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;
87 static mempool_t *gl_backend_mempool;
90 note: here's strip order for a terrain row:
97 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
99 *elements++ = i + row;
101 *elements++ = i + row + 1;
104 *elements++ = i + row + 1;
107 for (y = 0;y < rows - 1;y++)
109 for (x = 0;x < columns - 1;x++)
112 *elements++ = i + columns;
114 *elements++ = i + columns + 1;
117 *elements++ = i + columns + 1;
128 for (y = 0;y < rows - 1;y++)
130 for (x = 0;x < columns - 1;x++)
134 *elements++ = i + columns;
135 *elements++ = i + columns + 1;
136 *elements++ = i + columns;
137 *elements++ = i + columns + 1;
143 int polygonelements[768];
145 static void R_Mesh_CacheArray_Startup(void);
146 static void R_Mesh_CacheArray_Shutdown(void);
147 void GL_Backend_AllocArrays(void)
149 if (!gl_backend_mempool)
150 gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
151 R_Mesh_CacheArray_Startup();
154 void GL_Backend_FreeArrays(void)
156 R_Mesh_CacheArray_Shutdown();
157 Mem_FreePool(&gl_backend_mempool);
160 static void gl_backend_start(void)
162 Con_Print("OpenGL Backend starting...\n");
165 if (qglDrawRangeElements != NULL)
168 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
170 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
172 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
175 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
176 backendimageunits = backendunits;
177 backendarrayunits = backendunits;
178 if (gl_support_fragment_shader)
181 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
183 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
185 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
187 else if (backendunits > 1)
188 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
190 Con_Printf("singletexture\n");
192 GL_Backend_AllocArrays();
194 Con_Printf("OpenGL backend started.\n");
198 backendactive = true;
201 static void gl_backend_shutdown(void)
204 backendimageunits = 0;
205 backendarrayunits = 0;
206 backendactive = false;
208 Con_Print("OpenGL Backend shutting down\n");
210 GL_Backend_FreeArrays();
213 static void gl_backend_newmap(void)
217 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
218 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
219 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
220 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
222 void gl_backend_init(void)
226 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
228 polygonelements[i * 3 + 0] = 0;
229 polygonelements[i * 3 + 1] = i + 1;
230 polygonelements[i * 3 + 2] = i + 2;
233 Cvar_RegisterVariable(&r_render);
234 Cvar_RegisterVariable(&r_waterwarp);
235 Cvar_RegisterVariable(&r_stereo_separation);
236 Cvar_RegisterVariable(&r_stereo_sidebyside);
237 Cvar_RegisterVariable(&r_stereo_redblue);
238 Cvar_RegisterVariable(&r_stereo_redcyan);
239 Cvar_RegisterVariable(&r_stereo_redgreen);
240 Cvar_RegisterVariable(&gl_polyblend);
241 Cvar_RegisterVariable(&gl_dither);
242 Cvar_RegisterVariable(&gl_lockarrays);
243 Cvar_RegisterVariable(&gl_paranoid);
244 Cvar_RegisterVariable(&gl_printcheckerror);
246 Cvar_SetValue("r_render", 0);
249 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
250 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
251 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
253 Cvar_RegisterVariable(&scr_zoomwindow);
254 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
255 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
256 Cvar_RegisterVariable(&scr_zoomwindow_fov);
258 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
261 void GL_SetupView_Orientation_Identity (void)
263 Matrix4x4_CreateIdentity(&backend_viewmatrix);
264 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
267 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
269 matrix4x4_t tempmatrix, basematrix;
270 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
271 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
272 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
273 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
274 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
275 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
276 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
277 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
278 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
281 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
286 if (!r_render.integer)
290 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
291 qglLoadIdentity();CHECKGLERROR
293 xmax = zNear * tan(fovx * M_PI / 360.0);
294 ymax = zNear * tan(fovy * M_PI / 360.0);
296 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
297 qglGetDoublev(GL_PROJECTION_MATRIX, m);
298 backend_projectmatrix.m[0][0] = m[0];
299 backend_projectmatrix.m[1][0] = m[1];
300 backend_projectmatrix.m[2][0] = m[2];
301 backend_projectmatrix.m[3][0] = m[3];
302 backend_projectmatrix.m[0][1] = m[4];
303 backend_projectmatrix.m[1][1] = m[5];
304 backend_projectmatrix.m[2][1] = m[6];
305 backend_projectmatrix.m[3][1] = m[7];
306 backend_projectmatrix.m[0][2] = m[8];
307 backend_projectmatrix.m[1][2] = m[9];
308 backend_projectmatrix.m[2][2] = m[10];
309 backend_projectmatrix.m[3][2] = m[11];
310 backend_projectmatrix.m[0][3] = m[12];
311 backend_projectmatrix.m[1][3] = m[13];
312 backend_projectmatrix.m[2][3] = m[14];
313 backend_projectmatrix.m[3][3] = m[15];
314 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
315 GL_SetupView_Orientation_Identity();
318 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
322 if (!r_render.integer)
326 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
327 qglLoadIdentity();CHECKGLERROR
329 nudge = 1.0 - 1.0 / (1<<23);
330 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
335 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
344 m[14] = -2 * zNear * nudge;
347 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
348 GL_SetupView_Orientation_Identity();
349 backend_projectmatrix.m[0][0] = m[0];
350 backend_projectmatrix.m[1][0] = m[1];
351 backend_projectmatrix.m[2][0] = m[2];
352 backend_projectmatrix.m[3][0] = m[3];
353 backend_projectmatrix.m[0][1] = m[4];
354 backend_projectmatrix.m[1][1] = m[5];
355 backend_projectmatrix.m[2][1] = m[6];
356 backend_projectmatrix.m[3][1] = m[7];
357 backend_projectmatrix.m[0][2] = m[8];
358 backend_projectmatrix.m[1][2] = m[9];
359 backend_projectmatrix.m[2][2] = m[10];
360 backend_projectmatrix.m[3][2] = m[11];
361 backend_projectmatrix.m[0][3] = m[12];
362 backend_projectmatrix.m[1][3] = m[13];
363 backend_projectmatrix.m[2][3] = m[14];
364 backend_projectmatrix.m[3][3] = m[15];
367 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
371 if (!r_render.integer)
375 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
376 qglLoadIdentity();CHECKGLERROR
377 qglOrtho(x1, x2, y2, y1, zNear, zFar);
378 qglGetDoublev(GL_PROJECTION_MATRIX, m);
379 backend_projectmatrix.m[0][0] = m[0];
380 backend_projectmatrix.m[1][0] = m[1];
381 backend_projectmatrix.m[2][0] = m[2];
382 backend_projectmatrix.m[3][0] = m[3];
383 backend_projectmatrix.m[0][1] = m[4];
384 backend_projectmatrix.m[1][1] = m[5];
385 backend_projectmatrix.m[2][1] = m[6];
386 backend_projectmatrix.m[3][1] = m[7];
387 backend_projectmatrix.m[0][2] = m[8];
388 backend_projectmatrix.m[1][2] = m[9];
389 backend_projectmatrix.m[2][2] = m[10];
390 backend_projectmatrix.m[3][2] = m[11];
391 backend_projectmatrix.m[0][3] = m[12];
392 backend_projectmatrix.m[1][3] = m[13];
393 backend_projectmatrix.m[2][3] = m[14];
394 backend_projectmatrix.m[3][3] = m[15];
395 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
396 GL_SetupView_Orientation_Identity();
399 typedef struct gltextureunit_s
401 int t1d, t2d, t3d, tcubemap;
403 unsigned int arraycomponents;
404 const void *pointer_texcoord;
405 float rgbscale, alphascale;
406 int combinergb, combinealpha;
407 // FIXME: add more combine stuff
408 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
409 int texmatrixenabled;
420 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
424 unsigned int clientunit;
425 gltextureunit_t units[MAX_TEXTUREUNITS];
429 const void *pointer_vertex;
430 const void *pointer_color;
434 void GL_SetupTextureState(void)
437 gltextureunit_t *unit;
440 gl_state.clientunit = -1;
441 for (i = 0;i < MAX_TEXTUREUNITS;i++)
443 unit = gl_state.units + i;
448 unit->arrayenabled = false;
449 unit->arraycomponents = 0;
450 unit->pointer_texcoord = NULL;
452 unit->alphascale = 1;
453 unit->combinergb = GL_MODULATE;
454 unit->combinealpha = GL_MODULATE;
455 unit->texmatrixenabled = false;
456 unit->matrix = r_identitymatrix;
459 for (i = 0;i < backendimageunits;i++)
462 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
463 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
466 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
468 if (gl_texturecubemap)
470 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
474 for (i = 0;i < backendarrayunits;i++)
476 GL_ClientActiveTexture(i);
477 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
478 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
481 for (i = 0;i < backendunits;i++)
484 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
485 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
488 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
490 if (gl_texturecubemap)
492 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
494 qglMatrixMode(GL_TEXTURE);
496 qglMatrixMode(GL_MODELVIEW);
497 if (gl_combine.integer)
499 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
500 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
501 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
502 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
503 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
504 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
505 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
506 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
507 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
508 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
509 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
510 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
511 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
512 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
513 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
514 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
515 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
519 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
525 void GL_Backend_ResetState(void)
527 memset(&gl_state, 0, sizeof(gl_state));
528 gl_state.depthtest = true;
529 gl_state.blendfunc1 = GL_ONE;
530 gl_state.blendfunc2 = GL_ZERO;
531 gl_state.blend = false;
532 gl_state.depthmask = GL_TRUE;
533 gl_state.colormask = 15;
534 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
535 gl_state.lockrange_first = 0;
536 gl_state.lockrange_count = 0;
537 gl_state.pointer_vertex = NULL;
538 gl_state.pointer_color = NULL;
542 qglColorMask(1, 1, 1, 1);
543 qglEnable(GL_CULL_FACE);CHECKGLERROR
544 qglCullFace(GL_FRONT);CHECKGLERROR
545 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
546 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
547 qglDisable(GL_BLEND);CHECKGLERROR
548 qglDepthMask(gl_state.depthmask);CHECKGLERROR
550 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
551 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
553 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
554 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
556 GL_Color(0, 0, 0, 0);
557 GL_Color(1, 1, 1, 1);
559 GL_SetupTextureState();
562 void GL_ActiveTexture(unsigned int num)
564 if (gl_state.unit != num)
567 if (qglActiveTexture)
569 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
575 void GL_ClientActiveTexture(unsigned int num)
577 if (gl_state.clientunit != num)
579 gl_state.clientunit = num;
580 if (qglActiveTexture)
582 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
588 void GL_BlendFunc(int blendfunc1, int blendfunc2)
590 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
594 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
595 if (gl_state.blendfunc2 == GL_ZERO)
597 if (gl_state.blendfunc1 == GL_ONE)
602 qglDisable(GL_BLEND);CHECKGLERROR
610 qglEnable(GL_BLEND);CHECKGLERROR
619 qglEnable(GL_BLEND);CHECKGLERROR
625 void GL_DepthMask(int state)
627 if (gl_state.depthmask != state)
631 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
635 void GL_DepthTest(int state)
637 if (gl_state.depthtest != state)
641 gl_state.depthtest = state;
642 if (gl_state.depthtest)
644 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
648 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
653 void GL_ColorMask(int r, int g, int b, int a)
655 int state = r*8 + g*4 + b*2 + a*1;
656 if (gl_state.colormask != state)
660 gl_state.colormask = state;
661 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
665 void GL_Color(float cr, float cg, float cb, float ca)
667 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)
671 gl_state.color4f[0] = cr;
672 gl_state.color4f[1] = cg;
673 gl_state.color4f[2] = cb;
674 gl_state.color4f[3] = ca;
676 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
681 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
685 r_showtrispass = false;
686 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
687 r_showtrispass = true;
691 void GL_LockArrays(int first, int count)
693 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
695 if (gl_state.lockrange_count)
697 gl_state.lockrange_count = 0;
699 qglUnlockArraysEXT();
702 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
704 gl_state.lockrange_first = first;
705 gl_state.lockrange_count = count;
707 qglLockArraysEXT(first, count);
713 void GL_Scissor (int x, int y, int width, int height)
716 qglScissor(x, vid.realheight - (y + height),width,height);
720 void GL_ScissorTest(int state)
722 if(gl_state.scissortest == state)
726 if((gl_state.scissortest = state))
727 qglEnable(GL_SCISSOR_TEST);
729 qglDisable(GL_SCISSOR_TEST);
733 void GL_Clear(int mask)
737 qglClear(mask);CHECKGLERROR
740 void GL_TransformToScreen(const vec4_t in, vec4_t out)
744 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
745 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
747 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
748 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
749 out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
752 // called at beginning of frame
753 void R_Mesh_Start(void)
757 GL_Backend_ResetState();
760 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
762 GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
763 GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
764 char compilelog[4096];
767 programobject = qglCreateProgramObjectARB();
772 if (vertexstrings_count)
775 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
776 if (!vertexshaderobject)
778 qglDeleteObjectARB(programobject);
782 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
783 qglCompileShaderARB(vertexshaderobject);
785 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
786 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
788 Con_Printf("vertex shader compile log:\n%s\n", compilelog);
789 if (!vertexshadercompiled)
791 qglDeleteObjectARB(programobject);
792 qglDeleteObjectARB(vertexshaderobject);
796 qglAttachObjectARB(programobject, vertexshaderobject);
797 qglDeleteObjectARB(vertexshaderobject);
801 if (fragmentstrings_count)
804 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
805 if (!fragmentshaderobject)
807 qglDeleteObjectARB(programobject);
811 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
812 qglCompileShaderARB(fragmentshaderobject);
814 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
815 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
817 Con_Printf("fragment shader compile log:\n%s\n", compilelog);
818 if (!fragmentshadercompiled)
820 qglDeleteObjectARB(programobject);
821 qglDeleteObjectARB(fragmentshaderobject);
825 qglAttachObjectARB(programobject, fragmentshaderobject);
826 qglDeleteObjectARB(fragmentshaderobject);
830 qglLinkProgramARB(programobject);
832 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
833 qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
836 Con_Printf("program link log:\n%s\n", compilelog);
837 // software vertex shader is ok but software fragment shader is WAY
838 // too slow, fail program if so.
839 // NOTE: this string might be ATI specific, but that's ok because the
840 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
841 // software fragment shader due to low instruction and dependent
843 if (strstr(compilelog, "fragment shader will run in software"))
844 programlinked = false;
849 qglDeleteObjectARB(programobject);
853 return programobject;
856 void GL_Backend_FreeProgram(unsigned int prog)
859 qglDeleteObjectARB(prog);
863 int gl_backend_rebindtextures;
865 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
870 for (i = 0;i < count;i++)
871 *out++ = *in++ + offset;
874 memcpy(out, in, sizeof(*out) * count);
877 // renders triangles using vertices from the active arrays
878 int paranoidblah = 0;
879 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
881 unsigned int numelements = numtriangles * 3;
882 if (numverts == 0 || numtriangles == 0)
884 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
890 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
894 c_meshelements += numelements;
895 if (gl_paranoid.integer)
897 unsigned int i, j, size;
899 if (!qglIsEnabled(GL_VERTEX_ARRAY))
900 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
901 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
903 if (gl_state.pointer_color)
905 if (!qglIsEnabled(GL_COLOR_ARRAY))
906 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
907 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
910 for (i = 0;i < backendarrayunits;i++)
912 if (gl_state.units[i].arrayenabled)
914 GL_ClientActiveTexture(i);
915 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
916 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
917 for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
921 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
923 if (elements[i] < 0 || elements[i] >= numverts)
925 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
931 if (r_render.integer)
934 if (gl_mesh_testmanualfeeding.integer)
938 qglBegin(GL_TRIANGLES);
939 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
941 for (j = 0;j < backendarrayunits;j++)
943 if (gl_state.units[j].pointer_texcoord)
945 if (backendarrayunits > 1)
947 if (gl_state.units[j].arraycomponents == 4)
949 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
950 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
952 else if (gl_state.units[j].arraycomponents == 3)
954 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
955 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
957 else if (gl_state.units[j].arraycomponents == 2)
959 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
960 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
964 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
965 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
970 if (gl_state.units[j].arraycomponents == 4)
972 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
973 qglTexCoord4f(p[0], p[1], p[2], p[3]);
975 else if (gl_state.units[j].arraycomponents == 3)
977 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
978 qglTexCoord3f(p[0], p[1], p[2]);
980 else if (gl_state.units[j].arraycomponents == 2)
982 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
983 qglTexCoord2f(p[0], p[1]);
987 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
993 if (gl_state.pointer_color)
995 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
996 qglColor4f(p[0], p[1], p[2], p[3]);
998 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
999 qglVertex3f(p[0], p[1], p[2]);
1004 else if (gl_mesh_testarrayelement.integer)
1007 qglBegin(GL_TRIANGLES);
1008 for (i = 0;i < numtriangles * 3;i++)
1010 qglArrayElement(elements[i]);
1015 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1017 qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
1021 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
1027 // restores backend state, used when done with 3D rendering
1028 void R_Mesh_Finish(void)
1033 GL_LockArrays(0, 0);
1036 for (i = 0;i < backendimageunits;i++)
1038 GL_ActiveTexture(i);
1039 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1040 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1043 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1045 if (gl_texturecubemap)
1047 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1050 for (i = 0;i < backendarrayunits;i++)
1052 GL_ActiveTexture(backendarrayunits - 1 - i);
1053 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1055 for (i = 0;i < backendunits;i++)
1057 GL_ActiveTexture(backendunits - 1 - i);
1058 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1059 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1062 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1064 if (gl_texturecubemap)
1066 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1068 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1069 if (gl_combine.integer)
1071 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1072 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1075 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1076 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1078 qglDisable(GL_BLEND);CHECKGLERROR
1079 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1080 qglDepthMask(GL_TRUE);CHECKGLERROR
1081 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1084 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1086 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1088 backend_modelmatrix = *matrix;
1089 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1090 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1091 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
1095 void R_Mesh_VertexPointer(const float *vertex3f)
1097 if (gl_state.pointer_vertex != vertex3f)
1099 gl_state.pointer_vertex = vertex3f;
1101 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1106 void R_Mesh_ColorPointer(const float *color4f)
1108 if (gl_state.pointer_color != color4f)
1111 if (!gl_state.pointer_color)
1113 qglEnableClientState(GL_COLOR_ARRAY);
1118 qglDisableClientState(GL_COLOR_ARRAY);
1120 // when color array is on the glColor gets trashed, set it again
1121 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1124 gl_state.pointer_color = color4f;
1125 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
1130 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1132 gltextureunit_t *unit = gl_state.units + unitnum;
1133 // update array settings
1137 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1139 unit->pointer_texcoord = texcoord;
1140 unit->arraycomponents = numcomponents;
1141 GL_ClientActiveTexture(unitnum);
1142 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
1145 // texture array unit is enabled, enable the array
1146 if (!unit->arrayenabled)
1148 unit->arrayenabled = true;
1149 GL_ClientActiveTexture(unitnum);
1150 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1155 // texture array unit is disabled, disable the array
1156 if (unit->arrayenabled)
1158 unit->arrayenabled = false;
1159 GL_ClientActiveTexture(unitnum);
1160 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1165 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1167 gltextureunit_t *unit = gl_state.units + unitnum;
1168 if (unitnum >= backendunits)
1170 // update 1d texture binding
1171 if (unit->t1d != tex1d)
1173 GL_ActiveTexture(unitnum);
1174 if (unitnum < backendunits)
1179 qglEnable(GL_TEXTURE_1D);
1184 qglDisable(GL_TEXTURE_1D);
1188 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1191 // update 2d texture binding
1192 if (unit->t2d != tex2d)
1194 GL_ActiveTexture(unitnum);
1195 if (unitnum < backendunits)
1200 qglEnable(GL_TEXTURE_2D);
1205 qglDisable(GL_TEXTURE_2D);
1209 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1212 // update 3d texture binding
1213 if (unit->t3d != tex3d)
1215 GL_ActiveTexture(unitnum);
1216 if (unitnum < backendunits)
1221 qglEnable(GL_TEXTURE_3D);
1226 qglDisable(GL_TEXTURE_3D);
1230 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1233 // update cubemap texture binding
1234 if (unit->tcubemap != texcubemap)
1236 GL_ActiveTexture(unitnum);
1237 if (unitnum < backendunits)
1241 if (unit->tcubemap == 0)
1242 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1247 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1250 unit->tcubemap = texcubemap;
1251 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1256 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1258 gltextureunit_t *unit = gl_state.units + unitnum;
1259 if (unitnum >= backendunits)
1261 // update 1d texture binding
1262 if (unit->t1d != texnum)
1264 GL_ActiveTexture(unitnum);
1268 qglEnable(GL_TEXTURE_1D);
1273 qglDisable(GL_TEXTURE_1D);
1276 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1279 // update 2d texture binding
1282 GL_ActiveTexture(unitnum);
1284 qglDisable(GL_TEXTURE_2D);
1286 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1289 // update 3d texture binding
1292 GL_ActiveTexture(unitnum);
1294 qglDisable(GL_TEXTURE_3D);
1296 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1299 // update cubemap texture binding
1302 GL_ActiveTexture(unitnum);
1304 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1306 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1311 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1313 gltextureunit_t *unit = gl_state.units + unitnum;
1314 if (unitnum >= backendunits)
1316 // update 1d texture binding
1319 GL_ActiveTexture(unitnum);
1321 qglDisable(GL_TEXTURE_1D);
1323 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1326 // update 2d texture binding
1327 if (unit->t2d != texnum)
1329 GL_ActiveTexture(unitnum);
1333 qglEnable(GL_TEXTURE_2D);
1338 qglDisable(GL_TEXTURE_2D);
1341 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1344 // update 3d texture binding
1347 GL_ActiveTexture(unitnum);
1349 qglDisable(GL_TEXTURE_3D);
1351 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1354 // update cubemap texture binding
1355 if (unit->tcubemap != 0)
1357 GL_ActiveTexture(unitnum);
1359 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1361 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1366 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1368 gltextureunit_t *unit = gl_state.units + unitnum;
1369 if (unitnum >= backendunits)
1371 // update 1d texture binding
1374 GL_ActiveTexture(unitnum);
1376 qglDisable(GL_TEXTURE_1D);
1378 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1381 // update 2d texture binding
1384 GL_ActiveTexture(unitnum);
1386 qglDisable(GL_TEXTURE_2D);
1388 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1391 // update 3d texture binding
1392 if (unit->t3d != texnum)
1394 GL_ActiveTexture(unitnum);
1398 qglEnable(GL_TEXTURE_3D);
1403 qglDisable(GL_TEXTURE_3D);
1406 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1409 // update cubemap texture binding
1410 if (unit->tcubemap != 0)
1412 GL_ActiveTexture(unitnum);
1414 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1416 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1421 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1423 gltextureunit_t *unit = gl_state.units + unitnum;
1424 if (unitnum >= backendunits)
1426 // update 1d texture binding
1429 GL_ActiveTexture(unitnum);
1431 qglDisable(GL_TEXTURE_1D);
1433 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1436 // update 2d texture binding
1439 GL_ActiveTexture(unitnum);
1441 qglDisable(GL_TEXTURE_2D);
1443 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1446 // update 3d texture binding
1449 GL_ActiveTexture(unitnum);
1451 qglDisable(GL_TEXTURE_3D);
1453 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1456 // update cubemap texture binding
1457 if (unit->tcubemap != texnum)
1459 GL_ActiveTexture(unitnum);
1462 if (unit->tcubemap == 0)
1463 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1468 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1470 unit->tcubemap = texnum;
1471 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1476 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1478 gltextureunit_t *unit = gl_state.units + unitnum;
1479 if (matrix->m[3][3])
1481 // texmatrix specified, check if it is different
1482 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1484 matrix4x4_t tempmatrix;
1485 unit->texmatrixenabled = true;
1486 unit->matrix = *matrix;
1487 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1488 qglMatrixMode(GL_TEXTURE);
1489 GL_ActiveTexture(unitnum);
1490 qglLoadMatrixf(&tempmatrix.m[0][0]);
1491 qglMatrixMode(GL_MODELVIEW);
1496 // no texmatrix specified, revert to identity
1497 if (unit->texmatrixenabled)
1499 unit->texmatrixenabled = false;
1500 qglMatrixMode(GL_TEXTURE);
1501 GL_ActiveTexture(unitnum);
1503 qglMatrixMode(GL_MODELVIEW);
1508 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1510 gltextureunit_t *unit = gl_state.units + unitnum;
1511 if (gl_combine.integer)
1513 // GL_ARB_texture_env_combine
1515 combinergb = GL_MODULATE;
1517 combinealpha = GL_MODULATE;
1522 if (unit->combinergb != combinergb)
1524 unit->combinergb = combinergb;
1525 GL_ActiveTexture(unitnum);
1526 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1528 if (unit->combinealpha != combinealpha)
1530 unit->combinealpha = combinealpha;
1531 GL_ActiveTexture(unitnum);
1532 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1534 if (unit->rgbscale != rgbscale)
1536 GL_ActiveTexture(unitnum);
1537 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1539 if (unit->alphascale != alphascale)
1541 GL_ActiveTexture(unitnum);
1542 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1549 combinergb = GL_MODULATE;
1550 if (unit->combinergb != combinergb)
1552 unit->combinergb = combinergb;
1553 GL_ActiveTexture(unitnum);
1554 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1559 void R_Mesh_State(const rmeshstate_t *m)
1565 R_Mesh_VertexPointer(m->pointer_vertex);
1570 R_Mesh_ColorPointer(m->pointer_color);
1572 if (gl_backend_rebindtextures)
1574 gl_backend_rebindtextures = false;
1575 GL_SetupTextureState();
1578 for (i = 0;i < backendimageunits;i++)
1579 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1580 for (i = 0;i < backendarrayunits;i++)
1582 if (m->pointer_texcoord3f[i])
1583 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1585 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1587 for (i = 0;i < backendunits;i++)
1589 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1590 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1594 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1597 for (;numtriangles;numtriangles--, elements += 3)
1599 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1600 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1601 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1608 ==============================================================================
1612 ==============================================================================
1615 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)
1617 int indices[3] = {0,1,2};
1620 if (!r_render.integer)
1623 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
1626 if (scr_screenshot_gamma.value != 1)
1629 double igamma = 1.0 / scr_screenshot_gamma.value;
1630 unsigned char ramp[256];
1631 for (i = 0;i < 256;i++)
1632 ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
1633 for (i = 0;i < width*height*3;i++)
1634 buffer1[i] = ramp[buffer1[i]];
1637 Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
1640 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
1642 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
1647 //=============================================================================
1649 void R_ClearScreen(void)
1651 if (r_render.integer)
1654 qglClearColor(0,0,0,0);CHECKGLERROR
1655 qglClearDepth(1);CHECKGLERROR
1658 // LordHavoc: we use a stencil centered around 128 instead of 0,
1659 // to avoid clamping interfering with strange shadow volume
1661 qglClearStencil(128);CHECKGLERROR
1664 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1665 // set dithering mode
1666 if (gl_dither.integer)
1668 qglEnable(GL_DITHER);CHECKGLERROR
1672 qglDisable(GL_DITHER);CHECKGLERROR
1678 ====================
1680 ====================
1682 float CalcFov (float fov_x, float width, float height)
1684 // calculate vision size and alter by aspect, then convert back to angle
1685 return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
1690 void SCR_DrawScreen (void)
1692 for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
1696 R_TimeReport("setup");
1702 GL_BlendFunc(GL_ONE, GL_ONE);
1703 GL_DepthTest(GL_FALSE);
1704 GL_DepthMask(GL_FALSE);
1705 memset(&m, 0, sizeof(m));
1707 GL_ShowTrisColor(0.2,0.2,0.2,1);
1711 if (cls.signon == SIGNONS)
1715 size = scr_viewsize.value * (1.0 / 100.0);
1716 size = min(size, 1);
1718 if (r_stereo_sidebyside.integer)
1720 r_refdef.width = vid.realwidth * size / 2.5;
1721 r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
1722 r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
1723 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1725 r_refdef.x += r_refdef.width * 1.5;
1729 r_refdef.width = vid.realwidth * size;
1730 r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
1731 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1732 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1735 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1736 r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
1737 r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1741 if (scr_zoomwindow.integer)
1743 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1744 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1745 r_refdef.width = vid.realwidth * sizex;
1746 r_refdef.height = vid.realheight * sizey;
1747 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1749 r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
1750 r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1756 if (!r_stereo_sidebyside.integer)
1758 r_refdef.width = vid.realwidth;
1759 r_refdef.height = vid.realheight;
1769 R_TimeReport("meshfinish");
1774 void SCR_UpdateLoadingScreen (void)
1779 // don't do anything if not initialized yet
1783 VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
1784 VID_UpdateGamma(false);
1785 qglViewport(0, 0, vid.realwidth, vid.realheight);
1786 //qglDisable(GL_SCISSOR_TEST);
1788 qglColorMask(1,1,1,1);
1789 //qglClearColor(0,0,0,0);
1790 //qglClear(GL_COLOR_BUFFER_BIT);
1791 //qglCullFace(GL_FRONT);
1792 //qglDisable(GL_CULL_FACE);
1795 GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
1797 R_Mesh_Matrix(&r_identitymatrix);
1798 // draw the loading plaque
1799 pic = Draw_CachePic("gfx/loading.lmp");
1800 x = (vid_conwidth.integer - pic->width)/2;
1801 y = (vid_conheight.integer - pic->height)/2;
1803 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1804 GL_DepthTest(false);
1805 memset(&m, 0, sizeof(m));
1806 m.pointer_vertex = varray_vertex3f;
1807 m.pointer_texcoord[0] = varray_texcoord2f[0];
1808 m.tex[0] = R_GetTexture(pic->tex);
1810 varray_vertex3f[0] = varray_vertex3f[9] = x;
1811 varray_vertex3f[1] = varray_vertex3f[4] = y;
1812 varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
1813 varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
1814 varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
1815 varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
1816 varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
1817 varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
1818 GL_LockArrays(0, 4);
1819 R_Mesh_Draw(4, 2, polygonelements);
1820 GL_LockArrays(0, 0);
1830 This is called every frame, and can also be called explicitly to flush
1834 void SCR_UpdateScreen (void)
1839 if (r_textureunits.integer > gl_textureunits)
1840 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1841 if (r_textureunits.integer < 1)
1842 Cvar_SetValueQuick(&r_textureunits, 1);
1844 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1845 Cvar_SetValueQuick(&gl_combine, 0);
1848 qglViewport(0, 0, vid.realwidth, vid.realheight);
1849 qglDisable(GL_SCISSOR_TEST);
1851 qglColorMask(1,1,1,1);
1852 qglClearColor(0,0,0,0);
1853 qglClear(GL_COLOR_BUFFER_BIT);
1856 R_TimeReport("clear");
1858 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
1860 matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
1861 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
1862 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
1863 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
1865 if (r_stereo_sidebyside.integer)
1868 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1870 r_refdef.colormask[0] = 1;
1871 r_refdef.colormask[1] = 0;
1872 r_refdef.colormask[2] = 0;
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] = 0;
1887 r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
1888 r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
1893 r_refdef.viewentitymatrix = originalmatrix;
1897 r_showtrispass = false;
1900 if (r_showtris.value > 0)
1903 GL_BlendFunc(GL_ONE, GL_ONE);
1904 GL_DepthTest(GL_FALSE);
1905 GL_DepthMask(GL_FALSE);
1906 memset(&m, 0, sizeof(m));
1908 r_showtrispass = true;
1909 GL_ShowTrisColor(0.2,0.2,0.2,1);
1911 r_showtrispass = false;
1916 R_TimeReport("finish");
1920 //===========================================================================
1921 // dynamic vertex array buffer subsystem
1922 //===========================================================================
1924 // FIXME: someday this should be dynamically allocated and resized?
1925 float varray_vertex3f[65536*3];
1926 float varray_svector3f[65536*3];
1927 float varray_tvector3f[65536*3];
1928 float varray_normal3f[65536*3];
1929 float varray_color4f[65536*4];
1930 float varray_texcoord2f[4][65536*2];
1931 float varray_texcoord3f[4][65536*3];
1932 int earray_element3i[65536];
1933 float varray_vertex3f2[65536*3];
1935 //===========================================================================
1936 // vertex array caching subsystem
1937 //===========================================================================
1939 typedef struct rcachearraylink_s
1941 struct rcachearraylink_s *next, *prev;
1942 struct rcachearrayitem_s *data;
1946 typedef struct rcachearrayitem_s
1948 // the original request structure
1949 rcachearrayrequest_t request;
1952 // offset into r_mesh_rcachedata
1954 // for linking this into the sequential list
1955 rcachearraylink_t sequentiallink;
1956 // for linking this into the lookup list
1957 rcachearraylink_t hashlink;
1961 #define RCACHEARRAY_HASHSIZE 65536
1962 #define RCACHEARRAY_ITEMS 4096
1963 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1965 // all active items are linked into this chain in sorted order
1966 static rcachearraylink_t r_mesh_rcachesequentialchain;
1967 // all inactive items are linked into this chain in unknown order
1968 static rcachearraylink_t r_mesh_rcachefreechain;
1969 // all active items are also linked into these chains (using their hashlink)
1970 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1972 // all items are stored here, whether active or inactive
1973 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1975 // size of data buffer
1976 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1978 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1981 static int r_mesh_rcachedata_offset;
1982 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1984 static void R_Mesh_CacheArray_Startup(void)
1987 rcachearraylink_t *l;
1988 // prepare all the linked lists
1989 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1990 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1991 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1992 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1994 l = &r_mesh_rcachechain[i];
1995 l->next = l->prev = l;
1998 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1999 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
2001 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
2002 l = &r_mesh_rcacheitems[i].sequentiallink;
2003 l->next = &r_mesh_rcachefreechain;
2004 l->prev = l->next->prev;
2005 l->next->prev = l->prev->next = l;
2007 // clear other state
2008 r_mesh_rcachedata_offset = 0;
2009 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
2012 static void R_Mesh_CacheArray_Shutdown(void)
2017 static void R_Mesh_CacheArray_ValidateState(int num)
2019 rcachearraylink_t *l, *lhead;
2020 lhead = &r_mesh_rcachesequentialchain;
2021 if (r_mesh_rcachesequentialchain_current == lhead)
2023 for (l = lhead->next;l != lhead;l = l->next)
2024 if (r_mesh_rcachesequentialchain_current == l)
2026 Sys_Error("%i", num);
2030 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
2032 rcachearraylink_t *l, *lhead, *lnext;
2033 rcachearrayitem_t *d;
2034 int hashindex, offset, offsetend;
2036 //R_Mesh_CacheArray_ValidateState(3);
2037 // calculate a hashindex to choose a cache chain
2039 hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
2041 // is it already cached?
2042 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
2044 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
2046 // we have it cached already
2047 r->data = r_mesh_rcachedata + l->data->offset;
2052 // we need to add a new cache item, this means finding a place for the new
2053 // data and making sure we have a free item available, lots of work...
2055 // check if buffer needs to wrap
2056 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
2059 if (r->data_size * 10 > r_mesh_rcachedata_size)
2061 // realloc whole cache
2064 // reset back to start
2065 r_mesh_rcachedata_offset = 0;
2066 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
2068 offset = r_mesh_rcachedata_offset;
2069 r_mesh_rcachedata_offset += r->data_size;
2070 offsetend = r_mesh_rcachedata_offset;
2071 //R_Mesh_CacheArray_ValidateState(4);
2076 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
2077 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
2081 // make room for the new data (remove old items)
2082 lhead = &r_mesh_rcachesequentialchain;
2083 l = r_mesh_rcachesequentialchain_current;
2086 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
2088 //r_mesh_rcachesequentialchain_current = l;
2089 //R_Mesh_CacheArray_ValidateState(8);
2091 // if at the end of the chain, wrap around
2093 lnext = lnext->next;
2094 //r_mesh_rcachesequentialchain_current = lnext;
2095 //R_Mesh_CacheArray_ValidateState(10);
2097 // unlink from sequential chain
2098 l->next->prev = l->prev;
2099 l->prev->next = l->next;
2100 //R_Mesh_CacheArray_ValidateState(11);
2101 // link into free chain
2102 l->next = &r_mesh_rcachefreechain;
2103 l->prev = l->next->prev;
2104 l->next->prev = l->prev->next = l;
2105 //R_Mesh_CacheArray_ValidateState(12);
2107 l = &l->data->hashlink;
2108 // unlink from hash chain
2109 l->next->prev = l->prev;
2110 l->prev->next = l->next;
2113 //r_mesh_rcachesequentialchain_current = l;
2114 //R_Mesh_CacheArray_ValidateState(9);
2116 //r_mesh_rcachesequentialchain_current = l;
2117 //R_Mesh_CacheArray_ValidateState(5);
2118 // gobble an extra item if we have no free items available
2119 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
2123 // unlink from sequential chain
2124 l->next->prev = l->prev;
2125 l->prev->next = l->next;
2126 // link into free chain
2127 l->next = &r_mesh_rcachefreechain;
2128 l->prev = l->next->prev;
2129 l->next->prev = l->prev->next = l;
2131 l = &l->data->hashlink;
2132 // unlink from hash chain
2133 l->next->prev = l->prev;
2134 l->prev->next = l->next;
2138 r_mesh_rcachesequentialchain_current = l;
2139 //R_Mesh_CacheArray_ValidateState(6);
2141 // now take an item from the free chain
2142 l = r_mesh_rcachefreechain.next;
2148 l->next->prev = l->prev;
2149 l->prev->next = l->next;
2150 // relink to sequential
2151 l->next = r_mesh_rcachesequentialchain_current->prev;
2152 l->prev = l->next->prev;
2153 while (l->next->data && l->data && l->next->data->offset <= d->offset)
2156 l->next = l->next->next;
2157 l->prev = l->prev->next;
2159 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
2162 l->prev = l->prev->prev;
2163 l->next = l->next->prev;
2165 l->next->prev = l->prev->next = l;
2166 // also link into hash chain
2167 l = &l->data->hashlink;
2168 l->next = &r_mesh_rcachechain[hashindex];
2169 l->prev = l->next->prev;
2171 l->next->prev = l->prev->next = l;
2174 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
2176 //R_Mesh_CacheArray_ValidateState(7);
2177 // and finally set the data pointer
2178 r->data = r_mesh_rcachedata + d->offset;
2179 // and tell the caller to fill the array