcolor;
-
- total = currentvertex * 4;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- // shift float to have 8bit fraction at base of number
- fcolor = &buf_fcolor->c[0];
- for (i = 0;i < total;)
- {
- fcolor[i ] += 32768.0f;
- fcolor[i + 1] += 32768.0f;
- fcolor[i + 2] += 32768.0f;
- fcolor[i + 3] += 32768.0f;
- i += 4;
- }
+ GL_Color(0, 0, 0, 0);
+ GL_Color(1, 1, 1, 1);
- // then read as integer and kill float bits...
- icolor = (int *)&buf_fcolor->c[0];
- bcolor = &buf_bcolor->c[0];
- for (i = 0;i < total;)
- {
- k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
- k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
- k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
- k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
- i += 4;
- }
+ GL_SetupTextureState();
}
-void GL_MeshState(buf_mesh_t *mesh)
+void GL_ActiveTexture(unsigned int num)
{
- int i;
- if (backendunits > 1)
+ if (gl_state.unit != num)
{
- for (i = 0;i < backendunits;i++)
+ gl_state.unit = num;
+ if (qglActiveTexture)
{
- if (gl_state.texture[i] != mesh->textures[i])
- {
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- if (gl_state.texture[i] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR
- if (gl_state.texture[i] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- // have to disable texcoord array on disabled texture
- // units due to NVIDIA driver bug with
- // compiled_vertex_array
- if (gl_state.clientunit != i)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
- }
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- if (gl_state.texturergbscale[i] != mesh->texturergbscale[i])
- {
- if (gl_state.unit != i)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
- }
+ CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
}
}
- else
+}
+
+void GL_ClientActiveTexture(unsigned int num)
+{
+ if (gl_state.clientunit != num)
{
- if (gl_state.texture[0] != mesh->textures[0])
+ gl_state.clientunit = num;
+ if (qglActiveTexture)
{
- if (gl_state.texture[0] == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR
- if (gl_state.texture[0] == 0)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
}
}
- if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
+}
+
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+ if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
- qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+ CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
if (gl_state.blendfunc2 == GL_ZERO)
{
if (gl_state.blendfunc1 == GL_ONE)
}
}
}
- if (gl_state.depthtest != mesh->depthtest)
- {
- gl_state.depthtest = mesh->depthtest;
- if (gl_state.depthtest)
- qglEnable(GL_DEPTH_TEST);
- else
- qglDisable(GL_DEPTH_TEST);
- }
- if (gl_state.depthmask != mesh->depthmask)
- {
- qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR
- }
}
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+void GL_DepthMask(int state)
{
- unsigned int i, j, in;
- if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
- {
- // GL 1.2 or GL 1.1 with extension
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer >= 2)
- {
- // GL 1.1
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
- }
- else if (gl_mesh_drawmode.integer >= 1)
+ if (gl_state.depthmask != state)
{
- // GL 1.1
- // feed it manually using glArrayElement
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < indexcount;i++)
- qglArrayElement(index[i]);
- qglEnd();
+ CHECKGLERROR
+ qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
}
- else
+}
+
+void GL_DepthTest(int state)
+{
+ if (gl_state.depthtest != state)
{
- // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
- // feed it manually
- qglBegin(GL_TRIANGLES);
- if (gl_state.texture[1]) // if the mesh uses multiple textures
+ gl_state.depthtest = state;
+ CHECKGLERROR
+ if (gl_state.depthtest)
{
- // the minigl doesn't have this (because it does not have ARB_multitexture)
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- for (j = 0;j < backendunits;j++)
- if (gl_state.texture[j])
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
}
else
{
- for (i = 0;i < indexcount;i++)
- {
- in = index[i];
- qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
- if (gl_state.texture[0])
- qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
- qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
- }
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
}
- qglEnd();
}
}
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_DepthRange(float nearfrac, float farfrac)
{
- int i, k;
- float *v, tempv[4];
- buf_mesh_t *mesh;
-
- if (!backendactive)
- Sys_Error("R_Mesh_Render: called when backend is not active\n");
+ if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
+ {
+ gl_state.depthrange[0] = nearfrac;
+ gl_state.depthrange[1] = farfrac;
+ qglDepthRange(nearfrac, farfrac);
+ }
+}
- if (!currentmesh)
- return;
+void GL_PolygonOffset(float planeoffset, float depthoffset)
+{
+ if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
+ {
+ gl_state.polygonoffset[0] = planeoffset;
+ gl_state.polygonoffset[1] = depthoffset;
+ qglPolygonOffset(planeoffset, depthoffset);
+ }
+}
- if (!r_render.integer)
+void GL_SetMirrorState(qboolean state)
+{
+ if(!state != !v_flipped_state)
{
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
- return;
+ // change cull face mode!
+ if(gl_state.cullface == GL_BACK)
+ qglCullFace((gl_state.cullface = GL_FRONT));
+ else if(gl_state.cullface == GL_FRONT)
+ qglCullFace((gl_state.cullface = GL_BACK));
}
+ v_flipped_state = state;
+}
+void GL_CullFace(int state)
+{
CHECKGLERROR
- // drawmode 0 always uses byte colors
- if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
- GL_ConvertColorsFloatToByte();
+ if(v_flipped_state)
+ {
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
+ }
- if (gl_backend_rebindtextures)
+ if (state != GL_NONE)
{
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
+ if (!gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = true;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ }
+ if (gl_state.cullface != state)
+ {
+ gl_state.cullface = state;
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ }
}
+}
- GL_MeshState(buf_mesh);
- for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
+void GL_AlphaTest(int state)
+{
+ if (gl_state.alphatest != state)
{
- for (i = 0, v = buf_vertex[mesh->firstvert].v;i < mesh->verts;i++, v += 4)
+ gl_state.alphatest = state;
+ CHECKGLERROR
+ if (gl_state.alphatest)
+ {
+ qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+ else
{
- VectorCopy(v, tempv);
- Matrix4x4_Transform(&mesh->matrix, tempv, v);
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
}
}
- GL_LockArray(0, currentvertex);
- GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
+}
+
+void GL_ColorMask(int r, int g, int b, int a)
+{
+ int state = r*8 + g*4 + b*2 + a*1;
+ if (gl_state.colormask != state)
+ {
+ gl_state.colormask = state;
+ CHECKGLERROR
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+ }
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+ 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)
+ {
+ gl_state.color4f[0] = cr;
+ gl_state.color4f[1] = cg;
+ gl_state.color4f[2] = cb;
+ gl_state.color4f[3] = ca;
+ CHECKGLERROR
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+ CHECKGLERROR
+ }
+}
- if (currentmesh >= 2)
+void GL_LockArrays(int first, int count)
+{
+ if (count < gl_lockarrays_minimumvertices.integer)
{
- for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
+ first = 0;
+ count = 0;
+ }
+ if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+ {
+ if (gl_state.lockrange_count)
+ {
+ gl_state.lockrange_count = 0;
+ CHECKGLERROR
+ qglUnlockArraysEXT();
+ CHECKGLERROR
+ }
+ if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
{
- GL_MeshState(mesh);
- GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR
+ gl_state.lockrange_first = first;
+ gl_state.lockrange_count = count;
+ CHECKGLERROR
+ qglLockArraysEXT(first, count);
+ CHECKGLERROR
}
}
+}
+
+void GL_Scissor (int x, int y, int width, int height)
+{
+ CHECKGLERROR
+ qglScissor(x, vid.height - (y + height),width,height);
+ CHECKGLERROR
+}
- currentmesh = 0;
- currenttriangle = 0;
- currentvertex = 0;
+void GL_ScissorTest(int state)
+{
+ if(gl_state.scissortest == state)
+ return;
- GL_UnlockArray();CHECKGLERROR
+ CHECKGLERROR
+ if((gl_state.scissortest = state))
+ qglEnable(GL_SCISSOR_TEST);
+ else
+ qglDisable(GL_SCISSOR_TEST);
+ CHECKGLERROR
}
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+void GL_Clear(int mask)
+{
+ CHECKGLERROR
+ qglClear(mask);CHECKGLERROR
+}
+
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
+{
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
+ out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
+ out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
+}
+
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ if (gl_printcheckerror.integer && !gl_paranoid.integer)
+ {
+ Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+ Cvar_SetValueQuick(&gl_paranoid, 1);
+ }
+ GL_Backend_ResetState();
+}
+
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
+{
+ int shaderobject;
+ int shadercompiled;
+ char compilelog[MAX_INPUTLINE];
+ shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ if (!shaderobject)
+ return false;
+ qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShaderARB(shaderobject);CHECKGLERROR
+ qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
+ qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ if (compilelog[0] && developer.integer > 0)
+ {
+ int i, j, pretextlines = 0;
+ for (i = 0;i < numstrings - 1;i++)
+ for (j = 0;strings[i][j];j++)
+ if (strings[i][j] == '\n')
+ pretextlines++;
+ Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+ }
+ if (!shadercompiled)
+ {
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return false;
+ }
+ qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+ qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ return true;
+}
+
+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)
+{
+ GLint programlinked;
+ GLuint programobject = 0;
+ char linklog[MAX_INPUTLINE];
+ CHECKGLERROR
+
+ programobject = qglCreateProgramObjectARB();CHECKGLERROR
+ if (!programobject)
+ return 0;
+
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ goto cleanup;
+
+#ifdef GL_GEOMETRY_SHADER_ARB
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+ goto cleanup;
+#endif
+
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ goto cleanup;
+
+ qglLinkProgramARB(programobject);CHECKGLERROR
+ qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
+ qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ if (linklog[0])
+ {
+ Con_DPrintf("program link log:\n%s\n", linklog);
+ // software vertex shader is ok but software fragment shader is WAY
+ // too slow, fail program if so.
+ // NOTE: this string might be ATI specific, but that's ok because the
+ // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+ // software fragment shader due to low instruction and dependent
+ // texture limits.
+ if (strstr(linklog, "fragment shader will run in software"))
+ programlinked = false;
+ }
+ if (!programlinked)
+ goto cleanup;
+ return programobject;
+cleanup:
+ qglDeleteObjectARB(programobject);CHECKGLERROR
+ return 0;
+}
+
+void GL_Backend_FreeProgram(unsigned int prog)
+{
+ CHECKGLERROR
+ qglDeleteObjectARB(prog);
+ CHECKGLERROR
+}
+
+int gl_backend_rebindtextures;
+
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
{
int i;
- // flush any queued meshs
- if (currentmesh)
- R_Mesh_Render();
+ if (offset)
+ {
+ for (i = 0;i < count;i++)
+ *out++ = *in++ + offset;
+ }
+ else
+ memcpy(out, in, sizeof(*out) * count);
+}
- if (backendunits > 1)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
+{
+ unsigned int numelements = numtriangles * 3;
+ if (numvertices < 3 || numtriangles < 1)
+ {
+ Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
+ return;
+ }
+ if (gl_vbo.integer != 1)
+ bufferobject = 0;
+ CHECKGLERROR
+ r_refdef.stats.meshes++;
+ r_refdef.stats.meshes_elements += numelements;
+ if (gl_paranoid.integer)
{
- for (i = backendunits - 1;i >= 0;i--)
+ unsigned int i, j, size;
+ const int *p;
+ // note: there's no validation done here on buffer objects because it
+ // is somewhat difficult to get at the data, and gl_paranoid can be
+ // used without buffer objects if the need arises
+ // (the data could be gotten using glMapBuffer but it would be very
+ // slow due to uncachable video memory reads)
+ if (!qglIsEnabled(GL_VERTEX_ARRAY))
+ Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+ CHECKGLERROR
+ if (gl_state.pointer_vertex)
+ for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+ paranoidblah += *p;
+ if (gl_state.pointer_color_enabled)
{
- qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_combine.integer)
+ if (!qglIsEnabled(GL_COLOR_ARRAY))
+ Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+ CHECKGLERROR
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+ paranoidblah += *p;
+ }
+ for (i = 0;i < backendarrayunits;i++)
+ {
+ if (gl_state.units[i].arrayenabled)
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ GL_ClientActiveTexture(i);
+ if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+ Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+ CHECKGLERROR
+ if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
+ 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++)
+ paranoidblah += *p;
}
- if (i > 0)
+ }
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
{
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
+ return;
}
- else
+ }
+ CHECKGLERROR
+ }
+ if (r_render.integer)
+ {
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
+ {
+ unsigned int i, j;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ for (j = 0;j < backendarrayunits;j++)
+ {
+ if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
+ {
+ if (backendarrayunits > 1)
+ {
+ if (gl_state.units[j].arraycomponents == 4)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.units[j].arraycomponents == 3)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ }
+ else if (gl_state.units[j].arraycomponents == 2)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ }
+ }
+ else
+ {
+ if (gl_state.units[j].arraycomponents == 4)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+ qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.units[j].arraycomponents == 3)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+ qglTexCoord3f(p[0], p[1], p[2]);
+ }
+ else if (gl_state.units[j].arraycomponents == 2)
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+ qglTexCoord2f(p[0], p[1]);
+ }
+ else
+ {
+ p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+ qglTexCoord1f(p[0]);
+ }
+ }
+ }
+ }
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ {
+ p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+ qglVertex3f(p[0], p[1], p[2]);
}
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
- if (usedarrays)
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_mesh_testarrayelement.integer)
+ {
+ int i;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < numtriangles * 3;i++)
{
- qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglArrayElement(elements[i]);
}
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ GL_BindEBO(bufferobject);
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
+ CHECKGLERROR
+ }
+ else
+ {
+ GL_BindEBO(bufferobject);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
+ CHECKGLERROR
}
}
- else
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+ unsigned int i;
+ BACKENDACTIVECHECK
+ CHECKGLERROR
+ GL_LockArrays(0, 0);
+ CHECKGLERROR
+
+ for (i = 0;i < backendimageunits;i++)
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- if (usedarrays)
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (gl_texture3d)
{
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
}
- if (usedarrays)
+ for (i = 0;i < backendarrayunits;i++)
+ {
+ GL_ActiveTexture(backendarrayunits - 1 - i);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ for (i = 0;i < backendunits;i++)
{
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ GL_ActiveTexture(backendunits - 1 - i);
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ if (gl_texture3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ if (gl_texturecubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ if (gl_combine.integer)
+ {
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ }
}
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void R_Mesh_ClearDepth(void)
-{
- if (currentmesh)
- R_Mesh_Render();
- R_Mesh_Finish();
- qglClear(GL_DEPTH_BUFFER_BIT);
- R_Mesh_Start(r_mesh_farclip);
-}
-
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
+int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
{
- // these are static because gcc runs out of virtual registers otherwise
- int i, j, overbright;
- float scaler;
- buf_mesh_t *mesh;
+ gl_bufferobjectinfo_t *info;
+ GLuint bufferobject;
- if (!backendactive)
- Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
+ if (!gl_vbo.integer)
+ return 0;
- if (!m->numtriangles
- || !m->numverts)
- Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
-
- // LordHavoc: removed this error condition because with floatcolors 0,
- // the 3DFX driver works with very large meshs
- // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
- //if (m->numtriangles > 1024 || m->numverts > 3072)
- //{
- // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
- // return false;
- //}
-
- i = max(m->numtriangles * 3, m->numverts);
- if (overflowedverts < i)
- overflowedverts = i;
-
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ qglGenBuffersARB(1, &bufferobject);
+ switch(target)
{
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
- return false;
+ case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
+ case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
+ default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
}
+ qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
- if (currentmesh)
- {
- R_Mesh_Render();
- Con_Printf("mesh queue not empty, flushing.\n");
- }
+ info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
+ memset(info, 0, sizeof(*info));
+ info->target = target;
+ info->object = bufferobject;
+ info->size = size;
+ strlcpy(info->name, name, sizeof(info->name));
- c_meshs++;
- c_meshtris += m->numtriangles;
- m->index = &buf_tri[currenttriangle].index[0];
- m->vertex = &buf_vertex[currentvertex].v[0];
- m->color = &buf_fcolor[currentvertex].c[0];
- for (i = 0;i < backendunits;i++)
- m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
+ return (int)bufferobject;
+}
- // opaque meshs are rendered directly
- mesh = &buf_mesh[currentmesh++];
- mesh->firsttriangle = currenttriangle;
- mesh->firstvert = currentvertex;
- currenttriangle += m->numtriangles;
- currentvertex += m->numverts;
+void R_Mesh_DestroyBufferObject(int bufferobject)
+{
+ int i, endindex;
+ gl_bufferobjectinfo_t *info;
- mesh->blendfunc1 = m->blendfunc1;
- mesh->blendfunc2 = m->blendfunc2;
- mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
- mesh->depthtest = !m->depthdisable;
- mesh->triangles = m->numtriangles;
- mesh->verts = m->numverts;
- mesh->matrix = m->matrix; // this copies the struct
+ qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
- overbright = false;
- scaler = 1;
- if (m->blendfunc1 == GL_DST_COLOR)
- {
- // check if it is a 2x modulate with framebuffer
- if (m->blendfunc2 == GL_SRC_COLOR)
- scaler *= 0.5f;
- }
- else if (m->blendfunc2 != GL_SRC_COLOR)
+ endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
{
- if (m->tex[0])
+ info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ if (info->object == bufferobject)
{
- overbright = wantoverbright && gl_combine.integer;
- if (overbright)
- scaler *= 0.25f;
+ Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
+ break;
}
- scaler *= overbrightscale;
}
- m->colorscale = scaler;
+}
- j = -1;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
+void GL_Mesh_ListVBOs(qboolean printeach)
+{
+ int i, endindex;
+ size_t ebocount = 0, ebomemory = 0;
+ size_t vbocount = 0, vbomemory = 0;
+ gl_bufferobjectinfo_t *info;
+ endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+ for (i = 0;i < endindex;i++)
{
- if ((mesh->textures[i] = m->tex[i]))
+ info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+ if (!info)
+ continue;
+ switch(info->target)
{
- j = i;
- if (i >= backendunits)
- Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+ 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;
+ 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;
+ default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
}
- mesh->texturergbscale[i] = m->texrgbscale[i];
- if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
- mesh->texturergbscale[i] = 1;
}
- if (overbright && j >= 0)
- mesh->texturergbscale[j] = 4;
-
- return true;
+ 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);
}
-/*
-==============================================================================
-
- SCREEN SHOTS
-
-==============================================================================
-*/
-
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
{
- qboolean ret;
- int i;
- qbyte *buffer;
-
- if (!r_render.integer)
- return false;
-
- buffer = Mem_Alloc(tempmempool, width*height*3);
- qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
- CHECKGLERROR
-
- // LordHavoc: compensate for v_overbrightbits when using hardware gamma
- if (v_hwgamma.integer)
- for (i = 0;i < width * height * 3;i++)
- buffer[i] <<= v_overbrightbits.integer;
-
- ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
-
- Mem_Free(buffer);
- return ret;
+ if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
+ {
+ double glmatrix[16];
+ backend_modelmatrix = *matrix;
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+ Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
+ CHECKGLERROR
+ qglLoadMatrixd(glmatrix);CHECKGLERROR
+ }
}
-//=============================================================================
+void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
+{
+ if (!gl_vbo.integer)
+ bufferobject = 0;
+ if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
+ {
+ gl_state.pointer_vertex = vertex3f;
+ gl_state.pointer_vertex_buffer = bufferobject;
+ gl_state.pointer_vertex_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
+ }
+}
-void R_ClearScreen(void)
+void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
{
- if (r_render.integer)
+ // note: this can not rely on bufferobject to decide whether a color array
+ // is supplied, because surfmesh_t shares one vbo for all arrays, which
+ // means that a valid vbo may be supplied even if there is no color array.
+ if (color4f)
{
- // clear to black
- qglClearColor(0,0,0,0);CHECKGLERROR
- // clear the screen
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
- // set dithering mode
- if (gl_dither.integer)
+ if (!gl_vbo.integer)
+ bufferobject = 0;
+ // caller wants color array enabled
+ if (!gl_state.pointer_color_enabled)
{
- qglEnable(GL_DITHER);CHECKGLERROR
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- else
+ if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
+ {
+ gl_state.pointer_color = color4f;
+ gl_state.pointer_color_buffer = bufferobject;
+ gl_state.pointer_color_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
{
- qglDisable(GL_DITHER);CHECKGLERROR
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
}
}
}
-/*
-==================
-SCR_UpdateScreen
-
-This is called every frame, and can also be called explicitly to flush
-text to the screen.
-==================
-*/
-void SCR_UpdateScreen (void)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
{
- VID_Finish ();
-
- R_TimeReport("finish");
-
- if (r_textureunits.integer > gl_textureunits)
- Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
- if (r_textureunits.integer < 1)
- Cvar_SetValueQuick(&r_textureunits, 1);
-
- if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
- Cvar_SetValueQuick(&gl_combine, 0);
-
- // lighting scale
- overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
-
- // lightmaps only
- lightscalebit = v_overbrightbits.integer;
- if (gl_combine.integer && r_textureunits.integer > 1)
- lightscalebit += 2;
- lightscale = 1.0f / (float) (1 << lightscalebit);
-
- R_TimeReport("setup");
-
- R_ClearScreen();
-
- R_TimeReport("clear");
-
- if (scr_conlines < vid.conheight)
- R_RenderView();
-
- // draw 2D stuff
- R_DrawQueue();
-
- // tell driver to commit it's partially full geometry queue to the rendering queue
- // (this doesn't wait for the commands themselves to complete)
- qglFlush();
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // update array settings
+ CHECKGLERROR
+ // note: there is no need to check bufferobject here because all cases
+ // that involve a valid bufferobject also supply a texcoord array
+ if (texcoord)
+ {
+ if (!gl_vbo.integer)
+ bufferobject = 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ GL_ClientActiveTexture(unitnum);
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ // texcoord array
+ if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+ {
+ unit->pointer_texcoord = texcoord;
+ unit->pointer_texcoord_buffer = bufferobject;
+ unit->pointer_texcoord_offset = bufferoffset;
+ unit->arraycomponents = numcomponents;
+ GL_ClientActiveTexture(unitnum);
+ GL_BindVBO(bufferobject);
+ qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
}
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendimageunits)
+ return;
+ // update 1d texture binding
+ if (unit->t1d != tex1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (tex1d)
+ {
+ if (unit->t1d == 0)
+ {
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t1d)
+ {
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ }
+ unit->t1d = tex1d;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d != tex2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (tex2d)
+ {
+ if (unit->t2d == 0)
+ {
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ }
+ unit->t2d = tex2d;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d != tex3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (tex3d)
+ {
+ if (unit->t3d == 0)
+ {
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ }
+ unit->t3d = tex3d;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != texcubemap)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (texcubemap)
+ {
+ if (unit->tcubemap == 0)
+ {
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ }
+ unit->tcubemap = texcubemap;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendimageunits)
+ return;
+ // update 1d texture binding
+ if (unit->t1d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (texnum)
+ {
+ if (unit->t1d == 0)
+ {
+ qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t1d)
+ {
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ }
+ unit->t1d = texnum;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendimageunits)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ {
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (texnum)
+ {
+ if (unit->t2d == 0)
+ {
+ qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ }
+ unit->t2d = texnum;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendimageunits)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ {
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (texnum)
+ {
+ if (unit->t3d == 0)
+ {
+ qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ }
+ unit->t3d = texnum;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendimageunits)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ {
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ }
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ }
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ }
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ if (texnum)
+ {
+ if (unit->tcubemap == 0)
+ {
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (unit->tcubemap)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ }
+ }
+ unit->tcubemap = texnum;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (matrix->m[3][3])
+ {
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+ {
+ double glmatrix[16];
+ unit->texmatrixenabled = true;
+ unit->matrix = *matrix;
+ CHECKGLERROR
+ Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglLoadMatrixd(glmatrix);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ CHECKGLERROR
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
+ }
+}
+
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ CHECKGLERROR
+ if (gl_combine.integer)
+ {
+ // GL_ARB_texture_env_combine
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (!rgbscale)
+ rgbscale = 1;
+ if (!alphascale)
+ alphascale = 1;
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ if (unit->combinealpha != combinealpha)
+ {
+ unit->combinealpha = combinealpha;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ if (unit->rgbscale != rgbscale)
+ {
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
+ }
+ if (unit->alphascale != alphascale)
+ {
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
+ }
+ }
+ else
+ {
+ // normal GL texenv
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ }
+ }
+}
+
+void R_Mesh_TextureState(const rmeshstate_t *m)
+{
+ unsigned int i;
+
+ BACKENDACTIVECHECK
+
+ CHECKGLERROR
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ CHECKGLERROR
+ }
+
+ for (i = 0;i < backendimageunits;i++)
+ R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+ for (i = 0;i < backendarrayunits;i++)
+ {
+ if (m->pointer_texcoord3f[i])
+ R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
+ else
+ R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
+ }
+ for (i = 0;i < backendunits;i++)
+ {
+ R_Mesh_TexMatrix(i, &m->texmatrix[i]);
+ R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+ }
+ CHECKGLERROR
+}
+
+void R_Mesh_ResetTextureState(void)
+{
+ unsigned int unitnum;
+
+ BACKENDACTIVECHECK
+
+ CHECKGLERROR
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ CHECKGLERROR
+ }
+
+ for (unitnum = 0;unitnum < backendimageunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+ }
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ }
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ }
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ }
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ }
+ }
+ for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ for (unitnum = 0;unitnum < backendunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ CHECKGLERROR
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
+ if (gl_combine.integer)
+ {
+ // GL_ARB_texture_env_combine
+ if (unit->combinergb != GL_MODULATE)
+ {
+ unit->combinergb = GL_MODULATE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ if (unit->combinealpha != GL_MODULATE)
+ {
+ unit->combinealpha = GL_MODULATE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ if (unit->rgbscale != 1)
+ {
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
+ }
+ if (unit->alphascale != 1)
+ {
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
+ }
+ }
+ else
+ {
+ // normal GL texenv
+ if (unit->combinergb != GL_MODULATE)
+ {
+ unit->combinergb = GL_MODULATE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ }
+ }
+ }
+}
+
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
+{
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (;numtriangles;numtriangles--, elements += 3)
+ {
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ }
+ qglEnd();
+ CHECKGLERROR
+}