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_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
12 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
13 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
14 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
15 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
17 int gl_maxdrawrangeelementsvertices;
18 int gl_maxdrawrangeelementsindices;
23 void GL_PrintError(int errornumber, char *filename, int linenumber)
27 #ifdef GL_INVALID_ENUM
29 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
32 #ifdef GL_INVALID_VALUE
33 case GL_INVALID_VALUE:
34 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
37 #ifdef GL_INVALID_OPERATION
38 case GL_INVALID_OPERATION:
39 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
42 #ifdef GL_STACK_OVERFLOW
43 case GL_STACK_OVERFLOW:
44 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
47 #ifdef GL_STACK_UNDERFLOW
48 case GL_STACK_UNDERFLOW:
49 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
52 #ifdef GL_OUT_OF_MEMORY
53 case GL_OUT_OF_MEMORY:
54 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
57 #ifdef GL_TABLE_TOO_LARGE
58 case GL_TABLE_TOO_LARGE:
59 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
63 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
69 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
71 void SCR_ScreenShot_f (void);
73 static matrix4x4_t backend_viewmatrix;
74 static matrix4x4_t backend_modelmatrix;
75 static matrix4x4_t backend_modelviewmatrix;
76 static matrix4x4_t backend_glmodelviewmatrix;
77 static matrix4x4_t backend_projectmatrix;
79 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
82 note: here's strip order for a terrain row:
89 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
91 *elements++ = i + row;
93 *elements++ = i + row + 1;
96 *elements++ = i + row + 1;
99 for (y = 0;y < rows - 1;y++)
101 for (x = 0;x < columns - 1;x++)
104 *elements++ = i + columns;
106 *elements++ = i + columns + 1;
109 *elements++ = i + columns + 1;
120 for (y = 0;y < rows - 1;y++)
122 for (x = 0;x < columns - 1;x++)
126 *elements++ = i + columns;
127 *elements++ = i + columns + 1;
128 *elements++ = i + columns;
129 *elements++ = i + columns + 1;
135 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
136 int quadelements[QUADELEMENTS_MAXQUADS*6];
138 void GL_Backend_AllocArrays(void)
142 void GL_Backend_FreeArrays(void)
146 static void gl_backend_start(void)
148 Con_Print("OpenGL Backend starting...\n");
151 if (qglDrawRangeElements != NULL)
154 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
156 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
158 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
161 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
162 backendimageunits = backendunits;
163 backendarrayunits = backendunits;
164 if (gl_support_fragment_shader)
167 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
169 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
171 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
173 else if (backendunits > 1)
174 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
176 Con_Printf("singletexture\n");
178 GL_Backend_AllocArrays();
180 Con_Printf("OpenGL backend started.\n");
184 backendactive = true;
187 static void gl_backend_shutdown(void)
190 backendimageunits = 0;
191 backendarrayunits = 0;
192 backendactive = false;
194 Con_Print("OpenGL Backend shutting down\n");
196 GL_Backend_FreeArrays();
199 static void gl_backend_newmap(void)
203 void gl_backend_init(void)
207 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
209 polygonelements[i * 3 + 0] = 0;
210 polygonelements[i * 3 + 1] = i + 1;
211 polygonelements[i * 3 + 2] = i + 2;
213 // elements for rendering a series of quads as triangles
214 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
216 quadelements[i * 6 + 0] = i * 4;
217 quadelements[i * 6 + 1] = i * 4 + 1;
218 quadelements[i * 6 + 2] = i * 4 + 2;
219 quadelements[i * 6 + 3] = i * 4;
220 quadelements[i * 6 + 4] = i * 4 + 2;
221 quadelements[i * 6 + 5] = i * 4 + 3;
224 Cvar_RegisterVariable(&r_render);
225 Cvar_RegisterVariable(&r_waterwarp);
226 Cvar_RegisterVariable(&gl_polyblend);
227 Cvar_RegisterVariable(&gl_dither);
228 Cvar_RegisterVariable(&gl_lockarrays);
229 Cvar_RegisterVariable(&gl_paranoid);
230 Cvar_RegisterVariable(&gl_printcheckerror);
232 Cvar_SetValue("r_render", 0);
235 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
236 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
237 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
239 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
242 void GL_SetupView_Orientation_Identity (void)
244 backend_viewmatrix = identitymatrix;
245 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
248 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
250 matrix4x4_t tempmatrix, basematrix;
251 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
252 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
253 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
254 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
255 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
256 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
257 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
258 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
259 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
262 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
266 if (!r_render.integer)
271 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
272 qglLoadIdentity();CHECKGLERROR
274 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
275 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
276 backend_projectmatrix.m[0][0] = m[0];
277 backend_projectmatrix.m[1][0] = m[1];
278 backend_projectmatrix.m[2][0] = m[2];
279 backend_projectmatrix.m[3][0] = m[3];
280 backend_projectmatrix.m[0][1] = m[4];
281 backend_projectmatrix.m[1][1] = m[5];
282 backend_projectmatrix.m[2][1] = m[6];
283 backend_projectmatrix.m[3][1] = m[7];
284 backend_projectmatrix.m[0][2] = m[8];
285 backend_projectmatrix.m[1][2] = m[9];
286 backend_projectmatrix.m[2][2] = m[10];
287 backend_projectmatrix.m[3][2] = m[11];
288 backend_projectmatrix.m[0][3] = m[12];
289 backend_projectmatrix.m[1][3] = m[13];
290 backend_projectmatrix.m[2][3] = m[14];
291 backend_projectmatrix.m[3][3] = m[15];
292 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
293 GL_SetupView_Orientation_Identity();
297 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
301 if (!r_render.integer)
306 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
307 qglLoadIdentity();CHECKGLERROR
309 nudge = 1.0 - 1.0 / (1<<23);
310 m[ 0] = 1.0 / frustumx;
315 m[ 5] = 1.0 / frustumy;
324 m[14] = -2 * zNear * nudge;
326 qglLoadMatrixd(m);CHECKGLERROR
327 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
328 GL_SetupView_Orientation_Identity();
330 backend_projectmatrix.m[0][0] = m[0];
331 backend_projectmatrix.m[1][0] = m[1];
332 backend_projectmatrix.m[2][0] = m[2];
333 backend_projectmatrix.m[3][0] = m[3];
334 backend_projectmatrix.m[0][1] = m[4];
335 backend_projectmatrix.m[1][1] = m[5];
336 backend_projectmatrix.m[2][1] = m[6];
337 backend_projectmatrix.m[3][1] = m[7];
338 backend_projectmatrix.m[0][2] = m[8];
339 backend_projectmatrix.m[1][2] = m[9];
340 backend_projectmatrix.m[2][2] = m[10];
341 backend_projectmatrix.m[3][2] = m[11];
342 backend_projectmatrix.m[0][3] = m[12];
343 backend_projectmatrix.m[1][3] = m[13];
344 backend_projectmatrix.m[2][3] = m[14];
345 backend_projectmatrix.m[3][3] = m[15];
348 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
352 if (!r_render.integer)
357 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
358 qglLoadIdentity();CHECKGLERROR
359 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
360 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
361 backend_projectmatrix.m[0][0] = m[0];
362 backend_projectmatrix.m[1][0] = m[1];
363 backend_projectmatrix.m[2][0] = m[2];
364 backend_projectmatrix.m[3][0] = m[3];
365 backend_projectmatrix.m[0][1] = m[4];
366 backend_projectmatrix.m[1][1] = m[5];
367 backend_projectmatrix.m[2][1] = m[6];
368 backend_projectmatrix.m[3][1] = m[7];
369 backend_projectmatrix.m[0][2] = m[8];
370 backend_projectmatrix.m[1][2] = m[9];
371 backend_projectmatrix.m[2][2] = m[10];
372 backend_projectmatrix.m[3][2] = m[11];
373 backend_projectmatrix.m[0][3] = m[12];
374 backend_projectmatrix.m[1][3] = m[13];
375 backend_projectmatrix.m[2][3] = m[14];
376 backend_projectmatrix.m[3][3] = m[15];
377 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
378 GL_SetupView_Orientation_Identity();
382 typedef struct gltextureunit_s
384 int t1d, t2d, t3d, tcubemap;
386 unsigned int arraycomponents;
387 const void *pointer_texcoord;
388 int rgbscale, alphascale;
389 int combinergb, combinealpha;
390 // FIXME: add more combine stuff
391 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
392 int texmatrixenabled;
397 static struct gl_state_s
403 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
408 unsigned int clientunit;
409 gltextureunit_t units[MAX_TEXTUREUNITS];
413 const void *pointer_vertex;
414 const void *pointer_color;
418 void GL_SetupTextureState(void)
421 gltextureunit_t *unit;
423 gl_state.unit = MAX_TEXTUREUNITS;
424 gl_state.clientunit = MAX_TEXTUREUNITS;
425 for (i = 0;i < MAX_TEXTUREUNITS;i++)
427 unit = gl_state.units + i;
432 unit->arrayenabled = false;
433 unit->arraycomponents = 0;
434 unit->pointer_texcoord = NULL;
436 unit->alphascale = 1;
437 unit->combinergb = GL_MODULATE;
438 unit->combinealpha = GL_MODULATE;
439 unit->texmatrixenabled = false;
440 unit->matrix = identitymatrix;
443 for (i = 0;i < backendimageunits;i++)
446 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
447 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
450 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
452 if (gl_texturecubemap)
454 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
458 for (i = 0;i < backendarrayunits;i++)
460 GL_ClientActiveTexture(i);
461 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
462 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
465 for (i = 0;i < backendunits;i++)
468 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
469 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
472 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
474 if (gl_texturecubemap)
476 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
478 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
479 qglLoadIdentity();CHECKGLERROR
480 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
481 if (gl_combine.integer)
483 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
484 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
485 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
486 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
487 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
488 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
489 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
490 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
491 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
492 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
493 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
494 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
495 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
496 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
497 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
498 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
499 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
503 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
510 void GL_Backend_ResetState(void)
512 memset(&gl_state, 0, sizeof(gl_state));
513 gl_state.depthtest = true;
514 gl_state.alphatest = false;
515 gl_state.blendfunc1 = GL_ONE;
516 gl_state.blendfunc2 = GL_ZERO;
517 gl_state.blend = false;
518 gl_state.depthmask = GL_TRUE;
519 gl_state.colormask = 15;
520 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
521 gl_state.lockrange_first = 0;
522 gl_state.lockrange_count = 0;
523 gl_state.pointer_vertex = NULL;
524 gl_state.pointer_color = NULL;
528 qglColorMask(1, 1, 1, 1);
529 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
530 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
531 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
532 qglDisable(GL_BLEND);CHECKGLERROR
533 qglCullFace(GL_FRONT);CHECKGLERROR
534 qglEnable(GL_CULL_FACE);CHECKGLERROR
535 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
536 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
537 qglDepthMask(gl_state.depthmask);CHECKGLERROR
539 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
540 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
542 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
543 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
545 GL_Color(0, 0, 0, 0);
546 GL_Color(1, 1, 1, 1);
548 GL_SetupTextureState();
551 void GL_ActiveTexture(unsigned int num)
553 if (gl_state.unit != num)
556 if (qglActiveTexture)
559 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
565 void GL_ClientActiveTexture(unsigned int num)
567 if (gl_state.clientunit != num)
569 gl_state.clientunit = num;
570 if (qglActiveTexture)
573 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
579 void GL_BlendFunc(int blendfunc1, int blendfunc2)
581 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
584 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
585 if (gl_state.blendfunc2 == GL_ZERO)
587 if (gl_state.blendfunc1 == GL_ONE)
592 qglDisable(GL_BLEND);CHECKGLERROR
600 qglEnable(GL_BLEND);CHECKGLERROR
609 qglEnable(GL_BLEND);CHECKGLERROR
615 void GL_DepthMask(int state)
617 if (gl_state.depthmask != state)
620 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
624 void GL_DepthTest(int state)
626 if (gl_state.depthtest != state)
628 gl_state.depthtest = state;
630 if (gl_state.depthtest)
632 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
636 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
641 void GL_AlphaTest(int state)
643 if (gl_state.alphatest != state)
645 gl_state.alphatest = state;
647 if (gl_state.alphatest)
649 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
653 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
658 void GL_ColorMask(int r, int g, int b, int a)
660 int state = r*8 + g*4 + b*2 + a*1;
661 if (gl_state.colormask != state)
663 gl_state.colormask = state;
665 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
669 void GL_Color(float cr, float cg, float cb, float ca)
671 if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
673 gl_state.color4f[0] = cr;
674 gl_state.color4f[1] = cg;
675 gl_state.color4f[2] = cb;
676 gl_state.color4f[3] = ca;
678 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
683 void GL_LockArrays(int first, int count)
685 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
687 if (gl_state.lockrange_count)
689 gl_state.lockrange_count = 0;
691 qglUnlockArraysEXT();
694 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
696 gl_state.lockrange_first = first;
697 gl_state.lockrange_count = count;
699 qglLockArraysEXT(first, count);
705 void GL_Scissor (int x, int y, int width, int height)
708 qglScissor(x, vid.height - (y + height),width,height);
712 void GL_ScissorTest(int state)
714 if(gl_state.scissortest == state)
718 if((gl_state.scissortest = state))
719 qglEnable(GL_SCISSOR_TEST);
721 qglDisable(GL_SCISSOR_TEST);
725 void GL_Clear(int mask)
728 qglClear(mask);CHECKGLERROR
731 void GL_TransformToScreen(const vec4_t in, vec4_t out)
735 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
736 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
738 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
739 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
740 out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
743 // called at beginning of frame
744 void R_Mesh_Start(void)
748 if (gl_printcheckerror.integer && !gl_paranoid.integer)
750 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
751 Cvar_SetValueQuick(&gl_paranoid, 1);
753 GL_Backend_ResetState();
756 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
758 GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
759 GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
760 char compilelog[MAX_INPUTLINE];
763 programobject = qglCreateProgramObjectARB();CHECKGLERROR
767 if (developer.integer >= 100)
770 Con_Printf("Compiling shader:\n");
771 if (vertexstrings_count)
773 Con_Printf("------ VERTEX SHADER ------\n");
774 for (i = 0;i < vertexstrings_count;i++)
775 Con_Print(vertexstrings_list[i]);
778 if (fragmentstrings_count)
780 Con_Printf("------ FRAGMENT SHADER ------\n");
781 for (i = 0;i < fragmentstrings_count;i++)
782 Con_Print(fragmentstrings_list[i]);
787 if (vertexstrings_count)
789 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
790 if (!vertexshaderobject)
792 qglDeleteObjectARB(programobject);
796 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
797 qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
798 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
799 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
801 Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
802 if (!vertexshadercompiled)
804 qglDeleteObjectARB(programobject);CHECKGLERROR
805 qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
808 qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
809 qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
812 if (fragmentstrings_count)
814 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
815 if (!fragmentshaderobject)
817 qglDeleteObjectARB(programobject);CHECKGLERROR
820 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
821 qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
822 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
823 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
825 Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
826 if (!fragmentshadercompiled)
828 qglDeleteObjectARB(programobject);CHECKGLERROR
829 qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
832 qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
833 qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
836 qglLinkProgramARB(programobject);CHECKGLERROR
837 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
838 qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
841 Con_DPrintf("program link log:\n%s\n", compilelog);
842 // software vertex shader is ok but software fragment shader is WAY
843 // too slow, fail program if so.
844 // NOTE: this string might be ATI specific, but that's ok because the
845 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
846 // software fragment shader due to low instruction and dependent
848 if (strstr(compilelog, "fragment shader will run in software"))
849 programlinked = false;
853 qglDeleteObjectARB(programobject);CHECKGLERROR
857 return programobject;
860 void GL_Backend_FreeProgram(unsigned int prog)
863 qglDeleteObjectARB(prog);
867 int gl_backend_rebindtextures;
869 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
874 for (i = 0;i < count;i++)
875 *out++ = *in++ + offset;
878 memcpy(out, in, sizeof(*out) * count);
881 // renders triangles using vertices from the active arrays
882 int paranoidblah = 0;
883 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
885 unsigned int numelements = numtriangles * 3;
886 if (numvertices < 3 || numtriangles < 1)
888 Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
892 renderstats.meshes++;
893 renderstats.meshes_elements += numelements;
894 if (gl_paranoid.integer)
896 unsigned int i, j, size;
898 if (!qglIsEnabled(GL_VERTEX_ARRAY))
899 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
901 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
903 if (gl_state.pointer_color)
905 if (!qglIsEnabled(GL_COLOR_ARRAY))
906 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
908 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
911 for (i = 0;i < backendarrayunits;i++)
913 if (gl_state.units[i].arrayenabled)
915 GL_ClientActiveTexture(i);
916 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
917 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
919 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++)
923 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
925 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
927 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
933 if (r_render.integer)
936 if (gl_mesh_testmanualfeeding.integer)
940 qglBegin(GL_TRIANGLES);
941 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
943 for (j = 0;j < backendarrayunits;j++)
945 if (gl_state.units[j].pointer_texcoord)
947 if (backendarrayunits > 1)
949 if (gl_state.units[j].arraycomponents == 4)
951 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
952 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
954 else if (gl_state.units[j].arraycomponents == 3)
956 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
957 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
959 else if (gl_state.units[j].arraycomponents == 2)
961 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
962 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
966 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
967 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
972 if (gl_state.units[j].arraycomponents == 4)
974 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
975 qglTexCoord4f(p[0], p[1], p[2], p[3]);
977 else if (gl_state.units[j].arraycomponents == 3)
979 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
980 qglTexCoord3f(p[0], p[1], p[2]);
982 else if (gl_state.units[j].arraycomponents == 2)
984 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
985 qglTexCoord2f(p[0], p[1]);
989 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
995 if (gl_state.pointer_color)
997 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
998 qglColor4f(p[0], p[1], p[2], p[3]);
1000 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
1001 qglVertex3f(p[0], p[1], p[2]);
1006 else if (gl_mesh_testarrayelement.integer)
1009 qglBegin(GL_TRIANGLES);
1010 for (i = 0;i < numtriangles * 3;i++)
1012 qglArrayElement(elements[i]);
1017 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1019 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
1024 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
1030 // restores backend state, used when done with 3D rendering
1031 void R_Mesh_Finish(void)
1036 GL_LockArrays(0, 0);
1039 for (i = 0;i < backendimageunits;i++)
1041 GL_ActiveTexture(i);
1042 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1043 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1046 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1048 if (gl_texturecubemap)
1050 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1053 for (i = 0;i < backendarrayunits;i++)
1055 GL_ActiveTexture(backendarrayunits - 1 - i);
1056 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1058 for (i = 0;i < backendunits;i++)
1060 GL_ActiveTexture(backendunits - 1 - i);
1061 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1062 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1065 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1067 if (gl_texturecubemap)
1069 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1071 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1072 if (gl_combine.integer)
1074 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1075 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1078 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1079 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1081 qglDisable(GL_BLEND);CHECKGLERROR
1082 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1083 qglDepthMask(GL_TRUE);CHECKGLERROR
1084 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1087 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1089 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1091 backend_modelmatrix = *matrix;
1092 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1093 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1095 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
1099 void R_Mesh_VertexPointer(const float *vertex3f)
1101 if (gl_state.pointer_vertex != vertex3f)
1103 gl_state.pointer_vertex = vertex3f;
1105 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1110 void R_Mesh_ColorPointer(const float *color4f)
1112 if (gl_state.pointer_color != color4f)
1115 if (!gl_state.pointer_color)
1117 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1121 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1122 // when color array is on the glColor gets trashed, set it again
1123 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1125 gl_state.pointer_color = color4f;
1126 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
1130 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1132 gltextureunit_t *unit = gl_state.units + unitnum;
1133 // update array settings
1138 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1140 unit->pointer_texcoord = texcoord;
1141 unit->arraycomponents = numcomponents;
1142 GL_ClientActiveTexture(unitnum);
1143 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
1145 // texture array unit is enabled, enable the array
1146 if (!unit->arrayenabled)
1148 unit->arrayenabled = true;
1149 GL_ClientActiveTexture(unitnum);
1150 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1155 // texture array unit is disabled, disable the array
1156 if (unit->arrayenabled)
1158 unit->arrayenabled = false;
1159 GL_ClientActiveTexture(unitnum);
1160 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1165 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1167 gltextureunit_t *unit = gl_state.units + unitnum;
1168 if (unitnum >= backendimageunits)
1170 // update 1d texture binding
1171 if (unit->t1d != tex1d)
1173 GL_ActiveTexture(unitnum);
1174 if (unitnum < backendunits)
1180 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1187 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1192 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1194 // update 2d texture binding
1195 if (unit->t2d != tex2d)
1197 GL_ActiveTexture(unitnum);
1198 if (unitnum < backendunits)
1204 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1211 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1216 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1218 // update 3d texture binding
1219 if (unit->t3d != tex3d)
1221 GL_ActiveTexture(unitnum);
1222 if (unitnum < backendunits)
1228 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1235 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1240 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1242 // update cubemap texture binding
1243 if (unit->tcubemap != texcubemap)
1245 GL_ActiveTexture(unitnum);
1246 if (unitnum < backendunits)
1250 if (unit->tcubemap == 0)
1252 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1259 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1263 unit->tcubemap = texcubemap;
1264 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1268 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1270 gltextureunit_t *unit = gl_state.units + unitnum;
1271 if (unitnum >= backendimageunits)
1273 // update 1d texture binding
1274 if (unit->t1d != texnum)
1276 GL_ActiveTexture(unitnum);
1277 if (unitnum < backendunits)
1283 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1290 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1295 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1297 // update 2d texture binding
1300 GL_ActiveTexture(unitnum);
1301 if (unitnum < backendunits)
1305 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1309 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1311 // update 3d texture binding
1314 GL_ActiveTexture(unitnum);
1315 if (unitnum < backendunits)
1319 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1323 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1325 // update cubemap texture binding
1328 GL_ActiveTexture(unitnum);
1329 if (unitnum < backendunits)
1333 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1337 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1341 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1343 gltextureunit_t *unit = gl_state.units + unitnum;
1344 if (unitnum >= backendimageunits)
1346 // update 1d texture binding
1349 GL_ActiveTexture(unitnum);
1350 if (unitnum < backendunits)
1354 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1358 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1360 // update 2d texture binding
1361 if (unit->t2d != texnum)
1363 GL_ActiveTexture(unitnum);
1364 if (unitnum < backendunits)
1370 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1377 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1382 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1384 // update 3d texture binding
1387 GL_ActiveTexture(unitnum);
1388 if (unitnum < backendunits)
1392 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1396 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1398 // update cubemap texture binding
1399 if (unit->tcubemap != 0)
1401 GL_ActiveTexture(unitnum);
1402 if (unitnum < backendunits)
1406 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1410 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1414 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1416 gltextureunit_t *unit = gl_state.units + unitnum;
1417 if (unitnum >= backendimageunits)
1419 // update 1d texture binding
1422 GL_ActiveTexture(unitnum);
1423 if (unitnum < backendunits)
1427 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1431 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1433 // update 2d texture binding
1436 GL_ActiveTexture(unitnum);
1437 if (unitnum < backendunits)
1441 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1445 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1447 // update 3d texture binding
1448 if (unit->t3d != texnum)
1450 GL_ActiveTexture(unitnum);
1451 if (unitnum < backendunits)
1457 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1464 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1469 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1471 // update cubemap texture binding
1472 if (unit->tcubemap != 0)
1474 GL_ActiveTexture(unitnum);
1475 if (unitnum < backendunits)
1479 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1483 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1487 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1489 gltextureunit_t *unit = gl_state.units + unitnum;
1490 if (unitnum >= backendimageunits)
1492 // update 1d texture binding
1495 GL_ActiveTexture(unitnum);
1496 if (unitnum < backendunits)
1500 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1504 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1506 // update 2d texture binding
1509 GL_ActiveTexture(unitnum);
1510 if (unitnum < backendunits)
1514 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1518 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1520 // update 3d texture binding
1523 GL_ActiveTexture(unitnum);
1524 if (unitnum < backendunits)
1528 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1532 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1534 // update cubemap texture binding
1535 if (unit->tcubemap != texnum)
1537 GL_ActiveTexture(unitnum);
1538 if (unitnum < backendunits)
1542 if (unit->tcubemap == 0)
1544 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1551 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1555 unit->tcubemap = texnum;
1556 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1560 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1562 gltextureunit_t *unit = gl_state.units + unitnum;
1563 if (matrix->m[3][3])
1565 // texmatrix specified, check if it is different
1566 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1568 matrix4x4_t tempmatrix;
1569 unit->texmatrixenabled = true;
1570 unit->matrix = *matrix;
1572 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1573 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1574 GL_ActiveTexture(unitnum);
1575 qglLoadMatrixf(&tempmatrix.m[0][0]);CHECKGLERROR
1576 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1581 // no texmatrix specified, revert to identity
1582 if (unit->texmatrixenabled)
1584 unit->texmatrixenabled = false;
1586 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1587 GL_ActiveTexture(unitnum);
1588 qglLoadIdentity();CHECKGLERROR
1589 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1594 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1596 gltextureunit_t *unit = gl_state.units + unitnum;
1598 if (gl_combine.integer)
1600 // GL_ARB_texture_env_combine
1602 combinergb = GL_MODULATE;
1604 combinealpha = GL_MODULATE;
1609 if (unit->combinergb != combinergb)
1611 unit->combinergb = combinergb;
1612 GL_ActiveTexture(unitnum);
1613 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1615 if (unit->combinealpha != combinealpha)
1617 unit->combinealpha = combinealpha;
1618 GL_ActiveTexture(unitnum);
1619 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1621 if (unit->rgbscale != rgbscale)
1623 GL_ActiveTexture(unitnum);
1624 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1626 if (unit->alphascale != alphascale)
1628 GL_ActiveTexture(unitnum);
1629 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1636 combinergb = GL_MODULATE;
1637 if (unit->combinergb != combinergb)
1639 unit->combinergb = combinergb;
1640 GL_ActiveTexture(unitnum);
1641 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1646 void R_Mesh_TextureState(const rmeshstate_t *m)
1653 if (gl_backend_rebindtextures)
1655 gl_backend_rebindtextures = false;
1656 GL_SetupTextureState();
1660 for (i = 0;i < backendimageunits;i++)
1661 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1662 for (i = 0;i < backendarrayunits;i++)
1664 if (m->pointer_texcoord3f[i])
1665 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1667 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1669 for (i = 0;i < backendunits;i++)
1671 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1672 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1677 void R_Mesh_ResetTextureState(void)
1679 unsigned int unitnum;
1684 if (gl_backend_rebindtextures)
1686 gl_backend_rebindtextures = false;
1687 GL_SetupTextureState();
1691 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1693 gltextureunit_t *unit = gl_state.units + unitnum;
1694 // update 1d texture binding
1697 GL_ActiveTexture(unitnum);
1698 if (unitnum < backendunits)
1700 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1703 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1705 // update 2d texture binding
1708 GL_ActiveTexture(unitnum);
1709 if (unitnum < backendunits)
1711 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1714 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1716 // update 3d texture binding
1719 GL_ActiveTexture(unitnum);
1720 if (unitnum < backendunits)
1722 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1725 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1727 // update cubemap texture binding
1730 GL_ActiveTexture(unitnum);
1731 if (unitnum < backendunits)
1733 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1736 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1739 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1741 gltextureunit_t *unit = gl_state.units + unitnum;
1742 // texture array unit is disabled, disable the array
1743 if (unit->arrayenabled)
1745 unit->arrayenabled = false;
1746 GL_ClientActiveTexture(unitnum);
1747 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1750 for (unitnum = 0;unitnum < backendunits;unitnum++)
1752 gltextureunit_t *unit = gl_state.units + unitnum;
1753 // no texmatrix specified, revert to identity
1754 if (unit->texmatrixenabled)
1756 unit->texmatrixenabled = false;
1758 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1759 GL_ActiveTexture(unitnum);
1760 qglLoadIdentity();CHECKGLERROR
1761 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1763 if (gl_combine.integer)
1765 // GL_ARB_texture_env_combine
1766 if (unit->combinergb != GL_MODULATE)
1768 unit->combinergb = GL_MODULATE;
1769 GL_ActiveTexture(unitnum);
1770 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1772 if (unit->combinealpha != GL_MODULATE)
1774 unit->combinealpha = GL_MODULATE;
1775 GL_ActiveTexture(unitnum);
1776 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1778 if (unit->rgbscale != 1)
1780 GL_ActiveTexture(unitnum);
1781 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
1783 if (unit->alphascale != 1)
1785 GL_ActiveTexture(unitnum);
1786 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
1792 if (unit->combinergb != GL_MODULATE)
1794 unit->combinergb = GL_MODULATE;
1795 GL_ActiveTexture(unitnum);
1796 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1802 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1806 for (;numtriangles;numtriangles--, elements += 3)
1808 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1809 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1810 qglArrayElement(elements[2]);qglArrayElement(elements[0]);