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varray_element is gone, instead you pass your own element array to R_Mesh_Draw
[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3
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_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
7
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"};
11
12 int gl_maxdrawrangeelementsvertices;
13 int gl_maxdrawrangeelementsindices;
14
15 #ifdef DEBUGGL
16 int errornumber = 0;
17
18 void GL_PrintError(int errornumber, char *filename, int linenumber)
19 {
20         switch(errornumber)
21         {
22 #ifdef GL_INVALID_ENUM
23         case GL_INVALID_ENUM:
24                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
25                 break;
26 #endif
27 #ifdef GL_INVALID_VALUE
28         case GL_INVALID_VALUE:
29                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
30                 break;
31 #endif
32 #ifdef GL_INVALID_OPERATION
33         case GL_INVALID_OPERATION:
34                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
35                 break;
36 #endif
37 #ifdef GL_STACK_OVERFLOW
38         case GL_STACK_OVERFLOW:
39                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
40                 break;
41 #endif
42 #ifdef GL_STACK_UNDERFLOW
43         case GL_STACK_UNDERFLOW:
44                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
45                 break;
46 #endif
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);
50                 break;
51 #endif
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);
55                 break;
56 #endif
57         default:
58                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
59                 break;
60         }
61 }
62 #endif
63
64 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
65
66 float r_mesh_farclip;
67
68 static float viewdist;
69 // sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
70 static int vpnbit0, vpnbit1, vpnbit2;
71
72 int c_meshs, c_meshtris;
73
74 int lightscalebit;
75 float lightscale;
76 float overbrightscale;
77
78 void SCR_ScreenShot_f (void);
79
80 // these are externally accessible
81 float mesh_colorscale;
82 float *varray_vertex;
83 float *varray_color;
84 float *varray_texcoord[MAX_TEXTUREUNITS];
85 int mesh_maxverts;
86
87 static matrix4x4_t backend_viewmatrix;
88 static matrix4x4_t backend_modelmatrix;
89 static matrix4x4_t backend_modelviewmatrix;
90 static matrix4x4_t backend_glmodelviewmatrix;
91
92 static int backendunits, backendactive;
93 static qbyte *varray_bcolor;
94 static mempool_t *gl_backend_mempool;
95
96 int polygonelements[768];
97
98 void GL_Backend_AllocArrays(void)
99 {
100         int i;
101
102         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
103         {
104                 polygonelements[i * 3 + 0] = 0;
105                 polygonelements[i * 3 + 1] = i + 1;
106                 polygonelements[i * 3 + 2] = i + 2;
107         }
108
109         if (!gl_backend_mempool)
110                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
111
112         varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
113         varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
114         varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
115         for (i = 0;i < backendunits;i++)
116                 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
117         for (;i < MAX_TEXTUREUNITS;i++)
118                 varray_texcoord[i] = NULL;
119 }
120
121 void GL_Backend_FreeArrays(int resizingbuffers)
122 {
123         int i;
124         if (resizingbuffers)
125                 Mem_EmptyPool(gl_backend_mempool);
126         else
127                 Mem_FreePool(&gl_backend_mempool);
128         varray_vertex = NULL;
129         varray_color = NULL;
130         varray_bcolor = NULL;
131         for (i = 0;i < MAX_TEXTUREUNITS;i++)
132                 varray_texcoord[i] = NULL;
133 }
134
135 static void gl_backend_start(void)
136 {
137         Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
138         if (qglDrawRangeElements != NULL)
139         {
140                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
141                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
142                 CHECKGLERROR
143                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
144         }
145         if (strstr(gl_renderer, "3Dfx"))
146         {
147                 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
148                 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
149         }
150
151         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
152
153         GL_Backend_AllocArrays();
154
155         backendactive = true;
156 }
157
158 static void gl_backend_shutdown(void)
159 {
160         backendunits = 0;
161         backendactive = false;
162
163         Con_Printf("OpenGL Backend shutting down\n");
164
165         GL_Backend_FreeArrays(false);
166 }
167
168 void GL_Backend_CheckCvars(void)
169 {
170         if (gl_mesh_drawmode.integer < 0)
171                 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
172         if (gl_mesh_drawmode.integer > 3)
173                 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
174
175         // change drawmode 3 to 2 if 3 won't work
176         if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
177                 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
178
179         // 21760 is (65536 / 3) rounded off to a multiple of 128
180         if (gl_mesh_maxverts.integer < 1024)
181                 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
182         if (gl_mesh_maxverts.integer > 21760)
183                 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
184 }
185
186 void GL_Backend_ResizeArrays(int numtriangles)
187 {
188         Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
189         GL_Backend_CheckCvars();
190         mesh_maxverts = gl_mesh_maxverts.integer;
191         GL_Backend_FreeArrays(true);
192         GL_Backend_AllocArrays();
193 }
194
195 static void gl_backend_newmap(void)
196 {
197 }
198
199 void gl_backend_init(void)
200 {
201         Cvar_RegisterVariable(&r_render);
202         Cvar_RegisterVariable(&gl_dither);
203         Cvar_RegisterVariable(&gl_lockarrays);
204 #ifdef NORENDER
205         Cvar_SetValue("r_render", 0);
206 #endif
207
208         Cvar_RegisterVariable(&gl_mesh_maxverts);
209         Cvar_RegisterVariable(&gl_mesh_floatcolors);
210         Cvar_RegisterVariable(&gl_mesh_drawmode);
211         GL_Backend_CheckCvars();
212         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
213 }
214
215 /*
216 =============
217 GL_SetupFrame
218 =============
219 */
220 static void GL_SetupFrame (void)
221 {
222         double xmax, ymax;
223         double fovx, fovy, zNear, zFar, aspect;
224
225         if (!r_render.integer)
226                 return;
227
228         qglDepthFunc (GL_LEQUAL);CHECKGLERROR
229
230         // set up viewpoint
231         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
232         qglLoadIdentity ();CHECKGLERROR
233
234         // y is weird beause OpenGL is bottom to top, we use top to bottom
235         qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
236
237         // depth range
238         zNear = 1.0;
239         zFar = r_mesh_farclip;
240         if (zFar < 64)
241                 zFar = 64;
242
243         // fov angles
244         fovx = r_refdef.fov_x;
245         fovy = r_refdef.fov_y;
246         aspect = r_refdef.width / r_refdef.height;
247
248         // pyramid slopes
249         xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
250         ymax = zNear * tan(fovy * M_PI / 360.0);
251
252         // set view pyramid
253         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
254
255         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
256
257         Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
258         Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
259         Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0);
260         Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0);
261         Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1);
262         Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
263         //Con_Printf("Our Matrix:\n");
264         //Matrix4x4_Print(&backend_viewmatrix);
265
266         //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix);
267         //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
268         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
269
270         /*
271         // put Z going up
272         qglLoadIdentity ();CHECKGLERROR
273         qglRotatef (-90,  1, 0, 0);CHECKGLERROR
274         qglRotatef (90,  0, 0, 1);CHECKGLERROR
275         // camera rotation
276         qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
277         qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
278         qglRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
279         // camera location
280         qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
281         qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]);
282         Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix);
283         Con_Printf("GL Matrix:\n");
284         Matrix4x4_Print(&backend_viewmatrix);
285         */
286 }
287
288 static struct
289 {
290         int blendfunc1;
291         int blendfunc2;
292         int blend;
293         GLboolean depthmask;
294         int depthdisable;
295         int unit;
296         int clientunit;
297         int texture[MAX_TEXTUREUNITS];
298         float texturergbscale[MAX_TEXTUREUNITS];
299 }
300 gl_state;
301
302 void GL_SetupTextureState(void)
303 {
304         int i;
305         if (backendunits > 1)
306         {
307                 for (i = 0;i < backendunits;i++)
308                 {
309                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
310                         qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
311                         if (gl_combine.integer)
312                         {
313                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
314                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
315                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
316                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
317                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
318                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
319                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
320                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
321                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
322                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
323                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
324                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
325                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
326                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
327                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
328                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
329                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
330                         }
331                         else
332                         {
333                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
334                         }
335                         if (gl_state.texture[i])
336                         {
337                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
338                         }
339                         else
340                         {
341                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
342                         }
343                         if (gl_mesh_drawmode.integer > 0)
344                         {
345                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
346                                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
347                                 if (gl_state.texture[i])
348                                 {
349                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
350                                 }
351                                 else
352                                 {
353                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
354                                 }
355                         }
356                 }
357         }
358         else
359         {
360                 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
361                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
362                 if (gl_state.texture[0])
363                 {
364                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
365                 }
366                 else
367                 {
368                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
369                 }
370                 if (gl_mesh_drawmode.integer > 0)
371                 {
372                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
373                         if (gl_state.texture[0])
374                         {
375                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
376                         }
377                         else
378                         {
379                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
380                         }
381                 }
382         }
383 }
384
385 int usedarrays;
386 void GL_Backend_ResetState(void)
387 {
388         int i;
389         gl_state.unit = 0;
390         gl_state.clientunit = 0;
391
392         for (i = 0;i < backendunits;i++)
393         {
394                 gl_state.texture[i] = 0;
395                 gl_state.texturergbscale[i] = 1;
396         }
397
398         qglEnable(GL_CULL_FACE);CHECKGLERROR
399         qglCullFace(GL_FRONT);CHECKGLERROR
400
401         gl_state.depthdisable = false;
402         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
403
404         gl_state.blendfunc1 = GL_ONE;
405         gl_state.blendfunc2 = GL_ZERO;
406         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
407
408         gl_state.blend = 0;
409         qglDisable(GL_BLEND);CHECKGLERROR
410
411         gl_state.depthmask = GL_TRUE;
412         qglDepthMask(gl_state.depthmask);CHECKGLERROR
413
414         usedarrays = false;
415         if (gl_mesh_drawmode.integer > 0)
416         {
417                 usedarrays = true;
418                 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
419                 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
420                 if (gl_mesh_floatcolors.integer)
421                 {
422                         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
423                 }
424                 else
425                 {
426                         qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
427                 }
428                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
429         }
430
431         GL_SetupTextureState();
432 }
433
434 // called at beginning of frame
435 void R_Mesh_Start(float farclip)
436 {
437         BACKENDACTIVECHECK
438
439         CHECKGLERROR
440
441         r_mesh_farclip = farclip;
442         viewdist = DotProduct(r_origin, vpn);
443         vpnbit0 = vpn[0] < 0;
444         vpnbit1 = vpn[1] < 0;
445         vpnbit2 = vpn[2] < 0;
446
447         c_meshs = 0;
448         c_meshtris = 0;
449
450         GL_Backend_CheckCvars();
451         if (mesh_maxverts != gl_mesh_maxverts.integer)
452                 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
453
454         GL_SetupFrame();
455
456         GL_Backend_ResetState();
457 }
458
459 int gl_backend_rebindtextures;
460
461 void GL_ConvertColorsFloatToByte(int numverts)
462 {
463         int i, k, total;
464         // LordHavoc: to avoid problems with aliasing (treating memory as two
465         // different types - exactly what this is doing), these must be volatile
466         // (or a union)
467         volatile int *icolor;
468         volatile float *fcolor;
469         qbyte *bcolor;
470
471         total = numverts * 4;
472
473         // shift float to have 8bit fraction at base of number
474         fcolor = varray_color;
475         for (i = 0;i < total;)
476         {
477                 fcolor[i    ] += 32768.0f;
478                 fcolor[i + 1] += 32768.0f;
479                 fcolor[i + 2] += 32768.0f;
480                 fcolor[i + 3] += 32768.0f;
481                 i += 4;
482         }
483
484         // then read as integer and kill float bits...
485         icolor = (int *)varray_color;
486         bcolor = varray_bcolor;
487         for (i = 0;i < total;)
488         {
489                 k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
490                 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
491                 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
492                 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
493                 i += 4;
494         }
495 }
496
497 /*
498 void GL_TransformVertices(int numverts)
499 {
500         int i;
501         float m[12], tempv[4], *v;
502         m[0] = backendmatrix.m[0][0];
503         m[1] = backendmatrix.m[0][1];
504         m[2] = backendmatrix.m[0][2];
505         m[3] = backendmatrix.m[0][3];
506         m[4] = backendmatrix.m[1][0];
507         m[5] = backendmatrix.m[1][1];
508         m[6] = backendmatrix.m[1][2];
509         m[7] = backendmatrix.m[1][3];
510         m[8] = backendmatrix.m[2][0];
511         m[9] = backendmatrix.m[2][1];
512         m[10] = backendmatrix.m[2][2];
513         m[11] = backendmatrix.m[2][3];
514         for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
515         {
516                 VectorCopy(v, tempv);
517                 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
518                 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
519                 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
520         }
521 }
522 */
523
524 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
525 {
526         unsigned int i, j, in;
527         qbyte *c;
528         float *v;
529         int arraylocked = false;
530         if (gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
531         {
532                 qglLockArraysEXT(firstvert, endvert - firstvert);
533                 CHECKGLERROR
534                 arraylocked = true;
535         }
536         if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
537         {
538                 // GL 1.2 or GL 1.1 with extension
539                 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
540                 CHECKGLERROR
541         }
542         else if (gl_mesh_drawmode.integer >= 2)
543         {
544                 // GL 1.1
545                 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
546                 CHECKGLERROR
547         }
548         else if (gl_mesh_drawmode.integer >= 1)
549         {
550                 // GL 1.1
551                 // feed it manually using glArrayElement
552                 qglBegin(GL_TRIANGLES);
553                 for (i = 0;i < indexcount;i++)
554                         qglArrayElement(index[i]);
555                 qglEnd();
556                 CHECKGLERROR
557         }
558         else
559         {
560                 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
561                 // feed it manually
562                 qglBegin(GL_TRIANGLES);
563                 if (gl_state.texture[1]) // if the mesh uses multiple textures
564                 {
565                         // the minigl doesn't have this (because it does not have ARB_multitexture)
566                         for (i = 0;i < indexcount;i++)
567                         {
568                                 in = index[i];
569                                 c = varray_bcolor + in * 4;
570                                 qglColor4ub(c[0], c[1], c[2], c[3]);
571                                 for (j = 0;j < backendunits;j++)
572                                 {
573                                         if (gl_state.texture[j])
574                                         {
575                                                 v = varray_texcoord[j] + in * 2;
576                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]);
577                                         }
578                                 }
579                                 v = varray_vertex + in * 4;
580                                 qglVertex3f(v[0], v[1], v[2]);
581                         }
582                 }
583                 else
584                 {
585                         for (i = 0;i < indexcount;i++)
586                         {
587                                 in = index[i];
588                                 c = varray_bcolor + in * 4;
589                                 qglColor4ub(c[0], c[1], c[2], c[3]);
590                                 if (gl_state.texture[0])
591                                 {
592                                         v = varray_texcoord[0] + in * 2;
593                                         qglTexCoord2f(v[0], v[1]);
594                                 }
595                                 v = varray_vertex + in * 4;
596                                 qglVertex3f(v[0], v[1], v[2]);
597                         }
598                 }
599                 qglEnd();
600                 CHECKGLERROR
601         }
602         if (arraylocked)
603         {
604                 qglUnlockArraysEXT();
605                 CHECKGLERROR
606                 arraylocked = false;
607         }
608 }
609
610 // enlarges geometry buffers if they are too small
611 void _R_Mesh_ResizeCheck(int numverts)
612 {
613         if (numverts > mesh_maxverts)
614         {
615                 BACKENDACTIVECHECK
616                 GL_Backend_ResizeArrays(numverts + 100);
617                 GL_Backend_ResetState();
618         }
619 }
620
621 // renders the mesh
622 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
623 {
624         BACKENDACTIVECHECK
625
626         c_meshs++;
627         c_meshtris += numtriangles;
628
629         CHECKGLERROR
630
631         // drawmode 0 always uses byte colors
632         if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
633                 GL_ConvertColorsFloatToByte(numverts);
634         //GL_TransformVertices(numverts);
635         if (!r_render.integer)
636                 return;
637         GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
638 }
639
640 // restores backend state, used when done with 3D rendering
641 void R_Mesh_Finish(void)
642 {
643         int i;
644         BACKENDACTIVECHECK
645
646         if (backendunits > 1)
647         {
648                 for (i = backendunits - 1;i >= 0;i--)
649                 {
650                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
651                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
652                         if (gl_combine.integer)
653                         {
654                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
655                         }
656                         if (i > 0)
657                         {
658                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
659                         }
660                         else
661                         {
662                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
663                         }
664                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
665
666                         if (usedarrays)
667                         {
668                                 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
669                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
670                         }
671                 }
672         }
673         else
674         {
675                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
676                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
677                 if (usedarrays)
678                 {
679                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
680                 }
681         }
682         if (usedarrays)
683         {
684                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
685                 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
686         }
687
688         qglDisable(GL_BLEND);CHECKGLERROR
689         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
690         qglDepthMask(GL_TRUE);CHECKGLERROR
691         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
692 }
693
694 void R_Mesh_ClearDepth(void)
695 {
696         BACKENDACTIVECHECK
697
698         R_Mesh_Finish();
699         qglClear(GL_DEPTH_BUFFER_BIT);
700         R_Mesh_Start(r_mesh_farclip);
701 }
702
703 void R_Mesh_Matrix(const matrix4x4_t *matrix)
704 {
705         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
706         {
707                 backend_modelmatrix = *matrix;
708                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
709                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
710                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
711         }
712 }
713
714 // sets up the requested state
715 void R_Mesh_State(const rmeshstate_t *m)
716 {
717         int i, overbright;
718         int texturergbscale[MAX_TEXTUREUNITS];
719         float scaler;
720
721         BACKENDACTIVECHECK
722
723         if (gl_backend_rebindtextures)
724         {
725                 gl_backend_rebindtextures = false;
726                 GL_SetupTextureState();
727         }
728
729         overbright = false;
730         scaler = 1;
731         if (m->blendfunc1 == GL_DST_COLOR)
732         {
733                 // check if it is a 2x modulate with framebuffer
734                 if (m->blendfunc2 == GL_SRC_COLOR)
735                         scaler *= 0.5f;
736         }
737         else if (m->blendfunc2 != GL_SRC_COLOR)
738         {
739                 if (m->tex[0])
740                 {
741                         overbright = m->wantoverbright && gl_combine.integer;
742                         if (overbright)
743                                 scaler *= 0.25f;
744                 }
745                 scaler *= overbrightscale;
746         }
747         mesh_colorscale = scaler;
748
749         if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
750         {
751                 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
752                 if (gl_state.blendfunc2 == GL_ZERO)
753                 {
754                         if (gl_state.blendfunc1 == GL_ONE)
755                         {
756                                 if (gl_state.blend)
757                                 {
758                                         gl_state.blend = 0;
759                                         qglDisable(GL_BLEND);CHECKGLERROR
760                                 }
761                         }
762                         else
763                         {
764                                 if (!gl_state.blend)
765                                 {
766                                         gl_state.blend = 1;
767                                         qglEnable(GL_BLEND);CHECKGLERROR
768                                 }
769                         }
770                 }
771                 else
772                 {
773                         if (!gl_state.blend)
774                         {
775                                 gl_state.blend = 1;
776                                 qglEnable(GL_BLEND);CHECKGLERROR
777                         }
778                 }
779         }
780         if (gl_state.depthdisable != m->depthdisable)
781         {
782                 gl_state.depthdisable = m->depthdisable;
783                 if (gl_state.depthdisable)
784                         qglDisable(GL_DEPTH_TEST);
785                 else
786                         qglEnable(GL_DEPTH_TEST);
787         }
788         if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
789         {
790                 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
791         }
792
793         for (i = 0;i < backendunits;i++)
794         {
795                 if (m->texrgbscale[i])
796                         texturergbscale[i] = m->texrgbscale[i];
797                 else
798                         texturergbscale[i] = 1;
799         }
800         if (overbright)
801         {
802                 for (i = backendunits - 1;i >= 0;i--)
803                 {
804                         if (m->tex[i])
805                         {
806                                 texturergbscale[i] = 4;
807                                 break;
808                         }
809                 }
810         }
811
812         if (backendunits > 1)
813         {
814                 for (i = 0;i < backendunits;i++)
815                 {
816                         if (gl_state.texture[i] != m->tex[i])
817                         {
818                                 if (gl_state.unit != i)
819                                 {
820                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
821                                 }
822                                 if (gl_state.texture[i] == 0)
823                                 {
824                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
825                                         if (gl_state.clientunit != i)
826                                         {
827                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
828                                         }
829                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
830                                 }
831                                 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
832                                 if (gl_state.texture[i] == 0)
833                                 {
834                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
835                                         if (gl_state.clientunit != i)
836                                         {
837                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
838                                         }
839                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
840                                 }
841                         }
842                         if (gl_state.texturergbscale[i] != texturergbscale[i])
843                         {
844                                 if (gl_state.unit != i)
845                                 {
846                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
847                                 }
848                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
849                         }
850                 }
851         }
852         else
853         {
854                 if (gl_state.texture[0] != m->tex[0])
855                 {
856                         if (gl_state.texture[0] == 0)
857                         {
858                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
859                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
860                         }
861                         qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
862                         if (gl_state.texture[0] == 0)
863                         {
864                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
865                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
866                         }
867                 }
868         }
869 }
870
871 /*
872 ==============================================================================
873
874                                                 SCREEN SHOTS
875
876 ==============================================================================
877 */
878
879 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
880 {
881         qboolean ret;
882         int i;
883         qbyte *buffer;
884
885         if (!r_render.integer)
886                 return false;
887
888         buffer = Mem_Alloc(tempmempool, width*height*3);
889         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
890         CHECKGLERROR
891
892         // LordHavoc: compensate for v_overbrightbits when using hardware gamma
893         if (v_hwgamma.integer)
894                 for (i = 0;i < width * height * 3;i++)
895                         buffer[i] <<= v_overbrightbits.integer;
896
897         ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
898
899         Mem_Free(buffer);
900         return ret;
901 }
902
903 //=============================================================================
904
905 void R_ClearScreen(void)
906 {
907         if (r_render.integer)
908         {
909                 // clear to black
910                 qglClearColor(0,0,0,0);CHECKGLERROR
911                 // clear the screen
912                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
913                 // set dithering mode
914                 if (gl_dither.integer)
915                 {
916                         qglEnable(GL_DITHER);CHECKGLERROR
917                 }
918                 else
919                 {
920                         qglDisable(GL_DITHER);CHECKGLERROR
921                 }
922         }
923 }
924
925 /*
926 ==================
927 SCR_UpdateScreen
928
929 This is called every frame, and can also be called explicitly to flush
930 text to the screen.
931 ==================
932 */
933 void SCR_UpdateScreen (void)
934 {
935         VID_Finish ();
936
937         R_TimeReport("finish");
938
939         if (r_textureunits.integer > gl_textureunits)
940                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
941         if (r_textureunits.integer < 1)
942                 Cvar_SetValueQuick(&r_textureunits, 1);
943
944         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
945                 Cvar_SetValueQuick(&gl_combine, 0);
946
947         // lighting scale
948         overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
949
950         // lightmaps only
951         lightscalebit = v_overbrightbits.integer;
952         if (gl_combine.integer && r_textureunits.integer > 1)
953                 lightscalebit += 2;
954         lightscale = 1.0f / (float) (1 << lightscalebit);
955
956         R_TimeReport("setup");
957
958         R_ClearScreen();
959
960         R_TimeReport("clear");
961
962         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
963                 R_RenderView();
964
965         // draw 2D stuff
966         R_DrawQueue();
967
968         // tell driver to commit it's partially full geometry queue to the rendering queue
969         // (this doesn't wait for the commands themselves to complete)
970         qglFlush();
971 }
972