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_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
18 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
19 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)"};
20 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"};
22 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
23 qboolean v_flipped_state = false;
25 int gl_maxdrawrangeelementsvertices;
26 int gl_maxdrawrangeelementsindices;
31 void GL_PrintError(int errornumber, char *filename, int linenumber)
35 #ifdef GL_INVALID_ENUM
37 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
40 #ifdef GL_INVALID_VALUE
41 case GL_INVALID_VALUE:
42 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
45 #ifdef GL_INVALID_OPERATION
46 case GL_INVALID_OPERATION:
47 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
50 #ifdef GL_STACK_OVERFLOW
51 case GL_STACK_OVERFLOW:
52 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
55 #ifdef GL_STACK_UNDERFLOW
56 case GL_STACK_UNDERFLOW:
57 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
60 #ifdef GL_OUT_OF_MEMORY
61 case GL_OUT_OF_MEMORY:
62 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
65 #ifdef GL_TABLE_TOO_LARGE
66 case GL_TABLE_TOO_LARGE:
67 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
71 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
72 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
76 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
82 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
84 void SCR_ScreenShot_f (void);
86 static r_viewport_t backend_viewport;
87 static matrix4x4_t backend_modelmatrix;
88 static matrix4x4_t backend_modelviewmatrix;
90 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
93 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 for (y = 0;y < rows - 1;y++)
112 for (x = 0;x < columns - 1;x++)
115 *elements++ = i + columns;
117 *elements++ = i + columns + 1;
120 *elements++ = i + columns + 1;
131 for (y = 0;y < rows - 1;y++)
133 for (x = 0;x < columns - 1;x++)
137 *elements++ = i + columns;
138 *elements++ = i + columns + 1;
139 *elements++ = i + columns;
140 *elements++ = i + columns + 1;
146 unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
147 unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
149 void GL_Backend_AllocArrays(void)
153 void GL_Backend_FreeArrays(void)
157 void GL_VBOStats_f(void)
159 GL_Mesh_ListVBOs(true);
162 typedef struct gl_bufferobjectinfo_s
167 char name[MAX_QPATH];
169 gl_bufferobjectinfo_t;
171 memexpandablearray_t gl_bufferobjectinfoarray;
173 static void gl_backend_start(void)
177 if (qglDrawRangeElements != NULL)
180 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
182 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
184 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
187 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
188 backendimageunits = backendunits;
189 backendarrayunits = backendunits;
190 if (gl_support_fragment_shader)
193 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
195 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
197 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
198 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
199 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
202 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
204 GL_Backend_AllocArrays();
206 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
208 Con_DPrintf("OpenGL backend started.\n");
212 backendactive = true;
215 static void gl_backend_shutdown(void)
218 backendimageunits = 0;
219 backendarrayunits = 0;
220 backendactive = false;
222 Con_DPrint("OpenGL Backend shutting down\n");
224 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
226 GL_Backend_FreeArrays();
229 static void gl_backend_newmap(void)
233 void gl_backend_init(void)
237 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
239 polygonelements[i * 3 + 0] = 0;
240 polygonelements[i * 3 + 1] = i + 1;
241 polygonelements[i * 3 + 2] = i + 2;
243 // elements for rendering a series of quads as triangles
244 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
246 quadelements[i * 6 + 0] = i * 4;
247 quadelements[i * 6 + 1] = i * 4 + 1;
248 quadelements[i * 6 + 2] = i * 4 + 2;
249 quadelements[i * 6 + 3] = i * 4;
250 quadelements[i * 6 + 4] = i * 4 + 2;
251 quadelements[i * 6 + 5] = i * 4 + 3;
254 Cvar_RegisterVariable(&r_render);
255 Cvar_RegisterVariable(&r_renderview);
256 Cvar_RegisterVariable(&r_waterwarp);
257 Cvar_RegisterVariable(&gl_polyblend);
258 Cvar_RegisterVariable(&v_flipped);
259 Cvar_RegisterVariable(&gl_dither);
260 Cvar_RegisterVariable(&gl_lockarrays);
261 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
262 Cvar_RegisterVariable(&gl_vbo);
263 Cvar_RegisterVariable(&gl_paranoid);
264 Cvar_RegisterVariable(&gl_printcheckerror);
266 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
267 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
268 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
269 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
271 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");
273 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
276 void GL_SetMirrorState(qboolean state);
278 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
282 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
283 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
285 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
286 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
287 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
290 static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
294 float clipPlane[4], v3[3], v4[3];
297 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
299 VectorSet(normal, normalx, normaly, normalz);
300 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
301 VectorScale(normal, dist, v3);
302 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
303 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
304 clipPlane[3] = -DotProduct(v4, clipPlane);
308 // testing code for comparing results
310 VectorCopy4(clipPlane, clipPlane2);
311 R_Mesh_Matrix(&identitymatrix);
312 VectorSet(q, normal[0], normal[1], normal[2], -dist);
313 qglClipPlane(GL_CLIP_PLANE0, q);
314 qglGetClipPlane(GL_CLIP_PLANE0, q);
315 VectorCopy4(q, clipPlane);
319 // Calculate the clip-space corner point opposite the clipping plane
320 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
321 // transform it into camera space by multiplying it
322 // by the inverse of the projection matrix
323 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
324 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
326 q[3] = (1.0f + v->m[10]) / v->m[14];
328 // Calculate the scaled plane vector
329 d = 2.0f / DotProduct4(clipPlane, q);
331 // Replace the third row of the projection matrix
332 v->m[2] = clipPlane[0] * d;
333 v->m[6] = clipPlane[1] * d;
334 v->m[10] = clipPlane[2] * d + 1.0f;
335 v->m[14] = clipPlane[3] * d;
338 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
340 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
341 memset(v, 0, sizeof(*v));
342 v->type = R_VIEWPORTTYPE_ORTHO;
343 v->cameramatrix = *cameramatrix;
350 v->m[0] = 2/(right - left);
351 v->m[5] = 2/(top - bottom);
352 v->m[10] = -2/(zFar - zNear);
353 v->m[12] = - (right + left)/(right - left);
354 v->m[13] = - (top + bottom)/(top - bottom);
355 v->m[14] = - (zFar + zNear)/(zFar - zNear);
358 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
359 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
362 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
368 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
369 R_Viewport_TransformToScreen(v, test1, test2);
370 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
375 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
377 matrix4x4_t tempmatrix, basematrix;
378 memset(v, 0, sizeof(*v));
380 if(v_flipped.integer)
381 frustumx = -frustumx;
383 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
384 v->cameramatrix = *cameramatrix;
391 v->m[0] = 1.0 / frustumx;
392 v->m[5] = 1.0 / frustumy;
393 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
395 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
397 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
398 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
399 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
400 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
402 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
405 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
408 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
410 matrix4x4_t tempmatrix, basematrix;
411 const double nudge = 1.0 - 1.0 / (1<<23);
412 memset(v, 0, sizeof(*v));
414 if(v_flipped.integer)
415 frustumx = -frustumx;
417 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
418 v->cameramatrix = *cameramatrix;
425 v->m[ 0] = 1.0 / frustumx;
426 v->m[ 5] = 1.0 / frustumy;
429 v->m[14] = -2 * nearclip * nudge;
431 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
432 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
433 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
434 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
436 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
439 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
442 float cubeviewmatrix[6][16] =
444 // standard cubemap projections
482 float rectviewmatrix[6][16] =
484 // sign-preserving cubemap projections
523 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
525 matrix4x4_t tempmatrix, basematrix;
526 memset(v, 0, sizeof(*v));
527 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
528 v->cameramatrix = *cameramatrix;
532 v->m[0] = v->m[5] = 1.0f;
533 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
535 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
537 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
538 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
539 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
540 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
543 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
546 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)
548 matrix4x4_t tempmatrix, basematrix;
549 if (border > size - 2)
551 memset(v, 0, sizeof(*v));
552 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
553 v->cameramatrix = *cameramatrix;
554 v->x = (side & 1) * size;
555 v->y = (side >> 1) * size;
559 v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
560 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
562 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
564 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
565 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
566 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
567 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
570 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
573 void R_SetViewport(const r_viewport_t *v)
576 backend_viewport = *v;
579 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
581 // Load the projection matrix into OpenGL
582 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
583 qglLoadMatrixd(backend_viewport.m);CHECKGLERROR
584 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
586 // FIXME: v_flipped_state is evil, this probably breaks somewhere
587 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
589 // directly force an update of the modelview matrix
590 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
591 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
592 qglLoadMatrixf(glmatrix);CHECKGLERROR
595 void R_GetViewport(r_viewport_t *v)
597 *v = backend_viewport;
600 typedef struct gltextureunit_s
602 const void *pointer_texcoord;
603 size_t pointer_texcoord_offset;
604 int pointer_texcoord_buffer;
605 int t1d, t2d, t3d, tcubemap, trectangle;
607 unsigned int arraycomponents;
608 int rgbscale, alphascale;
609 int combinergb, combinealpha;
610 // FIXME: add more combine stuff
611 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
612 int texmatrixenabled;
617 static struct gl_state_s
625 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
628 float polygonoffset[2];
632 unsigned int clientunit;
633 gltextureunit_t units[MAX_TEXTUREUNITS];
637 int vertexbufferobject;
638 int elementbufferobject;
639 qboolean pointer_color_enabled;
640 const void *pointer_vertex;
641 const void *pointer_color;
642 size_t pointer_vertex_offset;
643 size_t pointer_color_offset;
644 int pointer_vertex_buffer;
645 int pointer_color_buffer;
649 static void GL_BindVBO(int bufferobject)
651 if (gl_state.vertexbufferobject != bufferobject)
653 gl_state.vertexbufferobject = bufferobject;
655 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
660 static void GL_BindEBO(int bufferobject)
662 if (gl_state.elementbufferobject != bufferobject)
664 gl_state.elementbufferobject = bufferobject;
666 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
671 void GL_SetupTextureState(void)
674 gltextureunit_t *unit;
676 gl_state.unit = MAX_TEXTUREUNITS;
677 gl_state.clientunit = MAX_TEXTUREUNITS;
678 for (i = 0;i < MAX_TEXTUREUNITS;i++)
680 unit = gl_state.units + i;
685 unit->arrayenabled = false;
686 unit->arraycomponents = 0;
687 unit->pointer_texcoord = NULL;
688 unit->pointer_texcoord_buffer = 0;
689 unit->pointer_texcoord_offset = 0;
691 unit->alphascale = 1;
692 unit->combinergb = GL_MODULATE;
693 unit->combinealpha = GL_MODULATE;
694 unit->texmatrixenabled = false;
695 unit->matrix = identitymatrix;
698 for (i = 0;i < backendimageunits;i++)
701 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
702 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
705 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
707 if (gl_texturecubemap)
709 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
711 if (gl_texturerectangle)
713 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
717 for (i = 0;i < backendarrayunits;i++)
719 GL_ClientActiveTexture(i);
721 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
722 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
725 for (i = 0;i < backendunits;i++)
728 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
729 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
732 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
734 if (gl_texturecubemap)
736 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
738 if (gl_texturerectangle)
740 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
742 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
743 qglLoadIdentity();CHECKGLERROR
744 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
745 if (gl_combine.integer)
747 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
748 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
749 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
750 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
751 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
752 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
753 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
754 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
755 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
756 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
757 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
758 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
759 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
760 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
761 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
762 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
763 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
767 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
774 void GL_Backend_ResetState(void)
776 memset(&gl_state, 0, sizeof(gl_state));
777 gl_state.depthtest = true;
778 gl_state.alphatest = false;
779 gl_state.blendfunc1 = GL_ONE;
780 gl_state.blendfunc2 = GL_ZERO;
781 gl_state.blend = false;
782 gl_state.depthmask = GL_TRUE;
783 gl_state.colormask = 15;
784 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
785 gl_state.lockrange_first = 0;
786 gl_state.lockrange_count = 0;
787 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
788 gl_state.cullfaceenable = true;
789 gl_state.polygonoffset[0] = 0;
790 gl_state.polygonoffset[1] = 0;
794 qglColorMask(1, 1, 1, 1);
795 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
796 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
797 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
798 qglDisable(GL_BLEND);CHECKGLERROR
799 qglCullFace(gl_state.cullface);CHECKGLERROR
800 qglEnable(GL_CULL_FACE);CHECKGLERROR
801 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
802 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
803 qglDepthMask(gl_state.depthmask);CHECKGLERROR
804 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
806 if (gl_support_arb_vertex_buffer_object)
808 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
809 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
812 if (gl_support_ext_framebuffer_object)
814 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
815 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
818 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
819 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
821 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
822 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
824 GL_Color(0, 0, 0, 0);
825 GL_Color(1, 1, 1, 1);
827 GL_SetupTextureState();
830 void GL_ActiveTexture(unsigned int num)
832 if (gl_state.unit != num)
835 if (qglActiveTexture)
838 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
844 void GL_ClientActiveTexture(unsigned int num)
846 if (gl_state.clientunit != num)
848 gl_state.clientunit = num;
849 if (qglActiveTexture)
852 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
858 void GL_BlendFunc(int blendfunc1, int blendfunc2)
860 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
863 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
864 if (gl_state.blendfunc2 == GL_ZERO)
866 if (gl_state.blendfunc1 == GL_ONE)
871 qglDisable(GL_BLEND);CHECKGLERROR
879 qglEnable(GL_BLEND);CHECKGLERROR
888 qglEnable(GL_BLEND);CHECKGLERROR
894 void GL_DepthMask(int state)
896 if (gl_state.depthmask != state)
899 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
903 void GL_DepthTest(int state)
905 if (gl_state.depthtest != state)
907 gl_state.depthtest = state;
909 if (gl_state.depthtest)
911 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
915 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
920 void GL_DepthRange(float nearfrac, float farfrac)
922 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
924 gl_state.depthrange[0] = nearfrac;
925 gl_state.depthrange[1] = farfrac;
926 qglDepthRange(nearfrac, farfrac);
930 void GL_PolygonOffset(float planeoffset, float depthoffset)
932 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
934 gl_state.polygonoffset[0] = planeoffset;
935 gl_state.polygonoffset[1] = depthoffset;
936 qglPolygonOffset(planeoffset, depthoffset);
940 void GL_SetMirrorState(qboolean state)
942 if(!state != !v_flipped_state)
944 // change cull face mode!
945 if(gl_state.cullface == GL_BACK)
946 qglCullFace((gl_state.cullface = GL_FRONT));
947 else if(gl_state.cullface == GL_FRONT)
948 qglCullFace((gl_state.cullface = GL_BACK));
950 v_flipped_state = state;
953 void GL_CullFace(int state)
959 if(state == GL_FRONT)
961 else if(state == GL_BACK)
965 if (state != GL_NONE)
967 if (!gl_state.cullfaceenable)
969 gl_state.cullfaceenable = true;
970 qglEnable(GL_CULL_FACE);CHECKGLERROR
972 if (gl_state.cullface != state)
974 gl_state.cullface = state;
975 qglCullFace(gl_state.cullface);CHECKGLERROR
980 if (gl_state.cullfaceenable)
982 gl_state.cullfaceenable = false;
983 qglDisable(GL_CULL_FACE);CHECKGLERROR
988 void GL_AlphaTest(int state)
990 if (gl_state.alphatest != state)
992 gl_state.alphatest = state;
994 if (gl_state.alphatest)
996 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1000 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1005 void GL_ColorMask(int r, int g, int b, int a)
1007 int state = r*8 + g*4 + b*2 + a*1;
1008 if (gl_state.colormask != state)
1010 gl_state.colormask = state;
1012 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1016 void GL_Color(float cr, float cg, float cb, float ca)
1018 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)
1020 gl_state.color4f[0] = cr;
1021 gl_state.color4f[1] = cg;
1022 gl_state.color4f[2] = cb;
1023 gl_state.color4f[3] = ca;
1025 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1030 void GL_LockArrays(int first, int count)
1032 if (count < gl_lockarrays_minimumvertices.integer)
1037 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
1039 if (gl_state.lockrange_count)
1041 gl_state.lockrange_count = 0;
1043 qglUnlockArraysEXT();
1046 if (count && gl_supportslockarrays && gl_lockarrays.integer)
1048 gl_state.lockrange_first = first;
1049 gl_state.lockrange_count = count;
1051 qglLockArraysEXT(first, count);
1057 void GL_Scissor (int x, int y, int width, int height)
1060 qglScissor(x, y,width,height);
1064 void GL_ScissorTest(int state)
1066 if(gl_state.scissortest == state)
1070 if((gl_state.scissortest = state))
1071 qglEnable(GL_SCISSOR_TEST);
1073 qglDisable(GL_SCISSOR_TEST);
1077 void GL_Clear(int mask)
1080 qglClear(mask);CHECKGLERROR
1083 // called at beginning of frame
1084 void R_Mesh_Start(void)
1088 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1090 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1091 Cvar_SetValueQuick(&gl_paranoid, 1);
1093 GL_Backend_ResetState();
1096 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1100 char compilelog[MAX_INPUTLINE];
1101 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1104 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1105 qglCompileShaderARB(shaderobject);CHECKGLERROR
1106 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1107 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1108 if (compilelog[0] && developer.integer > 0)
1110 int i, j, pretextlines = 0;
1111 for (i = 0;i < numstrings - 1;i++)
1112 for (j = 0;strings[i][j];j++)
1113 if (strings[i][j] == '\n')
1115 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1117 if (!shadercompiled)
1119 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1122 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1123 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1127 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)
1129 GLint programlinked;
1130 GLuint programobject = 0;
1131 char linklog[MAX_INPUTLINE];
1134 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1138 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1141 #ifdef GL_GEOMETRY_SHADER_ARB
1142 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1146 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1149 qglLinkProgramARB(programobject);CHECKGLERROR
1150 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1151 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1154 Con_DPrintf("program link log:\n%s\n", linklog);
1155 // software vertex shader is ok but software fragment shader is WAY
1156 // too slow, fail program if so.
1157 // NOTE: this string might be ATI specific, but that's ok because the
1158 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1159 // software fragment shader due to low instruction and dependent
1161 if (strstr(linklog, "fragment shader will run in software"))
1162 programlinked = false;
1166 return programobject;
1168 qglDeleteObjectARB(programobject);CHECKGLERROR
1172 void GL_Backend_FreeProgram(unsigned int prog)
1175 qglDeleteObjectARB(prog);
1179 int gl_backend_rebindtextures;
1181 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1186 for (i = 0;i < count;i++)
1187 *out++ = *in++ + offset;
1190 memcpy(out, in, sizeof(*out) * count);
1193 // renders triangles using vertices from the active arrays
1194 int paranoidblah = 0;
1195 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1197 unsigned int numelements = numtriangles * 3;
1198 if (numvertices < 3 || numtriangles < 1)
1200 if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
1201 Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1204 if (!gl_mesh_prefer_short_elements.integer)
1212 element3i += firsttriangle * 3;
1214 element3s += firsttriangle * 3;
1215 switch (gl_vbo.integer)
1220 bufferobject3i = bufferobject3s = 0;
1226 bufferobject3i = bufferobject3s = 0;
1230 r_refdef.stats.meshes++;
1231 r_refdef.stats.meshes_elements += numelements;
1232 if (gl_paranoid.integer)
1234 unsigned int i, j, size;
1236 // note: there's no validation done here on buffer objects because it
1237 // is somewhat difficult to get at the data, and gl_paranoid can be
1238 // used without buffer objects if the need arises
1239 // (the data could be gotten using glMapBuffer but it would be very
1240 // slow due to uncachable video memory reads)
1241 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1242 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1244 if (gl_state.pointer_vertex)
1245 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1247 if (gl_state.pointer_color_enabled)
1249 if (!qglIsEnabled(GL_COLOR_ARRAY))
1250 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1252 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1253 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1256 for (i = 0;i < backendarrayunits;i++)
1258 if (gl_state.units[i].arrayenabled)
1260 GL_ClientActiveTexture(i);
1261 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1262 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1264 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1265 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++)
1271 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1273 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1275 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1282 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1284 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1286 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1293 if (r_render.integer || r_refdef.draw2dstage)
1296 if (gl_mesh_testmanualfeeding.integer)
1298 unsigned int i, j, element;
1300 qglBegin(GL_TRIANGLES);
1301 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1303 element = element3i ? element3i[i] : element3s[i];
1304 for (j = 0;j < backendarrayunits;j++)
1306 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1308 if (backendarrayunits > 1)
1310 if (gl_state.units[j].arraycomponents == 4)
1312 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1313 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1315 else if (gl_state.units[j].arraycomponents == 3)
1317 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1318 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1320 else if (gl_state.units[j].arraycomponents == 2)
1322 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1323 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1327 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1328 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1333 if (gl_state.units[j].arraycomponents == 4)
1335 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1336 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1338 else if (gl_state.units[j].arraycomponents == 3)
1340 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1341 qglTexCoord3f(p[0], p[1], p[2]);
1343 else if (gl_state.units[j].arraycomponents == 2)
1345 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1346 qglTexCoord2f(p[0], p[1]);
1350 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1351 qglTexCoord1f(p[0]);
1356 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1358 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1359 qglColor4f(p[0], p[1], p[2], p[3]);
1361 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1362 qglVertex3f(p[0], p[1], p[2]);
1367 else if (gl_mesh_testarrayelement.integer)
1370 qglBegin(GL_TRIANGLES);
1373 for (i = 0;i < numtriangles * 3;i++)
1374 qglArrayElement(element3i[i]);
1378 for (i = 0;i < numtriangles * 3;i++)
1379 qglArrayElement(element3s[i]);
1384 else if (bufferobject3s)
1386 GL_BindEBO(bufferobject3s);
1387 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1389 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1394 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1398 else if (bufferobject3i)
1400 GL_BindEBO(bufferobject3i);
1401 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1403 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1408 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1415 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1417 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1422 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1429 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1431 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1436 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1443 // restores backend state, used when done with 3D rendering
1444 void R_Mesh_Finish(void)
1449 GL_LockArrays(0, 0);
1452 for (i = 0;i < backendimageunits;i++)
1454 GL_ActiveTexture(i);
1455 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1456 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1459 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1461 if (gl_texturecubemap)
1463 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1465 if (gl_texturerectangle)
1467 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1470 for (i = 0;i < backendarrayunits;i++)
1472 GL_ActiveTexture(backendarrayunits - 1 - i);
1473 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1475 for (i = 0;i < backendunits;i++)
1477 GL_ActiveTexture(backendunits - 1 - i);
1478 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1479 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1482 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1484 if (gl_texturecubemap)
1486 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1488 if (gl_texturerectangle)
1490 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1492 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1493 if (gl_combine.integer)
1495 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1496 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1499 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1500 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1502 qglDisable(GL_BLEND);CHECKGLERROR
1503 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1504 qglDepthMask(GL_TRUE);CHECKGLERROR
1505 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1508 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1510 gl_bufferobjectinfo_t *info;
1511 GLuint bufferobject;
1513 if (!gl_vbo.integer)
1516 qglGenBuffersARB(1, &bufferobject);
1519 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1520 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1521 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1523 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1525 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1526 memset(info, 0, sizeof(*info));
1527 info->target = target;
1528 info->object = bufferobject;
1530 strlcpy(info->name, name, sizeof(info->name));
1532 return (int)bufferobject;
1535 void R_Mesh_DestroyBufferObject(int bufferobject)
1538 gl_bufferobjectinfo_t *info;
1540 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1542 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1543 for (i = 0;i < endindex;i++)
1545 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1548 if (info->object == bufferobject)
1550 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1556 void GL_Mesh_ListVBOs(qboolean printeach)
1559 size_t ebocount = 0, ebomemory = 0;
1560 size_t vbocount = 0, vbomemory = 0;
1561 gl_bufferobjectinfo_t *info;
1562 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1563 for (i = 0;i < endindex;i++)
1565 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1568 switch(info->target)
1570 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;
1571 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;
1572 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1575 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);
1578 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1580 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1583 backend_modelmatrix = *matrix;
1584 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
1585 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
1587 qglLoadMatrixf(glmatrix);CHECKGLERROR
1591 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1593 if (!gl_vbo.integer)
1595 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1597 gl_state.pointer_vertex = vertex3f;
1598 gl_state.pointer_vertex_buffer = bufferobject;
1599 gl_state.pointer_vertex_offset = bufferoffset;
1601 GL_BindVBO(bufferobject);
1602 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1606 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1608 // note: this can not rely on bufferobject to decide whether a color array
1609 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1610 // means that a valid vbo may be supplied even if there is no color array.
1613 if (!gl_vbo.integer)
1615 // caller wants color array enabled
1616 if (!gl_state.pointer_color_enabled)
1618 gl_state.pointer_color_enabled = true;
1620 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1622 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1624 gl_state.pointer_color = color4f;
1625 gl_state.pointer_color_buffer = bufferobject;
1626 gl_state.pointer_color_offset = bufferoffset;
1628 GL_BindVBO(bufferobject);
1629 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1634 // caller wants color array disabled
1635 if (gl_state.pointer_color_enabled)
1637 gl_state.pointer_color_enabled = false;
1639 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1640 // when color array is on the glColor gets trashed, set it again
1641 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1646 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1648 gltextureunit_t *unit = gl_state.units + unitnum;
1649 // update array settings
1651 // note: there is no need to check bufferobject here because all cases
1652 // that involve a valid bufferobject also supply a texcoord array
1655 if (!gl_vbo.integer)
1657 // texture array unit is enabled, enable the array
1658 if (!unit->arrayenabled)
1660 unit->arrayenabled = true;
1661 GL_ClientActiveTexture(unitnum);
1662 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1665 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1667 unit->pointer_texcoord = texcoord;
1668 unit->pointer_texcoord_buffer = bufferobject;
1669 unit->pointer_texcoord_offset = bufferoffset;
1670 unit->arraycomponents = numcomponents;
1671 GL_ClientActiveTexture(unitnum);
1672 GL_BindVBO(bufferobject);
1673 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1678 // texture array unit is disabled, disable the array
1679 if (unit->arrayenabled)
1681 unit->arrayenabled = false;
1682 GL_ClientActiveTexture(unitnum);
1683 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1688 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle)
1690 gltextureunit_t *unit = gl_state.units + unitnum;
1691 if (unitnum >= backendimageunits)
1693 // update 1d texture binding
1694 if (unit->t1d != tex1d)
1696 GL_ActiveTexture(unitnum);
1697 if (unitnum < backendunits)
1703 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1710 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1715 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1717 // update 2d texture binding
1718 if (unit->t2d != tex2d)
1720 GL_ActiveTexture(unitnum);
1721 if (unitnum < backendunits)
1727 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1734 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1739 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1741 // update 3d texture binding
1742 if (unit->t3d != tex3d)
1744 GL_ActiveTexture(unitnum);
1745 if (unitnum < backendunits)
1751 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1758 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1763 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1765 // update cubemap texture binding
1766 if (unit->tcubemap != texcubemap)
1768 GL_ActiveTexture(unitnum);
1769 if (unitnum < backendunits)
1773 if (unit->tcubemap == 0)
1775 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1782 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1786 unit->tcubemap = texcubemap;
1787 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1789 // update rectangle texture binding
1790 if (unit->trectangle != texrectangle)
1792 GL_ActiveTexture(unitnum);
1793 if (unitnum < backendunits)
1797 if (unit->trectangle == 0)
1799 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1804 if (unit->trectangle)
1806 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1810 unit->trectangle = texrectangle;
1811 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1815 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1817 gltextureunit_t *unit = gl_state.units + unitnum;
1818 if (unitnum >= backendimageunits)
1820 // update 1d texture binding
1821 if (unit->t1d != texnum)
1823 GL_ActiveTexture(unitnum);
1824 if (unitnum < backendunits)
1830 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1837 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1842 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1844 // update 2d texture binding
1847 GL_ActiveTexture(unitnum);
1848 if (unitnum < backendunits)
1852 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1856 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1858 // update 3d texture binding
1861 GL_ActiveTexture(unitnum);
1862 if (unitnum < backendunits)
1866 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1870 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1872 // update cubemap texture binding
1875 GL_ActiveTexture(unitnum);
1876 if (unitnum < backendunits)
1880 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1884 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1886 // update rectangle texture binding
1887 if (unit->trectangle)
1889 GL_ActiveTexture(unitnum);
1890 if (unitnum < backendunits)
1892 if (unit->trectangle)
1894 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1897 unit->trectangle = 0;
1898 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1902 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1904 gltextureunit_t *unit = gl_state.units + unitnum;
1905 if (unitnum >= backendimageunits)
1907 // update 1d texture binding
1910 GL_ActiveTexture(unitnum);
1911 if (unitnum < backendunits)
1915 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1919 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1921 // update 2d texture binding
1922 if (unit->t2d != texnum)
1924 GL_ActiveTexture(unitnum);
1925 if (unitnum < backendunits)
1931 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1938 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1943 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1945 // update 3d texture binding
1948 GL_ActiveTexture(unitnum);
1949 if (unitnum < backendunits)
1953 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1957 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1959 // update cubemap texture binding
1960 if (unit->tcubemap != 0)
1962 GL_ActiveTexture(unitnum);
1963 if (unitnum < backendunits)
1967 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1971 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1973 // update rectangle texture binding
1974 if (unit->trectangle != 0)
1976 GL_ActiveTexture(unitnum);
1977 if (unitnum < backendunits)
1979 if (unit->trectangle)
1981 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1984 unit->trectangle = 0;
1985 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1989 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1991 gltextureunit_t *unit = gl_state.units + unitnum;
1992 if (unitnum >= backendimageunits)
1994 // update 1d texture binding
1997 GL_ActiveTexture(unitnum);
1998 if (unitnum < backendunits)
2002 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2006 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2008 // update 2d texture binding
2011 GL_ActiveTexture(unitnum);
2012 if (unitnum < backendunits)
2016 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2020 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2022 // update 3d texture binding
2023 if (unit->t3d != texnum)
2025 GL_ActiveTexture(unitnum);
2026 if (unitnum < backendunits)
2032 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
2039 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2044 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2046 // update cubemap texture binding
2047 if (unit->tcubemap != 0)
2049 GL_ActiveTexture(unitnum);
2050 if (unitnum < backendunits)
2054 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2058 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2060 // update rectangle texture binding
2061 if (unit->trectangle != 0)
2063 GL_ActiveTexture(unitnum);
2064 if (unitnum < backendunits)
2066 if (unit->trectangle)
2068 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2071 unit->trectangle = 0;
2072 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2076 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
2078 gltextureunit_t *unit = gl_state.units + unitnum;
2079 if (unitnum >= backendimageunits)
2081 // update 1d texture binding
2084 GL_ActiveTexture(unitnum);
2085 if (unitnum < backendunits)
2089 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2093 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2095 // update 2d texture binding
2098 GL_ActiveTexture(unitnum);
2099 if (unitnum < backendunits)
2103 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2107 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2109 // update 3d texture binding
2112 GL_ActiveTexture(unitnum);
2113 if (unitnum < backendunits)
2117 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2121 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2123 // update cubemap texture binding
2124 if (unit->tcubemap != texnum)
2126 GL_ActiveTexture(unitnum);
2127 if (unitnum < backendunits)
2131 if (unit->tcubemap == 0)
2133 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2140 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2144 unit->tcubemap = texnum;
2145 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2147 // update rectangle texture binding
2148 if (unit->trectangle != 0)
2150 GL_ActiveTexture(unitnum);
2151 if (unitnum < backendunits)
2153 if (unit->trectangle)
2155 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2158 unit->trectangle = 0;
2159 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2163 void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum)
2165 gltextureunit_t *unit = gl_state.units + unitnum;
2166 if (unitnum >= backendimageunits)
2168 // update 1d texture binding
2171 GL_ActiveTexture(unitnum);
2172 if (unitnum < backendunits)
2176 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2180 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2182 // update 2d texture binding
2185 GL_ActiveTexture(unitnum);
2186 if (unitnum < backendunits)
2190 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2194 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2196 // update 3d texture binding
2199 GL_ActiveTexture(unitnum);
2200 if (unitnum < backendunits)
2204 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2208 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2210 // update cubemap texture binding
2211 if (unit->tcubemap != 0)
2213 GL_ActiveTexture(unitnum);
2214 if (unitnum < backendunits)
2218 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2222 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2224 // update rectangle texture binding
2225 if (unit->trectangle != texnum)
2227 GL_ActiveTexture(unitnum);
2228 if (unitnum < backendunits)
2232 if (unit->trectangle == 0)
2234 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2239 if (unit->trectangle)
2241 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2245 unit->trectangle = texnum;
2246 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2250 static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
2252 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
2254 gltextureunit_t *unit = gl_state.units + unitnum;
2255 if (matrix->m[3][3])
2257 // texmatrix specified, check if it is different
2258 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
2260 double glmatrix[16];
2261 unit->texmatrixenabled = true;
2262 unit->matrix = *matrix;
2264 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
2265 GL_ActiveTexture(unitnum);
2266 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2267 qglLoadMatrixd(glmatrix);CHECKGLERROR
2268 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2273 // no texmatrix specified, revert to identity
2274 if (unit->texmatrixenabled)
2276 unit->texmatrixenabled = false;
2277 unit->matrix = identitymatrix;
2279 GL_ActiveTexture(unitnum);
2280 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2281 qglLoadIdentity();CHECKGLERROR
2282 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2287 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
2289 gltextureunit_t *unit = gl_state.units + unitnum;
2291 if (gl_combine.integer)
2293 // GL_ARB_texture_env_combine
2295 combinergb = GL_MODULATE;
2297 combinealpha = GL_MODULATE;
2302 if (unit->combinergb != combinergb)
2304 unit->combinergb = combinergb;
2305 GL_ActiveTexture(unitnum);
2306 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2308 if (unit->combinealpha != combinealpha)
2310 unit->combinealpha = combinealpha;
2311 GL_ActiveTexture(unitnum);
2312 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2314 if (unit->rgbscale != rgbscale)
2316 GL_ActiveTexture(unitnum);
2317 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
2319 if (unit->alphascale != alphascale)
2321 GL_ActiveTexture(unitnum);
2322 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
2329 combinergb = GL_MODULATE;
2330 if (unit->combinergb != combinergb)
2332 unit->combinergb = combinergb;
2333 GL_ActiveTexture(unitnum);
2334 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2339 void R_Mesh_TextureState(const rmeshstate_t *m)
2346 if (gl_backend_rebindtextures)
2348 gl_backend_rebindtextures = false;
2349 GL_SetupTextureState();
2353 for (i = 0;i < backendimageunits;i++)
2354 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
2355 for (i = 0;i < backendarrayunits;i++)
2357 if (m->pointer_texcoord3f[i])
2358 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2360 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2362 for (i = 0;i < backendunits;i++)
2364 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
2365 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
2370 void R_Mesh_ResetTextureState(void)
2372 unsigned int unitnum;
2377 if (gl_backend_rebindtextures)
2379 gl_backend_rebindtextures = false;
2380 GL_SetupTextureState();
2384 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
2386 gltextureunit_t *unit = gl_state.units + unitnum;
2387 // update 1d texture binding
2390 GL_ActiveTexture(unitnum);
2391 if (unitnum < backendunits)
2393 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2396 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2398 // update 2d texture binding
2401 GL_ActiveTexture(unitnum);
2402 if (unitnum < backendunits)
2404 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2407 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2409 // update 3d texture binding
2412 GL_ActiveTexture(unitnum);
2413 if (unitnum < backendunits)
2415 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2418 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2420 // update cubemap texture binding
2423 GL_ActiveTexture(unitnum);
2424 if (unitnum < backendunits)
2426 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2429 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2431 // update rectangle texture binding
2432 if (unit->trectangle)
2434 GL_ActiveTexture(unitnum);
2435 if (unitnum < backendunits)
2437 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2439 unit->trectangle = 0;
2440 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2443 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
2445 gltextureunit_t *unit = gl_state.units + unitnum;
2446 // texture array unit is disabled, disable the array
2447 if (unit->arrayenabled)
2449 unit->arrayenabled = false;
2450 GL_ClientActiveTexture(unitnum);
2451 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2454 for (unitnum = 0;unitnum < backendunits;unitnum++)
2456 gltextureunit_t *unit = gl_state.units + unitnum;
2457 // no texmatrix specified, revert to identity
2458 if (unit->texmatrixenabled)
2460 unit->texmatrixenabled = false;
2461 unit->matrix = identitymatrix;
2463 GL_ActiveTexture(unitnum);
2464 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2465 qglLoadIdentity();CHECKGLERROR
2466 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2468 if (gl_combine.integer)
2470 // GL_ARB_texture_env_combine
2471 if (unit->combinergb != GL_MODULATE)
2473 unit->combinergb = GL_MODULATE;
2474 GL_ActiveTexture(unitnum);
2475 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2477 if (unit->combinealpha != GL_MODULATE)
2479 unit->combinealpha = GL_MODULATE;
2480 GL_ActiveTexture(unitnum);
2481 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2483 if (unit->rgbscale != 1)
2485 GL_ActiveTexture(unitnum);
2486 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2488 if (unit->alphascale != 1)
2490 GL_ActiveTexture(unitnum);
2491 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2497 if (unit->combinergb != GL_MODULATE)
2499 unit->combinergb = GL_MODULATE;
2500 GL_ActiveTexture(unitnum);
2501 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR