4 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t r_render = {0, "r_render", "1"};
9 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
10 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
12 int gl_maxdrawrangeelementsvertices;
13 int gl_maxdrawrangeelementsindices;
18 void GL_PrintError(int errornumber, char *filename, int linenumber)
22 #ifdef GL_INVALID_ENUM
24 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
27 #ifdef GL_INVALID_VALUE
28 case GL_INVALID_VALUE:
29 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
32 #ifdef GL_INVALID_OPERATION
33 case GL_INVALID_OPERATION:
34 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
37 #ifdef GL_STACK_OVERFLOW
38 case GL_STACK_OVERFLOW:
39 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
42 #ifdef GL_STACK_UNDERFLOW
43 case GL_STACK_UNDERFLOW:
44 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
47 #ifdef GL_OUT_OF_MEMORY
48 case GL_OUT_OF_MEMORY:
49 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
52 #ifdef GL_TABLE_TOO_LARGE
53 case GL_TABLE_TOO_LARGE:
54 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
58 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
64 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
66 int c_meshs, c_meshelements;
68 void SCR_ScreenShot_f (void);
70 // these are externally accessible
71 int r_lightmapscalebit;
75 float *varray_texcoord[MAX_TEXTUREUNITS];
78 static matrix4x4_t backend_viewmatrix;
79 static matrix4x4_t backend_modelmatrix;
80 static matrix4x4_t backend_modelviewmatrix;
81 static matrix4x4_t backend_glmodelviewmatrix;
83 static int backendunits, backendactive;
84 static qbyte *varray_bcolor;
85 static mempool_t *gl_backend_mempool;
87 int polygonelements[768];
89 void GL_Backend_AllocArrays(void)
93 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
95 polygonelements[i * 3 + 0] = 0;
96 polygonelements[i * 3 + 1] = i + 1;
97 polygonelements[i * 3 + 2] = i + 2;
100 if (!gl_backend_mempool)
101 gl_backend_mempool = Mem_AllocPool("GL_Backend");
103 varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
104 varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
105 varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
106 for (i = 0;i < backendunits;i++)
107 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
108 for (;i < MAX_TEXTUREUNITS;i++)
109 varray_texcoord[i] = NULL;
112 void GL_Backend_FreeArrays(int resizingbuffers)
116 Mem_EmptyPool(gl_backend_mempool);
118 Mem_FreePool(&gl_backend_mempool);
119 varray_vertex = NULL;
121 varray_bcolor = NULL;
122 for (i = 0;i < MAX_TEXTUREUNITS;i++)
123 varray_texcoord[i] = NULL;
126 static void gl_backend_start(void)
128 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
129 if (qglDrawRangeElements != NULL)
131 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
132 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
134 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
136 if (strstr(gl_renderer, "3Dfx"))
138 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
139 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
142 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
144 GL_Backend_AllocArrays();
146 backendactive = true;
149 static void gl_backend_shutdown(void)
152 backendactive = false;
154 Con_Printf("OpenGL Backend shutting down\n");
156 GL_Backend_FreeArrays(false);
159 void GL_Backend_CheckCvars(void)
161 // 21760 is (65536 / 3) rounded off to a multiple of 128
162 if (gl_mesh_maxverts.integer < 1024)
163 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
164 if (gl_mesh_maxverts.integer > 21760)
165 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
168 void GL_Backend_ResizeArrays(int numtriangles)
170 Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
171 GL_Backend_CheckCvars();
172 mesh_maxverts = gl_mesh_maxverts.integer;
173 GL_Backend_FreeArrays(true);
174 GL_Backend_AllocArrays();
177 static void gl_backend_newmap(void)
181 void gl_backend_init(void)
183 Cvar_RegisterVariable(&r_render);
184 Cvar_RegisterVariable(&gl_dither);
185 Cvar_RegisterVariable(&gl_lockarrays);
187 Cvar_SetValue("r_render", 0);
190 Cvar_RegisterVariable(&gl_mesh_maxverts);
191 Cvar_RegisterVariable(&gl_mesh_floatcolors);
192 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
193 GL_Backend_CheckCvars();
194 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
197 void GL_SetupView_ViewPort (int x, int y, int width, int height)
199 if (!r_render.integer)
202 // y is weird beause OpenGL is bottom to top, we use top to bottom
203 qglViewport(x, vid.realheight - (y + height), width, height);
207 void GL_SetupView_Orientation_Identity (void)
209 Matrix4x4_CreateIdentity(&backend_viewmatrix);
210 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
213 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
215 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
216 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
217 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
218 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
219 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
220 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
221 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
224 void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
228 if (!r_render.integer)
232 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
233 qglLoadIdentity ();CHECKGLERROR
235 xmax = zNear * tan(fovx * M_PI / 360.0);
236 ymax = zNear * tan(fovy * M_PI / 360.0);
238 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
239 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
240 GL_SetupView_Orientation_Identity();
243 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
245 if (!r_render.integer)
249 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
250 qglLoadIdentity ();CHECKGLERROR
251 qglOrtho(x1, x2, y2, y1, zNear, zFar);
252 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
253 GL_SetupView_Orientation_Identity();
265 int texture[MAX_TEXTUREUNITS];
266 float texturergbscale[MAX_TEXTUREUNITS];
270 void GL_SetupTextureState(void)
273 if (backendunits > 1)
275 for (i = 0;i < backendunits;i++)
277 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
278 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
279 if (gl_combine.integer)
281 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
282 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
283 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
284 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
285 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
286 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
287 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
288 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
289 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
290 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
291 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
292 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
293 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
294 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
295 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
296 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
297 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
301 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
303 if (gl_state.texture[i])
305 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
309 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
311 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
312 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
313 if (gl_state.texture[i])
315 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
319 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
325 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
326 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
327 if (gl_state.texture[0])
329 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
333 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
335 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
336 if (gl_state.texture[0])
338 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
342 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
348 void GL_Backend_ResetState(void)
352 gl_state.clientunit = 0;
354 for (i = 0;i < backendunits;i++)
356 gl_state.texture[i] = 0;
357 gl_state.texturergbscale[i] = 1;
360 qglEnable(GL_CULL_FACE);CHECKGLERROR
361 qglCullFace(GL_FRONT);CHECKGLERROR
363 gl_state.depthdisable = false;
364 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
366 gl_state.blendfunc1 = GL_ONE;
367 gl_state.blendfunc2 = GL_ZERO;
368 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
371 qglDisable(GL_BLEND);CHECKGLERROR
373 gl_state.depthmask = GL_TRUE;
374 qglDepthMask(gl_state.depthmask);CHECKGLERROR
378 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
379 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
380 if (gl_mesh_floatcolors.integer)
382 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
386 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
388 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
390 GL_SetupTextureState();
393 // called at beginning of frame
394 void R_Mesh_Start(void)
400 GL_Backend_CheckCvars();
401 if (mesh_maxverts != gl_mesh_maxverts.integer)
402 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
404 GL_Backend_ResetState();
407 int gl_backend_rebindtextures;
409 void GL_ConvertColorsFloatToByte(int numverts)
412 // LordHavoc: to avoid problems with aliasing (treating memory as two
413 // different types - exactly what this is doing), these must be volatile
415 volatile int *icolor;
416 volatile float *fcolor;
419 total = numverts * 4;
421 // shift float to have 8bit fraction at base of number
422 fcolor = varray_color;
423 for (i = 0;i < total;)
425 fcolor[i ] += 32768.0f;
426 fcolor[i + 1] += 32768.0f;
427 fcolor[i + 2] += 32768.0f;
428 fcolor[i + 3] += 32768.0f;
432 // then read as integer and kill float bits...
433 icolor = (int *)varray_color;
434 bcolor = varray_bcolor;
435 for (i = 0;i < total;)
437 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
438 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
439 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
440 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
446 void GL_TransformVertices(int numverts)
449 float m[12], tempv[4], *v;
450 m[0] = backendmatrix.m[0][0];
451 m[1] = backendmatrix.m[0][1];
452 m[2] = backendmatrix.m[0][2];
453 m[3] = backendmatrix.m[0][3];
454 m[4] = backendmatrix.m[1][0];
455 m[5] = backendmatrix.m[1][1];
456 m[6] = backendmatrix.m[1][2];
457 m[7] = backendmatrix.m[1][3];
458 m[8] = backendmatrix.m[2][0];
459 m[9] = backendmatrix.m[2][1];
460 m[10] = backendmatrix.m[2][2];
461 m[11] = backendmatrix.m[2][3];
462 for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
464 VectorCopy(v, tempv);
465 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
466 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
467 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
472 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
474 int arraylocked = false;
476 c_meshelements += indexcount;
477 if (gl_supportslockarrays && gl_lockarrays.integer)
479 qglLockArraysEXT(firstvert, endvert - firstvert);
483 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
484 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
486 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
490 qglUnlockArraysEXT();
496 // enlarges geometry buffers if they are too small
497 void _R_Mesh_ResizeCheck(int numverts)
499 if (numverts > mesh_maxverts)
502 GL_Backend_ResizeArrays(numverts + 100);
503 GL_Backend_ResetState();
508 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
514 if (!gl_mesh_floatcolors.integer)
515 GL_ConvertColorsFloatToByte(numverts);
516 //GL_TransformVertices(numverts);
517 if (!r_render.integer)
519 GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
522 // restores backend state, used when done with 3D rendering
523 void R_Mesh_Finish(void)
528 if (backendunits > 1)
530 for (i = backendunits - 1;i >= 0;i--)
532 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
533 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
534 if (gl_combine.integer)
536 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
540 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
544 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
546 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
550 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
551 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
557 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
558 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
561 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
566 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
567 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
570 qglDisable(GL_BLEND);CHECKGLERROR
571 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
572 qglDepthMask(GL_TRUE);CHECKGLERROR
573 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
576 void GL_DepthFunc(int value)
578 if (!r_render.integer)
581 qglDepthFunc (value);
585 void GL_ClearDepth(void)
589 if (!r_render.integer)
592 qglClear(GL_DEPTH_BUFFER_BIT);
596 void R_Mesh_Matrix(const matrix4x4_t *matrix)
598 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
600 backend_modelmatrix = *matrix;
601 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
602 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
603 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
607 // sets up the requested state
608 void R_Mesh_MainState(const rmeshstate_t *m)
612 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
614 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
615 if (gl_state.blendfunc2 == GL_ZERO)
617 if (gl_state.blendfunc1 == GL_ONE)
622 qglDisable(GL_BLEND);CHECKGLERROR
630 qglEnable(GL_BLEND);CHECKGLERROR
639 qglEnable(GL_BLEND);CHECKGLERROR
643 if (gl_state.depthdisable != m->depthdisable)
645 gl_state.depthdisable = m->depthdisable;
646 if (gl_state.depthdisable)
647 qglDisable(GL_DEPTH_TEST);
649 qglEnable(GL_DEPTH_TEST);
651 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
653 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
657 void R_Mesh_TextureState(const rmeshstate_t *m)
660 int texturergbscale[MAX_TEXTUREUNITS];
664 if (gl_backend_rebindtextures)
666 gl_backend_rebindtextures = false;
667 GL_SetupTextureState();
670 for (i = 0;i < backendunits;i++)
672 if (m->texrgbscale[i])
673 texturergbscale[i] = m->texrgbscale[i];
675 texturergbscale[i] = 1;
678 if (backendunits > 1)
680 for (i = 0;i < backendunits;i++)
682 if (gl_state.texture[i] != m->tex[i])
684 if (gl_state.unit != i)
686 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
688 if (gl_state.texture[i] == 0)
690 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
691 if (gl_state.clientunit != i)
693 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
695 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
697 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
698 if (gl_state.texture[i] == 0)
700 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
701 if (gl_state.clientunit != i)
703 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
705 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
708 if (gl_state.texturergbscale[i] != texturergbscale[i])
710 if (gl_state.unit != i)
712 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
714 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
720 if (gl_state.texture[0] != m->tex[0])
722 if (gl_state.texture[0] == 0)
724 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
725 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
727 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
728 if (gl_state.texture[0] == 0)
730 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
731 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
737 void R_Mesh_State(const rmeshstate_t *m)
740 R_Mesh_TextureState(m);
744 ==============================================================================
748 ==============================================================================
751 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
757 if (!r_render.integer)
760 buffer = Mem_Alloc(tempmempool, width*height*3);
761 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
764 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
765 if (v_hwgamma.integer)
766 for (i = 0;i < width * height * 3;i++)
767 buffer[i] <<= v_overbrightbits.integer;
769 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
775 //=============================================================================
777 void R_ClearScreen(void)
779 if (r_render.integer)
782 qglClearColor(0,0,0,0);CHECKGLERROR
784 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
785 // set dithering mode
786 if (gl_dither.integer)
788 qglEnable(GL_DITHER);CHECKGLERROR
792 qglDisable(GL_DITHER);CHECKGLERROR
801 This is called every frame, and can also be called explicitly to flush
805 void SCR_UpdateScreen (void)
809 R_TimeReport("finish");
811 if (r_textureunits.integer > gl_textureunits)
812 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
813 if (r_textureunits.integer < 1)
814 Cvar_SetValueQuick(&r_textureunits, 1);
816 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
817 Cvar_SetValueQuick(&gl_combine, 0);
820 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
823 r_lightmapscalebit = v_overbrightbits.integer;
824 if (gl_combine.integer && r_textureunits.integer > 1)
825 r_lightmapscalebit += 2;
827 R_TimeReport("setup");
831 R_TimeReport("clear");
833 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
839 // tell driver to commit it's partially full geometry queue to the rendering queue
840 // (this doesn't wait for the commands themselves to complete)