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", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
17 int gl_maxdrawrangeelementsvertices;
18 int gl_maxdrawrangeelementsindices;
23 void GL_PrintError(int errornumber, char *filename, int linenumber)
27 #ifdef GL_INVALID_ENUM
29 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
32 #ifdef GL_INVALID_VALUE
33 case GL_INVALID_VALUE:
34 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
37 #ifdef GL_INVALID_OPERATION
38 case GL_INVALID_OPERATION:
39 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
42 #ifdef GL_STACK_OVERFLOW
43 case GL_STACK_OVERFLOW:
44 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
47 #ifdef GL_STACK_UNDERFLOW
48 case GL_STACK_UNDERFLOW:
49 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
52 #ifdef GL_OUT_OF_MEMORY
53 case GL_OUT_OF_MEMORY:
54 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
57 #ifdef GL_TABLE_TOO_LARGE
58 case GL_TABLE_TOO_LARGE:
59 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
63 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
69 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
71 void SCR_ScreenShot_f (void);
73 static matrix4x4_t backend_viewmatrix;
74 static matrix4x4_t backend_modelmatrix;
75 static matrix4x4_t backend_modelviewmatrix;
76 static matrix4x4_t backend_projectmatrix;
78 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
81 note: here's strip order for a terrain row:
88 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
90 *elements++ = i + row;
92 *elements++ = i + row + 1;
95 *elements++ = i + row + 1;
98 for (y = 0;y < rows - 1;y++)
100 for (x = 0;x < columns - 1;x++)
103 *elements++ = i + columns;
105 *elements++ = i + columns + 1;
108 *elements++ = i + columns + 1;
119 for (y = 0;y < rows - 1;y++)
121 for (x = 0;x < columns - 1;x++)
125 *elements++ = i + columns;
126 *elements++ = i + columns + 1;
127 *elements++ = i + columns;
128 *elements++ = i + columns + 1;
134 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
135 int quadelements[QUADELEMENTS_MAXQUADS*6];
137 void GL_Backend_AllocArrays(void)
141 void GL_Backend_FreeArrays(void)
145 static void gl_backend_start(void)
147 Con_Print("OpenGL Backend starting...\n");
150 if (qglDrawRangeElements != NULL)
153 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
155 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
157 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
160 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
161 backendimageunits = backendunits;
162 backendarrayunits = backendunits;
163 if (gl_support_fragment_shader)
166 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
168 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
170 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
172 else if (backendunits > 1)
173 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
175 Con_Printf("singletexture\n");
177 GL_Backend_AllocArrays();
179 Con_Printf("OpenGL backend started.\n");
183 backendactive = true;
186 static void gl_backend_shutdown(void)
189 backendimageunits = 0;
190 backendarrayunits = 0;
191 backendactive = false;
193 Con_Print("OpenGL Backend shutting down\n");
195 GL_Backend_FreeArrays();
198 static void gl_backend_newmap(void)
202 void gl_backend_init(void)
206 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
208 polygonelements[i * 3 + 0] = 0;
209 polygonelements[i * 3 + 1] = i + 1;
210 polygonelements[i * 3 + 2] = i + 2;
212 // elements for rendering a series of quads as triangles
213 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
215 quadelements[i * 6 + 0] = i * 4;
216 quadelements[i * 6 + 1] = i * 4 + 1;
217 quadelements[i * 6 + 2] = i * 4 + 2;
218 quadelements[i * 6 + 3] = i * 4;
219 quadelements[i * 6 + 4] = i * 4 + 2;
220 quadelements[i * 6 + 5] = i * 4 + 3;
223 Cvar_RegisterVariable(&r_render);
224 Cvar_RegisterVariable(&r_waterwarp);
225 Cvar_RegisterVariable(&gl_polyblend);
226 Cvar_RegisterVariable(&gl_dither);
227 Cvar_RegisterVariable(&gl_lockarrays);
228 Cvar_RegisterVariable(&gl_paranoid);
229 Cvar_RegisterVariable(&gl_printcheckerror);
231 Cvar_SetValue("r_render", 0);
234 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
235 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
236 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
238 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
241 void GL_SetupView_Orientation_Identity (void)
243 backend_viewmatrix = identitymatrix;
244 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
247 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
249 matrix4x4_t tempmatrix, basematrix;
250 Matrix4x4_Invert_Simple(&tempmatrix, matrix);
251 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
252 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
253 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
254 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
255 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
256 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
257 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
258 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
261 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
267 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
268 qglLoadIdentity();CHECKGLERROR
270 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
271 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
272 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
273 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
274 GL_SetupView_Orientation_Identity();
278 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
284 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
285 qglLoadIdentity();CHECKGLERROR
287 nudge = 1.0 - 1.0 / (1<<23);
288 m[ 0] = 1.0 / frustumx;
293 m[ 5] = 1.0 / frustumy;
302 m[14] = -2 * zNear * nudge;
304 qglLoadMatrixd(m);CHECKGLERROR
305 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
306 GL_SetupView_Orientation_Identity();
308 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
311 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
317 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
318 qglLoadIdentity();CHECKGLERROR
319 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
320 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
321 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
322 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
323 GL_SetupView_Orientation_Identity();
327 typedef struct gltextureunit_s
329 int t1d, t2d, t3d, tcubemap;
331 unsigned int arraycomponents;
332 const void *pointer_texcoord;
333 int rgbscale, alphascale;
334 int combinergb, combinealpha;
335 // FIXME: add more combine stuff
336 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
337 int texmatrixenabled;
342 static struct gl_state_s
348 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
353 unsigned int clientunit;
354 gltextureunit_t units[MAX_TEXTUREUNITS];
358 const void *pointer_vertex;
359 const void *pointer_color;
363 void GL_SetupTextureState(void)
366 gltextureunit_t *unit;
368 gl_state.unit = MAX_TEXTUREUNITS;
369 gl_state.clientunit = MAX_TEXTUREUNITS;
370 for (i = 0;i < MAX_TEXTUREUNITS;i++)
372 unit = gl_state.units + i;
377 unit->arrayenabled = false;
378 unit->arraycomponents = 0;
379 unit->pointer_texcoord = NULL;
381 unit->alphascale = 1;
382 unit->combinergb = GL_MODULATE;
383 unit->combinealpha = GL_MODULATE;
384 unit->texmatrixenabled = false;
385 unit->matrix = identitymatrix;
388 for (i = 0;i < backendimageunits;i++)
391 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
392 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
395 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
397 if (gl_texturecubemap)
399 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
403 for (i = 0;i < backendarrayunits;i++)
405 GL_ClientActiveTexture(i);
406 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
407 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
410 for (i = 0;i < backendunits;i++)
413 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
414 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
417 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
419 if (gl_texturecubemap)
421 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
423 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
424 qglLoadIdentity();CHECKGLERROR
425 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
426 if (gl_combine.integer)
428 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
429 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
430 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
431 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
432 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
433 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
434 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
435 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
436 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
437 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
438 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
439 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
440 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
441 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
442 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
443 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
444 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
448 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
455 void GL_Backend_ResetState(void)
457 memset(&gl_state, 0, sizeof(gl_state));
458 gl_state.depthtest = true;
459 gl_state.alphatest = false;
460 gl_state.blendfunc1 = GL_ONE;
461 gl_state.blendfunc2 = GL_ZERO;
462 gl_state.blend = false;
463 gl_state.depthmask = GL_TRUE;
464 gl_state.colormask = 15;
465 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
466 gl_state.lockrange_first = 0;
467 gl_state.lockrange_count = 0;
468 gl_state.pointer_vertex = NULL;
469 gl_state.pointer_color = NULL;
473 qglColorMask(1, 1, 1, 1);
474 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
475 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
476 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
477 qglDisable(GL_BLEND);CHECKGLERROR
478 qglCullFace(GL_FRONT);CHECKGLERROR
479 qglEnable(GL_CULL_FACE);CHECKGLERROR
480 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
481 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
482 qglDepthMask(gl_state.depthmask);CHECKGLERROR
484 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
485 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
487 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
488 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
490 GL_Color(0, 0, 0, 0);
491 GL_Color(1, 1, 1, 1);
493 GL_SetupTextureState();
496 void GL_ActiveTexture(unsigned int num)
498 if (gl_state.unit != num)
501 if (qglActiveTexture)
504 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
510 void GL_ClientActiveTexture(unsigned int num)
512 if (gl_state.clientunit != num)
514 gl_state.clientunit = num;
515 if (qglActiveTexture)
518 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
524 void GL_BlendFunc(int blendfunc1, int blendfunc2)
526 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
529 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
530 if (gl_state.blendfunc2 == GL_ZERO)
532 if (gl_state.blendfunc1 == GL_ONE)
537 qglDisable(GL_BLEND);CHECKGLERROR
545 qglEnable(GL_BLEND);CHECKGLERROR
554 qglEnable(GL_BLEND);CHECKGLERROR
560 void GL_DepthMask(int state)
562 if (gl_state.depthmask != state)
565 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
569 void GL_DepthTest(int state)
571 if (gl_state.depthtest != state)
573 gl_state.depthtest = state;
575 if (gl_state.depthtest)
577 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
581 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
586 void GL_AlphaTest(int state)
588 if (gl_state.alphatest != state)
590 gl_state.alphatest = state;
592 if (gl_state.alphatest)
594 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
598 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
603 void GL_ColorMask(int r, int g, int b, int a)
605 int state = r*8 + g*4 + b*2 + a*1;
606 if (gl_state.colormask != state)
608 gl_state.colormask = state;
610 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
614 void GL_Color(float cr, float cg, float cb, float ca)
616 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)
618 gl_state.color4f[0] = cr;
619 gl_state.color4f[1] = cg;
620 gl_state.color4f[2] = cb;
621 gl_state.color4f[3] = ca;
623 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
628 void GL_LockArrays(int first, int count)
630 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
632 if (gl_state.lockrange_count)
634 gl_state.lockrange_count = 0;
636 qglUnlockArraysEXT();
639 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
641 gl_state.lockrange_first = first;
642 gl_state.lockrange_count = count;
644 qglLockArraysEXT(first, count);
650 void GL_Scissor (int x, int y, int width, int height)
653 qglScissor(x, vid.height - (y + height),width,height);
657 void GL_ScissorTest(int state)
659 if(gl_state.scissortest == state)
663 if((gl_state.scissortest = state))
664 qglEnable(GL_SCISSOR_TEST);
666 qglDisable(GL_SCISSOR_TEST);
670 void GL_Clear(int mask)
673 qglClear(mask);CHECKGLERROR
676 void GL_TransformToScreen(const vec4_t in, vec4_t out)
680 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
681 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
683 out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
684 out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f;
685 out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
688 // called at beginning of frame
689 void R_Mesh_Start(void)
693 if (gl_printcheckerror.integer && !gl_paranoid.integer)
695 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
696 Cvar_SetValueQuick(&gl_paranoid, 1);
698 GL_Backend_ResetState();
701 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
703 GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
704 GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
705 char compilelog[MAX_INPUTLINE];
708 programobject = qglCreateProgramObjectARB();CHECKGLERROR
712 if (developer.integer >= 100)
715 Con_Printf("Compiling shader:\n");
716 if (vertexstrings_count)
718 Con_Printf("------ VERTEX SHADER ------\n");
719 for (i = 0;i < vertexstrings_count;i++)
720 Con_Print(vertexstrings_list[i]);
723 if (fragmentstrings_count)
725 Con_Printf("------ FRAGMENT SHADER ------\n");
726 for (i = 0;i < fragmentstrings_count;i++)
727 Con_Print(fragmentstrings_list[i]);
732 if (vertexstrings_count)
734 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
735 if (!vertexshaderobject)
737 qglDeleteObjectARB(programobject);
741 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
742 qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
743 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
744 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
746 Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
747 if (!vertexshadercompiled)
749 qglDeleteObjectARB(programobject);CHECKGLERROR
750 qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
753 qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
754 qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
757 if (fragmentstrings_count)
759 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
760 if (!fragmentshaderobject)
762 qglDeleteObjectARB(programobject);CHECKGLERROR
765 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
766 qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
767 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
768 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
770 Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
771 if (!fragmentshadercompiled)
773 qglDeleteObjectARB(programobject);CHECKGLERROR
774 qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
777 qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
778 qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
781 qglLinkProgramARB(programobject);CHECKGLERROR
782 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
783 qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
786 Con_DPrintf("program link log:\n%s\n", compilelog);
787 // software vertex shader is ok but software fragment shader is WAY
788 // too slow, fail program if so.
789 // NOTE: this string might be ATI specific, but that's ok because the
790 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
791 // software fragment shader due to low instruction and dependent
793 if (strstr(compilelog, "fragment shader will run in software"))
794 programlinked = false;
798 qglDeleteObjectARB(programobject);CHECKGLERROR
802 return programobject;
805 void GL_Backend_FreeProgram(unsigned int prog)
808 qglDeleteObjectARB(prog);
812 int gl_backend_rebindtextures;
814 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
819 for (i = 0;i < count;i++)
820 *out++ = *in++ + offset;
823 memcpy(out, in, sizeof(*out) * count);
826 // renders triangles using vertices from the active arrays
827 int paranoidblah = 0;
828 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
830 unsigned int numelements = numtriangles * 3;
831 if (numvertices < 3 || numtriangles < 1)
833 Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
837 r_refdef.stats.meshes++;
838 r_refdef.stats.meshes_elements += numelements;
839 if (gl_paranoid.integer)
841 unsigned int i, j, size;
843 if (!qglIsEnabled(GL_VERTEX_ARRAY))
844 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
846 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
848 if (gl_state.pointer_color)
850 if (!qglIsEnabled(GL_COLOR_ARRAY))
851 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
853 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
856 for (i = 0;i < backendarrayunits;i++)
858 if (gl_state.units[i].arrayenabled)
860 GL_ClientActiveTexture(i);
861 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
862 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
864 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++)
868 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
870 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
872 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
878 if (r_render.integer)
881 if (gl_mesh_testmanualfeeding.integer)
885 qglBegin(GL_TRIANGLES);
886 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
888 for (j = 0;j < backendarrayunits;j++)
890 if (gl_state.units[j].pointer_texcoord)
892 if (backendarrayunits > 1)
894 if (gl_state.units[j].arraycomponents == 4)
896 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
897 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
899 else if (gl_state.units[j].arraycomponents == 3)
901 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
902 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
904 else if (gl_state.units[j].arraycomponents == 2)
906 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
907 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
911 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
912 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
917 if (gl_state.units[j].arraycomponents == 4)
919 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
920 qglTexCoord4f(p[0], p[1], p[2], p[3]);
922 else if (gl_state.units[j].arraycomponents == 3)
924 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
925 qglTexCoord3f(p[0], p[1], p[2]);
927 else if (gl_state.units[j].arraycomponents == 2)
929 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
930 qglTexCoord2f(p[0], p[1]);
934 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
940 if (gl_state.pointer_color)
942 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
943 qglColor4f(p[0], p[1], p[2], p[3]);
945 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
946 qglVertex3f(p[0], p[1], p[2]);
951 else if (gl_mesh_testarrayelement.integer)
954 qglBegin(GL_TRIANGLES);
955 for (i = 0;i < numtriangles * 3;i++)
957 qglArrayElement(elements[i]);
962 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
964 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
969 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
975 // restores backend state, used when done with 3D rendering
976 void R_Mesh_Finish(void)
984 for (i = 0;i < backendimageunits;i++)
987 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
988 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
991 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
993 if (gl_texturecubemap)
995 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
998 for (i = 0;i < backendarrayunits;i++)
1000 GL_ActiveTexture(backendarrayunits - 1 - i);
1001 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1003 for (i = 0;i < backendunits;i++)
1005 GL_ActiveTexture(backendunits - 1 - i);
1006 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1007 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1010 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1012 if (gl_texturecubemap)
1014 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1016 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1017 if (gl_combine.integer)
1019 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1020 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1023 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1024 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1026 qglDisable(GL_BLEND);CHECKGLERROR
1027 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1028 qglDepthMask(GL_TRUE);CHECKGLERROR
1029 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1032 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1034 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1036 double glmatrix[16];
1037 backend_modelmatrix = *matrix;
1038 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1039 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1041 qglLoadMatrixd(glmatrix);CHECKGLERROR
1045 void R_Mesh_VertexPointer(const float *vertex3f)
1047 if (gl_state.pointer_vertex != vertex3f)
1049 gl_state.pointer_vertex = vertex3f;
1051 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1056 void R_Mesh_ColorPointer(const float *color4f)
1058 if (gl_state.pointer_color != color4f)
1061 if (!gl_state.pointer_color)
1063 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1067 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1068 // when color array is on the glColor gets trashed, set it again
1069 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1071 gl_state.pointer_color = color4f;
1072 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
1076 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1078 gltextureunit_t *unit = gl_state.units + unitnum;
1079 // update array settings
1084 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1086 unit->pointer_texcoord = texcoord;
1087 unit->arraycomponents = numcomponents;
1088 GL_ClientActiveTexture(unitnum);
1089 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
1091 // texture array unit is enabled, enable the array
1092 if (!unit->arrayenabled)
1094 unit->arrayenabled = true;
1095 GL_ClientActiveTexture(unitnum);
1096 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1101 // texture array unit is disabled, disable the array
1102 if (unit->arrayenabled)
1104 unit->arrayenabled = false;
1105 GL_ClientActiveTexture(unitnum);
1106 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1111 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1113 gltextureunit_t *unit = gl_state.units + unitnum;
1114 if (unitnum >= backendimageunits)
1116 // update 1d texture binding
1117 if (unit->t1d != tex1d)
1119 GL_ActiveTexture(unitnum);
1120 if (unitnum < backendunits)
1126 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1133 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1138 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1140 // update 2d texture binding
1141 if (unit->t2d != tex2d)
1143 GL_ActiveTexture(unitnum);
1144 if (unitnum < backendunits)
1150 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1157 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1162 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1164 // update 3d texture binding
1165 if (unit->t3d != tex3d)
1167 GL_ActiveTexture(unitnum);
1168 if (unitnum < backendunits)
1174 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1181 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1186 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1188 // update cubemap texture binding
1189 if (unit->tcubemap != texcubemap)
1191 GL_ActiveTexture(unitnum);
1192 if (unitnum < backendunits)
1196 if (unit->tcubemap == 0)
1198 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1205 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1209 unit->tcubemap = texcubemap;
1210 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1214 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1216 gltextureunit_t *unit = gl_state.units + unitnum;
1217 if (unitnum >= backendimageunits)
1219 // update 1d texture binding
1220 if (unit->t1d != texnum)
1222 GL_ActiveTexture(unitnum);
1223 if (unitnum < backendunits)
1229 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1236 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1241 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1243 // update 2d texture binding
1246 GL_ActiveTexture(unitnum);
1247 if (unitnum < backendunits)
1251 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1255 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1257 // update 3d texture binding
1260 GL_ActiveTexture(unitnum);
1261 if (unitnum < backendunits)
1265 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1269 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1271 // update cubemap texture binding
1274 GL_ActiveTexture(unitnum);
1275 if (unitnum < backendunits)
1279 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1283 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1287 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1289 gltextureunit_t *unit = gl_state.units + unitnum;
1290 if (unitnum >= backendimageunits)
1292 // update 1d texture binding
1295 GL_ActiveTexture(unitnum);
1296 if (unitnum < backendunits)
1300 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1304 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1306 // update 2d texture binding
1307 if (unit->t2d != texnum)
1309 GL_ActiveTexture(unitnum);
1310 if (unitnum < backendunits)
1316 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1323 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1328 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1330 // update 3d texture binding
1333 GL_ActiveTexture(unitnum);
1334 if (unitnum < backendunits)
1338 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1342 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1344 // update cubemap texture binding
1345 if (unit->tcubemap != 0)
1347 GL_ActiveTexture(unitnum);
1348 if (unitnum < backendunits)
1352 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1356 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1360 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1362 gltextureunit_t *unit = gl_state.units + unitnum;
1363 if (unitnum >= backendimageunits)
1365 // update 1d texture binding
1368 GL_ActiveTexture(unitnum);
1369 if (unitnum < backendunits)
1373 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1377 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1379 // update 2d texture binding
1382 GL_ActiveTexture(unitnum);
1383 if (unitnum < backendunits)
1387 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1391 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1393 // update 3d texture binding
1394 if (unit->t3d != texnum)
1396 GL_ActiveTexture(unitnum);
1397 if (unitnum < backendunits)
1403 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1410 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1415 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1417 // update cubemap texture binding
1418 if (unit->tcubemap != 0)
1420 GL_ActiveTexture(unitnum);
1421 if (unitnum < backendunits)
1425 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1429 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1433 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1435 gltextureunit_t *unit = gl_state.units + unitnum;
1436 if (unitnum >= backendimageunits)
1438 // update 1d texture binding
1441 GL_ActiveTexture(unitnum);
1442 if (unitnum < backendunits)
1446 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1450 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1452 // update 2d texture binding
1455 GL_ActiveTexture(unitnum);
1456 if (unitnum < backendunits)
1460 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1464 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1466 // update 3d texture binding
1469 GL_ActiveTexture(unitnum);
1470 if (unitnum < backendunits)
1474 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1478 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1480 // update cubemap texture binding
1481 if (unit->tcubemap != texnum)
1483 GL_ActiveTexture(unitnum);
1484 if (unitnum < backendunits)
1488 if (unit->tcubemap == 0)
1490 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1497 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1501 unit->tcubemap = texnum;
1502 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1506 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1508 gltextureunit_t *unit = gl_state.units + unitnum;
1509 if (matrix->m[3][3])
1511 // texmatrix specified, check if it is different
1512 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1514 double glmatrix[16];
1515 unit->texmatrixenabled = true;
1516 unit->matrix = *matrix;
1518 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1519 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1520 GL_ActiveTexture(unitnum);
1521 qglLoadMatrixd(glmatrix);CHECKGLERROR
1522 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1527 // no texmatrix specified, revert to identity
1528 if (unit->texmatrixenabled)
1530 unit->texmatrixenabled = false;
1532 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1533 GL_ActiveTexture(unitnum);
1534 qglLoadIdentity();CHECKGLERROR
1535 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1540 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1542 gltextureunit_t *unit = gl_state.units + unitnum;
1544 if (gl_combine.integer)
1546 // GL_ARB_texture_env_combine
1548 combinergb = GL_MODULATE;
1550 combinealpha = GL_MODULATE;
1555 if (unit->combinergb != combinergb)
1557 unit->combinergb = combinergb;
1558 GL_ActiveTexture(unitnum);
1559 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1561 if (unit->combinealpha != combinealpha)
1563 unit->combinealpha = combinealpha;
1564 GL_ActiveTexture(unitnum);
1565 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1567 if (unit->rgbscale != rgbscale)
1569 GL_ActiveTexture(unitnum);
1570 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1572 if (unit->alphascale != alphascale)
1574 GL_ActiveTexture(unitnum);
1575 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1582 combinergb = GL_MODULATE;
1583 if (unit->combinergb != combinergb)
1585 unit->combinergb = combinergb;
1586 GL_ActiveTexture(unitnum);
1587 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1592 void R_Mesh_TextureState(const rmeshstate_t *m)
1599 if (gl_backend_rebindtextures)
1601 gl_backend_rebindtextures = false;
1602 GL_SetupTextureState();
1606 for (i = 0;i < backendimageunits;i++)
1607 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1608 for (i = 0;i < backendarrayunits;i++)
1610 if (m->pointer_texcoord3f[i])
1611 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1613 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1615 for (i = 0;i < backendunits;i++)
1617 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1618 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1623 void R_Mesh_ResetTextureState(void)
1625 unsigned int unitnum;
1630 if (gl_backend_rebindtextures)
1632 gl_backend_rebindtextures = false;
1633 GL_SetupTextureState();
1637 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1639 gltextureunit_t *unit = gl_state.units + unitnum;
1640 // update 1d texture binding
1643 GL_ActiveTexture(unitnum);
1644 if (unitnum < backendunits)
1646 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1649 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1651 // update 2d texture binding
1654 GL_ActiveTexture(unitnum);
1655 if (unitnum < backendunits)
1657 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1660 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1662 // update 3d texture binding
1665 GL_ActiveTexture(unitnum);
1666 if (unitnum < backendunits)
1668 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1671 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1673 // update cubemap texture binding
1676 GL_ActiveTexture(unitnum);
1677 if (unitnum < backendunits)
1679 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1682 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1685 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1687 gltextureunit_t *unit = gl_state.units + unitnum;
1688 // texture array unit is disabled, disable the array
1689 if (unit->arrayenabled)
1691 unit->arrayenabled = false;
1692 GL_ClientActiveTexture(unitnum);
1693 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1696 for (unitnum = 0;unitnum < backendunits;unitnum++)
1698 gltextureunit_t *unit = gl_state.units + unitnum;
1699 // no texmatrix specified, revert to identity
1700 if (unit->texmatrixenabled)
1702 unit->texmatrixenabled = false;
1704 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1705 GL_ActiveTexture(unitnum);
1706 qglLoadIdentity();CHECKGLERROR
1707 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1709 if (gl_combine.integer)
1711 // GL_ARB_texture_env_combine
1712 if (unit->combinergb != GL_MODULATE)
1714 unit->combinergb = GL_MODULATE;
1715 GL_ActiveTexture(unitnum);
1716 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1718 if (unit->combinealpha != GL_MODULATE)
1720 unit->combinealpha = GL_MODULATE;
1721 GL_ActiveTexture(unitnum);
1722 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1724 if (unit->rgbscale != 1)
1726 GL_ActiveTexture(unitnum);
1727 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
1729 if (unit->alphascale != 1)
1731 GL_ActiveTexture(unitnum);
1732 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
1738 if (unit->combinergb != GL_MODULATE)
1740 unit->combinergb = GL_MODULATE;
1741 GL_ActiveTexture(unitnum);
1742 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1748 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1752 for (;numtriangles;numtriangles--, elements += 3)
1754 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1755 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1756 qglArrayElement(elements[2]);qglArrayElement(elements[0]);