]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
due to performance issues with streaming ogg decoding of all sounds, the
[xonotic/darkplaces.git] / gl_backend.c
index 6ca588b2fb883742ba36fae5d95b0ceb656f1aa5..4cbcce2e1f12cd434ce6bcbc65107a566947b0d3 100644 (file)
@@ -22,6 +22,16 @@ cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_objec
 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
 qboolean v_flipped_state = false;
 
+r_viewport_t gl_viewport;
+matrix4x4_t gl_modelmatrix;
+matrix4x4_t gl_viewmatrix;
+matrix4x4_t gl_modelviewmatrix;
+matrix4x4_t gl_projectionmatrix;
+matrix4x4_t gl_modelviewprojectionmatrix;
+float gl_modelview16f[16];
+float gl_modelviewprojection16f[16];
+qboolean gl_modelmatrixchanged;
+
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
 
@@ -141,10 +151,6 @@ typedef struct gl_state_s
 
        memexpandablearray_t bufferobjectinfoarray;
 
-       r_viewport_t viewport;
-       matrix4x4_t modelmatrix;
-       matrix4x4_t modelviewmatrix;
-
        qboolean active;
 }
 gl_state_t;
@@ -306,10 +312,10 @@ void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t
        out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
 }
 
-static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
+static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
 {
-       double q[4];
-       double d;
+       float q[4];
+       float d;
        float clipPlane[4], v3[3], v4[3];
        float normal[3];
 
@@ -327,7 +333,7 @@ static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, doubl
        // testing code for comparing results
        float clipPlane2[4];
        VectorCopy4(clipPlane, clipPlane2);
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
        VectorSet(q, normal[0], normal[1], normal[2], -dist);
        qglClipPlane(GL_CLIP_PLANE0, q);
        qglGetClipPlane(GL_CLIP_PLANE0, q);
@@ -339,24 +345,25 @@ static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, doubl
        // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
        // transform it into camera space by multiplying it
        // by the inverse of the projection matrix
-       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
-       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
+       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
+       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
        q[2] = -1.0f;
-       q[3] = (1.0f + v->m[10]) / v->m[14];
+       q[3] = (1.0f + m[10]) / m[14];
 
        // Calculate the scaled plane vector
        d = 2.0f / DotProduct4(clipPlane, q);
 
        // Replace the third row of the projection matrix
-       v->m[2] = clipPlane[0] * d;
-       v->m[6] = clipPlane[1] * d;
-       v->m[10] = clipPlane[2] * d + 1.0f;
-       v->m[14] = clipPlane[3] * d;
+       m[2] = clipPlane[0] * d;
+       m[6] = clipPlane[1] * d;
+       m[10] = clipPlane[2] * d + 1.0f;
+       m[14] = clipPlane[3] * d;
 }
 
-void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
+void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
 {
        float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+       float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_ORTHO;
        v->cameramatrix = *cameramatrix;
@@ -366,19 +373,23 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        v->width = width;
        v->height = height;
        v->depth = 1;
-       v->m[0]  = 2/(right - left);
-       v->m[5]  = 2/(top - bottom);
-       v->m[10] = -2/(zFar - zNear);
-       v->m[12] = - (right + left)/(right - left);
-       v->m[13] = - (top + bottom)/(top - bottom);
-       v->m[14] = - (zFar + zNear)/(zFar - zNear);
-       v->m[15] = 1;
+       memset(m, 0, sizeof(m));
+       m[0]  = 2/(right - left);
+       m[5]  = 2/(top - bottom);
+       m[10] = -2/(zFar - zNear);
+       m[12] = - (right + left)/(right - left);
+       m[13] = - (top + bottom)/(top - bottom);
+       m[14] = - (zFar + zNear)/(zFar - zNear);
+       m[15] = 1;
+       v->screentodepth[0] = -farclip / (farclip - nearclip);
+       v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
 
        Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
-       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
 
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 
 #if 0
        {
@@ -391,9 +402,10 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
 #endif
 }
 
-void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
+void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
+       float m[16];
        memset(v, 0, sizeof(*v));
 
        if(v_flipped.integer)
@@ -407,27 +419,31 @@ void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix
        v->width = width;
        v->height = height;
        v->depth = 1;
-       v->m[0]  = 1.0 / frustumx;
-       v->m[5]  = 1.0 / frustumy;
-       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       memset(m, 0, sizeof(m));
+       m[0]  = 1.0 / frustumx;
+       m[5]  = 1.0 / frustumy;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       v->screentodepth[0] = -farclip / (farclip - nearclip);
+       v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
 
        Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
        Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
        Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
-       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
-
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
-void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
+void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
-       const double nudge = 1.0 - 1.0 / (1<<23);
+       const float nudge = 1.0 - 1.0 / (1<<23);
+       float m[16];
        memset(v, 0, sizeof(*v));
 
        if(v_flipped.integer)
@@ -441,21 +457,24 @@ void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *came
        v->width = width;
        v->height = height;
        v->depth = 1;
-       v->m[ 0] = 1.0 / frustumx;
-       v->m[ 5] = 1.0 / frustumy;
-       v->m[10] = -nudge;
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * nudge;
+       memset(m, 0, sizeof(m));
+       m[ 0] = 1.0 / frustumx;
+       m[ 5] = 1.0 / frustumy;
+       m[10] = -nudge;
+       m[11] = -1;
+       m[14] = -2 * nearclip * nudge;
+       v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
+       v->screentodepth[1] = m[14] * -0.5;
 
        Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
        Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
        Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
-       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
-
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
 float cubeviewmatrix[6][16] =
@@ -542,29 +561,33 @@ float rectviewmatrix[6][16] =
 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
+       float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
        v->cameramatrix = *cameramatrix;
        v->width = size;
        v->height = size;
        v->depth = 1;
-       v->m[0] = v->m[5] = 1.0f;
-       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       memset(m, 0, sizeof(m));
+       m[0] = m[5] = 1.0f;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
        Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
-       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
 
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
+       float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
        v->cameramatrix = *cameramatrix;
@@ -573,45 +596,60 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        v->width = size;
        v->height = size;
        v->depth = 1;
-       v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
-       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       memset(m, 0, sizeof(m));
+       m[0] = m[5] = 1.0f * ((float)size - border) / size;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
        Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
-       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
 
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
 void R_SetViewport(const r_viewport_t *v)
 {
-       float glmatrix[16];
-       gl_state.viewport = *v;
+       float m[16];
+       gl_viewport = *v;
 
        CHECKGLERROR
        qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
 
-       // Load the projection matrix into OpenGL
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadMatrixd(gl_state.viewport.m);CHECKGLERROR
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-
        // FIXME: v_flipped_state is evil, this probably breaks somewhere
        GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
 
-       // directly force an update of the modelview matrix
-       Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
-       Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
-       qglLoadMatrixf(glmatrix);CHECKGLERROR
+       // copy over the matrices to our state
+       gl_viewmatrix = v->viewmatrix;
+       gl_projectionmatrix = v->projectmatrix;
+
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+//             break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               // Load the projection matrix into OpenGL
+               qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+               Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
+               qglLoadMatrixf(m);CHECKGLERROR
+               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               break;
+       }
+
+       // force an update of the derived matrices
+       gl_modelmatrixchanged = true;
+       R_EntityMatrix(&gl_modelmatrix);
 }
 
 void R_GetViewport(r_viewport_t *v)
 {
-       *v = gl_state.viewport;
+       *v = gl_viewport;
 }
 
 static void GL_BindVBO(int bufferobject)
@@ -1020,14 +1058,14 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons
        qglCompileShaderARB(shaderobject);CHECKGLERROR
        qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
        qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-       if (compilelog[0] && developer.integer > 0)
+       if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
        {
                int i, j, pretextlines = 0;
                for (i = 0;i < numstrings - 1;i++)
                        for (j = 0;strings[i][j];j++)
                                if (strings[i][j] == '\n')
                                        pretextlines++;
-               Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+               Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
        }
        if (!shadercompiled)
        {
@@ -1066,7 +1104,8 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
        if (linklog[0])
        {
-               Con_DPrintf("program link log:\n%s\n", linklog);
+               if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
+                       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
@@ -1110,8 +1149,8 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        unsigned int numelements = numtriangles * 3;
        if (numvertices < 3 || numtriangles < 1)
        {
-               if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
-                       Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
+               if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
+                       Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
                return;
        }
        if (!gl_mesh_prefer_short_elements.integer)
@@ -1428,19 +1467,6 @@ void GL_Mesh_ListVBOs(qboolean printeach)
        Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
 }
 
-void R_Mesh_Matrix(const matrix4x4_t *matrix)
-{
-       if (memcmp(matrix, &gl_state.modelmatrix, sizeof(matrix4x4_t)))
-       {
-               float glmatrix[16];
-               gl_state.modelmatrix = *matrix;
-               Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
-               Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
-               CHECKGLERROR
-               qglLoadMatrixf(glmatrix);CHECKGLERROR
-       }
-}
-
 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
 {
        if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
@@ -1538,17 +1564,75 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co
        }
 }
 
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle)
+int R_Mesh_TexBound(unsigned int unitnum, int id)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= vid.teximageunits)
+               return 0;
+       if (id == GL_TEXTURE_2D)
+               return unit->t2d;
+       if (id == GL_TEXTURE_3D)
+               return unit->t3d;
+       if (id == GL_TEXTURE_CUBE_MAP_ARB)
+               return unit->tcubemap;
+       if (id == GL_TEXTURE_RECTANGLE_ARB)
+               return unit->trectangle;
+       return 0;
+}
+
+void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
+{
+       R_Mesh_TexBind(0, tex);
+       GL_ActiveTexture(0);CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
+       int tex2d, tex3d, texcubemap, texnum;
        if (unitnum >= vid.teximageunits)
                return;
-       // update 2d texture binding
-       if (unit->t2d != tex2d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (!tex)
+                       tex = r_texture_white;
+               texnum = R_GetTexture(tex);
+               switch(tex->gltexturetypeenum)
+               {
+               case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
+               case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
+               case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
+               case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
+               }
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               tex2d = 0;
+               tex3d = 0;
+               texcubemap = 0;
+               if (tex)
                {
+                       texnum = R_GetTexture(tex);
+                       switch(tex->gltexturetypeenum)
+                       {
+                       case GL_TEXTURE_2D:
+                               tex2d = texnum;
+                               break;
+                       case GL_TEXTURE_3D:
+                               tex3d = texnum;
+                               break;
+                       case GL_TEXTURE_CUBE_MAP_ARB:
+                               texcubemap = texnum;
+                               break;
+                       }
+               }
+               // update 2d texture binding
+               if (unit->t2d != tex2d)
+               {
+                       GL_ActiveTexture(unitnum);
                        if (tex2d)
                        {
                                if (unit->t2d == 0)
@@ -1563,16 +1647,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubema
                                        qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                }
                        }
+                       unit->t2d = tex2d;
+                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
                }
-               unit->t2d = tex2d;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-       }
-       // update 3d texture binding
-       if (unit->t3d != tex3d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+               // update 3d texture binding
+               if (unit->t3d != tex3d)
                {
+                       GL_ActiveTexture(unitnum);
                        if (tex3d)
                        {
                                if (unit->t3d == 0)
@@ -1587,16 +1668,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubema
                                        qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                                }
                        }
+                       unit->t3d = tex3d;
+                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
                }
-               unit->t3d = tex3d;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap != texcubemap)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+               // update cubemap texture binding
+               if (unit->tcubemap != texcubemap)
                {
+                       GL_ActiveTexture(unitnum);
                        if (texcubemap)
                        {
                                if (unit->tcubemap == 0)
@@ -1611,106 +1689,10 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubema
                                        qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                }
                        }
+                       unit->tcubemap = texcubemap;
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                }
-               unit->tcubemap = texcubemap;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
-       }
-       // update rectangle texture binding
-       if (unit->trectangle != texrectangle)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
-               {
-                       if (texrectangle)
-                       {
-                               if (unit->trectangle == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               if (unit->trectangle)
-                               {
-                                       qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
-                               }
-                       }
-               }
-               unit->trectangle = texrectangle;
-               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
-       }
-}
-
-void R_Mesh_TexBind(unsigned int unitnum, int texnum)
-{
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= vid.teximageunits)
-               return;
-       // update 2d texture binding
-       if (unit->t2d != texnum)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
-               {
-                       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 < vid.texunits)
-               {
-                       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 < vid.texunits)
-               {
-                       if (unit->tcubemap)
-                       {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-                       }
-               }
-               unit->tcubemap = 0;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
-       }
-       // update rectangle texture binding
-       if (unit->trectangle != 0)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
-               {
-                       if (unit->trectangle)
-                       {
-                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
-                       }
-               }
-               unit->trectangle = 0;
-               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+               break;
        }
 }
 
@@ -1719,7 +1701,7 @@ static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (matrix->m[3][3])
+       if (matrix && matrix->m[3][3])
        {
                // texmatrix specified, check if it is different
                if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
@@ -1755,85 +1737,82 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
        CHECKGLERROR
-       if (!combinergb)
-               combinergb = GL_MODULATE;
-       if (!combinealpha)
-               combinealpha = GL_MODULATE;
-       if (!rgbscale)
-               rgbscale = 1;
-       if (!alphascale)
-               alphascale = 1;
-       if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1 || combinergb == GL_DOT3_RGBA_ARB || combinergb == GL_DOT3_RGB_ARB)
+       switch(vid.renderpath)
        {
-               if (combinergb == GL_DECAL)
-                       combinergb = GL_INTERPOLATE_ARB;
-               if (unit->combine != GL_COMBINE_ARB)
-               {
-                       unit->combine = GL_COMBINE_ARB;
-                       GL_ActiveTexture(unitnum);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
-               }
-               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)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               // do nothing
+               break;
+       case RENDERPATH_GL13:
+               // GL_ARB_texture_env_combine
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (!rgbscale)
+                       rgbscale = 1;
+               if (!alphascale)
+                       alphascale = 1;
+               if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
                {
-                       unit->rgbscale = rgbscale;
-                       GL_ActiveTexture(unitnum);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
+                       if (combinergb == GL_DECAL)
+                               combinergb = GL_INTERPOLATE_ARB;
+                       if (unit->combine != GL_COMBINE_ARB)
+                       {
+                               unit->combine = GL_COMBINE_ARB;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+                       }
+                       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)
+                       {
+                               unit->rgbscale = rgbscale;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
+                       }
+                       if (unit->alphascale != alphascale)
+                       {
+                               unit->alphascale = alphascale;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
+                       }
                }
-               if (unit->alphascale != alphascale)
+               else
                {
-                       unit->alphascale = alphascale;
-                       GL_ActiveTexture(unitnum);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
+                       if (unit->combine != combinergb)
+                       {
+                               unit->combine = combinergb;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
+                       }
                }
-       }
-       else
-       {
+               break;
+       case RENDERPATH_GL11:
+               // normal GL texenv
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
                if (unit->combine != combinergb)
                {
                        unit->combine = combinergb;
                        GL_ActiveTexture(unitnum);
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                }
+               break;
        }
 }
 
-void R_Mesh_TextureState(const rmeshstate_t *m)
-{
-       unsigned int i;
-
-       BACKENDACTIVECHECK
-
-       CHECKGLERROR
-       for (i = 0;i < vid.teximageunits;i++)
-               R_Mesh_TexBindAll(i, m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
-       for (i = 0;i < vid.texarrayunits;i++)
-       {
-               if (m->pointer_texcoord3f[i])
-                       R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
-               else
-                       R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
-       }
-       for (i = 0;i < vid.texunits;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;
@@ -1841,84 +1820,119 @@ void R_Mesh_ResetTextureState(void)
        BACKENDACTIVECHECK
 
        CHECKGLERROR
-       for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+       switch(vid.renderpath)
        {
-               gltextureunit_t *unit = gl_state.units + unitnum;
-               // update 2d texture binding
-               if (unit->t2d)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
                {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < vid.texunits)
+                       gltextureunit_t *unit = gl_state.units + unitnum;
+                       if (unit->t2d)
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               unit->t2d = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+                       }
+                       if (unit->t3d)
+                       {
+                               unit->t3d = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+                       }
+                       if (unit->tcubemap)
+                       {
+                               unit->tcubemap = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+                       }
+                       if (unit->trectangle)
+                       {
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
                        }
-                       unit->t2d = 0;
-                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
                }
-               // update 3d texture binding
-               if (unit->t3d)
+               for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
                {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < vid.texunits)
+                       gltextureunit_t *unit = gl_state.units + unitnum;
+                       if (unit->arrayenabled)
                        {
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(unitnum);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
-                       unit->t3d = 0;
-                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
                }
-               // update cubemap texture binding
-               if (unit->tcubemap)
+               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
                {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < vid.texunits)
+                       gltextureunit_t *unit = gl_state.units + unitnum;
+                       if (unit->texmatrixenabled)
                        {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               unit->texmatrixenabled = false;
+                               unit->matrix = identitymatrix;
+                               CHECKGLERROR
+                               GL_ActiveTexture(unitnum);
+                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                               qglLoadIdentity();CHECKGLERROR
+                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                        }
-                       unit->tcubemap = 0;
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                }
-               // update rectangle texture binding
-               if (unit->trectangle)
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
                {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < vid.texunits)
+                       gltextureunit_t *unit = gl_state.units + unitnum;
+                       if (unit->t2d)
+                       {
+                               unit->t2d = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+                       }
+                       if (unit->t3d)
                        {
+                               unit->t3d = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+                       }
+                       if (unit->tcubemap)
+                       {
+                               unit->tcubemap = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+                       }
+                       if (unit->trectangle)
+                       {
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
                                qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+                       }
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(unitnum);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       if (unit->texmatrixenabled)
+                       {
+                               unit->texmatrixenabled = false;
+                               unit->matrix = identitymatrix;
+                               CHECKGLERROR
+                               GL_ActiveTexture(unitnum);
+                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                               qglLoadIdentity();CHECKGLERROR
+                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       }
+                       if (unit->combine != GL_MODULATE)
+                       {
+                               unit->combine = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                        }
-                       unit->trectangle = 0;
-                       qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
-               }
-       }
-       for (unitnum = 0;unitnum < vid.texarrayunits;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 < vid.texunits;unitnum++)
-       {
-               gltextureunit_t *unit = gl_state.units + unitnum;
-               // no texmatrix specified, revert to identity
-               if (unit->texmatrixenabled)
-               {
-                       unit->texmatrixenabled = false;
-                       unit->matrix = identitymatrix;
-                       CHECKGLERROR
-                       GL_ActiveTexture(unitnum);
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadIdentity();CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-               }
-               if (unit->combine != GL_MODULATE)
-               {
-                       unit->combine = GL_MODULATE;
-                       GL_ActiveTexture(unitnum);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                }
+               break;
        }
 }