4 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
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 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
13 // too large for the buffers in the previous frame
14 int overflowedverts = 0;
16 int gl_maxdrawrangeelementsvertices;
17 int gl_maxdrawrangeelementsindices;
22 void GL_PrintError(int errornumber, char *filename, int linenumber)
26 #ifdef GL_INVALID_ENUM
28 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
31 #ifdef GL_INVALID_VALUE
32 case GL_INVALID_VALUE:
33 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
36 #ifdef GL_INVALID_OPERATION
37 case GL_INVALID_OPERATION:
38 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
41 #ifdef GL_STACK_OVERFLOW
42 case GL_STACK_OVERFLOW:
43 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
46 #ifdef GL_STACK_UNDERFLOW
47 case GL_STACK_UNDERFLOW:
48 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
51 #ifdef GL_OUT_OF_MEMORY
52 case GL_OUT_OF_MEMORY:
53 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
56 #ifdef GL_TABLE_TOO_LARGE
57 case GL_TABLE_TOO_LARGE:
58 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
62 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
68 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error(__func__ " called when backend is not active\n");
72 static float viewdist;
73 // sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
74 static int vpnbit0, vpnbit1, vpnbit2;
76 int c_meshs, c_meshtris;
80 float overbrightscale;
82 void SCR_ScreenShot_f (void);
84 // these are externally accessible
85 float mesh_colorscale;
89 float *varray_texcoord[MAX_TEXTUREUNITS];
91 int mesh_maxverts; // always mesh_maxtris * 3
93 static matrix4x4_t backendmatrix;
95 static int backendunits, backendactive;
96 static qbyte *varray_bcolor;
97 static mempool_t *gl_backend_mempool;
99 void GL_Backend_AllocArrays(void)
103 if (!gl_backend_mempool)
104 gl_backend_mempool = Mem_AllocPool("GL_Backend");
106 mesh_maxverts = mesh_maxtris * 3;
108 varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3]));
109 varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
110 varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
111 varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
112 for (i = 0;i < backendunits;i++)
113 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
114 for (;i < MAX_TEXTUREUNITS;i++)
115 varray_texcoord[i] = NULL;
118 void GL_Backend_FreeArrays(int resizingbuffers)
122 Mem_EmptyPool(gl_backend_mempool);
124 Mem_FreePool(&gl_backend_mempool);
125 varray_element = NULL;
126 varray_vertex = NULL;
128 varray_bcolor = NULL;
129 for (i = 0;i < MAX_TEXTUREUNITS;i++)
130 varray_texcoord[i] = NULL;
133 static void gl_backend_start(void)
135 Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
136 if (qglDrawRangeElements != NULL)
138 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
139 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
141 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
143 if (strstr(gl_renderer, "3Dfx"))
145 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
146 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
149 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
151 GL_Backend_AllocArrays();
153 backendactive = true;
156 static void gl_backend_shutdown(void)
159 backendactive = false;
161 Con_Printf("OpenGL Backend shutting down\n");
163 GL_Backend_FreeArrays(false);
166 void GL_Backend_CheckCvars(void)
168 if (gl_mesh_drawmode.integer < 0)
169 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
170 if (gl_mesh_drawmode.integer > 3)
171 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
173 // change drawmode 3 to 2 if 3 won't work
174 if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
175 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
177 // 21760 is (65536 / 3) rounded off to a multiple of 128
178 if (gl_mesh_maxtriangles.integer < 1024)
179 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
180 if (gl_mesh_maxtriangles.integer > 21760)
181 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
184 void GL_Backend_ResizeArrays(int numtriangles)
186 Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles);
187 GL_Backend_CheckCvars();
188 mesh_maxtris = gl_mesh_maxtriangles.integer;
189 GL_Backend_FreeArrays(true);
190 GL_Backend_AllocArrays();
193 static void gl_backend_newmap(void)
197 void gl_backend_init(void)
199 Cvar_RegisterVariable(&r_render);
200 Cvar_RegisterVariable(&gl_dither);
201 Cvar_RegisterVariable(&gl_lockarrays);
203 Cvar_SetValue("r_render", 0);
206 Cvar_RegisterVariable(&gl_mesh_maxtriangles);
207 Cvar_RegisterVariable(&gl_mesh_floatcolors);
208 Cvar_RegisterVariable(&gl_mesh_drawmode);
209 GL_Backend_CheckCvars();
210 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
213 int arraylocked = false;
215 void GL_LockArray(int first, int count)
217 if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
219 qglLockArraysEXT(first, count);
225 void GL_UnlockArray(void)
229 qglUnlockArraysEXT();
240 static void GL_SetupFrame (void)
243 double fovx, fovy, zNear, zFar, aspect;
245 if (!r_render.integer)
248 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
251 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
252 qglLoadIdentity ();CHECKGLERROR
254 // y is weird beause OpenGL is bottom to top, we use top to bottom
255 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
259 zFar = r_mesh_farclip;
264 fovx = r_refdef.fov_x;
265 fovy = r_refdef.fov_y;
266 aspect = r_refdef.width / r_refdef.height;
269 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
270 ymax = zNear * tan(fovy * M_PI / 360.0);
273 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
275 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
276 qglLoadIdentity ();CHECKGLERROR
279 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
280 qglRotatef (90, 0, 0, 1);CHECKGLERROR
282 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
283 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
284 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
286 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
298 int texture[MAX_TEXTUREUNITS];
299 float texturergbscale[MAX_TEXTUREUNITS];
303 void GL_SetupTextureState(void)
306 if (backendunits > 1)
308 for (i = 0;i < backendunits;i++)
310 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
311 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
312 if (gl_combine.integer)
314 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
315 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
316 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
317 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
318 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
319 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
320 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
321 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
322 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
323 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
324 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
325 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
326 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
327 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
328 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
329 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
330 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
334 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
336 if (gl_state.texture[i])
338 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
342 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
344 if (gl_mesh_drawmode.integer > 0)
346 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
347 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
348 if (gl_state.texture[i])
350 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
354 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
361 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
362 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
363 if (gl_state.texture[0])
365 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
369 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
371 if (gl_mesh_drawmode.integer > 0)
373 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
374 if (gl_state.texture[0])
376 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
380 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
387 void GL_Backend_ResetState(void)
391 gl_state.clientunit = 0;
393 for (i = 0;i < backendunits;i++)
395 gl_state.texture[i] = 0;
396 gl_state.texturergbscale[i] = 1;
399 qglEnable(GL_CULL_FACE);CHECKGLERROR
400 qglCullFace(GL_FRONT);CHECKGLERROR
402 gl_state.depthdisable = false;
403 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
405 gl_state.blendfunc1 = GL_ONE;
406 gl_state.blendfunc2 = GL_ZERO;
407 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
410 qglDisable(GL_BLEND);CHECKGLERROR
412 gl_state.depthmask = GL_TRUE;
413 qglDepthMask(gl_state.depthmask);CHECKGLERROR
416 if (gl_mesh_drawmode.integer > 0)
419 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
420 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
421 if (gl_mesh_floatcolors.integer)
423 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
427 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
429 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
432 GL_SetupTextureState();
435 // called at beginning of frame
436 void R_Mesh_Start(float farclip)
442 r_mesh_farclip = farclip;
443 viewdist = DotProduct(r_origin, vpn);
444 vpnbit0 = vpn[0] < 0;
445 vpnbit1 = vpn[1] < 0;
446 vpnbit2 = vpn[2] < 0;
451 GL_Backend_CheckCvars();
452 if (mesh_maxtris != gl_mesh_maxtriangles.integer)
453 GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer);
457 GL_Backend_ResetState();
460 int gl_backend_rebindtextures;
462 void GL_ConvertColorsFloatToByte(int numverts)
465 // LordHavoc: to avoid problems with aliasing (treating memory as two
466 // different types - exactly what this is doing), these must be volatile
468 volatile int *icolor;
469 volatile float *fcolor;
472 total = numverts * 4;
474 // shift float to have 8bit fraction at base of number
475 fcolor = varray_color;
476 for (i = 0;i < total;)
478 fcolor[i ] += 32768.0f;
479 fcolor[i + 1] += 32768.0f;
480 fcolor[i + 2] += 32768.0f;
481 fcolor[i + 3] += 32768.0f;
485 // then read as integer and kill float bits...
486 icolor = (int *)varray_color;
487 bcolor = varray_bcolor;
488 for (i = 0;i < total;)
490 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
491 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
492 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
493 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
498 void GL_TransformVertices(int numverts)
501 float m[12], tempv[4], *v;
502 m[0] = backendmatrix.m[0][0];
503 m[1] = backendmatrix.m[0][1];
504 m[2] = backendmatrix.m[0][2];
505 m[3] = backendmatrix.m[0][3];
506 m[4] = backendmatrix.m[1][0];
507 m[5] = backendmatrix.m[1][1];
508 m[6] = backendmatrix.m[1][2];
509 m[7] = backendmatrix.m[1][3];
510 m[8] = backendmatrix.m[2][0];
511 m[9] = backendmatrix.m[2][1];
512 m[10] = backendmatrix.m[2][2];
513 m[11] = backendmatrix.m[2][3];
514 for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
516 VectorCopy(v, tempv);
517 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
518 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
519 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
523 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
525 unsigned int i, j, in;
528 GL_LockArray(firstvert, endvert - firstvert);
529 if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
531 // GL 1.2 or GL 1.1 with extension
532 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
535 else if (gl_mesh_drawmode.integer >= 2)
538 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
541 else if (gl_mesh_drawmode.integer >= 1)
544 // feed it manually using glArrayElement
545 qglBegin(GL_TRIANGLES);
546 for (i = 0;i < indexcount;i++)
547 qglArrayElement(index[i]);
553 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
555 qglBegin(GL_TRIANGLES);
556 if (gl_state.texture[1]) // if the mesh uses multiple textures
558 // the minigl doesn't have this (because it does not have ARB_multitexture)
559 for (i = 0;i < indexcount;i++)
562 c = varray_bcolor + in * 4;
563 qglColor4ub(c[0], c[1], c[2], c[3]);
564 for (j = 0;j < backendunits;j++)
566 if (gl_state.texture[j])
568 v = varray_texcoord[j] + in * 2;
569 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]);
572 v = varray_vertex + in * 4;
573 qglVertex3f(v[0], v[1], v[2]);
578 for (i = 0;i < indexcount;i++)
581 c = varray_bcolor + in * 4;
582 qglColor4ub(c[0], c[1], c[2], c[3]);
583 if (gl_state.texture[0])
585 v = varray_texcoord[j] + in * 2;
586 qglTexCoord2f(v[0], v[1]);
588 v = varray_vertex + in * 4;
589 qglVertex3f(v[0], v[1], v[2]);
598 // enlarges geometry buffers if they are too small
599 void _R_Mesh_ResizeCheck(int numverts, int numtriangles)
601 if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
604 GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100);
605 GL_Backend_ResetState();
610 void R_Mesh_Draw(int numverts, int numtriangles)
615 c_meshtris += numtriangles;
619 // drawmode 0 always uses byte colors
620 if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
621 GL_ConvertColorsFloatToByte(numverts);
622 GL_TransformVertices(numverts);
623 if (!r_render.integer)
625 GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element);
628 // restores backend state, used when done with 3D rendering
629 void R_Mesh_Finish(void)
634 if (backendunits > 1)
636 for (i = backendunits - 1;i >= 0;i--)
638 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
639 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
640 if (gl_combine.integer)
642 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
646 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
650 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
652 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
656 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
657 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
663 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
664 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
667 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
672 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
673 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
676 qglDisable(GL_BLEND);CHECKGLERROR
677 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
678 qglDepthMask(GL_TRUE);CHECKGLERROR
679 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
682 void R_Mesh_ClearDepth(void)
687 qglClear(GL_DEPTH_BUFFER_BIT);
688 R_Mesh_Start(r_mesh_farclip);
691 // sets up the requested state
692 void R_Mesh_State(const rmeshstate_t *m)
695 int texturergbscale[MAX_TEXTUREUNITS];
700 if (gl_backend_rebindtextures)
702 gl_backend_rebindtextures = false;
703 GL_SetupTextureState();
706 backendmatrix = m->matrix; // this copies the struct
710 if (m->blendfunc1 == GL_DST_COLOR)
712 // check if it is a 2x modulate with framebuffer
713 if (m->blendfunc2 == GL_SRC_COLOR)
716 else if (m->blendfunc2 != GL_SRC_COLOR)
720 overbright = m->wantoverbright && gl_combine.integer;
724 scaler *= overbrightscale;
726 mesh_colorscale = scaler;
728 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
730 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
731 if (gl_state.blendfunc2 == GL_ZERO)
733 if (gl_state.blendfunc1 == GL_ONE)
738 qglDisable(GL_BLEND);CHECKGLERROR
746 qglEnable(GL_BLEND);CHECKGLERROR
755 qglEnable(GL_BLEND);CHECKGLERROR
759 if (gl_state.depthdisable != m->depthdisable)
761 gl_state.depthdisable = m->depthdisable;
762 if (gl_state.depthdisable)
763 qglDisable(GL_DEPTH_TEST);
765 qglEnable(GL_DEPTH_TEST);
767 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
769 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
772 for (i = 0;i < backendunits;i++)
774 if (m->texrgbscale[i])
775 texturergbscale[i] = m->texrgbscale[i];
777 texturergbscale[i] = 1;
780 for (i = backendunits - 1;i >= 0;i--)
782 texturergbscale[i] = 4;
784 if (backendunits > 1)
786 for (i = 0;i < backendunits;i++)
788 if (gl_state.texture[i] != m->tex[i])
790 if (gl_state.unit != i)
792 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
794 if (gl_state.texture[i] == 0)
796 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
797 if (gl_state.clientunit != i)
799 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
801 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
803 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
804 if (gl_state.texture[i] == 0)
806 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
807 if (gl_state.clientunit != i)
809 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
811 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
814 if (gl_state.texturergbscale[i] != texturergbscale[i])
816 if (gl_state.unit != i)
818 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
820 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
826 if (gl_state.texture[0] != m->tex[0])
828 if (gl_state.texture[0] == 0)
830 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
831 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
833 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
834 if (gl_state.texture[0] == 0)
836 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
837 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
844 ==============================================================================
848 ==============================================================================
851 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
857 if (!r_render.integer)
860 buffer = Mem_Alloc(tempmempool, width*height*3);
861 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
864 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
865 if (v_hwgamma.integer)
866 for (i = 0;i < width * height * 3;i++)
867 buffer[i] <<= v_overbrightbits.integer;
869 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
875 //=============================================================================
877 void R_ClearScreen(void)
879 if (r_render.integer)
882 qglClearColor(0,0,0,0);CHECKGLERROR
884 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
885 // set dithering mode
886 if (gl_dither.integer)
888 qglEnable(GL_DITHER);CHECKGLERROR
892 qglDisable(GL_DITHER);CHECKGLERROR
901 This is called every frame, and can also be called explicitly to flush
905 void SCR_UpdateScreen (void)
909 R_TimeReport("finish");
911 if (r_textureunits.integer > gl_textureunits)
912 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
913 if (r_textureunits.integer < 1)
914 Cvar_SetValueQuick(&r_textureunits, 1);
916 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
917 Cvar_SetValueQuick(&gl_combine, 0);
920 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
923 lightscalebit = v_overbrightbits.integer;
924 if (gl_combine.integer && r_textureunits.integer > 1)
926 lightscale = 1.0f / (float) (1 << lightscalebit);
928 R_TimeReport("setup");
932 R_TimeReport("clear");
934 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
940 // tell driver to commit it's partially full geometry queue to the rendering queue
941 // (this doesn't wait for the commands themselves to complete)