4 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t r_render = {0, "r_render", "1"};
9 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
10 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
12 int gl_maxdrawrangeelementsvertices;
13 int gl_maxdrawrangeelementsindices;
18 void GL_PrintError(int errornumber, char *filename, int linenumber)
22 #ifdef GL_INVALID_ENUM
24 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
27 #ifdef GL_INVALID_VALUE
28 case GL_INVALID_VALUE:
29 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
32 #ifdef GL_INVALID_OPERATION
33 case GL_INVALID_OPERATION:
34 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
37 #ifdef GL_STACK_OVERFLOW
38 case GL_STACK_OVERFLOW:
39 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
42 #ifdef GL_STACK_UNDERFLOW
43 case GL_STACK_UNDERFLOW:
44 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
47 #ifdef GL_OUT_OF_MEMORY
48 case GL_OUT_OF_MEMORY:
49 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
52 #ifdef GL_TABLE_TOO_LARGE
53 case GL_TABLE_TOO_LARGE:
54 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
58 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
64 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
68 int c_meshs, c_meshelements;
72 float overbrightscale;
74 void SCR_ScreenShot_f (void);
76 // these are externally accessible
77 float mesh_colorscale;
80 float *varray_texcoord[MAX_TEXTUREUNITS];
83 static matrix4x4_t backend_viewmatrix;
84 static matrix4x4_t backend_modelmatrix;
85 static matrix4x4_t backend_modelviewmatrix;
86 static matrix4x4_t backend_glmodelviewmatrix;
88 static int backendunits, backendactive;
89 static qbyte *varray_bcolor;
90 static mempool_t *gl_backend_mempool;
92 int polygonelements[768];
94 void GL_Backend_AllocArrays(void)
98 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
100 polygonelements[i * 3 + 0] = 0;
101 polygonelements[i * 3 + 1] = i + 1;
102 polygonelements[i * 3 + 2] = i + 2;
105 if (!gl_backend_mempool)
106 gl_backend_mempool = Mem_AllocPool("GL_Backend");
108 varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
109 varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
110 varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
111 for (i = 0;i < backendunits;i++)
112 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
113 for (;i < MAX_TEXTUREUNITS;i++)
114 varray_texcoord[i] = NULL;
117 void GL_Backend_FreeArrays(int resizingbuffers)
121 Mem_EmptyPool(gl_backend_mempool);
123 Mem_FreePool(&gl_backend_mempool);
124 varray_vertex = NULL;
126 varray_bcolor = NULL;
127 for (i = 0;i < MAX_TEXTUREUNITS;i++)
128 varray_texcoord[i] = NULL;
131 static void gl_backend_start(void)
133 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
134 if (qglDrawRangeElements != NULL)
136 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
137 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
139 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
141 if (strstr(gl_renderer, "3Dfx"))
143 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
144 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
147 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
149 GL_Backend_AllocArrays();
151 backendactive = true;
154 static void gl_backend_shutdown(void)
157 backendactive = false;
159 Con_Printf("OpenGL Backend shutting down\n");
161 GL_Backend_FreeArrays(false);
164 void GL_Backend_CheckCvars(void)
166 // 21760 is (65536 / 3) rounded off to a multiple of 128
167 if (gl_mesh_maxverts.integer < 1024)
168 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
169 if (gl_mesh_maxverts.integer > 21760)
170 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
173 void GL_Backend_ResizeArrays(int numtriangles)
175 Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
176 GL_Backend_CheckCvars();
177 mesh_maxverts = gl_mesh_maxverts.integer;
178 GL_Backend_FreeArrays(true);
179 GL_Backend_AllocArrays();
182 static void gl_backend_newmap(void)
186 void gl_backend_init(void)
188 Cvar_RegisterVariable(&r_render);
189 Cvar_RegisterVariable(&gl_dither);
190 Cvar_RegisterVariable(&gl_lockarrays);
192 Cvar_SetValue("r_render", 0);
195 Cvar_RegisterVariable(&gl_mesh_maxverts);
196 Cvar_RegisterVariable(&gl_mesh_floatcolors);
197 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
198 GL_Backend_CheckCvars();
199 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
207 static void GL_SetupFrame (void)
210 double fovx, fovy, zNear, zFar, aspect;
212 if (!r_render.integer)
215 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
218 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
219 qglLoadIdentity ();CHECKGLERROR
221 // y is weird beause OpenGL is bottom to top, we use top to bottom
222 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
226 zFar = r_mesh_farclip;
231 fovx = r_refdef.fov_x;
232 fovy = r_refdef.fov_y;
233 aspect = r_refdef.width / r_refdef.height;
236 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
237 ymax = zNear * tan(fovy * M_PI / 360.0);
240 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
242 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
244 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
245 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
246 Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0);
247 Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0);
248 Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1);
249 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
250 //Con_Printf("Our Matrix:\n");
251 //Matrix4x4_Print(&backend_viewmatrix);
253 //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix);
254 //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
255 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
259 qglLoadIdentity ();CHECKGLERROR
260 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
261 qglRotatef (90, 0, 0, 1);CHECKGLERROR
263 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
264 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
265 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
267 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
268 qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]);
269 Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix);
270 Con_Printf("GL Matrix:\n");
271 Matrix4x4_Print(&backend_viewmatrix);
284 int texture[MAX_TEXTUREUNITS];
285 float texturergbscale[MAX_TEXTUREUNITS];
289 void GL_SetupTextureState(void)
292 if (backendunits > 1)
294 for (i = 0;i < backendunits;i++)
296 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
297 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
298 if (gl_combine.integer)
300 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
301 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
302 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
303 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
304 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
305 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
306 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
307 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
308 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
309 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
310 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
311 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
312 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
313 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
314 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
315 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
316 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
320 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
322 if (gl_state.texture[i])
324 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
328 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
330 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
331 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
332 if (gl_state.texture[i])
334 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
338 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
344 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
345 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
346 if (gl_state.texture[0])
348 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
352 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
354 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
355 if (gl_state.texture[0])
357 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
361 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
367 void GL_Backend_ResetState(void)
371 gl_state.clientunit = 0;
373 for (i = 0;i < backendunits;i++)
375 gl_state.texture[i] = 0;
376 gl_state.texturergbscale[i] = 1;
379 qglEnable(GL_CULL_FACE);CHECKGLERROR
380 qglCullFace(GL_FRONT);CHECKGLERROR
382 gl_state.depthdisable = false;
383 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
385 gl_state.blendfunc1 = GL_ONE;
386 gl_state.blendfunc2 = GL_ZERO;
387 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
390 qglDisable(GL_BLEND);CHECKGLERROR
392 gl_state.depthmask = GL_TRUE;
393 qglDepthMask(gl_state.depthmask);CHECKGLERROR
397 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
398 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
399 if (gl_mesh_floatcolors.integer)
401 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
405 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
407 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
409 GL_SetupTextureState();
412 // called at beginning of frame
413 void R_Mesh_Start(float farclip)
419 r_mesh_farclip = farclip;
421 GL_Backend_CheckCvars();
422 if (mesh_maxverts != gl_mesh_maxverts.integer)
423 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
427 GL_Backend_ResetState();
430 int gl_backend_rebindtextures;
432 void GL_ConvertColorsFloatToByte(int numverts)
435 // LordHavoc: to avoid problems with aliasing (treating memory as two
436 // different types - exactly what this is doing), these must be volatile
438 volatile int *icolor;
439 volatile float *fcolor;
442 total = numverts * 4;
444 // shift float to have 8bit fraction at base of number
445 fcolor = varray_color;
446 for (i = 0;i < total;)
448 fcolor[i ] += 32768.0f;
449 fcolor[i + 1] += 32768.0f;
450 fcolor[i + 2] += 32768.0f;
451 fcolor[i + 3] += 32768.0f;
455 // then read as integer and kill float bits...
456 icolor = (int *)varray_color;
457 bcolor = varray_bcolor;
458 for (i = 0;i < total;)
460 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
461 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
462 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
463 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
469 void GL_TransformVertices(int numverts)
472 float m[12], tempv[4], *v;
473 m[0] = backendmatrix.m[0][0];
474 m[1] = backendmatrix.m[0][1];
475 m[2] = backendmatrix.m[0][2];
476 m[3] = backendmatrix.m[0][3];
477 m[4] = backendmatrix.m[1][0];
478 m[5] = backendmatrix.m[1][1];
479 m[6] = backendmatrix.m[1][2];
480 m[7] = backendmatrix.m[1][3];
481 m[8] = backendmatrix.m[2][0];
482 m[9] = backendmatrix.m[2][1];
483 m[10] = backendmatrix.m[2][2];
484 m[11] = backendmatrix.m[2][3];
485 for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
487 VectorCopy(v, tempv);
488 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
489 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
490 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
495 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
497 int arraylocked = false;
499 c_meshelements += indexcount;
500 if (gl_supportslockarrays && gl_lockarrays.integer)
502 qglLockArraysEXT(firstvert, endvert - firstvert);
506 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
507 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
509 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
513 qglUnlockArraysEXT();
519 // enlarges geometry buffers if they are too small
520 void _R_Mesh_ResizeCheck(int numverts)
522 if (numverts > mesh_maxverts)
525 GL_Backend_ResizeArrays(numverts + 100);
526 GL_Backend_ResetState();
531 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
537 if (!gl_mesh_floatcolors.integer)
538 GL_ConvertColorsFloatToByte(numverts);
539 //GL_TransformVertices(numverts);
540 if (!r_render.integer)
542 GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
545 // restores backend state, used when done with 3D rendering
546 void R_Mesh_Finish(void)
551 if (backendunits > 1)
553 for (i = backendunits - 1;i >= 0;i--)
555 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
556 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
557 if (gl_combine.integer)
559 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
563 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
567 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
569 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
573 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
574 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
580 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
581 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
584 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
589 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
590 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
593 qglDisable(GL_BLEND);CHECKGLERROR
594 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
595 qglDepthMask(GL_TRUE);CHECKGLERROR
596 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
599 void R_Mesh_ClearDepth(void)
604 qglClear(GL_DEPTH_BUFFER_BIT);
605 R_Mesh_Start(r_mesh_farclip);
608 void R_Mesh_Matrix(const matrix4x4_t *matrix)
610 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
612 backend_modelmatrix = *matrix;
613 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
614 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
615 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
619 // sets up the requested state
620 void R_Mesh_State(const rmeshstate_t *m)
623 int texturergbscale[MAX_TEXTUREUNITS];
628 if (gl_backend_rebindtextures)
630 gl_backend_rebindtextures = false;
631 GL_SetupTextureState();
636 if (m->blendfunc1 == GL_DST_COLOR)
638 // check if it is a 2x modulate with framebuffer
639 if (m->blendfunc2 == GL_SRC_COLOR)
642 else if (m->blendfunc2 != GL_SRC_COLOR)
646 overbright = m->wantoverbright && gl_combine.integer;
650 scaler *= overbrightscale;
652 mesh_colorscale = scaler;
654 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
656 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
657 if (gl_state.blendfunc2 == GL_ZERO)
659 if (gl_state.blendfunc1 == GL_ONE)
664 qglDisable(GL_BLEND);CHECKGLERROR
672 qglEnable(GL_BLEND);CHECKGLERROR
681 qglEnable(GL_BLEND);CHECKGLERROR
685 if (gl_state.depthdisable != m->depthdisable)
687 gl_state.depthdisable = m->depthdisable;
688 if (gl_state.depthdisable)
689 qglDisable(GL_DEPTH_TEST);
691 qglEnable(GL_DEPTH_TEST);
693 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
695 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
698 for (i = 0;i < backendunits;i++)
700 if (m->texrgbscale[i])
701 texturergbscale[i] = m->texrgbscale[i];
703 texturergbscale[i] = 1;
707 for (i = backendunits - 1;i >= 0;i--)
711 texturergbscale[i] = 4;
717 if (backendunits > 1)
719 for (i = 0;i < backendunits;i++)
721 if (gl_state.texture[i] != m->tex[i])
723 if (gl_state.unit != i)
725 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
727 if (gl_state.texture[i] == 0)
729 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
730 if (gl_state.clientunit != i)
732 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
734 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
736 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
737 if (gl_state.texture[i] == 0)
739 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
740 if (gl_state.clientunit != i)
742 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
744 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
747 if (gl_state.texturergbscale[i] != texturergbscale[i])
749 if (gl_state.unit != i)
751 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
753 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
759 if (gl_state.texture[0] != m->tex[0])
761 if (gl_state.texture[0] == 0)
763 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
764 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
766 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
767 if (gl_state.texture[0] == 0)
769 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
770 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
777 ==============================================================================
781 ==============================================================================
784 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
790 if (!r_render.integer)
793 buffer = Mem_Alloc(tempmempool, width*height*3);
794 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
797 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
798 if (v_hwgamma.integer)
799 for (i = 0;i < width * height * 3;i++)
800 buffer[i] <<= v_overbrightbits.integer;
802 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
808 //=============================================================================
810 void R_ClearScreen(void)
812 if (r_render.integer)
815 qglClearColor(0,0,0,0);CHECKGLERROR
817 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
818 // set dithering mode
819 if (gl_dither.integer)
821 qglEnable(GL_DITHER);CHECKGLERROR
825 qglDisable(GL_DITHER);CHECKGLERROR
834 This is called every frame, and can also be called explicitly to flush
838 void SCR_UpdateScreen (void)
842 R_TimeReport("finish");
844 if (r_textureunits.integer > gl_textureunits)
845 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
846 if (r_textureunits.integer < 1)
847 Cvar_SetValueQuick(&r_textureunits, 1);
849 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
850 Cvar_SetValueQuick(&gl_combine, 0);
853 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
856 lightscalebit = v_overbrightbits.integer;
857 if (gl_combine.integer && r_textureunits.integer > 1)
859 lightscale = 1.0f / (float) (1 << lightscalebit);
861 R_TimeReport("setup");
865 R_TimeReport("clear");
867 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
873 // tell driver to commit it's partially full geometry queue to the rendering queue
874 // (this doesn't wait for the commands themselves to complete)