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_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)"};
18 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"};
20 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
21 qboolean v_flipped_state = false;
23 r_viewport_t gl_viewport;
24 matrix4x4_t gl_modelmatrix;
25 matrix4x4_t gl_viewmatrix;
26 matrix4x4_t gl_modelviewmatrix;
27 matrix4x4_t gl_projectionmatrix;
28 matrix4x4_t gl_modelviewprojectionmatrix;
29 float gl_modelview16f[16];
30 float gl_modelviewprojection16f[16];
31 qboolean gl_modelmatrixchanged;
33 int gl_maxdrawrangeelementsvertices;
34 int gl_maxdrawrangeelementsindices;
39 void GL_PrintError(int errornumber, char *filename, int linenumber)
43 #ifdef GL_INVALID_ENUM
45 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
48 #ifdef GL_INVALID_VALUE
49 case GL_INVALID_VALUE:
50 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
53 #ifdef GL_INVALID_OPERATION
54 case GL_INVALID_OPERATION:
55 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
58 #ifdef GL_STACK_OVERFLOW
59 case GL_STACK_OVERFLOW:
60 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
63 #ifdef GL_STACK_UNDERFLOW
64 case GL_STACK_UNDERFLOW:
65 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
68 #ifdef GL_OUT_OF_MEMORY
69 case GL_OUT_OF_MEMORY:
70 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
73 #ifdef GL_TABLE_TOO_LARGE
74 case GL_TABLE_TOO_LARGE:
75 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
78 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
79 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
80 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
84 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
90 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
92 void SCR_ScreenShot_f (void);
94 typedef struct gl_bufferobjectinfo_s
101 gl_bufferobjectinfo_t;
103 typedef struct gltextureunit_s
105 const void *pointer_texcoord;
106 size_t pointer_texcoord_offset;
107 int pointer_texcoord_buffer;
108 int t2d, t3d, tcubemap, trectangle;
110 unsigned int arraycomponents;
111 int rgbscale, alphascale;
113 int combinergb, combinealpha;
114 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
115 int texmatrixenabled;
120 typedef struct gl_state_s
128 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
131 float polygonoffset[2];
135 unsigned int clientunit;
136 gltextureunit_t units[MAX_TEXTUREUNITS];
140 int vertexbufferobject;
141 int elementbufferobject;
142 qboolean pointer_color_enabled;
143 const void *pointer_vertex;
144 const void *pointer_color;
145 size_t pointer_vertex_offset;
146 size_t pointer_color_offset;
147 int pointer_vertex_buffer;
148 int pointer_color_buffer;
150 memexpandablearray_t bufferobjectinfoarray;
156 static gl_state_t gl_state;
160 note: here's strip order for a terrain row:
167 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
169 *elements++ = i + row;
171 *elements++ = i + row + 1;
174 *elements++ = i + row + 1;
177 for (y = 0;y < rows - 1;y++)
179 for (x = 0;x < columns - 1;x++)
182 *elements++ = i + columns;
184 *elements++ = i + columns + 1;
187 *elements++ = i + columns + 1;
198 for (y = 0;y < rows - 1;y++)
200 for (x = 0;x < columns - 1;x++)
204 *elements++ = i + columns;
205 *elements++ = i + columns + 1;
206 *elements++ = i + columns;
207 *elements++ = i + columns + 1;
213 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
214 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
215 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
216 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
218 void GL_VBOStats_f(void)
220 GL_Mesh_ListVBOs(true);
223 static void GL_Backend_ResetState(void);
225 static void gl_backend_start(void)
227 memset(&gl_state, 0, sizeof(gl_state));
229 Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
231 Con_DPrintf("OpenGL backend started.\n");
235 GL_Backend_ResetState();
238 static void gl_backend_shutdown(void)
240 Con_DPrint("OpenGL Backend shutting down\n");
242 Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
244 memset(&gl_state, 0, sizeof(gl_state));
247 static void gl_backend_newmap(void)
251 void gl_backend_init(void)
255 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
257 polygonelement3s[i * 3 + 0] = 0;
258 polygonelement3s[i * 3 + 1] = i + 1;
259 polygonelement3s[i * 3 + 2] = i + 2;
261 // elements for rendering a series of quads as triangles
262 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
264 quadelement3s[i * 6 + 0] = i * 4;
265 quadelement3s[i * 6 + 1] = i * 4 + 1;
266 quadelement3s[i * 6 + 2] = i * 4 + 2;
267 quadelement3s[i * 6 + 3] = i * 4;
268 quadelement3s[i * 6 + 4] = i * 4 + 2;
269 quadelement3s[i * 6 + 5] = i * 4 + 3;
272 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
273 polygonelement3i[i] = polygonelement3s[i];
274 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
275 quadelement3i[i] = quadelement3s[i];
277 Cvar_RegisterVariable(&r_render);
278 Cvar_RegisterVariable(&r_renderview);
279 Cvar_RegisterVariable(&r_waterwarp);
280 Cvar_RegisterVariable(&gl_polyblend);
281 Cvar_RegisterVariable(&v_flipped);
282 Cvar_RegisterVariable(&gl_dither);
283 Cvar_RegisterVariable(&gl_vbo);
284 Cvar_RegisterVariable(&gl_paranoid);
285 Cvar_RegisterVariable(&gl_printcheckerror);
287 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
288 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
289 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
290 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
292 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");
294 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, NULL, NULL);
297 void GL_SetMirrorState(qboolean state);
299 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
303 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
304 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
306 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
308 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
309 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
310 out[1] = v->y + (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_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, 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) + m[8]) / m[0];
349 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
351 q[3] = (1.0f + m[10]) / 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 m[2] = clipPlane[0] * d;
358 m[6] = clipPlane[1] * d;
359 m[10] = clipPlane[2] * d + 1.0f;
360 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;
367 memset(v, 0, sizeof(*v));
368 v->type = R_VIEWPORTTYPE_ORTHO;
369 v->cameramatrix = *cameramatrix;
376 memset(m, 0, sizeof(m));
377 m[0] = 2/(right - left);
378 m[5] = 2/(top - bottom);
379 m[10] = -2/(zFar - zNear);
380 m[12] = - (right + left)/(right - left);
381 m[13] = - (top + bottom)/(top - bottom);
382 m[14] = - (zFar + zNear)/(zFar - zNear);
384 v->screentodepth[0] = -farclip / (farclip - nearclip);
385 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
387 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
390 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
392 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
398 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
399 R_Viewport_TransformToScreen(v, test1, test2);
400 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
405 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)
407 matrix4x4_t tempmatrix, basematrix;
409 memset(v, 0, sizeof(*v));
411 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
412 v->cameramatrix = *cameramatrix;
419 memset(m, 0, sizeof(m));
420 m[0] = 1.0 / frustumx;
421 m[5] = 1.0 / frustumy;
422 m[10] = -(farclip + nearclip) / (farclip - nearclip);
424 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
425 v->screentodepth[0] = -farclip / (farclip - nearclip);
426 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
428 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
429 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
430 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
431 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
434 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
436 if(v_flipped.integer)
444 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
447 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)
449 matrix4x4_t tempmatrix, basematrix;
450 const float nudge = 1.0 - 1.0 / (1<<23);
452 memset(v, 0, sizeof(*v));
454 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
455 v->cameramatrix = *cameramatrix;
462 memset(m, 0, sizeof(m));
463 m[ 0] = 1.0 / frustumx;
464 m[ 5] = 1.0 / frustumy;
467 m[14] = -2 * nearclip * nudge;
468 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
469 v->screentodepth[1] = m[14] * -0.5;
471 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
472 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
473 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
474 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
477 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
479 if(v_flipped.integer)
487 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
490 float cubeviewmatrix[6][16] =
492 // standard cubemap projections
530 float rectviewmatrix[6][16] =
532 // sign-preserving cubemap projections
571 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
573 matrix4x4_t tempmatrix, basematrix;
575 memset(v, 0, sizeof(*v));
576 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
577 v->cameramatrix = *cameramatrix;
581 memset(m, 0, sizeof(m));
583 m[10] = -(farclip + nearclip) / (farclip - nearclip);
585 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
587 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
588 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
589 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
592 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
594 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
597 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)
599 matrix4x4_t tempmatrix, basematrix;
601 memset(v, 0, sizeof(*v));
602 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
603 v->cameramatrix = *cameramatrix;
604 v->x = (side & 1) * size;
605 v->y = (side >> 1) * size;
609 memset(m, 0, sizeof(m));
610 m[0] = m[5] = 1.0f * ((float)size - border) / size;
611 m[10] = -(farclip + nearclip) / (farclip - nearclip);
613 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
615 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
616 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
617 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
620 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
622 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
625 void R_SetViewport(const r_viewport_t *v)
631 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
633 // FIXME: v_flipped_state is evil, this probably breaks somewhere
634 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
636 // copy over the matrices to our state
637 gl_viewmatrix = v->viewmatrix;
638 gl_projectionmatrix = v->projectmatrix;
640 switch(vid.renderpath)
642 case RENDERPATH_GL20:
643 case RENDERPATH_CGGL:
645 case RENDERPATH_GL13:
646 case RENDERPATH_GL11:
647 // Load the projection matrix into OpenGL
648 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
649 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
650 qglLoadMatrixf(m);CHECKGLERROR
651 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
655 // force an update of the derived matrices
656 gl_modelmatrixchanged = true;
657 R_EntityMatrix(&gl_modelmatrix);
660 void R_GetViewport(r_viewport_t *v)
665 static void GL_BindVBO(int bufferobject)
667 if (gl_state.vertexbufferobject != bufferobject)
669 gl_state.vertexbufferobject = bufferobject;
671 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
676 static void GL_BindEBO(int bufferobject)
678 if (gl_state.elementbufferobject != bufferobject)
680 gl_state.elementbufferobject = bufferobject;
682 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
687 static void GL_Backend_ResetState(void)
690 gl_state.active = true;
691 gl_state.depthtest = true;
692 gl_state.alphatest = false;
693 gl_state.blendfunc1 = GL_ONE;
694 gl_state.blendfunc2 = GL_ZERO;
695 gl_state.blend = false;
696 gl_state.depthmask = GL_TRUE;
697 gl_state.colormask = 15;
698 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
699 gl_state.lockrange_first = 0;
700 gl_state.lockrange_count = 0;
701 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
702 gl_state.cullfaceenable = true;
703 gl_state.polygonoffset[0] = 0;
704 gl_state.polygonoffset[1] = 0;
708 qglColorMask(1, 1, 1, 1);
709 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
710 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
711 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
712 qglDisable(GL_BLEND);CHECKGLERROR
713 qglCullFace(gl_state.cullface);CHECKGLERROR
714 qglEnable(GL_CULL_FACE);CHECKGLERROR
715 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
716 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
717 qglDepthMask(gl_state.depthmask);CHECKGLERROR
718 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
720 if (vid.support.arb_vertex_buffer_object)
722 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
723 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
726 if (vid.support.ext_framebuffer_object)
728 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
729 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
732 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
733 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
735 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
736 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
738 GL_Color(0, 0, 0, 0);
739 GL_Color(1, 1, 1, 1);
741 gl_state.unit = MAX_TEXTUREUNITS;
742 gl_state.clientunit = MAX_TEXTUREUNITS;
743 switch(vid.renderpath)
745 case RENDERPATH_GL20:
746 case RENDERPATH_CGGL:
747 for (i = 0;i < vid.teximageunits;i++)
750 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
751 if (vid.support.ext_texture_3d)
753 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
755 if (vid.support.arb_texture_cube_map)
757 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
759 if (vid.support.arb_texture_rectangle)
761 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
765 for (i = 0;i < vid.texarrayunits;i++)
767 GL_ClientActiveTexture(i);
769 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
770 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
774 case RENDERPATH_GL13:
775 case RENDERPATH_GL11:
776 for (i = 0;i < vid.texunits;i++)
779 GL_ClientActiveTexture(i);
780 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
781 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
782 if (vid.support.ext_texture_3d)
784 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
785 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
787 if (vid.support.arb_texture_cube_map)
789 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
790 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
792 if (vid.support.arb_texture_rectangle)
794 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
795 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
798 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
799 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
800 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
801 qglLoadIdentity();CHECKGLERROR
802 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
803 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
810 void GL_ActiveTexture(unsigned int num)
812 if (gl_state.unit != num)
815 if (qglActiveTexture)
818 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
824 void GL_ClientActiveTexture(unsigned int num)
826 if (gl_state.clientunit != num)
828 gl_state.clientunit = num;
829 if (qglActiveTexture)
832 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
838 void GL_BlendFunc(int blendfunc1, int blendfunc2)
840 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
843 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
844 if (gl_state.blendfunc2 == GL_ZERO)
846 if (gl_state.blendfunc1 == GL_ONE)
851 qglDisable(GL_BLEND);CHECKGLERROR
859 qglEnable(GL_BLEND);CHECKGLERROR
868 qglEnable(GL_BLEND);CHECKGLERROR
874 void GL_DepthMask(int state)
876 if (gl_state.depthmask != state)
879 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
883 void GL_DepthTest(int state)
885 if (gl_state.depthtest != state)
887 gl_state.depthtest = state;
889 if (gl_state.depthtest)
891 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
895 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
900 void GL_DepthRange(float nearfrac, float farfrac)
902 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
904 gl_state.depthrange[0] = nearfrac;
905 gl_state.depthrange[1] = farfrac;
906 qglDepthRange(nearfrac, farfrac);
910 void GL_PolygonOffset(float planeoffset, float depthoffset)
912 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
914 gl_state.polygonoffset[0] = planeoffset;
915 gl_state.polygonoffset[1] = depthoffset;
916 qglPolygonOffset(planeoffset, depthoffset);
920 void GL_SetMirrorState(qboolean state)
922 if(!state != !v_flipped_state)
924 // change cull face mode!
925 if(gl_state.cullface == GL_BACK)
926 qglCullFace((gl_state.cullface = GL_FRONT));
927 else if(gl_state.cullface == GL_FRONT)
928 qglCullFace((gl_state.cullface = GL_BACK));
930 v_flipped_state = state;
933 void GL_CullFace(int state)
939 if(state == GL_FRONT)
941 else if(state == GL_BACK)
945 if (state != GL_NONE)
947 if (!gl_state.cullfaceenable)
949 gl_state.cullfaceenable = true;
950 qglEnable(GL_CULL_FACE);CHECKGLERROR
952 if (gl_state.cullface != state)
954 gl_state.cullface = state;
955 qglCullFace(gl_state.cullface);CHECKGLERROR
960 if (gl_state.cullfaceenable)
962 gl_state.cullfaceenable = false;
963 qglDisable(GL_CULL_FACE);CHECKGLERROR
968 void GL_AlphaTest(int state)
970 if (gl_state.alphatest != state)
972 gl_state.alphatest = state;
974 if (gl_state.alphatest)
976 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
980 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
985 void GL_ColorMask(int r, int g, int b, int a)
987 int state = r*8 + g*4 + b*2 + a*1;
988 if (gl_state.colormask != state)
990 gl_state.colormask = state;
992 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
996 void GL_Color(float cr, float cg, float cb, float ca)
998 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)
1000 gl_state.color4f[0] = cr;
1001 gl_state.color4f[1] = cg;
1002 gl_state.color4f[2] = cb;
1003 gl_state.color4f[3] = ca;
1005 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1010 void GL_Scissor (int x, int y, int width, int height)
1013 qglScissor(x, y,width,height);
1017 void GL_ScissorTest(int state)
1019 if(gl_state.scissortest == state)
1023 if((gl_state.scissortest = state))
1024 qglEnable(GL_SCISSOR_TEST);
1026 qglDisable(GL_SCISSOR_TEST);
1030 void GL_Clear(int mask)
1033 qglClear(mask);CHECKGLERROR
1036 // called at beginning of frame
1037 void R_Mesh_Start(void)
1041 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1043 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1044 Cvar_SetValueQuick(&gl_paranoid, 1);
1048 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1052 char compilelog[MAX_INPUTLINE];
1053 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1056 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1057 qglCompileShaderARB(shaderobject);CHECKGLERROR
1058 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1059 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1060 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
1062 int i, j, pretextlines = 0;
1063 for (i = 0;i < numstrings - 1;i++)
1064 for (j = 0;strings[i][j];j++)
1065 if (strings[i][j] == '\n')
1067 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1069 if (!shadercompiled)
1071 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1074 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1075 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1079 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)
1081 GLint programlinked;
1082 GLuint programobject = 0;
1083 char linklog[MAX_INPUTLINE];
1086 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1090 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1093 #ifdef GL_GEOMETRY_SHADER_ARB
1094 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1098 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1101 qglLinkProgramARB(programobject);CHECKGLERROR
1102 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1103 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1106 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
1107 Con_DPrintf("program link log:\n%s\n", linklog);
1108 // software vertex shader is ok but software fragment shader is WAY
1109 // too slow, fail program if so.
1110 // NOTE: this string might be ATI specific, but that's ok because the
1111 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1112 // software fragment shader due to low instruction and dependent
1114 if (strstr(linklog, "fragment shader will run in software"))
1115 programlinked = false;
1119 return programobject;
1121 qglDeleteObjectARB(programobject);CHECKGLERROR
1125 void GL_Backend_FreeProgram(unsigned int prog)
1128 qglDeleteObjectARB(prog);
1132 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1137 for (i = 0;i < count;i++)
1138 *out++ = *in++ + offset;
1141 memcpy(out, in, sizeof(*out) * count);
1144 // renders triangles using vertices from the active arrays
1145 int paranoidblah = 0;
1146 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1148 unsigned int numelements = numtriangles * 3;
1149 if (numvertices < 3 || numtriangles < 1)
1151 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1152 Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1155 if (!gl_mesh_prefer_short_elements.integer)
1163 element3i += firsttriangle * 3;
1165 element3s += firsttriangle * 3;
1166 switch (gl_vbo.integer)
1171 bufferobject3i = bufferobject3s = 0;
1177 bufferobject3i = bufferobject3s = 0;
1181 r_refdef.stats.meshes++;
1182 r_refdef.stats.meshes_elements += numelements;
1183 if (gl_paranoid.integer)
1185 unsigned int i, j, size;
1187 // note: there's no validation done here on buffer objects because it
1188 // is somewhat difficult to get at the data, and gl_paranoid can be
1189 // used without buffer objects if the need arises
1190 // (the data could be gotten using glMapBuffer but it would be very
1191 // slow due to uncachable video memory reads)
1192 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1193 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1195 if (gl_state.pointer_vertex)
1196 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1198 if (gl_state.pointer_color_enabled)
1200 if (!qglIsEnabled(GL_COLOR_ARRAY))
1201 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1203 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1204 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1207 for (i = 0;i < vid.texarrayunits;i++)
1209 if (gl_state.units[i].arrayenabled)
1211 GL_ClientActiveTexture(i);
1212 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1213 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1215 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1216 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++)
1222 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1224 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1226 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1233 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1235 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1237 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1244 if (r_render.integer || r_refdef.draw2dstage)
1247 if (gl_mesh_testmanualfeeding.integer)
1249 unsigned int i, j, element;
1251 qglBegin(GL_TRIANGLES);
1252 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1254 element = element3i ? element3i[i] : element3s[i];
1255 for (j = 0;j < vid.texarrayunits;j++)
1257 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1259 if (vid.texarrayunits > 1)
1261 if (gl_state.units[j].arraycomponents == 4)
1263 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1264 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1266 else if (gl_state.units[j].arraycomponents == 3)
1268 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1269 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1271 else if (gl_state.units[j].arraycomponents == 2)
1273 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1274 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1278 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1279 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1284 if (gl_state.units[j].arraycomponents == 4)
1286 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1287 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1289 else if (gl_state.units[j].arraycomponents == 3)
1291 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1292 qglTexCoord3f(p[0], p[1], p[2]);
1294 else if (gl_state.units[j].arraycomponents == 2)
1296 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1297 qglTexCoord2f(p[0], p[1]);
1301 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1302 qglTexCoord1f(p[0]);
1307 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1309 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1310 qglColor4f(p[0], p[1], p[2], p[3]);
1312 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1313 qglVertex3f(p[0], p[1], p[2]);
1318 else if (gl_mesh_testarrayelement.integer)
1321 qglBegin(GL_TRIANGLES);
1324 for (i = 0;i < numtriangles * 3;i++)
1325 qglArrayElement(element3i[i]);
1329 for (i = 0;i < numtriangles * 3;i++)
1330 qglArrayElement(element3s[i]);
1335 else if (bufferobject3s)
1337 GL_BindEBO(bufferobject3s);
1338 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1340 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1345 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1349 else if (bufferobject3i)
1351 GL_BindEBO(bufferobject3i);
1352 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1354 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1359 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1366 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1368 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1373 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1380 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1382 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1387 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1394 // restores backend state, used when done with 3D rendering
1395 void R_Mesh_Finish(void)
1399 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1401 gl_bufferobjectinfo_t *info;
1402 GLuint bufferobject;
1404 if (!gl_vbo.integer)
1407 qglGenBuffersARB(1, &bufferobject);
1410 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1411 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1412 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1414 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1416 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
1417 memset(info, 0, sizeof(*info));
1418 info->target = target;
1419 info->object = bufferobject;
1421 strlcpy(info->name, name, sizeof(info->name));
1423 return (int)bufferobject;
1426 void R_Mesh_DestroyBufferObject(int bufferobject)
1429 gl_bufferobjectinfo_t *info;
1431 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1433 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1434 for (i = 0;i < endindex;i++)
1436 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1439 if (info->object == bufferobject)
1441 Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
1447 void GL_Mesh_ListVBOs(qboolean printeach)
1450 size_t ebocount = 0, ebomemory = 0;
1451 size_t vbocount = 0, vbomemory = 0;
1452 gl_bufferobjectinfo_t *info;
1453 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1454 for (i = 0;i < endindex;i++)
1456 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1459 switch(info->target)
1461 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;
1462 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;
1463 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1466 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);
1469 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1471 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1473 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1475 gl_state.pointer_vertex = vertex3f;
1476 gl_state.pointer_vertex_buffer = bufferobject;
1477 gl_state.pointer_vertex_offset = bufferoffset;
1479 GL_BindVBO(bufferobject);
1480 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1484 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1486 // note: this can not rely on bufferobject to decide whether a color array
1487 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1488 // means that a valid vbo may be supplied even if there is no color array.
1491 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1493 // caller wants color array enabled
1494 if (!gl_state.pointer_color_enabled)
1496 gl_state.pointer_color_enabled = true;
1498 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1500 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1502 gl_state.pointer_color = color4f;
1503 gl_state.pointer_color_buffer = bufferobject;
1504 gl_state.pointer_color_offset = bufferoffset;
1506 GL_BindVBO(bufferobject);
1507 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1512 // caller wants color array disabled
1513 if (gl_state.pointer_color_enabled)
1515 gl_state.pointer_color_enabled = false;
1517 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1518 // when color array is on the glColor gets trashed, set it again
1519 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1524 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1526 gltextureunit_t *unit = gl_state.units + unitnum;
1527 // update array settings
1529 // note: there is no need to check bufferobject here because all cases
1530 // that involve a valid bufferobject also supply a texcoord array
1533 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1535 // texture array unit is enabled, enable the array
1536 if (!unit->arrayenabled)
1538 unit->arrayenabled = true;
1539 GL_ClientActiveTexture(unitnum);
1540 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1543 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1545 unit->pointer_texcoord = texcoord;
1546 unit->pointer_texcoord_buffer = bufferobject;
1547 unit->pointer_texcoord_offset = bufferoffset;
1548 unit->arraycomponents = numcomponents;
1549 GL_ClientActiveTexture(unitnum);
1550 GL_BindVBO(bufferobject);
1551 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1556 // texture array unit is disabled, disable the array
1557 if (unit->arrayenabled)
1559 unit->arrayenabled = false;
1560 GL_ClientActiveTexture(unitnum);
1561 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1566 int R_Mesh_TexBound(unsigned int unitnum, int id)
1568 gltextureunit_t *unit = gl_state.units + unitnum;
1569 if (unitnum >= vid.teximageunits)
1571 if (id == GL_TEXTURE_2D)
1573 if (id == GL_TEXTURE_3D)
1575 if (id == GL_TEXTURE_CUBE_MAP_ARB)
1576 return unit->tcubemap;
1577 if (id == GL_TEXTURE_RECTANGLE_ARB)
1578 return unit->trectangle;
1582 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
1584 R_Mesh_TexBind(0, tex);
1585 GL_ActiveTexture(0);CHECKGLERROR
1586 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
1589 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
1591 gltextureunit_t *unit = gl_state.units + unitnum;
1592 int tex2d, tex3d, texcubemap, texnum;
1593 if (unitnum >= vid.teximageunits)
1595 switch(vid.renderpath)
1597 case RENDERPATH_GL20:
1598 case RENDERPATH_CGGL:
1600 tex = r_texture_white;
1601 texnum = R_GetTexture(tex);
1602 switch(tex->gltexturetypeenum)
1604 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
1605 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
1606 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;
1607 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
1610 case RENDERPATH_GL13:
1611 case RENDERPATH_GL11:
1617 texnum = R_GetTexture(tex);
1618 switch(tex->gltexturetypeenum)
1626 case GL_TEXTURE_CUBE_MAP_ARB:
1627 texcubemap = texnum;
1631 // update 2d texture binding
1632 if (unit->t2d != tex2d)
1634 GL_ActiveTexture(unitnum);
1639 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1646 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1650 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1652 // update 3d texture binding
1653 if (unit->t3d != tex3d)
1655 GL_ActiveTexture(unitnum);
1660 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1667 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1671 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1673 // update cubemap texture binding
1674 if (unit->tcubemap != texcubemap)
1676 GL_ActiveTexture(unitnum);
1679 if (unit->tcubemap == 0)
1681 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1688 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1691 unit->tcubemap = texcubemap;
1692 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1698 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1700 gltextureunit_t *unit = gl_state.units + unitnum;
1701 if (matrix && matrix->m[3][3])
1703 // texmatrix specified, check if it is different
1704 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1707 unit->texmatrixenabled = true;
1708 unit->matrix = *matrix;
1710 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
1711 GL_ActiveTexture(unitnum);
1712 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1713 qglLoadMatrixf(glmatrix);CHECKGLERROR
1714 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1719 // no texmatrix specified, revert to identity
1720 if (unit->texmatrixenabled)
1722 unit->texmatrixenabled = false;
1723 unit->matrix = identitymatrix;
1725 GL_ActiveTexture(unitnum);
1726 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1727 qglLoadIdentity();CHECKGLERROR
1728 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1733 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1735 gltextureunit_t *unit = gl_state.units + unitnum;
1737 switch(vid.renderpath)
1739 case RENDERPATH_GL20:
1740 case RENDERPATH_CGGL:
1743 case RENDERPATH_GL13:
1744 // GL_ARB_texture_env_combine
1746 combinergb = GL_MODULATE;
1748 combinealpha = GL_MODULATE;
1753 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
1755 if (combinergb == GL_DECAL)
1756 combinergb = GL_INTERPOLATE_ARB;
1757 if (unit->combine != GL_COMBINE_ARB)
1759 unit->combine = GL_COMBINE_ARB;
1760 GL_ActiveTexture(unitnum);
1761 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
1762 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
1764 if (unit->combinergb != combinergb)
1766 unit->combinergb = combinergb;
1767 GL_ActiveTexture(unitnum);
1768 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1770 if (unit->combinealpha != combinealpha)
1772 unit->combinealpha = combinealpha;
1773 GL_ActiveTexture(unitnum);
1774 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1776 if (unit->rgbscale != rgbscale)
1778 unit->rgbscale = rgbscale;
1779 GL_ActiveTexture(unitnum);
1780 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
1782 if (unit->alphascale != alphascale)
1784 unit->alphascale = alphascale;
1785 GL_ActiveTexture(unitnum);
1786 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
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
1799 case RENDERPATH_GL11:
1802 combinergb = GL_MODULATE;
1803 if (unit->combine != combinergb)
1805 unit->combine = combinergb;
1806 GL_ActiveTexture(unitnum);
1807 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1813 void R_Mesh_ResetTextureState(void)
1815 unsigned int unitnum;
1820 switch(vid.renderpath)
1822 case RENDERPATH_GL20:
1823 case RENDERPATH_CGGL:
1824 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
1826 gltextureunit_t *unit = gl_state.units + unitnum;
1830 GL_ActiveTexture(unitnum);
1831 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1836 GL_ActiveTexture(unitnum);
1837 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1842 GL_ActiveTexture(unitnum);
1843 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1845 if (unit->trectangle)
1847 unit->trectangle = 0;
1848 GL_ActiveTexture(unitnum);
1849 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1852 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
1854 gltextureunit_t *unit = gl_state.units + unitnum;
1855 if (unit->arrayenabled)
1857 unit->arrayenabled = false;
1858 GL_ClientActiveTexture(unitnum);
1859 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1862 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1864 gltextureunit_t *unit = gl_state.units + unitnum;
1865 if (unit->texmatrixenabled)
1867 unit->texmatrixenabled = false;
1868 unit->matrix = identitymatrix;
1870 GL_ActiveTexture(unitnum);
1871 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1872 qglLoadIdentity();CHECKGLERROR
1873 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1877 case RENDERPATH_GL13:
1878 case RENDERPATH_GL11:
1879 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1881 gltextureunit_t *unit = gl_state.units + unitnum;
1885 GL_ActiveTexture(unitnum);
1886 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1887 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1892 GL_ActiveTexture(unitnum);
1893 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1894 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1899 GL_ActiveTexture(unitnum);
1900 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1901 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1903 if (unit->trectangle)
1905 unit->trectangle = 0;
1906 GL_ActiveTexture(unitnum);
1907 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1908 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1910 if (unit->arrayenabled)
1912 unit->arrayenabled = false;
1913 GL_ClientActiveTexture(unitnum);
1914 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1916 if (unit->texmatrixenabled)
1918 unit->texmatrixenabled = false;
1919 unit->matrix = identitymatrix;
1921 GL_ActiveTexture(unitnum);
1922 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1923 qglLoadIdentity();CHECKGLERROR
1924 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1926 if (unit->combine != GL_MODULATE)
1928 unit->combine = GL_MODULATE;
1929 GL_ActiveTexture(unitnum);
1930 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR