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_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
9 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
10 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
18 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
20 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
21 qboolean v_flipped_state = false;
23 r_viewport_t gl_viewport;
24 matrix4x4_t gl_modelmatrix;
25 matrix4x4_t gl_viewmatrix;
26 matrix4x4_t gl_modelviewmatrix;
27 matrix4x4_t gl_projectionmatrix;
28 matrix4x4_t gl_modelviewprojectionmatrix;
29 float gl_modelview16f[16];
30 float gl_modelviewprojection16f[16];
31 qboolean gl_modelmatrixchanged;
33 int gl_maxdrawrangeelementsvertices;
34 int gl_maxdrawrangeelementsindices;
39 void GL_PrintError(int errornumber, char *filename, int linenumber)
43 #ifdef GL_INVALID_ENUM
45 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
48 #ifdef GL_INVALID_VALUE
49 case GL_INVALID_VALUE:
50 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
53 #ifdef GL_INVALID_OPERATION
54 case GL_INVALID_OPERATION:
55 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
58 #ifdef GL_STACK_OVERFLOW
59 case GL_STACK_OVERFLOW:
60 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
63 #ifdef GL_STACK_UNDERFLOW
64 case GL_STACK_UNDERFLOW:
65 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
68 #ifdef GL_OUT_OF_MEMORY
69 case GL_OUT_OF_MEMORY:
70 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
73 #ifdef GL_TABLE_TOO_LARGE
74 case GL_TABLE_TOO_LARGE:
75 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
78 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
79 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
80 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
84 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
90 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
92 void SCR_ScreenShot_f (void);
94 typedef struct gl_bufferobjectinfo_s
101 gl_bufferobjectinfo_t;
103 typedef struct gltextureunit_s
105 const void *pointer_texcoord;
106 size_t pointer_texcoord_offset;
107 int pointer_texcoord_buffer;
108 int t2d, t3d, tcubemap, trectangle;
110 unsigned int arraycomponents;
111 int rgbscale, alphascale;
113 int combinergb, combinealpha;
114 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
115 int texmatrixenabled;
120 typedef struct gl_state_s
128 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
131 float polygonoffset[2];
135 unsigned int clientunit;
136 gltextureunit_t units[MAX_TEXTUREUNITS];
140 int vertexbufferobject;
141 int elementbufferobject;
142 qboolean pointer_color_enabled;
143 const void *pointer_vertex;
144 const void *pointer_color;
145 size_t pointer_vertex_offset;
146 size_t pointer_color_offset;
147 int pointer_vertex_buffer;
148 int pointer_color_buffer;
150 memexpandablearray_t bufferobjectinfoarray;
156 static gl_state_t gl_state;
160 note: here's strip order for a terrain row:
167 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
169 *elements++ = i + row;
171 *elements++ = i + row + 1;
174 *elements++ = i + row + 1;
177 for (y = 0;y < rows - 1;y++)
179 for (x = 0;x < columns - 1;x++)
182 *elements++ = i + columns;
184 *elements++ = i + columns + 1;
187 *elements++ = i + columns + 1;
198 for (y = 0;y < rows - 1;y++)
200 for (x = 0;x < columns - 1;x++)
204 *elements++ = i + columns;
205 *elements++ = i + columns + 1;
206 *elements++ = i + columns;
207 *elements++ = i + columns + 1;
213 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
214 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
215 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
216 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
218 void GL_VBOStats_f(void)
220 GL_Mesh_ListVBOs(true);
223 static void GL_Backend_ResetState(void);
225 static void gl_backend_start(void)
227 memset(&gl_state, 0, sizeof(gl_state));
229 Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
231 Con_DPrintf("OpenGL backend started.\n");
235 GL_Backend_ResetState();
238 static void gl_backend_shutdown(void)
240 Con_DPrint("OpenGL Backend shutting down\n");
242 Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
244 memset(&gl_state, 0, sizeof(gl_state));
247 static void gl_backend_newmap(void)
251 void gl_backend_init(void)
255 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
257 polygonelement3s[i * 3 + 0] = 0;
258 polygonelement3s[i * 3 + 1] = i + 1;
259 polygonelement3s[i * 3 + 2] = i + 2;
261 // elements for rendering a series of quads as triangles
262 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
264 quadelement3s[i * 6 + 0] = i * 4;
265 quadelement3s[i * 6 + 1] = i * 4 + 1;
266 quadelement3s[i * 6 + 2] = i * 4 + 2;
267 quadelement3s[i * 6 + 3] = i * 4;
268 quadelement3s[i * 6 + 4] = i * 4 + 2;
269 quadelement3s[i * 6 + 5] = i * 4 + 3;
272 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
273 polygonelement3i[i] = polygonelement3s[i];
274 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
275 quadelement3i[i] = quadelement3s[i];
277 Cvar_RegisterVariable(&r_render);
278 Cvar_RegisterVariable(&r_renderview);
279 Cvar_RegisterVariable(&r_waterwarp);
280 Cvar_RegisterVariable(&gl_polyblend);
281 Cvar_RegisterVariable(&v_flipped);
282 Cvar_RegisterVariable(&gl_dither);
283 Cvar_RegisterVariable(&gl_vbo);
284 Cvar_RegisterVariable(&gl_paranoid);
285 Cvar_RegisterVariable(&gl_printcheckerror);
287 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
288 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
289 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
290 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
292 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
294 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, NULL, NULL);
297 void GL_SetMirrorState(qboolean state);
299 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
303 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
304 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
306 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
307 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
308 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
311 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
315 float clipPlane[4], v3[3], v4[3];
318 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
320 VectorSet(normal, normalx, normaly, normalz);
321 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
322 VectorScale(normal, dist, v3);
323 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
324 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
325 clipPlane[3] = -DotProduct(v4, clipPlane);
329 // testing code for comparing results
331 VectorCopy4(clipPlane, clipPlane2);
332 R_EntityMatrix(&identitymatrix);
333 VectorSet(q, normal[0], normal[1], normal[2], -dist);
334 qglClipPlane(GL_CLIP_PLANE0, q);
335 qglGetClipPlane(GL_CLIP_PLANE0, q);
336 VectorCopy4(q, clipPlane);
340 // Calculate the clip-space corner point opposite the clipping plane
341 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
342 // transform it into camera space by multiplying it
343 // by the inverse of the projection matrix
344 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
345 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
347 q[3] = (1.0f + m[10]) / m[14];
349 // Calculate the scaled plane vector
350 d = 2.0f / DotProduct4(clipPlane, q);
352 // Replace the third row of the projection matrix
353 m[2] = clipPlane[0] * d;
354 m[6] = clipPlane[1] * d;
355 m[10] = clipPlane[2] * d + 1.0f;
356 m[14] = clipPlane[3] * d;
359 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)
361 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
363 memset(v, 0, sizeof(*v));
364 v->type = R_VIEWPORTTYPE_ORTHO;
365 v->cameramatrix = *cameramatrix;
372 memset(m, 0, sizeof(m));
373 m[0] = 2/(right - left);
374 m[5] = 2/(top - bottom);
375 m[10] = -2/(zFar - zNear);
376 m[12] = - (right + left)/(right - left);
377 m[13] = - (top + bottom)/(top - bottom);
378 m[14] = - (zFar + zNear)/(zFar - zNear);
380 v->screentodepth[0] = -farclip / (farclip - nearclip);
381 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
383 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
386 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
388 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
394 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
395 R_Viewport_TransformToScreen(v, test1, test2);
396 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
401 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)
403 matrix4x4_t tempmatrix, basematrix;
405 memset(v, 0, sizeof(*v));
407 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
408 v->cameramatrix = *cameramatrix;
415 memset(m, 0, sizeof(m));
416 m[0] = 1.0 / frustumx;
417 m[5] = 1.0 / frustumy;
418 m[10] = -(farclip + nearclip) / (farclip - nearclip);
420 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
421 v->screentodepth[0] = -farclip / (farclip - nearclip);
422 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
424 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
425 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
426 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
427 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
430 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
432 if(v_flipped.integer)
440 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
443 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)
445 matrix4x4_t tempmatrix, basematrix;
446 const float nudge = 1.0 - 1.0 / (1<<23);
448 memset(v, 0, sizeof(*v));
450 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
451 v->cameramatrix = *cameramatrix;
458 memset(m, 0, sizeof(m));
459 m[ 0] = 1.0 / frustumx;
460 m[ 5] = 1.0 / frustumy;
463 m[14] = -2 * nearclip * nudge;
464 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
465 v->screentodepth[1] = m[14] * -0.5;
467 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
468 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
469 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
470 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
473 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
475 if(v_flipped.integer)
483 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
486 float cubeviewmatrix[6][16] =
488 // standard cubemap projections
526 float rectviewmatrix[6][16] =
528 // sign-preserving cubemap projections
567 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
569 matrix4x4_t tempmatrix, basematrix;
571 memset(v, 0, sizeof(*v));
572 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
573 v->cameramatrix = *cameramatrix;
577 memset(m, 0, sizeof(m));
579 m[10] = -(farclip + nearclip) / (farclip - nearclip);
581 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
583 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
584 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
585 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
588 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
590 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
593 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)
595 matrix4x4_t tempmatrix, basematrix;
597 memset(v, 0, sizeof(*v));
598 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
599 v->cameramatrix = *cameramatrix;
600 v->x = (side & 1) * size;
601 v->y = (side >> 1) * size;
605 memset(m, 0, sizeof(m));
606 m[0] = m[5] = 1.0f * ((float)size - border) / size;
607 m[10] = -(farclip + nearclip) / (farclip - nearclip);
609 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
611 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
612 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
613 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
616 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
618 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
621 void R_SetViewport(const r_viewport_t *v)
627 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
629 // FIXME: v_flipped_state is evil, this probably breaks somewhere
630 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
632 // copy over the matrices to our state
633 gl_viewmatrix = v->viewmatrix;
634 gl_projectionmatrix = v->projectmatrix;
636 switch(vid.renderpath)
638 case RENDERPATH_GL20:
639 case RENDERPATH_CGGL:
641 case RENDERPATH_GL13:
642 case RENDERPATH_GL11:
643 // Load the projection matrix into OpenGL
644 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
645 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
646 qglLoadMatrixf(m);CHECKGLERROR
647 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
651 // force an update of the derived matrices
652 gl_modelmatrixchanged = true;
653 R_EntityMatrix(&gl_modelmatrix);
656 void R_GetViewport(r_viewport_t *v)
661 static void GL_BindVBO(int bufferobject)
663 if (gl_state.vertexbufferobject != bufferobject)
665 gl_state.vertexbufferobject = bufferobject;
667 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
672 static void GL_BindEBO(int bufferobject)
674 if (gl_state.elementbufferobject != bufferobject)
676 gl_state.elementbufferobject = bufferobject;
678 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
683 static void GL_Backend_ResetState(void)
686 gl_state.active = true;
687 gl_state.depthtest = true;
688 gl_state.alphatest = false;
689 gl_state.blendfunc1 = GL_ONE;
690 gl_state.blendfunc2 = GL_ZERO;
691 gl_state.blend = false;
692 gl_state.depthmask = GL_TRUE;
693 gl_state.colormask = 15;
694 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
695 gl_state.lockrange_first = 0;
696 gl_state.lockrange_count = 0;
697 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
698 gl_state.cullfaceenable = true;
699 gl_state.polygonoffset[0] = 0;
700 gl_state.polygonoffset[1] = 0;
704 qglColorMask(1, 1, 1, 1);
705 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
706 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
707 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
708 qglDisable(GL_BLEND);CHECKGLERROR
709 qglCullFace(gl_state.cullface);CHECKGLERROR
710 qglEnable(GL_CULL_FACE);CHECKGLERROR
711 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
712 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
713 qglDepthMask(gl_state.depthmask);CHECKGLERROR
714 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
716 if (vid.support.arb_vertex_buffer_object)
718 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
719 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
722 if (vid.support.ext_framebuffer_object)
724 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
725 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
728 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
729 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
731 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
732 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
734 GL_Color(0, 0, 0, 0);
735 GL_Color(1, 1, 1, 1);
737 gl_state.unit = MAX_TEXTUREUNITS;
738 gl_state.clientunit = MAX_TEXTUREUNITS;
739 switch(vid.renderpath)
741 case RENDERPATH_GL20:
742 case RENDERPATH_CGGL:
743 for (i = 0;i < vid.teximageunits;i++)
746 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
747 if (vid.support.ext_texture_3d)
749 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
751 if (vid.support.arb_texture_cube_map)
753 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
755 if (vid.support.arb_texture_rectangle)
757 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
761 for (i = 0;i < vid.texarrayunits;i++)
763 GL_ClientActiveTexture(i);
765 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
766 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
770 case RENDERPATH_GL13:
771 case RENDERPATH_GL11:
772 for (i = 0;i < vid.texunits;i++)
775 GL_ClientActiveTexture(i);
776 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
777 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
778 if (vid.support.ext_texture_3d)
780 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
781 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
783 if (vid.support.arb_texture_cube_map)
785 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
786 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
788 if (vid.support.arb_texture_rectangle)
790 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
791 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
794 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
795 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
796 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
797 qglLoadIdentity();CHECKGLERROR
798 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
799 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
806 void GL_ActiveTexture(unsigned int num)
808 if (gl_state.unit != num)
811 if (qglActiveTexture)
814 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
820 void GL_ClientActiveTexture(unsigned int num)
822 if (gl_state.clientunit != num)
824 gl_state.clientunit = num;
825 if (qglActiveTexture)
828 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
834 void GL_BlendFunc(int blendfunc1, int blendfunc2)
836 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
839 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
840 if (gl_state.blendfunc2 == GL_ZERO)
842 if (gl_state.blendfunc1 == GL_ONE)
847 qglDisable(GL_BLEND);CHECKGLERROR
855 qglEnable(GL_BLEND);CHECKGLERROR
864 qglEnable(GL_BLEND);CHECKGLERROR
870 void GL_DepthMask(int state)
872 if (gl_state.depthmask != state)
875 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
879 void GL_DepthTest(int state)
881 if (gl_state.depthtest != state)
883 gl_state.depthtest = state;
885 if (gl_state.depthtest)
887 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
891 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
896 void GL_DepthRange(float nearfrac, float farfrac)
898 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
900 gl_state.depthrange[0] = nearfrac;
901 gl_state.depthrange[1] = farfrac;
902 qglDepthRange(nearfrac, farfrac);
906 void GL_PolygonOffset(float planeoffset, float depthoffset)
908 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
910 gl_state.polygonoffset[0] = planeoffset;
911 gl_state.polygonoffset[1] = depthoffset;
912 qglPolygonOffset(planeoffset, depthoffset);
916 void GL_SetMirrorState(qboolean state)
918 if(!state != !v_flipped_state)
920 // change cull face mode!
921 if(gl_state.cullface == GL_BACK)
922 qglCullFace((gl_state.cullface = GL_FRONT));
923 else if(gl_state.cullface == GL_FRONT)
924 qglCullFace((gl_state.cullface = GL_BACK));
926 v_flipped_state = state;
929 void GL_CullFace(int state)
935 if(state == GL_FRONT)
937 else if(state == GL_BACK)
941 if (state != GL_NONE)
943 if (!gl_state.cullfaceenable)
945 gl_state.cullfaceenable = true;
946 qglEnable(GL_CULL_FACE);CHECKGLERROR
948 if (gl_state.cullface != state)
950 gl_state.cullface = state;
951 qglCullFace(gl_state.cullface);CHECKGLERROR
956 if (gl_state.cullfaceenable)
958 gl_state.cullfaceenable = false;
959 qglDisable(GL_CULL_FACE);CHECKGLERROR
964 void GL_AlphaTest(int state)
966 if (gl_state.alphatest != state)
968 gl_state.alphatest = state;
970 if (gl_state.alphatest)
972 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
976 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
981 void GL_ColorMask(int r, int g, int b, int a)
983 int state = r*8 + g*4 + b*2 + a*1;
984 if (gl_state.colormask != state)
986 gl_state.colormask = state;
988 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
992 void GL_Color(float cr, float cg, float cb, float ca)
994 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)
996 gl_state.color4f[0] = cr;
997 gl_state.color4f[1] = cg;
998 gl_state.color4f[2] = cb;
999 gl_state.color4f[3] = ca;
1001 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1006 void GL_Scissor (int x, int y, int width, int height)
1009 qglScissor(x, y,width,height);
1013 void GL_ScissorTest(int state)
1015 if(gl_state.scissortest == state)
1019 if((gl_state.scissortest = state))
1020 qglEnable(GL_SCISSOR_TEST);
1022 qglDisable(GL_SCISSOR_TEST);
1026 void GL_Clear(int mask)
1029 qglClear(mask);CHECKGLERROR
1032 // called at beginning of frame
1033 void R_Mesh_Start(void)
1037 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1039 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1040 Cvar_SetValueQuick(&gl_paranoid, 1);
1044 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1048 char compilelog[MAX_INPUTLINE];
1049 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1052 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1053 qglCompileShaderARB(shaderobject);CHECKGLERROR
1054 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1055 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1056 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
1058 int i, j, pretextlines = 0;
1059 for (i = 0;i < numstrings - 1;i++)
1060 for (j = 0;strings[i][j];j++)
1061 if (strings[i][j] == '\n')
1063 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1065 if (!shadercompiled)
1067 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1070 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1071 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1075 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)
1077 GLint programlinked;
1078 GLuint programobject = 0;
1079 char linklog[MAX_INPUTLINE];
1082 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1086 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1089 #ifdef GL_GEOMETRY_SHADER_ARB
1090 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1094 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1097 qglLinkProgramARB(programobject);CHECKGLERROR
1098 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1099 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1102 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
1103 Con_DPrintf("program link log:\n%s\n", linklog);
1104 // software vertex shader is ok but software fragment shader is WAY
1105 // too slow, fail program if so.
1106 // NOTE: this string might be ATI specific, but that's ok because the
1107 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1108 // software fragment shader due to low instruction and dependent
1110 if (strstr(linklog, "fragment shader will run in software"))
1111 programlinked = false;
1115 return programobject;
1117 qglDeleteObjectARB(programobject);CHECKGLERROR
1121 void GL_Backend_FreeProgram(unsigned int prog)
1124 qglDeleteObjectARB(prog);
1128 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1133 for (i = 0;i < count;i++)
1134 *out++ = *in++ + offset;
1137 memcpy(out, in, sizeof(*out) * count);
1140 // renders triangles using vertices from the active arrays
1141 int paranoidblah = 0;
1142 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1144 unsigned int numelements = numtriangles * 3;
1145 if (numvertices < 3 || numtriangles < 1)
1147 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1148 Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1151 if (!gl_mesh_prefer_short_elements.integer)
1159 element3i += firsttriangle * 3;
1161 element3s += firsttriangle * 3;
1162 switch (gl_vbo.integer)
1167 bufferobject3i = bufferobject3s = 0;
1173 bufferobject3i = bufferobject3s = 0;
1177 r_refdef.stats.meshes++;
1178 r_refdef.stats.meshes_elements += numelements;
1179 if (gl_paranoid.integer)
1181 unsigned int i, j, size;
1183 // note: there's no validation done here on buffer objects because it
1184 // is somewhat difficult to get at the data, and gl_paranoid can be
1185 // used without buffer objects if the need arises
1186 // (the data could be gotten using glMapBuffer but it would be very
1187 // slow due to uncachable video memory reads)
1188 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1189 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1191 if (gl_state.pointer_vertex)
1192 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1194 if (gl_state.pointer_color_enabled)
1196 if (!qglIsEnabled(GL_COLOR_ARRAY))
1197 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1199 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1200 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1203 for (i = 0;i < vid.texarrayunits;i++)
1205 if (gl_state.units[i].arrayenabled)
1207 GL_ClientActiveTexture(i);
1208 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1209 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1211 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1212 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++)
1218 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1220 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1222 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1229 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1231 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1233 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1240 if (r_render.integer || r_refdef.draw2dstage)
1243 if (gl_mesh_testmanualfeeding.integer)
1245 unsigned int i, j, element;
1247 qglBegin(GL_TRIANGLES);
1248 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1250 element = element3i ? element3i[i] : element3s[i];
1251 for (j = 0;j < vid.texarrayunits;j++)
1253 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1255 if (vid.texarrayunits > 1)
1257 if (gl_state.units[j].arraycomponents == 4)
1259 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1260 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1262 else if (gl_state.units[j].arraycomponents == 3)
1264 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1265 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1267 else if (gl_state.units[j].arraycomponents == 2)
1269 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1270 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1274 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1275 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1280 if (gl_state.units[j].arraycomponents == 4)
1282 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1283 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1285 else if (gl_state.units[j].arraycomponents == 3)
1287 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1288 qglTexCoord3f(p[0], p[1], p[2]);
1290 else if (gl_state.units[j].arraycomponents == 2)
1292 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1293 qglTexCoord2f(p[0], p[1]);
1297 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1298 qglTexCoord1f(p[0]);
1303 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1305 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1306 qglColor4f(p[0], p[1], p[2], p[3]);
1308 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1309 qglVertex3f(p[0], p[1], p[2]);
1314 else if (gl_mesh_testarrayelement.integer)
1317 qglBegin(GL_TRIANGLES);
1320 for (i = 0;i < numtriangles * 3;i++)
1321 qglArrayElement(element3i[i]);
1325 for (i = 0;i < numtriangles * 3;i++)
1326 qglArrayElement(element3s[i]);
1331 else if (bufferobject3s)
1333 GL_BindEBO(bufferobject3s);
1334 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1336 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1341 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1345 else if (bufferobject3i)
1347 GL_BindEBO(bufferobject3i);
1348 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1350 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1355 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1362 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1364 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1369 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1376 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1378 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1383 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1390 // restores backend state, used when done with 3D rendering
1391 void R_Mesh_Finish(void)
1395 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1397 gl_bufferobjectinfo_t *info;
1398 GLuint bufferobject;
1400 if (!gl_vbo.integer)
1403 qglGenBuffersARB(1, &bufferobject);
1406 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1407 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1408 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1410 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1412 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
1413 memset(info, 0, sizeof(*info));
1414 info->target = target;
1415 info->object = bufferobject;
1417 strlcpy(info->name, name, sizeof(info->name));
1419 return (int)bufferobject;
1422 void R_Mesh_DestroyBufferObject(int bufferobject)
1425 gl_bufferobjectinfo_t *info;
1427 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1429 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1430 for (i = 0;i < endindex;i++)
1432 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1435 if (info->object == bufferobject)
1437 Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
1443 void GL_Mesh_ListVBOs(qboolean printeach)
1446 size_t ebocount = 0, ebomemory = 0;
1447 size_t vbocount = 0, vbomemory = 0;
1448 gl_bufferobjectinfo_t *info;
1449 endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
1450 for (i = 0;i < endindex;i++)
1452 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
1455 switch(info->target)
1457 case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1458 case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1459 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1462 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);
1465 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1467 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1469 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1471 gl_state.pointer_vertex = vertex3f;
1472 gl_state.pointer_vertex_buffer = bufferobject;
1473 gl_state.pointer_vertex_offset = bufferoffset;
1475 GL_BindVBO(bufferobject);
1476 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1480 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1482 // note: this can not rely on bufferobject to decide whether a color array
1483 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1484 // means that a valid vbo may be supplied even if there is no color array.
1487 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1489 // caller wants color array enabled
1490 if (!gl_state.pointer_color_enabled)
1492 gl_state.pointer_color_enabled = true;
1494 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1496 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1498 gl_state.pointer_color = color4f;
1499 gl_state.pointer_color_buffer = bufferobject;
1500 gl_state.pointer_color_offset = bufferoffset;
1502 GL_BindVBO(bufferobject);
1503 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1508 // caller wants color array disabled
1509 if (gl_state.pointer_color_enabled)
1511 gl_state.pointer_color_enabled = false;
1513 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1514 // when color array is on the glColor gets trashed, set it again
1515 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1520 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1522 gltextureunit_t *unit = gl_state.units + unitnum;
1523 // update array settings
1525 // note: there is no need to check bufferobject here because all cases
1526 // that involve a valid bufferobject also supply a texcoord array
1529 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1531 // texture array unit is enabled, enable the array
1532 if (!unit->arrayenabled)
1534 unit->arrayenabled = true;
1535 GL_ClientActiveTexture(unitnum);
1536 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1539 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1541 unit->pointer_texcoord = texcoord;
1542 unit->pointer_texcoord_buffer = bufferobject;
1543 unit->pointer_texcoord_offset = bufferoffset;
1544 unit->arraycomponents = numcomponents;
1545 GL_ClientActiveTexture(unitnum);
1546 GL_BindVBO(bufferobject);
1547 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1552 // texture array unit is disabled, disable the array
1553 if (unit->arrayenabled)
1555 unit->arrayenabled = false;
1556 GL_ClientActiveTexture(unitnum);
1557 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1562 int R_Mesh_TexBound(unsigned int unitnum, int id)
1564 gltextureunit_t *unit = gl_state.units + unitnum;
1565 if (unitnum >= vid.teximageunits)
1567 if (id == GL_TEXTURE_2D)
1569 if (id == GL_TEXTURE_3D)
1571 if (id == GL_TEXTURE_CUBE_MAP_ARB)
1572 return unit->tcubemap;
1573 if (id == GL_TEXTURE_RECTANGLE_ARB)
1574 return unit->trectangle;
1578 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
1580 R_Mesh_TexBind(0, tex);
1581 GL_ActiveTexture(0);CHECKGLERROR
1582 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
1585 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
1587 gltextureunit_t *unit = gl_state.units + unitnum;
1588 int tex2d, tex3d, texcubemap, texnum;
1589 if (unitnum >= vid.teximageunits)
1591 switch(vid.renderpath)
1593 case RENDERPATH_GL20:
1594 case RENDERPATH_CGGL:
1596 tex = r_texture_white;
1597 texnum = R_GetTexture(tex);
1598 switch(tex->gltexturetypeenum)
1600 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
1601 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
1602 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;
1603 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
1606 case RENDERPATH_GL13:
1607 case RENDERPATH_GL11:
1613 texnum = R_GetTexture(tex);
1614 switch(tex->gltexturetypeenum)
1622 case GL_TEXTURE_CUBE_MAP_ARB:
1623 texcubemap = texnum;
1627 // update 2d texture binding
1628 if (unit->t2d != tex2d)
1630 GL_ActiveTexture(unitnum);
1635 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1642 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1646 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1648 // update 3d texture binding
1649 if (unit->t3d != tex3d)
1651 GL_ActiveTexture(unitnum);
1656 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1663 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1667 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1669 // update cubemap texture binding
1670 if (unit->tcubemap != texcubemap)
1672 GL_ActiveTexture(unitnum);
1675 if (unit->tcubemap == 0)
1677 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1684 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1687 unit->tcubemap = texcubemap;
1688 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1694 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1696 gltextureunit_t *unit = gl_state.units + unitnum;
1697 if (matrix && matrix->m[3][3])
1699 // texmatrix specified, check if it is different
1700 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1703 unit->texmatrixenabled = true;
1704 unit->matrix = *matrix;
1706 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
1707 GL_ActiveTexture(unitnum);
1708 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1709 qglLoadMatrixf(glmatrix);CHECKGLERROR
1710 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1715 // no texmatrix specified, revert to identity
1716 if (unit->texmatrixenabled)
1718 unit->texmatrixenabled = false;
1719 unit->matrix = identitymatrix;
1721 GL_ActiveTexture(unitnum);
1722 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1723 qglLoadIdentity();CHECKGLERROR
1724 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1729 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1731 gltextureunit_t *unit = gl_state.units + unitnum;
1733 switch(vid.renderpath)
1735 case RENDERPATH_GL20:
1736 case RENDERPATH_CGGL:
1739 case RENDERPATH_GL13:
1740 // GL_ARB_texture_env_combine
1742 combinergb = GL_MODULATE;
1744 combinealpha = GL_MODULATE;
1749 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
1751 if (combinergb == GL_DECAL)
1752 combinergb = GL_INTERPOLATE_ARB;
1753 if (unit->combine != GL_COMBINE_ARB)
1755 unit->combine = GL_COMBINE_ARB;
1756 GL_ActiveTexture(unitnum);
1757 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
1758 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
1760 if (unit->combinergb != combinergb)
1762 unit->combinergb = combinergb;
1763 GL_ActiveTexture(unitnum);
1764 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1766 if (unit->combinealpha != combinealpha)
1768 unit->combinealpha = combinealpha;
1769 GL_ActiveTexture(unitnum);
1770 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1772 if (unit->rgbscale != rgbscale)
1774 unit->rgbscale = rgbscale;
1775 GL_ActiveTexture(unitnum);
1776 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
1778 if (unit->alphascale != alphascale)
1780 unit->alphascale = alphascale;
1781 GL_ActiveTexture(unitnum);
1782 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
1787 if (unit->combine != combinergb)
1789 unit->combine = combinergb;
1790 GL_ActiveTexture(unitnum);
1791 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1795 case RENDERPATH_GL11:
1798 combinergb = GL_MODULATE;
1799 if (unit->combine != combinergb)
1801 unit->combine = combinergb;
1802 GL_ActiveTexture(unitnum);
1803 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1809 void R_Mesh_ResetTextureState(void)
1811 unsigned int unitnum;
1816 switch(vid.renderpath)
1818 case RENDERPATH_GL20:
1819 case RENDERPATH_CGGL:
1820 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
1822 gltextureunit_t *unit = gl_state.units + unitnum;
1826 GL_ActiveTexture(unitnum);
1827 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1832 GL_ActiveTexture(unitnum);
1833 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1838 GL_ActiveTexture(unitnum);
1839 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1841 if (unit->trectangle)
1843 unit->trectangle = 0;
1844 GL_ActiveTexture(unitnum);
1845 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1848 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
1850 gltextureunit_t *unit = gl_state.units + unitnum;
1851 if (unit->arrayenabled)
1853 unit->arrayenabled = false;
1854 GL_ClientActiveTexture(unitnum);
1855 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1858 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1860 gltextureunit_t *unit = gl_state.units + unitnum;
1861 if (unit->texmatrixenabled)
1863 unit->texmatrixenabled = false;
1864 unit->matrix = identitymatrix;
1866 GL_ActiveTexture(unitnum);
1867 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1868 qglLoadIdentity();CHECKGLERROR
1869 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1873 case RENDERPATH_GL13:
1874 case RENDERPATH_GL11:
1875 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
1877 gltextureunit_t *unit = gl_state.units + unitnum;
1881 GL_ActiveTexture(unitnum);
1882 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1883 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1888 GL_ActiveTexture(unitnum);
1889 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1890 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1895 GL_ActiveTexture(unitnum);
1896 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1897 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1899 if (unit->trectangle)
1901 unit->trectangle = 0;
1902 GL_ActiveTexture(unitnum);
1903 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1904 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1906 if (unit->arrayenabled)
1908 unit->arrayenabled = false;
1909 GL_ClientActiveTexture(unitnum);
1910 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1912 if (unit->texmatrixenabled)
1914 unit->texmatrixenabled = false;
1915 unit->matrix = identitymatrix;
1917 GL_ActiveTexture(unitnum);
1918 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1919 qglLoadIdentity();CHECKGLERROR
1920 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1922 if (unit->combine != GL_MODULATE)
1924 unit->combine = GL_MODULATE;
1925 GL_ActiveTexture(unitnum);
1926 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR