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_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
12 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
13 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
14 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
15 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"};
16 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"};
17 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
19 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
20 qboolean v_flipped_state = false;
22 int gl_maxdrawrangeelementsvertices;
23 int gl_maxdrawrangeelementsindices;
28 void GL_PrintError(int errornumber, char *filename, int linenumber)
32 #ifdef GL_INVALID_ENUM
34 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
37 #ifdef GL_INVALID_VALUE
38 case GL_INVALID_VALUE:
39 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
42 #ifdef GL_INVALID_OPERATION
43 case GL_INVALID_OPERATION:
44 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
47 #ifdef GL_STACK_OVERFLOW
48 case GL_STACK_OVERFLOW:
49 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
52 #ifdef GL_STACK_UNDERFLOW
53 case GL_STACK_UNDERFLOW:
54 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
57 #ifdef GL_OUT_OF_MEMORY
58 case GL_OUT_OF_MEMORY:
59 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
62 #ifdef GL_TABLE_TOO_LARGE
63 case GL_TABLE_TOO_LARGE:
64 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
68 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
74 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
76 void SCR_ScreenShot_f (void);
78 static matrix4x4_t backend_viewmatrix;
79 static matrix4x4_t backend_modelmatrix;
80 static matrix4x4_t backend_modelviewmatrix;
81 static matrix4x4_t backend_projectmatrix;
83 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
86 note: here's strip order for a terrain row:
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
95 *elements++ = i + row;
97 *elements++ = i + row + 1;
100 *elements++ = i + row + 1;
103 for (y = 0;y < rows - 1;y++)
105 for (x = 0;x < columns - 1;x++)
108 *elements++ = i + columns;
110 *elements++ = i + columns + 1;
113 *elements++ = i + columns + 1;
124 for (y = 0;y < rows - 1;y++)
126 for (x = 0;x < columns - 1;x++)
130 *elements++ = i + columns;
131 *elements++ = i + columns + 1;
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
139 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
140 int quadelements[QUADELEMENTS_MAXQUADS*6];
142 void GL_Backend_AllocArrays(void)
146 void GL_Backend_FreeArrays(void)
150 void GL_VBOStats_f(void)
152 GL_Mesh_ListVBOs(true);
155 typedef struct gl_bufferobjectinfo_s
160 char name[MAX_QPATH];
162 gl_bufferobjectinfo_t;
164 memexpandablearray_t gl_bufferobjectinfoarray;
166 static void gl_backend_start(void)
170 if (qglDrawRangeElements != NULL)
173 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
175 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
177 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
180 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
181 backendimageunits = backendunits;
182 backendarrayunits = backendunits;
183 if (gl_support_fragment_shader)
186 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
188 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
190 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
191 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
192 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
195 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
197 GL_Backend_AllocArrays();
199 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
201 Con_DPrintf("OpenGL backend started.\n");
205 backendactive = true;
208 static void gl_backend_shutdown(void)
211 backendimageunits = 0;
212 backendarrayunits = 0;
213 backendactive = false;
215 Con_DPrint("OpenGL Backend shutting down\n");
217 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
219 GL_Backend_FreeArrays();
222 static void gl_backend_newmap(void)
226 void gl_backend_init(void)
230 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
232 polygonelements[i * 3 + 0] = 0;
233 polygonelements[i * 3 + 1] = i + 1;
234 polygonelements[i * 3 + 2] = i + 2;
236 // elements for rendering a series of quads as triangles
237 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
239 quadelements[i * 6 + 0] = i * 4;
240 quadelements[i * 6 + 1] = i * 4 + 1;
241 quadelements[i * 6 + 2] = i * 4 + 2;
242 quadelements[i * 6 + 3] = i * 4;
243 quadelements[i * 6 + 4] = i * 4 + 2;
244 quadelements[i * 6 + 5] = i * 4 + 3;
247 Cvar_RegisterVariable(&r_render);
248 Cvar_RegisterVariable(&r_waterwarp);
249 Cvar_RegisterVariable(&gl_polyblend);
250 Cvar_RegisterVariable(&v_flipped);
251 Cvar_RegisterVariable(&gl_dither);
252 Cvar_RegisterVariable(&gl_lockarrays);
253 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
254 Cvar_RegisterVariable(&gl_vbo);
255 Cvar_RegisterVariable(&gl_paranoid);
256 Cvar_RegisterVariable(&gl_printcheckerror);
258 Cvar_SetValue("r_render", 0);
261 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
262 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
263 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
265 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");
267 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
270 void GL_SetMirrorState(qboolean state);
272 void GL_SetupView_Orientation_Identity (void)
274 backend_viewmatrix = identitymatrix;
275 GL_SetMirrorState(false);
276 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
279 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
281 matrix4x4_t tempmatrix, basematrix;
282 Matrix4x4_Invert_Full(&tempmatrix, matrix);
283 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
284 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
285 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
287 GL_SetMirrorState(v_flipped.integer);
290 Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
291 Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
292 Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
295 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
296 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
297 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
298 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
300 // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
301 tempmatrix = backend_modelmatrix;
302 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
303 R_Mesh_Matrix(&tempmatrix);
306 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
312 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
313 qglLoadIdentity();CHECKGLERROR
315 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
316 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
317 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
318 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
319 GL_SetupView_Orientation_Identity();
323 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
329 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
330 qglLoadIdentity();CHECKGLERROR
332 nudge = 1.0 - 1.0 / (1<<23);
333 m[ 0] = 1.0 / frustumx;
338 m[ 5] = 1.0 / frustumy;
347 m[14] = -2 * zNear * nudge;
349 qglLoadMatrixd(m);CHECKGLERROR
350 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
351 GL_SetupView_Orientation_Identity();
353 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
356 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
362 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
363 qglLoadIdentity();CHECKGLERROR
364 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
365 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
366 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
367 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
368 GL_SetupView_Orientation_Identity();
372 void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
377 float clipPlane[4], v3[3], v4[3];
380 // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
381 // modified to fit in this codebase.
383 VectorSet(normal, normalx, normaly, normalz);
384 Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
385 VectorScale(normal, dist, v3);
386 Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
387 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
388 clipPlane[3] = -DotProduct(v4, clipPlane);
392 // testing code for comparing results
394 VectorCopy4(clipPlane, clipPlane2);
395 R_Mesh_Matrix(&identitymatrix);
396 VectorSet(q, normal[0], normal[1], normal[2], -dist);
397 qglClipPlane(GL_CLIP_PLANE0, q);
398 qglGetClipPlane(GL_CLIP_PLANE0, q);
399 VectorCopy4(q, clipPlane);
403 // Calculate the clip-space corner point opposite the clipping plane
404 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
405 // transform it into camera space by multiplying it
406 // by the inverse of the projection matrix
407 Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
409 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
410 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
412 q[3] = (1.0f + matrix[10]) / matrix[14];
414 // Calculate the scaled plane vector
415 d = 2.0f / DotProduct4(clipPlane, q);
417 // Replace the third row of the projection matrix
418 matrix[2] = clipPlane[0] * d;
419 matrix[6] = clipPlane[1] * d;
420 matrix[10] = clipPlane[2] * d + 1.0f;
421 matrix[14] = clipPlane[3] * d;
423 // Load it back into OpenGL
424 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
425 qglLoadMatrixd(matrix);CHECKGLERROR
426 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
428 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
431 typedef struct gltextureunit_s
433 const void *pointer_texcoord;
434 size_t pointer_texcoord_offset;
435 int pointer_texcoord_buffer;
436 int t1d, t2d, t3d, tcubemap;
438 unsigned int arraycomponents;
439 int rgbscale, alphascale;
440 int combinergb, combinealpha;
441 // FIXME: add more combine stuff
442 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
443 int texmatrixenabled;
448 static struct gl_state_s
456 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
459 float polygonoffset[2];
463 unsigned int clientunit;
464 gltextureunit_t units[MAX_TEXTUREUNITS];
468 int vertexbufferobject;
469 int elementbufferobject;
470 qboolean pointer_color_enabled;
471 const void *pointer_vertex;
472 const void *pointer_color;
473 size_t pointer_vertex_offset;
474 size_t pointer_color_offset;
475 int pointer_vertex_buffer;
476 int pointer_color_buffer;
480 static void GL_BindVBO(int bufferobject)
482 if (gl_state.vertexbufferobject != bufferobject)
484 gl_state.vertexbufferobject = bufferobject;
486 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
491 static void GL_BindEBO(int bufferobject)
493 if (gl_state.elementbufferobject != bufferobject)
495 gl_state.elementbufferobject = bufferobject;
497 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
502 void GL_SetupTextureState(void)
505 gltextureunit_t *unit;
507 gl_state.unit = MAX_TEXTUREUNITS;
508 gl_state.clientunit = MAX_TEXTUREUNITS;
509 for (i = 0;i < MAX_TEXTUREUNITS;i++)
511 unit = gl_state.units + i;
516 unit->arrayenabled = false;
517 unit->arraycomponents = 0;
518 unit->pointer_texcoord = NULL;
519 unit->pointer_texcoord_buffer = 0;
520 unit->pointer_texcoord_offset = 0;
522 unit->alphascale = 1;
523 unit->combinergb = GL_MODULATE;
524 unit->combinealpha = GL_MODULATE;
525 unit->texmatrixenabled = false;
526 unit->matrix = identitymatrix;
529 for (i = 0;i < backendimageunits;i++)
532 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
533 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
536 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
538 if (gl_texturecubemap)
540 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
544 for (i = 0;i < backendarrayunits;i++)
546 GL_ClientActiveTexture(i);
548 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
549 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
552 for (i = 0;i < backendunits;i++)
555 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
556 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
559 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
561 if (gl_texturecubemap)
563 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
565 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
566 qglLoadIdentity();CHECKGLERROR
567 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
568 if (gl_combine.integer)
570 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
571 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
572 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
573 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
574 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
575 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
576 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
577 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
578 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
579 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
580 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
581 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
582 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
583 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
584 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
585 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
586 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
590 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
597 void GL_Backend_ResetState(void)
599 memset(&gl_state, 0, sizeof(gl_state));
600 gl_state.depthtest = true;
601 gl_state.alphatest = false;
602 gl_state.blendfunc1 = GL_ONE;
603 gl_state.blendfunc2 = GL_ZERO;
604 gl_state.blend = false;
605 gl_state.depthmask = GL_TRUE;
606 gl_state.colormask = 15;
607 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
608 gl_state.lockrange_first = 0;
609 gl_state.lockrange_count = 0;
610 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
611 gl_state.cullfaceenable = true;
612 gl_state.polygonoffset[0] = 0;
613 gl_state.polygonoffset[1] = 0;
617 qglColorMask(1, 1, 1, 1);
618 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
619 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
620 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
621 qglDisable(GL_BLEND);CHECKGLERROR
622 qglCullFace(gl_state.cullface);CHECKGLERROR
623 qglEnable(GL_CULL_FACE);CHECKGLERROR
624 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
625 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
626 qglDepthMask(gl_state.depthmask);CHECKGLERROR
627 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
629 if (gl_support_arb_vertex_buffer_object)
631 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
632 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
635 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
636 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
638 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
639 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
641 GL_Color(0, 0, 0, 0);
642 GL_Color(1, 1, 1, 1);
644 GL_SetupTextureState();
647 void GL_ActiveTexture(unsigned int num)
649 if (gl_state.unit != num)
652 if (qglActiveTexture)
655 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
661 void GL_ClientActiveTexture(unsigned int num)
663 if (gl_state.clientunit != num)
665 gl_state.clientunit = num;
666 if (qglActiveTexture)
669 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
675 void GL_BlendFunc(int blendfunc1, int blendfunc2)
677 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
680 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
681 if (gl_state.blendfunc2 == GL_ZERO)
683 if (gl_state.blendfunc1 == GL_ONE)
688 qglDisable(GL_BLEND);CHECKGLERROR
696 qglEnable(GL_BLEND);CHECKGLERROR
705 qglEnable(GL_BLEND);CHECKGLERROR
711 void GL_DepthMask(int state)
713 if (gl_state.depthmask != state)
716 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
720 void GL_DepthTest(int state)
722 if (gl_state.depthtest != state)
724 gl_state.depthtest = state;
726 if (gl_state.depthtest)
728 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
732 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
737 void GL_DepthRange(float nearfrac, float farfrac)
739 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
741 gl_state.depthrange[0] = nearfrac;
742 gl_state.depthrange[1] = farfrac;
743 qglDepthRange(nearfrac, farfrac);
747 void GL_PolygonOffset(float planeoffset, float depthoffset)
749 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
751 gl_state.polygonoffset[0] = planeoffset;
752 gl_state.polygonoffset[1] = depthoffset;
753 qglPolygonOffset(planeoffset, depthoffset);
757 void GL_SetMirrorState(qboolean state)
759 if(!state != !v_flipped_state)
761 // change cull face mode!
762 if(gl_state.cullface == GL_BACK)
763 qglCullFace((gl_state.cullface = GL_FRONT));
764 else if(gl_state.cullface == GL_FRONT)
765 qglCullFace((gl_state.cullface = GL_BACK));
767 v_flipped_state = state;
770 void GL_CullFace(int state)
776 if(state == GL_FRONT)
778 else if(state == GL_BACK)
782 if (state != GL_NONE)
784 if (!gl_state.cullfaceenable)
786 gl_state.cullfaceenable = true;
787 qglEnable(GL_CULL_FACE);CHECKGLERROR
789 if (gl_state.cullface != state)
791 gl_state.cullface = state;
792 qglCullFace(gl_state.cullface);CHECKGLERROR
797 if (gl_state.cullfaceenable)
799 gl_state.cullfaceenable = false;
800 qglDisable(GL_CULL_FACE);CHECKGLERROR
805 void GL_AlphaTest(int state)
807 if (gl_state.alphatest != state)
809 gl_state.alphatest = state;
811 if (gl_state.alphatest)
813 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
817 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
822 void GL_ColorMask(int r, int g, int b, int a)
824 int state = r*8 + g*4 + b*2 + a*1;
825 if (gl_state.colormask != state)
827 gl_state.colormask = state;
829 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
833 void GL_Color(float cr, float cg, float cb, float ca)
835 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)
837 gl_state.color4f[0] = cr;
838 gl_state.color4f[1] = cg;
839 gl_state.color4f[2] = cb;
840 gl_state.color4f[3] = ca;
842 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
847 void GL_LockArrays(int first, int count)
849 if (count < gl_lockarrays_minimumvertices.integer)
854 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
856 if (gl_state.lockrange_count)
858 gl_state.lockrange_count = 0;
860 qglUnlockArraysEXT();
863 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
865 gl_state.lockrange_first = first;
866 gl_state.lockrange_count = count;
868 qglLockArraysEXT(first, count);
874 void GL_Scissor (int x, int y, int width, int height)
877 qglScissor(x, vid.height - (y + height),width,height);
881 void GL_ScissorTest(int state)
883 if(gl_state.scissortest == state)
887 if((gl_state.scissortest = state))
888 qglEnable(GL_SCISSOR_TEST);
890 qglDisable(GL_SCISSOR_TEST);
894 void GL_Clear(int mask)
897 qglClear(mask);CHECKGLERROR
900 void GL_TransformToScreen(const vec4_t in, vec4_t out)
904 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
905 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
907 out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
908 out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
909 out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
912 // called at beginning of frame
913 void R_Mesh_Start(void)
917 if (gl_printcheckerror.integer && !gl_paranoid.integer)
919 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
920 Cvar_SetValueQuick(&gl_paranoid, 1);
922 GL_Backend_ResetState();
925 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
929 char compilelog[MAX_INPUTLINE];
930 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
933 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
934 qglCompileShaderARB(shaderobject);CHECKGLERROR
935 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
936 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
937 if (compilelog[0] && developer.integer > 0)
939 int i, j, pretextlines = 0;
940 for (i = 0;i < numstrings - 1;i++)
941 for (j = 0;strings[i][j];j++)
942 if (strings[i][j] == '\n')
944 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
948 qglDeleteObjectARB(shaderobject);CHECKGLERROR
951 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
952 qglDeleteObjectARB(shaderobject);CHECKGLERROR
956 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)
959 GLuint programobject = 0;
960 char linklog[MAX_INPUTLINE];
963 programobject = qglCreateProgramObjectARB();CHECKGLERROR
967 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
970 #ifdef GL_GEOMETRY_SHADER_ARB
971 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
975 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
978 qglLinkProgramARB(programobject);CHECKGLERROR
979 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
980 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
983 Con_DPrintf("program link log:\n%s\n", linklog);
984 // software vertex shader is ok but software fragment shader is WAY
985 // too slow, fail program if so.
986 // NOTE: this string might be ATI specific, but that's ok because the
987 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
988 // software fragment shader due to low instruction and dependent
990 if (strstr(linklog, "fragment shader will run in software"))
991 programlinked = false;
995 return programobject;
997 qglDeleteObjectARB(programobject);CHECKGLERROR
1001 void GL_Backend_FreeProgram(unsigned int prog)
1004 qglDeleteObjectARB(prog);
1008 int gl_backend_rebindtextures;
1010 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1015 for (i = 0;i < count;i++)
1016 *out++ = *in++ + offset;
1019 memcpy(out, in, sizeof(*out) * count);
1022 // renders triangles using vertices from the active arrays
1023 int paranoidblah = 0;
1024 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
1026 unsigned int numelements = numtriangles * 3;
1027 if (numvertices < 3 || numtriangles < 1)
1029 Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
1032 if (gl_vbo.integer != 1)
1035 r_refdef.stats.meshes++;
1036 r_refdef.stats.meshes_elements += numelements;
1037 if (gl_paranoid.integer)
1039 unsigned int i, j, size;
1041 // note: there's no validation done here on buffer objects because it
1042 // is somewhat difficult to get at the data, and gl_paranoid can be
1043 // used without buffer objects if the need arises
1044 // (the data could be gotten using glMapBuffer but it would be very
1045 // slow due to uncachable video memory reads)
1046 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1047 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1049 if (gl_state.pointer_vertex)
1050 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1052 if (gl_state.pointer_color_enabled)
1054 if (!qglIsEnabled(GL_COLOR_ARRAY))
1055 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1057 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1058 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1061 for (i = 0;i < backendarrayunits;i++)
1063 if (gl_state.units[i].arrayenabled)
1065 GL_ClientActiveTexture(i);
1066 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1067 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1069 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1070 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++)
1074 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1076 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
1078 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
1084 if (r_render.integer)
1087 if (gl_mesh_testmanualfeeding.integer)
1091 qglBegin(GL_TRIANGLES);
1092 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1094 for (j = 0;j < backendarrayunits;j++)
1096 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1098 if (backendarrayunits > 1)
1100 if (gl_state.units[j].arraycomponents == 4)
1102 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1103 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1105 else if (gl_state.units[j].arraycomponents == 3)
1107 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1108 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1110 else if (gl_state.units[j].arraycomponents == 2)
1112 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1113 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1117 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1118 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1123 if (gl_state.units[j].arraycomponents == 4)
1125 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1126 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1128 else if (gl_state.units[j].arraycomponents == 3)
1130 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1131 qglTexCoord3f(p[0], p[1], p[2]);
1133 else if (gl_state.units[j].arraycomponents == 2)
1135 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1136 qglTexCoord2f(p[0], p[1]);
1140 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1141 qglTexCoord1f(p[0]);
1146 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1148 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
1149 qglColor4f(p[0], p[1], p[2], p[3]);
1151 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
1152 qglVertex3f(p[0], p[1], p[2]);
1157 else if (gl_mesh_testarrayelement.integer)
1160 qglBegin(GL_TRIANGLES);
1161 for (i = 0;i < numtriangles * 3;i++)
1163 qglArrayElement(elements[i]);
1168 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1170 GL_BindEBO(bufferobject);
1171 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1176 GL_BindEBO(bufferobject);
1177 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1183 // restores backend state, used when done with 3D rendering
1184 void R_Mesh_Finish(void)
1189 GL_LockArrays(0, 0);
1192 for (i = 0;i < backendimageunits;i++)
1194 GL_ActiveTexture(i);
1195 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1196 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1199 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1201 if (gl_texturecubemap)
1203 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1206 for (i = 0;i < backendarrayunits;i++)
1208 GL_ActiveTexture(backendarrayunits - 1 - i);
1209 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1211 for (i = 0;i < backendunits;i++)
1213 GL_ActiveTexture(backendunits - 1 - i);
1214 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1215 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1218 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1220 if (gl_texturecubemap)
1222 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1224 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1225 if (gl_combine.integer)
1227 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1228 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1231 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1232 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1234 qglDisable(GL_BLEND);CHECKGLERROR
1235 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1236 qglDepthMask(GL_TRUE);CHECKGLERROR
1237 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1240 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1242 gl_bufferobjectinfo_t *info;
1243 GLuint bufferobject;
1245 if (!gl_vbo.integer)
1248 qglGenBuffersARB(1, &bufferobject);
1251 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1252 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1253 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1255 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1257 info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1258 memset(info, 0, sizeof(*info));
1259 info->target = target;
1260 info->object = bufferobject;
1262 strlcpy(info->name, name, sizeof(info->name));
1264 return (int)bufferobject;
1267 void R_Mesh_DestroyBufferObject(int bufferobject)
1270 gl_bufferobjectinfo_t *info;
1272 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1274 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1275 for (i = 0;i < endindex;i++)
1277 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1280 if (info->object == bufferobject)
1282 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1288 void GL_Mesh_ListVBOs(qboolean printeach)
1291 size_t ebocount = 0, ebomemory = 0;
1292 size_t vbocount = 0, vbomemory = 0;
1293 gl_bufferobjectinfo_t *info;
1294 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1295 for (i = 0;i < endindex;i++)
1297 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1300 switch(info->target)
1302 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;
1303 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;
1304 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1307 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);
1310 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1312 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1314 double glmatrix[16];
1315 backend_modelmatrix = *matrix;
1316 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1317 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1319 qglLoadMatrixd(glmatrix);CHECKGLERROR
1323 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1325 if (!gl_vbo.integer)
1327 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1329 gl_state.pointer_vertex = vertex3f;
1330 gl_state.pointer_vertex_buffer = bufferobject;
1331 gl_state.pointer_vertex_offset = bufferoffset;
1333 GL_BindVBO(bufferobject);
1334 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1338 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1340 // note: this can not rely on bufferobject to decide whether a color array
1341 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1342 // means that a valid vbo may be supplied even if there is no color array.
1345 if (!gl_vbo.integer)
1347 // caller wants color array enabled
1348 if (!gl_state.pointer_color_enabled)
1350 gl_state.pointer_color_enabled = true;
1352 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1354 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1356 gl_state.pointer_color = color4f;
1357 gl_state.pointer_color_buffer = bufferobject;
1358 gl_state.pointer_color_offset = bufferoffset;
1360 GL_BindVBO(bufferobject);
1361 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1366 // caller wants color array disabled
1367 if (gl_state.pointer_color_enabled)
1369 gl_state.pointer_color_enabled = false;
1371 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1372 // when color array is on the glColor gets trashed, set it again
1373 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1378 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1380 gltextureunit_t *unit = gl_state.units + unitnum;
1381 // update array settings
1383 // note: there is no need to check bufferobject here because all cases
1384 // that involve a valid bufferobject also supply a texcoord array
1387 if (!gl_vbo.integer)
1389 // texture array unit is enabled, enable the array
1390 if (!unit->arrayenabled)
1392 unit->arrayenabled = true;
1393 GL_ClientActiveTexture(unitnum);
1394 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1397 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1399 unit->pointer_texcoord = texcoord;
1400 unit->pointer_texcoord_buffer = bufferobject;
1401 unit->pointer_texcoord_offset = bufferoffset;
1402 unit->arraycomponents = numcomponents;
1403 GL_ClientActiveTexture(unitnum);
1404 GL_BindVBO(bufferobject);
1405 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1410 // texture array unit is disabled, disable the array
1411 if (unit->arrayenabled)
1413 unit->arrayenabled = false;
1414 GL_ClientActiveTexture(unitnum);
1415 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1420 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1422 gltextureunit_t *unit = gl_state.units + unitnum;
1423 if (unitnum >= backendimageunits)
1425 // update 1d texture binding
1426 if (unit->t1d != tex1d)
1428 GL_ActiveTexture(unitnum);
1429 if (unitnum < backendunits)
1435 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1442 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1447 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1449 // update 2d texture binding
1450 if (unit->t2d != tex2d)
1452 GL_ActiveTexture(unitnum);
1453 if (unitnum < backendunits)
1459 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1466 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1471 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1473 // update 3d texture binding
1474 if (unit->t3d != tex3d)
1476 GL_ActiveTexture(unitnum);
1477 if (unitnum < backendunits)
1483 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1490 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1495 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1497 // update cubemap texture binding
1498 if (unit->tcubemap != texcubemap)
1500 GL_ActiveTexture(unitnum);
1501 if (unitnum < backendunits)
1505 if (unit->tcubemap == 0)
1507 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1514 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1518 unit->tcubemap = texcubemap;
1519 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1523 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1525 gltextureunit_t *unit = gl_state.units + unitnum;
1526 if (unitnum >= backendimageunits)
1528 // update 1d texture binding
1529 if (unit->t1d != texnum)
1531 GL_ActiveTexture(unitnum);
1532 if (unitnum < backendunits)
1538 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1545 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1550 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1552 // update 2d texture binding
1555 GL_ActiveTexture(unitnum);
1556 if (unitnum < backendunits)
1560 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1564 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1566 // update 3d texture binding
1569 GL_ActiveTexture(unitnum);
1570 if (unitnum < backendunits)
1574 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1578 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1580 // update cubemap texture binding
1583 GL_ActiveTexture(unitnum);
1584 if (unitnum < backendunits)
1588 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1592 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1596 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1598 gltextureunit_t *unit = gl_state.units + unitnum;
1599 if (unitnum >= backendimageunits)
1601 // update 1d texture binding
1604 GL_ActiveTexture(unitnum);
1605 if (unitnum < backendunits)
1609 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1613 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1615 // update 2d texture binding
1616 if (unit->t2d != texnum)
1618 GL_ActiveTexture(unitnum);
1619 if (unitnum < backendunits)
1625 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1632 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1637 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1639 // update 3d texture binding
1642 GL_ActiveTexture(unitnum);
1643 if (unitnum < backendunits)
1647 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1651 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1653 // update cubemap texture binding
1654 if (unit->tcubemap != 0)
1656 GL_ActiveTexture(unitnum);
1657 if (unitnum < backendunits)
1661 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1665 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1669 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1671 gltextureunit_t *unit = gl_state.units + unitnum;
1672 if (unitnum >= backendimageunits)
1674 // update 1d texture binding
1677 GL_ActiveTexture(unitnum);
1678 if (unitnum < backendunits)
1682 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1686 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1688 // update 2d texture binding
1691 GL_ActiveTexture(unitnum);
1692 if (unitnum < backendunits)
1696 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1700 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1702 // update 3d texture binding
1703 if (unit->t3d != texnum)
1705 GL_ActiveTexture(unitnum);
1706 if (unitnum < backendunits)
1712 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1719 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1724 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1726 // update cubemap texture binding
1727 if (unit->tcubemap != 0)
1729 GL_ActiveTexture(unitnum);
1730 if (unitnum < backendunits)
1734 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1738 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1742 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1744 gltextureunit_t *unit = gl_state.units + unitnum;
1745 if (unitnum >= backendimageunits)
1747 // update 1d texture binding
1750 GL_ActiveTexture(unitnum);
1751 if (unitnum < backendunits)
1755 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1759 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1761 // update 2d texture binding
1764 GL_ActiveTexture(unitnum);
1765 if (unitnum < backendunits)
1769 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1773 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1775 // update 3d texture binding
1778 GL_ActiveTexture(unitnum);
1779 if (unitnum < backendunits)
1783 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1787 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1789 // update cubemap texture binding
1790 if (unit->tcubemap != texnum)
1792 GL_ActiveTexture(unitnum);
1793 if (unitnum < backendunits)
1797 if (unit->tcubemap == 0)
1799 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1806 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1810 unit->tcubemap = texnum;
1811 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1815 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1817 gltextureunit_t *unit = gl_state.units + unitnum;
1818 if (matrix->m[3][3])
1820 // texmatrix specified, check if it is different
1821 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1823 double glmatrix[16];
1824 unit->texmatrixenabled = true;
1825 unit->matrix = *matrix;
1827 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1828 GL_ActiveTexture(unitnum);
1829 GL_ClientActiveTexture(unitnum);
1830 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1831 qglLoadMatrixd(glmatrix);CHECKGLERROR
1832 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1837 // no texmatrix specified, revert to identity
1838 if (unit->texmatrixenabled)
1840 unit->texmatrixenabled = false;
1842 GL_ActiveTexture(unitnum);
1843 GL_ClientActiveTexture(unitnum);
1844 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1845 qglLoadIdentity();CHECKGLERROR
1846 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1851 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1853 gltextureunit_t *unit = gl_state.units + unitnum;
1855 if (gl_combine.integer)
1857 // GL_ARB_texture_env_combine
1859 combinergb = GL_MODULATE;
1861 combinealpha = GL_MODULATE;
1866 if (unit->combinergb != combinergb)
1868 unit->combinergb = combinergb;
1869 GL_ActiveTexture(unitnum);
1870 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1872 if (unit->combinealpha != combinealpha)
1874 unit->combinealpha = combinealpha;
1875 GL_ActiveTexture(unitnum);
1876 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1878 if (unit->rgbscale != rgbscale)
1880 GL_ActiveTexture(unitnum);
1881 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1883 if (unit->alphascale != alphascale)
1885 GL_ActiveTexture(unitnum);
1886 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1893 combinergb = GL_MODULATE;
1894 if (unit->combinergb != combinergb)
1896 unit->combinergb = combinergb;
1897 GL_ActiveTexture(unitnum);
1898 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1903 void R_Mesh_TextureState(const rmeshstate_t *m)
1910 if (gl_backend_rebindtextures)
1912 gl_backend_rebindtextures = false;
1913 GL_SetupTextureState();
1917 for (i = 0;i < backendimageunits;i++)
1918 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1919 for (i = 0;i < backendarrayunits;i++)
1921 if (m->pointer_texcoord3f[i])
1922 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1924 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1926 for (i = 0;i < backendunits;i++)
1928 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1929 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1934 void R_Mesh_ResetTextureState(void)
1936 unsigned int unitnum;
1941 if (gl_backend_rebindtextures)
1943 gl_backend_rebindtextures = false;
1944 GL_SetupTextureState();
1948 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1950 gltextureunit_t *unit = gl_state.units + unitnum;
1951 // update 1d texture binding
1954 GL_ActiveTexture(unitnum);
1955 if (unitnum < backendunits)
1957 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1960 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1962 // update 2d texture binding
1965 GL_ActiveTexture(unitnum);
1966 if (unitnum < backendunits)
1968 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1971 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1973 // update 3d texture binding
1976 GL_ActiveTexture(unitnum);
1977 if (unitnum < backendunits)
1979 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1982 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1984 // update cubemap texture binding
1987 GL_ActiveTexture(unitnum);
1988 if (unitnum < backendunits)
1990 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1993 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1996 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1998 gltextureunit_t *unit = gl_state.units + unitnum;
1999 // texture array unit is disabled, disable the array
2000 if (unit->arrayenabled)
2002 unit->arrayenabled = false;
2003 GL_ClientActiveTexture(unitnum);
2004 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2007 for (unitnum = 0;unitnum < backendunits;unitnum++)
2009 gltextureunit_t *unit = gl_state.units + unitnum;
2010 // no texmatrix specified, revert to identity
2011 if (unit->texmatrixenabled)
2013 unit->texmatrixenabled = false;
2015 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2016 GL_ActiveTexture(unitnum);
2017 qglLoadIdentity();CHECKGLERROR
2018 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2020 if (gl_combine.integer)
2022 // GL_ARB_texture_env_combine
2023 if (unit->combinergb != GL_MODULATE)
2025 unit->combinergb = GL_MODULATE;
2026 GL_ActiveTexture(unitnum);
2027 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2029 if (unit->combinealpha != GL_MODULATE)
2031 unit->combinealpha = GL_MODULATE;
2032 GL_ActiveTexture(unitnum);
2033 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2035 if (unit->rgbscale != 1)
2037 GL_ActiveTexture(unitnum);
2038 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2040 if (unit->alphascale != 1)
2042 GL_ActiveTexture(unitnum);
2043 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2049 if (unit->combinergb != GL_MODULATE)
2051 unit->combinergb = GL_MODULATE;
2052 GL_ActiveTexture(unitnum);
2053 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2059 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
2063 for (;numtriangles;numtriangles--, elements += 3)
2065 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
2066 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
2067 qglArrayElement(elements[2]);qglArrayElement(elements[0]);