3 #include "cl_collision.h"
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
7 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
8 cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
9 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
10 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
18 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
19 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
20 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
22 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
23 qboolean v_flipped_state = false;
25 int gl_maxdrawrangeelementsvertices;
26 int gl_maxdrawrangeelementsindices;
31 void GL_PrintError(int errornumber, char *filename, int linenumber)
35 #ifdef GL_INVALID_ENUM
37 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
40 #ifdef GL_INVALID_VALUE
41 case GL_INVALID_VALUE:
42 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
45 #ifdef GL_INVALID_OPERATION
46 case GL_INVALID_OPERATION:
47 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
50 #ifdef GL_STACK_OVERFLOW
51 case GL_STACK_OVERFLOW:
52 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
55 #ifdef GL_STACK_UNDERFLOW
56 case GL_STACK_UNDERFLOW:
57 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
60 #ifdef GL_OUT_OF_MEMORY
61 case GL_OUT_OF_MEMORY:
62 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
65 #ifdef GL_TABLE_TOO_LARGE
66 case GL_TABLE_TOO_LARGE:
67 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
71 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
72 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
76 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
82 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
84 void SCR_ScreenShot_f (void);
86 typedef struct gl_bufferobjectinfo_s
93 gl_bufferobjectinfo_t;
95 typedef struct gltextureunit_s
97 const void *pointer_texcoord;
98 size_t pointer_texcoord_offset;
99 int pointer_texcoord_buffer;
100 int t2d, t3d, tcubemap, trectangle;
102 unsigned int arraycomponents;
103 int rgbscale, alphascale;
105 int combinergb, combinealpha;
106 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
107 int texmatrixenabled;
112 typedef struct gl_state_s
120 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
123 float polygonoffset[2];
127 unsigned int clientunit;
128 gltextureunit_t units[MAX_TEXTUREUNITS];
132 int vertexbufferobject;
133 int elementbufferobject;
134 qboolean pointer_color_enabled;
135 const void *pointer_vertex;
136 const void *pointer_color;
137 size_t pointer_vertex_offset;
138 size_t pointer_color_offset;
139 int pointer_vertex_buffer;
140 int pointer_color_buffer;
142 memexpandablearray_t bufferobjectinfoarray;
144 r_viewport_t viewport;
145 matrix4x4_t modelmatrix;
146 matrix4x4_t modelviewmatrix;
152 static gl_state_t gl_state;
156 note: here's strip order for a terrain row:
163 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
165 *elements++ = i + row;
167 *elements++ = i + row + 1;
170 *elements++ = i + row + 1;
173 for (y = 0;y < rows - 1;y++)
175 for (x = 0;x < columns - 1;x++)
178 *elements++ = i + columns;
180 *elements++ = i + columns + 1;
183 *elements++ = i + columns + 1;
194 for (y = 0;y < rows - 1;y++)
196 for (x = 0;x < columns - 1;x++)
200 *elements++ = i + columns;
201 *elements++ = i + columns + 1;
202 *elements++ = i + columns;
203 *elements++ = i + columns + 1;
209 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
210 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
211 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
212 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
214 void GL_VBOStats_f(void)
216 GL_Mesh_ListVBOs(true);
219 static void GL_Backend_ResetState(void);
221 static void gl_backend_start(void)
223 memset(&gl_state, 0, sizeof(gl_state));
225 Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
227 Con_DPrintf("OpenGL backend started.\n");
231 GL_Backend_ResetState();
234 static void gl_backend_shutdown(void)
236 Con_DPrint("OpenGL Backend shutting down\n");
238 Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
240 memset(&gl_state, 0, sizeof(gl_state));
243 static void gl_backend_newmap(void)
247 void gl_backend_init(void)
251 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
253 polygonelement3s[i * 3 + 0] = 0;
254 polygonelement3s[i * 3 + 1] = i + 1;
255 polygonelement3s[i * 3 + 2] = i + 2;
257 // elements for rendering a series of quads as triangles
258 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
260 quadelement3s[i * 6 + 0] = i * 4;
261 quadelement3s[i * 6 + 1] = i * 4 + 1;
262 quadelement3s[i * 6 + 2] = i * 4 + 2;
263 quadelement3s[i * 6 + 3] = i * 4;
264 quadelement3s[i * 6 + 4] = i * 4 + 2;
265 quadelement3s[i * 6 + 5] = i * 4 + 3;
268 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
269 polygonelement3i[i] = polygonelement3s[i];
270 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
271 quadelement3i[i] = quadelement3s[i];
273 Cvar_RegisterVariable(&r_render);
274 Cvar_RegisterVariable(&r_renderview);
275 Cvar_RegisterVariable(&r_waterwarp);
276 Cvar_RegisterVariable(&gl_polyblend);
277 Cvar_RegisterVariable(&v_flipped);
278 Cvar_RegisterVariable(&gl_dither);
279 Cvar_RegisterVariable(&gl_lockarrays);
280 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
281 Cvar_RegisterVariable(&gl_vbo);
282 Cvar_RegisterVariable(&gl_paranoid);
283 Cvar_RegisterVariable(&gl_printcheckerror);
285 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
286 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
287 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
288 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
290 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");
292 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
295 void GL_SetMirrorState(qboolean state);
297 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
301 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
302 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
304 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
305 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
306 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
309 static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
313 float clipPlane[4], v3[3], v4[3];
316 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
318 VectorSet(normal, normalx, normaly, normalz);
319 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
320 VectorScale(normal, dist, v3);
321 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
322 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
323 clipPlane[3] = -DotProduct(v4, clipPlane);
327 // testing code for comparing results
329 VectorCopy4(clipPlane, clipPlane2);
330 R_Mesh_Matrix(&identitymatrix);
331 VectorSet(q, normal[0], normal[1], normal[2], -dist);
332 qglClipPlane(GL_CLIP_PLANE0, q);
333 qglGetClipPlane(GL_CLIP_PLANE0, q);
334 VectorCopy4(q, clipPlane);
338 // Calculate the clip-space corner point opposite the clipping plane
339 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
340 // transform it into camera space by multiplying it
341 // by the inverse of the projection matrix
342 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
343 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
345 q[3] = (1.0f + v->m[10]) / v->m[14];
347 // Calculate the scaled plane vector
348 d = 2.0f / DotProduct4(clipPlane, q);
350 // Replace the third row of the projection matrix
351 v->m[2] = clipPlane[0] * d;
352 v->m[6] = clipPlane[1] * d;
353 v->m[10] = clipPlane[2] * d + 1.0f;
354 v->m[14] = clipPlane[3] * d;
357 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
359 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
360 memset(v, 0, sizeof(*v));
361 v->type = R_VIEWPORTTYPE_ORTHO;
362 v->cameramatrix = *cameramatrix;
369 v->m[0] = 2/(right - left);
370 v->m[5] = 2/(top - bottom);
371 v->m[10] = -2/(zFar - zNear);
372 v->m[12] = - (right + left)/(right - left);
373 v->m[13] = - (top + bottom)/(top - bottom);
374 v->m[14] = - (zFar + zNear)/(zFar - zNear);
376 v->screentodepth[0] = -farclip / (farclip - nearclip);
377 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
379 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
380 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
383 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
389 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
390 R_Viewport_TransformToScreen(v, test1, test2);
391 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
396 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
398 matrix4x4_t tempmatrix, basematrix;
399 memset(v, 0, sizeof(*v));
401 if(v_flipped.integer)
402 frustumx = -frustumx;
404 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
405 v->cameramatrix = *cameramatrix;
412 v->m[0] = 1.0 / frustumx;
413 v->m[5] = 1.0 / frustumy;
414 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
416 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
417 v->screentodepth[0] = -farclip / (farclip - nearclip);
418 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
420 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
421 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
422 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
423 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
425 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
428 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
431 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
433 matrix4x4_t tempmatrix, basematrix;
434 const double nudge = 1.0 - 1.0 / (1<<23);
435 memset(v, 0, sizeof(*v));
437 if(v_flipped.integer)
438 frustumx = -frustumx;
440 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
441 v->cameramatrix = *cameramatrix;
448 v->m[ 0] = 1.0 / frustumx;
449 v->m[ 5] = 1.0 / frustumy;
452 v->m[14] = -2 * nearclip * nudge;
453 v->screentodepth[0] = (v->m[10] + 1) * 0.5 - 1;
454 v->screentodepth[1] = v->m[14] * -0.5;
456 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
457 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
458 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
459 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
461 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
464 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
467 float cubeviewmatrix[6][16] =
469 // standard cubemap projections
507 float rectviewmatrix[6][16] =
509 // sign-preserving cubemap projections
548 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
550 matrix4x4_t tempmatrix, basematrix;
551 memset(v, 0, sizeof(*v));
552 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
553 v->cameramatrix = *cameramatrix;
557 v->m[0] = v->m[5] = 1.0f;
558 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
560 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
562 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
563 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
564 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
565 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
568 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
571 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)
573 matrix4x4_t tempmatrix, basematrix;
574 memset(v, 0, sizeof(*v));
575 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
576 v->cameramatrix = *cameramatrix;
577 v->x = (side & 1) * size;
578 v->y = (side >> 1) * size;
582 v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
583 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
585 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
587 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
588 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
589 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
590 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
593 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
596 void R_SetViewport(const r_viewport_t *v)
599 gl_state.viewport = *v;
602 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
604 // Load the projection matrix into OpenGL
605 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
606 qglLoadMatrixf(gl_state.viewport.m);CHECKGLERROR
607 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
609 // FIXME: v_flipped_state is evil, this probably breaks somewhere
610 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
612 // directly force an update of the modelview matrix
613 Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
614 Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
615 qglLoadMatrixf(glmatrix);CHECKGLERROR
618 void R_GetViewport(r_viewport_t *v)
620 *v = gl_state.viewport;
623 static void GL_BindVBO(int bufferobject)
625 if (gl_state.vertexbufferobject != bufferobject)
627 gl_state.vertexbufferobject = bufferobject;
629 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
634 static void GL_BindEBO(int bufferobject)
636 if (gl_state.elementbufferobject != bufferobject)
638 gl_state.elementbufferobject = bufferobject;
640 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
645 static void GL_Backend_ResetState(void)
648 gl_state.active = true;
649 gl_state.depthtest = true;
650 gl_state.alphatest = false;
651 gl_state.blendfunc1 = GL_ONE;
652 gl_state.blendfunc2 = GL_ZERO;
653 gl_state.blend = false;
654 gl_state.depthmask = GL_TRUE;
655 gl_state.colormask = 15;
656 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
657 gl_state.lockrange_first = 0;
658 gl_state.lockrange_count = 0;
659 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
660 gl_state.cullfaceenable = true;
661 gl_state.polygonoffset[0] = 0;
662 gl_state.polygonoffset[1] = 0;
666 qglColorMask(1, 1, 1, 1);
667 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
668 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
669 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
670 qglDisable(GL_BLEND);CHECKGLERROR
671 qglCullFace(gl_state.cullface);CHECKGLERROR
672 qglEnable(GL_CULL_FACE);CHECKGLERROR
673 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
674 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
675 qglDepthMask(gl_state.depthmask);CHECKGLERROR
676 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
678 if (vid.support.arb_vertex_buffer_object)
680 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
681 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
684 if (vid.support.ext_framebuffer_object)
686 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
687 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
690 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
691 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
693 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
694 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
696 GL_Color(0, 0, 0, 0);
697 GL_Color(1, 1, 1, 1);
699 gl_state.unit = MAX_TEXTUREUNITS;
700 gl_state.clientunit = MAX_TEXTUREUNITS;
701 for (i = 0;i < vid.teximageunits;i++)
704 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
705 if (vid.support.ext_texture_3d)
707 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
709 if (vid.support.arb_texture_cube_map)
711 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
713 if (vid.support.arb_texture_rectangle)
715 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
719 for (i = 0;i < vid.texarrayunits;i++)
721 GL_ClientActiveTexture(i);
723 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
724 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
727 for (i = 0;i < vid.texunits;i++)
730 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
731 if (vid.support.ext_texture_3d)
733 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
735 if (vid.support.arb_texture_cube_map)
737 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
739 if (vid.support.arb_texture_rectangle)
741 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
743 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
744 qglLoadIdentity();CHECKGLERROR
745 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
746 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
752 void GL_ActiveTexture(unsigned int num)
754 if (gl_state.unit != num)
757 if (qglActiveTexture)
760 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
766 void GL_ClientActiveTexture(unsigned int num)
768 if (gl_state.clientunit != num)
770 gl_state.clientunit = num;
771 if (qglActiveTexture)
774 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
780 void GL_BlendFunc(int blendfunc1, int blendfunc2)
782 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
785 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
786 if (gl_state.blendfunc2 == GL_ZERO)
788 if (gl_state.blendfunc1 == GL_ONE)
793 qglDisable(GL_BLEND);CHECKGLERROR
801 qglEnable(GL_BLEND);CHECKGLERROR
810 qglEnable(GL_BLEND);CHECKGLERROR
816 void GL_DepthMask(int state)
818 if (gl_state.depthmask != state)
821 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
825 void GL_DepthTest(int state)
827 if (gl_state.depthtest != state)
829 gl_state.depthtest = state;
831 if (gl_state.depthtest)
833 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
837 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
842 void GL_DepthRange(float nearfrac, float farfrac)
844 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
846 gl_state.depthrange[0] = nearfrac;
847 gl_state.depthrange[1] = farfrac;
848 qglDepthRange(nearfrac, farfrac);
852 void GL_PolygonOffset(float planeoffset, float depthoffset)
854 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
856 gl_state.polygonoffset[0] = planeoffset;
857 gl_state.polygonoffset[1] = depthoffset;
858 qglPolygonOffset(planeoffset, depthoffset);
862 void GL_SetMirrorState(qboolean state)
864 if(!state != !v_flipped_state)
866 // change cull face mode!
867 if(gl_state.cullface == GL_BACK)
868 qglCullFace((gl_state.cullface = GL_FRONT));
869 else if(gl_state.cullface == GL_FRONT)
870 qglCullFace((gl_state.cullface = GL_BACK));
872 v_flipped_state = state;
875 void GL_CullFace(int state)
881 if(state == GL_FRONT)
883 else if(state == GL_BACK)
887 if (state != GL_NONE)
889 if (!gl_state.cullfaceenable)
891 gl_state.cullfaceenable = true;
892 qglEnable(GL_CULL_FACE);CHECKGLERROR
894 if (gl_state.cullface != state)
896 gl_state.cullface = state;
897 qglCullFace(gl_state.cullface);CHECKGLERROR
902 if (gl_state.cullfaceenable)
904 gl_state.cullfaceenable = false;
905 qglDisable(GL_CULL_FACE);CHECKGLERROR
910 void GL_AlphaTest(int state)
912 if (gl_state.alphatest != state)
914 gl_state.alphatest = state;
916 if (gl_state.alphatest)
918 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
922 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
927 void GL_ColorMask(int r, int g, int b, int a)
929 int state = r*8 + g*4 + b*2 + a*1;
930 if (gl_state.colormask != state)
932 gl_state.colormask = state;
934 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
938 void GL_Color(float cr, float cg, float cb, float ca)
940 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)
942 gl_state.color4f[0] = cr;
943 gl_state.color4f[1] = cg;
944 gl_state.color4f[2] = cb;
945 gl_state.color4f[3] = ca;
947 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
952 void GL_LockArrays(int first, int count)
954 if (count < gl_lockarrays_minimumvertices.integer)
959 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
961 if (gl_state.lockrange_count)
963 gl_state.lockrange_count = 0;
965 qglUnlockArraysEXT();
968 if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer)
970 gl_state.lockrange_first = first;
971 gl_state.lockrange_count = count;
973 qglLockArraysEXT(first, count);
979 void GL_Scissor (int x, int y, int width, int height)
982 qglScissor(x, y,width,height);
986 void GL_ScissorTest(int state)
988 if(gl_state.scissortest == state)
992 if((gl_state.scissortest = state))
993 qglEnable(GL_SCISSOR_TEST);
995 qglDisable(GL_SCISSOR_TEST);
999 void GL_Clear(int mask)
1002 qglClear(mask);CHECKGLERROR
1005 // called at beginning of frame
1006 void R_Mesh_Start(void)
1010 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1012 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1013 Cvar_SetValueQuick(&gl_paranoid, 1);
1017 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1021 char compilelog[MAX_INPUTLINE];
1022 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1025 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1026 qglCompileShaderARB(shaderobject);CHECKGLERROR
1027 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1028 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1029 if (compilelog[0] && developer.integer > 0 && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
1031 int i, j, pretextlines = 0;
1032 for (i = 0;i < numstrings - 1;i++)
1033 for (j = 0;strings[i][j];j++)
1034 if (strings[i][j] == '\n')
1036 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1038 if (!shadercompiled)
1040 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1043 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1044 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1048 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)
1050 GLint programlinked;
1051 GLuint programobject = 0;
1052 char linklog[MAX_INPUTLINE];
1055 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1059 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1062 #ifdef GL_GEOMETRY_SHADER_ARB
1063 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1067 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1070 qglLinkProgramARB(programobject);CHECKGLERROR
1071 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1072 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1075 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
1076 Con_DPrintf("program link log:\n%s\n", linklog);
1077 // software vertex shader is ok but software fragment shader is WAY
1078 // too slow, fail program if so.
1079 // NOTE: this string might be ATI specific, but that's ok because the
1080 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1081 // software fragment shader due to low instruction and dependent
1083 if (strstr(linklog, "fragment shader will run in software"))
1084 programlinked = false;
1088 return programobject;
1090 qglDeleteObjectARB(programobject);CHECKGLERROR
1094 void GL_Backend_FreeProgram(unsigned int prog)
1097 qglDeleteObjectARB(prog);
1101 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1106 for (i = 0;i < count;i++)
1107 *out++ = *in++ + offset;
1110 memcpy(out, in, sizeof(*out) * count);
1113 // renders triangles using vertices from the active arrays
1114 int paranoidblah = 0;
1115 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1117 unsigned int numelements = numtriangles * 3;
1118 if (numvertices < 3 || numtriangles < 1)
1120 if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
1121 Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1124 if (!gl_mesh_prefer_short_elements.integer)
1132 element3i += firsttriangle * 3;
1134 element3s += firsttriangle * 3;
1135 switch (gl_vbo.integer)
1140 bufferobject3i = bufferobject3s = 0;
1146 bufferobject3i = bufferobject3s = 0;
1150 r_refdef.stats.meshes++;
1151 r_refdef.stats.meshes_elements += numelements;
1152 if (gl_paranoid.integer)
1154 unsigned int i, j, size;
1156 // note: there's no validation done here on buffer objects because it
1157 // is somewhat difficult to get at the data, and gl_paranoid can be
1158 // used without buffer objects if the need arises
1159 // (the data could be gotten using glMapBuffer but it would be very
1160 // slow due to uncachable video memory reads)
1161 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1162 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1164 if (gl_state.pointer_vertex)
1165 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1167 if (gl_state.pointer_color_enabled)
1169 if (!qglIsEnabled(GL_COLOR_ARRAY))
1170 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1172 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1173 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1176 for (i = 0;i < vid.texarrayunits;i++)
1178 if (gl_state.units[i].arrayenabled)
1180 GL_ClientActiveTexture(i);
1181 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1182 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1184 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1185 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++)
1191 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1193 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1195 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1202 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1204 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1206 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1213 if (r_render.integer || r_refdef.draw2dstage)
1216 if (gl_mesh_testmanualfeeding.integer)
1218 unsigned int i, j, element;
1220 qglBegin(GL_TRIANGLES);
1221 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1223 element = element3i ? element3i[i] : element3s[i];
1224 for (j = 0;j < vid.texarrayunits;j++)
1226 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1228 if (vid.texarrayunits > 1)
1230 if (gl_state.units[j].arraycomponents == 4)
1232 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1233 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1235 else if (gl_state.units[j].arraycomponents == 3)
1237 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1238 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1240 else if (gl_state.units[j].arraycomponents == 2)
1242 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1243 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1247 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1248 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1253 if (gl_state.units[j].arraycomponents == 4)
1255 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1256 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1258 else if (gl_state.units[j].arraycomponents == 3)
1260 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1261 qglTexCoord3f(p[0], p[1], p[2]);
1263 else if (gl_state.units[j].arraycomponents == 2)
1265 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1266 qglTexCoord2f(p[0], p[1]);
1270 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1271 qglTexCoord1f(p[0]);
1276 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1278 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1279 qglColor4f(p[0], p[1], p[2], p[3]);
1281 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1282 qglVertex3f(p[0], p[1], p[2]);
1287 else if (gl_mesh_testarrayelement.integer)
1290 qglBegin(GL_TRIANGLES);
1293 for (i = 0;i < numtriangles * 3;i++)
1294 qglArrayElement(element3i[i]);
1298 for (i = 0;i < numtriangles * 3;i++)
1299 qglArrayElement(element3s[i]);
1304 else if (bufferobject3s)
1306 GL_BindEBO(bufferobject3s);
1307 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1309 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1314 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1318 else if (bufferobject3i)
1320 GL_BindEBO(bufferobject3i);
1321 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1323 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1328 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1335 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1337 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1342 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1349 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1351 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1356 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1363 // restores backend state, used when done with 3D rendering
1364 void R_Mesh_Finish(void)
1368 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1370 gl_bufferobjectinfo_t *info;
1371 GLuint bufferobject;
1373 if (!gl_vbo.integer)
1376 qglGenBuffersARB(1, &bufferobject);
1379 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1380 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1381 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1383 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1385 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
1386 memset(info, 0, sizeof(*info));
1387 info->target = target;
1388 info->object = bufferobject;
1390 strlcpy(info->name, name, sizeof(info->name));
1392 return (int)bufferobject;
1395 void R_Mesh_DestroyBufferObject(int bufferobject)
1398 gl_bufferobjectinfo_t *info;
1400 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1402 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1403 for (i = 0;i < endindex;i++)
1405 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1408 if (info->object == bufferobject)
1410 Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
1416 void GL_Mesh_ListVBOs(qboolean printeach)
1419 size_t ebocount = 0, ebomemory = 0;
1420 size_t vbocount = 0, vbomemory = 0;
1421 gl_bufferobjectinfo_t *info;
1422 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1423 for (i = 0;i < endindex;i++)
1425 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1428 switch(info->target)
1430 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;
1431 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;
1432 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1435 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);
1438 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1440 if (memcmp(matrix, &gl_state.modelmatrix, sizeof(matrix4x4_t)))
1443 gl_state.modelmatrix = *matrix;
1444 Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
1445 Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
1447 qglLoadMatrixf(glmatrix);CHECKGLERROR
1451 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1453 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1455 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1457 gl_state.pointer_vertex = vertex3f;
1458 gl_state.pointer_vertex_buffer = bufferobject;
1459 gl_state.pointer_vertex_offset = bufferoffset;
1461 GL_BindVBO(bufferobject);
1462 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1466 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1468 // note: this can not rely on bufferobject to decide whether a color array
1469 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1470 // means that a valid vbo may be supplied even if there is no color array.
1473 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1475 // caller wants color array enabled
1476 if (!gl_state.pointer_color_enabled)
1478 gl_state.pointer_color_enabled = true;
1480 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1482 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1484 gl_state.pointer_color = color4f;
1485 gl_state.pointer_color_buffer = bufferobject;
1486 gl_state.pointer_color_offset = bufferoffset;
1488 GL_BindVBO(bufferobject);
1489 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1494 // caller wants color array disabled
1495 if (gl_state.pointer_color_enabled)
1497 gl_state.pointer_color_enabled = false;
1499 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1500 // when color array is on the glColor gets trashed, set it again
1501 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1506 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1508 gltextureunit_t *unit = gl_state.units + unitnum;
1509 // update array settings
1511 // note: there is no need to check bufferobject here because all cases
1512 // that involve a valid bufferobject also supply a texcoord array
1515 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1517 // texture array unit is enabled, enable the array
1518 if (!unit->arrayenabled)
1520 unit->arrayenabled = true;
1521 GL_ClientActiveTexture(unitnum);
1522 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1525 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1527 unit->pointer_texcoord = texcoord;
1528 unit->pointer_texcoord_buffer = bufferobject;
1529 unit->pointer_texcoord_offset = bufferoffset;
1530 unit->arraycomponents = numcomponents;
1531 GL_ClientActiveTexture(unitnum);
1532 GL_BindVBO(bufferobject);
1533 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1538 // texture array unit is disabled, disable the array
1539 if (unit->arrayenabled)
1541 unit->arrayenabled = false;
1542 GL_ClientActiveTexture(unitnum);
1543 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1548 void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle)
1550 gltextureunit_t *unit = gl_state.units + unitnum;
1551 if (unitnum >= vid.teximageunits)
1553 // update 2d texture binding
1554 if (unit->t2d != tex2d)
1556 GL_ActiveTexture(unitnum);
1557 if (unitnum < vid.texunits)
1563 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1570 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1575 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1577 // update 3d texture binding
1578 if (unit->t3d != tex3d)
1580 GL_ActiveTexture(unitnum);
1581 if (unitnum < vid.texunits)
1587 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1594 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1599 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1601 // update cubemap texture binding
1602 if (unit->tcubemap != texcubemap)
1604 GL_ActiveTexture(unitnum);
1605 if (unitnum < vid.texunits)
1609 if (unit->tcubemap == 0)
1611 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1618 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1622 unit->tcubemap = texcubemap;
1623 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1625 // update rectangle texture binding
1626 if (unit->trectangle != texrectangle)
1628 GL_ActiveTexture(unitnum);
1629 if (unitnum < vid.texunits)
1633 if (unit->trectangle == 0)
1635 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1640 if (unit->trectangle)
1642 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1646 unit->trectangle = texrectangle;
1647 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1651 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1653 gltextureunit_t *unit = gl_state.units + unitnum;
1654 if (unitnum >= vid.teximageunits)
1656 // update 2d texture binding
1657 if (unit->t2d != texnum)
1659 GL_ActiveTexture(unitnum);
1660 if (unitnum < vid.texunits)
1666 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1673 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1678 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1680 // update 3d texture binding
1683 GL_ActiveTexture(unitnum);
1684 if (unitnum < vid.texunits)
1688 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1692 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1694 // update cubemap texture binding
1695 if (unit->tcubemap != 0)
1697 GL_ActiveTexture(unitnum);
1698 if (unitnum < vid.texunits)
1702 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1706 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1708 // update rectangle texture binding
1709 if (unit->trectangle != 0)
1711 GL_ActiveTexture(unitnum);
1712 if (unitnum < vid.texunits)
1714 if (unit->trectangle)
1716 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1719 unit->trectangle = 0;
1720 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1724 static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
1726 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1728 gltextureunit_t *unit = gl_state.units + unitnum;
1729 if (matrix && matrix->m[3][3])
1731 // texmatrix specified, check if it is different
1732 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1735 unit->texmatrixenabled = true;
1736 unit->matrix = *matrix;
1738 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
1739 GL_ActiveTexture(unitnum);
1740 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1741 qglLoadMatrixf(glmatrix);CHECKGLERROR
1742 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1747 // no texmatrix specified, revert to identity
1748 if (unit->texmatrixenabled)
1750 unit->texmatrixenabled = false;
1751 unit->matrix = identitymatrix;
1753 GL_ActiveTexture(unitnum);
1754 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1755 qglLoadIdentity();CHECKGLERROR
1756 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1761 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1763 gltextureunit_t *unit = gl_state.units + unitnum;
1765 switch(vid.renderpath)
1767 case RENDERPATH_GL20:
1770 case RENDERPATH_GL13:
1771 // GL_ARB_texture_env_combine
1773 combinergb = GL_MODULATE;
1775 combinealpha = GL_MODULATE;
1780 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
1782 if (combinergb == GL_DECAL)
1783 combinergb = GL_INTERPOLATE_ARB;
1784 if (unit->combine != GL_COMBINE_ARB)
1786 unit->combine = GL_COMBINE_ARB;
1787 GL_ActiveTexture(unitnum);
1788 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
1789 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
1791 if (unit->combinergb != combinergb)
1793 unit->combinergb = combinergb;
1794 GL_ActiveTexture(unitnum);
1795 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1797 if (unit->combinealpha != combinealpha)
1799 unit->combinealpha = combinealpha;
1800 GL_ActiveTexture(unitnum);
1801 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1803 if (unit->rgbscale != rgbscale)
1805 unit->rgbscale = rgbscale;
1806 GL_ActiveTexture(unitnum);
1807 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
1809 if (unit->alphascale != alphascale)
1811 unit->alphascale = alphascale;
1812 GL_ActiveTexture(unitnum);
1813 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
1818 if (unit->combine != combinergb)
1820 unit->combine = combinergb;
1821 GL_ActiveTexture(unitnum);
1822 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1826 case RENDERPATH_GL11:
1829 combinergb = GL_MODULATE;
1830 if (unit->combine != combinergb)
1832 unit->combine = combinergb;
1833 GL_ActiveTexture(unitnum);
1834 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1840 void R_Mesh_ResetTextureState(void)
1842 unsigned int unitnum;
1847 switch(vid.renderpath)
1849 case RENDERPATH_GL20:
1850 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
1852 gltextureunit_t *unit = gl_state.units + unitnum;
1856 GL_ActiveTexture(unitnum);
1857 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1862 GL_ActiveTexture(unitnum);
1863 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1868 GL_ActiveTexture(unitnum);
1869 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1871 if (unit->trectangle)
1873 unit->trectangle = 0;
1874 GL_ActiveTexture(unitnum);
1875 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1878 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
1880 gltextureunit_t *unit = gl_state.units + unitnum;
1881 if (unit->arrayenabled)
1883 unit->arrayenabled = false;
1884 GL_ClientActiveTexture(unitnum);
1885 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1888 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1890 gltextureunit_t *unit = gl_state.units + unitnum;
1891 if (unit->texmatrixenabled)
1893 unit->texmatrixenabled = false;
1894 unit->matrix = identitymatrix;
1896 GL_ActiveTexture(unitnum);
1897 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1898 qglLoadIdentity();CHECKGLERROR
1899 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1903 case RENDERPATH_GL13:
1904 case RENDERPATH_GL11:
1905 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1907 gltextureunit_t *unit = gl_state.units + unitnum;
1911 GL_ActiveTexture(unitnum);
1912 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1913 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1918 GL_ActiveTexture(unitnum);
1919 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1920 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1925 GL_ActiveTexture(unitnum);
1926 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1927 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1929 if (unit->trectangle)
1931 unit->trectangle = 0;
1932 GL_ActiveTexture(unitnum);
1933 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1934 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1936 if (unit->arrayenabled)
1938 unit->arrayenabled = false;
1939 GL_ClientActiveTexture(unitnum);
1940 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1942 if (unit->texmatrixenabled)
1944 unit->texmatrixenabled = false;
1945 unit->matrix = identitymatrix;
1947 GL_ActiveTexture(unitnum);
1948 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1949 qglLoadIdentity();CHECKGLERROR
1950 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1952 if (unit->combine != GL_MODULATE)
1954 unit->combine = GL_MODULATE;
1955 GL_ActiveTexture(unitnum);
1956 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR