static matrix4x4_t backend_modelmatrix;
static matrix4x4_t backend_modelviewmatrix;
static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
static int backendunits, backendactive;
static qbyte *varray_bcolor;
qglLoadMatrixd(m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
}
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
typedef struct gltextureunit_s
{
- unsigned int t1d, t2d, t3d, tcubemap;
- unsigned int arrayenabled;
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
unit->combinealpha = GL_MODULATE;
unit->arrayenabled = false;
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- if (gl_texture3d)
+ if (gl_texture3d || gl_texturecubemap)
{
qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
}
qglColor4f(cr, cg, cb, ca);
}
+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_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
+ out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+ out[2] = out[2] * iw;
+}
+
// called at beginning of frame
void R_Mesh_Start(void)
{
qglClearDepth(1);CHECKGLERROR
if (gl_stencil)
{
- qglClearStencil(0);CHECKGLERROR
+ // LordHavoc: we use a stencil centered around 128 instead of 0,
+ // to avoid clamping interfering with strange shadow volume
+ // drawing orders
+ qglClearStencil(128);CHECKGLERROR
}
// clear the screen
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR