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texcoord arrays are now 3 component (padded to 4 floats)
[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 void SCR_ScreenShot_f (void);
69
70 // these are externally accessible
71 int r_lightmapscalebit;
72 float r_colorscale;
73 float *varray_vertex;
74 float *varray_color;
75 float *varray_texcoord[MAX_TEXTUREUNITS];
76 int mesh_maxverts;
77
78 static matrix4x4_t backend_viewmatrix;
79 static matrix4x4_t backend_modelmatrix;
80 static matrix4x4_t backend_modelviewmatrix;
81 static matrix4x4_t backend_glmodelviewmatrix;
82
83 static int backendunits, backendactive;
84 static qbyte *varray_bcolor;
85 static mempool_t *gl_backend_mempool;
86
87 int polygonelements[768];
88
89 void GL_Backend_AllocArrays(void)
90 {
91         int i;
92
93         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
94         {
95                 polygonelements[i * 3 + 0] = 0;
96                 polygonelements[i * 3 + 1] = i + 1;
97                 polygonelements[i * 3 + 2] = i + 2;
98         }
99
100         if (!gl_backend_mempool)
101                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
102
103         varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
104         varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
105         varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
106         for (i = 0;i < backendunits;i++)
107                 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
108         for (;i < MAX_TEXTUREUNITS;i++)
109                 varray_texcoord[i] = NULL;
110 }
111
112 void GL_Backend_FreeArrays(int resizingbuffers)
113 {
114         int i;
115         if (resizingbuffers)
116                 Mem_EmptyPool(gl_backend_mempool);
117         else
118                 Mem_FreePool(&gl_backend_mempool);
119         varray_vertex = NULL;
120         varray_color = NULL;
121         varray_bcolor = NULL;
122         for (i = 0;i < MAX_TEXTUREUNITS;i++)
123                 varray_texcoord[i] = NULL;
124 }
125
126 static void gl_backend_start(void)
127 {
128         Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
129         if (qglDrawRangeElements != NULL)
130         {
131                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
132                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
133                 CHECKGLERROR
134                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
135         }
136         if (strstr(gl_renderer, "3Dfx"))
137         {
138                 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
139                 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
140         }
141
142         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
143
144         GL_Backend_AllocArrays();
145
146         backendactive = true;
147 }
148
149 static void gl_backend_shutdown(void)
150 {
151         backendunits = 0;
152         backendactive = false;
153
154         Con_Printf("OpenGL Backend shutting down\n");
155
156         GL_Backend_FreeArrays(false);
157 }
158
159 void GL_Backend_CheckCvars(void)
160 {
161         // 21760 is (65536 / 3) rounded off to a multiple of 128
162         if (gl_mesh_maxverts.integer < 1024)
163                 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
164         if (gl_mesh_maxverts.integer > 21760)
165                 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
166 }
167
168 void GL_Backend_ResizeArrays(int numtriangles)
169 {
170         Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
171         GL_Backend_CheckCvars();
172         mesh_maxverts = gl_mesh_maxverts.integer;
173         GL_Backend_FreeArrays(true);
174         GL_Backend_AllocArrays();
175 }
176
177 static void gl_backend_newmap(void)
178 {
179 }
180
181 void gl_backend_init(void)
182 {
183         Cvar_RegisterVariable(&r_render);
184         Cvar_RegisterVariable(&gl_dither);
185         Cvar_RegisterVariable(&gl_lockarrays);
186 #ifdef NORENDER
187         Cvar_SetValue("r_render", 0);
188 #endif
189
190         Cvar_RegisterVariable(&gl_mesh_maxverts);
191         Cvar_RegisterVariable(&gl_mesh_floatcolors);
192         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
193         GL_Backend_CheckCvars();
194         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
195 }
196
197 void GL_SetupView_ViewPort (int x, int y, int width, int height)
198 {
199         if (!r_render.integer)
200                 return;
201
202         // y is weird beause OpenGL is bottom to top, we use top to bottom
203         qglViewport(x, vid.realheight - (y + height), width, height);
204         CHECKGLERROR
205 }
206
207 void GL_SetupView_Orientation_Identity (void)
208 {
209         Matrix4x4_CreateIdentity(&backend_viewmatrix);
210         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
211 }
212
213 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
214 {
215         Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
216         Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
217         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
218         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
219         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
220         Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
221         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
222 }
223
224 void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
225 {
226         double xmax, ymax;
227
228         if (!r_render.integer)
229                 return;
230
231         // set up viewpoint
232         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
233         qglLoadIdentity ();CHECKGLERROR
234         // pyramid slopes
235         xmax = zNear * tan(fovx * M_PI / 360.0);
236         ymax = zNear * tan(fovy * M_PI / 360.0);
237         // set view pyramid
238         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
239         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
240         GL_SetupView_Orientation_Identity();
241 }
242
243 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
244 {
245         if (!r_render.integer)
246                 return;
247
248         // set up viewpoint
249         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
250         qglLoadIdentity ();CHECKGLERROR
251         qglOrtho(x1, x2, y2, y1, zNear, zFar);
252         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
253         GL_SetupView_Orientation_Identity();
254 }
255
256 static struct
257 {
258         int blendfunc1;
259         int blendfunc2;
260         int blend;
261         GLboolean depthmask;
262         int depthdisable;
263         int unit;
264         int clientunit;
265         int texture[MAX_TEXTUREUNITS];
266         float texturergbscale[MAX_TEXTUREUNITS];
267         int colorarray;
268 }
269 gl_state;
270
271 void GL_SetupTextureState(void)
272 {
273         int i;
274         if (backendunits > 1)
275         {
276                 for (i = 0;i < backendunits;i++)
277                 {
278                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
279                         qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
280                         if (gl_combine.integer)
281                         {
282                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
283                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
284                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
285                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
286                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
287                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
288                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
289                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
290                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
291                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
292                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
293                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
294                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
295                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
296                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
297                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
298                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
299                         }
300                         else
301                         {
302                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
303                         }
304                         if (gl_state.texture[i])
305                         {
306                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
307                         }
308                         else
309                         {
310                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
311                         }
312                         qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
313                         if (gl_texture3d)
314                                 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
315                         else
316                                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
317                         if (gl_state.texture[i])
318                         {
319                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
320                         }
321                         else
322                         {
323                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
324                         }
325                 }
326         }
327         else
328         {
329                 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
330                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
331                 if (gl_state.texture[0])
332                 {
333                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
334                 }
335                 else
336                 {
337                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
338                 }
339                 if (gl_texture3d)
340                         qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[0]);CHECKGLERROR
341                 else
342                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[0]);CHECKGLERROR
343                 if (gl_state.texture[0])
344                 {
345                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
346                 }
347                 else
348                 {
349                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
350                 }
351         }
352 }
353
354 void GL_Backend_ResetState(void)
355 {
356         int i;
357         gl_state.unit = 0;
358         gl_state.clientunit = 0;
359
360         for (i = 0;i < backendunits;i++)
361         {
362                 gl_state.texture[i] = 0;
363                 gl_state.texturergbscale[i] = 1;
364         }
365
366         qglEnable(GL_CULL_FACE);CHECKGLERROR
367         qglCullFace(GL_FRONT);CHECKGLERROR
368
369         gl_state.depthdisable = false;
370         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
371
372         gl_state.blendfunc1 = GL_ONE;
373         gl_state.blendfunc2 = GL_ZERO;
374         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
375
376         gl_state.blend = 0;
377         qglDisable(GL_BLEND);CHECKGLERROR
378
379         gl_state.depthmask = GL_TRUE;
380         qglDepthMask(gl_state.depthmask);CHECKGLERROR
381
382         qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
383         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
384         if (gl_mesh_floatcolors.integer)
385         {
386                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
387         }
388         else
389         {
390                 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
391         }
392         // LordHavoc: default to color array off
393         gl_state.colorarray = false;
394         GL_Color(1, 1, 1, 1);
395
396         GL_SetupTextureState();
397 }
398
399 void GL_UseColorArray(void)
400 {
401         if (!gl_state.colorarray)
402         {
403                 gl_state.colorarray = true;
404                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
405         }
406 }
407
408 void GL_Color(float cr, float cg, float cb, float ca)
409 {
410         if (gl_state.colorarray)
411         {
412                 gl_state.colorarray = false;
413                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
414         }
415         qglColor4f(cr, cg, cb, ca);
416 }
417
418 // called at beginning of frame
419 void R_Mesh_Start(void)
420 {
421         BACKENDACTIVECHECK
422
423         CHECKGLERROR
424
425         GL_Backend_CheckCvars();
426         if (mesh_maxverts != gl_mesh_maxverts.integer)
427                 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
428
429         GL_Backend_ResetState();
430 }
431
432 int gl_backend_rebindtextures;
433
434 void GL_ConvertColorsFloatToByte(int numverts)
435 {
436         int i, k, total;
437         // LordHavoc: to avoid problems with aliasing (treating memory as two
438         // different types - exactly what this is doing), these must be volatile
439         // (or a union)
440         volatile int *icolor;
441         volatile float *fcolor;
442         qbyte *bcolor;
443
444         total = numverts * 4;
445
446         // shift float to have 8bit fraction at base of number
447         fcolor = varray_color;
448         for (i = 0;i < total;)
449         {
450                 fcolor[i    ] += 32768.0f;
451                 fcolor[i + 1] += 32768.0f;
452                 fcolor[i + 2] += 32768.0f;
453                 fcolor[i + 3] += 32768.0f;
454                 i += 4;
455         }
456
457         // then read as integer and kill float bits...
458         icolor = (int *)varray_color;
459         bcolor = varray_bcolor;
460         for (i = 0;i < total;)
461         {
462                 k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
463                 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
464                 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
465                 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
466                 i += 4;
467         }
468 }
469
470 /*
471 void GL_TransformVertices(int numverts)
472 {
473         int i;
474         float m[12], tempv[4], *v;
475         m[0] = backendmatrix.m[0][0];
476         m[1] = backendmatrix.m[0][1];
477         m[2] = backendmatrix.m[0][2];
478         m[3] = backendmatrix.m[0][3];
479         m[4] = backendmatrix.m[1][0];
480         m[5] = backendmatrix.m[1][1];
481         m[6] = backendmatrix.m[1][2];
482         m[7] = backendmatrix.m[1][3];
483         m[8] = backendmatrix.m[2][0];
484         m[9] = backendmatrix.m[2][1];
485         m[10] = backendmatrix.m[2][2];
486         m[11] = backendmatrix.m[2][3];
487         for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
488         {
489                 VectorCopy(v, tempv);
490                 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
491                 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
492                 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
493         }
494 }
495 */
496
497 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
498 {
499         int arraylocked = false;
500         c_meshs++;
501         c_meshelements += indexcount;
502         if (gl_supportslockarrays && gl_lockarrays.integer)
503         {
504                 qglLockArraysEXT(firstvert, endvert - firstvert);
505                 CHECKGLERROR
506                 arraylocked = true;
507         }
508         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
509                 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
510         else
511                 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
512         CHECKGLERROR
513         if (arraylocked)
514         {
515                 qglUnlockArraysEXT();
516                 CHECKGLERROR
517                 arraylocked = false;
518         }
519 }
520
521 // enlarges geometry buffers if they are too small
522 void _R_Mesh_ResizeCheck(int numverts)
523 {
524         if (numverts > mesh_maxverts)
525         {
526                 BACKENDACTIVECHECK
527                 GL_Backend_ResizeArrays(numverts + 100);
528                 GL_Backend_ResetState();
529         }
530 }
531
532 // renders the mesh
533 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
534 {
535         BACKENDACTIVECHECK
536
537         CHECKGLERROR
538
539         if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
540                 GL_ConvertColorsFloatToByte(numverts);
541         //GL_TransformVertices(numverts);
542         if (!r_render.integer)
543                 return;
544         GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
545 }
546
547 // restores backend state, used when done with 3D rendering
548 void R_Mesh_Finish(void)
549 {
550         int i;
551         BACKENDACTIVECHECK
552
553         if (backendunits > 1)
554         {
555                 for (i = backendunits - 1;i >= 0;i--)
556                 {
557                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
558                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
559                         if (gl_combine.integer)
560                         {
561                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
562                         }
563                         if (i > 0)
564                         {
565                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
566                         }
567                         else
568                         {
569                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
570                         }
571                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
572
573                         qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
574                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
575                 }
576         }
577         else
578         {
579                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
580                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
581                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
582         }
583         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
584         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
585
586         qglDisable(GL_BLEND);CHECKGLERROR
587         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
588         qglDepthMask(GL_TRUE);CHECKGLERROR
589         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
590 }
591
592 void R_Mesh_Matrix(const matrix4x4_t *matrix)
593 {
594         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
595         {
596                 backend_modelmatrix = *matrix;
597                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
598                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
599                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
600         }
601 }
602
603 // sets up the requested state
604 void R_Mesh_MainState(const rmeshstate_t *m)
605 {
606         BACKENDACTIVECHECK
607
608         if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
609         {
610                 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
611                 if (gl_state.blendfunc2 == GL_ZERO)
612                 {
613                         if (gl_state.blendfunc1 == GL_ONE)
614                         {
615                                 if (gl_state.blend)
616                                 {
617                                         gl_state.blend = 0;
618                                         qglDisable(GL_BLEND);CHECKGLERROR
619                                 }
620                         }
621                         else
622                         {
623                                 if (!gl_state.blend)
624                                 {
625                                         gl_state.blend = 1;
626                                         qglEnable(GL_BLEND);CHECKGLERROR
627                                 }
628                         }
629                 }
630                 else
631                 {
632                         if (!gl_state.blend)
633                         {
634                                 gl_state.blend = 1;
635                                 qglEnable(GL_BLEND);CHECKGLERROR
636                         }
637                 }
638         }
639         if (gl_state.depthdisable != m->depthdisable)
640         {
641                 gl_state.depthdisable = m->depthdisable;
642                 if (gl_state.depthdisable)
643                         qglDisable(GL_DEPTH_TEST);
644                 else
645                         qglEnable(GL_DEPTH_TEST);
646         }
647         if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
648         {
649                 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
650         }
651 }
652
653 void R_Mesh_TextureState(const rmeshstate_t *m)
654 {
655         int i;
656         int texturergbscale[MAX_TEXTUREUNITS];
657
658         BACKENDACTIVECHECK
659
660         if (gl_backend_rebindtextures)
661         {
662                 gl_backend_rebindtextures = false;
663                 GL_SetupTextureState();
664         }
665
666         for (i = 0;i < backendunits;i++)
667         {
668                 if (m->texrgbscale[i])
669                         texturergbscale[i] = m->texrgbscale[i];
670                 else
671                         texturergbscale[i] = 1;
672         }
673
674         if (backendunits > 1)
675         {
676                 for (i = 0;i < backendunits;i++)
677                 {
678                         if (gl_state.texture[i] != m->tex[i])
679                         {
680                                 if (gl_state.unit != i)
681                                 {
682                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
683                                 }
684                                 if (gl_state.texture[i] == 0)
685                                 {
686                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
687                                         if (gl_state.clientunit != i)
688                                         {
689                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
690                                         }
691                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
692                                 }
693                                 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
694                                 if (gl_state.texture[i] == 0)
695                                 {
696                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
697                                         if (gl_state.clientunit != i)
698                                         {
699                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
700                                         }
701                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
702                                 }
703                         }
704                         if (gl_state.texturergbscale[i] != texturergbscale[i])
705                         {
706                                 if (gl_state.unit != i)
707                                 {
708                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
709                                 }
710                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
711                         }
712                 }
713         }
714         else
715         {
716                 if (gl_state.texture[0] != m->tex[0])
717                 {
718                         if (gl_state.texture[0] == 0)
719                         {
720                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
721                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
722                         }
723                         qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
724                         if (gl_state.texture[0] == 0)
725                         {
726                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
727                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
728                         }
729                 }
730         }
731 }
732
733 void R_Mesh_State(const rmeshstate_t *m)
734 {
735         R_Mesh_MainState(m);
736         R_Mesh_TextureState(m);
737 }
738
739 /*
740 ==============================================================================
741
742                                                 SCREEN SHOTS
743
744 ==============================================================================
745 */
746
747 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
748 {
749         qboolean ret;
750         int i;
751         qbyte *buffer;
752
753         if (!r_render.integer)
754                 return false;
755
756         buffer = Mem_Alloc(tempmempool, width*height*3);
757         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
758         CHECKGLERROR
759
760         // LordHavoc: compensate for v_overbrightbits when using hardware gamma
761         if (v_hwgamma.integer)
762                 for (i = 0;i < width * height * 3;i++)
763                         buffer[i] <<= v_overbrightbits.integer;
764
765         ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
766
767         Mem_Free(buffer);
768         return ret;
769 }
770
771 //=============================================================================
772
773 void R_ClearScreen(void)
774 {
775         if (r_render.integer)
776         {
777                 // clear to black
778                 qglClearColor(0,0,0,0);CHECKGLERROR
779                 // clear the screen
780                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
781                 // set dithering mode
782                 if (gl_dither.integer)
783                 {
784                         qglEnable(GL_DITHER);CHECKGLERROR
785                 }
786                 else
787                 {
788                         qglDisable(GL_DITHER);CHECKGLERROR
789                 }
790         }
791 }
792
793 /*
794 ==================
795 SCR_UpdateScreen
796
797 This is called every frame, and can also be called explicitly to flush
798 text to the screen.
799 ==================
800 */
801 void SCR_UpdateScreen (void)
802 {
803         VID_Finish ();
804
805         R_TimeReport("finish");
806
807         if (r_textureunits.integer > gl_textureunits)
808                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
809         if (r_textureunits.integer < 1)
810                 Cvar_SetValueQuick(&r_textureunits, 1);
811
812         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
813                 Cvar_SetValueQuick(&gl_combine, 0);
814
815         // lighting scale
816         r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
817
818         // lightmaps only
819         r_lightmapscalebit = v_overbrightbits.integer;
820         if (gl_combine.integer && r_textureunits.integer > 1)
821                 r_lightmapscalebit += 2;
822
823         R_TimeReport("setup");
824
825         R_ClearScreen();
826
827         R_TimeReport("clear");
828
829         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
830                 R_RenderView();
831
832         // draw 2D stuff
833         R_DrawQueue();
834
835         // tell driver to commit it's partially full geometry queue to the rendering queue
836         // (this doesn't wait for the commands themselves to complete)
837         qglFlush();
838 }
839