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 (!backendactive) Sys_Error("GL backend function called when backend is not active");
84 void SCR_ScreenShot_f (void);
86 static r_viewport_t backend_viewport;
87 static matrix4x4_t backend_modelmatrix;
88 static matrix4x4_t backend_modelviewmatrix;
90 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
93 note: here's strip order for a terrain row:
100 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
102 *elements++ = i + row;
104 *elements++ = i + row + 1;
107 *elements++ = i + row + 1;
110 for (y = 0;y < rows - 1;y++)
112 for (x = 0;x < columns - 1;x++)
115 *elements++ = i + columns;
117 *elements++ = i + columns + 1;
120 *elements++ = i + columns + 1;
131 for (y = 0;y < rows - 1;y++)
133 for (x = 0;x < columns - 1;x++)
137 *elements++ = i + columns;
138 *elements++ = i + columns + 1;
139 *elements++ = i + columns;
140 *elements++ = i + columns + 1;
146 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
147 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
148 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
149 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
151 void GL_Backend_AllocArrays(void)
155 void GL_Backend_FreeArrays(void)
159 void GL_VBOStats_f(void)
161 GL_Mesh_ListVBOs(true);
164 typedef struct gl_bufferobjectinfo_s
169 char name[MAX_QPATH];
171 gl_bufferobjectinfo_t;
173 memexpandablearray_t gl_bufferobjectinfoarray;
175 static void gl_backend_start(void)
179 if (qglDrawRangeElements != NULL)
182 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
184 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
186 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
189 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
190 backendimageunits = backendunits;
191 backendarrayunits = backendunits;
192 if (gl_support_fragment_shader)
195 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
197 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
199 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
200 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
201 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
204 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
206 GL_Backend_AllocArrays();
208 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
210 Con_DPrintf("OpenGL backend started.\n");
214 backendactive = true;
217 static void gl_backend_shutdown(void)
220 backendimageunits = 0;
221 backendarrayunits = 0;
222 backendactive = false;
224 Con_DPrint("OpenGL Backend shutting down\n");
226 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
228 GL_Backend_FreeArrays();
231 static void gl_backend_newmap(void)
235 void gl_backend_init(void)
239 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
241 polygonelement3s[i * 3 + 0] = 0;
242 polygonelement3s[i * 3 + 1] = i + 1;
243 polygonelement3s[i * 3 + 2] = i + 2;
245 // elements for rendering a series of quads as triangles
246 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
248 quadelement3s[i * 6 + 0] = i * 4;
249 quadelement3s[i * 6 + 1] = i * 4 + 1;
250 quadelement3s[i * 6 + 2] = i * 4 + 2;
251 quadelement3s[i * 6 + 3] = i * 4;
252 quadelement3s[i * 6 + 4] = i * 4 + 2;
253 quadelement3s[i * 6 + 5] = i * 4 + 3;
256 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
257 polygonelement3i[i] = polygonelement3s[i];
258 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
259 quadelement3i[i] = quadelement3s[i];
261 Cvar_RegisterVariable(&r_render);
262 Cvar_RegisterVariable(&r_renderview);
263 Cvar_RegisterVariable(&r_waterwarp);
264 Cvar_RegisterVariable(&gl_polyblend);
265 Cvar_RegisterVariable(&v_flipped);
266 Cvar_RegisterVariable(&gl_dither);
267 Cvar_RegisterVariable(&gl_lockarrays);
268 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
269 Cvar_RegisterVariable(&gl_vbo);
270 Cvar_RegisterVariable(&gl_paranoid);
271 Cvar_RegisterVariable(&gl_printcheckerror);
273 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
274 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
275 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
276 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
278 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");
280 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
283 void GL_SetMirrorState(qboolean state);
285 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
289 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
290 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
292 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
293 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
294 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
297 static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
301 float clipPlane[4], v3[3], v4[3];
304 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
306 VectorSet(normal, normalx, normaly, normalz);
307 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
308 VectorScale(normal, dist, v3);
309 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
310 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
311 clipPlane[3] = -DotProduct(v4, clipPlane);
315 // testing code for comparing results
317 VectorCopy4(clipPlane, clipPlane2);
318 R_Mesh_Matrix(&identitymatrix);
319 VectorSet(q, normal[0], normal[1], normal[2], -dist);
320 qglClipPlane(GL_CLIP_PLANE0, q);
321 qglGetClipPlane(GL_CLIP_PLANE0, q);
322 VectorCopy4(q, clipPlane);
326 // Calculate the clip-space corner point opposite the clipping plane
327 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
328 // transform it into camera space by multiplying it
329 // by the inverse of the projection matrix
330 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
331 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
333 q[3] = (1.0f + v->m[10]) / v->m[14];
335 // Calculate the scaled plane vector
336 d = 2.0f / DotProduct4(clipPlane, q);
338 // Replace the third row of the projection matrix
339 v->m[2] = clipPlane[0] * d;
340 v->m[6] = clipPlane[1] * d;
341 v->m[10] = clipPlane[2] * d + 1.0f;
342 v->m[14] = clipPlane[3] * d;
345 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)
347 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
348 memset(v, 0, sizeof(*v));
349 v->type = R_VIEWPORTTYPE_ORTHO;
350 v->cameramatrix = *cameramatrix;
357 v->m[0] = 2/(right - left);
358 v->m[5] = 2/(top - bottom);
359 v->m[10] = -2/(zFar - zNear);
360 v->m[12] = - (right + left)/(right - left);
361 v->m[13] = - (top + bottom)/(top - bottom);
362 v->m[14] = - (zFar + zNear)/(zFar - zNear);
365 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
366 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
369 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
375 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
376 R_Viewport_TransformToScreen(v, test1, test2);
377 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
382 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)
384 matrix4x4_t tempmatrix, basematrix;
385 memset(v, 0, sizeof(*v));
387 if(v_flipped.integer)
388 frustumx = -frustumx;
390 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
391 v->cameramatrix = *cameramatrix;
398 v->m[0] = 1.0 / frustumx;
399 v->m[5] = 1.0 / frustumy;
400 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
402 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
404 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
405 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
406 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
407 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
409 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
412 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
415 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)
417 matrix4x4_t tempmatrix, basematrix;
418 const double nudge = 1.0 - 1.0 / (1<<23);
419 memset(v, 0, sizeof(*v));
421 if(v_flipped.integer)
422 frustumx = -frustumx;
424 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
425 v->cameramatrix = *cameramatrix;
432 v->m[ 0] = 1.0 / frustumx;
433 v->m[ 5] = 1.0 / frustumy;
436 v->m[14] = -2 * nearclip * nudge;
438 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
439 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
440 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
441 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
443 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
446 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
449 float cubeviewmatrix[6][16] =
451 // standard cubemap projections
489 float rectviewmatrix[6][16] =
491 // sign-preserving cubemap projections
530 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
532 matrix4x4_t tempmatrix, basematrix;
533 memset(v, 0, sizeof(*v));
534 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
535 v->cameramatrix = *cameramatrix;
539 v->m[0] = v->m[5] = 1.0f;
540 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
542 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
544 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
545 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
546 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
547 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
550 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
553 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)
555 matrix4x4_t tempmatrix, basematrix;
556 memset(v, 0, sizeof(*v));
557 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
558 v->cameramatrix = *cameramatrix;
559 v->x = (side & 1) * size;
560 v->y = (side >> 1) * size;
564 v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
565 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
567 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
569 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
570 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
571 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
572 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
575 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
578 void R_SetViewport(const r_viewport_t *v)
581 backend_viewport = *v;
584 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
586 // Load the projection matrix into OpenGL
587 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
588 qglLoadMatrixd(backend_viewport.m);CHECKGLERROR
589 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
591 // FIXME: v_flipped_state is evil, this probably breaks somewhere
592 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
594 // directly force an update of the modelview matrix
595 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
596 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
597 qglLoadMatrixf(glmatrix);CHECKGLERROR
600 void R_GetViewport(r_viewport_t *v)
602 *v = backend_viewport;
605 typedef struct gltextureunit_s
607 const void *pointer_texcoord;
608 size_t pointer_texcoord_offset;
609 int pointer_texcoord_buffer;
610 int t1d, t2d, t3d, tcubemap, trectangle;
612 unsigned int arraycomponents;
613 int rgbscale, alphascale;
614 int combinergb, combinealpha;
615 // FIXME: add more combine stuff
616 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
617 int texmatrixenabled;
622 static struct gl_state_s
630 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
633 float polygonoffset[2];
637 unsigned int clientunit;
638 gltextureunit_t units[MAX_TEXTUREUNITS];
642 int vertexbufferobject;
643 int elementbufferobject;
644 qboolean pointer_color_enabled;
645 const void *pointer_vertex;
646 const void *pointer_color;
647 size_t pointer_vertex_offset;
648 size_t pointer_color_offset;
649 int pointer_vertex_buffer;
650 int pointer_color_buffer;
654 static void GL_BindVBO(int bufferobject)
656 if (gl_state.vertexbufferobject != bufferobject)
658 gl_state.vertexbufferobject = bufferobject;
660 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
665 static void GL_BindEBO(int bufferobject)
667 if (gl_state.elementbufferobject != bufferobject)
669 gl_state.elementbufferobject = bufferobject;
671 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
676 void GL_SetupTextureState(void)
679 gltextureunit_t *unit;
681 gl_state.unit = MAX_TEXTUREUNITS;
682 gl_state.clientunit = MAX_TEXTUREUNITS;
683 for (i = 0;i < MAX_TEXTUREUNITS;i++)
685 unit = gl_state.units + i;
690 unit->arrayenabled = false;
691 unit->arraycomponents = 0;
692 unit->pointer_texcoord = NULL;
693 unit->pointer_texcoord_buffer = 0;
694 unit->pointer_texcoord_offset = 0;
696 unit->alphascale = 1;
697 unit->combinergb = GL_MODULATE;
698 unit->combinealpha = GL_MODULATE;
699 unit->texmatrixenabled = false;
700 unit->matrix = identitymatrix;
703 for (i = 0;i < backendimageunits;i++)
706 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
707 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
710 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
712 if (gl_texturecubemap)
714 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
716 if (gl_texturerectangle)
718 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
722 for (i = 0;i < backendarrayunits;i++)
724 GL_ClientActiveTexture(i);
726 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
727 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
730 for (i = 0;i < backendunits;i++)
733 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
734 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
737 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
739 if (gl_texturecubemap)
741 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
743 if (gl_texturerectangle)
745 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
747 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
748 qglLoadIdentity();CHECKGLERROR
749 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
750 if (gl_combine.integer)
752 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
753 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
754 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
755 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
756 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
757 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
758 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
759 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
760 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
761 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
762 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
763 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
764 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
765 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
766 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
767 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
768 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
772 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
779 void GL_Backend_ResetState(void)
781 memset(&gl_state, 0, sizeof(gl_state));
782 gl_state.depthtest = true;
783 gl_state.alphatest = false;
784 gl_state.blendfunc1 = GL_ONE;
785 gl_state.blendfunc2 = GL_ZERO;
786 gl_state.blend = false;
787 gl_state.depthmask = GL_TRUE;
788 gl_state.colormask = 15;
789 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
790 gl_state.lockrange_first = 0;
791 gl_state.lockrange_count = 0;
792 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
793 gl_state.cullfaceenable = true;
794 gl_state.polygonoffset[0] = 0;
795 gl_state.polygonoffset[1] = 0;
799 qglColorMask(1, 1, 1, 1);
800 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
801 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
802 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
803 qglDisable(GL_BLEND);CHECKGLERROR
804 qglCullFace(gl_state.cullface);CHECKGLERROR
805 qglEnable(GL_CULL_FACE);CHECKGLERROR
806 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
807 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
808 qglDepthMask(gl_state.depthmask);CHECKGLERROR
809 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
811 if (gl_support_arb_vertex_buffer_object)
813 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
814 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
817 if (gl_support_ext_framebuffer_object)
819 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
820 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
823 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
824 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
826 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
827 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
829 GL_Color(0, 0, 0, 0);
830 GL_Color(1, 1, 1, 1);
832 GL_SetupTextureState();
835 void GL_ActiveTexture(unsigned int num)
837 if (gl_state.unit != num)
840 if (qglActiveTexture)
843 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
849 void GL_ClientActiveTexture(unsigned int num)
851 if (gl_state.clientunit != num)
853 gl_state.clientunit = num;
854 if (qglActiveTexture)
857 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
863 void GL_BlendFunc(int blendfunc1, int blendfunc2)
865 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
868 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
869 if (gl_state.blendfunc2 == GL_ZERO)
871 if (gl_state.blendfunc1 == GL_ONE)
876 qglDisable(GL_BLEND);CHECKGLERROR
884 qglEnable(GL_BLEND);CHECKGLERROR
893 qglEnable(GL_BLEND);CHECKGLERROR
899 void GL_DepthMask(int state)
901 if (gl_state.depthmask != state)
904 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
908 void GL_DepthTest(int state)
910 if (gl_state.depthtest != state)
912 gl_state.depthtest = state;
914 if (gl_state.depthtest)
916 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
920 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
925 void GL_DepthRange(float nearfrac, float farfrac)
927 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
929 gl_state.depthrange[0] = nearfrac;
930 gl_state.depthrange[1] = farfrac;
931 qglDepthRange(nearfrac, farfrac);
935 void GL_PolygonOffset(float planeoffset, float depthoffset)
937 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
939 gl_state.polygonoffset[0] = planeoffset;
940 gl_state.polygonoffset[1] = depthoffset;
941 qglPolygonOffset(planeoffset, depthoffset);
945 void GL_SetMirrorState(qboolean state)
947 if(!state != !v_flipped_state)
949 // change cull face mode!
950 if(gl_state.cullface == GL_BACK)
951 qglCullFace((gl_state.cullface = GL_FRONT));
952 else if(gl_state.cullface == GL_FRONT)
953 qglCullFace((gl_state.cullface = GL_BACK));
955 v_flipped_state = state;
958 void GL_CullFace(int state)
964 if(state == GL_FRONT)
966 else if(state == GL_BACK)
970 if (state != GL_NONE)
972 if (!gl_state.cullfaceenable)
974 gl_state.cullfaceenable = true;
975 qglEnable(GL_CULL_FACE);CHECKGLERROR
977 if (gl_state.cullface != state)
979 gl_state.cullface = state;
980 qglCullFace(gl_state.cullface);CHECKGLERROR
985 if (gl_state.cullfaceenable)
987 gl_state.cullfaceenable = false;
988 qglDisable(GL_CULL_FACE);CHECKGLERROR
993 void GL_AlphaTest(int state)
995 if (gl_state.alphatest != state)
997 gl_state.alphatest = state;
999 if (gl_state.alphatest)
1001 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1005 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1010 void GL_ColorMask(int r, int g, int b, int a)
1012 int state = r*8 + g*4 + b*2 + a*1;
1013 if (gl_state.colormask != state)
1015 gl_state.colormask = state;
1017 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1021 void GL_Color(float cr, float cg, float cb, float ca)
1023 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)
1025 gl_state.color4f[0] = cr;
1026 gl_state.color4f[1] = cg;
1027 gl_state.color4f[2] = cb;
1028 gl_state.color4f[3] = ca;
1030 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1035 void GL_LockArrays(int first, int count)
1037 if (count < gl_lockarrays_minimumvertices.integer)
1042 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
1044 if (gl_state.lockrange_count)
1046 gl_state.lockrange_count = 0;
1048 qglUnlockArraysEXT();
1051 if (count && gl_supportslockarrays && gl_lockarrays.integer)
1053 gl_state.lockrange_first = first;
1054 gl_state.lockrange_count = count;
1056 qglLockArraysEXT(first, count);
1062 void GL_Scissor (int x, int y, int width, int height)
1065 qglScissor(x, y,width,height);
1069 void GL_ScissorTest(int state)
1071 if(gl_state.scissortest == state)
1075 if((gl_state.scissortest = state))
1076 qglEnable(GL_SCISSOR_TEST);
1078 qglDisable(GL_SCISSOR_TEST);
1082 void GL_Clear(int mask)
1085 qglClear(mask);CHECKGLERROR
1088 // called at beginning of frame
1089 void R_Mesh_Start(void)
1093 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1095 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1096 Cvar_SetValueQuick(&gl_paranoid, 1);
1098 GL_Backend_ResetState();
1101 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1105 char compilelog[MAX_INPUTLINE];
1106 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1109 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1110 qglCompileShaderARB(shaderobject);CHECKGLERROR
1111 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1112 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1113 if (compilelog[0] && developer.integer > 0)
1115 int i, j, pretextlines = 0;
1116 for (i = 0;i < numstrings - 1;i++)
1117 for (j = 0;strings[i][j];j++)
1118 if (strings[i][j] == '\n')
1120 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1122 if (!shadercompiled)
1124 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1127 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1128 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1132 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)
1134 GLint programlinked;
1135 GLuint programobject = 0;
1136 char linklog[MAX_INPUTLINE];
1139 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1143 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1146 #ifdef GL_GEOMETRY_SHADER_ARB
1147 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1151 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1154 qglLinkProgramARB(programobject);CHECKGLERROR
1155 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1156 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1159 Con_DPrintf("program link log:\n%s\n", linklog);
1160 // software vertex shader is ok but software fragment shader is WAY
1161 // too slow, fail program if so.
1162 // NOTE: this string might be ATI specific, but that's ok because the
1163 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1164 // software fragment shader due to low instruction and dependent
1166 if (strstr(linklog, "fragment shader will run in software"))
1167 programlinked = false;
1171 return programobject;
1173 qglDeleteObjectARB(programobject);CHECKGLERROR
1177 void GL_Backend_FreeProgram(unsigned int prog)
1180 qglDeleteObjectARB(prog);
1184 int gl_backend_rebindtextures;
1186 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1191 for (i = 0;i < count;i++)
1192 *out++ = *in++ + offset;
1195 memcpy(out, in, sizeof(*out) * count);
1198 // renders triangles using vertices from the active arrays
1199 int paranoidblah = 0;
1200 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1202 unsigned int numelements = numtriangles * 3;
1203 if (numvertices < 3 || numtriangles < 1)
1205 if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
1206 Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1209 if (!gl_mesh_prefer_short_elements.integer)
1217 element3i += firsttriangle * 3;
1219 element3s += firsttriangle * 3;
1220 switch (gl_vbo.integer)
1225 bufferobject3i = bufferobject3s = 0;
1231 bufferobject3i = bufferobject3s = 0;
1235 r_refdef.stats.meshes++;
1236 r_refdef.stats.meshes_elements += numelements;
1237 if (gl_paranoid.integer)
1239 unsigned int i, j, size;
1241 // note: there's no validation done here on buffer objects because it
1242 // is somewhat difficult to get at the data, and gl_paranoid can be
1243 // used without buffer objects if the need arises
1244 // (the data could be gotten using glMapBuffer but it would be very
1245 // slow due to uncachable video memory reads)
1246 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1247 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1249 if (gl_state.pointer_vertex)
1250 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1252 if (gl_state.pointer_color_enabled)
1254 if (!qglIsEnabled(GL_COLOR_ARRAY))
1255 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1257 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1258 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1261 for (i = 0;i < backendarrayunits;i++)
1263 if (gl_state.units[i].arrayenabled)
1265 GL_ClientActiveTexture(i);
1266 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1267 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1269 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1270 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++)
1276 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1278 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1280 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1287 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1289 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1291 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1298 if (r_render.integer || r_refdef.draw2dstage)
1301 if (gl_mesh_testmanualfeeding.integer)
1303 unsigned int i, j, element;
1305 qglBegin(GL_TRIANGLES);
1306 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1308 element = element3i ? element3i[i] : element3s[i];
1309 for (j = 0;j < backendarrayunits;j++)
1311 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1313 if (backendarrayunits > 1)
1315 if (gl_state.units[j].arraycomponents == 4)
1317 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1318 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1320 else if (gl_state.units[j].arraycomponents == 3)
1322 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1323 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1325 else if (gl_state.units[j].arraycomponents == 2)
1327 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1328 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1332 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1333 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1338 if (gl_state.units[j].arraycomponents == 4)
1340 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1341 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1343 else if (gl_state.units[j].arraycomponents == 3)
1345 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1346 qglTexCoord3f(p[0], p[1], p[2]);
1348 else if (gl_state.units[j].arraycomponents == 2)
1350 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1351 qglTexCoord2f(p[0], p[1]);
1355 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1356 qglTexCoord1f(p[0]);
1361 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1363 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1364 qglColor4f(p[0], p[1], p[2], p[3]);
1366 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1367 qglVertex3f(p[0], p[1], p[2]);
1372 else if (gl_mesh_testarrayelement.integer)
1375 qglBegin(GL_TRIANGLES);
1378 for (i = 0;i < numtriangles * 3;i++)
1379 qglArrayElement(element3i[i]);
1383 for (i = 0;i < numtriangles * 3;i++)
1384 qglArrayElement(element3s[i]);
1389 else if (bufferobject3s)
1391 GL_BindEBO(bufferobject3s);
1392 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1394 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1399 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1403 else if (bufferobject3i)
1405 GL_BindEBO(bufferobject3i);
1406 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1408 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1413 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1420 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1422 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1427 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1434 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1436 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1441 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1448 // restores backend state, used when done with 3D rendering
1449 void R_Mesh_Finish(void)
1454 GL_LockArrays(0, 0);
1457 for (i = 0;i < backendimageunits;i++)
1459 GL_ActiveTexture(i);
1460 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1461 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1464 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1466 if (gl_texturecubemap)
1468 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1470 if (gl_texturerectangle)
1472 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1475 for (i = 0;i < backendarrayunits;i++)
1477 GL_ActiveTexture(backendarrayunits - 1 - i);
1478 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1480 for (i = 0;i < backendunits;i++)
1482 GL_ActiveTexture(backendunits - 1 - i);
1483 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1484 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1487 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1489 if (gl_texturecubemap)
1491 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1493 if (gl_texturerectangle)
1495 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1497 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1498 if (gl_combine.integer)
1500 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1501 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1504 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1505 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1507 qglDisable(GL_BLEND);CHECKGLERROR
1508 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1509 qglDepthMask(GL_TRUE);CHECKGLERROR
1510 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1513 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1515 gl_bufferobjectinfo_t *info;
1516 GLuint bufferobject;
1518 if (!gl_vbo.integer)
1521 qglGenBuffersARB(1, &bufferobject);
1524 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1525 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1526 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1528 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1530 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1531 memset(info, 0, sizeof(*info));
1532 info->target = target;
1533 info->object = bufferobject;
1535 strlcpy(info->name, name, sizeof(info->name));
1537 return (int)bufferobject;
1540 void R_Mesh_DestroyBufferObject(int bufferobject)
1543 gl_bufferobjectinfo_t *info;
1545 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1547 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1548 for (i = 0;i < endindex;i++)
1550 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1553 if (info->object == bufferobject)
1555 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1561 void GL_Mesh_ListVBOs(qboolean printeach)
1564 size_t ebocount = 0, ebomemory = 0;
1565 size_t vbocount = 0, vbomemory = 0;
1566 gl_bufferobjectinfo_t *info;
1567 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1568 for (i = 0;i < endindex;i++)
1570 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1573 switch(info->target)
1575 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;
1576 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;
1577 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1580 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);
1583 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1585 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1588 backend_modelmatrix = *matrix;
1589 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
1590 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
1592 qglLoadMatrixf(glmatrix);CHECKGLERROR
1596 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1598 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1600 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1602 gl_state.pointer_vertex = vertex3f;
1603 gl_state.pointer_vertex_buffer = bufferobject;
1604 gl_state.pointer_vertex_offset = bufferoffset;
1606 GL_BindVBO(bufferobject);
1607 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1611 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1613 // note: this can not rely on bufferobject to decide whether a color array
1614 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1615 // means that a valid vbo may be supplied even if there is no color array.
1618 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1620 // caller wants color array enabled
1621 if (!gl_state.pointer_color_enabled)
1623 gl_state.pointer_color_enabled = true;
1625 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1627 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1629 gl_state.pointer_color = color4f;
1630 gl_state.pointer_color_buffer = bufferobject;
1631 gl_state.pointer_color_offset = bufferoffset;
1633 GL_BindVBO(bufferobject);
1634 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1639 // caller wants color array disabled
1640 if (gl_state.pointer_color_enabled)
1642 gl_state.pointer_color_enabled = false;
1644 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1645 // when color array is on the glColor gets trashed, set it again
1646 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1651 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1653 gltextureunit_t *unit = gl_state.units + unitnum;
1654 // update array settings
1656 // note: there is no need to check bufferobject here because all cases
1657 // that involve a valid bufferobject also supply a texcoord array
1660 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1662 // texture array unit is enabled, enable the array
1663 if (!unit->arrayenabled)
1665 unit->arrayenabled = true;
1666 GL_ClientActiveTexture(unitnum);
1667 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1670 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1672 unit->pointer_texcoord = texcoord;
1673 unit->pointer_texcoord_buffer = bufferobject;
1674 unit->pointer_texcoord_offset = bufferoffset;
1675 unit->arraycomponents = numcomponents;
1676 GL_ClientActiveTexture(unitnum);
1677 GL_BindVBO(bufferobject);
1678 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1683 // texture array unit is disabled, disable the array
1684 if (unit->arrayenabled)
1686 unit->arrayenabled = false;
1687 GL_ClientActiveTexture(unitnum);
1688 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1693 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle)
1695 gltextureunit_t *unit = gl_state.units + unitnum;
1696 if (unitnum >= backendimageunits)
1698 // update 1d texture binding
1699 if (unit->t1d != tex1d)
1701 GL_ActiveTexture(unitnum);
1702 if (unitnum < backendunits)
1708 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1715 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1720 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1722 // update 2d texture binding
1723 if (unit->t2d != tex2d)
1725 GL_ActiveTexture(unitnum);
1726 if (unitnum < backendunits)
1732 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1739 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1744 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1746 // update 3d texture binding
1747 if (unit->t3d != tex3d)
1749 GL_ActiveTexture(unitnum);
1750 if (unitnum < backendunits)
1756 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1763 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1768 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1770 // update cubemap texture binding
1771 if (unit->tcubemap != texcubemap)
1773 GL_ActiveTexture(unitnum);
1774 if (unitnum < backendunits)
1778 if (unit->tcubemap == 0)
1780 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1787 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1791 unit->tcubemap = texcubemap;
1792 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1794 // update rectangle texture binding
1795 if (unit->trectangle != texrectangle)
1797 GL_ActiveTexture(unitnum);
1798 if (unitnum < backendunits)
1802 if (unit->trectangle == 0)
1804 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1809 if (unit->trectangle)
1811 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1815 unit->trectangle = texrectangle;
1816 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1820 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1822 gltextureunit_t *unit = gl_state.units + unitnum;
1823 if (unitnum >= backendimageunits)
1825 // update 1d texture binding
1826 if (unit->t1d != texnum)
1828 GL_ActiveTexture(unitnum);
1829 if (unitnum < backendunits)
1835 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1842 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1847 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1849 // update 2d texture binding
1852 GL_ActiveTexture(unitnum);
1853 if (unitnum < backendunits)
1857 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1861 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1863 // update 3d texture binding
1866 GL_ActiveTexture(unitnum);
1867 if (unitnum < backendunits)
1871 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1875 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1877 // update cubemap texture binding
1880 GL_ActiveTexture(unitnum);
1881 if (unitnum < backendunits)
1885 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1889 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1891 // update rectangle texture binding
1892 if (unit->trectangle)
1894 GL_ActiveTexture(unitnum);
1895 if (unitnum < backendunits)
1897 if (unit->trectangle)
1899 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1902 unit->trectangle = 0;
1903 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1907 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1909 gltextureunit_t *unit = gl_state.units + unitnum;
1910 if (unitnum >= backendimageunits)
1912 // update 1d texture binding
1915 GL_ActiveTexture(unitnum);
1916 if (unitnum < backendunits)
1920 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1924 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1926 // update 2d texture binding
1927 if (unit->t2d != texnum)
1929 GL_ActiveTexture(unitnum);
1930 if (unitnum < backendunits)
1936 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1943 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1948 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1950 // update 3d texture binding
1953 GL_ActiveTexture(unitnum);
1954 if (unitnum < backendunits)
1958 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1962 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1964 // update cubemap texture binding
1965 if (unit->tcubemap != 0)
1967 GL_ActiveTexture(unitnum);
1968 if (unitnum < backendunits)
1972 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1976 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1978 // update rectangle texture binding
1979 if (unit->trectangle != 0)
1981 GL_ActiveTexture(unitnum);
1982 if (unitnum < backendunits)
1984 if (unit->trectangle)
1986 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1989 unit->trectangle = 0;
1990 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1994 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1996 gltextureunit_t *unit = gl_state.units + unitnum;
1997 if (unitnum >= backendimageunits)
1999 // update 1d texture binding
2002 GL_ActiveTexture(unitnum);
2003 if (unitnum < backendunits)
2007 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2011 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2013 // update 2d texture binding
2016 GL_ActiveTexture(unitnum);
2017 if (unitnum < backendunits)
2021 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2025 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2027 // update 3d texture binding
2028 if (unit->t3d != texnum)
2030 GL_ActiveTexture(unitnum);
2031 if (unitnum < backendunits)
2037 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
2044 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2049 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2051 // update cubemap texture binding
2052 if (unit->tcubemap != 0)
2054 GL_ActiveTexture(unitnum);
2055 if (unitnum < backendunits)
2059 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2063 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2065 // update rectangle texture binding
2066 if (unit->trectangle != 0)
2068 GL_ActiveTexture(unitnum);
2069 if (unitnum < backendunits)
2071 if (unit->trectangle)
2073 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2076 unit->trectangle = 0;
2077 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2081 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
2083 gltextureunit_t *unit = gl_state.units + unitnum;
2084 if (unitnum >= backendimageunits)
2086 // update 1d texture binding
2089 GL_ActiveTexture(unitnum);
2090 if (unitnum < backendunits)
2094 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2098 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2100 // update 2d texture binding
2103 GL_ActiveTexture(unitnum);
2104 if (unitnum < backendunits)
2108 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2112 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2114 // update 3d texture binding
2117 GL_ActiveTexture(unitnum);
2118 if (unitnum < backendunits)
2122 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2126 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2128 // update cubemap texture binding
2129 if (unit->tcubemap != texnum)
2131 GL_ActiveTexture(unitnum);
2132 if (unitnum < backendunits)
2136 if (unit->tcubemap == 0)
2138 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2145 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2149 unit->tcubemap = texnum;
2150 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2152 // update rectangle texture binding
2153 if (unit->trectangle != 0)
2155 GL_ActiveTexture(unitnum);
2156 if (unitnum < backendunits)
2158 if (unit->trectangle)
2160 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2163 unit->trectangle = 0;
2164 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2168 void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum)
2170 gltextureunit_t *unit = gl_state.units + unitnum;
2171 if (unitnum >= backendimageunits)
2173 // update 1d texture binding
2176 GL_ActiveTexture(unitnum);
2177 if (unitnum < backendunits)
2181 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2185 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2187 // update 2d texture binding
2190 GL_ActiveTexture(unitnum);
2191 if (unitnum < backendunits)
2195 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2199 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2201 // update 3d texture binding
2204 GL_ActiveTexture(unitnum);
2205 if (unitnum < backendunits)
2209 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2213 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2215 // update cubemap texture binding
2216 if (unit->tcubemap != 0)
2218 GL_ActiveTexture(unitnum);
2219 if (unitnum < backendunits)
2223 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2227 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2229 // update rectangle texture binding
2230 if (unit->trectangle != texnum)
2232 GL_ActiveTexture(unitnum);
2233 if (unitnum < backendunits)
2237 if (unit->trectangle == 0)
2239 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2244 if (unit->trectangle)
2246 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2250 unit->trectangle = texnum;
2251 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2255 static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
2257 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
2259 gltextureunit_t *unit = gl_state.units + unitnum;
2260 if (matrix->m[3][3])
2262 // texmatrix specified, check if it is different
2263 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
2265 double glmatrix[16];
2266 unit->texmatrixenabled = true;
2267 unit->matrix = *matrix;
2269 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
2270 GL_ActiveTexture(unitnum);
2271 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2272 qglLoadMatrixd(glmatrix);CHECKGLERROR
2273 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2278 // no texmatrix specified, revert to identity
2279 if (unit->texmatrixenabled)
2281 unit->texmatrixenabled = false;
2282 unit->matrix = identitymatrix;
2284 GL_ActiveTexture(unitnum);
2285 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2286 qglLoadIdentity();CHECKGLERROR
2287 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2292 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
2294 gltextureunit_t *unit = gl_state.units + unitnum;
2296 if (gl_combine.integer)
2298 // GL_ARB_texture_env_combine
2300 combinergb = GL_MODULATE;
2302 combinealpha = GL_MODULATE;
2307 if (unit->combinergb != combinergb)
2309 unit->combinergb = combinergb;
2310 GL_ActiveTexture(unitnum);
2311 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2313 if (unit->combinealpha != combinealpha)
2315 unit->combinealpha = combinealpha;
2316 GL_ActiveTexture(unitnum);
2317 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2319 if (unit->rgbscale != rgbscale)
2321 GL_ActiveTexture(unitnum);
2322 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
2324 if (unit->alphascale != alphascale)
2326 GL_ActiveTexture(unitnum);
2327 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
2334 combinergb = GL_MODULATE;
2335 if (unit->combinergb != combinergb)
2337 unit->combinergb = combinergb;
2338 GL_ActiveTexture(unitnum);
2339 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2344 void R_Mesh_TextureState(const rmeshstate_t *m)
2351 if (gl_backend_rebindtextures)
2353 gl_backend_rebindtextures = false;
2354 GL_SetupTextureState();
2358 for (i = 0;i < backendimageunits;i++)
2359 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
2360 for (i = 0;i < backendarrayunits;i++)
2362 if (m->pointer_texcoord3f[i])
2363 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2365 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2367 for (i = 0;i < backendunits;i++)
2369 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
2370 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
2375 void R_Mesh_ResetTextureState(void)
2377 unsigned int unitnum;
2382 if (gl_backend_rebindtextures)
2384 gl_backend_rebindtextures = false;
2385 GL_SetupTextureState();
2389 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
2391 gltextureunit_t *unit = gl_state.units + unitnum;
2392 // update 1d texture binding
2395 GL_ActiveTexture(unitnum);
2396 if (unitnum < backendunits)
2398 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2401 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2403 // update 2d texture binding
2406 GL_ActiveTexture(unitnum);
2407 if (unitnum < backendunits)
2409 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2412 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2414 // update 3d texture binding
2417 GL_ActiveTexture(unitnum);
2418 if (unitnum < backendunits)
2420 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2423 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2425 // update cubemap texture binding
2428 GL_ActiveTexture(unitnum);
2429 if (unitnum < backendunits)
2431 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2434 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2436 // update rectangle texture binding
2437 if (unit->trectangle)
2439 GL_ActiveTexture(unitnum);
2440 if (unitnum < backendunits)
2442 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2444 unit->trectangle = 0;
2445 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2448 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
2450 gltextureunit_t *unit = gl_state.units + unitnum;
2451 // texture array unit is disabled, disable the array
2452 if (unit->arrayenabled)
2454 unit->arrayenabled = false;
2455 GL_ClientActiveTexture(unitnum);
2456 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2459 for (unitnum = 0;unitnum < backendunits;unitnum++)
2461 gltextureunit_t *unit = gl_state.units + unitnum;
2462 // no texmatrix specified, revert to identity
2463 if (unit->texmatrixenabled)
2465 unit->texmatrixenabled = false;
2466 unit->matrix = identitymatrix;
2468 GL_ActiveTexture(unitnum);
2469 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2470 qglLoadIdentity();CHECKGLERROR
2471 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2473 if (gl_combine.integer)
2475 // GL_ARB_texture_env_combine
2476 if (unit->combinergb != GL_MODULATE)
2478 unit->combinergb = GL_MODULATE;
2479 GL_ActiveTexture(unitnum);
2480 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2482 if (unit->combinealpha != GL_MODULATE)
2484 unit->combinealpha = GL_MODULATE;
2485 GL_ActiveTexture(unitnum);
2486 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2488 if (unit->rgbscale != 1)
2490 GL_ActiveTexture(unitnum);
2491 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2493 if (unit->alphascale != 1)
2495 GL_ActiveTexture(unitnum);
2496 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2502 if (unit->combinergb != GL_MODULATE)
2504 unit->combinergb = GL_MODULATE;
2505 GL_ActiveTexture(unitnum);
2506 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR