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[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "image.h"
4 #include "jpeg.h"
5 #include "cl_collision.h"
6
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
9 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
10 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
11 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
12 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
13
14 cvar_t r_render = {0, "r_render", "1"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
16 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
17
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
20
21 #ifdef DEBUGGL
22 int errornumber = 0;
23
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
25 {
26         switch(errornumber)
27         {
28 #ifdef GL_INVALID_ENUM
29         case GL_INVALID_ENUM:
30                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
31                 break;
32 #endif
33 #ifdef GL_INVALID_VALUE
34         case GL_INVALID_VALUE:
35                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
36                 break;
37 #endif
38 #ifdef GL_INVALID_OPERATION
39         case GL_INVALID_OPERATION:
40                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
41                 break;
42 #endif
43 #ifdef GL_STACK_OVERFLOW
44         case GL_STACK_OVERFLOW:
45                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
46                 break;
47 #endif
48 #ifdef GL_STACK_UNDERFLOW
49         case GL_STACK_UNDERFLOW:
50                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
51                 break;
52 #endif
53 #ifdef GL_OUT_OF_MEMORY
54         case GL_OUT_OF_MEMORY:
55                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
56                 break;
57 #endif
58 #ifdef GL_TABLE_TOO_LARGE
59         case GL_TABLE_TOO_LARGE:
60                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
61                 break;
62 #endif
63         default:
64                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
65                 break;
66         }
67 }
68 #endif
69
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
71
72 int c_meshs, c_meshelements;
73
74 void SCR_ScreenShot_f (void);
75
76 static matrix4x4_t backend_viewmatrix;
77 static matrix4x4_t backend_modelmatrix;
78 static matrix4x4_t backend_modelviewmatrix;
79 static matrix4x4_t backend_glmodelviewmatrix;
80 static matrix4x4_t backend_projectmatrix;
81
82 static int backendunits, backendactive;
83 static mempool_t *gl_backend_mempool;
84
85 /*
86 note: here's strip order for a terrain row:
87 0--1--2--3--4
88 |\ |\ |\ |\ |
89 | \| \| \| \|
90 A--B--C--D--E
91 clockwise
92
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
94
95 *elements++ = i + row;
96 *elements++ = i;
97 *elements++ = i + row + 1;
98 *elements++ = i;
99 *elements++ = i + 1;
100 *elements++ = i + row + 1;
101
102
103 for (y = 0;y < rows - 1;y++)
104 {
105         for (x = 0;x < columns - 1;x++)
106         {
107                 i = y * rows + x;
108                 *elements++ = i + columns;
109                 *elements++ = i;
110                 *elements++ = i + columns + 1;
111                 *elements++ = i;
112                 *elements++ = i + 1;
113                 *elements++ = i + columns + 1;
114         }
115 }
116
117 alternative:
118 0--1--2--3--4
119 | /| /|\ | /|
120 |/ |/ | \|/ |
121 A--B--C--D--E
122 counterclockwise
123
124 for (y = 0;y < rows - 1;y++)
125 {
126         for (x = 0;x < columns - 1;x++)
127         {
128                 i = y * rows + x;
129                 *elements++ = i;
130                 *elements++ = i + columns;
131                 *elements++ = i + columns + 1;
132                 *elements++ = i + columns;
133                 *elements++ = i + columns + 1;
134                 *elements++ = i + 1;
135         }
136 }
137 */
138
139 int polygonelements[768];
140
141 static void R_Mesh_CacheArray_Startup(void);
142 static void R_Mesh_CacheArray_Shutdown(void);
143 void GL_Backend_AllocArrays(void)
144 {
145         if (!gl_backend_mempool)
146                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
147         R_Mesh_CacheArray_Startup();
148 }
149
150 void GL_Backend_FreeArrays(void)
151 {
152         R_Mesh_CacheArray_Shutdown();
153         Mem_FreePool(&gl_backend_mempool);
154 }
155
156 static void gl_backend_start(void)
157 {
158         Con_DPrint("OpenGL Backend started\n");
159         if (qglDrawRangeElements != NULL)
160         {
161                 CHECKGLERROR
162                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
163                 CHECKGLERROR
164                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
165                 CHECKGLERROR
166                 Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
167         }
168
169         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
170
171         GL_Backend_AllocArrays();
172
173         backendactive = true;
174 }
175
176 static void gl_backend_shutdown(void)
177 {
178         backendunits = 0;
179         backendactive = false;
180
181         Con_DPrint("OpenGL Backend shutting down\n");
182
183         GL_Backend_FreeArrays();
184 }
185
186 static void gl_backend_newmap(void)
187 {
188 }
189
190 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
191 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
192 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
193 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
194
195 void gl_backend_init(void)
196 {
197         int i;
198
199         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
200         {
201                 polygonelements[i * 3 + 0] = 0;
202                 polygonelements[i * 3 + 1] = i + 1;
203                 polygonelements[i * 3 + 2] = i + 2;
204         }
205
206         Cvar_RegisterVariable(&r_render);
207         Cvar_RegisterVariable(&gl_dither);
208         Cvar_RegisterVariable(&gl_lockarrays);
209         Cvar_RegisterVariable(&gl_delayfinish);
210         Cvar_RegisterVariable(&gl_paranoid);
211         Cvar_RegisterVariable(&gl_printcheckerror);
212 #ifdef NORENDER
213         Cvar_SetValue("r_render", 0);
214 #endif
215
216         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
217         Cvar_RegisterVariable(&gl_mesh_testarrayelement);
218         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
219
220         Cvar_RegisterVariable(&scr_zoomwindow);
221         Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
222         Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
223         Cvar_RegisterVariable(&scr_zoomwindow_fov);
224
225         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
226 }
227
228 void GL_SetupView_Orientation_Identity (void)
229 {
230         Matrix4x4_CreateIdentity(&backend_viewmatrix);
231         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
232 }
233
234 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
235 {
236         matrix4x4_t tempmatrix, basematrix;
237         Matrix4x4_Invert_Simple(&tempmatrix, matrix);
238         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
239         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
240         Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
241         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
242         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
243         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
244         //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
245         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
246 }
247
248 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
249 {
250         double xmax, ymax;
251
252         if (!r_render.integer)
253                 return;
254
255         // set up viewpoint
256         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
257         qglLoadIdentity();CHECKGLERROR
258         // pyramid slopes
259         xmax = zNear * tan(fovx * M_PI / 360.0);
260         ymax = zNear * tan(fovy * M_PI / 360.0);
261         // set view pyramid
262         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
263         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
264         GL_SetupView_Orientation_Identity();
265 }
266
267 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
268 {
269         float nudge, m[16];
270
271         if (!r_render.integer)
272                 return;
273
274         // set up viewpoint
275         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
276         qglLoadIdentity();CHECKGLERROR
277         // set view pyramid
278         nudge = 1.0 - 1.0 / (1<<23);
279         m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
280         m[ 1] = 0;
281         m[ 2] = 0;
282         m[ 3] = 0;
283         m[ 4] = 0;
284         m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
285         m[ 6] = 0;
286         m[ 7] = 0;
287         m[ 8] = 0;
288         m[ 9] = 0;
289         m[10] = -nudge;
290         m[11] = -1;
291         m[12] = 0;
292         m[13] = 0;
293         m[14] = -2 * zNear * nudge;
294         m[15] = 0;
295         qglLoadMatrixf(m);
296         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
297         GL_SetupView_Orientation_Identity();
298         backend_projectmatrix.m[0][0] = m[0];
299         backend_projectmatrix.m[1][0] = m[1];
300         backend_projectmatrix.m[2][0] = m[2];
301         backend_projectmatrix.m[3][0] = m[3];
302         backend_projectmatrix.m[0][1] = m[4];
303         backend_projectmatrix.m[1][1] = m[5];
304         backend_projectmatrix.m[2][1] = m[6];
305         backend_projectmatrix.m[3][1] = m[7];
306         backend_projectmatrix.m[0][2] = m[8];
307         backend_projectmatrix.m[1][2] = m[9];
308         backend_projectmatrix.m[2][2] = m[10];
309         backend_projectmatrix.m[3][2] = m[11];
310         backend_projectmatrix.m[0][3] = m[12];
311         backend_projectmatrix.m[1][3] = m[13];
312         backend_projectmatrix.m[2][3] = m[14];
313         backend_projectmatrix.m[3][3] = m[15];
314 }
315
316 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
317 {
318         if (!r_render.integer)
319                 return;
320
321         // set up viewpoint
322         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
323         qglLoadIdentity();CHECKGLERROR
324         qglOrtho(x1, x2, y2, y1, zNear, zFar);
325         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
326         GL_SetupView_Orientation_Identity();
327 }
328
329 typedef struct gltextureunit_s
330 {
331         int t1d, t2d, t3d, tcubemap;
332         int arrayenabled;
333         int arrayis3d;
334         const void *pointer_texcoord;
335         float rgbscale, alphascale;
336         int combinergb, combinealpha;
337         // FIXME: add more combine stuff
338         matrix4x4_t matrix;
339 }
340 gltextureunit_t;
341
342 static struct
343 {
344         int blendfunc1;
345         int blendfunc2;
346         int blend;
347         GLboolean depthmask;
348         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
349         int depthtest;
350         int scissortest;
351         int unit;
352         int clientunit;
353         gltextureunit_t units[MAX_TEXTUREUNITS];
354         float color4f[4];
355         int lockrange_first;
356         int lockrange_count;
357         const void *pointer_vertex;
358         const void *pointer_color;
359 }
360 gl_state;
361
362 void GL_SetupTextureState(void)
363 {
364         int i;
365         gltextureunit_t *unit;
366         gl_state.unit = -1;
367         gl_state.clientunit = -1;
368         for (i = 0;i < backendunits;i++)
369         {
370                 GL_ActiveTexture(i);
371                 GL_ClientActiveTexture(i);
372                 unit = gl_state.units + i;
373                 unit->t1d = 0;
374                 unit->t2d = 0;
375                 unit->t3d = 0;
376                 unit->tcubemap = 0;
377                 unit->pointer_texcoord = NULL;
378                 unit->rgbscale = 1;
379                 unit->alphascale = 1;
380                 unit->combinergb = GL_MODULATE;
381                 unit->combinealpha = GL_MODULATE;
382
383                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
384                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
385
386                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
387                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
388                 if (gl_texture3d)
389                 {
390                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
391                 }
392                 if (gl_texturecubemap)
393                 {
394                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
395                 }
396                 if (gl_combine.integer)
397                 {
398                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
399                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
400                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
401                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
402                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
403                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
404                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
405                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
406                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
407                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
408                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
409                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
410                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
411                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
412                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
413                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
414                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
415                 }
416                 else
417                 {
418                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
419                 }
420         }
421 }
422
423 void GL_Backend_ResetState(void)
424 {
425         memset(&gl_state, 0, sizeof(gl_state));
426         gl_state.depthtest = true;
427         gl_state.blendfunc1 = GL_ONE;
428         gl_state.blendfunc2 = GL_ZERO;
429         gl_state.blend = false;
430         gl_state.depthmask = GL_TRUE;
431         gl_state.colormask = 15;
432         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
433         gl_state.lockrange_first = 0;
434         gl_state.lockrange_count = 0;
435         gl_state.pointer_vertex = NULL;
436         gl_state.pointer_color = NULL;
437
438         CHECKGLERROR
439
440         qglColorMask(1, 1, 1, 1);
441         qglEnable(GL_CULL_FACE);CHECKGLERROR
442         qglCullFace(GL_FRONT);CHECKGLERROR
443         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
444         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
445         qglDisable(GL_BLEND);CHECKGLERROR
446         qglDepthMask(gl_state.depthmask);CHECKGLERROR
447
448         qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
449         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
450
451         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
452         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
453
454         GL_ColorPointer(NULL);
455         GL_Color(0, 0, 0, 0);
456         GL_Color(1, 1, 1, 1);
457
458         GL_SetupTextureState();
459 }
460
461 void GL_ActiveTexture(int num)
462 {
463         if (gl_state.unit != num)
464         {
465                 gl_state.unit = num;
466                 if (qglActiveTexture)
467                 {
468                         qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
469                         CHECKGLERROR
470                 }
471         }
472 }
473
474 void GL_ClientActiveTexture(int num)
475 {
476         if (gl_state.clientunit != num)
477         {
478                 gl_state.clientunit = num;
479                 if (qglActiveTexture)
480                 {
481                         qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
482                         CHECKGLERROR
483                 }
484         }
485 }
486
487 void GL_BlendFunc(int blendfunc1, int blendfunc2)
488 {
489         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
490         {
491                 if (r_showtrispass)
492                         return;
493                 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
494                 if (gl_state.blendfunc2 == GL_ZERO)
495                 {
496                         if (gl_state.blendfunc1 == GL_ONE)
497                         {
498                                 if (gl_state.blend)
499                                 {
500                                         gl_state.blend = 0;
501                                         qglDisable(GL_BLEND);CHECKGLERROR
502                                 }
503                         }
504                         else
505                         {
506                                 if (!gl_state.blend)
507                                 {
508                                         gl_state.blend = 1;
509                                         qglEnable(GL_BLEND);CHECKGLERROR
510                                 }
511                         }
512                 }
513                 else
514                 {
515                         if (!gl_state.blend)
516                         {
517                                 gl_state.blend = 1;
518                                 qglEnable(GL_BLEND);CHECKGLERROR
519                         }
520                 }
521         }
522 }
523
524 void GL_DepthMask(int state)
525 {
526         if (gl_state.depthmask != state)
527         {
528                 if (r_showtrispass)
529                         return;
530                 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
531         }
532 }
533
534 void GL_DepthTest(int state)
535 {
536         if (gl_state.depthtest != state)
537         {
538                 if (r_showtrispass)
539                         return;
540                 gl_state.depthtest = state;
541                 if (gl_state.depthtest)
542                 {
543                         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
544                 }
545                 else
546                 {
547                         qglDisable(GL_DEPTH_TEST);CHECKGLERROR
548                 }
549         }
550 }
551
552 void GL_ColorMask(int r, int g, int b, int a)
553 {
554         int state = r*8 + g*4 + b*2 + a*1;
555         if (gl_state.colormask != state)
556         {
557                 if (r_showtrispass)
558                         return;
559                 gl_state.colormask = state;
560                 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
561         }
562 }
563
564 void GL_VertexPointer(const float *p)
565 {
566         if (gl_state.pointer_vertex != p)
567         {
568                 gl_state.pointer_vertex = p;
569                 CHECKGLERROR
570                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
571                 CHECKGLERROR
572         }
573 }
574
575 void GL_ColorPointer(const float *p)
576 {
577         if (gl_state.pointer_color != p)
578         {
579                 if (r_showtrispass)
580                         return;
581                 CHECKGLERROR
582                 if (!gl_state.pointer_color)
583                 {
584                         qglEnableClientState(GL_COLOR_ARRAY);
585                         CHECKGLERROR
586                 }
587                 else if (!p)
588                 {
589                         qglDisableClientState(GL_COLOR_ARRAY);
590                         CHECKGLERROR
591                         // when color array is on the glColor gets trashed, set it again
592                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
593                         CHECKGLERROR
594                 }
595                 gl_state.pointer_color = p;
596                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
597                 CHECKGLERROR
598         }
599 }
600
601 void GL_Color(float cr, float cg, float cb, float ca)
602 {
603         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)
604         {
605                 if (r_showtrispass)
606                         return;
607                 gl_state.color4f[0] = cr;
608                 gl_state.color4f[1] = cg;
609                 gl_state.color4f[2] = cb;
610                 gl_state.color4f[3] = ca;
611                 CHECKGLERROR
612                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
613                 CHECKGLERROR
614         }
615 }
616
617 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
618 {
619         if (!r_showtrispass)
620                 return;
621         r_showtrispass = false;
622         GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
623         r_showtrispass = true;
624 }
625
626
627 void GL_LockArrays(int first, int count)
628 {
629         if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
630         {
631                 if (gl_state.lockrange_count)
632                 {
633                         gl_state.lockrange_count = 0;
634                         CHECKGLERROR
635                         qglUnlockArraysEXT();
636                         CHECKGLERROR
637                 }
638                 if (count && gl_supportslockarrays && gl_lockarrays.integer)
639                 {
640                         gl_state.lockrange_first = first;
641                         gl_state.lockrange_count = count;
642                         CHECKGLERROR
643                         qglLockArraysEXT(first, count);
644                         CHECKGLERROR
645                 }
646         }
647 }
648
649 void GL_Scissor (int x, int y, int width, int height)
650 {
651         CHECKGLERROR
652         qglScissor(x, vid.realheight - (y + height),width,height);
653         CHECKGLERROR
654 }
655
656 void GL_ScissorTest(int state)
657 {
658         if(gl_state.scissortest == state)
659                 return;
660
661         CHECKGLERROR
662         if((gl_state.scissortest = state))
663                 qglEnable(GL_SCISSOR_TEST);
664         else
665                 qglDisable(GL_SCISSOR_TEST);
666         CHECKGLERROR
667 }
668
669 void GL_Clear(int mask)
670 {
671         if (r_showtrispass)
672                 return;
673         qglClear(mask);CHECKGLERROR
674 }
675
676 void GL_TransformToScreen(const vec4_t in, vec4_t out)
677 {
678         vec4_t temp;
679         float iw;
680         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
681         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
682         iw = 1.0f / out[3];
683         out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
684         out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
685         out[2] = out[2] * iw;
686 }
687
688 // called at beginning of frame
689 void R_Mesh_Start(void)
690 {
691         BACKENDACTIVECHECK
692         CHECKGLERROR
693         GL_Backend_ResetState();
694 }
695
696 int gl_backend_rebindtextures;
697
698 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
699 {
700         int i;
701         if (offset)
702         {
703                 for (i = 0;i < count;i++)
704                         *out++ = *in++ + offset;
705         }
706         else
707                 memcpy(out, in, sizeof(*out) * count);
708 }
709
710 // renders triangles using vertices from the active arrays
711 int paranoidblah = 0;
712 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
713 {
714         int numelements = numtriangles * 3;
715         if (numverts == 0 || numtriangles == 0)
716         {
717                 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
718                 return;
719         }
720         if (r_showtrispass)
721         {
722                 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
723                 return;
724         }
725         c_meshs++;
726         c_meshelements += numelements;
727         CHECKGLERROR
728         if (r_render.integer)
729         {
730                 if (gl_paranoid.integer)
731                 {
732                         int i, j, size;
733                         const int *p;
734                         if (!qglIsEnabled(GL_VERTEX_ARRAY))
735                                 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
736                         for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
737                                 paranoidblah += *p;
738                         if (gl_state.pointer_color)
739                         {
740                                 if (!qglIsEnabled(GL_COLOR_ARRAY))
741                                         Con_Print("R_Mesh_Draw: color array set but not enabled\n");
742                                 for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
743                                         paranoidblah += *p;
744                         }
745                         for (i = 0;i < backendunits;i++)
746                         {
747                                 if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
748                                 {
749                                         if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
750                                                 Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
751                                         GL_ActiveTexture(i);
752                                         if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
753                                                 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
754                                         for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
755                                                 paranoidblah += *p;
756                                 }
757                         }
758                         for (i = 0;i < numtriangles * 3;i++)
759                         {
760                                 if (elements[i] < 0 || elements[i] >= numverts)
761                                 {
762                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
763                                         return;
764                                 }
765                         }
766                 }
767                 CHECKGLERROR
768                 GL_LockArrays(0, numverts);
769                 CHECKGLERROR
770                 if (gl_mesh_testmanualfeeding.integer)
771                 {
772                         int i, j;
773                         const GLfloat *p;
774                         qglBegin(GL_TRIANGLES);
775                         for (i = 0;i < numtriangles * 3;i++)
776                         {
777                                 for (j = 0;j < backendunits;j++)
778                                 {
779                                         if (gl_state.units[j].pointer_texcoord)
780                                         {
781                                                 if (backendunits > 1)
782                                                 {
783                                                         if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
784                                                         {
785                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
786                                                                 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
787                                                         }
788                                                         else
789                                                         {
790                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
791                                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
792                                                         }
793                                                 }
794                                                 else
795                                                 {
796                                                         if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
797                                                         {
798                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
799                                                                 qglTexCoord3f(p[0], p[1], p[2]);
800                                                         }
801                                                         else
802                                                         {
803                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
804                                                                 qglTexCoord2f(p[0], p[1]);
805                                                         }
806                                                 }
807                                         }
808                                 }
809                                 if (gl_state.pointer_color)
810                                 {
811                                         p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
812                                         qglColor4f(p[0], p[1], p[2], p[3]);
813                                 }
814                                 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
815                                 qglVertex3f(p[0], p[1], p[2]);
816                         }
817                         qglEnd();
818                         CHECKGLERROR
819                 }
820                 else if (gl_mesh_testarrayelement.integer)
821                 {
822                         int i;
823                         qglBegin(GL_TRIANGLES);
824                         for (i = 0;i < numtriangles * 3;i++)
825                         {
826                                 qglArrayElement(elements[i]);
827                         }
828                         qglEnd();
829                         CHECKGLERROR
830                 }
831                 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
832                 {
833                         qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
834                 }
835                 else
836                 {
837                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
838                 }
839                 CHECKGLERROR
840                 GL_LockArrays(0, 0);
841                 CHECKGLERROR
842         }
843 }
844
845 // restores backend state, used when done with 3D rendering
846 void R_Mesh_Finish(void)
847 {
848         int i;
849         BACKENDACTIVECHECK
850         CHECKGLERROR
851         GL_LockArrays(0, 0);
852         CHECKGLERROR
853
854         for (i = backendunits - 1;i >= 0;i--)
855         {
856                 if (qglActiveTexture)
857                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
858                 if (qglClientActiveTexture)
859                         qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
860                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
861                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
862                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
863                 if (gl_texture3d)
864                 {
865                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
866                 }
867                 if (gl_texturecubemap)
868                 {
869                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
870                 }
871                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
872                 if (gl_combine.integer)
873                 {
874                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
875                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
876                 }
877         }
878         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
879         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
880
881         qglDisable(GL_BLEND);CHECKGLERROR
882         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
883         qglDepthMask(GL_TRUE);CHECKGLERROR
884         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
885 }
886
887 void R_Mesh_Matrix(const matrix4x4_t *matrix)
888 {
889         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
890         {
891                 backend_modelmatrix = *matrix;
892                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
893                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
894                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
895         }
896 }
897
898 void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
899 {
900         if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
901         {
902                 matrix4x4_t tempmatrix;
903                 gl_state.units[unitnumber].matrix = *matrix;
904                 Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
905                 qglMatrixMode(GL_TEXTURE);
906                 GL_ActiveTexture(unitnumber);
907                 qglLoadMatrixf(&tempmatrix.m[0][0]);
908                 qglMatrixMode(GL_MODELVIEW);
909         }
910 }
911
912 void R_Mesh_State_Texture(const rmeshstate_t *m)
913 {
914         int i, combinergb, combinealpha, scale, arrayis3d;
915         gltextureunit_t *unit;
916
917         BACKENDACTIVECHECK
918
919         if (gl_backend_rebindtextures)
920         {
921                 gl_backend_rebindtextures = false;
922                 GL_SetupTextureState();
923         }
924
925         if (r_showtrispass)
926                 return;
927         for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
928         {
929                 if (unit->t1d != m->tex1d[i])
930                 {
931                         GL_ActiveTexture(i);
932                         if (m->tex1d[i])
933                         {
934                                 if (unit->t1d == 0)
935                                         qglEnable(GL_TEXTURE_1D);CHECKGLERROR
936                         }
937                         else
938                         {
939                                 if (unit->t1d)
940                                         qglDisable(GL_TEXTURE_1D);CHECKGLERROR
941                         }
942                         qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
943                 }
944                 if (unit->t2d != m->tex[i])
945                 {
946                         GL_ActiveTexture(i);
947                         if (m->tex[i])
948                         {
949                                 if (unit->t2d == 0)
950                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
951                         }
952                         else
953                         {
954                                 if (unit->t2d)
955                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
956                         }
957                         qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
958                 }
959                 if (unit->t3d != m->tex3d[i])
960                 {
961                         GL_ActiveTexture(i);
962                         if (m->tex3d[i])
963                         {
964                                 if (unit->t3d == 0)
965                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
966                         }
967                         else
968                         {
969                                 if (unit->t3d)
970                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
971                         }
972                         qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
973                 }
974                 if (unit->tcubemap != m->texcubemap[i])
975                 {
976                         GL_ActiveTexture(i);
977                         if (m->texcubemap[i])
978                         {
979                                 if (unit->tcubemap == 0)
980                                         qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
981                         }
982                         else
983                         {
984                                 if (unit->tcubemap)
985                                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
986                         }
987                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
988                 }
989                 combinergb = m->texcombinergb[i];
990                 if (!combinergb)
991                         combinergb = GL_MODULATE;
992                 if (unit->combinergb != combinergb)
993                 {
994                         GL_ActiveTexture(i);
995                         unit->combinergb = combinergb;
996                         if (gl_combine.integer) 
997                         {
998                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
999                         }
1000                         else
1001                         {
1002                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1003                         }
1004                 }
1005                 combinealpha = m->texcombinealpha[i];
1006                 if (!combinealpha)
1007                         combinealpha = GL_MODULATE;
1008                 if (unit->combinealpha != combinealpha)
1009                 {
1010                         GL_ActiveTexture(i);
1011                         unit->combinealpha = combinealpha;
1012                         if (gl_combine.integer)
1013                         {
1014                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1015                         }
1016                 }
1017                 scale = max(m->texrgbscale[i], 1);
1018                 if (unit->rgbscale != scale)
1019                 {
1020                         GL_ActiveTexture(i);
1021                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1022                 }
1023                 scale = max(m->texalphascale[i], 1);
1024                 if (unit->alphascale != scale)
1025                 {
1026                         GL_ActiveTexture(i);
1027                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1028                 }
1029                 arrayis3d = unit->t3d || unit->tcubemap;
1030                 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
1031                 {
1032                         GL_ClientActiveTexture(i);
1033                         if (m->pointer_texcoord[i])
1034                         {
1035                                 if (!unit->arrayenabled)
1036                                 {
1037                                         unit->arrayenabled = true;
1038                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1039                                 }
1040                         }
1041                         else
1042                         {
1043                                 if (unit->arrayenabled)
1044                                 {
1045                                         unit->arrayenabled = false;
1046                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1047                                 }
1048                         }
1049                         unit->pointer_texcoord = m->pointer_texcoord[i];
1050                         unit->arrayis3d = arrayis3d;
1051                         if (unit->arrayis3d)
1052                                 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1053                         else
1054                                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1055                         CHECKGLERROR
1056                 }
1057         }
1058 }
1059
1060 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1061 {
1062         qglBegin(GL_LINES);
1063         for (;numtriangles;numtriangles--, elements += 3)
1064         {
1065                 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1066                 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1067                 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1068         }
1069         qglEnd();
1070         CHECKGLERROR
1071 }
1072
1073 /*
1074 ==============================================================================
1075
1076                                                 SCREEN SHOTS
1077
1078 ==============================================================================
1079 */
1080
1081 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1082 {
1083         qboolean ret;
1084         qbyte *buffer;
1085
1086         if (!r_render.integer)
1087                 return false;
1088
1089         buffer = Mem_Alloc(tempmempool, width*height*3);
1090         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1091         CHECKGLERROR
1092
1093         if (jpeg)
1094                 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1095         else
1096                 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1097
1098         Mem_Free(buffer);
1099         return ret;
1100 }
1101
1102 //=============================================================================
1103
1104 void R_ClearScreen(void)
1105 {
1106         if (r_render.integer)
1107         {
1108                 // clear to black
1109                 qglClearColor(0,0,0,0);CHECKGLERROR
1110                 qglClearDepth(1);CHECKGLERROR
1111                 if (gl_stencil)
1112                 {
1113                         // LordHavoc: we use a stencil centered around 128 instead of 0,
1114                         // to avoid clamping interfering with strange shadow volume
1115                         // drawing orders
1116                         qglClearStencil(128);CHECKGLERROR
1117                 }
1118                 // clear the screen
1119                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1120                 // set dithering mode
1121                 if (gl_dither.integer)
1122                 {
1123                         qglEnable(GL_DITHER);CHECKGLERROR
1124                 }
1125                 else
1126                 {
1127                         qglDisable(GL_DITHER);CHECKGLERROR
1128                 }
1129         }
1130 }
1131
1132 /*
1133 ====================
1134 CalcFov
1135 ====================
1136 */
1137 float CalcFov (float fov_x, float width, float height)
1138 {
1139         // calculate vision size and alter by aspect, then convert back to angle
1140         return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
1141 }
1142
1143 /*
1144 ==================
1145 SCR_UpdateScreen
1146
1147 This is called every frame, and can also be called explicitly to flush
1148 text to the screen.
1149 ==================
1150 */
1151 void SCR_UpdateScreen (void)
1152 {
1153         if (gl_delayfinish.integer)
1154         {
1155                 R_Mesh_Finish();
1156                 R_TimeReport("meshfinish");
1157                 VID_Finish();
1158                 R_TimeReport("finish");
1159         }
1160
1161         R_Mesh_Start();
1162
1163         if (r_textureunits.integer > gl_textureunits)
1164                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1165         if (r_textureunits.integer < 1)
1166                 Cvar_SetValueQuick(&r_textureunits, 1);
1167
1168         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1169                 Cvar_SetValueQuick(&gl_combine, 0);
1170
1171 showtris:
1172         R_TimeReport("setup");
1173
1174         R_ClearScreen();
1175
1176         R_TimeReport("clear");
1177
1178         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1179         {
1180                 float size;
1181                 int contents;
1182
1183                 // bound viewsize
1184                 if (scr_viewsize.value < 30)
1185                         Cvar_Set ("viewsize","30");
1186                 if (scr_viewsize.value > 120)
1187                         Cvar_Set ("viewsize","120");
1188                 
1189                 // bound field of view
1190                 if (scr_fov.value < 1)
1191                         Cvar_Set ("fov","1");
1192                 if (scr_fov.value > 170)
1193                         Cvar_Set ("fov","170");
1194         
1195                 // intermission is always full screen
1196                 if (cl.intermission)
1197                 {
1198                         size = 1;
1199                         sb_lines = 0;
1200                 }
1201                 else
1202                 {
1203                         if (scr_viewsize.value >= 120)
1204                                 sb_lines = 0;           // no status bar at all
1205                         else if (scr_viewsize.value >= 110)
1206                                 sb_lines = 24;          // no inventory
1207                         else
1208                                 sb_lines = 24+16+8;
1209                         size = scr_viewsize.value * (1.0 / 100.0);
1210                         size = min(size, 1);
1211                 }
1212         
1213                 r_refdef.width = vid.realwidth * size;
1214                 r_refdef.height = vid.realheight * size;
1215                 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1216                 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1217         
1218                 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1219                 r_refdef.fov_x = scr_fov.value * cl.viewzoom;
1220                 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
1221         
1222                 if (cl.worldmodel)
1223                 {
1224                         Mod_CheckLoaded(cl.worldmodel);
1225                         contents = CL_PointSuperContents(r_vieworigin);
1226                         if (contents & SUPERCONTENTS_LIQUIDSMASK)
1227                         {
1228                                 r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
1229                                 r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
1230                         }
1231                 }
1232
1233                 R_RenderView();
1234
1235                 if (scr_zoomwindow.integer)
1236                 {
1237                         float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1238                         float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1239                         r_refdef.width = vid.realwidth * sizex;
1240                         r_refdef.height = vid.realheight * sizey;
1241                         r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1242                         r_refdef.y = 0;
1243                         r_refdef.fov_x = scr_zoomwindow_fov.value;
1244                         r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
1245
1246                         R_RenderView();
1247                 }
1248         }
1249
1250         // draw 2D stuff
1251         R_DrawQueue();
1252
1253         if (r_showtrispass)
1254                 r_showtrispass = false;
1255         else if (r_showtris.value > 0)
1256         {
1257                 rmeshstate_t m;
1258                 GL_BlendFunc(GL_ONE, GL_ONE);
1259                 GL_DepthTest(GL_FALSE);
1260                 GL_DepthMask(GL_FALSE);
1261                 memset(&m, 0, sizeof(m));
1262                 R_Mesh_State_Texture(&m);
1263                 r_showtrispass = true;
1264                 GL_ShowTrisColor(0.2,0.2,0.2,1);
1265                 goto showtris;
1266         }
1267
1268         if (gl_delayfinish.integer)
1269         {
1270                 // tell driver to commit it's partially full geometry queue to the rendering queue
1271                 // (this doesn't wait for the commands themselves to complete)
1272                 qglFlush();
1273         }
1274         else
1275         {
1276                 R_Mesh_Finish();
1277                 R_TimeReport("meshfinish");
1278                 VID_Finish();
1279                 R_TimeReport("finish");
1280         }
1281 }
1282
1283
1284 //===========================================================================
1285 // dynamic vertex array buffer subsystem
1286 //===========================================================================
1287
1288 float varray_vertex3f[65536*3];
1289 float varray_color4f[65536*4];
1290 float varray_texcoord2f[4][65536*2];
1291 float varray_texcoord3f[4][65536*3];
1292 float varray_normal3f[65536*3];
1293 int earray_element3i[65536];
1294
1295 //===========================================================================
1296 // vertex array caching subsystem
1297 //===========================================================================
1298
1299 typedef struct rcachearraylink_s
1300 {
1301         struct rcachearraylink_s *next, *prev;
1302         struct rcachearrayitem_s *data;
1303 }
1304 rcachearraylink_t;
1305
1306 typedef struct rcachearrayitem_s
1307 {
1308         // the original request structure
1309         rcachearrayrequest_t request;
1310         // active
1311         int active;
1312         // offset into r_mesh_rcachedata
1313         int offset;
1314         // for linking this into the sequential list
1315         rcachearraylink_t sequentiallink;
1316         // for linking this into the lookup list
1317         rcachearraylink_t hashlink;
1318 }
1319 rcachearrayitem_t;
1320
1321 #define RCACHEARRAY_HASHSIZE 65536
1322 #define RCACHEARRAY_ITEMS 4096
1323 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1324
1325 // all active items are linked into this chain in sorted order
1326 static rcachearraylink_t r_mesh_rcachesequentialchain;
1327 // all inactive items are linked into this chain in unknown order
1328 static rcachearraylink_t r_mesh_rcachefreechain;
1329 // all active items are also linked into these chains (using their hashlink)
1330 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1331
1332 // all items are stored here, whether active or inactive
1333 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1334
1335 // size of data buffer
1336 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1337 // data buffer
1338 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1339
1340 // current state
1341 static int r_mesh_rcachedata_offset;
1342 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1343
1344 static void R_Mesh_CacheArray_Startup(void)
1345 {
1346         int i;
1347         rcachearraylink_t *l;
1348         // prepare all the linked lists
1349         l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1350         l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1351         memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1352         for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1353         {
1354                 l = &r_mesh_rcachechain[i];
1355                 l->next = l->prev = l;
1356                 l->data = NULL;
1357         }
1358         memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1359         for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1360         {
1361                 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1362                 l = &r_mesh_rcacheitems[i].sequentiallink;
1363                 l->next = &r_mesh_rcachefreechain;
1364                 l->prev = l->next->prev;
1365                 l->next->prev = l->prev->next = l;
1366         }
1367         // clear other state
1368         r_mesh_rcachedata_offset = 0;
1369         r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1370 }
1371
1372 static void R_Mesh_CacheArray_Shutdown(void)
1373 {
1374 }
1375
1376 /*
1377 static void R_Mesh_CacheArray_ValidateState(int num)
1378 {
1379         rcachearraylink_t *l, *lhead;
1380         lhead = &r_mesh_rcachesequentialchain;
1381         if (r_mesh_rcachesequentialchain_current == lhead)
1382                 return;
1383         for (l = lhead->next;l != lhead;l = l->next)
1384                 if (r_mesh_rcachesequentialchain_current == l)
1385                         return;
1386         Sys_Error("%i", num);
1387 }
1388 */
1389
1390 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1391 {
1392         rcachearraylink_t *l, *lhead, *lnext;
1393         rcachearrayitem_t *d;
1394         int hashindex, offset, offsetend;
1395
1396         //R_Mesh_CacheArray_ValidateState(3);
1397         // calculate a hashindex to choose a cache chain
1398         r->data = NULL;
1399         hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1400
1401         // is it already cached?
1402         for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1403         {
1404                 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1405                 {
1406                         // we have it cached already
1407                         r->data = r_mesh_rcachedata + l->data->offset;
1408                         return false;
1409                 }
1410         }
1411
1412         // we need to add a new cache item, this means finding a place for the new
1413         // data and making sure we have a free item available, lots of work...
1414
1415         // check if buffer needs to wrap
1416         if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1417         {
1418                 /*
1419                 if (r->data_size * 10 > r_mesh_rcachedata_size)
1420                 {
1421                         // realloc whole cache
1422                 }
1423                 */
1424                 // reset back to start
1425                 r_mesh_rcachedata_offset = 0;
1426                 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1427         }
1428         offset = r_mesh_rcachedata_offset;
1429         r_mesh_rcachedata_offset += r->data_size;
1430         offsetend = r_mesh_rcachedata_offset;
1431         //R_Mesh_CacheArray_ValidateState(4);
1432
1433         /*
1434         {
1435                 int n;
1436                 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1437                 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1438         }
1439         */
1440
1441         // make room for the new data (remove old items)
1442         lhead = &r_mesh_rcachesequentialchain;
1443         l = r_mesh_rcachesequentialchain_current;
1444         if (l == lhead)
1445                 l = l->next;
1446         while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1447         {
1448         //r_mesh_rcachesequentialchain_current = l;
1449         //R_Mesh_CacheArray_ValidateState(8);
1450                 lnext = l->next;
1451                 // if at the end of the chain, wrap around
1452                 if (lnext == lhead)
1453                         lnext = lnext->next;
1454         //r_mesh_rcachesequentialchain_current = lnext;
1455         //R_Mesh_CacheArray_ValidateState(10);
1456
1457                 // unlink from sequential chain
1458                 l->next->prev = l->prev;
1459                 l->prev->next = l->next;
1460         //R_Mesh_CacheArray_ValidateState(11);
1461                 // link into free chain
1462                 l->next = &r_mesh_rcachefreechain;
1463                 l->prev = l->next->prev;
1464                 l->next->prev = l->prev->next = l;
1465         //R_Mesh_CacheArray_ValidateState(12);
1466
1467                 l = &l->data->hashlink;
1468                 // unlink from hash chain
1469                 l->next->prev = l->prev;
1470                 l->prev->next = l->next;
1471
1472                 l = lnext;
1473         //r_mesh_rcachesequentialchain_current = l;
1474         //R_Mesh_CacheArray_ValidateState(9);
1475         }
1476         //r_mesh_rcachesequentialchain_current = l;
1477         //R_Mesh_CacheArray_ValidateState(5);
1478         // gobble an extra item if we have no free items available
1479         if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1480         {
1481                 lnext = l->next;
1482
1483                 // unlink from sequential chain
1484                 l->next->prev = l->prev;
1485                 l->prev->next = l->next;
1486                 // link into free chain
1487                 l->next = &r_mesh_rcachefreechain;
1488                 l->prev = l->next->prev;
1489                 l->next->prev = l->prev->next = l;
1490
1491                 l = &l->data->hashlink;
1492                 // unlink from hash chain
1493                 l->next->prev = l->prev;
1494                 l->prev->next = l->next;
1495
1496                 l = lnext;
1497         }
1498         r_mesh_rcachesequentialchain_current = l;
1499         //R_Mesh_CacheArray_ValidateState(6);
1500
1501         // now take an item from the free chain
1502         l = r_mesh_rcachefreechain.next;
1503         // set it up
1504         d = l->data;
1505         d->request = *r;
1506         d->offset = offset;
1507         // unlink
1508         l->next->prev = l->prev;
1509         l->prev->next = l->next;
1510         // relink to sequential
1511         l->next = r_mesh_rcachesequentialchain_current->prev;
1512         l->prev = l->next->prev;
1513         while (l->next->data && l->data && l->next->data->offset <= d->offset)
1514         {
1515                 //Con_Print(">\n");
1516                 l->next = l->next->next;
1517                 l->prev = l->prev->next;
1518         }
1519         while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1520         {
1521                 //Con_Print("<\n");
1522                 l->prev = l->prev->prev;
1523                 l->next = l->next->prev;
1524         }
1525         l->next->prev = l->prev->next = l;
1526         // also link into hash chain
1527         l = &l->data->hashlink;
1528         l->next = &r_mesh_rcachechain[hashindex];
1529         l->prev = l->next->prev;
1530         l->prev->next = l;
1531         l->next->prev = l->prev->next = l;
1532
1533
1534         //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1535
1536         //R_Mesh_CacheArray_ValidateState(7);
1537         // and finally set the data pointer
1538         r->data = r_mesh_rcachedata + d->offset;
1539         // and tell the caller to fill the array
1540         return true;
1541 }
1542