3 #include "cl_collision.h"
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
7 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
8 cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
9 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
10 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
18 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
19 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
20 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
22 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
23 qboolean v_flipped_state = false;
25 r_viewport_t gl_viewport;
26 matrix4x4_t gl_modelmatrix;
27 matrix4x4_t gl_viewmatrix;
28 matrix4x4_t gl_modelviewmatrix;
29 matrix4x4_t gl_projectionmatrix;
30 matrix4x4_t gl_modelviewprojectionmatrix;
31 float gl_modelview16f[16];
32 float gl_modelviewprojection16f[16];
33 qboolean gl_modelmatrixchanged;
35 int gl_maxdrawrangeelementsvertices;
36 int gl_maxdrawrangeelementsindices;
41 void GL_PrintError(int errornumber, char *filename, int linenumber)
45 #ifdef GL_INVALID_ENUM
47 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
50 #ifdef GL_INVALID_VALUE
51 case GL_INVALID_VALUE:
52 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
55 #ifdef GL_INVALID_OPERATION
56 case GL_INVALID_OPERATION:
57 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
60 #ifdef GL_STACK_OVERFLOW
61 case GL_STACK_OVERFLOW:
62 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
65 #ifdef GL_STACK_UNDERFLOW
66 case GL_STACK_UNDERFLOW:
67 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
70 #ifdef GL_OUT_OF_MEMORY
71 case GL_OUT_OF_MEMORY:
72 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
75 #ifdef GL_TABLE_TOO_LARGE
76 case GL_TABLE_TOO_LARGE:
77 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
80 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
81 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
82 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
86 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
92 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
94 void SCR_ScreenShot_f (void);
96 typedef struct gl_bufferobjectinfo_s
101 char name[MAX_QPATH];
103 gl_bufferobjectinfo_t;
105 typedef struct gltextureunit_s
107 const void *pointer_texcoord;
108 size_t pointer_texcoord_offset;
109 int pointer_texcoord_buffer;
110 int t2d, t3d, tcubemap, trectangle;
112 unsigned int arraycomponents;
113 int rgbscale, alphascale;
115 int combinergb, combinealpha;
116 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
117 int texmatrixenabled;
122 typedef struct gl_state_s
130 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
133 float polygonoffset[2];
137 unsigned int clientunit;
138 gltextureunit_t units[MAX_TEXTUREUNITS];
142 int vertexbufferobject;
143 int elementbufferobject;
144 qboolean pointer_color_enabled;
145 const void *pointer_vertex;
146 const void *pointer_color;
147 size_t pointer_vertex_offset;
148 size_t pointer_color_offset;
149 int pointer_vertex_buffer;
150 int pointer_color_buffer;
152 memexpandablearray_t bufferobjectinfoarray;
158 static gl_state_t gl_state;
162 note: here's strip order for a terrain row:
169 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
171 *elements++ = i + row;
173 *elements++ = i + row + 1;
176 *elements++ = i + row + 1;
179 for (y = 0;y < rows - 1;y++)
181 for (x = 0;x < columns - 1;x++)
184 *elements++ = i + columns;
186 *elements++ = i + columns + 1;
189 *elements++ = i + columns + 1;
200 for (y = 0;y < rows - 1;y++)
202 for (x = 0;x < columns - 1;x++)
206 *elements++ = i + columns;
207 *elements++ = i + columns + 1;
208 *elements++ = i + columns;
209 *elements++ = i + columns + 1;
215 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
216 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
217 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
218 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
220 void GL_VBOStats_f(void)
222 GL_Mesh_ListVBOs(true);
225 static void GL_Backend_ResetState(void);
227 static void gl_backend_start(void)
229 memset(&gl_state, 0, sizeof(gl_state));
231 Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
233 Con_DPrintf("OpenGL backend started.\n");
237 GL_Backend_ResetState();
240 static void gl_backend_shutdown(void)
242 Con_DPrint("OpenGL Backend shutting down\n");
244 Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
246 memset(&gl_state, 0, sizeof(gl_state));
249 static void gl_backend_newmap(void)
253 void gl_backend_init(void)
257 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
259 polygonelement3s[i * 3 + 0] = 0;
260 polygonelement3s[i * 3 + 1] = i + 1;
261 polygonelement3s[i * 3 + 2] = i + 2;
263 // elements for rendering a series of quads as triangles
264 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
266 quadelement3s[i * 6 + 0] = i * 4;
267 quadelement3s[i * 6 + 1] = i * 4 + 1;
268 quadelement3s[i * 6 + 2] = i * 4 + 2;
269 quadelement3s[i * 6 + 3] = i * 4;
270 quadelement3s[i * 6 + 4] = i * 4 + 2;
271 quadelement3s[i * 6 + 5] = i * 4 + 3;
274 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
275 polygonelement3i[i] = polygonelement3s[i];
276 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
277 quadelement3i[i] = quadelement3s[i];
279 Cvar_RegisterVariable(&r_render);
280 Cvar_RegisterVariable(&r_renderview);
281 Cvar_RegisterVariable(&r_waterwarp);
282 Cvar_RegisterVariable(&gl_polyblend);
283 Cvar_RegisterVariable(&v_flipped);
284 Cvar_RegisterVariable(&gl_dither);
285 Cvar_RegisterVariable(&gl_lockarrays);
286 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
287 Cvar_RegisterVariable(&gl_vbo);
288 Cvar_RegisterVariable(&gl_paranoid);
289 Cvar_RegisterVariable(&gl_printcheckerror);
291 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
292 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
293 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
294 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
296 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");
298 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
301 void GL_SetMirrorState(qboolean state);
303 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
307 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
308 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
310 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
311 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
312 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
315 static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float normaly, float normalz, float dist)
319 float clipPlane[4], v3[3], v4[3];
322 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
324 VectorSet(normal, normalx, normaly, normalz);
325 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
326 VectorScale(normal, dist, v3);
327 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
328 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
329 clipPlane[3] = -DotProduct(v4, clipPlane);
333 // testing code for comparing results
335 VectorCopy4(clipPlane, clipPlane2);
336 R_EntityMatrix(&identitymatrix);
337 VectorSet(q, normal[0], normal[1], normal[2], -dist);
338 qglClipPlane(GL_CLIP_PLANE0, q);
339 qglGetClipPlane(GL_CLIP_PLANE0, q);
340 VectorCopy4(q, clipPlane);
344 // Calculate the clip-space corner point opposite the clipping plane
345 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
346 // transform it into camera space by multiplying it
347 // by the inverse of the projection matrix
348 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
349 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
351 q[3] = (1.0f + v->m[10]) / v->m[14];
353 // Calculate the scaled plane vector
354 d = 2.0f / DotProduct4(clipPlane, q);
356 // Replace the third row of the projection matrix
357 v->m[2] = clipPlane[0] * d;
358 v->m[6] = clipPlane[1] * d;
359 v->m[10] = clipPlane[2] * d + 1.0f;
360 v->m[14] = clipPlane[3] * d;
363 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
365 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
366 memset(v, 0, sizeof(*v));
367 v->type = R_VIEWPORTTYPE_ORTHO;
368 v->cameramatrix = *cameramatrix;
375 v->m[0] = 2/(right - left);
376 v->m[5] = 2/(top - bottom);
377 v->m[10] = -2/(zFar - zNear);
378 v->m[12] = - (right + left)/(right - left);
379 v->m[13] = - (top + bottom)/(top - bottom);
380 v->m[14] = - (zFar + zNear)/(zFar - zNear);
382 v->screentodepth[0] = -farclip / (farclip - nearclip);
383 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
385 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
386 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
389 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
395 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
396 R_Viewport_TransformToScreen(v, test1, test2);
397 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
402 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
404 matrix4x4_t tempmatrix, basematrix;
405 memset(v, 0, sizeof(*v));
407 if(v_flipped.integer)
408 frustumx = -frustumx;
410 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
411 v->cameramatrix = *cameramatrix;
418 v->m[0] = 1.0 / frustumx;
419 v->m[5] = 1.0 / frustumy;
420 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
422 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
423 v->screentodepth[0] = -farclip / (farclip - nearclip);
424 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
426 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
427 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
428 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
429 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
431 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
434 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
437 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
439 matrix4x4_t tempmatrix, basematrix;
440 const float nudge = 1.0 - 1.0 / (1<<23);
441 memset(v, 0, sizeof(*v));
443 if(v_flipped.integer)
444 frustumx = -frustumx;
446 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
447 v->cameramatrix = *cameramatrix;
454 v->m[ 0] = 1.0 / frustumx;
455 v->m[ 5] = 1.0 / frustumy;
458 v->m[14] = -2 * nearclip * nudge;
459 v->screentodepth[0] = (v->m[10] + 1) * 0.5 - 1;
460 v->screentodepth[1] = v->m[14] * -0.5;
462 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
463 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
464 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
465 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
467 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
470 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
473 float cubeviewmatrix[6][16] =
475 // standard cubemap projections
513 float rectviewmatrix[6][16] =
515 // sign-preserving cubemap projections
554 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
556 matrix4x4_t tempmatrix, basematrix;
557 memset(v, 0, sizeof(*v));
558 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
559 v->cameramatrix = *cameramatrix;
563 v->m[0] = v->m[5] = 1.0f;
564 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
566 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
568 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
569 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
570 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
571 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
574 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
577 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
579 matrix4x4_t tempmatrix, basematrix;
580 memset(v, 0, sizeof(*v));
581 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
582 v->cameramatrix = *cameramatrix;
583 v->x = (side & 1) * size;
584 v->y = (side >> 1) * size;
588 v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
589 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
591 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
593 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
594 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
595 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
596 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
599 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
602 void R_SetViewport(const r_viewport_t *v)
607 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
609 // FIXME: v_flipped_state is evil, this probably breaks somewhere
610 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
612 // copy over the matrices to our state
613 gl_viewmatrix = v->viewmatrix;
614 gl_projectionmatrix = v->projectmatrix;
616 switch(vid.renderpath)
618 case RENDERPATH_GL20:
619 case RENDERPATH_CGGL:
621 case RENDERPATH_GL13:
622 case RENDERPATH_GL11:
623 // Load the projection matrix into OpenGL
624 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
625 qglLoadMatrixf(gl_viewport.m);CHECKGLERROR
626 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
630 // force an update of the derived matrices
631 gl_modelmatrixchanged = true;
632 R_EntityMatrix(&gl_modelmatrix);
635 void R_GetViewport(r_viewport_t *v)
640 static void GL_BindVBO(int bufferobject)
642 if (gl_state.vertexbufferobject != bufferobject)
644 gl_state.vertexbufferobject = bufferobject;
646 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
651 static void GL_BindEBO(int bufferobject)
653 if (gl_state.elementbufferobject != bufferobject)
655 gl_state.elementbufferobject = bufferobject;
657 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
662 static void GL_Backend_ResetState(void)
665 gl_state.active = true;
666 gl_state.depthtest = true;
667 gl_state.alphatest = false;
668 gl_state.blendfunc1 = GL_ONE;
669 gl_state.blendfunc2 = GL_ZERO;
670 gl_state.blend = false;
671 gl_state.depthmask = GL_TRUE;
672 gl_state.colormask = 15;
673 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
674 gl_state.lockrange_first = 0;
675 gl_state.lockrange_count = 0;
676 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
677 gl_state.cullfaceenable = true;
678 gl_state.polygonoffset[0] = 0;
679 gl_state.polygonoffset[1] = 0;
683 qglColorMask(1, 1, 1, 1);
684 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
685 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
686 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
687 qglDisable(GL_BLEND);CHECKGLERROR
688 qglCullFace(gl_state.cullface);CHECKGLERROR
689 qglEnable(GL_CULL_FACE);CHECKGLERROR
690 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
691 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
692 qglDepthMask(gl_state.depthmask);CHECKGLERROR
693 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
695 if (vid.support.arb_vertex_buffer_object)
697 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
698 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
701 if (vid.support.ext_framebuffer_object)
703 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
704 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
707 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
708 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
710 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
711 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
713 GL_Color(0, 0, 0, 0);
714 GL_Color(1, 1, 1, 1);
716 gl_state.unit = MAX_TEXTUREUNITS;
717 gl_state.clientunit = MAX_TEXTUREUNITS;
718 for (i = 0;i < vid.teximageunits;i++)
721 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
722 if (vid.support.ext_texture_3d)
724 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
726 if (vid.support.arb_texture_cube_map)
728 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
730 if (vid.support.arb_texture_rectangle)
732 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
736 for (i = 0;i < vid.texarrayunits;i++)
738 GL_ClientActiveTexture(i);
740 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
741 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
744 for (i = 0;i < vid.texunits;i++)
747 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
748 if (vid.support.ext_texture_3d)
750 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
752 if (vid.support.arb_texture_cube_map)
754 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
756 if (vid.support.arb_texture_rectangle)
758 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
760 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
761 qglLoadIdentity();CHECKGLERROR
762 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
763 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
769 void GL_ActiveTexture(unsigned int num)
771 if (gl_state.unit != num)
774 if (qglActiveTexture)
777 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
783 void GL_ClientActiveTexture(unsigned int num)
785 if (gl_state.clientunit != num)
787 gl_state.clientunit = num;
788 if (qglActiveTexture)
791 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
797 void GL_BlendFunc(int blendfunc1, int blendfunc2)
799 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
802 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
803 if (gl_state.blendfunc2 == GL_ZERO)
805 if (gl_state.blendfunc1 == GL_ONE)
810 qglDisable(GL_BLEND);CHECKGLERROR
818 qglEnable(GL_BLEND);CHECKGLERROR
827 qglEnable(GL_BLEND);CHECKGLERROR
833 void GL_DepthMask(int state)
835 if (gl_state.depthmask != state)
838 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
842 void GL_DepthTest(int state)
844 if (gl_state.depthtest != state)
846 gl_state.depthtest = state;
848 if (gl_state.depthtest)
850 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
854 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
859 void GL_DepthRange(float nearfrac, float farfrac)
861 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
863 gl_state.depthrange[0] = nearfrac;
864 gl_state.depthrange[1] = farfrac;
865 qglDepthRange(nearfrac, farfrac);
869 void GL_PolygonOffset(float planeoffset, float depthoffset)
871 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
873 gl_state.polygonoffset[0] = planeoffset;
874 gl_state.polygonoffset[1] = depthoffset;
875 qglPolygonOffset(planeoffset, depthoffset);
879 void GL_SetMirrorState(qboolean state)
881 if(!state != !v_flipped_state)
883 // change cull face mode!
884 if(gl_state.cullface == GL_BACK)
885 qglCullFace((gl_state.cullface = GL_FRONT));
886 else if(gl_state.cullface == GL_FRONT)
887 qglCullFace((gl_state.cullface = GL_BACK));
889 v_flipped_state = state;
892 void GL_CullFace(int state)
898 if(state == GL_FRONT)
900 else if(state == GL_BACK)
904 if (state != GL_NONE)
906 if (!gl_state.cullfaceenable)
908 gl_state.cullfaceenable = true;
909 qglEnable(GL_CULL_FACE);CHECKGLERROR
911 if (gl_state.cullface != state)
913 gl_state.cullface = state;
914 qglCullFace(gl_state.cullface);CHECKGLERROR
919 if (gl_state.cullfaceenable)
921 gl_state.cullfaceenable = false;
922 qglDisable(GL_CULL_FACE);CHECKGLERROR
927 void GL_AlphaTest(int state)
929 if (gl_state.alphatest != state)
931 gl_state.alphatest = state;
933 if (gl_state.alphatest)
935 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
939 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
944 void GL_ColorMask(int r, int g, int b, int a)
946 int state = r*8 + g*4 + b*2 + a*1;
947 if (gl_state.colormask != state)
949 gl_state.colormask = state;
951 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
955 void GL_Color(float cr, float cg, float cb, float ca)
957 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)
959 gl_state.color4f[0] = cr;
960 gl_state.color4f[1] = cg;
961 gl_state.color4f[2] = cb;
962 gl_state.color4f[3] = ca;
964 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
969 void GL_LockArrays(int first, int count)
971 if (count < gl_lockarrays_minimumvertices.integer)
976 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
978 if (gl_state.lockrange_count)
980 gl_state.lockrange_count = 0;
982 qglUnlockArraysEXT();
985 if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer)
987 gl_state.lockrange_first = first;
988 gl_state.lockrange_count = count;
990 qglLockArraysEXT(first, count);
996 void GL_Scissor (int x, int y, int width, int height)
999 qglScissor(x, y,width,height);
1003 void GL_ScissorTest(int state)
1005 if(gl_state.scissortest == state)
1009 if((gl_state.scissortest = state))
1010 qglEnable(GL_SCISSOR_TEST);
1012 qglDisable(GL_SCISSOR_TEST);
1016 void GL_Clear(int mask)
1019 qglClear(mask);CHECKGLERROR
1022 // called at beginning of frame
1023 void R_Mesh_Start(void)
1027 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1029 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1030 Cvar_SetValueQuick(&gl_paranoid, 1);
1034 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1038 char compilelog[MAX_INPUTLINE];
1039 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1042 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1043 qglCompileShaderARB(shaderobject);CHECKGLERROR
1044 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1045 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1046 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
1048 int i, j, pretextlines = 0;
1049 for (i = 0;i < numstrings - 1;i++)
1050 for (j = 0;strings[i][j];j++)
1051 if (strings[i][j] == '\n')
1053 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1055 if (!shadercompiled)
1057 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1060 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1061 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1065 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)
1067 GLint programlinked;
1068 GLuint programobject = 0;
1069 char linklog[MAX_INPUTLINE];
1072 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1076 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1079 #ifdef GL_GEOMETRY_SHADER_ARB
1080 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1084 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1087 qglLinkProgramARB(programobject);CHECKGLERROR
1088 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1089 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1092 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
1093 Con_DPrintf("program link log:\n%s\n", linklog);
1094 // software vertex shader is ok but software fragment shader is WAY
1095 // too slow, fail program if so.
1096 // NOTE: this string might be ATI specific, but that's ok because the
1097 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1098 // software fragment shader due to low instruction and dependent
1100 if (strstr(linklog, "fragment shader will run in software"))
1101 programlinked = false;
1105 return programobject;
1107 qglDeleteObjectARB(programobject);CHECKGLERROR
1111 void GL_Backend_FreeProgram(unsigned int prog)
1114 qglDeleteObjectARB(prog);
1118 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1123 for (i = 0;i < count;i++)
1124 *out++ = *in++ + offset;
1127 memcpy(out, in, sizeof(*out) * count);
1130 // renders triangles using vertices from the active arrays
1131 int paranoidblah = 0;
1132 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1134 unsigned int numelements = numtriangles * 3;
1135 if (numvertices < 3 || numtriangles < 1)
1137 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1138 Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1141 if (!gl_mesh_prefer_short_elements.integer)
1149 element3i += firsttriangle * 3;
1151 element3s += firsttriangle * 3;
1152 switch (gl_vbo.integer)
1157 bufferobject3i = bufferobject3s = 0;
1163 bufferobject3i = bufferobject3s = 0;
1167 r_refdef.stats.meshes++;
1168 r_refdef.stats.meshes_elements += numelements;
1169 if (gl_paranoid.integer)
1171 unsigned int i, j, size;
1173 // note: there's no validation done here on buffer objects because it
1174 // is somewhat difficult to get at the data, and gl_paranoid can be
1175 // used without buffer objects if the need arises
1176 // (the data could be gotten using glMapBuffer but it would be very
1177 // slow due to uncachable video memory reads)
1178 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1179 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1181 if (gl_state.pointer_vertex)
1182 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1184 if (gl_state.pointer_color_enabled)
1186 if (!qglIsEnabled(GL_COLOR_ARRAY))
1187 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1189 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1190 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1193 for (i = 0;i < vid.texarrayunits;i++)
1195 if (gl_state.units[i].arrayenabled)
1197 GL_ClientActiveTexture(i);
1198 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1199 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1201 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1202 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++)
1208 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1210 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1212 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1219 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1221 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1223 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1230 if (r_render.integer || r_refdef.draw2dstage)
1233 if (gl_mesh_testmanualfeeding.integer)
1235 unsigned int i, j, element;
1237 qglBegin(GL_TRIANGLES);
1238 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1240 element = element3i ? element3i[i] : element3s[i];
1241 for (j = 0;j < vid.texarrayunits;j++)
1243 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1245 if (vid.texarrayunits > 1)
1247 if (gl_state.units[j].arraycomponents == 4)
1249 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1250 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1252 else if (gl_state.units[j].arraycomponents == 3)
1254 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1255 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1257 else if (gl_state.units[j].arraycomponents == 2)
1259 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1260 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1264 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1265 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1270 if (gl_state.units[j].arraycomponents == 4)
1272 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1273 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1275 else if (gl_state.units[j].arraycomponents == 3)
1277 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1278 qglTexCoord3f(p[0], p[1], p[2]);
1280 else if (gl_state.units[j].arraycomponents == 2)
1282 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1283 qglTexCoord2f(p[0], p[1]);
1287 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1288 qglTexCoord1f(p[0]);
1293 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1295 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1296 qglColor4f(p[0], p[1], p[2], p[3]);
1298 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1299 qglVertex3f(p[0], p[1], p[2]);
1304 else if (gl_mesh_testarrayelement.integer)
1307 qglBegin(GL_TRIANGLES);
1310 for (i = 0;i < numtriangles * 3;i++)
1311 qglArrayElement(element3i[i]);
1315 for (i = 0;i < numtriangles * 3;i++)
1316 qglArrayElement(element3s[i]);
1321 else if (bufferobject3s)
1323 GL_BindEBO(bufferobject3s);
1324 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1326 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1331 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1335 else if (bufferobject3i)
1337 GL_BindEBO(bufferobject3i);
1338 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1340 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1345 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1352 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1354 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1359 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1366 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1368 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1373 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1380 // restores backend state, used when done with 3D rendering
1381 void R_Mesh_Finish(void)
1385 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1387 gl_bufferobjectinfo_t *info;
1388 GLuint bufferobject;
1390 if (!gl_vbo.integer)
1393 qglGenBuffersARB(1, &bufferobject);
1396 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1397 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1398 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1400 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1402 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
1403 memset(info, 0, sizeof(*info));
1404 info->target = target;
1405 info->object = bufferobject;
1407 strlcpy(info->name, name, sizeof(info->name));
1409 return (int)bufferobject;
1412 void R_Mesh_DestroyBufferObject(int bufferobject)
1415 gl_bufferobjectinfo_t *info;
1417 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1419 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1420 for (i = 0;i < endindex;i++)
1422 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1425 if (info->object == bufferobject)
1427 Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
1433 void GL_Mesh_ListVBOs(qboolean printeach)
1436 size_t ebocount = 0, ebomemory = 0;
1437 size_t vbocount = 0, vbomemory = 0;
1438 gl_bufferobjectinfo_t *info;
1439 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1440 for (i = 0;i < endindex;i++)
1442 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1445 switch(info->target)
1447 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;
1448 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;
1449 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1452 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);
1455 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1457 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1459 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1461 gl_state.pointer_vertex = vertex3f;
1462 gl_state.pointer_vertex_buffer = bufferobject;
1463 gl_state.pointer_vertex_offset = bufferoffset;
1465 GL_BindVBO(bufferobject);
1466 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1470 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1472 // note: this can not rely on bufferobject to decide whether a color array
1473 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1474 // means that a valid vbo may be supplied even if there is no color array.
1477 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1479 // caller wants color array enabled
1480 if (!gl_state.pointer_color_enabled)
1482 gl_state.pointer_color_enabled = true;
1484 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1486 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1488 gl_state.pointer_color = color4f;
1489 gl_state.pointer_color_buffer = bufferobject;
1490 gl_state.pointer_color_offset = bufferoffset;
1492 GL_BindVBO(bufferobject);
1493 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1498 // caller wants color array disabled
1499 if (gl_state.pointer_color_enabled)
1501 gl_state.pointer_color_enabled = false;
1503 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1504 // when color array is on the glColor gets trashed, set it again
1505 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1510 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1512 gltextureunit_t *unit = gl_state.units + unitnum;
1513 // update array settings
1515 // note: there is no need to check bufferobject here because all cases
1516 // that involve a valid bufferobject also supply a texcoord array
1519 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1521 // texture array unit is enabled, enable the array
1522 if (!unit->arrayenabled)
1524 unit->arrayenabled = true;
1525 GL_ClientActiveTexture(unitnum);
1526 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1529 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1531 unit->pointer_texcoord = texcoord;
1532 unit->pointer_texcoord_buffer = bufferobject;
1533 unit->pointer_texcoord_offset = bufferoffset;
1534 unit->arraycomponents = numcomponents;
1535 GL_ClientActiveTexture(unitnum);
1536 GL_BindVBO(bufferobject);
1537 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1542 // texture array unit is disabled, disable the array
1543 if (unit->arrayenabled)
1545 unit->arrayenabled = false;
1546 GL_ClientActiveTexture(unitnum);
1547 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1552 int R_Mesh_TexBound(unsigned int unitnum, int id)
1554 gltextureunit_t *unit = gl_state.units + unitnum;
1555 if (unitnum >= vid.teximageunits)
1557 if (id == GL_TEXTURE_2D)
1559 if (id == GL_TEXTURE_3D)
1561 if (id == GL_TEXTURE_CUBE_MAP_ARB)
1562 return unit->tcubemap;
1563 if (id == GL_TEXTURE_RECTANGLE_ARB)
1564 return unit->trectangle;
1568 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
1570 R_Mesh_TexBind(0, tex);
1571 GL_ActiveTexture(0);CHECKGLERROR
1572 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
1575 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
1577 gltextureunit_t *unit = gl_state.units + unitnum;
1578 int tex2d, tex3d, texcubemap, texnum;
1579 if (unitnum >= vid.teximageunits)
1581 switch(vid.renderpath)
1583 case RENDERPATH_GL20:
1584 case RENDERPATH_CGGL:
1586 tex = r_texture_white;
1587 texnum = R_GetTexture(tex);
1588 switch(tex->gltexturetypeenum)
1590 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
1591 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
1592 case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
1593 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
1596 case RENDERPATH_GL13:
1597 case RENDERPATH_GL11:
1603 texnum = R_GetTexture(tex);
1604 switch(tex->gltexturetypeenum)
1612 case GL_TEXTURE_CUBE_MAP_ARB:
1613 texcubemap = texnum;
1617 // update 2d texture binding
1618 if (unit->t2d != tex2d)
1620 GL_ActiveTexture(unitnum);
1625 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1632 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1636 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1638 // update 3d texture binding
1639 if (unit->t3d != tex3d)
1641 GL_ActiveTexture(unitnum);
1646 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1653 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1657 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1659 // update cubemap texture binding
1660 if (unit->tcubemap != texcubemap)
1662 GL_ActiveTexture(unitnum);
1665 if (unit->tcubemap == 0)
1667 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1674 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1677 unit->tcubemap = texcubemap;
1678 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1684 static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
1686 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1688 gltextureunit_t *unit = gl_state.units + unitnum;
1689 if (matrix && matrix->m[3][3])
1691 // texmatrix specified, check if it is different
1692 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1695 unit->texmatrixenabled = true;
1696 unit->matrix = *matrix;
1698 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
1699 GL_ActiveTexture(unitnum);
1700 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1701 qglLoadMatrixf(glmatrix);CHECKGLERROR
1702 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1707 // no texmatrix specified, revert to identity
1708 if (unit->texmatrixenabled)
1710 unit->texmatrixenabled = false;
1711 unit->matrix = identitymatrix;
1713 GL_ActiveTexture(unitnum);
1714 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1715 qglLoadIdentity();CHECKGLERROR
1716 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1721 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1723 gltextureunit_t *unit = gl_state.units + unitnum;
1725 switch(vid.renderpath)
1727 case RENDERPATH_GL20:
1728 case RENDERPATH_CGGL:
1731 case RENDERPATH_GL13:
1732 // GL_ARB_texture_env_combine
1734 combinergb = GL_MODULATE;
1736 combinealpha = GL_MODULATE;
1741 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
1743 if (combinergb == GL_DECAL)
1744 combinergb = GL_INTERPOLATE_ARB;
1745 if (unit->combine != GL_COMBINE_ARB)
1747 unit->combine = GL_COMBINE_ARB;
1748 GL_ActiveTexture(unitnum);
1749 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
1750 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
1752 if (unit->combinergb != combinergb)
1754 unit->combinergb = combinergb;
1755 GL_ActiveTexture(unitnum);
1756 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1758 if (unit->combinealpha != combinealpha)
1760 unit->combinealpha = combinealpha;
1761 GL_ActiveTexture(unitnum);
1762 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1764 if (unit->rgbscale != rgbscale)
1766 unit->rgbscale = rgbscale;
1767 GL_ActiveTexture(unitnum);
1768 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
1770 if (unit->alphascale != alphascale)
1772 unit->alphascale = alphascale;
1773 GL_ActiveTexture(unitnum);
1774 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
1779 if (unit->combine != combinergb)
1781 unit->combine = combinergb;
1782 GL_ActiveTexture(unitnum);
1783 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1787 case RENDERPATH_GL11:
1790 combinergb = GL_MODULATE;
1791 if (unit->combine != combinergb)
1793 unit->combine = combinergb;
1794 GL_ActiveTexture(unitnum);
1795 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1801 void R_Mesh_ResetTextureState(void)
1803 unsigned int unitnum;
1808 switch(vid.renderpath)
1810 case RENDERPATH_GL20:
1811 case RENDERPATH_CGGL:
1812 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
1814 gltextureunit_t *unit = gl_state.units + unitnum;
1818 GL_ActiveTexture(unitnum);
1819 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1824 GL_ActiveTexture(unitnum);
1825 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1830 GL_ActiveTexture(unitnum);
1831 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1833 if (unit->trectangle)
1835 unit->trectangle = 0;
1836 GL_ActiveTexture(unitnum);
1837 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1840 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
1842 gltextureunit_t *unit = gl_state.units + unitnum;
1843 if (unit->arrayenabled)
1845 unit->arrayenabled = false;
1846 GL_ClientActiveTexture(unitnum);
1847 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1850 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1852 gltextureunit_t *unit = gl_state.units + unitnum;
1853 if (unit->texmatrixenabled)
1855 unit->texmatrixenabled = false;
1856 unit->matrix = identitymatrix;
1858 GL_ActiveTexture(unitnum);
1859 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1860 qglLoadIdentity();CHECKGLERROR
1861 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1865 case RENDERPATH_GL13:
1866 case RENDERPATH_GL11:
1867 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1869 gltextureunit_t *unit = gl_state.units + unitnum;
1873 GL_ActiveTexture(unitnum);
1874 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1875 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1880 GL_ActiveTexture(unitnum);
1881 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1882 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1887 GL_ActiveTexture(unitnum);
1888 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1889 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1891 if (unit->trectangle)
1893 unit->trectangle = 0;
1894 GL_ActiveTexture(unitnum);
1895 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1896 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1898 if (unit->arrayenabled)
1900 unit->arrayenabled = false;
1901 GL_ClientActiveTexture(unitnum);
1902 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1904 if (unit->texmatrixenabled)
1906 unit->texmatrixenabled = false;
1907 unit->matrix = identitymatrix;
1909 GL_ActiveTexture(unitnum);
1910 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1911 qglLoadIdentity();CHECKGLERROR
1912 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1914 if (unit->combine != GL_MODULATE)
1916 unit->combine = GL_MODULATE;
1917 GL_ActiveTexture(unitnum);
1918 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR