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", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
+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;
static matrix4x4_t backend_viewmatrix;
static matrix4x4_t backend_modelmatrix;
static matrix4x4_t backend_modelviewmatrix;
-static matrix4x4_t backend_glmodelviewmatrix;
static matrix4x4_t backend_projectmatrix;
static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
}
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+ backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
backendimageunits = backendunits;
backendarrayunits = backendunits;
if (gl_support_fragment_shader)
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);
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
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
{
matrix4x4_t tempmatrix, basematrix;
Matrix4x4_Invert_Simple(&tempmatrix, matrix);
// set view pyramid
qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
- 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];
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
CHECKGLERROR
- 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];
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
}
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
qglLoadIdentity();CHECKGLERROR
qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
- 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];
+ Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
CHECKGLERROR
typedef struct gltextureunit_s
{
+ const void *pointer_texcoord;
+ size_t pointer_texcoord_offset;
+ int pointer_texcoord_buffer;
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
static struct gl_state_s
{
+ int cullface;
+ int cullfaceenable;
int blendfunc1;
int blendfunc2;
int blend;
float color4f[4];
int lockrange_first;
int lockrange_count;
+ int vertexbufferobject;
+ int elementbufferobject;
+ qboolean pointer_color_enabled;
const void *pointer_vertex;
const void *pointer_color;
+ size_t pointer_vertex_offset;
+ size_t pointer_color_offset;
+ int pointer_vertex_buffer;
+ int pointer_color_buffer;
}
gl_state;
+static void GL_BindVBO(int bufferobject)
+{
+ if (gl_state.vertexbufferobject != bufferobject)
+ {
+ gl_state.vertexbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
+static void GL_BindEBO(int bufferobject)
+{
+ if (gl_state.elementbufferobject != bufferobject)
+ {
+ gl_state.elementbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
+ }
+}
+
void GL_SetupTextureState(void)
{
unsigned int i;
unit->arrayenabled = false;
unit->arraycomponents = 0;
unit->pointer_texcoord = NULL;
+ unit->pointer_texcoord_buffer = 0;
+ unit->pointer_texcoord_offset = 0;
unit->rgbscale = 1;
unit->alphascale = 1;
unit->combinergb = GL_MODULATE;
for (i = 0;i < backendarrayunits;i++)
{
GL_ClientActiveTexture(i);
+ GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
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
qglDisable(GL_ALPHA_TEST);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
- qglCullFace(GL_FRONT);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
+ if (gl_support_arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
+
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
qglEnableClientState(GL_VERTEX_ARRAY);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)
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)
+ if (gl_state.pointer_color_enabled || 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;
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)
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 + (out[1] * iw + 1.0f) * r_view.height * 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;
}
GL_Backend_ResetState();
}
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
{
- GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
- GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+ 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 (developer.integer >= 100)
- {
- int i;
- Con_Printf("Compiling shader:\n");
- if (vertexstrings_count)
- {
- Con_Printf("------ VERTEX SHADER ------\n");
- for (i = 0;i < vertexstrings_count;i++)
- Con_Print(vertexstrings_list[i]);
- Con_Print("\n");
- }
- if (fragmentstrings_count)
- {
- Con_Printf("------ FRAGMENT SHADER ------\n");
- for (i = 0;i < fragmentstrings_count;i++)
- Con_Print(fragmentstrings_list[i]);
- Con_Print("\n");
- }
- }
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ goto cleanup;
- if (vertexstrings_count)
- {
- vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
- if (!vertexshaderobject)
- {
- qglDeleteObjectARB(programobject);
- CHECKGLERROR
- return 0;
- }
- qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
- qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
- qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
- Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
- if (!vertexshadercompiled)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
- return 0;
- }
- qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
- qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
- }
+#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)
- {
- fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
- if (!fragmentshaderobject)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- return 0;
- }
- qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
- qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
- qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
- Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
- if (!fragmentshadercompiled)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
- return 0;
- }
- qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
- qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
- }
+ 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(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0])
+ qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ if (linklog[0])
{
- Con_DPrintf("program link log:\n%s\n", compilelog);
+ 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(compilelog, "fragment shader will run in software"))
+ if (strstr(linklog, "fragment shader will run in software"))
programlinked = false;
}
if (!programlinked)
- {
- qglDeleteObjectARB(programobject);CHECKGLERROR
- return 0;
- }
- CHECKGLERROR
+ goto cleanup;
return programobject;
+cleanup:
+ qglDeleteObjectARB(programobject);CHECKGLERROR
+ return 0;
}
void GL_Backend_FreeProgram(unsigned int prog)
int paranoidblah = 0;
void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
{
+ int bufferobject = 0;
+ size_t offset = 0;
unsigned int numelements = numtriangles * 3;
if (numvertices < 3 || numtriangles < 1)
{
- Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+ Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\n", firstvertex, numvertices, numtriangles, elements);
return;
}
CHECKGLERROR
{
unsigned int i, j, size;
const int *p;
+ // note: there's no validation done here on buffer objects because it
+ // is somewhat difficult to get at the data, and gl_paranoid can be
+ // used without buffer objects if the need arises
+ // (the data could be gotten using glMapBuffer but it would be very
+ // slow due to uncachable video memory reads)
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 (gl_state.pointer_vertex)
+ 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_enabled)
{
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;
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ 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 (!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;
+ if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
+ 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++)
{
for (j = 0;j < backendarrayunits;j++)
{
- if (gl_state.units[j].pointer_texcoord)
+ if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
{
if (backendarrayunits > 1)
{
}
}
}
- if (gl_state.pointer_color)
+ if (gl_state.pointer_color && gl_state.pointer_color_enabled)
{
p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
qglColor4f(p[0], p[1], p[2], p[3]);
}
else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+ GL_BindEBO(bufferobject);
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)offset : elements);
CHECKGLERROR
}
else
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+ GL_BindEBO(bufferobject);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)offset : elements);
CHECKGLERROR
}
}
{
if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
{
+ double glmatrix[16];
backend_modelmatrix = *matrix;
Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
- Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
CHECKGLERROR
- qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
+ qglLoadMatrixd(glmatrix);CHECKGLERROR
}
}
void R_Mesh_VertexPointer(const float *vertex3f)
{
- if (gl_state.pointer_vertex != vertex3f)
+ int bufferobject = 0;
+ size_t offset = 0;
+ if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != offset)
{
gl_state.pointer_vertex = vertex3f;
+ gl_state.pointer_vertex_buffer = bufferobject;
+ gl_state.pointer_vertex_offset = offset;
CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
- CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)offset : vertex3f);CHECKGLERROR
}
}
void R_Mesh_ColorPointer(const float *color4f)
{
- if (gl_state.pointer_color != color4f)
+ int bufferobject = 0;
+ size_t offset = 0;
+ if (color4f || bufferobject)
{
- CHECKGLERROR
- if (!gl_state.pointer_color)
+ // caller wants color array enabled
+ if (!gl_state.pointer_color_enabled)
{
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- else if (!color4f)
+ if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != offset)
+ {
+ gl_state.pointer_color = color4f;
+ gl_state.pointer_color_buffer = bufferobject;
+ gl_state.pointer_color_offset = offset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)offset : color4f);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
{
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
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)
{
+ int bufferobject = 0;
+ size_t offset;
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
CHECKGLERROR
- if (texcoord)
+ if (texcoord || bufferobject)
{
- // 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)
{
GL_ClientActiveTexture(unitnum);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
+ // texcoord array
+ if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != offset || unit->arraycomponents != numcomponents)
+ {
+ unit->pointer_texcoord = texcoord;
+ unit->pointer_texcoord_buffer = bufferobject;
+ unit->pointer_texcoord_offset = offset;
+ unit->arraycomponents = numcomponents;
+ GL_ClientActiveTexture(unitnum);
+ GL_BindVBO(bufferobject);
+ qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)offset : texcoord);CHECKGLERROR
+ }
}
else
{
// texmatrix specified, check if it is different
if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
{
- matrix4x4_t tempmatrix;
+ double glmatrix[16];
unit->texmatrixenabled = true;
unit->matrix = *matrix;
CHECKGLERROR
- Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+ Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
qglMatrixMode(GL_TEXTURE);CHECKGLERROR
GL_ActiveTexture(unitnum);
- qglLoadMatrixf(&tempmatrix.m[0][0]);CHECKGLERROR
+ qglLoadMatrixd(glmatrix);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
}