3 #include "cl_collision.h"
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
7 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
8 cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
9 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
10 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
18 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
19 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
20 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
22 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
23 qboolean v_flipped_state = false;
25 int gl_maxdrawrangeelementsvertices;
26 int gl_maxdrawrangeelementsindices;
31 void GL_PrintError(int errornumber, char *filename, int linenumber)
35 #ifdef GL_INVALID_ENUM
37 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
40 #ifdef GL_INVALID_VALUE
41 case GL_INVALID_VALUE:
42 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
45 #ifdef GL_INVALID_OPERATION
46 case GL_INVALID_OPERATION:
47 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
50 #ifdef GL_STACK_OVERFLOW
51 case GL_STACK_OVERFLOW:
52 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
55 #ifdef GL_STACK_UNDERFLOW
56 case GL_STACK_UNDERFLOW:
57 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
60 #ifdef GL_OUT_OF_MEMORY
61 case GL_OUT_OF_MEMORY:
62 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
65 #ifdef GL_TABLE_TOO_LARGE
66 case GL_TABLE_TOO_LARGE:
67 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
71 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
72 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
76 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
82 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
84 void SCR_ScreenShot_f (void);
86 static r_viewport_t backend_viewport;
87 static matrix4x4_t backend_modelmatrix;
88 static matrix4x4_t backend_modelviewmatrix;
90 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
93 note: here's strip order for a terrain row:
100 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
102 *elements++ = i + row;
104 *elements++ = i + row + 1;
107 *elements++ = i + row + 1;
110 for (y = 0;y < rows - 1;y++)
112 for (x = 0;x < columns - 1;x++)
115 *elements++ = i + columns;
117 *elements++ = i + columns + 1;
120 *elements++ = i + columns + 1;
131 for (y = 0;y < rows - 1;y++)
133 for (x = 0;x < columns - 1;x++)
137 *elements++ = i + columns;
138 *elements++ = i + columns + 1;
139 *elements++ = i + columns;
140 *elements++ = i + columns + 1;
146 unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
147 unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
149 void GL_Backend_AllocArrays(void)
153 void GL_Backend_FreeArrays(void)
157 void GL_VBOStats_f(void)
159 GL_Mesh_ListVBOs(true);
162 typedef struct gl_bufferobjectinfo_s
167 char name[MAX_QPATH];
169 gl_bufferobjectinfo_t;
171 memexpandablearray_t gl_bufferobjectinfoarray;
173 static void gl_backend_start(void)
177 if (qglDrawRangeElements != NULL)
180 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
182 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
184 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
187 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
188 backendimageunits = backendunits;
189 backendarrayunits = backendunits;
190 if (gl_support_fragment_shader)
193 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
195 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
197 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
198 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
199 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
202 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
204 GL_Backend_AllocArrays();
206 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
208 Con_DPrintf("OpenGL backend started.\n");
212 backendactive = true;
215 static void gl_backend_shutdown(void)
218 backendimageunits = 0;
219 backendarrayunits = 0;
220 backendactive = false;
222 Con_DPrint("OpenGL Backend shutting down\n");
224 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
226 GL_Backend_FreeArrays();
229 static void gl_backend_newmap(void)
233 void gl_backend_init(void)
237 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
239 polygonelements[i * 3 + 0] = 0;
240 polygonelements[i * 3 + 1] = i + 1;
241 polygonelements[i * 3 + 2] = i + 2;
243 // elements for rendering a series of quads as triangles
244 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
246 quadelements[i * 6 + 0] = i * 4;
247 quadelements[i * 6 + 1] = i * 4 + 1;
248 quadelements[i * 6 + 2] = i * 4 + 2;
249 quadelements[i * 6 + 3] = i * 4;
250 quadelements[i * 6 + 4] = i * 4 + 2;
251 quadelements[i * 6 + 5] = i * 4 + 3;
254 Cvar_RegisterVariable(&r_render);
255 Cvar_RegisterVariable(&r_renderview);
256 Cvar_RegisterVariable(&r_waterwarp);
257 Cvar_RegisterVariable(&gl_polyblend);
258 Cvar_RegisterVariable(&v_flipped);
259 Cvar_RegisterVariable(&gl_dither);
260 Cvar_RegisterVariable(&gl_lockarrays);
261 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
262 Cvar_RegisterVariable(&gl_vbo);
263 Cvar_RegisterVariable(&gl_paranoid);
264 Cvar_RegisterVariable(&gl_printcheckerror);
266 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
267 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
268 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
269 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
271 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
273 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
276 void GL_SetMirrorState(qboolean state);
278 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
282 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
283 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
285 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
286 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
287 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
290 static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
294 float clipPlane[4], v3[3], v4[3];
297 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
299 VectorSet(normal, normalx, normaly, normalz);
300 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
301 VectorScale(normal, dist, v3);
302 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
303 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
304 clipPlane[3] = -DotProduct(v4, clipPlane);
308 // testing code for comparing results
310 VectorCopy4(clipPlane, clipPlane2);
311 R_Mesh_Matrix(&identitymatrix);
312 VectorSet(q, normal[0], normal[1], normal[2], -dist);
313 qglClipPlane(GL_CLIP_PLANE0, q);
314 qglGetClipPlane(GL_CLIP_PLANE0, q);
315 VectorCopy4(q, clipPlane);
319 // Calculate the clip-space corner point opposite the clipping plane
320 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
321 // transform it into camera space by multiplying it
322 // by the inverse of the projection matrix
323 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
324 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
326 q[3] = (1.0f + v->m[10]) / v->m[14];
328 // Calculate the scaled plane vector
329 d = 2.0f / DotProduct4(clipPlane, q);
331 // Replace the third row of the projection matrix
332 v->m[2] = clipPlane[0] * d;
333 v->m[6] = clipPlane[1] * d;
334 v->m[10] = clipPlane[2] * d + 1.0f;
335 v->m[14] = clipPlane[3] * d;
338 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
340 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
341 memset(v, 0, sizeof(*v));
342 v->type = R_VIEWPORTTYPE_ORTHO;
343 v->cameramatrix = *cameramatrix;
350 v->m[0] = 2/(right - left);
351 v->m[5] = 2/(top - bottom);
352 v->m[10] = -2/(zFar - zNear);
353 v->m[12] = - (right + left)/(right - left);
354 v->m[13] = - (top + bottom)/(top - bottom);
355 v->m[14] = - (zFar + zNear)/(zFar - zNear);
358 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
359 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
362 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
368 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
369 R_Viewport_TransformToScreen(v, test1, test2);
370 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
375 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
377 matrix4x4_t tempmatrix, basematrix;
378 memset(v, 0, sizeof(*v));
380 if(v_flipped.integer)
381 frustumx = -frustumx;
383 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
384 v->cameramatrix = *cameramatrix;
391 v->m[0] = 1.0 / frustumx;
392 v->m[5] = 1.0 / frustumy;
393 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
395 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
397 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
398 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
399 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
400 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
402 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
405 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
408 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
410 matrix4x4_t tempmatrix, basematrix;
411 const double nudge = 1.0 - 1.0 / (1<<23);
412 memset(v, 0, sizeof(*v));
414 if(v_flipped.integer)
415 frustumx = -frustumx;
417 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
418 v->cameramatrix = *cameramatrix;
425 v->m[ 0] = 1.0 / frustumx;
426 v->m[ 5] = 1.0 / frustumy;
429 v->m[14] = -2 * nearclip * nudge;
431 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
432 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
433 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
434 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
436 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
439 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
442 float cubeviewmatrix[6][16] =
444 // standard cubemap projections
482 float rectviewmatrix[6][16] =
484 // sign-preserving cubemap projections
523 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
525 matrix4x4_t tempmatrix, basematrix;
526 memset(v, 0, sizeof(*v));
527 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
528 v->cameramatrix = *cameramatrix;
532 v->m[0] = v->m[5] = 1.0f;
533 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
535 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
537 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
538 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
539 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
540 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
543 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
546 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
548 matrix4x4_t tempmatrix, basematrix;
549 memset(v, 0, sizeof(*v));
550 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
551 v->cameramatrix = *cameramatrix;
552 v->x = (side & 1) * size;
553 v->y = (side >> 1) * size;
557 v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
558 v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
560 v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
562 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
563 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
564 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
565 Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
568 R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
571 void R_SetViewport(const r_viewport_t *v)
574 backend_viewport = *v;
577 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
579 // Load the projection matrix into OpenGL
580 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
581 qglLoadMatrixd(backend_viewport.m);CHECKGLERROR
582 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
584 // FIXME: v_flipped_state is evil, this probably breaks somewhere
585 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
587 // directly force an update of the modelview matrix
588 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
589 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
590 qglLoadMatrixf(glmatrix);CHECKGLERROR
593 void R_GetViewport(r_viewport_t *v)
595 *v = backend_viewport;
598 typedef struct gltextureunit_s
600 const void *pointer_texcoord;
601 size_t pointer_texcoord_offset;
602 int pointer_texcoord_buffer;
603 int t1d, t2d, t3d, tcubemap, trectangle;
605 unsigned int arraycomponents;
606 int rgbscale, alphascale;
607 int combinergb, combinealpha;
608 // FIXME: add more combine stuff
609 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
610 int texmatrixenabled;
615 static struct gl_state_s
623 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
626 float polygonoffset[2];
630 unsigned int clientunit;
631 gltextureunit_t units[MAX_TEXTUREUNITS];
635 int vertexbufferobject;
636 int elementbufferobject;
637 qboolean pointer_color_enabled;
638 const void *pointer_vertex;
639 const void *pointer_color;
640 size_t pointer_vertex_offset;
641 size_t pointer_color_offset;
642 int pointer_vertex_buffer;
643 int pointer_color_buffer;
647 static void GL_BindVBO(int bufferobject)
649 if (gl_state.vertexbufferobject != bufferobject)
651 gl_state.vertexbufferobject = bufferobject;
653 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
658 static void GL_BindEBO(int bufferobject)
660 if (gl_state.elementbufferobject != bufferobject)
662 gl_state.elementbufferobject = bufferobject;
664 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
669 void GL_SetupTextureState(void)
672 gltextureunit_t *unit;
674 gl_state.unit = MAX_TEXTUREUNITS;
675 gl_state.clientunit = MAX_TEXTUREUNITS;
676 for (i = 0;i < MAX_TEXTUREUNITS;i++)
678 unit = gl_state.units + i;
683 unit->arrayenabled = false;
684 unit->arraycomponents = 0;
685 unit->pointer_texcoord = NULL;
686 unit->pointer_texcoord_buffer = 0;
687 unit->pointer_texcoord_offset = 0;
689 unit->alphascale = 1;
690 unit->combinergb = GL_MODULATE;
691 unit->combinealpha = GL_MODULATE;
692 unit->texmatrixenabled = false;
693 unit->matrix = identitymatrix;
696 for (i = 0;i < backendimageunits;i++)
699 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
700 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
703 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
705 if (gl_texturecubemap)
707 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
709 if (gl_texturerectangle)
711 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
715 for (i = 0;i < backendarrayunits;i++)
717 GL_ClientActiveTexture(i);
719 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
720 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
723 for (i = 0;i < backendunits;i++)
726 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
727 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
730 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
732 if (gl_texturecubemap)
734 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
736 if (gl_texturerectangle)
738 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
740 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
741 qglLoadIdentity();CHECKGLERROR
742 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
743 if (gl_combine.integer)
745 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
746 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
747 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
748 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
749 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
750 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
751 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
752 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
753 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
754 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
755 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
756 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
757 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
758 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
759 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
760 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
761 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
765 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
772 void GL_Backend_ResetState(void)
774 memset(&gl_state, 0, sizeof(gl_state));
775 gl_state.depthtest = true;
776 gl_state.alphatest = false;
777 gl_state.blendfunc1 = GL_ONE;
778 gl_state.blendfunc2 = GL_ZERO;
779 gl_state.blend = false;
780 gl_state.depthmask = GL_TRUE;
781 gl_state.colormask = 15;
782 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
783 gl_state.lockrange_first = 0;
784 gl_state.lockrange_count = 0;
785 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
786 gl_state.cullfaceenable = true;
787 gl_state.polygonoffset[0] = 0;
788 gl_state.polygonoffset[1] = 0;
792 qglColorMask(1, 1, 1, 1);
793 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
794 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
795 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
796 qglDisable(GL_BLEND);CHECKGLERROR
797 qglCullFace(gl_state.cullface);CHECKGLERROR
798 qglEnable(GL_CULL_FACE);CHECKGLERROR
799 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
800 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
801 qglDepthMask(gl_state.depthmask);CHECKGLERROR
802 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
804 if (gl_support_arb_vertex_buffer_object)
806 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
807 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
810 if (gl_support_ext_framebuffer_object)
812 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
813 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
816 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
817 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
819 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
820 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
822 GL_Color(0, 0, 0, 0);
823 GL_Color(1, 1, 1, 1);
825 GL_SetupTextureState();
828 void GL_ActiveTexture(unsigned int num)
830 if (gl_state.unit != num)
833 if (qglActiveTexture)
836 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
842 void GL_ClientActiveTexture(unsigned int num)
844 if (gl_state.clientunit != num)
846 gl_state.clientunit = num;
847 if (qglActiveTexture)
850 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
856 void GL_BlendFunc(int blendfunc1, int blendfunc2)
858 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
861 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
862 if (gl_state.blendfunc2 == GL_ZERO)
864 if (gl_state.blendfunc1 == GL_ONE)
869 qglDisable(GL_BLEND);CHECKGLERROR
877 qglEnable(GL_BLEND);CHECKGLERROR
886 qglEnable(GL_BLEND);CHECKGLERROR
892 void GL_DepthMask(int state)
894 if (gl_state.depthmask != state)
897 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
901 void GL_DepthTest(int state)
903 if (gl_state.depthtest != state)
905 gl_state.depthtest = state;
907 if (gl_state.depthtest)
909 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
913 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
918 void GL_DepthRange(float nearfrac, float farfrac)
920 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
922 gl_state.depthrange[0] = nearfrac;
923 gl_state.depthrange[1] = farfrac;
924 qglDepthRange(nearfrac, farfrac);
928 void GL_PolygonOffset(float planeoffset, float depthoffset)
930 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
932 gl_state.polygonoffset[0] = planeoffset;
933 gl_state.polygonoffset[1] = depthoffset;
934 qglPolygonOffset(planeoffset, depthoffset);
938 void GL_SetMirrorState(qboolean state)
940 if(!state != !v_flipped_state)
942 // change cull face mode!
943 if(gl_state.cullface == GL_BACK)
944 qglCullFace((gl_state.cullface = GL_FRONT));
945 else if(gl_state.cullface == GL_FRONT)
946 qglCullFace((gl_state.cullface = GL_BACK));
948 v_flipped_state = state;
951 void GL_CullFace(int state)
957 if(state == GL_FRONT)
959 else if(state == GL_BACK)
963 if (state != GL_NONE)
965 if (!gl_state.cullfaceenable)
967 gl_state.cullfaceenable = true;
968 qglEnable(GL_CULL_FACE);CHECKGLERROR
970 if (gl_state.cullface != state)
972 gl_state.cullface = state;
973 qglCullFace(gl_state.cullface);CHECKGLERROR
978 if (gl_state.cullfaceenable)
980 gl_state.cullfaceenable = false;
981 qglDisable(GL_CULL_FACE);CHECKGLERROR
986 void GL_AlphaTest(int state)
988 if (gl_state.alphatest != state)
990 gl_state.alphatest = state;
992 if (gl_state.alphatest)
994 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
998 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1003 void GL_ColorMask(int r, int g, int b, int a)
1005 int state = r*8 + g*4 + b*2 + a*1;
1006 if (gl_state.colormask != state)
1008 gl_state.colormask = state;
1010 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1014 void GL_Color(float cr, float cg, float cb, float ca)
1016 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)
1018 gl_state.color4f[0] = cr;
1019 gl_state.color4f[1] = cg;
1020 gl_state.color4f[2] = cb;
1021 gl_state.color4f[3] = ca;
1023 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1028 void GL_LockArrays(int first, int count)
1030 if (count < gl_lockarrays_minimumvertices.integer)
1035 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
1037 if (gl_state.lockrange_count)
1039 gl_state.lockrange_count = 0;
1041 qglUnlockArraysEXT();
1044 if (count && gl_supportslockarrays && gl_lockarrays.integer)
1046 gl_state.lockrange_first = first;
1047 gl_state.lockrange_count = count;
1049 qglLockArraysEXT(first, count);
1055 void GL_Scissor (int x, int y, int width, int height)
1058 qglScissor(x, y,width,height);
1062 void GL_ScissorTest(int state)
1064 if(gl_state.scissortest == state)
1068 if((gl_state.scissortest = state))
1069 qglEnable(GL_SCISSOR_TEST);
1071 qglDisable(GL_SCISSOR_TEST);
1075 void GL_Clear(int mask)
1078 qglClear(mask);CHECKGLERROR
1081 // called at beginning of frame
1082 void R_Mesh_Start(void)
1086 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1088 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1089 Cvar_SetValueQuick(&gl_paranoid, 1);
1091 GL_Backend_ResetState();
1094 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1098 char compilelog[MAX_INPUTLINE];
1099 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1102 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1103 qglCompileShaderARB(shaderobject);CHECKGLERROR
1104 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1105 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1106 if (compilelog[0] && developer.integer > 0)
1108 int i, j, pretextlines = 0;
1109 for (i = 0;i < numstrings - 1;i++)
1110 for (j = 0;strings[i][j];j++)
1111 if (strings[i][j] == '\n')
1113 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1115 if (!shadercompiled)
1117 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1120 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1121 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1125 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)
1127 GLint programlinked;
1128 GLuint programobject = 0;
1129 char linklog[MAX_INPUTLINE];
1132 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1136 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1139 #ifdef GL_GEOMETRY_SHADER_ARB
1140 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1144 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1147 qglLinkProgramARB(programobject);CHECKGLERROR
1148 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1149 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1152 Con_DPrintf("program link log:\n%s\n", linklog);
1153 // software vertex shader is ok but software fragment shader is WAY
1154 // too slow, fail program if so.
1155 // NOTE: this string might be ATI specific, but that's ok because the
1156 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1157 // software fragment shader due to low instruction and dependent
1159 if (strstr(linklog, "fragment shader will run in software"))
1160 programlinked = false;
1164 return programobject;
1166 qglDeleteObjectARB(programobject);CHECKGLERROR
1170 void GL_Backend_FreeProgram(unsigned int prog)
1173 qglDeleteObjectARB(prog);
1177 int gl_backend_rebindtextures;
1179 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1184 for (i = 0;i < count;i++)
1185 *out++ = *in++ + offset;
1188 memcpy(out, in, sizeof(*out) * count);
1191 // renders triangles using vertices from the active arrays
1192 int paranoidblah = 0;
1193 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1195 unsigned int numelements = numtriangles * 3;
1196 if (numvertices < 3 || numtriangles < 1)
1198 if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
1199 Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1202 if (!gl_mesh_prefer_short_elements.integer)
1210 element3i += firsttriangle * 3;
1212 element3s += firsttriangle * 3;
1213 switch (gl_vbo.integer)
1218 bufferobject3i = bufferobject3s = 0;
1224 bufferobject3i = bufferobject3s = 0;
1228 r_refdef.stats.meshes++;
1229 r_refdef.stats.meshes_elements += numelements;
1230 if (gl_paranoid.integer)
1232 unsigned int i, j, size;
1234 // note: there's no validation done here on buffer objects because it
1235 // is somewhat difficult to get at the data, and gl_paranoid can be
1236 // used without buffer objects if the need arises
1237 // (the data could be gotten using glMapBuffer but it would be very
1238 // slow due to uncachable video memory reads)
1239 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1240 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1242 if (gl_state.pointer_vertex)
1243 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1245 if (gl_state.pointer_color_enabled)
1247 if (!qglIsEnabled(GL_COLOR_ARRAY))
1248 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1250 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1251 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1254 for (i = 0;i < backendarrayunits;i++)
1256 if (gl_state.units[i].arrayenabled)
1258 GL_ClientActiveTexture(i);
1259 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1260 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1262 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1263 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++)
1269 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1271 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1273 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1280 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1282 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1284 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1291 if (r_render.integer || r_refdef.draw2dstage)
1294 if (gl_mesh_testmanualfeeding.integer)
1296 unsigned int i, j, element;
1298 qglBegin(GL_TRIANGLES);
1299 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1301 element = element3i ? element3i[i] : element3s[i];
1302 for (j = 0;j < backendarrayunits;j++)
1304 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1306 if (backendarrayunits > 1)
1308 if (gl_state.units[j].arraycomponents == 4)
1310 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1311 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1313 else if (gl_state.units[j].arraycomponents == 3)
1315 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1316 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1318 else if (gl_state.units[j].arraycomponents == 2)
1320 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1321 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1325 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1326 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1331 if (gl_state.units[j].arraycomponents == 4)
1333 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1334 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1336 else if (gl_state.units[j].arraycomponents == 3)
1338 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1339 qglTexCoord3f(p[0], p[1], p[2]);
1341 else if (gl_state.units[j].arraycomponents == 2)
1343 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1344 qglTexCoord2f(p[0], p[1]);
1348 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1349 qglTexCoord1f(p[0]);
1354 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1356 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1357 qglColor4f(p[0], p[1], p[2], p[3]);
1359 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1360 qglVertex3f(p[0], p[1], p[2]);
1365 else if (gl_mesh_testarrayelement.integer)
1368 qglBegin(GL_TRIANGLES);
1371 for (i = 0;i < numtriangles * 3;i++)
1372 qglArrayElement(element3i[i]);
1376 for (i = 0;i < numtriangles * 3;i++)
1377 qglArrayElement(element3s[i]);
1382 else if (bufferobject3s)
1384 GL_BindEBO(bufferobject3s);
1385 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1387 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1392 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1396 else if (bufferobject3i)
1398 GL_BindEBO(bufferobject3i);
1399 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1401 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1406 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1413 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1415 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1420 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1427 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1429 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1434 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1441 // restores backend state, used when done with 3D rendering
1442 void R_Mesh_Finish(void)
1447 GL_LockArrays(0, 0);
1450 for (i = 0;i < backendimageunits;i++)
1452 GL_ActiveTexture(i);
1453 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1454 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1457 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1459 if (gl_texturecubemap)
1461 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1463 if (gl_texturerectangle)
1465 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1468 for (i = 0;i < backendarrayunits;i++)
1470 GL_ActiveTexture(backendarrayunits - 1 - i);
1471 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1473 for (i = 0;i < backendunits;i++)
1475 GL_ActiveTexture(backendunits - 1 - i);
1476 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1477 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1480 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1482 if (gl_texturecubemap)
1484 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1486 if (gl_texturerectangle)
1488 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1490 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1491 if (gl_combine.integer)
1493 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1494 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1497 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1498 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1500 qglDisable(GL_BLEND);CHECKGLERROR
1501 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1502 qglDepthMask(GL_TRUE);CHECKGLERROR
1503 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1506 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1508 gl_bufferobjectinfo_t *info;
1509 GLuint bufferobject;
1511 if (!gl_vbo.integer)
1514 qglGenBuffersARB(1, &bufferobject);
1517 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1518 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1519 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1521 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1523 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1524 memset(info, 0, sizeof(*info));
1525 info->target = target;
1526 info->object = bufferobject;
1528 strlcpy(info->name, name, sizeof(info->name));
1530 return (int)bufferobject;
1533 void R_Mesh_DestroyBufferObject(int bufferobject)
1536 gl_bufferobjectinfo_t *info;
1538 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1540 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1541 for (i = 0;i < endindex;i++)
1543 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1546 if (info->object == bufferobject)
1548 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1554 void GL_Mesh_ListVBOs(qboolean printeach)
1557 size_t ebocount = 0, ebomemory = 0;
1558 size_t vbocount = 0, vbomemory = 0;
1559 gl_bufferobjectinfo_t *info;
1560 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1561 for (i = 0;i < endindex;i++)
1563 info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1566 switch(info->target)
1568 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;
1569 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;
1570 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1573 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);
1576 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1578 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1581 backend_modelmatrix = *matrix;
1582 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
1583 Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
1585 qglLoadMatrixf(glmatrix);CHECKGLERROR
1589 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1591 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1593 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1595 gl_state.pointer_vertex = vertex3f;
1596 gl_state.pointer_vertex_buffer = bufferobject;
1597 gl_state.pointer_vertex_offset = bufferoffset;
1599 GL_BindVBO(bufferobject);
1600 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1604 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1606 // note: this can not rely on bufferobject to decide whether a color array
1607 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1608 // means that a valid vbo may be supplied even if there is no color array.
1611 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1613 // caller wants color array enabled
1614 if (!gl_state.pointer_color_enabled)
1616 gl_state.pointer_color_enabled = true;
1618 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1620 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1622 gl_state.pointer_color = color4f;
1623 gl_state.pointer_color_buffer = bufferobject;
1624 gl_state.pointer_color_offset = bufferoffset;
1626 GL_BindVBO(bufferobject);
1627 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1632 // caller wants color array disabled
1633 if (gl_state.pointer_color_enabled)
1635 gl_state.pointer_color_enabled = false;
1637 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1638 // when color array is on the glColor gets trashed, set it again
1639 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1644 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1646 gltextureunit_t *unit = gl_state.units + unitnum;
1647 // update array settings
1649 // note: there is no need to check bufferobject here because all cases
1650 // that involve a valid bufferobject also supply a texcoord array
1653 if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
1655 // texture array unit is enabled, enable the array
1656 if (!unit->arrayenabled)
1658 unit->arrayenabled = true;
1659 GL_ClientActiveTexture(unitnum);
1660 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1663 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1665 unit->pointer_texcoord = texcoord;
1666 unit->pointer_texcoord_buffer = bufferobject;
1667 unit->pointer_texcoord_offset = bufferoffset;
1668 unit->arraycomponents = numcomponents;
1669 GL_ClientActiveTexture(unitnum);
1670 GL_BindVBO(bufferobject);
1671 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1676 // texture array unit is disabled, disable the array
1677 if (unit->arrayenabled)
1679 unit->arrayenabled = false;
1680 GL_ClientActiveTexture(unitnum);
1681 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1686 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle)
1688 gltextureunit_t *unit = gl_state.units + unitnum;
1689 if (unitnum >= backendimageunits)
1691 // update 1d texture binding
1692 if (unit->t1d != tex1d)
1694 GL_ActiveTexture(unitnum);
1695 if (unitnum < backendunits)
1701 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1708 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1713 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1715 // update 2d texture binding
1716 if (unit->t2d != tex2d)
1718 GL_ActiveTexture(unitnum);
1719 if (unitnum < backendunits)
1725 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1732 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1737 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1739 // update 3d texture binding
1740 if (unit->t3d != tex3d)
1742 GL_ActiveTexture(unitnum);
1743 if (unitnum < backendunits)
1749 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1756 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1761 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1763 // update cubemap texture binding
1764 if (unit->tcubemap != texcubemap)
1766 GL_ActiveTexture(unitnum);
1767 if (unitnum < backendunits)
1771 if (unit->tcubemap == 0)
1773 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1780 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1784 unit->tcubemap = texcubemap;
1785 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1787 // update rectangle texture binding
1788 if (unit->trectangle != texrectangle)
1790 GL_ActiveTexture(unitnum);
1791 if (unitnum < backendunits)
1795 if (unit->trectangle == 0)
1797 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1802 if (unit->trectangle)
1804 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1808 unit->trectangle = texrectangle;
1809 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1813 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1815 gltextureunit_t *unit = gl_state.units + unitnum;
1816 if (unitnum >= backendimageunits)
1818 // update 1d texture binding
1819 if (unit->t1d != texnum)
1821 GL_ActiveTexture(unitnum);
1822 if (unitnum < backendunits)
1828 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1835 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1840 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1842 // update 2d texture binding
1845 GL_ActiveTexture(unitnum);
1846 if (unitnum < backendunits)
1850 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1854 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1856 // update 3d texture binding
1859 GL_ActiveTexture(unitnum);
1860 if (unitnum < backendunits)
1864 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1868 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1870 // update cubemap texture binding
1873 GL_ActiveTexture(unitnum);
1874 if (unitnum < backendunits)
1878 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1882 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1884 // update rectangle texture binding
1885 if (unit->trectangle)
1887 GL_ActiveTexture(unitnum);
1888 if (unitnum < backendunits)
1890 if (unit->trectangle)
1892 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1895 unit->trectangle = 0;
1896 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1900 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1902 gltextureunit_t *unit = gl_state.units + unitnum;
1903 if (unitnum >= backendimageunits)
1905 // update 1d texture binding
1908 GL_ActiveTexture(unitnum);
1909 if (unitnum < backendunits)
1913 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1917 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1919 // update 2d texture binding
1920 if (unit->t2d != texnum)
1922 GL_ActiveTexture(unitnum);
1923 if (unitnum < backendunits)
1929 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1936 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1941 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1943 // update 3d texture binding
1946 GL_ActiveTexture(unitnum);
1947 if (unitnum < backendunits)
1951 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1955 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1957 // update cubemap texture binding
1958 if (unit->tcubemap != 0)
1960 GL_ActiveTexture(unitnum);
1961 if (unitnum < backendunits)
1965 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1969 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1971 // update rectangle texture binding
1972 if (unit->trectangle != 0)
1974 GL_ActiveTexture(unitnum);
1975 if (unitnum < backendunits)
1977 if (unit->trectangle)
1979 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1982 unit->trectangle = 0;
1983 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1987 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1989 gltextureunit_t *unit = gl_state.units + unitnum;
1990 if (unitnum >= backendimageunits)
1992 // update 1d texture binding
1995 GL_ActiveTexture(unitnum);
1996 if (unitnum < backendunits)
2000 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2004 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2006 // update 2d texture binding
2009 GL_ActiveTexture(unitnum);
2010 if (unitnum < backendunits)
2014 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2018 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2020 // update 3d texture binding
2021 if (unit->t3d != texnum)
2023 GL_ActiveTexture(unitnum);
2024 if (unitnum < backendunits)
2030 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
2037 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2042 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2044 // update cubemap texture binding
2045 if (unit->tcubemap != 0)
2047 GL_ActiveTexture(unitnum);
2048 if (unitnum < backendunits)
2052 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2056 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2058 // update rectangle texture binding
2059 if (unit->trectangle != 0)
2061 GL_ActiveTexture(unitnum);
2062 if (unitnum < backendunits)
2064 if (unit->trectangle)
2066 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2069 unit->trectangle = 0;
2070 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2074 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
2076 gltextureunit_t *unit = gl_state.units + unitnum;
2077 if (unitnum >= backendimageunits)
2079 // update 1d texture binding
2082 GL_ActiveTexture(unitnum);
2083 if (unitnum < backendunits)
2087 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2091 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2093 // update 2d texture binding
2096 GL_ActiveTexture(unitnum);
2097 if (unitnum < backendunits)
2101 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2105 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2107 // update 3d texture binding
2110 GL_ActiveTexture(unitnum);
2111 if (unitnum < backendunits)
2115 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2119 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2121 // update cubemap texture binding
2122 if (unit->tcubemap != texnum)
2124 GL_ActiveTexture(unitnum);
2125 if (unitnum < backendunits)
2129 if (unit->tcubemap == 0)
2131 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2138 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2142 unit->tcubemap = texnum;
2143 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2145 // update rectangle texture binding
2146 if (unit->trectangle != 0)
2148 GL_ActiveTexture(unitnum);
2149 if (unitnum < backendunits)
2151 if (unit->trectangle)
2153 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2156 unit->trectangle = 0;
2157 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2161 void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum)
2163 gltextureunit_t *unit = gl_state.units + unitnum;
2164 if (unitnum >= backendimageunits)
2166 // update 1d texture binding
2169 GL_ActiveTexture(unitnum);
2170 if (unitnum < backendunits)
2174 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2178 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2180 // update 2d texture binding
2183 GL_ActiveTexture(unitnum);
2184 if (unitnum < backendunits)
2188 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2192 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2194 // update 3d texture binding
2197 GL_ActiveTexture(unitnum);
2198 if (unitnum < backendunits)
2202 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2206 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2208 // update cubemap texture binding
2209 if (unit->tcubemap != 0)
2211 GL_ActiveTexture(unitnum);
2212 if (unitnum < backendunits)
2216 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2220 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2222 // update rectangle texture binding
2223 if (unit->trectangle != texnum)
2225 GL_ActiveTexture(unitnum);
2226 if (unitnum < backendunits)
2230 if (unit->trectangle == 0)
2232 qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2237 if (unit->trectangle)
2239 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2243 unit->trectangle = texnum;
2244 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2248 static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
2250 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
2252 gltextureunit_t *unit = gl_state.units + unitnum;
2253 if (matrix->m[3][3])
2255 // texmatrix specified, check if it is different
2256 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
2258 double glmatrix[16];
2259 unit->texmatrixenabled = true;
2260 unit->matrix = *matrix;
2262 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
2263 GL_ActiveTexture(unitnum);
2264 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2265 qglLoadMatrixd(glmatrix);CHECKGLERROR
2266 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2271 // no texmatrix specified, revert to identity
2272 if (unit->texmatrixenabled)
2274 unit->texmatrixenabled = false;
2275 unit->matrix = identitymatrix;
2277 GL_ActiveTexture(unitnum);
2278 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2279 qglLoadIdentity();CHECKGLERROR
2280 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2285 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
2287 gltextureunit_t *unit = gl_state.units + unitnum;
2289 if (gl_combine.integer)
2291 // GL_ARB_texture_env_combine
2293 combinergb = GL_MODULATE;
2295 combinealpha = GL_MODULATE;
2300 if (unit->combinergb != combinergb)
2302 unit->combinergb = combinergb;
2303 GL_ActiveTexture(unitnum);
2304 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2306 if (unit->combinealpha != combinealpha)
2308 unit->combinealpha = combinealpha;
2309 GL_ActiveTexture(unitnum);
2310 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2312 if (unit->rgbscale != rgbscale)
2314 GL_ActiveTexture(unitnum);
2315 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
2317 if (unit->alphascale != alphascale)
2319 GL_ActiveTexture(unitnum);
2320 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
2327 combinergb = GL_MODULATE;
2328 if (unit->combinergb != combinergb)
2330 unit->combinergb = combinergb;
2331 GL_ActiveTexture(unitnum);
2332 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2337 void R_Mesh_TextureState(const rmeshstate_t *m)
2344 if (gl_backend_rebindtextures)
2346 gl_backend_rebindtextures = false;
2347 GL_SetupTextureState();
2351 for (i = 0;i < backendimageunits;i++)
2352 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
2353 for (i = 0;i < backendarrayunits;i++)
2355 if (m->pointer_texcoord3f[i])
2356 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2358 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2360 for (i = 0;i < backendunits;i++)
2362 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
2363 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
2368 void R_Mesh_ResetTextureState(void)
2370 unsigned int unitnum;
2375 if (gl_backend_rebindtextures)
2377 gl_backend_rebindtextures = false;
2378 GL_SetupTextureState();
2382 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
2384 gltextureunit_t *unit = gl_state.units + unitnum;
2385 // update 1d texture binding
2388 GL_ActiveTexture(unitnum);
2389 if (unitnum < backendunits)
2391 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2394 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2396 // update 2d texture binding
2399 GL_ActiveTexture(unitnum);
2400 if (unitnum < backendunits)
2402 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2405 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2407 // update 3d texture binding
2410 GL_ActiveTexture(unitnum);
2411 if (unitnum < backendunits)
2413 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2416 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2418 // update cubemap texture binding
2421 GL_ActiveTexture(unitnum);
2422 if (unitnum < backendunits)
2424 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2427 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2429 // update rectangle texture binding
2430 if (unit->trectangle)
2432 GL_ActiveTexture(unitnum);
2433 if (unitnum < backendunits)
2435 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2437 unit->trectangle = 0;
2438 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2441 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
2443 gltextureunit_t *unit = gl_state.units + unitnum;
2444 // texture array unit is disabled, disable the array
2445 if (unit->arrayenabled)
2447 unit->arrayenabled = false;
2448 GL_ClientActiveTexture(unitnum);
2449 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2452 for (unitnum = 0;unitnum < backendunits;unitnum++)
2454 gltextureunit_t *unit = gl_state.units + unitnum;
2455 // no texmatrix specified, revert to identity
2456 if (unit->texmatrixenabled)
2458 unit->texmatrixenabled = false;
2459 unit->matrix = identitymatrix;
2461 GL_ActiveTexture(unitnum);
2462 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2463 qglLoadIdentity();CHECKGLERROR
2464 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2466 if (gl_combine.integer)
2468 // GL_ARB_texture_env_combine
2469 if (unit->combinergb != GL_MODULATE)
2471 unit->combinergb = GL_MODULATE;
2472 GL_ActiveTexture(unitnum);
2473 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2475 if (unit->combinealpha != GL_MODULATE)
2477 unit->combinealpha = GL_MODULATE;
2478 GL_ActiveTexture(unitnum);
2479 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2481 if (unit->rgbscale != 1)
2483 GL_ActiveTexture(unitnum);
2484 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2486 if (unit->alphascale != 1)
2488 GL_ActiveTexture(unitnum);
2489 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2495 if (unit->combinergb != GL_MODULATE)
2497 unit->combinergb = GL_MODULATE;
2498 GL_ActiveTexture(unitnum);
2499 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR