4 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t r_render = {0, "r_render", "1"};
9 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
10 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
12 int gl_maxdrawrangeelementsvertices;
13 int gl_maxdrawrangeelementsindices;
18 void GL_PrintError(int errornumber, char *filename, int linenumber)
22 #ifdef GL_INVALID_ENUM
24 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
27 #ifdef GL_INVALID_VALUE
28 case GL_INVALID_VALUE:
29 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
32 #ifdef GL_INVALID_OPERATION
33 case GL_INVALID_OPERATION:
34 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
37 #ifdef GL_STACK_OVERFLOW
38 case GL_STACK_OVERFLOW:
39 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
42 #ifdef GL_STACK_UNDERFLOW
43 case GL_STACK_UNDERFLOW:
44 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
47 #ifdef GL_OUT_OF_MEMORY
48 case GL_OUT_OF_MEMORY:
49 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
52 #ifdef GL_TABLE_TOO_LARGE
53 case GL_TABLE_TOO_LARGE:
54 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
58 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
64 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
66 int c_meshs, c_meshelements;
70 float overbrightscale;
72 void SCR_ScreenShot_f (void);
74 // these are externally accessible
75 float mesh_colorscale;
78 float *varray_texcoord[MAX_TEXTUREUNITS];
81 static matrix4x4_t backend_viewmatrix;
82 static matrix4x4_t backend_modelmatrix;
83 static matrix4x4_t backend_modelviewmatrix;
84 static matrix4x4_t backend_glmodelviewmatrix;
86 static int backendunits, backendactive;
87 static qbyte *varray_bcolor;
88 static mempool_t *gl_backend_mempool;
90 int polygonelements[768];
92 void GL_Backend_AllocArrays(void)
96 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
98 polygonelements[i * 3 + 0] = 0;
99 polygonelements[i * 3 + 1] = i + 1;
100 polygonelements[i * 3 + 2] = i + 2;
103 if (!gl_backend_mempool)
104 gl_backend_mempool = Mem_AllocPool("GL_Backend");
106 varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
107 varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
108 varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
109 for (i = 0;i < backendunits;i++)
110 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
111 for (;i < MAX_TEXTUREUNITS;i++)
112 varray_texcoord[i] = NULL;
115 void GL_Backend_FreeArrays(int resizingbuffers)
119 Mem_EmptyPool(gl_backend_mempool);
121 Mem_FreePool(&gl_backend_mempool);
122 varray_vertex = NULL;
124 varray_bcolor = NULL;
125 for (i = 0;i < MAX_TEXTUREUNITS;i++)
126 varray_texcoord[i] = NULL;
129 static void gl_backend_start(void)
131 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
132 if (qglDrawRangeElements != NULL)
134 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
135 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
137 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
139 if (strstr(gl_renderer, "3Dfx"))
141 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
142 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
145 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
147 GL_Backend_AllocArrays();
149 backendactive = true;
152 static void gl_backend_shutdown(void)
155 backendactive = false;
157 Con_Printf("OpenGL Backend shutting down\n");
159 GL_Backend_FreeArrays(false);
162 void GL_Backend_CheckCvars(void)
164 // 21760 is (65536 / 3) rounded off to a multiple of 128
165 if (gl_mesh_maxverts.integer < 1024)
166 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
167 if (gl_mesh_maxverts.integer > 21760)
168 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
171 void GL_Backend_ResizeArrays(int numtriangles)
173 Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
174 GL_Backend_CheckCvars();
175 mesh_maxverts = gl_mesh_maxverts.integer;
176 GL_Backend_FreeArrays(true);
177 GL_Backend_AllocArrays();
180 static void gl_backend_newmap(void)
184 void gl_backend_init(void)
186 Cvar_RegisterVariable(&r_render);
187 Cvar_RegisterVariable(&gl_dither);
188 Cvar_RegisterVariable(&gl_lockarrays);
190 Cvar_SetValue("r_render", 0);
193 Cvar_RegisterVariable(&gl_mesh_maxverts);
194 Cvar_RegisterVariable(&gl_mesh_floatcolors);
195 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
196 GL_Backend_CheckCvars();
197 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
200 void GL_SetupView_ViewPort (int x, int y, int width, int height)
202 if (!r_render.integer)
205 // y is weird beause OpenGL is bottom to top, we use top to bottom
206 qglViewport(x, vid.realheight - (y + height), width, height);
210 void GL_SetupView_Orientation_Identity (void)
212 Matrix4x4_CreateIdentity(&backend_viewmatrix);
213 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
216 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
218 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
219 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
220 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
221 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
222 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
223 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
224 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
227 void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
231 if (!r_render.integer)
235 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
236 qglLoadIdentity ();CHECKGLERROR
238 xmax = zNear * tan(fovx * M_PI / 360.0);
239 ymax = zNear * tan(fovy * M_PI / 360.0);
241 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
242 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
243 GL_SetupView_Orientation_Identity();
246 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
248 if (!r_render.integer)
252 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
253 qglLoadIdentity ();CHECKGLERROR
254 qglOrtho(x1, y2, x2, y1, zNear, zFar);
255 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
256 GL_SetupView_Orientation_Identity();
268 int texture[MAX_TEXTUREUNITS];
269 float texturergbscale[MAX_TEXTUREUNITS];
273 void GL_SetupTextureState(void)
276 if (backendunits > 1)
278 for (i = 0;i < backendunits;i++)
280 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
281 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
282 if (gl_combine.integer)
284 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
285 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
286 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
287 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
288 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
289 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
290 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
291 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
292 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
293 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
294 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
295 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
296 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
297 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
298 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
299 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
300 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
304 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
306 if (gl_state.texture[i])
308 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
312 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
314 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
315 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
316 if (gl_state.texture[i])
318 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
322 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
328 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
329 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
330 if (gl_state.texture[0])
332 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
336 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
338 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
339 if (gl_state.texture[0])
341 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
345 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
351 void GL_Backend_ResetState(void)
355 gl_state.clientunit = 0;
357 for (i = 0;i < backendunits;i++)
359 gl_state.texture[i] = 0;
360 gl_state.texturergbscale[i] = 1;
363 qglEnable(GL_CULL_FACE);CHECKGLERROR
364 qglCullFace(GL_FRONT);CHECKGLERROR
366 gl_state.depthdisable = false;
367 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
369 gl_state.blendfunc1 = GL_ONE;
370 gl_state.blendfunc2 = GL_ZERO;
371 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
374 qglDisable(GL_BLEND);CHECKGLERROR
376 gl_state.depthmask = GL_TRUE;
377 qglDepthMask(gl_state.depthmask);CHECKGLERROR
381 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
382 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
383 if (gl_mesh_floatcolors.integer)
385 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
389 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
391 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
393 GL_SetupTextureState();
396 // called at beginning of frame
397 void R_Mesh_Start(void)
403 GL_Backend_CheckCvars();
404 if (mesh_maxverts != gl_mesh_maxverts.integer)
405 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
407 GL_Backend_ResetState();
410 int gl_backend_rebindtextures;
412 void GL_ConvertColorsFloatToByte(int numverts)
415 // LordHavoc: to avoid problems with aliasing (treating memory as two
416 // different types - exactly what this is doing), these must be volatile
418 volatile int *icolor;
419 volatile float *fcolor;
422 total = numverts * 4;
424 // shift float to have 8bit fraction at base of number
425 fcolor = varray_color;
426 for (i = 0;i < total;)
428 fcolor[i ] += 32768.0f;
429 fcolor[i + 1] += 32768.0f;
430 fcolor[i + 2] += 32768.0f;
431 fcolor[i + 3] += 32768.0f;
435 // then read as integer and kill float bits...
436 icolor = (int *)varray_color;
437 bcolor = varray_bcolor;
438 for (i = 0;i < total;)
440 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
441 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
442 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
443 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
449 void GL_TransformVertices(int numverts)
452 float m[12], tempv[4], *v;
453 m[0] = backendmatrix.m[0][0];
454 m[1] = backendmatrix.m[0][1];
455 m[2] = backendmatrix.m[0][2];
456 m[3] = backendmatrix.m[0][3];
457 m[4] = backendmatrix.m[1][0];
458 m[5] = backendmatrix.m[1][1];
459 m[6] = backendmatrix.m[1][2];
460 m[7] = backendmatrix.m[1][3];
461 m[8] = backendmatrix.m[2][0];
462 m[9] = backendmatrix.m[2][1];
463 m[10] = backendmatrix.m[2][2];
464 m[11] = backendmatrix.m[2][3];
465 for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
467 VectorCopy(v, tempv);
468 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
469 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
470 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
475 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
477 int arraylocked = false;
479 c_meshelements += indexcount;
480 if (gl_supportslockarrays && gl_lockarrays.integer)
482 qglLockArraysEXT(firstvert, endvert - firstvert);
486 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
487 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
489 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
493 qglUnlockArraysEXT();
499 // enlarges geometry buffers if they are too small
500 void _R_Mesh_ResizeCheck(int numverts)
502 if (numverts > mesh_maxverts)
505 GL_Backend_ResizeArrays(numverts + 100);
506 GL_Backend_ResetState();
511 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
517 if (!gl_mesh_floatcolors.integer)
518 GL_ConvertColorsFloatToByte(numverts);
519 //GL_TransformVertices(numverts);
520 if (!r_render.integer)
522 GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
525 // restores backend state, used when done with 3D rendering
526 void R_Mesh_Finish(void)
531 if (backendunits > 1)
533 for (i = backendunits - 1;i >= 0;i--)
535 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
536 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
537 if (gl_combine.integer)
539 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
543 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
547 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
549 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
553 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
554 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
560 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
561 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
564 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
569 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
570 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
573 qglDisable(GL_BLEND);CHECKGLERROR
574 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
575 qglDepthMask(GL_TRUE);CHECKGLERROR
576 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
579 void GL_DepthFunc(int value)
581 if (!r_render.integer)
584 qglDepthFunc (value);
588 void GL_ClearDepth(void)
592 if (!r_render.integer)
595 qglClear(GL_DEPTH_BUFFER_BIT);
599 void R_Mesh_Matrix(const matrix4x4_t *matrix)
601 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
603 backend_modelmatrix = *matrix;
604 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
605 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
606 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
610 // sets up the requested state
611 void R_Mesh_State(const rmeshstate_t *m)
614 int texturergbscale[MAX_TEXTUREUNITS];
619 if (gl_backend_rebindtextures)
621 gl_backend_rebindtextures = false;
622 GL_SetupTextureState();
627 if (m->blendfunc1 == GL_DST_COLOR)
629 // check if it is a 2x modulate with framebuffer
630 if (m->blendfunc2 == GL_SRC_COLOR)
633 else if (m->blendfunc2 != GL_SRC_COLOR)
637 overbright = m->wantoverbright && gl_combine.integer;
641 scaler *= overbrightscale;
643 mesh_colorscale = scaler;
645 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
647 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
648 if (gl_state.blendfunc2 == GL_ZERO)
650 if (gl_state.blendfunc1 == GL_ONE)
655 qglDisable(GL_BLEND);CHECKGLERROR
663 qglEnable(GL_BLEND);CHECKGLERROR
672 qglEnable(GL_BLEND);CHECKGLERROR
676 if (gl_state.depthdisable != m->depthdisable)
678 gl_state.depthdisable = m->depthdisable;
679 if (gl_state.depthdisable)
680 qglDisable(GL_DEPTH_TEST);
682 qglEnable(GL_DEPTH_TEST);
684 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
686 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
689 for (i = 0;i < backendunits;i++)
691 if (m->texrgbscale[i])
692 texturergbscale[i] = m->texrgbscale[i];
694 texturergbscale[i] = 1;
698 for (i = backendunits - 1;i >= 0;i--)
702 texturergbscale[i] = 4;
708 if (backendunits > 1)
710 for (i = 0;i < backendunits;i++)
712 if (gl_state.texture[i] != m->tex[i])
714 if (gl_state.unit != i)
716 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
718 if (gl_state.texture[i] == 0)
720 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
721 if (gl_state.clientunit != i)
723 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
725 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
727 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
728 if (gl_state.texture[i] == 0)
730 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
731 if (gl_state.clientunit != i)
733 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
735 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
738 if (gl_state.texturergbscale[i] != texturergbscale[i])
740 if (gl_state.unit != i)
742 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
744 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
750 if (gl_state.texture[0] != m->tex[0])
752 if (gl_state.texture[0] == 0)
754 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
755 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
757 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
758 if (gl_state.texture[0] == 0)
760 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
761 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
768 ==============================================================================
772 ==============================================================================
775 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
781 if (!r_render.integer)
784 buffer = Mem_Alloc(tempmempool, width*height*3);
785 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
788 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
789 if (v_hwgamma.integer)
790 for (i = 0;i < width * height * 3;i++)
791 buffer[i] <<= v_overbrightbits.integer;
793 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
799 //=============================================================================
801 void R_ClearScreen(void)
803 if (r_render.integer)
806 qglClearColor(0,0,0,0);CHECKGLERROR
808 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
809 // set dithering mode
810 if (gl_dither.integer)
812 qglEnable(GL_DITHER);CHECKGLERROR
816 qglDisable(GL_DITHER);CHECKGLERROR
825 This is called every frame, and can also be called explicitly to flush
829 void SCR_UpdateScreen (void)
833 R_TimeReport("finish");
835 if (r_textureunits.integer > gl_textureunits)
836 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
837 if (r_textureunits.integer < 1)
838 Cvar_SetValueQuick(&r_textureunits, 1);
840 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
841 Cvar_SetValueQuick(&gl_combine, 0);
844 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
847 lightscalebit = v_overbrightbits.integer;
848 if (gl_combine.integer && r_textureunits.integer > 1)
850 lightscale = 1.0f / (float) (1 << lightscalebit);
852 R_TimeReport("setup");
856 R_TimeReport("clear");
858 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
864 // tell driver to commit it's partially full geometry queue to the rendering queue
865 // (this doesn't wait for the commands themselves to complete)