3 #include "cl_collision.h"
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 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)"};
7 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)"};
8 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
12 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
13 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
14 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
15 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"};
16 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"};
17 cvar_t gl_vbo = {0, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
19 int gl_maxdrawrangeelementsvertices;
20 int gl_maxdrawrangeelementsindices;
25 void GL_PrintError(int errornumber, char *filename, int linenumber)
29 #ifdef GL_INVALID_ENUM
31 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
34 #ifdef GL_INVALID_VALUE
35 case GL_INVALID_VALUE:
36 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_OPERATION
40 case GL_INVALID_OPERATION:
41 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
44 #ifdef GL_STACK_OVERFLOW
45 case GL_STACK_OVERFLOW:
46 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_UNDERFLOW
50 case GL_STACK_UNDERFLOW:
51 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_OUT_OF_MEMORY
55 case GL_OUT_OF_MEMORY:
56 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
59 #ifdef GL_TABLE_TOO_LARGE
60 case GL_TABLE_TOO_LARGE:
61 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
65 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
71 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
73 void SCR_ScreenShot_f (void);
75 static matrix4x4_t backend_viewmatrix;
76 static matrix4x4_t backend_modelmatrix;
77 static matrix4x4_t backend_modelviewmatrix;
78 static matrix4x4_t backend_projectmatrix;
80 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
83 note: here's strip order for a terrain row:
90 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
92 *elements++ = i + row;
94 *elements++ = i + row + 1;
97 *elements++ = i + row + 1;
100 for (y = 0;y < rows - 1;y++)
102 for (x = 0;x < columns - 1;x++)
105 *elements++ = i + columns;
107 *elements++ = i + columns + 1;
110 *elements++ = i + columns + 1;
121 for (y = 0;y < rows - 1;y++)
123 for (x = 0;x < columns - 1;x++)
127 *elements++ = i + columns;
128 *elements++ = i + columns + 1;
129 *elements++ = i + columns;
130 *elements++ = i + columns + 1;
136 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
137 int quadelements[QUADELEMENTS_MAXQUADS*6];
139 void GL_Backend_AllocArrays(void)
143 void GL_Backend_FreeArrays(void)
147 static void gl_backend_start(void)
149 Con_Print("OpenGL Backend starting...\n");
152 if (qglDrawRangeElements != NULL)
155 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
157 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
159 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
162 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
163 backendimageunits = backendunits;
164 backendarrayunits = backendunits;
165 if (gl_support_fragment_shader)
168 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
170 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
172 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
173 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
174 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
176 else if (backendunits > 1)
177 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
179 Con_Printf("singletexture\n");
181 GL_Backend_AllocArrays();
183 Con_Printf("OpenGL backend started.\n");
187 backendactive = true;
190 static void gl_backend_shutdown(void)
193 backendimageunits = 0;
194 backendarrayunits = 0;
195 backendactive = false;
197 Con_Print("OpenGL Backend shutting down\n");
199 GL_Backend_FreeArrays();
202 static void gl_backend_newmap(void)
206 void gl_backend_init(void)
210 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
212 polygonelements[i * 3 + 0] = 0;
213 polygonelements[i * 3 + 1] = i + 1;
214 polygonelements[i * 3 + 2] = i + 2;
216 // elements for rendering a series of quads as triangles
217 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
219 quadelements[i * 6 + 0] = i * 4;
220 quadelements[i * 6 + 1] = i * 4 + 1;
221 quadelements[i * 6 + 2] = i * 4 + 2;
222 quadelements[i * 6 + 3] = i * 4;
223 quadelements[i * 6 + 4] = i * 4 + 2;
224 quadelements[i * 6 + 5] = i * 4 + 3;
227 Cvar_RegisterVariable(&r_render);
228 Cvar_RegisterVariable(&r_waterwarp);
229 Cvar_RegisterVariable(&gl_polyblend);
230 Cvar_RegisterVariable(&gl_dither);
231 Cvar_RegisterVariable(&gl_lockarrays);
232 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
233 Cvar_RegisterVariable(&gl_vbo);
234 Cvar_RegisterVariable(&gl_paranoid);
235 Cvar_RegisterVariable(&gl_printcheckerror);
237 Cvar_SetValue("r_render", 0);
240 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
241 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
242 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
244 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
247 void GL_SetupView_Orientation_Identity (void)
249 backend_viewmatrix = identitymatrix;
250 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
253 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
255 matrix4x4_t tempmatrix, basematrix;
256 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
257 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
258 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
259 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
260 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
261 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
262 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
263 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
264 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
267 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
273 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
274 qglLoadIdentity();CHECKGLERROR
276 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
277 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
278 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
279 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
280 GL_SetupView_Orientation_Identity();
284 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
290 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
291 qglLoadIdentity();CHECKGLERROR
293 nudge = 1.0 - 1.0 / (1<<23);
294 m[ 0] = 1.0 / frustumx;
299 m[ 5] = 1.0 / frustumy;
308 m[14] = -2 * zNear * nudge;
310 qglLoadMatrixd(m);CHECKGLERROR
311 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
312 GL_SetupView_Orientation_Identity();
314 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
317 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
323 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
324 qglLoadIdentity();CHECKGLERROR
325 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
326 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
327 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
328 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
329 GL_SetupView_Orientation_Identity();
333 typedef struct gltextureunit_s
335 const void *pointer_texcoord;
336 size_t pointer_texcoord_offset;
337 int pointer_texcoord_buffer;
338 int t1d, t2d, t3d, tcubemap;
340 unsigned int arraycomponents;
341 int rgbscale, alphascale;
342 int combinergb, combinealpha;
343 // FIXME: add more combine stuff
344 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
345 int texmatrixenabled;
350 static struct gl_state_s
358 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
364 unsigned int clientunit;
365 gltextureunit_t units[MAX_TEXTUREUNITS];
369 int vertexbufferobject;
370 int elementbufferobject;
371 qboolean pointer_color_enabled;
372 const void *pointer_vertex;
373 const void *pointer_color;
374 size_t pointer_vertex_offset;
375 size_t pointer_color_offset;
376 int pointer_vertex_buffer;
377 int pointer_color_buffer;
381 static void GL_BindVBO(int bufferobject)
383 if (gl_state.vertexbufferobject != bufferobject)
385 gl_state.vertexbufferobject = bufferobject;
387 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
392 static void GL_BindEBO(int bufferobject)
394 if (gl_state.elementbufferobject != bufferobject)
396 gl_state.elementbufferobject = bufferobject;
398 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
403 void GL_SetupTextureState(void)
406 gltextureunit_t *unit;
408 gl_state.unit = MAX_TEXTUREUNITS;
409 gl_state.clientunit = MAX_TEXTUREUNITS;
410 for (i = 0;i < MAX_TEXTUREUNITS;i++)
412 unit = gl_state.units + i;
417 unit->arrayenabled = false;
418 unit->arraycomponents = 0;
419 unit->pointer_texcoord = NULL;
420 unit->pointer_texcoord_buffer = 0;
421 unit->pointer_texcoord_offset = 0;
423 unit->alphascale = 1;
424 unit->combinergb = GL_MODULATE;
425 unit->combinealpha = GL_MODULATE;
426 unit->texmatrixenabled = false;
427 unit->matrix = identitymatrix;
430 for (i = 0;i < backendimageunits;i++)
433 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
434 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
437 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
439 if (gl_texturecubemap)
441 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
445 for (i = 0;i < backendarrayunits;i++)
447 GL_ClientActiveTexture(i);
449 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
450 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
453 for (i = 0;i < backendunits;i++)
456 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
457 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
460 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
462 if (gl_texturecubemap)
464 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
466 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
467 qglLoadIdentity();CHECKGLERROR
468 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
469 if (gl_combine.integer)
471 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
472 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
473 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
474 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
475 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
476 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
477 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
478 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
479 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
480 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
481 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
482 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
483 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
484 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
485 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
486 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
487 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
491 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
498 void GL_Backend_ResetState(void)
500 memset(&gl_state, 0, sizeof(gl_state));
501 gl_state.depthtest = true;
502 gl_state.alphatest = false;
503 gl_state.blendfunc1 = GL_ONE;
504 gl_state.blendfunc2 = GL_ZERO;
505 gl_state.blend = false;
506 gl_state.depthmask = GL_TRUE;
507 gl_state.colormask = 15;
508 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
509 gl_state.lockrange_first = 0;
510 gl_state.lockrange_count = 0;
511 gl_state.cullface = GL_FRONT; // quake is backwards, this culls back faces
512 gl_state.cullfaceenable = true;
516 qglColorMask(1, 1, 1, 1);
517 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
518 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
519 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
520 qglDisable(GL_BLEND);CHECKGLERROR
521 qglCullFace(gl_state.cullface);CHECKGLERROR
522 qglEnable(GL_CULL_FACE);CHECKGLERROR
523 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
524 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
525 qglDepthMask(gl_state.depthmask);CHECKGLERROR
527 if (gl_support_arb_vertex_buffer_object)
529 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
530 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
533 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
534 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
536 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
537 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
539 GL_Color(0, 0, 0, 0);
540 GL_Color(1, 1, 1, 1);
542 GL_SetupTextureState();
545 void GL_ActiveTexture(unsigned int num)
547 if (gl_state.unit != num)
550 if (qglActiveTexture)
553 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
559 void GL_ClientActiveTexture(unsigned int num)
561 if (gl_state.clientunit != num)
563 gl_state.clientunit = num;
564 if (qglActiveTexture)
567 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
573 void GL_BlendFunc(int blendfunc1, int blendfunc2)
575 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
578 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
579 if (gl_state.blendfunc2 == GL_ZERO)
581 if (gl_state.blendfunc1 == GL_ONE)
586 qglDisable(GL_BLEND);CHECKGLERROR
594 qglEnable(GL_BLEND);CHECKGLERROR
603 qglEnable(GL_BLEND);CHECKGLERROR
609 void GL_DepthMask(int state)
611 if (gl_state.depthmask != state)
614 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
618 void GL_DepthTest(int state)
620 if (gl_state.depthtest != state)
622 gl_state.depthtest = state;
624 if (gl_state.depthtest)
626 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
630 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
635 void GL_DepthRange(float nearfrac, float farfrac)
637 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
639 gl_state.depthrange[0] = nearfrac;
640 gl_state.depthrange[1] = farfrac;
641 qglDepthRange(nearfrac, farfrac);
645 void GL_CullFace(int state)
648 if (state != GL_NONE)
650 if (!gl_state.cullfaceenable)
652 gl_state.cullfaceenable = true;
653 qglEnable(GL_CULL_FACE);CHECKGLERROR
655 if (gl_state.cullface != state)
657 gl_state.cullface = state;
658 qglCullFace(gl_state.cullface);CHECKGLERROR
663 if (gl_state.cullfaceenable)
665 gl_state.cullfaceenable = false;
666 qglDisable(GL_CULL_FACE);CHECKGLERROR
671 void GL_AlphaTest(int state)
673 if (gl_state.alphatest != state)
675 gl_state.alphatest = state;
677 if (gl_state.alphatest)
679 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
683 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
688 void GL_ColorMask(int r, int g, int b, int a)
690 int state = r*8 + g*4 + b*2 + a*1;
691 if (gl_state.colormask != state)
693 gl_state.colormask = state;
695 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
699 void GL_Color(float cr, float cg, float cb, float ca)
701 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)
703 gl_state.color4f[0] = cr;
704 gl_state.color4f[1] = cg;
705 gl_state.color4f[2] = cb;
706 gl_state.color4f[3] = ca;
708 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
713 void GL_LockArrays(int first, int count)
715 if (count < gl_lockarrays_minimumvertices.integer)
720 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
722 if (gl_state.lockrange_count)
724 gl_state.lockrange_count = 0;
726 qglUnlockArraysEXT();
729 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
731 gl_state.lockrange_first = first;
732 gl_state.lockrange_count = count;
734 qglLockArraysEXT(first, count);
740 void GL_Scissor (int x, int y, int width, int height)
743 qglScissor(x, vid.height - (y + height),width,height);
747 void GL_ScissorTest(int state)
749 if(gl_state.scissortest == state)
753 if((gl_state.scissortest = state))
754 qglEnable(GL_SCISSOR_TEST);
756 qglDisable(GL_SCISSOR_TEST);
760 void GL_Clear(int mask)
763 qglClear(mask);CHECKGLERROR
766 void GL_TransformToScreen(const vec4_t in, vec4_t out)
770 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
771 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
773 out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
774 out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f;
775 out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
778 // called at beginning of frame
779 void R_Mesh_Start(void)
783 if (gl_printcheckerror.integer && !gl_paranoid.integer)
785 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
786 Cvar_SetValueQuick(&gl_paranoid, 1);
788 GL_Backend_ResetState();
791 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
795 char compilelog[MAX_INPUTLINE];
796 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
799 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
800 qglCompileShaderARB(shaderobject);CHECKGLERROR
801 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
802 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
804 Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
807 qglDeleteObjectARB(shaderobject);CHECKGLERROR
810 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
811 qglDeleteObjectARB(shaderobject);CHECKGLERROR
815 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)
818 GLuint programobject = 0;
819 char linklog[MAX_INPUTLINE];
822 programobject = qglCreateProgramObjectARB();CHECKGLERROR
826 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
829 #ifdef GL_GEOMETRY_SHADER_ARB
830 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
834 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
837 qglLinkProgramARB(programobject);CHECKGLERROR
838 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
839 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
842 Con_DPrintf("program link log:\n%s\n", linklog);
843 // software vertex shader is ok but software fragment shader is WAY
844 // too slow, fail program if so.
845 // NOTE: this string might be ATI specific, but that's ok because the
846 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
847 // software fragment shader due to low instruction and dependent
849 if (strstr(linklog, "fragment shader will run in software"))
850 programlinked = false;
854 return programobject;
856 qglDeleteObjectARB(programobject);CHECKGLERROR
860 void GL_Backend_FreeProgram(unsigned int prog)
863 qglDeleteObjectARB(prog);
867 int gl_backend_rebindtextures;
869 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
874 for (i = 0;i < count;i++)
875 *out++ = *in++ + offset;
878 memcpy(out, in, sizeof(*out) * count);
881 // renders triangles using vertices from the active arrays
882 int paranoidblah = 0;
883 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
885 unsigned int numelements = numtriangles * 3;
886 if (numvertices < 3 || numtriangles < 1)
888 Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
894 r_refdef.stats.meshes++;
895 r_refdef.stats.meshes_elements += numelements;
896 if (gl_paranoid.integer)
898 unsigned int i, j, size;
900 // note: there's no validation done here on buffer objects because it
901 // is somewhat difficult to get at the data, and gl_paranoid can be
902 // used without buffer objects if the need arises
903 // (the data could be gotten using glMapBuffer but it would be very
904 // slow due to uncachable video memory reads)
905 if (!qglIsEnabled(GL_VERTEX_ARRAY))
906 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
908 if (gl_state.pointer_vertex)
909 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
911 if (gl_state.pointer_color_enabled)
913 if (!qglIsEnabled(GL_COLOR_ARRAY))
914 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
916 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
917 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
920 for (i = 0;i < backendarrayunits;i++)
922 if (gl_state.units[i].arrayenabled)
924 GL_ClientActiveTexture(i);
925 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
926 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
928 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
929 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++)
933 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
935 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
937 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
943 if (r_render.integer)
946 if (gl_mesh_testmanualfeeding.integer)
950 qglBegin(GL_TRIANGLES);
951 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
953 for (j = 0;j < backendarrayunits;j++)
955 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
957 if (backendarrayunits > 1)
959 if (gl_state.units[j].arraycomponents == 4)
961 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
962 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
964 else if (gl_state.units[j].arraycomponents == 3)
966 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
967 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
969 else if (gl_state.units[j].arraycomponents == 2)
971 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
972 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
976 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
977 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
982 if (gl_state.units[j].arraycomponents == 4)
984 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
985 qglTexCoord4f(p[0], p[1], p[2], p[3]);
987 else if (gl_state.units[j].arraycomponents == 3)
989 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
990 qglTexCoord3f(p[0], p[1], p[2]);
992 else if (gl_state.units[j].arraycomponents == 2)
994 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
995 qglTexCoord2f(p[0], p[1]);
999 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1000 qglTexCoord1f(p[0]);
1005 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1007 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
1008 qglColor4f(p[0], p[1], p[2], p[3]);
1010 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
1011 qglVertex3f(p[0], p[1], p[2]);
1016 else if (gl_mesh_testarrayelement.integer)
1019 qglBegin(GL_TRIANGLES);
1020 for (i = 0;i < numtriangles * 3;i++)
1022 qglArrayElement(elements[i]);
1027 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1029 GL_BindEBO(bufferobject);
1030 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1035 GL_BindEBO(bufferobject);
1036 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1042 // restores backend state, used when done with 3D rendering
1043 void R_Mesh_Finish(void)
1048 GL_LockArrays(0, 0);
1051 for (i = 0;i < backendimageunits;i++)
1053 GL_ActiveTexture(i);
1054 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1055 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1058 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1060 if (gl_texturecubemap)
1062 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1065 for (i = 0;i < backendarrayunits;i++)
1067 GL_ActiveTexture(backendarrayunits - 1 - i);
1068 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1070 for (i = 0;i < backendunits;i++)
1072 GL_ActiveTexture(backendunits - 1 - i);
1073 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1074 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1077 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1079 if (gl_texturecubemap)
1081 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1083 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1084 if (gl_combine.integer)
1086 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1087 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1090 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1091 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1093 qglDisable(GL_BLEND);CHECKGLERROR
1094 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1095 qglDepthMask(GL_TRUE);CHECKGLERROR
1096 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1099 int R_Mesh_CreateStaticEBO(void *data, size_t size)
1101 GLuint bufferobject;
1102 if (!gl_vbo.integer)
1104 qglGenBuffersARB(1, &bufferobject);
1105 GL_BindEBO(bufferobject);
1106 qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, size, data, GL_STATIC_DRAW_ARB);
1107 return (int)bufferobject;
1110 void R_Mesh_DestroyEBO(int bufferobject)
1112 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1115 int R_Mesh_CreateStaticVBO(void *data, size_t size)
1117 GLuint bufferobject;
1118 if (!gl_vbo.integer)
1120 qglGenBuffersARB(1, &bufferobject);
1121 GL_BindVBO(bufferobject);
1122 qglBufferDataARB(GL_ARRAY_BUFFER_ARB, size, data, GL_STATIC_DRAW_ARB);
1123 return (int)bufferobject;
1126 void R_Mesh_DestroyVBO(int bufferobject)
1128 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1131 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1133 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1135 double glmatrix[16];
1136 backend_modelmatrix = *matrix;
1137 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1138 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1140 qglLoadMatrixd(glmatrix);CHECKGLERROR
1144 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1146 if (!gl_vbo.integer)
1148 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1150 gl_state.pointer_vertex = vertex3f;
1151 gl_state.pointer_vertex_buffer = bufferobject;
1152 gl_state.pointer_vertex_offset = bufferoffset;
1154 GL_BindVBO(bufferobject);
1155 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1159 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1161 // note: this can not rely on bufferobject to decide whether a color array
1162 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1163 // means that a valid vbo may be supplied even if there is no color array.
1166 if (!gl_vbo.integer)
1168 // caller wants color array enabled
1169 if (!gl_state.pointer_color_enabled)
1171 gl_state.pointer_color_enabled = true;
1173 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1175 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1177 gl_state.pointer_color = color4f;
1178 gl_state.pointer_color_buffer = bufferobject;
1179 gl_state.pointer_color_offset = bufferoffset;
1181 GL_BindVBO(bufferobject);
1182 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1187 // caller wants color array disabled
1188 if (gl_state.pointer_color_enabled)
1190 gl_state.pointer_color_enabled = false;
1192 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1193 // when color array is on the glColor gets trashed, set it again
1194 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1199 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1201 gltextureunit_t *unit = gl_state.units + unitnum;
1202 // update array settings
1204 // note: there is no need to check bufferobject here because all cases
1205 // that involve a valid bufferobject also supply a texcoord array
1208 if (!gl_vbo.integer)
1210 // texture array unit is enabled, enable the array
1211 if (!unit->arrayenabled)
1213 unit->arrayenabled = true;
1214 GL_ClientActiveTexture(unitnum);
1215 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1218 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1220 unit->pointer_texcoord = texcoord;
1221 unit->pointer_texcoord_buffer = bufferobject;
1222 unit->pointer_texcoord_offset = bufferoffset;
1223 unit->arraycomponents = numcomponents;
1224 GL_ClientActiveTexture(unitnum);
1225 GL_BindVBO(bufferobject);
1226 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1231 // texture array unit is disabled, disable the array
1232 if (unit->arrayenabled)
1234 unit->arrayenabled = false;
1235 GL_ClientActiveTexture(unitnum);
1236 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1241 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1243 gltextureunit_t *unit = gl_state.units + unitnum;
1244 if (unitnum >= backendimageunits)
1246 // update 1d texture binding
1247 if (unit->t1d != tex1d)
1249 GL_ActiveTexture(unitnum);
1250 if (unitnum < backendunits)
1256 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1263 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1268 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1270 // update 2d texture binding
1271 if (unit->t2d != tex2d)
1273 GL_ActiveTexture(unitnum);
1274 if (unitnum < backendunits)
1280 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1287 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1292 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1294 // update 3d texture binding
1295 if (unit->t3d != tex3d)
1297 GL_ActiveTexture(unitnum);
1298 if (unitnum < backendunits)
1304 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1311 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1316 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1318 // update cubemap texture binding
1319 if (unit->tcubemap != texcubemap)
1321 GL_ActiveTexture(unitnum);
1322 if (unitnum < backendunits)
1326 if (unit->tcubemap == 0)
1328 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1335 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1339 unit->tcubemap = texcubemap;
1340 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1344 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1346 gltextureunit_t *unit = gl_state.units + unitnum;
1347 if (unitnum >= backendimageunits)
1349 // update 1d texture binding
1350 if (unit->t1d != texnum)
1352 GL_ActiveTexture(unitnum);
1353 if (unitnum < backendunits)
1359 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1366 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1371 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1373 // update 2d texture binding
1376 GL_ActiveTexture(unitnum);
1377 if (unitnum < backendunits)
1381 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1385 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1387 // update 3d texture binding
1390 GL_ActiveTexture(unitnum);
1391 if (unitnum < backendunits)
1395 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1399 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1401 // update cubemap texture binding
1404 GL_ActiveTexture(unitnum);
1405 if (unitnum < backendunits)
1409 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1413 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1417 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1419 gltextureunit_t *unit = gl_state.units + unitnum;
1420 if (unitnum >= backendimageunits)
1422 // update 1d texture binding
1425 GL_ActiveTexture(unitnum);
1426 if (unitnum < backendunits)
1430 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1434 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1436 // update 2d texture binding
1437 if (unit->t2d != texnum)
1439 GL_ActiveTexture(unitnum);
1440 if (unitnum < backendunits)
1446 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1453 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1458 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1460 // update 3d texture binding
1463 GL_ActiveTexture(unitnum);
1464 if (unitnum < backendunits)
1468 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1472 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1474 // update cubemap texture binding
1475 if (unit->tcubemap != 0)
1477 GL_ActiveTexture(unitnum);
1478 if (unitnum < backendunits)
1482 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1486 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1490 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1492 gltextureunit_t *unit = gl_state.units + unitnum;
1493 if (unitnum >= backendimageunits)
1495 // update 1d texture binding
1498 GL_ActiveTexture(unitnum);
1499 if (unitnum < backendunits)
1503 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1507 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1509 // update 2d texture binding
1512 GL_ActiveTexture(unitnum);
1513 if (unitnum < backendunits)
1517 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1521 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1523 // update 3d texture binding
1524 if (unit->t3d != texnum)
1526 GL_ActiveTexture(unitnum);
1527 if (unitnum < backendunits)
1533 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1540 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1545 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1547 // update cubemap texture binding
1548 if (unit->tcubemap != 0)
1550 GL_ActiveTexture(unitnum);
1551 if (unitnum < backendunits)
1555 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1559 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1563 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1565 gltextureunit_t *unit = gl_state.units + unitnum;
1566 if (unitnum >= backendimageunits)
1568 // update 1d texture binding
1571 GL_ActiveTexture(unitnum);
1572 if (unitnum < backendunits)
1576 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1580 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1582 // update 2d texture binding
1585 GL_ActiveTexture(unitnum);
1586 if (unitnum < backendunits)
1590 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1594 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1596 // update 3d texture binding
1599 GL_ActiveTexture(unitnum);
1600 if (unitnum < backendunits)
1604 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1608 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1610 // update cubemap texture binding
1611 if (unit->tcubemap != texnum)
1613 GL_ActiveTexture(unitnum);
1614 if (unitnum < backendunits)
1618 if (unit->tcubemap == 0)
1620 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1627 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1631 unit->tcubemap = texnum;
1632 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1636 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1638 gltextureunit_t *unit = gl_state.units + unitnum;
1639 if (matrix->m[3][3])
1641 // texmatrix specified, check if it is different
1642 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1644 double glmatrix[16];
1645 unit->texmatrixenabled = true;
1646 unit->matrix = *matrix;
1648 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1649 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1650 GL_ActiveTexture(unitnum);
1651 qglLoadMatrixd(glmatrix);CHECKGLERROR
1652 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1657 // no texmatrix specified, revert to identity
1658 if (unit->texmatrixenabled)
1660 unit->texmatrixenabled = false;
1662 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1663 GL_ActiveTexture(unitnum);
1664 qglLoadIdentity();CHECKGLERROR
1665 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1670 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1672 gltextureunit_t *unit = gl_state.units + unitnum;
1674 if (gl_combine.integer)
1676 // GL_ARB_texture_env_combine
1678 combinergb = GL_MODULATE;
1680 combinealpha = GL_MODULATE;
1685 if (unit->combinergb != combinergb)
1687 unit->combinergb = combinergb;
1688 GL_ActiveTexture(unitnum);
1689 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1691 if (unit->combinealpha != combinealpha)
1693 unit->combinealpha = combinealpha;
1694 GL_ActiveTexture(unitnum);
1695 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1697 if (unit->rgbscale != rgbscale)
1699 GL_ActiveTexture(unitnum);
1700 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1702 if (unit->alphascale != alphascale)
1704 GL_ActiveTexture(unitnum);
1705 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1712 combinergb = GL_MODULATE;
1713 if (unit->combinergb != combinergb)
1715 unit->combinergb = combinergb;
1716 GL_ActiveTexture(unitnum);
1717 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1722 void R_Mesh_TextureState(const rmeshstate_t *m)
1729 if (gl_backend_rebindtextures)
1731 gl_backend_rebindtextures = false;
1732 GL_SetupTextureState();
1736 for (i = 0;i < backendimageunits;i++)
1737 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1738 for (i = 0;i < backendarrayunits;i++)
1740 if (m->pointer_texcoord3f[i])
1741 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1743 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1745 for (i = 0;i < backendunits;i++)
1747 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1748 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1753 void R_Mesh_ResetTextureState(void)
1755 unsigned int unitnum;
1760 if (gl_backend_rebindtextures)
1762 gl_backend_rebindtextures = false;
1763 GL_SetupTextureState();
1767 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1769 gltextureunit_t *unit = gl_state.units + unitnum;
1770 // update 1d texture binding
1773 GL_ActiveTexture(unitnum);
1774 if (unitnum < backendunits)
1776 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1779 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1781 // update 2d texture binding
1784 GL_ActiveTexture(unitnum);
1785 if (unitnum < backendunits)
1787 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1790 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1792 // update 3d texture binding
1795 GL_ActiveTexture(unitnum);
1796 if (unitnum < backendunits)
1798 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1801 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1803 // update cubemap texture binding
1806 GL_ActiveTexture(unitnum);
1807 if (unitnum < backendunits)
1809 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1812 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1815 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1817 gltextureunit_t *unit = gl_state.units + unitnum;
1818 // texture array unit is disabled, disable the array
1819 if (unit->arrayenabled)
1821 unit->arrayenabled = false;
1822 GL_ClientActiveTexture(unitnum);
1823 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1826 for (unitnum = 0;unitnum < backendunits;unitnum++)
1828 gltextureunit_t *unit = gl_state.units + unitnum;
1829 // no texmatrix specified, revert to identity
1830 if (unit->texmatrixenabled)
1832 unit->texmatrixenabled = false;
1834 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1835 GL_ActiveTexture(unitnum);
1836 qglLoadIdentity();CHECKGLERROR
1837 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1839 if (gl_combine.integer)
1841 // GL_ARB_texture_env_combine
1842 if (unit->combinergb != GL_MODULATE)
1844 unit->combinergb = GL_MODULATE;
1845 GL_ActiveTexture(unitnum);
1846 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1848 if (unit->combinealpha != GL_MODULATE)
1850 unit->combinealpha = GL_MODULATE;
1851 GL_ActiveTexture(unitnum);
1852 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1854 if (unit->rgbscale != 1)
1856 GL_ActiveTexture(unitnum);
1857 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
1859 if (unit->alphascale != 1)
1861 GL_ActiveTexture(unitnum);
1862 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
1868 if (unit->combinergb != GL_MODULATE)
1870 unit->combinergb = GL_MODULATE;
1871 GL_ActiveTexture(unitnum);
1872 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1878 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1882 for (;numtriangles;numtriangles--, elements += 3)
1884 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1885 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1886 qglArrayElement(elements[2]);qglArrayElement(elements[0]);