5 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
6 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
10 cvar_t r_render = {0, "r_render", "1"};
11 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
12 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
14 int gl_maxdrawrangeelementsvertices;
15 int gl_maxdrawrangeelementsindices;
20 void GL_PrintError(int errornumber, char *filename, int linenumber)
24 #ifdef GL_INVALID_ENUM
26 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
29 #ifdef GL_INVALID_VALUE
30 case GL_INVALID_VALUE:
31 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
34 #ifdef GL_INVALID_OPERATION
35 case GL_INVALID_OPERATION:
36 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
39 #ifdef GL_STACK_OVERFLOW
40 case GL_STACK_OVERFLOW:
41 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
44 #ifdef GL_STACK_UNDERFLOW
45 case GL_STACK_UNDERFLOW:
46 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
49 #ifdef GL_OUT_OF_MEMORY
50 case GL_OUT_OF_MEMORY:
51 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
54 #ifdef GL_TABLE_TOO_LARGE
55 case GL_TABLE_TOO_LARGE:
56 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
60 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
66 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
68 int c_meshs, c_meshelements;
70 void SCR_ScreenShot_f (void);
72 // these are externally accessible
73 int r_lightmapscalebit;
75 GLfloat *varray_vertex, *varray_buf_vertex;
76 GLfloat *varray_color, *varray_buf_color;
77 GLfloat *varray_texcoord[MAX_TEXTUREUNITS], *varray_buf_texcoord[MAX_TEXTUREUNITS];
79 int varray_offset = 0, varray_offsetnext = 0;
80 GLuint *varray_buf_elements;
81 int mesh_maxelements = 3072;
83 static matrix4x4_t backend_viewmatrix;
84 static matrix4x4_t backend_modelmatrix;
85 static matrix4x4_t backend_modelviewmatrix;
86 static matrix4x4_t backend_glmodelviewmatrix;
87 static matrix4x4_t backend_projectmatrix;
89 static int backendunits, backendactive;
90 static GLubyte *varray_bcolor, *varray_buf_bcolor;
91 static mempool_t *gl_backend_mempool;
94 note: here's strip order for a terrain row:
100 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
102 *elements++ = i + row;
104 *elements++ = i + row + 1;
107 *elements++ = i + row + 1;
110 void GL_Backend_AllocElementsArray(void)
112 if (varray_buf_elements)
113 Mem_Free(varray_buf_elements);
114 varray_buf_elements = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
117 void GL_Backend_FreeElementArray(void)
119 if (varray_buf_elements)
120 Mem_Free(varray_buf_elements);
121 varray_buf_elements = NULL;
124 int polygonelements[768];
126 void GL_Backend_AllocArrays(void)
130 if (!gl_backend_mempool)
132 gl_backend_mempool = Mem_AllocPool("GL_Backend");
133 varray_buf_vertex = NULL;
134 varray_buf_color = NULL;
135 varray_buf_bcolor = NULL;
136 varray_buf_elements = NULL;
137 for (i = 0;i < MAX_TEXTUREUNITS;i++)
138 varray_buf_texcoord[i] = NULL;
141 if (varray_buf_vertex)
142 Mem_Free(varray_buf_vertex);
143 varray_buf_vertex = NULL;
144 if (varray_buf_color)
145 Mem_Free(varray_buf_color);
146 varray_buf_color = NULL;
147 if (varray_buf_bcolor)
148 Mem_Free(varray_buf_bcolor);
149 varray_buf_bcolor = NULL;
150 for (i = 0;i < MAX_TEXTUREUNITS;i++)
152 if (varray_buf_texcoord[i])
153 Mem_Free(varray_buf_texcoord[i]);
154 varray_buf_texcoord[i] = NULL;
157 varray_buf_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLfloat[4]));
158 varray_buf_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLfloat[4]));
159 varray_buf_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLubyte[4]));
160 for (i = 0;i < backendunits;i++)
161 varray_buf_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLfloat[4]));
162 for (;i < MAX_TEXTUREUNITS;i++)
163 varray_buf_texcoord[i] = NULL;
165 GL_Backend_AllocElementsArray();
168 void GL_Backend_FreeArrays(void)
171 Mem_FreePool(&gl_backend_mempool);
173 varray_buf_vertex = NULL;
174 varray_buf_color = NULL;
175 varray_buf_bcolor = NULL;
176 for (i = 0;i < MAX_TEXTUREUNITS;i++)
177 varray_buf_texcoord[i] = NULL;
179 varray_buf_elements = NULL;
182 static void gl_backend_start(void)
184 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
185 if (qglDrawRangeElements != NULL)
187 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
188 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
190 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
192 if (strstr(gl_renderer, "3Dfx"))
194 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
195 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
198 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
200 GL_Backend_AllocArrays();
202 backendactive = true;
205 static void gl_backend_shutdown(void)
208 backendactive = false;
210 Con_Printf("OpenGL Backend shutting down\n");
212 GL_Backend_FreeArrays();
215 void GL_Backend_CheckCvars(void)
217 // 21760 is (65536 / 3) rounded off to a multiple of 128
218 if (gl_mesh_maxverts.integer < 1024)
219 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
220 if (gl_mesh_maxverts.integer > 21760)
221 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
224 void GL_Backend_ResizeArrays(int numvertices)
226 Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
227 GL_Backend_CheckCvars();
228 mesh_maxverts = gl_mesh_maxverts.integer;
229 GL_Backend_AllocArrays();
232 static void gl_backend_newmap(void)
236 void gl_backend_init(void)
240 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
242 polygonelements[i * 3 + 0] = 0;
243 polygonelements[i * 3 + 1] = i + 1;
244 polygonelements[i * 3 + 2] = i + 2;
247 Cvar_RegisterVariable(&r_render);
248 Cvar_RegisterVariable(&gl_dither);
249 Cvar_RegisterVariable(&gl_lockarrays);
250 Cvar_RegisterVariable(&gl_delayfinish);
252 Cvar_SetValue("r_render", 0);
255 Cvar_RegisterVariable(&gl_mesh_maxverts);
256 Cvar_RegisterVariable(&gl_mesh_floatcolors);
257 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
258 GL_Backend_CheckCvars();
259 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
262 void GL_SetupView_ViewPort (int x, int y, int width, int height)
264 if (!r_render.integer)
267 // y is weird beause OpenGL is bottom to top, we use top to bottom
268 qglViewport(x, vid.realheight - (y + height), width, height);
272 void GL_SetupView_Orientation_Identity (void)
274 Matrix4x4_CreateIdentity(&backend_viewmatrix);
275 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
278 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
280 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
281 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
282 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
283 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
284 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
285 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
286 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
289 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
293 if (!r_render.integer)
297 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
298 qglLoadIdentity();CHECKGLERROR
300 xmax = zNear * tan(fovx * M_PI / 360.0);
301 ymax = zNear * tan(fovy * M_PI / 360.0);
303 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
304 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
305 GL_SetupView_Orientation_Identity();
308 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
312 if (!r_render.integer)
316 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
317 qglLoadIdentity();CHECKGLERROR
319 nudge = 1.0 - 1.0 / (1<<23);
320 m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
325 m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
334 m[14] = -2 * zNear * nudge;
337 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
338 GL_SetupView_Orientation_Identity();
339 backend_projectmatrix.m[0][0] = m[0];
340 backend_projectmatrix.m[1][0] = m[1];
341 backend_projectmatrix.m[2][0] = m[2];
342 backend_projectmatrix.m[3][0] = m[3];
343 backend_projectmatrix.m[0][1] = m[4];
344 backend_projectmatrix.m[1][1] = m[5];
345 backend_projectmatrix.m[2][1] = m[6];
346 backend_projectmatrix.m[3][1] = m[7];
347 backend_projectmatrix.m[0][2] = m[8];
348 backend_projectmatrix.m[1][2] = m[9];
349 backend_projectmatrix.m[2][2] = m[10];
350 backend_projectmatrix.m[3][2] = m[11];
351 backend_projectmatrix.m[0][3] = m[12];
352 backend_projectmatrix.m[1][3] = m[13];
353 backend_projectmatrix.m[2][3] = m[14];
354 backend_projectmatrix.m[3][3] = m[15];
357 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
359 if (!r_render.integer)
363 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
364 qglLoadIdentity();CHECKGLERROR
365 qglOrtho(x1, x2, y2, y1, zNear, zFar);
366 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
367 GL_SetupView_Orientation_Identity();
370 typedef struct gltextureunit_s
372 int t1d, t2d, t3d, tcubemap;
374 float rgbscale, alphascale;
375 int combinergb, combinealpha;
376 // FIXME: add more combine stuff
389 gltextureunit_t units[MAX_TEXTUREUNITS];
394 void GL_SetupTextureState(void)
397 gltextureunit_t *unit;
398 for (i = 0;i < backendunits;i++)
400 if (qglActiveTexture)
401 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
402 if (qglClientActiveTexture)
403 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
404 unit = gl_state.units + i;
410 unit->alphascale = 1;
411 unit->combinergb = GL_MODULATE;
412 unit->combinealpha = GL_MODULATE;
413 unit->arrayenabled = false;
414 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
415 if (gl_texture3d || gl_texturecubemap)
417 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_buf_texcoord[i]);CHECKGLERROR
421 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_buf_texcoord[i]);CHECKGLERROR
423 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
424 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
427 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
429 if (gl_texturecubemap)
431 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
433 if (gl_combine.integer)
435 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
436 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
437 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
438 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
439 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
440 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
441 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
442 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
443 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
444 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
445 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
446 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
447 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
448 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
449 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
450 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
451 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
455 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
460 void GL_Backend_ResetState(void)
462 memset(&gl_state, 0, sizeof(gl_state));
463 gl_state.depthdisable = false;
464 gl_state.blendfunc1 = GL_ONE;
465 gl_state.blendfunc2 = GL_ZERO;
466 gl_state.blend = false;
467 gl_state.depthmask = GL_TRUE;
468 gl_state.colorarray = false;
470 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
471 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
473 qglEnable(GL_CULL_FACE);CHECKGLERROR
474 qglCullFace(GL_FRONT);CHECKGLERROR
475 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
476 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
477 qglDisable(GL_BLEND);CHECKGLERROR
478 qglDepthMask(gl_state.depthmask);CHECKGLERROR
479 qglVertexPointer(3, GL_FLOAT, sizeof(GLfloat[4]), varray_buf_vertex);CHECKGLERROR
480 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
481 if (gl_mesh_floatcolors.integer)
483 qglColorPointer(4, GL_FLOAT, sizeof(GLfloat[4]), varray_buf_color);CHECKGLERROR
487 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), varray_buf_bcolor);CHECKGLERROR
489 GL_Color(1, 1, 1, 1);
491 GL_SetupTextureState();
494 void GL_UseColorArray(void)
496 if (!gl_state.colorarray)
498 gl_state.colorarray = true;
499 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
503 void GL_Color(float cr, float cg, float cb, float ca)
505 if (gl_state.colorarray)
507 gl_state.colorarray = false;
508 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
510 qglColor4f(cr, cg, cb, ca);
513 void GL_TransformToScreen(const vec4_t in, vec4_t out)
517 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
518 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
520 out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
521 out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
522 out[2] = out[2] * iw;
525 // called at beginning of frame
526 void R_Mesh_Start(void)
532 GL_Backend_CheckCvars();
533 if (mesh_maxverts != gl_mesh_maxverts.integer)
534 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
536 GL_Backend_ResetState();
539 int gl_backend_rebindtextures;
541 void GL_ConvertColorsFloatToByte(int numverts)
544 // LordHavoc: to avoid problems with aliasing (treating memory as two
545 // different types - exactly what this is doing), these must be volatile
547 volatile int *icolor;
548 volatile float *fcolor;
551 total = numverts * 4;
553 // shift float to have 8bit fraction at base of number
554 fcolor = varray_buf_color;
555 for (i = 0;i < total;)
557 fcolor[i ] += 32768.0f;
558 fcolor[i + 1] += 32768.0f;
559 fcolor[i + 2] += 32768.0f;
560 fcolor[i + 3] += 32768.0f;
564 // then read as integer and kill float bits...
565 icolor = (int *)varray_buf_color;
566 bcolor = varray_buf_bcolor;
567 for (i = 0;i < total;)
569 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (GLubyte) k;
570 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k;
571 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k;
572 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k;
578 // enlarges geometry buffers if they are too small
579 void _R_Mesh_ResizeCheck(int numverts)
581 if (numverts > mesh_maxverts)
584 GL_Backend_ResizeArrays(numverts + 100);
585 GL_Backend_ResetState();
590 void GL_Backend_RenumberElements(int numelements, const int *in, int offset)
593 for (i = 0;i < numelements;i++)
594 varray_buf_elements[i] = in[i] + offset;
597 // gets geometry space for a mesh
598 void R_Mesh_GetSpace(int numverts)
602 varray_offset = varray_offsetnext;
603 if (varray_offset + numverts > mesh_maxverts)
608 if (numverts > mesh_maxverts)
611 GL_Backend_ResizeArrays(numverts + 100);
612 GL_Backend_ResetState();
617 //varray_offset = rand() % (mesh_maxverts - numverts);
619 varray_vertex = varray_buf_vertex + varray_offset * 4;
620 varray_color = varray_buf_color + varray_offset * 4;
621 varray_bcolor = varray_buf_bcolor + varray_offset * 4;
622 for (i = 0;i < backendunits;i++)
623 varray_texcoord[i] = varray_buf_texcoord[i] + varray_offset * 4;
625 varray_offsetnext = varray_offset + numverts;
628 // renders the current mesh
629 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
632 if (numtriangles == 0 || numverts == 0)
634 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
637 numelements = numtriangles * 3;
638 if (mesh_maxelements < numelements)
640 mesh_maxelements = numelements;
641 GL_Backend_AllocElementsArray();
643 GL_Backend_RenumberElements(numelements, elements, varray_offset);
645 c_meshelements += numelements;
646 if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
647 GL_ConvertColorsFloatToByte(numverts);
648 if (r_render.integer)
650 if (gl_supportslockarrays && gl_lockarrays.integer)
652 qglLockArraysEXT(varray_offset, numverts);
654 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
656 qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
661 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
664 qglUnlockArraysEXT();
669 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
675 // restores backend state, used when done with 3D rendering
676 void R_Mesh_Finish(void)
681 for (i = backendunits - 1;i >= 0;i--)
683 if (qglActiveTexture)
684 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
685 if (qglClientActiveTexture)
686 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
687 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
688 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
689 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
692 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
694 if (gl_texturecubemap)
696 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
698 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
699 if (gl_combine.integer)
701 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
702 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
705 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
706 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
708 qglDisable(GL_BLEND);CHECKGLERROR
709 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
710 qglDepthMask(GL_TRUE);CHECKGLERROR
711 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
714 void R_Mesh_Matrix(const matrix4x4_t *matrix)
716 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
718 backend_modelmatrix = *matrix;
719 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
720 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
721 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
725 // sets up the requested state
726 void R_Mesh_MainState(const rmeshstate_t *m)
730 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
732 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
733 if (gl_state.blendfunc2 == GL_ZERO)
735 if (gl_state.blendfunc1 == GL_ONE)
740 qglDisable(GL_BLEND);CHECKGLERROR
748 qglEnable(GL_BLEND);CHECKGLERROR
757 qglEnable(GL_BLEND);CHECKGLERROR
761 if (gl_state.depthdisable != m->depthdisable)
763 gl_state.depthdisable = m->depthdisable;
764 if (gl_state.depthdisable)
765 qglDisable(GL_DEPTH_TEST);
767 qglEnable(GL_DEPTH_TEST);
769 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
771 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
775 void R_Mesh_TextureState(const rmeshstate_t *m)
777 int i, combinergb, combinealpha;
779 gltextureunit_t *unit;
783 if (gl_backend_rebindtextures)
785 gl_backend_rebindtextures = false;
786 GL_SetupTextureState();
789 for (i = 0;i < backendunits;i++)
791 unit = gl_state.units + i;
792 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
794 if (gl_state.unit != i)
796 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
798 if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
800 if (!unit->arrayenabled)
802 unit->arrayenabled = true;
803 if (gl_state.clientunit != i)
805 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
807 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
812 if (unit->arrayenabled)
814 unit->arrayenabled = false;
815 if (gl_state.clientunit != i)
817 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
819 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
822 combinergb = m->texcombinergb[i];
823 combinealpha = m->texcombinealpha[i];
825 combinergb = GL_MODULATE;
827 combinealpha = GL_MODULATE;
828 if (unit->combinergb != combinergb)
830 unit->combinergb = combinergb;
831 if (gl_combine.integer)
833 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
837 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
840 if (unit->combinealpha != combinealpha)
842 unit->combinealpha = combinealpha;
843 if (gl_combine.integer)
845 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
848 if (unit->t1d != m->tex1d[i])
853 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
858 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
860 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
862 if (unit->t2d != m->tex[i])
867 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
872 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
874 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
876 if (unit->t3d != m->tex3d[i])
881 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
886 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
888 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
890 if (unit->tcubemap != m->texcubemap[i])
892 if (m->texcubemap[i])
894 if (unit->tcubemap == 0)
895 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
900 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
902 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
905 scale = max(m->texrgbscale[i], 1);
906 if (gl_state.units[i].rgbscale != scale)
908 if (gl_state.unit != i)
910 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
912 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
914 scale = max(m->texalphascale[i], 1);
915 if (gl_state.units[i].alphascale != scale)
917 if (gl_state.unit != i)
919 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
921 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
926 void R_Mesh_State(const rmeshstate_t *m)
929 R_Mesh_TextureState(m);
933 ==============================================================================
937 ==============================================================================
940 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
946 if (!r_render.integer)
949 buffer = Mem_Alloc(tempmempool, width*height*3);
950 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
953 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
954 if (v_hwgamma.integer)
956 for (i = 0;i < width * height * 3;i++)
958 j = buffer[i] << v_overbrightbits.integer;
959 buffer[i] = (qbyte) (bound(0, j, 255));
963 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
969 //=============================================================================
971 void R_ClearScreen(void)
973 if (r_render.integer)
976 qglClearColor(0,0,0,0);CHECKGLERROR
977 qglClearDepth(1);CHECKGLERROR
980 // LordHavoc: we use a stencil centered around 128 instead of 0,
981 // to avoid clamping interfering with strange shadow volume
983 qglClearStencil(128);CHECKGLERROR
986 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
987 // set dithering mode
988 if (gl_dither.integer)
990 qglEnable(GL_DITHER);CHECKGLERROR
994 qglDisable(GL_DITHER);CHECKGLERROR
1003 This is called every frame, and can also be called explicitly to flush
1007 void SCR_UpdateScreen (void)
1009 if (gl_delayfinish.integer)
1013 R_TimeReport("finish");
1016 if (r_textureunits.integer > gl_textureunits)
1017 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1018 if (r_textureunits.integer < 1)
1019 Cvar_SetValueQuick(&r_textureunits, 1);
1021 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1022 Cvar_SetValueQuick(&gl_combine, 0);
1025 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1028 r_lightmapscalebit = v_overbrightbits.integer;
1029 if (gl_combine.integer && r_textureunits.integer > 1)
1030 r_lightmapscalebit += 2;
1032 R_TimeReport("setup");
1036 R_TimeReport("clear");
1038 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1044 if (gl_delayfinish.integer)
1046 // tell driver to commit it's partially full geometry queue to the rendering queue
1047 // (this doesn't wait for the commands themselves to complete)
1054 R_TimeReport("finish");