5 #include "cl_collision.h"
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
8 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)"};
9 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)"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12 cvar_t r_stereo_separation = {0, "r_stereo_separation", "4", "separation of eyes in the world (try negative values too)"};
13 cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0", "side by side views (for those who can't afford glasses but can afford eye strain)"};
14 cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"};
15 cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"};
16 cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"};
18 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
19 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
20 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
21 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
22 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
30 void GL_PrintError(int errornumber, char *filename, int linenumber)
34 #ifdef GL_INVALID_ENUM
36 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_VALUE
40 case GL_INVALID_VALUE:
41 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
44 #ifdef GL_INVALID_OPERATION
45 case GL_INVALID_OPERATION:
46 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_OVERFLOW
50 case GL_STACK_OVERFLOW:
51 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_STACK_UNDERFLOW
55 case GL_STACK_UNDERFLOW:
56 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
59 #ifdef GL_OUT_OF_MEMORY
60 case GL_OUT_OF_MEMORY:
61 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
64 #ifdef GL_TABLE_TOO_LARGE
65 case GL_TABLE_TOO_LARGE:
66 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
76 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
78 void SCR_ScreenShot_f (void);
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_glmodelviewmatrix;
84 static matrix4x4_t backend_projectmatrix;
86 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
89 note: here's strip order for a terrain row:
96 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
98 *elements++ = i + row;
100 *elements++ = i + row + 1;
103 *elements++ = i + row + 1;
106 for (y = 0;y < rows - 1;y++)
108 for (x = 0;x < columns - 1;x++)
111 *elements++ = i + columns;
113 *elements++ = i + columns + 1;
116 *elements++ = i + columns + 1;
127 for (y = 0;y < rows - 1;y++)
129 for (x = 0;x < columns - 1;x++)
133 *elements++ = i + columns;
134 *elements++ = i + columns + 1;
135 *elements++ = i + columns;
136 *elements++ = i + columns + 1;
142 int polygonelements[768];
144 static void R_Mesh_CacheArray_Startup(void);
145 static void R_Mesh_CacheArray_Shutdown(void);
146 void GL_Backend_AllocArrays(void)
148 R_Mesh_CacheArray_Startup();
151 void GL_Backend_FreeArrays(void)
153 R_Mesh_CacheArray_Shutdown();
156 static void gl_backend_start(void)
158 Con_Print("OpenGL Backend starting...\n");
161 if (qglDrawRangeElements != NULL)
164 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
166 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
168 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
171 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
172 backendimageunits = backendunits;
173 backendarrayunits = backendunits;
174 if (gl_support_fragment_shader)
177 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
179 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
181 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
183 else if (backendunits > 1)
184 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
186 Con_Printf("singletexture\n");
188 GL_Backend_AllocArrays();
190 Con_Printf("OpenGL backend started.\n");
194 backendactive = true;
197 static void gl_backend_shutdown(void)
200 backendimageunits = 0;
201 backendarrayunits = 0;
202 backendactive = false;
204 Con_Print("OpenGL Backend shutting down\n");
206 GL_Backend_FreeArrays();
209 static void gl_backend_newmap(void)
213 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0", "displays a zoomed in overlay window"};
214 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20", "horizontal viewsize of zoom window"};
215 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20", "vertical viewsize of zoom window"};
216 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20", "fov of zoom window"};
218 void gl_backend_init(void)
222 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
224 polygonelements[i * 3 + 0] = 0;
225 polygonelements[i * 3 + 1] = i + 1;
226 polygonelements[i * 3 + 2] = i + 2;
229 Cvar_RegisterVariable(&r_render);
230 Cvar_RegisterVariable(&r_waterwarp);
231 Cvar_RegisterVariable(&r_stereo_separation);
232 Cvar_RegisterVariable(&r_stereo_sidebyside);
233 Cvar_RegisterVariable(&r_stereo_redblue);
234 Cvar_RegisterVariable(&r_stereo_redcyan);
235 Cvar_RegisterVariable(&r_stereo_redgreen);
236 Cvar_RegisterVariable(&gl_polyblend);
237 Cvar_RegisterVariable(&gl_dither);
238 Cvar_RegisterVariable(&gl_lockarrays);
239 Cvar_RegisterVariable(&gl_paranoid);
240 Cvar_RegisterVariable(&gl_printcheckerror);
242 Cvar_SetValue("r_render", 0);
245 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
246 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
247 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
249 Cvar_RegisterVariable(&scr_zoomwindow);
250 Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
251 Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
252 Cvar_RegisterVariable(&scr_zoomwindow_fov);
254 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
257 void GL_SetupView_Orientation_Identity (void)
259 Matrix4x4_CreateIdentity(&backend_viewmatrix);
260 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
263 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
265 matrix4x4_t tempmatrix, basematrix;
266 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
267 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
268 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
269 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
270 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
271 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
272 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
273 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
274 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
277 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
281 if (!r_render.integer)
285 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
286 qglLoadIdentity();CHECKGLERROR
288 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
289 qglGetDoublev(GL_PROJECTION_MATRIX, m);
290 backend_projectmatrix.m[0][0] = m[0];
291 backend_projectmatrix.m[1][0] = m[1];
292 backend_projectmatrix.m[2][0] = m[2];
293 backend_projectmatrix.m[3][0] = m[3];
294 backend_projectmatrix.m[0][1] = m[4];
295 backend_projectmatrix.m[1][1] = m[5];
296 backend_projectmatrix.m[2][1] = m[6];
297 backend_projectmatrix.m[3][1] = m[7];
298 backend_projectmatrix.m[0][2] = m[8];
299 backend_projectmatrix.m[1][2] = m[9];
300 backend_projectmatrix.m[2][2] = m[10];
301 backend_projectmatrix.m[3][2] = m[11];
302 backend_projectmatrix.m[0][3] = m[12];
303 backend_projectmatrix.m[1][3] = m[13];
304 backend_projectmatrix.m[2][3] = m[14];
305 backend_projectmatrix.m[3][3] = m[15];
306 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
307 GL_SetupView_Orientation_Identity();
310 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
314 if (!r_render.integer)
318 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
319 qglLoadIdentity();CHECKGLERROR
321 nudge = 1.0 - 1.0 / (1<<23);
322 m[ 0] = 1.0 / frustumx;
327 m[ 5] = 1.0 / frustumy;
336 m[14] = -2 * zNear * nudge;
339 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
340 GL_SetupView_Orientation_Identity();
341 backend_projectmatrix.m[0][0] = m[0];
342 backend_projectmatrix.m[1][0] = m[1];
343 backend_projectmatrix.m[2][0] = m[2];
344 backend_projectmatrix.m[3][0] = m[3];
345 backend_projectmatrix.m[0][1] = m[4];
346 backend_projectmatrix.m[1][1] = m[5];
347 backend_projectmatrix.m[2][1] = m[6];
348 backend_projectmatrix.m[3][1] = m[7];
349 backend_projectmatrix.m[0][2] = m[8];
350 backend_projectmatrix.m[1][2] = m[9];
351 backend_projectmatrix.m[2][2] = m[10];
352 backend_projectmatrix.m[3][2] = m[11];
353 backend_projectmatrix.m[0][3] = m[12];
354 backend_projectmatrix.m[1][3] = m[13];
355 backend_projectmatrix.m[2][3] = m[14];
356 backend_projectmatrix.m[3][3] = m[15];
359 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
363 if (!r_render.integer)
367 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
368 qglLoadIdentity();CHECKGLERROR
369 qglOrtho(x1, x2, y2, y1, zNear, zFar);
370 qglGetDoublev(GL_PROJECTION_MATRIX, m);
371 backend_projectmatrix.m[0][0] = m[0];
372 backend_projectmatrix.m[1][0] = m[1];
373 backend_projectmatrix.m[2][0] = m[2];
374 backend_projectmatrix.m[3][0] = m[3];
375 backend_projectmatrix.m[0][1] = m[4];
376 backend_projectmatrix.m[1][1] = m[5];
377 backend_projectmatrix.m[2][1] = m[6];
378 backend_projectmatrix.m[3][1] = m[7];
379 backend_projectmatrix.m[0][2] = m[8];
380 backend_projectmatrix.m[1][2] = m[9];
381 backend_projectmatrix.m[2][2] = m[10];
382 backend_projectmatrix.m[3][2] = m[11];
383 backend_projectmatrix.m[0][3] = m[12];
384 backend_projectmatrix.m[1][3] = m[13];
385 backend_projectmatrix.m[2][3] = m[14];
386 backend_projectmatrix.m[3][3] = m[15];
387 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
388 GL_SetupView_Orientation_Identity();
391 typedef struct gltextureunit_s
393 int t1d, t2d, t3d, tcubemap;
395 unsigned int arraycomponents;
396 const void *pointer_texcoord;
397 float rgbscale, alphascale;
398 int combinergb, combinealpha;
399 // FIXME: add more combine stuff
400 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
401 int texmatrixenabled;
406 static struct gl_state_s
412 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
416 unsigned int clientunit;
417 gltextureunit_t units[MAX_TEXTUREUNITS];
421 const void *pointer_vertex;
422 const void *pointer_color;
426 void GL_SetupTextureState(void)
429 gltextureunit_t *unit;
431 gl_state.unit = MAX_TEXTUREUNITS;
432 gl_state.clientunit = MAX_TEXTUREUNITS;
433 for (i = 0;i < MAX_TEXTUREUNITS;i++)
435 unit = gl_state.units + i;
440 unit->arrayenabled = false;
441 unit->arraycomponents = 0;
442 unit->pointer_texcoord = NULL;
444 unit->alphascale = 1;
445 unit->combinergb = GL_MODULATE;
446 unit->combinealpha = GL_MODULATE;
447 unit->texmatrixenabled = false;
448 unit->matrix = r_identitymatrix;
451 for (i = 0;i < backendimageunits;i++)
454 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
455 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
458 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
460 if (gl_texturecubemap)
462 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
466 for (i = 0;i < backendarrayunits;i++)
468 GL_ClientActiveTexture(i);
469 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
470 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
473 for (i = 0;i < backendunits;i++)
476 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
477 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
480 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
482 if (gl_texturecubemap)
484 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
486 qglMatrixMode(GL_TEXTURE);
488 qglMatrixMode(GL_MODELVIEW);
489 if (gl_combine.integer)
491 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
492 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
493 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
494 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
495 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
496 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
497 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
498 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
499 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
500 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
501 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
502 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
503 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
504 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
505 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
506 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
507 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
511 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
517 void GL_Backend_ResetState(void)
519 memset(&gl_state, 0, sizeof(gl_state));
520 gl_state.depthtest = true;
521 gl_state.blendfunc1 = GL_ONE;
522 gl_state.blendfunc2 = GL_ZERO;
523 gl_state.blend = false;
524 gl_state.depthmask = GL_TRUE;
525 gl_state.colormask = 15;
526 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
527 gl_state.lockrange_first = 0;
528 gl_state.lockrange_count = 0;
529 gl_state.pointer_vertex = NULL;
530 gl_state.pointer_color = NULL;
534 qglColorMask(1, 1, 1, 1);
535 qglEnable(GL_CULL_FACE);CHECKGLERROR
536 qglCullFace(GL_FRONT);CHECKGLERROR
537 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
538 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
539 qglDisable(GL_BLEND);CHECKGLERROR
540 qglDepthMask(gl_state.depthmask);CHECKGLERROR
542 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
543 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
545 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
546 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
548 GL_Color(0, 0, 0, 0);
549 GL_Color(1, 1, 1, 1);
551 GL_SetupTextureState();
554 void GL_ActiveTexture(unsigned int num)
556 if (gl_state.unit != num)
559 if (qglActiveTexture)
561 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
567 void GL_ClientActiveTexture(unsigned int num)
569 if (gl_state.clientunit != num)
571 gl_state.clientunit = num;
572 if (qglActiveTexture)
574 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
580 void GL_BlendFunc(int blendfunc1, int blendfunc2)
582 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
586 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
587 if (gl_state.blendfunc2 == GL_ZERO)
589 if (gl_state.blendfunc1 == GL_ONE)
594 qglDisable(GL_BLEND);CHECKGLERROR
602 qglEnable(GL_BLEND);CHECKGLERROR
611 qglEnable(GL_BLEND);CHECKGLERROR
617 void GL_DepthMask(int state)
619 if (gl_state.depthmask != state)
623 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
627 void GL_DepthTest(int state)
629 if (gl_state.depthtest != state)
631 if (r_showtrispass && r_showdisabledepthtest.integer)
633 gl_state.depthtest = state;
634 if (gl_state.depthtest)
636 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
640 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
645 void GL_ColorMask(int r, int g, int b, int a)
647 int state = r*8 + g*4 + b*2 + a*1;
648 if (gl_state.colormask != state)
650 gl_state.colormask = state;
651 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
655 void GL_Color(float cr, float cg, float cb, float ca)
657 if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
661 gl_state.color4f[0] = cr;
662 gl_state.color4f[1] = cg;
663 gl_state.color4f[2] = cb;
664 gl_state.color4f[3] = ca;
666 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
671 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
676 GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
681 void GL_LockArrays(int first, int count)
683 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
685 if (gl_state.lockrange_count)
687 gl_state.lockrange_count = 0;
689 qglUnlockArraysEXT();
692 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
694 gl_state.lockrange_first = first;
695 gl_state.lockrange_count = count;
697 qglLockArraysEXT(first, count);
703 void GL_Scissor (int x, int y, int width, int height)
706 qglScissor(x, vid.height - (y + height),width,height);
710 void GL_ScissorTest(int state)
712 if(gl_state.scissortest == state)
716 if((gl_state.scissortest = state))
717 qglEnable(GL_SCISSOR_TEST);
719 qglDisable(GL_SCISSOR_TEST);
723 void GL_Clear(int mask)
725 // in showtris rendering, don't clear the color buffer as that would hide
726 // the accumulated lines
728 mask &= ~GL_COLOR_BUFFER_BIT;
729 qglClear(mask);CHECKGLERROR
732 void GL_TransformToScreen(const vec4_t in, vec4_t out)
736 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
737 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
739 out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
740 out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
741 out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
744 // called at beginning of frame
745 void R_Mesh_Start(void)
749 GL_Backend_ResetState();
752 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
754 GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
755 GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
756 char compilelog[MAX_INPUTLINE];
759 programobject = qglCreateProgramObjectARB();
764 if (vertexstrings_count)
767 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
768 if (!vertexshaderobject)
770 qglDeleteObjectARB(programobject);
774 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
775 qglCompileShaderARB(vertexshaderobject);
777 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
778 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
780 Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
781 if (!vertexshadercompiled)
783 qglDeleteObjectARB(programobject);
784 qglDeleteObjectARB(vertexshaderobject);
788 qglAttachObjectARB(programobject, vertexshaderobject);
789 qglDeleteObjectARB(vertexshaderobject);
793 if (fragmentstrings_count)
796 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
797 if (!fragmentshaderobject)
799 qglDeleteObjectARB(programobject);
803 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
804 qglCompileShaderARB(fragmentshaderobject);
806 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
807 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
809 Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
810 if (!fragmentshadercompiled)
812 qglDeleteObjectARB(programobject);
813 qglDeleteObjectARB(fragmentshaderobject);
817 qglAttachObjectARB(programobject, fragmentshaderobject);
818 qglDeleteObjectARB(fragmentshaderobject);
822 qglLinkProgramARB(programobject);
824 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
825 qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
828 Con_DPrintf("program link log:\n%s\n", compilelog);
829 // software vertex shader is ok but software fragment shader is WAY
830 // too slow, fail program if so.
831 // NOTE: this string might be ATI specific, but that's ok because the
832 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
833 // software fragment shader due to low instruction and dependent
835 if (strstr(compilelog, "fragment shader will run in software"))
836 programlinked = false;
841 qglDeleteObjectARB(programobject);
845 return programobject;
848 void GL_Backend_FreeProgram(unsigned int prog)
851 qglDeleteObjectARB(prog);
855 int gl_backend_rebindtextures;
857 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
862 for (i = 0;i < count;i++)
863 *out++ = *in++ + offset;
866 memcpy(out, in, sizeof(*out) * count);
869 // renders triangles using vertices from the active arrays
870 int paranoidblah = 0;
871 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
873 unsigned int numelements = numtriangles * 3;
874 if (numvertices < 3 || numtriangles < 1)
876 Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
882 R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
885 renderstats.meshes++;
886 renderstats.meshes_elements += numelements;
887 if (gl_paranoid.integer)
889 unsigned int i, j, size;
891 if (!qglIsEnabled(GL_VERTEX_ARRAY))
892 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
893 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
895 if (gl_state.pointer_color)
897 if (!qglIsEnabled(GL_COLOR_ARRAY))
898 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
899 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
902 for (i = 0;i < backendarrayunits;i++)
904 if (gl_state.units[i].arrayenabled)
906 GL_ClientActiveTexture(i);
907 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
908 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
909 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++)
913 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
915 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
917 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
923 if (r_render.integer)
926 if (gl_mesh_testmanualfeeding.integer)
930 qglBegin(GL_TRIANGLES);
931 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
933 for (j = 0;j < backendarrayunits;j++)
935 if (gl_state.units[j].pointer_texcoord)
937 if (backendarrayunits > 1)
939 if (gl_state.units[j].arraycomponents == 4)
941 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
942 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
944 else if (gl_state.units[j].arraycomponents == 3)
946 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
947 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
949 else if (gl_state.units[j].arraycomponents == 2)
951 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
952 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
956 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
957 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
962 if (gl_state.units[j].arraycomponents == 4)
964 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
965 qglTexCoord4f(p[0], p[1], p[2], p[3]);
967 else if (gl_state.units[j].arraycomponents == 3)
969 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
970 qglTexCoord3f(p[0], p[1], p[2]);
972 else if (gl_state.units[j].arraycomponents == 2)
974 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
975 qglTexCoord2f(p[0], p[1]);
979 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
985 if (gl_state.pointer_color)
987 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
988 qglColor4f(p[0], p[1], p[2], p[3]);
990 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
991 qglVertex3f(p[0], p[1], p[2]);
996 else if (gl_mesh_testarrayelement.integer)
999 qglBegin(GL_TRIANGLES);
1000 for (i = 0;i < numtriangles * 3;i++)
1002 qglArrayElement(elements[i]);
1007 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1009 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
1014 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
1020 // restores backend state, used when done with 3D rendering
1021 void R_Mesh_Finish(void)
1026 GL_LockArrays(0, 0);
1029 for (i = 0;i < backendimageunits;i++)
1031 GL_ActiveTexture(i);
1032 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1033 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1036 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1038 if (gl_texturecubemap)
1040 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1043 for (i = 0;i < backendarrayunits;i++)
1045 GL_ActiveTexture(backendarrayunits - 1 - i);
1046 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1048 for (i = 0;i < backendunits;i++)
1050 GL_ActiveTexture(backendunits - 1 - i);
1051 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1052 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1055 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1057 if (gl_texturecubemap)
1059 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1061 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1062 if (gl_combine.integer)
1064 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1065 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1068 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1069 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1071 qglDisable(GL_BLEND);CHECKGLERROR
1072 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1073 qglDepthMask(GL_TRUE);CHECKGLERROR
1074 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1077 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1079 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1081 backend_modelmatrix = *matrix;
1082 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1083 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1084 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
1088 void R_Mesh_VertexPointer(const float *vertex3f)
1090 if (gl_state.pointer_vertex != vertex3f)
1092 gl_state.pointer_vertex = vertex3f;
1094 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1099 void R_Mesh_ColorPointer(const float *color4f)
1103 if (gl_state.pointer_color != color4f)
1106 if (!gl_state.pointer_color)
1108 qglEnableClientState(GL_COLOR_ARRAY);
1113 qglDisableClientState(GL_COLOR_ARRAY);
1115 // when color array is on the glColor gets trashed, set it again
1116 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1119 gl_state.pointer_color = color4f;
1120 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
1125 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1127 gltextureunit_t *unit = gl_state.units + unitnum;
1130 // update array settings
1134 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1136 unit->pointer_texcoord = texcoord;
1137 unit->arraycomponents = numcomponents;
1138 GL_ClientActiveTexture(unitnum);
1139 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
1142 // texture array unit is enabled, enable the array
1143 if (!unit->arrayenabled)
1145 unit->arrayenabled = true;
1146 GL_ClientActiveTexture(unitnum);
1147 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1152 // texture array unit is disabled, disable the array
1153 if (unit->arrayenabled)
1155 unit->arrayenabled = false;
1156 GL_ClientActiveTexture(unitnum);
1157 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1162 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1164 gltextureunit_t *unit = gl_state.units + unitnum;
1165 if (unitnum >= backendimageunits)
1169 // update 1d texture binding
1170 if (unit->t1d != tex1d)
1172 GL_ActiveTexture(unitnum);
1173 if (unitnum < backendunits)
1178 qglEnable(GL_TEXTURE_1D);
1183 qglDisable(GL_TEXTURE_1D);
1187 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1190 // update 2d texture binding
1191 if (unit->t2d != tex2d)
1193 GL_ActiveTexture(unitnum);
1194 if (unitnum < backendunits)
1199 qglEnable(GL_TEXTURE_2D);
1204 qglDisable(GL_TEXTURE_2D);
1208 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1211 // update 3d texture binding
1212 if (unit->t3d != tex3d)
1214 GL_ActiveTexture(unitnum);
1215 if (unitnum < backendunits)
1220 qglEnable(GL_TEXTURE_3D);
1225 qglDisable(GL_TEXTURE_3D);
1229 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1232 // update cubemap texture binding
1233 if (unit->tcubemap != texcubemap)
1235 GL_ActiveTexture(unitnum);
1236 if (unitnum < backendunits)
1240 if (unit->tcubemap == 0)
1241 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1246 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1249 unit->tcubemap = texcubemap;
1250 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1255 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1257 gltextureunit_t *unit = gl_state.units + unitnum;
1258 if (unitnum >= backendimageunits)
1262 // update 1d texture binding
1263 if (unit->t1d != texnum)
1265 GL_ActiveTexture(unitnum);
1266 if (unitnum < backendunits)
1271 qglEnable(GL_TEXTURE_1D);
1276 qglDisable(GL_TEXTURE_1D);
1280 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1283 // update 2d texture binding
1286 GL_ActiveTexture(unitnum);
1287 if (unitnum < backendunits)
1290 qglDisable(GL_TEXTURE_2D);
1293 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1296 // update 3d texture binding
1299 GL_ActiveTexture(unitnum);
1300 if (unitnum < backendunits)
1303 qglDisable(GL_TEXTURE_3D);
1306 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1309 // update cubemap texture binding
1312 GL_ActiveTexture(unitnum);
1313 if (unitnum < backendunits)
1316 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1319 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1324 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1326 gltextureunit_t *unit = gl_state.units + unitnum;
1327 if (unitnum >= backendimageunits)
1331 // update 1d texture binding
1334 GL_ActiveTexture(unitnum);
1335 if (unitnum < backendunits)
1338 qglDisable(GL_TEXTURE_1D);
1341 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1344 // update 2d texture binding
1345 if (unit->t2d != texnum)
1347 GL_ActiveTexture(unitnum);
1348 if (unitnum < backendunits)
1353 qglEnable(GL_TEXTURE_2D);
1358 qglDisable(GL_TEXTURE_2D);
1362 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1365 // update 3d texture binding
1368 GL_ActiveTexture(unitnum);
1369 if (unitnum < backendunits)
1372 qglDisable(GL_TEXTURE_3D);
1375 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1378 // update cubemap texture binding
1379 if (unit->tcubemap != 0)
1381 GL_ActiveTexture(unitnum);
1382 if (unitnum < backendunits)
1385 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1388 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1393 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1395 gltextureunit_t *unit = gl_state.units + unitnum;
1396 if (unitnum >= backendimageunits)
1400 // update 1d texture binding
1403 GL_ActiveTexture(unitnum);
1404 if (unitnum < backendunits)
1407 qglDisable(GL_TEXTURE_1D);
1410 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1413 // update 2d texture binding
1416 GL_ActiveTexture(unitnum);
1417 if (unitnum < backendunits)
1420 qglDisable(GL_TEXTURE_2D);
1423 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1426 // update 3d texture binding
1427 if (unit->t3d != texnum)
1429 GL_ActiveTexture(unitnum);
1430 if (unitnum < backendunits)
1435 qglEnable(GL_TEXTURE_3D);
1440 qglDisable(GL_TEXTURE_3D);
1444 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1447 // update cubemap texture binding
1448 if (unit->tcubemap != 0)
1450 GL_ActiveTexture(unitnum);
1451 if (unitnum < backendunits)
1454 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1457 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1462 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1464 gltextureunit_t *unit = gl_state.units + unitnum;
1465 if (unitnum >= backendimageunits)
1469 // update 1d texture binding
1472 GL_ActiveTexture(unitnum);
1473 if (unitnum < backendunits)
1476 qglDisable(GL_TEXTURE_1D);
1479 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1482 // update 2d texture binding
1485 GL_ActiveTexture(unitnum);
1486 if (unitnum < backendunits)
1489 qglDisable(GL_TEXTURE_2D);
1492 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1495 // update 3d texture binding
1498 GL_ActiveTexture(unitnum);
1499 if (unitnum < backendunits)
1502 qglDisable(GL_TEXTURE_3D);
1505 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1508 // update cubemap texture binding
1509 if (unit->tcubemap != texnum)
1511 GL_ActiveTexture(unitnum);
1512 if (unitnum < backendunits)
1516 if (unit->tcubemap == 0)
1517 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1522 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1525 unit->tcubemap = texnum;
1526 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1531 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1533 gltextureunit_t *unit = gl_state.units + unitnum;
1536 if (matrix->m[3][3])
1538 // texmatrix specified, check if it is different
1539 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1541 matrix4x4_t tempmatrix;
1542 unit->texmatrixenabled = true;
1543 unit->matrix = *matrix;
1544 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1545 qglMatrixMode(GL_TEXTURE);
1546 GL_ActiveTexture(unitnum);
1547 qglLoadMatrixf(&tempmatrix.m[0][0]);
1548 qglMatrixMode(GL_MODELVIEW);
1553 // no texmatrix specified, revert to identity
1554 if (unit->texmatrixenabled)
1556 unit->texmatrixenabled = false;
1557 qglMatrixMode(GL_TEXTURE);
1558 GL_ActiveTexture(unitnum);
1560 qglMatrixMode(GL_MODELVIEW);
1565 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1567 gltextureunit_t *unit = gl_state.units + unitnum;
1570 if (gl_combine.integer)
1572 // GL_ARB_texture_env_combine
1574 combinergb = GL_MODULATE;
1576 combinealpha = GL_MODULATE;
1581 if (unit->combinergb != combinergb)
1583 unit->combinergb = combinergb;
1584 GL_ActiveTexture(unitnum);
1585 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1587 if (unit->combinealpha != combinealpha)
1589 unit->combinealpha = combinealpha;
1590 GL_ActiveTexture(unitnum);
1591 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1593 if (unit->rgbscale != rgbscale)
1595 GL_ActiveTexture(unitnum);
1596 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1598 if (unit->alphascale != alphascale)
1600 GL_ActiveTexture(unitnum);
1601 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1608 combinergb = GL_MODULATE;
1609 if (unit->combinergb != combinergb)
1611 unit->combinergb = combinergb;
1612 GL_ActiveTexture(unitnum);
1613 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1618 void R_Mesh_State(const rmeshstate_t *m)
1624 R_Mesh_VertexPointer(m->pointer_vertex);
1625 R_Mesh_ColorPointer(m->pointer_color);
1627 if (gl_backend_rebindtextures)
1629 gl_backend_rebindtextures = false;
1630 GL_SetupTextureState();
1633 for (i = 0;i < backendimageunits;i++)
1634 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1635 for (i = 0;i < backendarrayunits;i++)
1637 if (m->pointer_texcoord3f[i])
1638 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1640 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1642 for (i = 0;i < backendunits;i++)
1644 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1645 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1649 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1652 for (;numtriangles;numtriangles--, elements += 3)
1654 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1655 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1656 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1663 ==============================================================================
1667 ==============================================================================
1670 qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect)
1672 int indices[3] = {0,1,2};
1675 if (!r_render.integer)
1678 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
1681 if (scr_screenshot_gamma.value != 1 && gammacorrect)
1684 double igamma = 1.0 / scr_screenshot_gamma.value;
1685 unsigned char ramp[256];
1686 for (i = 0;i < 256;i++)
1687 ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
1688 for (i = 0;i < width*height*3;i++)
1689 buffer1[i] = ramp[buffer1[i]];
1692 Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
1695 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
1697 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
1702 //=============================================================================
1704 void R_ClearScreen(void)
1706 if (r_render.integer)
1710 qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0);
1712 qglClearColor(0,0,0,0);
1714 qglClearDepth(1);CHECKGLERROR
1717 // LordHavoc: we use a stencil centered around 128 instead of 0,
1718 // to avoid clamping interfering with strange shadow volume
1720 qglClearStencil(128);CHECKGLERROR
1723 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1724 // set dithering mode
1725 if (gl_dither.integer)
1727 qglEnable(GL_DITHER);CHECKGLERROR
1731 qglDisable(GL_DITHER);CHECKGLERROR
1736 qboolean CL_VM_UpdateView (void);
1737 void SCR_DrawConsole (void);
1741 void SCR_DrawScreen (void)
1745 R_TimeReport("setup");
1747 if (cls.signon == SIGNONS)
1751 size = scr_viewsize.value * (1.0 / 100.0);
1752 size = min(size, 1);
1754 if (r_stereo_sidebyside.integer)
1756 r_refdef.width = vid.width * size / 2.5;
1757 r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
1758 r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
1759 r_refdef.y = (vid.height - r_refdef.height)/2;
1761 r_refdef.x += r_refdef.width * 1.5;
1765 r_refdef.width = vid.width * size;
1766 r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
1767 r_refdef.x = (vid.width - r_refdef.width)/2;
1768 r_refdef.y = (vid.height - r_refdef.height)/2;
1771 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1772 // LordHavoc: this is designed to produce widescreen fov values
1773 // when the screen is wider than 4/3 width/height aspect, to do
1774 // this it simply assumes the requested fov is the vertical fov
1775 // for a 4x3 display, if the ratio is not 4x3 this makes the fov
1776 // higher/lower according to the ratio
1777 r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
1778 r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value;
1780 r_refdef.frustum_x *= r_refdef.frustumscale_x;
1781 r_refdef.frustum_y *= r_refdef.frustumscale_y;
1783 if(!CL_VM_UpdateView())
1788 if (scr_zoomwindow.integer)
1790 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1791 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1792 r_refdef.width = vid.width * sizex;
1793 r_refdef.height = vid.height * sizey;
1794 r_refdef.x = (vid.width - r_refdef.width)/2;
1797 r_refdef.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
1798 r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height;
1800 r_refdef.frustum_x *= r_refdef.frustumscale_x;
1801 r_refdef.frustum_y *= r_refdef.frustumscale_y;
1803 if(!CL_VM_UpdateView())
1808 if (!r_stereo_sidebyside.integer)
1810 r_refdef.width = vid.width;
1811 r_refdef.height = vid.height;
1821 R_TimeReport("meshfinish");
1824 void SCR_UpdateLoadingScreen (void)
1829 // don't do anything if not initialized yet
1833 VID_UpdateGamma(false);
1834 qglViewport(0, 0, vid.width, vid.height);
1835 //qglDisable(GL_SCISSOR_TEST);
1837 qglColorMask(1,1,1,1);
1838 //qglClearColor(0,0,0,0);
1839 //qglClear(GL_COLOR_BUFFER_BIT);
1840 //qglCullFace(GL_FRONT);
1841 //qglDisable(GL_CULL_FACE);
1844 GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
1846 R_Mesh_Matrix(&r_identitymatrix);
1847 // draw the loading plaque
1848 pic = Draw_CachePic("gfx/loading", false);
1849 x = (vid_conwidth.integer - pic->width)/2;
1850 y = (vid_conheight.integer - pic->height)/2;
1852 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1853 GL_DepthTest(false);
1854 memset(&m, 0, sizeof(m));
1855 m.pointer_vertex = varray_vertex3f;
1856 m.pointer_texcoord[0] = varray_texcoord2f[0];
1857 m.tex[0] = R_GetTexture(pic->tex);
1859 varray_vertex3f[0] = varray_vertex3f[9] = x;
1860 varray_vertex3f[1] = varray_vertex3f[4] = y;
1861 varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
1862 varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
1863 varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
1864 varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
1865 varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
1866 varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
1867 GL_LockArrays(0, 4);
1868 R_Mesh_Draw(0, 4, 2, polygonelements);
1869 GL_LockArrays(0, 0);
1879 This is called every frame, and can also be called explicitly to flush
1883 void SCR_UpdateScreen (void)
1888 if (r_textureunits.integer > gl_textureunits)
1889 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1890 if (r_textureunits.integer < 1)
1891 Cvar_SetValueQuick(&r_textureunits, 1);
1893 if (gl_combine.integer && !gl_combine_extension)
1894 Cvar_SetValueQuick(&gl_combine, 0);
1899 qglViewport(0, 0, vid.width, vid.height);
1900 qglDisable(GL_SCISSOR_TEST);
1902 qglColorMask(1,1,1,1);
1903 qglClearColor(0,0,0,0);
1904 qglClear(GL_COLOR_BUFFER_BIT);
1907 R_TimeReport("clear");
1909 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
1911 matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
1912 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
1913 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
1914 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
1916 if (r_stereo_sidebyside.integer)
1919 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1921 r_refdef.colormask[0] = 1;
1922 r_refdef.colormask[1] = 0;
1923 r_refdef.colormask[2] = 0;
1928 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
1929 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
1930 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
1932 if (r_stereo_sidebyside.integer)
1935 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1937 r_refdef.colormask[0] = 0;
1938 r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
1939 r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
1944 r_refdef.viewentitymatrix = originalmatrix;
1950 R_TimeReport("finish");
1954 //===========================================================================
1955 // dynamic vertex array buffer subsystem
1956 //===========================================================================
1958 // FIXME: someday this should be dynamically allocated and resized?
1959 float varray_vertex3f[65536*3];
1960 float varray_svector3f[65536*3];
1961 float varray_tvector3f[65536*3];
1962 float varray_normal3f[65536*3];
1963 float varray_color4f[65536*4];
1964 float varray_texcoord2f[4][65536*2];
1965 float varray_texcoord3f[4][65536*3];
1966 int earray_element3i[65536];
1967 float varray_vertex3f2[65536*3];
1969 //===========================================================================
1970 // vertex array caching subsystem
1971 //===========================================================================
1973 typedef struct rcachearraylink_s
1975 struct rcachearraylink_s *next, *prev;
1976 struct rcachearrayitem_s *data;
1980 typedef struct rcachearrayitem_s
1982 // the original request structure
1983 rcachearrayrequest_t request;
1986 // offset into r_mesh_rcachedata
1988 // for linking this into the sequential list
1989 rcachearraylink_t sequentiallink;
1990 // for linking this into the lookup list
1991 rcachearraylink_t hashlink;
1995 #define RCACHEARRAY_HASHSIZE 65536
1996 #define RCACHEARRAY_ITEMS 4096
1997 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1999 // all active items are linked into this chain in sorted order
2000 static rcachearraylink_t r_mesh_rcachesequentialchain;
2001 // all inactive items are linked into this chain in unknown order
2002 static rcachearraylink_t r_mesh_rcachefreechain;
2003 // all active items are also linked into these chains (using their hashlink)
2004 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
2006 // all items are stored here, whether active or inactive
2007 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
2009 // size of data buffer
2010 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
2012 static unsigned char r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
2015 static int r_mesh_rcachedata_offset;
2016 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
2018 static void R_Mesh_CacheArray_Startup(void)
2021 rcachearraylink_t *l;
2022 // prepare all the linked lists
2023 l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
2024 l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
2025 memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
2026 for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
2028 l = &r_mesh_rcachechain[i];
2029 l->next = l->prev = l;
2032 memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
2033 for (i = 0;i < RCACHEARRAY_ITEMS;i++)
2035 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
2036 l = &r_mesh_rcacheitems[i].sequentiallink;
2037 l->next = &r_mesh_rcachefreechain;
2038 l->prev = l->next->prev;
2039 l->next->prev = l->prev->next = l;
2041 // clear other state
2042 r_mesh_rcachedata_offset = 0;
2043 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
2046 static void R_Mesh_CacheArray_Shutdown(void)
2051 static void R_Mesh_CacheArray_ValidateState(int num)
2053 rcachearraylink_t *l, *lhead;
2054 lhead = &r_mesh_rcachesequentialchain;
2055 if (r_mesh_rcachesequentialchain_current == lhead)
2057 for (l = lhead->next;l != lhead;l = l->next)
2058 if (r_mesh_rcachesequentialchain_current == l)
2060 Sys_Error("%i", num);
2064 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
2066 rcachearraylink_t *l, *lhead, *lnext;
2067 rcachearrayitem_t *d;
2068 int hashindex, offset, offsetend;
2070 //R_Mesh_CacheArray_ValidateState(3);
2071 // calculate a hashindex to choose a cache chain
2073 hashindex = CRC_Block((unsigned char *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
2075 // is it already cached?
2076 for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
2078 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
2080 // we have it cached already
2081 r->data = r_mesh_rcachedata + l->data->offset;
2086 // we need to add a new cache item, this means finding a place for the new
2087 // data and making sure we have a free item available, lots of work...
2089 // check if buffer needs to wrap
2090 if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
2093 if (r->data_size * 10 > r_mesh_rcachedata_size)
2095 // realloc whole cache
2098 // reset back to start
2099 r_mesh_rcachedata_offset = 0;
2100 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
2102 offset = r_mesh_rcachedata_offset;
2103 r_mesh_rcachedata_offset += r->data_size;
2104 offsetend = r_mesh_rcachedata_offset;
2105 //R_Mesh_CacheArray_ValidateState(4);
2110 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
2111 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
2115 // make room for the new data (remove old items)
2116 lhead = &r_mesh_rcachesequentialchain;
2117 l = r_mesh_rcachesequentialchain_current;
2120 while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
2122 //r_mesh_rcachesequentialchain_current = l;
2123 //R_Mesh_CacheArray_ValidateState(8);
2125 // if at the end of the chain, wrap around
2127 lnext = lnext->next;
2128 //r_mesh_rcachesequentialchain_current = lnext;
2129 //R_Mesh_CacheArray_ValidateState(10);
2131 // unlink from sequential chain
2132 l->next->prev = l->prev;
2133 l->prev->next = l->next;
2134 //R_Mesh_CacheArray_ValidateState(11);
2135 // link into free chain
2136 l->next = &r_mesh_rcachefreechain;
2137 l->prev = l->next->prev;
2138 l->next->prev = l->prev->next = l;
2139 //R_Mesh_CacheArray_ValidateState(12);
2141 l = &l->data->hashlink;
2142 // unlink from hash chain
2143 l->next->prev = l->prev;
2144 l->prev->next = l->next;
2147 //r_mesh_rcachesequentialchain_current = l;
2148 //R_Mesh_CacheArray_ValidateState(9);
2150 //r_mesh_rcachesequentialchain_current = l;
2151 //R_Mesh_CacheArray_ValidateState(5);
2152 // gobble an extra item if we have no free items available
2153 if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
2157 // unlink from sequential chain
2158 l->next->prev = l->prev;
2159 l->prev->next = l->next;
2160 // link into free chain
2161 l->next = &r_mesh_rcachefreechain;
2162 l->prev = l->next->prev;
2163 l->next->prev = l->prev->next = l;
2165 l = &l->data->hashlink;
2166 // unlink from hash chain
2167 l->next->prev = l->prev;
2168 l->prev->next = l->next;
2172 r_mesh_rcachesequentialchain_current = l;
2173 //R_Mesh_CacheArray_ValidateState(6);
2175 // now take an item from the free chain
2176 l = r_mesh_rcachefreechain.next;
2182 l->next->prev = l->prev;
2183 l->prev->next = l->next;
2184 // relink to sequential
2185 l->next = r_mesh_rcachesequentialchain_current->prev;
2186 l->prev = l->next->prev;
2187 while (l->next->data && l->data && l->next->data->offset <= d->offset)
2190 l->next = l->next->next;
2191 l->prev = l->prev->next;
2193 while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
2196 l->prev = l->prev->prev;
2197 l->next = l->next->prev;
2199 l->next->prev = l->prev->next = l;
2200 // also link into hash chain
2201 l = &l->data->hashlink;
2202 l->next = &r_mesh_rcachechain[hashindex];
2203 l->prev = l->next->prev;
2205 l->next->prev = l->prev->next = l;
2208 //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
2210 //R_Mesh_CacheArray_ValidateState(7);
2211 // and finally set the data pointer
2212 r->data = r_mesh_rcachedata + d->offset;
2213 // and tell the caller to fill the array