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GL_SetupView_* functions added, they replace most of R_Mesh_Start's functionality...
[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_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
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 int c_meshs, c_meshelements;
67
68 int lightscalebit;
69 float lightscale;
70 float overbrightscale;
71
72 void SCR_ScreenShot_f (void);
73
74 // these are externally accessible
75 float mesh_colorscale;
76 float *varray_vertex;
77 float *varray_color;
78 float *varray_texcoord[MAX_TEXTUREUNITS];
79 int mesh_maxverts;
80
81 static matrix4x4_t backend_viewmatrix;
82 static matrix4x4_t backend_modelmatrix;
83 static matrix4x4_t backend_modelviewmatrix;
84 static matrix4x4_t backend_glmodelviewmatrix;
85
86 static int backendunits, backendactive;
87 static qbyte *varray_bcolor;
88 static mempool_t *gl_backend_mempool;
89
90 int polygonelements[768];
91
92 void GL_Backend_AllocArrays(void)
93 {
94         int i;
95
96         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
97         {
98                 polygonelements[i * 3 + 0] = 0;
99                 polygonelements[i * 3 + 1] = i + 1;
100                 polygonelements[i * 3 + 2] = i + 2;
101         }
102
103         if (!gl_backend_mempool)
104                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
105
106         varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
107         varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
108         varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
109         for (i = 0;i < backendunits;i++)
110                 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
111         for (;i < MAX_TEXTUREUNITS;i++)
112                 varray_texcoord[i] = NULL;
113 }
114
115 void GL_Backend_FreeArrays(int resizingbuffers)
116 {
117         int i;
118         if (resizingbuffers)
119                 Mem_EmptyPool(gl_backend_mempool);
120         else
121                 Mem_FreePool(&gl_backend_mempool);
122         varray_vertex = NULL;
123         varray_color = NULL;
124         varray_bcolor = NULL;
125         for (i = 0;i < MAX_TEXTUREUNITS;i++)
126                 varray_texcoord[i] = NULL;
127 }
128
129 static void gl_backend_start(void)
130 {
131         Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
132         if (qglDrawRangeElements != NULL)
133         {
134                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
135                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
136                 CHECKGLERROR
137                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
138         }
139         if (strstr(gl_renderer, "3Dfx"))
140         {
141                 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
142                 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
143         }
144
145         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
146
147         GL_Backend_AllocArrays();
148
149         backendactive = true;
150 }
151
152 static void gl_backend_shutdown(void)
153 {
154         backendunits = 0;
155         backendactive = false;
156
157         Con_Printf("OpenGL Backend shutting down\n");
158
159         GL_Backend_FreeArrays(false);
160 }
161
162 void GL_Backend_CheckCvars(void)
163 {
164         // 21760 is (65536 / 3) rounded off to a multiple of 128
165         if (gl_mesh_maxverts.integer < 1024)
166                 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
167         if (gl_mesh_maxverts.integer > 21760)
168                 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
169 }
170
171 void GL_Backend_ResizeArrays(int numtriangles)
172 {
173         Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
174         GL_Backend_CheckCvars();
175         mesh_maxverts = gl_mesh_maxverts.integer;
176         GL_Backend_FreeArrays(true);
177         GL_Backend_AllocArrays();
178 }
179
180 static void gl_backend_newmap(void)
181 {
182 }
183
184 void gl_backend_init(void)
185 {
186         Cvar_RegisterVariable(&r_render);
187         Cvar_RegisterVariable(&gl_dither);
188         Cvar_RegisterVariable(&gl_lockarrays);
189 #ifdef NORENDER
190         Cvar_SetValue("r_render", 0);
191 #endif
192
193         Cvar_RegisterVariable(&gl_mesh_maxverts);
194         Cvar_RegisterVariable(&gl_mesh_floatcolors);
195         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
196         GL_Backend_CheckCvars();
197         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
198 }
199
200 void GL_SetupView_ViewPort (int x, int y, int width, int height)
201 {
202         if (!r_render.integer)
203                 return;
204
205         // y is weird beause OpenGL is bottom to top, we use top to bottom
206         qglViewport(x, vid.realheight - (y + height), width, height);
207         CHECKGLERROR
208 }
209
210 void GL_SetupView_Orientation_Identity (void)
211 {
212         Matrix4x4_CreateIdentity(&backend_viewmatrix);
213         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
214 }
215
216 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
217 {
218         Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
219         Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
220         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
221         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
222         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
223         Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
224         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
225 }
226
227 void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
228 {
229         double xmax, ymax;
230
231         if (!r_render.integer)
232                 return;
233
234         // set up viewpoint
235         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
236         qglLoadIdentity ();CHECKGLERROR
237         // pyramid slopes
238         xmax = zNear * tan(fovx * M_PI / 360.0);
239         ymax = zNear * tan(fovy * M_PI / 360.0);
240         // set view pyramid
241         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
242         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
243         GL_SetupView_Orientation_Identity();
244 }
245
246 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
247 {
248         if (!r_render.integer)
249                 return;
250
251         // set up viewpoint
252         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
253         qglLoadIdentity ();CHECKGLERROR
254         qglOrtho(x1, y2, x2, y1, zNear, zFar);
255         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
256         GL_SetupView_Orientation_Identity();
257 }
258
259 static struct
260 {
261         int blendfunc1;
262         int blendfunc2;
263         int blend;
264         GLboolean depthmask;
265         int depthdisable;
266         int unit;
267         int clientunit;
268         int texture[MAX_TEXTUREUNITS];
269         float texturergbscale[MAX_TEXTUREUNITS];
270 }
271 gl_state;
272
273 void GL_SetupTextureState(void)
274 {
275         int i;
276         if (backendunits > 1)
277         {
278                 for (i = 0;i < backendunits;i++)
279                 {
280                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
281                         qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
282                         if (gl_combine.integer)
283                         {
284                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
285                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
286                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
287                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
288                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
289                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
290                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
291                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
292                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
293                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
294                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
295                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
296                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
297                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
298                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
299                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
300                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
301                         }
302                         else
303                         {
304                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
305                         }
306                         if (gl_state.texture[i])
307                         {
308                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
309                         }
310                         else
311                         {
312                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
313                         }
314                         qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
315                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
316                         if (gl_state.texture[i])
317                         {
318                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
319                         }
320                         else
321                         {
322                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
323                         }
324                 }
325         }
326         else
327         {
328                 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
329                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
330                 if (gl_state.texture[0])
331                 {
332                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
333                 }
334                 else
335                 {
336                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
337                 }
338                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
339                 if (gl_state.texture[0])
340                 {
341                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
342                 }
343                 else
344                 {
345                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
346                 }
347         }
348 }
349
350 int usedarrays;
351 void GL_Backend_ResetState(void)
352 {
353         int i;
354         gl_state.unit = 0;
355         gl_state.clientunit = 0;
356
357         for (i = 0;i < backendunits;i++)
358         {
359                 gl_state.texture[i] = 0;
360                 gl_state.texturergbscale[i] = 1;
361         }
362
363         qglEnable(GL_CULL_FACE);CHECKGLERROR
364         qglCullFace(GL_FRONT);CHECKGLERROR
365
366         gl_state.depthdisable = false;
367         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
368
369         gl_state.blendfunc1 = GL_ONE;
370         gl_state.blendfunc2 = GL_ZERO;
371         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
372
373         gl_state.blend = 0;
374         qglDisable(GL_BLEND);CHECKGLERROR
375
376         gl_state.depthmask = GL_TRUE;
377         qglDepthMask(gl_state.depthmask);CHECKGLERROR
378
379         usedarrays = false;
380         usedarrays = true;
381         qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
382         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
383         if (gl_mesh_floatcolors.integer)
384         {
385                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
386         }
387         else
388         {
389                 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
390         }
391         qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
392
393         GL_SetupTextureState();
394 }
395
396 // called at beginning of frame
397 void R_Mesh_Start(void)
398 {
399         BACKENDACTIVECHECK
400
401         CHECKGLERROR
402
403         GL_Backend_CheckCvars();
404         if (mesh_maxverts != gl_mesh_maxverts.integer)
405                 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
406
407         GL_Backend_ResetState();
408 }
409
410 int gl_backend_rebindtextures;
411
412 void GL_ConvertColorsFloatToByte(int numverts)
413 {
414         int i, k, total;
415         // LordHavoc: to avoid problems with aliasing (treating memory as two
416         // different types - exactly what this is doing), these must be volatile
417         // (or a union)
418         volatile int *icolor;
419         volatile float *fcolor;
420         qbyte *bcolor;
421
422         total = numverts * 4;
423
424         // shift float to have 8bit fraction at base of number
425         fcolor = varray_color;
426         for (i = 0;i < total;)
427         {
428                 fcolor[i    ] += 32768.0f;
429                 fcolor[i + 1] += 32768.0f;
430                 fcolor[i + 2] += 32768.0f;
431                 fcolor[i + 3] += 32768.0f;
432                 i += 4;
433         }
434
435         // then read as integer and kill float bits...
436         icolor = (int *)varray_color;
437         bcolor = varray_bcolor;
438         for (i = 0;i < total;)
439         {
440                 k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
441                 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
442                 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
443                 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
444                 i += 4;
445         }
446 }
447
448 /*
449 void GL_TransformVertices(int numverts)
450 {
451         int i;
452         float m[12], tempv[4], *v;
453         m[0] = backendmatrix.m[0][0];
454         m[1] = backendmatrix.m[0][1];
455         m[2] = backendmatrix.m[0][2];
456         m[3] = backendmatrix.m[0][3];
457         m[4] = backendmatrix.m[1][0];
458         m[5] = backendmatrix.m[1][1];
459         m[6] = backendmatrix.m[1][2];
460         m[7] = backendmatrix.m[1][3];
461         m[8] = backendmatrix.m[2][0];
462         m[9] = backendmatrix.m[2][1];
463         m[10] = backendmatrix.m[2][2];
464         m[11] = backendmatrix.m[2][3];
465         for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
466         {
467                 VectorCopy(v, tempv);
468                 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
469                 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
470                 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
471         }
472 }
473 */
474
475 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
476 {
477         int arraylocked = false;
478         c_meshs++;
479         c_meshelements += indexcount;
480         if (gl_supportslockarrays && gl_lockarrays.integer)
481         {
482                 qglLockArraysEXT(firstvert, endvert - firstvert);
483                 CHECKGLERROR
484                 arraylocked = true;
485         }
486         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
487                 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
488         else
489                 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
490         CHECKGLERROR
491         if (arraylocked)
492         {
493                 qglUnlockArraysEXT();
494                 CHECKGLERROR
495                 arraylocked = false;
496         }
497 }
498
499 // enlarges geometry buffers if they are too small
500 void _R_Mesh_ResizeCheck(int numverts)
501 {
502         if (numverts > mesh_maxverts)
503         {
504                 BACKENDACTIVECHECK
505                 GL_Backend_ResizeArrays(numverts + 100);
506                 GL_Backend_ResetState();
507         }
508 }
509
510 // renders the mesh
511 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
512 {
513         BACKENDACTIVECHECK
514
515         CHECKGLERROR
516
517         if (!gl_mesh_floatcolors.integer)
518                 GL_ConvertColorsFloatToByte(numverts);
519         //GL_TransformVertices(numverts);
520         if (!r_render.integer)
521                 return;
522         GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
523 }
524
525 // restores backend state, used when done with 3D rendering
526 void R_Mesh_Finish(void)
527 {
528         int i;
529         BACKENDACTIVECHECK
530
531         if (backendunits > 1)
532         {
533                 for (i = backendunits - 1;i >= 0;i--)
534                 {
535                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
536                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
537                         if (gl_combine.integer)
538                         {
539                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
540                         }
541                         if (i > 0)
542                         {
543                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
544                         }
545                         else
546                         {
547                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
548                         }
549                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
550
551                         if (usedarrays)
552                         {
553                                 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
554                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
555                         }
556                 }
557         }
558         else
559         {
560                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
561                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
562                 if (usedarrays)
563                 {
564                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
565                 }
566         }
567         if (usedarrays)
568         {
569                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
570                 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
571         }
572
573         qglDisable(GL_BLEND);CHECKGLERROR
574         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
575         qglDepthMask(GL_TRUE);CHECKGLERROR
576         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
577 }
578
579 void GL_DepthFunc(int value)
580 {
581         if (!r_render.integer)
582                 return;
583
584         qglDepthFunc (value);
585         CHECKGLERROR
586 }
587
588 void GL_ClearDepth(void)
589 {
590         BACKENDACTIVECHECK
591
592         if (!r_render.integer)
593                 return;
594
595         qglClear(GL_DEPTH_BUFFER_BIT);
596         CHECKGLERROR
597 }
598
599 void R_Mesh_Matrix(const matrix4x4_t *matrix)
600 {
601         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
602         {
603                 backend_modelmatrix = *matrix;
604                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
605                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
606                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
607         }
608 }
609
610 // sets up the requested state
611 void R_Mesh_State(const rmeshstate_t *m)
612 {
613         int i, overbright;
614         int texturergbscale[MAX_TEXTUREUNITS];
615         float scaler;
616
617         BACKENDACTIVECHECK
618
619         if (gl_backend_rebindtextures)
620         {
621                 gl_backend_rebindtextures = false;
622                 GL_SetupTextureState();
623         }
624
625         overbright = false;
626         scaler = 1;
627         if (m->blendfunc1 == GL_DST_COLOR)
628         {
629                 // check if it is a 2x modulate with framebuffer
630                 if (m->blendfunc2 == GL_SRC_COLOR)
631                         scaler *= 0.5f;
632         }
633         else if (m->blendfunc2 != GL_SRC_COLOR)
634         {
635                 if (m->tex[0])
636                 {
637                         overbright = m->wantoverbright && gl_combine.integer;
638                         if (overbright)
639                                 scaler *= 0.25f;
640                 }
641                 scaler *= overbrightscale;
642         }
643         mesh_colorscale = scaler;
644
645         if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
646         {
647                 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
648                 if (gl_state.blendfunc2 == GL_ZERO)
649                 {
650                         if (gl_state.blendfunc1 == GL_ONE)
651                         {
652                                 if (gl_state.blend)
653                                 {
654                                         gl_state.blend = 0;
655                                         qglDisable(GL_BLEND);CHECKGLERROR
656                                 }
657                         }
658                         else
659                         {
660                                 if (!gl_state.blend)
661                                 {
662                                         gl_state.blend = 1;
663                                         qglEnable(GL_BLEND);CHECKGLERROR
664                                 }
665                         }
666                 }
667                 else
668                 {
669                         if (!gl_state.blend)
670                         {
671                                 gl_state.blend = 1;
672                                 qglEnable(GL_BLEND);CHECKGLERROR
673                         }
674                 }
675         }
676         if (gl_state.depthdisable != m->depthdisable)
677         {
678                 gl_state.depthdisable = m->depthdisable;
679                 if (gl_state.depthdisable)
680                         qglDisable(GL_DEPTH_TEST);
681                 else
682                         qglEnable(GL_DEPTH_TEST);
683         }
684         if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
685         {
686                 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
687         }
688
689         for (i = 0;i < backendunits;i++)
690         {
691                 if (m->texrgbscale[i])
692                         texturergbscale[i] = m->texrgbscale[i];
693                 else
694                         texturergbscale[i] = 1;
695         }
696         if (overbright)
697         {
698                 for (i = backendunits - 1;i >= 0;i--)
699                 {
700                         if (m->tex[i])
701                         {
702                                 texturergbscale[i] = 4;
703                                 break;
704                         }
705                 }
706         }
707
708         if (backendunits > 1)
709         {
710                 for (i = 0;i < backendunits;i++)
711                 {
712                         if (gl_state.texture[i] != m->tex[i])
713                         {
714                                 if (gl_state.unit != i)
715                                 {
716                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
717                                 }
718                                 if (gl_state.texture[i] == 0)
719                                 {
720                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
721                                         if (gl_state.clientunit != i)
722                                         {
723                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
724                                         }
725                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
726                                 }
727                                 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
728                                 if (gl_state.texture[i] == 0)
729                                 {
730                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
731                                         if (gl_state.clientunit != i)
732                                         {
733                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
734                                         }
735                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
736                                 }
737                         }
738                         if (gl_state.texturergbscale[i] != texturergbscale[i])
739                         {
740                                 if (gl_state.unit != i)
741                                 {
742                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
743                                 }
744                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
745                         }
746                 }
747         }
748         else
749         {
750                 if (gl_state.texture[0] != m->tex[0])
751                 {
752                         if (gl_state.texture[0] == 0)
753                         {
754                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
755                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
756                         }
757                         qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
758                         if (gl_state.texture[0] == 0)
759                         {
760                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
761                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
762                         }
763                 }
764         }
765 }
766
767 /*
768 ==============================================================================
769
770                                                 SCREEN SHOTS
771
772 ==============================================================================
773 */
774
775 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
776 {
777         qboolean ret;
778         int i;
779         qbyte *buffer;
780
781         if (!r_render.integer)
782                 return false;
783
784         buffer = Mem_Alloc(tempmempool, width*height*3);
785         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
786         CHECKGLERROR
787
788         // LordHavoc: compensate for v_overbrightbits when using hardware gamma
789         if (v_hwgamma.integer)
790                 for (i = 0;i < width * height * 3;i++)
791                         buffer[i] <<= v_overbrightbits.integer;
792
793         ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
794
795         Mem_Free(buffer);
796         return ret;
797 }
798
799 //=============================================================================
800
801 void R_ClearScreen(void)
802 {
803         if (r_render.integer)
804         {
805                 // clear to black
806                 qglClearColor(0,0,0,0);CHECKGLERROR
807                 // clear the screen
808                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
809                 // set dithering mode
810                 if (gl_dither.integer)
811                 {
812                         qglEnable(GL_DITHER);CHECKGLERROR
813                 }
814                 else
815                 {
816                         qglDisable(GL_DITHER);CHECKGLERROR
817                 }
818         }
819 }
820
821 /*
822 ==================
823 SCR_UpdateScreen
824
825 This is called every frame, and can also be called explicitly to flush
826 text to the screen.
827 ==================
828 */
829 void SCR_UpdateScreen (void)
830 {
831         VID_Finish ();
832
833         R_TimeReport("finish");
834
835         if (r_textureunits.integer > gl_textureunits)
836                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
837         if (r_textureunits.integer < 1)
838                 Cvar_SetValueQuick(&r_textureunits, 1);
839
840         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
841                 Cvar_SetValueQuick(&gl_combine, 0);
842
843         // lighting scale
844         overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
845
846         // lightmaps only
847         lightscalebit = v_overbrightbits.integer;
848         if (gl_combine.integer && r_textureunits.integer > 1)
849                 lightscalebit += 2;
850         lightscale = 1.0f / (float) (1 << lightscalebit);
851
852         R_TimeReport("setup");
853
854         R_ClearScreen();
855
856         R_TimeReport("clear");
857
858         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
859                 R_RenderView();
860
861         // draw 2D stuff
862         R_DrawQueue();
863
864         // tell driver to commit it's partially full geometry queue to the rendering queue
865         // (this doesn't wait for the commands themselves to complete)
866         qglFlush();
867 }
868