#include "quakedef.h" #include "cl_collision.h" cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"}; cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; #ifdef DEBUGGL int errornumber = 0; void GL_PrintError(int errornumber, char *filename, int linenumber) { switch(errornumber) { #ifdef GL_INVALID_ENUM case GL_INVALID_ENUM: Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_INVALID_VALUE case GL_INVALID_VALUE: Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_INVALID_OPERATION case GL_INVALID_OPERATION: Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_STACK_OVERFLOW case GL_STACK_OVERFLOW: Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_STACK_UNDERFLOW case GL_STACK_UNDERFLOW: Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_OUT_OF_MEMORY case GL_OUT_OF_MEMORY: Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber); break; #endif #ifdef GL_TABLE_TOO_LARGE case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); break; } } #endif #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; static matrix4x4_t backend_modelviewmatrix; static matrix4x4_t backend_projectmatrix; static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; /* note: here's strip order for a terrain row: 0--1--2--3--4 |\ |\ |\ |\ | | \| \| \| \| A--B--C--D--E clockwise A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i + row; *elements++ = i; *elements++ = i + row + 1; *elements++ = i; *elements++ = i + 1; *elements++ = i + row + 1; for (y = 0;y < rows - 1;y++) { for (x = 0;x < columns - 1;x++) { i = y * rows + x; *elements++ = i + columns; *elements++ = i; *elements++ = i + columns + 1; *elements++ = i; *elements++ = i + 1; *elements++ = i + columns + 1; } } alternative: 0--1--2--3--4 | /| /|\ | /| |/ |/ | \|/ | A--B--C--D--E counterclockwise for (y = 0;y < rows - 1;y++) { for (x = 0;x < columns - 1;x++) { i = y * rows + x; *elements++ = i; *elements++ = i + columns; *elements++ = i + columns + 1; *elements++ = i + columns; *elements++ = i + columns + 1; *elements++ = i + 1; } } */ int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; int quadelements[QUADELEMENTS_MAXQUADS*6]; void GL_Backend_AllocArrays(void) { } void GL_Backend_FreeArrays(void) { } static void gl_backend_start(void) { Con_Print("OpenGL Backend starting...\n"); CHECKGLERROR if (qglDrawRangeElements != NULL) { CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS); backendimageunits = backendunits; backendarrayunits = backendunits; if (gl_support_fragment_shader) { CHECKGLERROR qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); CHECKGLERROR qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); CHECKGLERROR Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS); backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS); } else if (backendunits > 1) Con_Printf("multitexture detected: texture units = %i\n", backendunits); else Con_Printf("singletexture\n"); GL_Backend_AllocArrays(); Con_Printf("OpenGL backend started.\n"); CHECKGLERROR backendactive = true; } static void gl_backend_shutdown(void) { backendunits = 0; backendimageunits = 0; backendarrayunits = 0; backendactive = false; Con_Print("OpenGL Backend shutting down\n"); GL_Backend_FreeArrays(); } static void gl_backend_newmap(void) { } void gl_backend_init(void) { int i; for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) { polygonelements[i * 3 + 0] = 0; polygonelements[i * 3 + 1] = i + 1; polygonelements[i * 3 + 2] = i + 2; } // elements for rendering a series of quads as triangles for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) { quadelements[i * 6 + 0] = i * 4; quadelements[i * 6 + 1] = i * 4 + 1; quadelements[i * 6 + 2] = i * 4 + 2; quadelements[i * 6 + 3] = i * 4; quadelements[i * 6 + 4] = i * 4 + 2; quadelements[i * 6 + 5] = i * 4 + 3; } Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&r_waterwarp); Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif Cvar_RegisterVariable(&gl_mesh_drawrangeelements); Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } void GL_SetupView_Orientation_Identity (void) { backend_viewmatrix = identitymatrix; memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix) { matrix4x4_t tempmatrix, basematrix; Matrix4x4_Invert_Simple(&tempmatrix, matrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) { double m[16]; // set up viewpoint CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR // set view pyramid qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); CHECKGLERROR } void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) { double nudge, m[16]; // set up viewpoint CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR // set view pyramid nudge = 1.0 - 1.0 / (1<<23); m[ 0] = 1.0 / frustumx; m[ 1] = 0; m[ 2] = 0; m[ 3] = 0; m[ 4] = 0; m[ 5] = 1.0 / frustumy; m[ 6] = 0; m[ 7] = 0; m[ 8] = 0; m[ 9] = 0; m[10] = -nudge; m[11] = -1; m[12] = 0; m[13] = 0; m[14] = -2 * zNear * nudge; m[15] = 0; qglLoadMatrixd(m);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); CHECKGLERROR Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); } void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) { double m[16]; // set up viewpoint CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR qglLoadIdentity();CHECKGLERROR qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); CHECKGLERROR } typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; int arrayenabled; unsigned int arraycomponents; const void *pointer_texcoord; int rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff // texmatrixenabled exists only to avoid unnecessary texmatrix compares int texmatrixenabled; matrix4x4_t matrix; } gltextureunit_t; static struct gl_state_s { int cullface; int cullfaceenable; int blendfunc1; int blendfunc2; int blend; GLboolean depthmask; int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; int alphatest; int scissortest; unsigned int unit; unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; float color4f[4]; int lockrange_first; int lockrange_count; const void *pointer_vertex; const void *pointer_color; } gl_state; void GL_SetupTextureState(void) { unsigned int i; gltextureunit_t *unit; CHECKGLERROR gl_state.unit = MAX_TEXTUREUNITS; gl_state.clientunit = MAX_TEXTUREUNITS; for (i = 0;i < MAX_TEXTUREUNITS;i++) { unit = gl_state.units + i; unit->t1d = 0; unit->t2d = 0; unit->t3d = 0; unit->tcubemap = 0; unit->arrayenabled = false; unit->arraycomponents = 0; unit->pointer_texcoord = NULL; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; unit->texmatrixenabled = false; unit->matrix = identitymatrix; } for (i = 0;i < backendimageunits;i++) { GL_ActiveTexture(i); qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR if (gl_texture3d) { qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR } if (gl_texturecubemap) { qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } } for (i = 0;i < backendarrayunits;i++) { GL_ClientActiveTexture(i); qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } for (i = 0;i < backendunits;i++) { GL_ActiveTexture(i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } if (gl_texturecubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } qglMatrixMode(GL_TEXTURE);CHECKGLERROR qglLoadIdentity();CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } else { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } CHECKGLERROR } CHECKGLERROR } void GL_Backend_ResetState(void) { memset(&gl_state, 0, sizeof(gl_state)); gl_state.depthtest = true; gl_state.alphatest = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; gl_state.depthmask = GL_TRUE; gl_state.colormask = 15; gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; gl_state.pointer_vertex = NULL; gl_state.pointer_color = NULL; gl_state.cullface = GL_FRONT; // quake is backwards, this culls back faces gl_state.cullfaceenable = true; CHECKGLERROR qglColorMask(1, 1, 1, 1); qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR qglDisable(GL_ALPHA_TEST);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglCullFace(gl_state.cullface);CHECKGLERROR qglEnable(GL_CULL_FACE);CHECKGLERROR qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR GL_Color(0, 0, 0, 0); GL_Color(1, 1, 1, 1); GL_SetupTextureState(); } void GL_ActiveTexture(unsigned int num) { if (gl_state.unit != num) { gl_state.unit = num; if (qglActiveTexture) { CHECKGLERROR qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); CHECKGLERROR } } } void GL_ClientActiveTexture(unsigned int num) { if (gl_state.clientunit != num) { gl_state.clientunit = num; if (qglActiveTexture) { CHECKGLERROR qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); CHECKGLERROR } } } void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { CHECKGLERROR qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR if (gl_state.blendfunc2 == GL_ZERO) { if (gl_state.blendfunc1 == GL_ONE) { if (gl_state.blend) { gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR } } else { if (!gl_state.blend) { gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } else { if (!gl_state.blend) { gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } } void GL_DepthMask(int state) { if (gl_state.depthmask != state) { CHECKGLERROR qglDepthMask(gl_state.depthmask = state);CHECKGLERROR } } void GL_DepthTest(int state) { if (gl_state.depthtest != state) { gl_state.depthtest = state; CHECKGLERROR if (gl_state.depthtest) { qglEnable(GL_DEPTH_TEST);CHECKGLERROR } else { qglDisable(GL_DEPTH_TEST);CHECKGLERROR } } } void GL_CullFace(int state) { CHECKGLERROR if (state != GL_NONE) { if (!gl_state.cullfaceenable) { gl_state.cullfaceenable = true; qglEnable(GL_CULL_FACE);CHECKGLERROR } if (gl_state.cullface != state) { gl_state.cullface = state; qglCullFace(gl_state.cullface);CHECKGLERROR } } else { if (gl_state.cullfaceenable) { gl_state.cullfaceenable = false; qglDisable(GL_CULL_FACE);CHECKGLERROR } } } void GL_AlphaTest(int state) { if (gl_state.alphatest != state) { gl_state.alphatest = state; CHECKGLERROR if (gl_state.alphatest) { qglEnable(GL_ALPHA_TEST);CHECKGLERROR } else { qglDisable(GL_ALPHA_TEST);CHECKGLERROR } } } void GL_ColorMask(int r, int g, int b, int a) { int state = r*8 + g*4 + b*2 + a*1; if (gl_state.colormask != state) { gl_state.colormask = state; CHECKGLERROR qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR } } void GL_Color(float cr, float cg, float cb, float ca) { 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) { gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; CHECKGLERROR qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); CHECKGLERROR } } void GL_LockArrays(int first, int count) { if (count < gl_lockarrays_minimumvertices.integer) { first = 0; count = 0; } if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) { if (gl_state.lockrange_count) { gl_state.lockrange_count = 0; CHECKGLERROR qglUnlockArraysEXT(); CHECKGLERROR } if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) { gl_state.lockrange_first = first; gl_state.lockrange_count = count; CHECKGLERROR qglLockArraysEXT(first, count); CHECKGLERROR } } } void GL_Scissor (int x, int y, int width, int height) { CHECKGLERROR qglScissor(x, vid.height - (y + height),width,height); CHECKGLERROR } void GL_ScissorTest(int state) { if(gl_state.scissortest == state) return; CHECKGLERROR if((gl_state.scissortest = state)) qglEnable(GL_SCISSOR_TEST); else qglDisable(GL_SCISSOR_TEST); CHECKGLERROR } void GL_Clear(int mask) { CHECKGLERROR qglClear(mask);CHECKGLERROR } void GL_TransformToScreen(const vec4_t in, vec4_t out) { vec4_t temp; float iw; Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); iw = 1.0f / out[3]; out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f; out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f; out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f; } // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK CHECKGLERROR if (gl_printcheckerror.integer && !gl_paranoid.integer) { Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); Cvar_SetValueQuick(&gl_paranoid, 1); } GL_Backend_ResetState(); } qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { int shaderobject; int shadercompiled; char compilelog[MAX_INPUTLINE]; shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR if (!shaderobject) return false; qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR qglCompileShaderARB(shaderobject);CHECKGLERROR qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR if (compilelog[0]) Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog); if (!shadercompiled) { qglDeleteObjectARB(shaderobject);CHECKGLERROR return false; } qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR qglDeleteObjectARB(shaderobject);CHECKGLERROR return true; } unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) { GLint programlinked; GLuint programobject = 0; char linklog[MAX_INPUTLINE]; CHECKGLERROR programobject = qglCreateProgramObjectARB();CHECKGLERROR if (!programobject) return 0; if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) goto cleanup; #ifdef GL_GEOMETRY_SHADER_ARB if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) goto cleanup; #endif if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) goto cleanup; qglLinkProgramARB(programobject);CHECKGLERROR qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR if (linklog[0]) { Con_DPrintf("program link log:\n%s\n", linklog); // software vertex shader is ok but software fragment shader is WAY // too slow, fail program if so. // NOTE: this string might be ATI specific, but that's ok because the // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a // software fragment shader due to low instruction and dependent // texture limits. if (strstr(linklog, "fragment shader will run in software")) programlinked = false; } if (!programlinked) goto cleanup; return programobject; cleanup: qglDeleteObjectARB(programobject);CHECKGLERROR return 0; } void GL_Backend_FreeProgram(unsigned int prog) { CHECKGLERROR qglDeleteObjectARB(prog); CHECKGLERROR } int gl_backend_rebindtextures; void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { int i; if (offset) { for (i = 0;i < count;i++) *out++ = *in++ + offset; } else memcpy(out, in, sizeof(*out) * count); } // renders triangles using vertices from the active arrays int paranoidblah = 0; void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) { unsigned int numelements = numtriangles * 3; if (numvertices < 3 || numtriangles < 1) { Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\n", firstvertex, numvertices, numtriangles, elements); return; } CHECKGLERROR r_refdef.stats.meshes++; r_refdef.stats.meshes_elements += numelements; if (gl_paranoid.integer) { unsigned int i, j, size; const int *p; if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); CHECKGLERROR for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) paranoidblah += *p; if (gl_state.pointer_color) { if (!qglIsEnabled(GL_COLOR_ARRAY)) Con_Print("R_Mesh_Draw: color array set but not enabled\n"); CHECKGLERROR for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) paranoidblah += *p; } for (i = 0;i < backendarrayunits;i++) { if (gl_state.units[i].arrayenabled) { GL_ClientActiveTexture(i); if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); CHECKGLERROR for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) paranoidblah += *p; } } for (i = 0;i < (unsigned int) numtriangles * 3;i++) { if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) { Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); return; } } CHECKGLERROR } if (r_render.integer) { CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { unsigned int i, j; const GLfloat *p; qglBegin(GL_TRIANGLES); for (i = 0;i < (unsigned int) numtriangles * 3;i++) { for (j = 0;j < backendarrayunits;j++) { if (gl_state.units[j].pointer_texcoord) { if (backendarrayunits > 1) { if (gl_state.units[j].arraycomponents == 4) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); } else if (gl_state.units[j].arraycomponents == 3) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); } else if (gl_state.units[j].arraycomponents == 2) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); } else { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); } } else { if (gl_state.units[j].arraycomponents == 4) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; qglTexCoord4f(p[0], p[1], p[2], p[3]); } else if (gl_state.units[j].arraycomponents == 3) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; qglTexCoord3f(p[0], p[1], p[2]); } else if (gl_state.units[j].arraycomponents == 2) { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; qglTexCoord2f(p[0], p[1]); } else { p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; qglTexCoord1f(p[0]); } } } } if (gl_state.pointer_color) { p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; qglColor4f(p[0], p[1], p[2], p[3]); } p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; qglVertex3f(p[0], p[1], p[2]); } qglEnd(); CHECKGLERROR } else if (gl_mesh_testarrayelement.integer) { int i; qglBegin(GL_TRIANGLES); for (i = 0;i < numtriangles * 3;i++) { qglArrayElement(elements[i]); } qglEnd(); CHECKGLERROR } else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); CHECKGLERROR } else { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); CHECKGLERROR } } } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { unsigned int i; BACKENDACTIVECHECK CHECKGLERROR GL_LockArrays(0, 0); CHECKGLERROR for (i = 0;i < backendimageunits;i++) { GL_ActiveTexture(i); qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR if (gl_texture3d) { qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR } if (gl_texturecubemap) { qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } } for (i = 0;i < backendarrayunits;i++) { GL_ActiveTexture(backendarrayunits - 1 - i); qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } for (i = 0;i < backendunits;i++) { GL_ActiveTexture(backendunits - 1 - i); qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } if (gl_texturecubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } } qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(GL_TRUE);CHECKGLERROR qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { double glmatrix[16]; backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix); CHECKGLERROR qglLoadMatrixd(glmatrix);CHECKGLERROR } } void R_Mesh_VertexPointer(const float *vertex3f) { if (gl_state.pointer_vertex != vertex3f) { gl_state.pointer_vertex = vertex3f; CHECKGLERROR qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); CHECKGLERROR } } void R_Mesh_ColorPointer(const float *color4f) { if (gl_state.pointer_color != color4f) { CHECKGLERROR if (!gl_state.pointer_color) { qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } else if (!color4f) { qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR // when color array is on the glColor gets trashed, set it again qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR } gl_state.pointer_color = color4f; qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR } } void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) { gltextureunit_t *unit = gl_state.units + unitnum; // update array settings CHECKGLERROR if (texcoord) { // texcoord array if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) { unit->pointer_texcoord = texcoord; unit->arraycomponents = numcomponents; GL_ClientActiveTexture(unitnum); qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR } // texture array unit is enabled, enable the array if (!unit->arrayenabled) { unit->arrayenabled = true; GL_ClientActiveTexture(unitnum); qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } else { // texture array unit is disabled, disable the array if (unit->arrayenabled) { unit->arrayenabled = false; GL_ClientActiveTexture(unitnum); qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) { gltextureunit_t *unit = gl_state.units + unitnum; if (unitnum >= backendimageunits) return; // update 1d texture binding if (unit->t1d != tex1d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (tex1d) { if (unit->t1d == 0) { qglEnable(GL_TEXTURE_1D);CHECKGLERROR } } else { if (unit->t1d) { qglDisable(GL_TEXTURE_1D);CHECKGLERROR } } } unit->t1d = tex1d; qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d != tex2d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (tex2d) { if (unit->t2d == 0) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } } else { if (unit->t2d) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } } unit->t2d = tex2d; qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d != tex3d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (tex3d) { if (unit->t3d == 0) { qglEnable(GL_TEXTURE_3D);CHECKGLERROR } } else { if (unit->t3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } } } unit->t3d = tex3d; qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap != texcubemap) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (texcubemap) { if (unit->tcubemap == 0) { qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } else { if (unit->tcubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } } unit->tcubemap = texcubemap; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; if (unitnum >= backendimageunits) return; // update 1d texture binding if (unit->t1d != texnum) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (texnum) { if (unit->t1d == 0) { qglEnable(GL_TEXTURE_1D);CHECKGLERROR } } else { if (unit->t1d) { qglDisable(GL_TEXTURE_1D);CHECKGLERROR } } } unit->t1d = texnum; qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t2d) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } unit->t2d = 0; qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } } unit->t3d = 0; qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->tcubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } unit->tcubemap = 0; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } void R_Mesh_TexBind(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; if (unitnum >= backendimageunits) return; // update 1d texture binding if (unit->t1d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t1d) { qglDisable(GL_TEXTURE_1D);CHECKGLERROR } } unit->t1d = 0; qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d != texnum) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (texnum) { if (unit->t2d == 0) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } } else { if (unit->t2d) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } } unit->t2d = texnum; qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } } unit->t3d = 0; qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap != 0) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->tcubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } unit->tcubemap = 0; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; if (unitnum >= backendimageunits) return; // update 1d texture binding if (unit->t1d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t1d) { qglDisable(GL_TEXTURE_1D);CHECKGLERROR } } unit->t1d = 0; qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t2d) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } unit->t2d = 0; qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (texnum) { if (unit->t3d == 0) { qglEnable(GL_TEXTURE_3D);CHECKGLERROR } } else { if (unit->t3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } } } unit->t3d = texnum; qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap != 0) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->tcubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } unit->tcubemap = 0; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) { gltextureunit_t *unit = gl_state.units + unitnum; if (unitnum >= backendimageunits) return; // update 1d texture binding if (unit->t1d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t1d) { qglDisable(GL_TEXTURE_1D);CHECKGLERROR } } unit->t1d = 0; qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t2d) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } unit->t2d = 0; qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (unit->t3d) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } } unit->t3d = 0; qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { if (texnum) { if (unit->tcubemap == 0) { qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } else { if (unit->tcubemap) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } } unit->tcubemap = texnum; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; if (matrix->m[3][3]) { // texmatrix specified, check if it is different if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) { double glmatrix[16]; unit->texmatrixenabled = true; unit->matrix = *matrix; CHECKGLERROR Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); qglLoadMatrixd(glmatrix);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } else { // no texmatrix specified, revert to identity if (unit->texmatrixenabled) { unit->texmatrixenabled = false; CHECKGLERROR qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); qglLoadIdentity();CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } } void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) { gltextureunit_t *unit = gl_state.units + unitnum; CHECKGLERROR if (gl_combine.integer) { // GL_ARB_texture_env_combine if (!combinergb) combinergb = GL_MODULATE; if (!combinealpha) combinealpha = GL_MODULATE; if (!rgbscale) rgbscale = 1; if (!alphascale) alphascale = 1; if (unit->combinergb != combinergb) { unit->combinergb = combinergb; GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } if (unit->combinealpha != combinealpha) { unit->combinealpha = combinealpha; GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } if (unit->rgbscale != rgbscale) { GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR } if (unit->alphascale != alphascale) { GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR } } else { // normal GL texenv if (!combinergb) combinergb = GL_MODULATE; if (unit->combinergb != combinergb) { unit->combinergb = combinergb; GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR } } } void R_Mesh_TextureState(const rmeshstate_t *m) { unsigned int i; BACKENDACTIVECHECK CHECKGLERROR if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; GL_SetupTextureState(); CHECKGLERROR } for (i = 0;i < backendimageunits;i++) R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); for (i = 0;i < backendarrayunits;i++) { if (m->pointer_texcoord3f[i]) R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); else R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); } for (i = 0;i < backendunits;i++) { R_Mesh_TexMatrix(i, &m->texmatrix[i]); R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); } CHECKGLERROR } void R_Mesh_ResetTextureState(void) { unsigned int unitnum; BACKENDACTIVECHECK CHECKGLERROR if (gl_backend_rebindtextures) { gl_backend_rebindtextures = false; GL_SetupTextureState(); CHECKGLERROR } for (unitnum = 0;unitnum < backendimageunits;unitnum++) { gltextureunit_t *unit = gl_state.units + unitnum; // update 1d texture binding if (unit->t1d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { qglDisable(GL_TEXTURE_1D);CHECKGLERROR } unit->t1d = 0; qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR } // update 2d texture binding if (unit->t2d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR } unit->t2d = 0; qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } // update 3d texture binding if (unit->t3d) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { qglDisable(GL_TEXTURE_3D);CHECKGLERROR } unit->t3d = 0; qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } // update cubemap texture binding if (unit->tcubemap) { GL_ActiveTexture(unitnum); if (unitnum < backendunits) { qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } unit->tcubemap = 0; qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } } for (unitnum = 0;unitnum < backendarrayunits;unitnum++) { gltextureunit_t *unit = gl_state.units + unitnum; // texture array unit is disabled, disable the array if (unit->arrayenabled) { unit->arrayenabled = false; GL_ClientActiveTexture(unitnum); qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } for (unitnum = 0;unitnum < backendunits;unitnum++) { gltextureunit_t *unit = gl_state.units + unitnum; // no texmatrix specified, revert to identity if (unit->texmatrixenabled) { unit->texmatrixenabled = false; CHECKGLERROR qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); qglLoadIdentity();CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } if (gl_combine.integer) { // GL_ARB_texture_env_combine if (unit->combinergb != GL_MODULATE) { unit->combinergb = GL_MODULATE; GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR } if (unit->combinealpha != GL_MODULATE) { unit->combinealpha = GL_MODULATE; GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR } if (unit->rgbscale != 1) { GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR } if (unit->alphascale != 1) { GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR } } else { // normal GL texenv if (unit->combinergb != GL_MODULATE) { unit->combinergb = GL_MODULATE; GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR } } } } void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) { CHECKGLERROR qglBegin(GL_LINES); for (;numtriangles;numtriangles--, elements += 3) { qglArrayElement(elements[0]);qglArrayElement(elements[1]); qglArrayElement(elements[1]);qglArrayElement(elements[2]); qglArrayElement(elements[2]);qglArrayElement(elements[0]); } qglEnd(); CHECKGLERROR }