int arrayenabled;
unsigned int arraycomponents;
const void *pointer_texcoord;
- float rgbscale, alphascale;
+ int rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
// texmatrixenabled exists only to avoid unnecessary texmatrix compares
GLboolean depthmask;
int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
int depthtest;
+ int alphatest;
int scissortest;
unsigned int unit;
unsigned int clientunit;
{
memset(&gl_state, 0, sizeof(gl_state));
gl_state.depthtest = true;
+ gl_state.alphatest = false;
gl_state.blendfunc1 = GL_ONE;
gl_state.blendfunc2 = GL_ZERO;
gl_state.blend = false;
CHECKGLERROR
qglColorMask(1, 1, 1, 1);
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- qglCullFace(GL_FRONT);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(GL_FRONT);CHECKGLERROR
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
}
}
+void GL_AlphaTest(int state)
+{
+ if (gl_state.alphatest != state)
+ {
+ gl_state.alphatest = state;
+ if (gl_state.alphatest)
+ {
+ qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+ }
+}
+
void GL_ColorMask(int r, int g, int b, int a)
{
int state = r*8 + g*4 + b*2 + a*1;
if (!programobject)
return 0;
+ if (developer.integer >= 100)
+ {
+ int i;
+ Con_Printf("Compiling shader:\n");
+ if (vertexstrings_count)
+ {
+ Con_Printf("------ VERTEX SHADER ------\n");
+ for (i = 0;i < vertexstrings_count;i++)
+ Con_Print(vertexstrings_list[i]);
+ Con_Print("\n");
+ }
+ if (fragmentstrings_count)
+ {
+ Con_Printf("------ FRAGMENT SHADER ------\n");
+ for (i = 0;i < fragmentstrings_count;i++)
+ Con_Print(fragmentstrings_list[i]);
+ Con_Print("\n");
+ }
+ }
+
if (vertexstrings_count)
{
CHECKGLERROR
}
}
-void R_Mesh_State(const rmeshstate_t *m)
+void R_Mesh_TextureState(const rmeshstate_t *m)
{
unsigned int i;
BACKENDACTIVECHECK
- R_Mesh_VertexPointer(m->pointer_vertex);
- R_Mesh_ColorPointer(m->pointer_color);
-
if (gl_backend_rebindtextures)
{
gl_backend_rebindtextures = false;
}
}
+void R_Mesh_ResetTextureState(void)
+{
+ unsigned int unitnum;
+
+ BACKENDACTIVECHECK
+
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ }
+
+ for (unitnum = 0;unitnum < backendimageunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ qglDisable(GL_TEXTURE_1D);
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ qglDisable(GL_TEXTURE_2D);
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ qglDisable(GL_TEXTURE_3D);
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unitnum < backendunits)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+ }
+ for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ for (unitnum = 0;unitnum < backendunits;unitnum++)
+ {
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(unitnum);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
+ }
+ if (gl_combine.integer)
+ {
+ // GL_ARB_texture_env_combine
+ if (unit->combinergb != GL_MODULATE)
+ {
+ unit->combinergb = GL_MODULATE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ }
+ if (unit->combinealpha != GL_MODULATE)
+ {
+ unit->combinealpha = GL_MODULATE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ }
+ if (unit->rgbscale != 1)
+ {
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
+ }
+ if (unit->alphascale != 1)
+ {
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
+ }
+ }
+ else
+ {
+ // normal GL texenv
+ if (unit->combinergb != GL_MODULATE)
+ {
+ unit->combinergb = GL_MODULATE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ }
+ }
+ }
+}
+
void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
{
qglBegin(GL_LINES);