5 #include "cl_collision.h"
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
9 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
12 cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
13 cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
14 cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
15 cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
16 cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
18 cvar_t r_render = {0, "r_render", "1"};
19 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
20 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
21 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
22 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
30 void GL_PrintError(int errornumber, char *filename, int linenumber)
34 #ifdef GL_INVALID_ENUM
36 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_VALUE
40 case GL_INVALID_VALUE:
41 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
44 #ifdef GL_INVALID_OPERATION
45 case GL_INVALID_OPERATION:
46 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_OVERFLOW
50 case GL_STACK_OVERFLOW:
51 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_STACK_UNDERFLOW
55 case GL_STACK_UNDERFLOW:
56 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
59 #ifdef GL_OUT_OF_MEMORY
60 case GL_OUT_OF_MEMORY:
61 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
64 #ifdef GL_TABLE_TOO_LARGE
65 case GL_TABLE_TOO_LARGE:
66 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
76 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
78 void SCR_ScreenShot_f (void);
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_glmodelviewmatrix;
84 static matrix4x4_t backend_projectmatrix;
86 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
89 note: here's strip order for a terrain row:
96 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
98 *elements++ = i + row;
100 *elements++ = i + row + 1;
103 *elements++ = i + row + 1;
106 for (y = 0;y < rows - 1;y++)
108 for (x = 0;x < columns - 1;x++)
111 *elements++ = i + columns;
113 *elements++ = i + columns + 1;
116 *elements++ = i + columns + 1;
127 for (y = 0;y < rows - 1;y++)
129 for (x = 0;x < columns - 1;x++)
133 *elements++ = i + columns;
134 *elements++ = i + columns + 1;
135 *elements++ = i + columns;
136 *elements++ = i + columns + 1;
142 int polygonelements[768];
144 static void R_Mesh_CacheArray_Startup(void);
145 static void R_Mesh_CacheArray_Shutdown(void);
146 void GL_Backend_AllocArrays(void)
148 R_Mesh_CacheArray_Startup();
151 void GL_Backend_FreeArrays(void)
153 R_Mesh_CacheArray_Shutdown();
156 static void gl_backend_start(void)
158 Con_Print("OpenGL Backend starting...\n");
161 if (qglDrawRangeElements != NULL)
164 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
166 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
168 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
171 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
172 backendimageunits = backendunits;
173 backendarrayunits = backendunits;
174 if (gl_support_fragment_shader)
177 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
179 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
181 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
183 else if (backendunits > 1)
184 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
186 Con_Printf("singletexture\n");
188 GL_Backend_AllocArrays();
190 Con_Printf("OpenGL backend started.\n");
194 backendactive = true;
197 static void gl_backend_shutdown(void)
200 backendimageunits = 0;
201 backendarrayunits = 0;
202 backendactive = false;
204 Con_Print("OpenGL Backend shutting down\n");
206 GL_Backend_FreeArrays();
209 static void gl_backend_newmap(void)
213 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
214 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
215 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
216 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
218 void gl_backend_init(void)
222 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
224 polygonelements[i * 3 + 0] = 0;
225 polygonelements[i * 3 + 1] = i + 1;
226 polygonelements[i * 3 + 2] = i + 2;
229 Cvar_RegisterVariable(&r_render);
230 Cvar_RegisterVariable(&r_waterwarp);
231 Cvar_RegisterVariable(&r_stereo_separation);
232 Cvar_RegisterVariable(&r_stereo_sidebyside);
233 Cvar_RegisterVariable(&r_stereo_redblue);
234 Cvar_RegisterVariable(&r_stereo_redcyan);
235 Cvar_RegisterVariable(&r_stereo_redgreen);
236 Cvar_RegisterVariable(&gl_polyblend);
237 Cvar_RegisterVariable(&gl_dither);
238 Cvar_RegisterVariable(&gl_lockarrays);
239 Cvar_RegisterVariable(&gl_paranoid);
240 Cvar_RegisterVariable(&gl_printcheckerror);
242 Cvar_SetValue("r_render", 0);
245 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
246 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
247 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
249 Cvar_RegisterVariable(&scr_zoomwindow);
250 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
251 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
252 Cvar_RegisterVariable(&scr_zoomwindow_fov);
254 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
257 void GL_SetupView_Orientation_Identity (void)
259 Matrix4x4_CreateIdentity(&backend_viewmatrix);
260 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
263 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
265 matrix4x4_t tempmatrix, basematrix;
266 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
267 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
268 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
269 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
270 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
271 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
272 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
273 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
274 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
277 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
282 if (!r_render.integer)
286 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
287 qglLoadIdentity();CHECKGLERROR
289 xmax = zNear * tan(fovx * M_PI / 360.0);
290 ymax = zNear * tan(fovy * M_PI / 360.0);
292 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
293 qglGetDoublev(GL_PROJECTION_MATRIX, m);
294 backend_projectmatrix.m[0][0] = m[0];
295 backend_projectmatrix.m[1][0] = m[1];
296 backend_projectmatrix.m[2][0] = m[2];
297 backend_projectmatrix.m[3][0] = m[3];
298 backend_projectmatrix.m[0][1] = m[4];
299 backend_projectmatrix.m[1][1] = m[5];
300 backend_projectmatrix.m[2][1] = m[6];
301 backend_projectmatrix.m[3][1] = m[7];
302 backend_projectmatrix.m[0][2] = m[8];
303 backend_projectmatrix.m[1][2] = m[9];
304 backend_projectmatrix.m[2][2] = m[10];
305 backend_projectmatrix.m[3][2] = m[11];
306 backend_projectmatrix.m[0][3] = m[12];
307 backend_projectmatrix.m[1][3] = m[13];
308 backend_projectmatrix.m[2][3] = m[14];
309 backend_projectmatrix.m[3][3] = m[15];
310 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
311 GL_SetupView_Orientation_Identity();
314 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
318 if (!r_render.integer)
322 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
323 qglLoadIdentity();CHECKGLERROR
325 nudge = 1.0 - 1.0 / (1<<23);
326 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
331 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
340 m[14] = -2 * zNear * nudge;
343 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
344 GL_SetupView_Orientation_Identity();
345 backend_projectmatrix.m[0][0] = m[0];
346 backend_projectmatrix.m[1][0] = m[1];
347 backend_projectmatrix.m[2][0] = m[2];
348 backend_projectmatrix.m[3][0] = m[3];
349 backend_projectmatrix.m[0][1] = m[4];
350 backend_projectmatrix.m[1][1] = m[5];
351 backend_projectmatrix.m[2][1] = m[6];
352 backend_projectmatrix.m[3][1] = m[7];
353 backend_projectmatrix.m[0][2] = m[8];
354 backend_projectmatrix.m[1][2] = m[9];
355 backend_projectmatrix.m[2][2] = m[10];
356 backend_projectmatrix.m[3][2] = m[11];
357 backend_projectmatrix.m[0][3] = m[12];
358 backend_projectmatrix.m[1][3] = m[13];
359 backend_projectmatrix.m[2][3] = m[14];
360 backend_projectmatrix.m[3][3] = m[15];
363 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
367 if (!r_render.integer)
371 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
372 qglLoadIdentity();CHECKGLERROR
373 qglOrtho(x1, x2, y2, y1, zNear, zFar);
374 qglGetDoublev(GL_PROJECTION_MATRIX, m);
375 backend_projectmatrix.m[0][0] = m[0];
376 backend_projectmatrix.m[1][0] = m[1];
377 backend_projectmatrix.m[2][0] = m[2];
378 backend_projectmatrix.m[3][0] = m[3];
379 backend_projectmatrix.m[0][1] = m[4];
380 backend_projectmatrix.m[1][1] = m[5];
381 backend_projectmatrix.m[2][1] = m[6];
382 backend_projectmatrix.m[3][1] = m[7];
383 backend_projectmatrix.m[0][2] = m[8];
384 backend_projectmatrix.m[1][2] = m[9];
385 backend_projectmatrix.m[2][2] = m[10];
386 backend_projectmatrix.m[3][2] = m[11];
387 backend_projectmatrix.m[0][3] = m[12];
388 backend_projectmatrix.m[1][3] = m[13];
389 backend_projectmatrix.m[2][3] = m[14];
390 backend_projectmatrix.m[3][3] = m[15];
391 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
392 GL_SetupView_Orientation_Identity();
395 typedef struct gltextureunit_s
397 int t1d, t2d, t3d, tcubemap;
399 unsigned int arraycomponents;
400 const void *pointer_texcoord;
401 float rgbscale, alphascale;
402 int combinergb, combinealpha;
403 // FIXME: add more combine stuff
404 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
405 int texmatrixenabled;
416 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
420 unsigned int clientunit;
421 gltextureunit_t units[MAX_TEXTUREUNITS];
425 const void *pointer_vertex;
426 const void *pointer_color;
430 void GL_SetupTextureState(void)
433 gltextureunit_t *unit;
436 gl_state.clientunit = -1;
437 for (i = 0;i < MAX_TEXTUREUNITS;i++)
439 unit = gl_state.units + i;
444 unit->arrayenabled = false;
445 unit->arraycomponents = 0;
446 unit->pointer_texcoord = NULL;
448 unit->alphascale = 1;
449 unit->combinergb = GL_MODULATE;
450 unit->combinealpha = GL_MODULATE;
451 unit->texmatrixenabled = false;
452 unit->matrix = r_identitymatrix;
455 for (i = 0;i < backendimageunits;i++)
458 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
459 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
462 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
464 if (gl_texturecubemap)
466 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
470 for (i = 0;i < backendarrayunits;i++)
472 GL_ClientActiveTexture(i);
473 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
474 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
477 for (i = 0;i < backendunits;i++)
480 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
481 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
484 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
486 if (gl_texturecubemap)
488 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
490 qglMatrixMode(GL_TEXTURE);
492 qglMatrixMode(GL_MODELVIEW);
493 if (gl_combine.integer)
495 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
496 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
497 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
498 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
499 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
500 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
501 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
502 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
503 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
504 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
505 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
506 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
507 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
508 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
509 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
510 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
511 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
515 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
521 void GL_Backend_ResetState(void)
523 memset(&gl_state, 0, sizeof(gl_state));
524 gl_state.depthtest = true;
525 gl_state.blendfunc1 = GL_ONE;
526 gl_state.blendfunc2 = GL_ZERO;
527 gl_state.blend = false;
528 gl_state.depthmask = GL_TRUE;
529 gl_state.colormask = 15;
530 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
531 gl_state.lockrange_first = 0;
532 gl_state.lockrange_count = 0;
533 gl_state.pointer_vertex = NULL;
534 gl_state.pointer_color = NULL;
538 qglColorMask(1, 1, 1, 1);
539 qglEnable(GL_CULL_FACE);CHECKGLERROR
540 qglCullFace(GL_FRONT);CHECKGLERROR
541 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
542 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
543 qglDisable(GL_BLEND);CHECKGLERROR
544 qglDepthMask(gl_state.depthmask);CHECKGLERROR
546 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
547 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
549 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
550 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
552 GL_Color(0, 0, 0, 0);
553 GL_Color(1, 1, 1, 1);
555 GL_SetupTextureState();
558 void GL_ActiveTexture(unsigned int num)
560 if (gl_state.unit != num)
563 if (qglActiveTexture)
565 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
571 void GL_ClientActiveTexture(unsigned int num)
573 if (gl_state.clientunit != num)
575 gl_state.clientunit = num;
576 if (qglActiveTexture)
578 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
584 void GL_BlendFunc(int blendfunc1, int blendfunc2)
586 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
590 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
591 if (gl_state.blendfunc2 == GL_ZERO)
593 if (gl_state.blendfunc1 == GL_ONE)
598 qglDisable(GL_BLEND);CHECKGLERROR
606 qglEnable(GL_BLEND);CHECKGLERROR
615 qglEnable(GL_BLEND);CHECKGLERROR
621 void GL_DepthMask(int state)
623 if (gl_state.depthmask != state)
627 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
631 void GL_DepthTest(int state)
633 if (gl_state.depthtest != state)
637 gl_state.depthtest = state;
638 if (gl_state.depthtest)
640 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
644 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
649 void GL_ColorMask(int r, int g, int b, int a)
651 int state = r*8 + g*4 + b*2 + a*1;
652 if (gl_state.colormask != state)
656 gl_state.colormask = state;
657 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
661 void GL_Color(float cr, float cg, float cb, float ca)
663 if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
667 gl_state.color4f[0] = cr;
668 gl_state.color4f[1] = cg;
669 gl_state.color4f[2] = cb;
670 gl_state.color4f[3] = ca;
672 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
677 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
681 r_showtrispass = false;
682 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
683 r_showtrispass = true;
687 void GL_LockArrays(int first, int count)
689 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
691 if (gl_state.lockrange_count)
693 gl_state.lockrange_count = 0;
695 qglUnlockArraysEXT();
698 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
700 gl_state.lockrange_first = first;
701 gl_state.lockrange_count = count;
703 qglLockArraysEXT(first, count);
709 void GL_Scissor (int x, int y, int width, int height)
712 qglScissor(x, vid.height - (y + height),width,height);
716 void GL_ScissorTest(int state)
718 if(gl_state.scissortest == state)
722 if((gl_state.scissortest = state))
723 qglEnable(GL_SCISSOR_TEST);
725 qglDisable(GL_SCISSOR_TEST);
729 void GL_Clear(int mask)
733 qglClear(mask);CHECKGLERROR
736 void GL_TransformToScreen(const vec4_t in, vec4_t out)
740 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
741 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
743 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
744 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
745 out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
748 // called at beginning of frame
749 void R_Mesh_Start(void)
753 GL_Backend_ResetState();
756 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
758 GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
759 GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
760 char compilelog[4096];
763 programobject = qglCreateProgramObjectARB();
768 if (vertexstrings_count)
771 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
772 if (!vertexshaderobject)
774 qglDeleteObjectARB(programobject);
778 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
779 qglCompileShaderARB(vertexshaderobject);
781 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
782 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
784 Con_Printf("vertex shader compile log:\n%s\n", compilelog);
785 if (!vertexshadercompiled)
787 qglDeleteObjectARB(programobject);
788 qglDeleteObjectARB(vertexshaderobject);
792 qglAttachObjectARB(programobject, vertexshaderobject);
793 qglDeleteObjectARB(vertexshaderobject);
797 if (fragmentstrings_count)
800 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
801 if (!fragmentshaderobject)
803 qglDeleteObjectARB(programobject);
807 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
808 qglCompileShaderARB(fragmentshaderobject);
810 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
811 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
813 Con_Printf("fragment shader compile log:\n%s\n", compilelog);
814 if (!fragmentshadercompiled)
816 qglDeleteObjectARB(programobject);
817 qglDeleteObjectARB(fragmentshaderobject);
821 qglAttachObjectARB(programobject, fragmentshaderobject);
822 qglDeleteObjectARB(fragmentshaderobject);
826 qglLinkProgramARB(programobject);
828 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
829 qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
832 Con_Printf("program link log:\n%s\n", compilelog);
833 // software vertex shader is ok but software fragment shader is WAY
834 // too slow, fail program if so.
835 // NOTE: this string might be ATI specific, but that's ok because the
836 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
837 // software fragment shader due to low instruction and dependent
839 if (strstr(compilelog, "fragment shader will run in software"))
840 programlinked = false;
845 qglDeleteObjectARB(programobject);
849 return programobject;
852 void GL_Backend_FreeProgram(unsigned int prog)
855 qglDeleteObjectARB(prog);
859 int gl_backend_rebindtextures;
861 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
866 for (i = 0;i < count;i++)
867 *out++ = *in++ + offset;
870 memcpy(out, in, sizeof(*out) * count);
873 // renders triangles using vertices from the active arrays
874 int paranoidblah = 0;
875 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
877 unsigned int numelements = numtriangles * 3;
878 if (numvertices < 3 || numtriangles < 1)
880 Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
886 R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
890 c_meshelements += numelements;
891 if (gl_paranoid.integer)
893 unsigned int i, j, size;
895 if (!qglIsEnabled(GL_VERTEX_ARRAY))
896 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
897 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
899 if (gl_state.pointer_color)
901 if (!qglIsEnabled(GL_COLOR_ARRAY))
902 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
903 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
906 for (i = 0;i < backendarrayunits;i++)
908 if (gl_state.units[i].arrayenabled)
910 GL_ClientActiveTexture(i);
911 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
912 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
913 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++)
917 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
919 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
921 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
927 if (r_render.integer)
930 if (gl_mesh_testmanualfeeding.integer)
934 qglBegin(GL_TRIANGLES);
935 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
937 for (j = 0;j < backendarrayunits;j++)
939 if (gl_state.units[j].pointer_texcoord)
941 if (backendarrayunits > 1)
943 if (gl_state.units[j].arraycomponents == 4)
945 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
946 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
948 else if (gl_state.units[j].arraycomponents == 3)
950 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
951 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
953 else if (gl_state.units[j].arraycomponents == 2)
955 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
956 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
960 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
961 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
966 if (gl_state.units[j].arraycomponents == 4)
968 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
969 qglTexCoord4f(p[0], p[1], p[2], p[3]);
971 else if (gl_state.units[j].arraycomponents == 3)
973 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
974 qglTexCoord3f(p[0], p[1], p[2]);
976 else if (gl_state.units[j].arraycomponents == 2)
978 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
979 qglTexCoord2f(p[0], p[1]);
983 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
989 if (gl_state.pointer_color)
991 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
992 qglColor4f(p[0], p[1], p[2], p[3]);
994 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
995 qglVertex3f(p[0], p[1], p[2]);
1000 else if (gl_mesh_testarrayelement.integer)
1003 qglBegin(GL_TRIANGLES);
1004 for (i = 0;i < numtriangles * 3;i++)
1006 qglArrayElement(elements[i]);
1011 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1013 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
1018 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
1024 // restores backend state, used when done with 3D rendering
1025 void R_Mesh_Finish(void)
1030 GL_LockArrays(0, 0);
1033 for (i = 0;i < backendimageunits;i++)
1035 GL_ActiveTexture(i);
1036 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1037 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1040 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1042 if (gl_texturecubemap)
1044 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1047 for (i = 0;i < backendarrayunits;i++)
1049 GL_ActiveTexture(backendarrayunits - 1 - i);
1050 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1052 for (i = 0;i < backendunits;i++)
1054 GL_ActiveTexture(backendunits - 1 - i);
1055 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1056 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1059 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1061 if (gl_texturecubemap)
1063 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1065 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1066 if (gl_combine.integer)
1068 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1069 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1072 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1073 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1075 qglDisable(GL_BLEND);CHECKGLERROR
1076 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1077 qglDepthMask(GL_TRUE);CHECKGLERROR
1078 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1081 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1083 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1085 backend_modelmatrix = *matrix;
1086 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1087 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1088 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
1092 void R_Mesh_VertexPointer(const float *vertex3f)
1094 if (gl_state.pointer_vertex != vertex3f)
1096 gl_state.pointer_vertex = vertex3f;
1098 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1103 void R_Mesh_ColorPointer(const float *color4f)
1107 if (gl_state.pointer_color != color4f)
1110 if (!gl_state.pointer_color)
1112 qglEnableClientState(GL_COLOR_ARRAY);
1117 qglDisableClientState(GL_COLOR_ARRAY);
1119 // when color array is on the glColor gets trashed, set it again
1120 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1123 gl_state.pointer_color = color4f;
1124 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
1129 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1131 gltextureunit_t *unit = gl_state.units + unitnum;
1134 // update array settings
1138 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1140 unit->pointer_texcoord = texcoord;
1141 unit->arraycomponents = numcomponents;
1142 GL_ClientActiveTexture(unitnum);
1143 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
1146 // texture array unit is enabled, enable the array
1147 if (!unit->arrayenabled)
1149 unit->arrayenabled = true;
1150 GL_ClientActiveTexture(unitnum);
1151 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1156 // texture array unit is disabled, disable the array
1157 if (unit->arrayenabled)
1159 unit->arrayenabled = false;
1160 GL_ClientActiveTexture(unitnum);
1161 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1166 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1168 gltextureunit_t *unit = gl_state.units + unitnum;
1169 if (unitnum >= backendunits)
1173 // update 1d texture binding
1174 if (unit->t1d != tex1d)
1176 GL_ActiveTexture(unitnum);
1177 if (unitnum < backendunits)
1182 qglEnable(GL_TEXTURE_1D);
1187 qglDisable(GL_TEXTURE_1D);
1191 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1194 // update 2d texture binding
1195 if (unit->t2d != tex2d)
1197 GL_ActiveTexture(unitnum);
1198 if (unitnum < backendunits)
1203 qglEnable(GL_TEXTURE_2D);
1208 qglDisable(GL_TEXTURE_2D);
1212 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1215 // update 3d texture binding
1216 if (unit->t3d != tex3d)
1218 GL_ActiveTexture(unitnum);
1219 if (unitnum < backendunits)
1224 qglEnable(GL_TEXTURE_3D);
1229 qglDisable(GL_TEXTURE_3D);
1233 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1236 // update cubemap texture binding
1237 if (unit->tcubemap != texcubemap)
1239 GL_ActiveTexture(unitnum);
1240 if (unitnum < backendunits)
1244 if (unit->tcubemap == 0)
1245 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1250 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1253 unit->tcubemap = texcubemap;
1254 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1259 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1261 gltextureunit_t *unit = gl_state.units + unitnum;
1262 if (unitnum >= backendunits)
1266 // update 1d texture binding
1267 if (unit->t1d != texnum)
1269 GL_ActiveTexture(unitnum);
1273 qglEnable(GL_TEXTURE_1D);
1278 qglDisable(GL_TEXTURE_1D);
1281 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1284 // update 2d texture binding
1287 GL_ActiveTexture(unitnum);
1289 qglDisable(GL_TEXTURE_2D);
1291 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1294 // update 3d texture binding
1297 GL_ActiveTexture(unitnum);
1299 qglDisable(GL_TEXTURE_3D);
1301 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1304 // update cubemap texture binding
1307 GL_ActiveTexture(unitnum);
1309 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1311 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1316 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1318 gltextureunit_t *unit = gl_state.units + unitnum;
1319 if (unitnum >= backendunits)
1323 // update 1d texture binding
1326 GL_ActiveTexture(unitnum);
1328 qglDisable(GL_TEXTURE_1D);
1330 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1333 // update 2d texture binding
1334 if (unit->t2d != texnum)
1336 GL_ActiveTexture(unitnum);
1340 qglEnable(GL_TEXTURE_2D);
1345 qglDisable(GL_TEXTURE_2D);
1348 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1351 // update 3d texture binding
1354 GL_ActiveTexture(unitnum);
1356 qglDisable(GL_TEXTURE_3D);
1358 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1361 // update cubemap texture binding
1362 if (unit->tcubemap != 0)
1364 GL_ActiveTexture(unitnum);
1366 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1368 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1373 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1375 gltextureunit_t *unit = gl_state.units + unitnum;
1376 if (unitnum >= backendunits)
1380 // update 1d texture binding
1383 GL_ActiveTexture(unitnum);
1385 qglDisable(GL_TEXTURE_1D);
1387 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1390 // update 2d texture binding
1393 GL_ActiveTexture(unitnum);
1395 qglDisable(GL_TEXTURE_2D);
1397 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1400 // update 3d texture binding
1401 if (unit->t3d != texnum)
1403 GL_ActiveTexture(unitnum);
1407 qglEnable(GL_TEXTURE_3D);
1412 qglDisable(GL_TEXTURE_3D);
1415 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1418 // update cubemap texture binding
1419 if (unit->tcubemap != 0)
1421 GL_ActiveTexture(unitnum);
1423 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1425 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1430 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1432 gltextureunit_t *unit = gl_state.units + unitnum;
1433 if (unitnum >= backendunits)
1437 // update 1d texture binding
1440 GL_ActiveTexture(unitnum);
1442 qglDisable(GL_TEXTURE_1D);
1444 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1447 // update 2d texture binding
1450 GL_ActiveTexture(unitnum);
1452 qglDisable(GL_TEXTURE_2D);
1454 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1457 // update 3d texture binding
1460 GL_ActiveTexture(unitnum);
1462 qglDisable(GL_TEXTURE_3D);
1464 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1467 // update cubemap texture binding
1468 if (unit->tcubemap != texnum)
1470 GL_ActiveTexture(unitnum);
1473 if (unit->tcubemap == 0)
1474 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1479 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1481 unit->tcubemap = texnum;
1482 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1487 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1489 gltextureunit_t *unit = gl_state.units + unitnum;
1492 if (matrix->m[3][3])
1494 // texmatrix specified, check if it is different
1495 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1497 matrix4x4_t tempmatrix;
1498 unit->texmatrixenabled = true;
1499 unit->matrix = *matrix;
1500 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1501 qglMatrixMode(GL_TEXTURE);
1502 GL_ActiveTexture(unitnum);
1503 qglLoadMatrixf(&tempmatrix.m[0][0]);
1504 qglMatrixMode(GL_MODELVIEW);
1509 // no texmatrix specified, revert to identity
1510 if (unit->texmatrixenabled)
1512 unit->texmatrixenabled = false;
1513 qglMatrixMode(GL_TEXTURE);
1514 GL_ActiveTexture(unitnum);
1516 qglMatrixMode(GL_MODELVIEW);
1521 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1523 gltextureunit_t *unit = gl_state.units + unitnum;
1526 if (gl_combine.integer)
1528 // GL_ARB_texture_env_combine
1530 combinergb = GL_MODULATE;
1532 combinealpha = GL_MODULATE;
1537 if (unit->combinergb != combinergb)
1539 unit->combinergb = combinergb;
1540 GL_ActiveTexture(unitnum);
1541 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1543 if (unit->combinealpha != combinealpha)
1545 unit->combinealpha = combinealpha;
1546 GL_ActiveTexture(unitnum);
1547 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1549 if (unit->rgbscale != rgbscale)
1551 GL_ActiveTexture(unitnum);
1552 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1554 if (unit->alphascale != alphascale)
1556 GL_ActiveTexture(unitnum);
1557 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1564 combinergb = GL_MODULATE;
1565 if (unit->combinergb != combinergb)
1567 unit->combinergb = combinergb;
1568 GL_ActiveTexture(unitnum);
1569 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1574 void R_Mesh_State(const rmeshstate_t *m)
1580 R_Mesh_VertexPointer(m->pointer_vertex);
1581 R_Mesh_ColorPointer(m->pointer_color);
1583 if (gl_backend_rebindtextures)
1585 gl_backend_rebindtextures = false;
1586 GL_SetupTextureState();
1589 for (i = 0;i < backendimageunits;i++)
1590 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1591 for (i = 0;i < backendarrayunits;i++)
1593 if (m->pointer_texcoord3f[i])
1594 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1596 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1598 for (i = 0;i < backendunits;i++)
1600 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1601 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1605 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1608 for (;numtriangles;numtriangles--, elements += 3)
1610 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1611 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1612 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1619 ==============================================================================
1623 ==============================================================================
1626 qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect)
1628 int indices[3] = {0,1,2};
1631 if (!r_render.integer)
1634 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
1637 if (scr_screenshot_gamma.value != 1 && gammacorrect)
1640 double igamma = 1.0 / scr_screenshot_gamma.value;
1641 unsigned char ramp[256];
1642 for (i = 0;i < 256;i++)
1643 ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
1644 for (i = 0;i < width*height*3;i++)
1645 buffer1[i] = ramp[buffer1[i]];
1648 Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
1651 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
1653 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
1658 //=============================================================================
1660 void R_ClearScreen(void)
1662 if (r_render.integer)
1666 qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0);
1668 qglClearColor(0,0,0,0);
1670 qglClearDepth(1);CHECKGLERROR
1673 // LordHavoc: we use a stencil centered around 128 instead of 0,
1674 // to avoid clamping interfering with strange shadow volume
1676 qglClearStencil(128);CHECKGLERROR
1679 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1680 // set dithering mode
1681 if (gl_dither.integer)
1683 qglEnable(GL_DITHER);CHECKGLERROR
1687 qglDisable(GL_DITHER);CHECKGLERROR
1693 ====================
1695 ====================
1697 float CalcFov (float fov_x, float width, float height)
1699 // calculate vision size and alter by aspect, then convert back to angle
1700 return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
1705 void SCR_DrawScreen (void)
1707 for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
1711 R_TimeReport("setup");
1717 GL_BlendFunc(GL_ONE, GL_ONE);
1718 GL_DepthTest(GL_FALSE);
1719 GL_DepthMask(GL_FALSE);
1720 memset(&m, 0, sizeof(m));
1722 //qglEnable(GL_LINE_SMOOTH);
1723 GL_ShowTrisColor(0.2,0.2,0.2,1);
1727 if (cls.signon == SIGNONS)
1731 size = scr_viewsize.value * (1.0 / 100.0);
1732 size = min(size, 1);
1734 if (r_stereo_sidebyside.integer)
1736 r_refdef.width = vid.width * size / 2.5;
1737 r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
1738 r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
1739 r_refdef.y = (vid.height - r_refdef.height)/2;
1741 r_refdef.x += r_refdef.width * 1.5;
1745 r_refdef.width = vid.width * size;
1746 r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
1747 r_refdef.x = (vid.width - r_refdef.width)/2;
1748 r_refdef.y = (vid.height - r_refdef.height)/2;
1751 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1752 r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
1753 r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1757 if (scr_zoomwindow.integer)
1759 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1760 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1761 r_refdef.width = vid.width * sizex;
1762 r_refdef.height = vid.height * sizey;
1763 r_refdef.x = (vid.width - r_refdef.width)/2;
1765 r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
1766 r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1772 if (!r_stereo_sidebyside.integer)
1774 r_refdef.width = vid.width;
1775 r_refdef.height = vid.height;
1785 R_TimeReport("meshfinish");
1788 //qglDisable(GL_LINE_SMOOTH);
1791 void SCR_UpdateLoadingScreen (void)
1796 // don't do anything if not initialized yet
1800 VID_UpdateGamma(false);
1801 qglViewport(0, 0, vid.width, vid.height);
1802 //qglDisable(GL_SCISSOR_TEST);
1804 qglColorMask(1,1,1,1);
1805 //qglClearColor(0,0,0,0);
1806 //qglClear(GL_COLOR_BUFFER_BIT);
1807 //qglCullFace(GL_FRONT);
1808 //qglDisable(GL_CULL_FACE);
1811 GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
1813 R_Mesh_Matrix(&r_identitymatrix);
1814 // draw the loading plaque
1815 pic = Draw_CachePic("gfx/loading", false);
1816 x = (vid_conwidth.integer - pic->width)/2;
1817 y = (vid_conheight.integer - pic->height)/2;
1819 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1820 GL_DepthTest(false);
1821 memset(&m, 0, sizeof(m));
1822 m.pointer_vertex = varray_vertex3f;
1823 m.pointer_texcoord[0] = varray_texcoord2f[0];
1824 m.tex[0] = R_GetTexture(pic->tex);
1826 varray_vertex3f[0] = varray_vertex3f[9] = x;
1827 varray_vertex3f[1] = varray_vertex3f[4] = y;
1828 varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
1829 varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
1830 varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
1831 varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
1832 varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
1833 varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
1834 GL_LockArrays(0, 4);
1835 R_Mesh_Draw(0, 4, 2, polygonelements);
1836 GL_LockArrays(0, 0);
1846 This is called every frame, and can also be called explicitly to flush
1850 void SCR_UpdateScreen (void)
1855 if (r_textureunits.integer > gl_textureunits)
1856 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1857 if (r_textureunits.integer < 1)
1858 Cvar_SetValueQuick(&r_textureunits, 1);
1860 if (gl_combine.integer && !gl_combine_extension)
1861 Cvar_SetValueQuick(&gl_combine, 0);
1864 qglViewport(0, 0, vid.width, vid.height);
1865 qglDisable(GL_SCISSOR_TEST);
1867 qglColorMask(1,1,1,1);
1868 qglClearColor(0,0,0,0);
1869 qglClear(GL_COLOR_BUFFER_BIT);
1872 R_TimeReport("clear");
1874 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
1876 matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
1877 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
1878 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
1879 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
1881 if (r_stereo_sidebyside.integer)
1884 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1886 r_refdef.colormask[0] = 1;
1887 r_refdef.colormask[1] = 0;
1888 r_refdef.colormask[2] = 0;
1893 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
1894 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
1895 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
1897 if (r_stereo_sidebyside.integer)
1900 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1902 r_refdef.colormask[0] = 0;
1903 r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
1904 r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
1909 r_refdef.viewentitymatrix = originalmatrix;
1913 r_showtrispass = false;
1916 if (r_showtris.value > 0)
1919 GL_BlendFunc(GL_ONE, GL_ONE);
1920 GL_DepthTest(GL_FALSE);
1921 GL_DepthMask(GL_FALSE);
1922 memset(&m, 0, sizeof(m));
1924 r_showtrispass = true;
1925 GL_ShowTrisColor(0.2,0.2,0.2,1);
1927 r_showtrispass = false;
1932 R_TimeReport("finish");
1936 //===========================================================================
1937 // dynamic vertex array buffer subsystem
1938 //===========================================================================
1940 // FIXME: someday this should be dynamically allocated and resized?
1941 float varray_vertex3f[65536*3];
1942 float varray_svector3f[65536*3];
1943 float varray_tvector3f[65536*3];
1944 float varray_normal3f[65536*3];
1945 float varray_color4f[65536*4];
1946 float varray_texcoord2f[4][65536*2];
1947 float varray_texcoord3f[4][65536*3];
1948 int earray_element3i[65536];
1949 float varray_vertex3f2[65536*3];
1951 //===========================================================================
1952 // vertex array caching subsystem
1953 //===========================================================================
1955 typedef struct rcachearraylink_s
1957 struct rcachearraylink_s *next, *prev;
1958 struct rcachearrayitem_s *data;
1962 typedef struct rcachearrayitem_s
1964 // the original request structure
1965 rcachearrayrequest_t request;
1968 // offset into r_mesh_rcachedata
1970 // for linking this into the sequential list
1971 rcachearraylink_t sequentiallink;
1972 // for linking this into the lookup list
1973 rcachearraylink_t hashlink;
1977 #define RCACHEARRAY_HASHSIZE 65536
1978 #define RCACHEARRAY_ITEMS 4096
1979 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1981 // all active items are linked into this chain in sorted order
1982 static rcachearraylink_t r_mesh_rcachesequentialchain;
1983 // all inactive items are linked into this chain in unknown order
1984 static rcachearraylink_t r_mesh_rcachefreechain;
1985 // all active items are also linked into these chains (using their hashlink)
1986 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1988 // all items are stored here, whether active or inactive
1989 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1991 // size of data buffer
1992 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1994 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1997 static int r_mesh_rcachedata_offset;
1998 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
2000 static void R_Mesh_CacheArray_Startup(void)
2003 rcachearraylink_t *l;
2004 // prepare all the linked lists
2005 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
2006 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
2007 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
2008 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
2010 l = &r_mesh_rcachechain[i];
2011 l->next = l->prev = l;
2014 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
2015 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
2017 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
2018 l = &r_mesh_rcacheitems[i].sequentiallink;
2019 l->next = &r_mesh_rcachefreechain;
2020 l->prev = l->next->prev;
2021 l->next->prev = l->prev->next = l;
2023 // clear other state
2024 r_mesh_rcachedata_offset = 0;
2025 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
2028 static void R_Mesh_CacheArray_Shutdown(void)
2033 static void R_Mesh_CacheArray_ValidateState(int num)
2035 rcachearraylink_t *l, *lhead;
2036 lhead = &r_mesh_rcachesequentialchain;
2037 if (r_mesh_rcachesequentialchain_current == lhead)
2039 for (l = lhead->next;l != lhead;l = l->next)
2040 if (r_mesh_rcachesequentialchain_current == l)
2042 Sys_Error("%i", num);
2046 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
2048 rcachearraylink_t *l, *lhead, *lnext;
2049 rcachearrayitem_t *d;
2050 int hashindex, offset, offsetend;
2052 //R_Mesh_CacheArray_ValidateState(3);
2053 // calculate a hashindex to choose a cache chain
2055 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
2057 // is it already cached?
2058 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
2060 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
2062 // we have it cached already
2063 r->data = r_mesh_rcachedata + l->data->offset;
2068 // we need to add a new cache item, this means finding a place for the new
2069 // data and making sure we have a free item available, lots of work...
2071 // check if buffer needs to wrap
2072 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
2075 if (r->data_size * 10 > r_mesh_rcachedata_size)
2077 // realloc whole cache
2080 // reset back to start
2081 r_mesh_rcachedata_offset = 0;
2082 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
2084 offset = r_mesh_rcachedata_offset;
2085 r_mesh_rcachedata_offset += r->data_size;
2086 offsetend = r_mesh_rcachedata_offset;
2087 //R_Mesh_CacheArray_ValidateState(4);
2092 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
2093 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
2097 // make room for the new data (remove old items)
2098 lhead = &r_mesh_rcachesequentialchain;
2099 l = r_mesh_rcachesequentialchain_current;
2102 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
2104 //r_mesh_rcachesequentialchain_current = l;
2105 //R_Mesh_CacheArray_ValidateState(8);
2107 // if at the end of the chain, wrap around
2109 lnext = lnext->next;
2110 //r_mesh_rcachesequentialchain_current = lnext;
2111 //R_Mesh_CacheArray_ValidateState(10);
2113 // unlink from sequential chain
2114 l->next->prev = l->prev;
2115 l->prev->next = l->next;
2116 //R_Mesh_CacheArray_ValidateState(11);
2117 // link into free chain
2118 l->next = &r_mesh_rcachefreechain;
2119 l->prev = l->next->prev;
2120 l->next->prev = l->prev->next = l;
2121 //R_Mesh_CacheArray_ValidateState(12);
2123 l = &l->data->hashlink;
2124 // unlink from hash chain
2125 l->next->prev = l->prev;
2126 l->prev->next = l->next;
2129 //r_mesh_rcachesequentialchain_current = l;
2130 //R_Mesh_CacheArray_ValidateState(9);
2132 //r_mesh_rcachesequentialchain_current = l;
2133 //R_Mesh_CacheArray_ValidateState(5);
2134 // gobble an extra item if we have no free items available
2135 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
2139 // unlink from sequential chain
2140 l->next->prev = l->prev;
2141 l->prev->next = l->next;
2142 // link into free chain
2143 l->next = &r_mesh_rcachefreechain;
2144 l->prev = l->next->prev;
2145 l->next->prev = l->prev->next = l;
2147 l = &l->data->hashlink;
2148 // unlink from hash chain
2149 l->next->prev = l->prev;
2150 l->prev->next = l->next;
2154 r_mesh_rcachesequentialchain_current = l;
2155 //R_Mesh_CacheArray_ValidateState(6);
2157 // now take an item from the free chain
2158 l = r_mesh_rcachefreechain.next;
2164 l->next->prev = l->prev;
2165 l->prev->next = l->next;
2166 // relink to sequential
2167 l->next = r_mesh_rcachesequentialchain_current->prev;
2168 l->prev = l->next->prev;
2169 while (l->next->data && l->data && l->next->data->offset <= d->offset)
2172 l->next = l->next->next;
2173 l->prev = l->prev->next;
2175 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
2178 l->prev = l->prev->prev;
2179 l->next = l->next->prev;
2181 l->next->prev = l->prev->next = l;
2182 // also link into hash chain
2183 l = &l->data->hashlink;
2184 l->next = &r_mesh_rcachechain[hashindex];
2185 l->prev = l->next->prev;
2187 l->next->prev = l->prev->next = l;
2190 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
2192 //R_Mesh_CacheArray_ValidateState(7);
2193 // and finally set the data pointer
2194 r->data = r_mesh_rcachedata + d->offset;
2195 // and tell the caller to fill the array