]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_backend.c
removed glLoadIdentity calls (they were all useless where they were used)
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "image.h"
4
5 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
6 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8
9 cvar_t r_render = {0, "r_render", "1"};
10 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
11 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
12
13 int gl_maxdrawrangeelementsvertices;
14 int gl_maxdrawrangeelementsindices;
15
16 #ifdef DEBUGGL
17 int errornumber = 0;
18
19 void GL_PrintError(int errornumber, char *filename, int linenumber)
20 {
21         switch(errornumber)
22         {
23 #ifdef GL_INVALID_ENUM
24         case GL_INVALID_ENUM:
25                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
26                 break;
27 #endif
28 #ifdef GL_INVALID_VALUE
29         case GL_INVALID_VALUE:
30                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
31                 break;
32 #endif
33 #ifdef GL_INVALID_OPERATION
34         case GL_INVALID_OPERATION:
35                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
36                 break;
37 #endif
38 #ifdef GL_STACK_OVERFLOW
39         case GL_STACK_OVERFLOW:
40                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
41                 break;
42 #endif
43 #ifdef GL_STACK_UNDERFLOW
44         case GL_STACK_UNDERFLOW:
45                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
46                 break;
47 #endif
48 #ifdef GL_OUT_OF_MEMORY
49         case GL_OUT_OF_MEMORY:
50                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
51                 break;
52 #endif
53 #ifdef GL_TABLE_TOO_LARGE
54     case GL_TABLE_TOO_LARGE:
55                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
56                 break;
57 #endif
58         default:
59                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
60                 break;
61         }
62 }
63 #endif
64
65 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
66
67 int c_meshs, c_meshelements;
68
69 void SCR_ScreenShot_f (void);
70
71 // these are externally accessible
72 int r_lightmapscalebit;
73 float r_colorscale;
74 float *varray_vertex;
75 float *varray_color;
76 float *varray_texcoord[MAX_TEXTUREUNITS];
77 int mesh_maxverts;
78
79 static matrix4x4_t backend_viewmatrix;
80 static matrix4x4_t backend_modelmatrix;
81 static matrix4x4_t backend_modelviewmatrix;
82 static matrix4x4_t backend_glmodelviewmatrix;
83 static matrix4x4_t backend_projectmatrix;
84
85 static int backendunits, backendactive;
86 static qbyte *varray_bcolor;
87 static mempool_t *gl_backend_mempool;
88
89 /*
90 note: here's strip order for a terrain row:
91 0--1--2--3--4
92 |\ |\ |\ |\ |
93 | \| \| \| \|
94 A--B--C--D--E
95
96 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
97
98 *elements++ = i + row;
99 *elements++ = i;
100 *elements++ = i + row + 1;
101 *elements++ = i;
102 *elements++ = i + 1;
103 *elements++ = i + row + 1;
104 */
105
106 int polygonelements[768];
107
108 void GL_Backend_AllocArrays(void)
109 {
110         int i;
111
112         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
113         {
114                 polygonelements[i * 3 + 0] = 0;
115                 polygonelements[i * 3 + 1] = i + 1;
116                 polygonelements[i * 3 + 2] = i + 2;
117         }
118
119         if (!gl_backend_mempool)
120                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
121
122         varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
123         varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
124         varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
125         for (i = 0;i < backendunits;i++)
126                 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
127         for (;i < MAX_TEXTUREUNITS;i++)
128                 varray_texcoord[i] = NULL;
129 }
130
131 void GL_Backend_FreeArrays(int resizingbuffers)
132 {
133         int i;
134         if (resizingbuffers)
135                 Mem_EmptyPool(gl_backend_mempool);
136         else
137                 Mem_FreePool(&gl_backend_mempool);
138         varray_vertex = NULL;
139         varray_color = NULL;
140         varray_bcolor = NULL;
141         for (i = 0;i < MAX_TEXTUREUNITS;i++)
142                 varray_texcoord[i] = NULL;
143 }
144
145 static void gl_backend_start(void)
146 {
147         Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
148         if (qglDrawRangeElements != NULL)
149         {
150                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
151                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
152                 CHECKGLERROR
153                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
154         }
155         if (strstr(gl_renderer, "3Dfx"))
156         {
157                 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
158                 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
159         }
160
161         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
162
163         GL_Backend_AllocArrays();
164
165         backendactive = true;
166 }
167
168 static void gl_backend_shutdown(void)
169 {
170         backendunits = 0;
171         backendactive = false;
172
173         Con_Printf("OpenGL Backend shutting down\n");
174
175         GL_Backend_FreeArrays(false);
176 }
177
178 void GL_Backend_CheckCvars(void)
179 {
180         // 21760 is (65536 / 3) rounded off to a multiple of 128
181         if (gl_mesh_maxverts.integer < 1024)
182                 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
183         if (gl_mesh_maxverts.integer > 21760)
184                 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
185 }
186
187 void GL_Backend_ResizeArrays(int numtriangles)
188 {
189         Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
190         GL_Backend_CheckCvars();
191         mesh_maxverts = gl_mesh_maxverts.integer;
192         GL_Backend_FreeArrays(true);
193         GL_Backend_AllocArrays();
194 }
195
196 static void gl_backend_newmap(void)
197 {
198 }
199
200 void gl_backend_init(void)
201 {
202         Cvar_RegisterVariable(&r_render);
203         Cvar_RegisterVariable(&gl_dither);
204         Cvar_RegisterVariable(&gl_lockarrays);
205 #ifdef NORENDER
206         Cvar_SetValue("r_render", 0);
207 #endif
208
209         Cvar_RegisterVariable(&gl_mesh_maxverts);
210         Cvar_RegisterVariable(&gl_mesh_floatcolors);
211         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
212         GL_Backend_CheckCvars();
213         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
214 }
215
216 void GL_SetupView_ViewPort (int x, int y, int width, int height)
217 {
218         if (!r_render.integer)
219                 return;
220
221         // y is weird beause OpenGL is bottom to top, we use top to bottom
222         qglViewport(x, vid.realheight - (y + height), width, height);
223         CHECKGLERROR
224 }
225
226 void GL_SetupView_Orientation_Identity (void)
227 {
228         Matrix4x4_CreateIdentity(&backend_viewmatrix);
229         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
230 }
231
232 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
233 {
234         Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
235         Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
236         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
237         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
238         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
239         Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
240         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
241 }
242
243 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
244 {
245         double xmax, ymax;
246
247         if (!r_render.integer)
248                 return;
249
250         // set up viewpoint
251         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
252         // pyramid slopes
253         xmax = zNear * tan(fovx * M_PI / 360.0);
254         ymax = zNear * tan(fovy * M_PI / 360.0);
255         // set view pyramid
256         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
257         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
258         GL_SetupView_Orientation_Identity();
259 }
260
261 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
262 {
263         float nudge, m[16];
264
265         if (!r_render.integer)
266                 return;
267
268         // set up viewpoint
269         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
270         // set view pyramid
271         nudge = 1.0 - 1.0 / (1<<23);
272         m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
273         m[ 1] = 0;
274         m[ 2] = 0;
275         m[ 3] = 0;
276         m[ 4] = 0;
277         m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
278         m[ 6] = 0;
279         m[ 7] = 0;
280         m[ 8] = 0;
281         m[ 9] = 0;
282         m[10] = -1 * nudge;
283         m[11] = -1 * nudge;
284         m[12] = 0;
285         m[13] = 0;
286         m[14] = -2 * zNear * nudge;
287         m[15] = 0;
288         qglLoadMatrixf(m);
289         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
290         GL_SetupView_Orientation_Identity();
291         backend_projectmatrix.m[0][0] = m[0];
292         backend_projectmatrix.m[1][0] = m[1];
293         backend_projectmatrix.m[2][0] = m[2];
294         backend_projectmatrix.m[3][0] = m[3];
295         backend_projectmatrix.m[0][1] = m[4];
296         backend_projectmatrix.m[1][1] = m[5];
297         backend_projectmatrix.m[2][1] = m[6];
298         backend_projectmatrix.m[3][1] = m[7];
299         backend_projectmatrix.m[0][2] = m[8];
300         backend_projectmatrix.m[1][2] = m[9];
301         backend_projectmatrix.m[2][2] = m[10];
302         backend_projectmatrix.m[3][2] = m[11];
303         backend_projectmatrix.m[0][3] = m[12];
304         backend_projectmatrix.m[1][3] = m[13];
305         backend_projectmatrix.m[2][3] = m[14];
306         backend_projectmatrix.m[3][3] = m[15];
307 }
308
309 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
310 {
311         if (!r_render.integer)
312                 return;
313
314         // set up viewpoint
315         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
316         qglOrtho(x1, x2, y2, y1, zNear, zFar);
317         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
318         GL_SetupView_Orientation_Identity();
319 }
320
321 typedef struct gltextureunit_s
322 {
323         int t1d, t2d, t3d, tcubemap;
324         int arrayenabled;
325         float rgbscale, alphascale;
326         int combinergb, combinealpha;
327         // FIXME: add more combine stuff
328 }
329 gltextureunit_t;
330
331 static struct
332 {
333         int blendfunc1;
334         int blendfunc2;
335         int blend;
336         GLboolean depthmask;
337         int depthdisable;
338         int unit;
339         int clientunit;
340         gltextureunit_t units[MAX_TEXTUREUNITS];
341         int colorarray;
342 }
343 gl_state;
344
345 void GL_SetupTextureState(void)
346 {
347         int i;
348         gltextureunit_t *unit;
349         for (i = 0;i < backendunits;i++)
350         {
351                 if (qglActiveTexture)
352                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
353                 if (qglClientActiveTexture)
354                         qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
355                 unit = gl_state.units + i;
356                 unit->t1d = 0;
357                 unit->t2d = 0;
358                 unit->t3d = 0;
359                 unit->tcubemap = 0;
360                 unit->rgbscale = 1;
361                 unit->alphascale = 1;
362                 unit->combinergb = GL_MODULATE;
363                 unit->combinealpha = GL_MODULATE;
364                 unit->arrayenabled = false;
365                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
366                 if (gl_texture3d || gl_texturecubemap)
367                 {
368                         qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
369                 }
370                 else
371                 {
372                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
373                 }
374                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
375                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
376                 if (gl_texture3d)
377                 {
378                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
379                 }
380                 if (gl_texturecubemap)
381                 {
382                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
383                 }
384                 if (gl_combine.integer)
385                 {
386                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
387                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
388                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
389                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
390                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
391                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
392                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
393                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
394                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
395                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
396                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
397                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
398                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
399                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
400                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
401                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
402                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
403                 }
404                 else
405                 {
406                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
407                 }
408         }
409 }
410
411 void GL_Backend_ResetState(void)
412 {
413         memset(&gl_state, 0, sizeof(gl_state));
414         gl_state.depthdisable = false;
415         gl_state.blendfunc1 = GL_ONE;
416         gl_state.blendfunc2 = GL_ZERO;
417         gl_state.blend = false;
418         gl_state.depthmask = GL_TRUE;
419         gl_state.colorarray = false;
420
421         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
422         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
423
424         qglEnable(GL_CULL_FACE);CHECKGLERROR
425         qglCullFace(GL_FRONT);CHECKGLERROR
426         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
427         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
428         qglDisable(GL_BLEND);CHECKGLERROR
429         qglDepthMask(gl_state.depthmask);CHECKGLERROR
430         qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
431         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
432         if (gl_mesh_floatcolors.integer)
433         {
434                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
435         }
436         else
437         {
438                 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
439         }
440         GL_Color(1, 1, 1, 1);
441
442         GL_SetupTextureState();
443 }
444
445 void GL_UseColorArray(void)
446 {
447         if (!gl_state.colorarray)
448         {
449                 gl_state.colorarray = true;
450                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
451         }
452 }
453
454 void GL_Color(float cr, float cg, float cb, float ca)
455 {
456         if (gl_state.colorarray)
457         {
458                 gl_state.colorarray = false;
459                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
460         }
461         qglColor4f(cr, cg, cb, ca);
462 }
463
464 void GL_TransformToScreen(const vec4_t in, vec4_t out)
465 {
466         vec4_t temp;
467         float iw;
468         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
469         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
470         iw = 1.0f / out[3];
471         out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
472         out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
473         out[2] = out[2] * iw;
474 }
475
476 // called at beginning of frame
477 void R_Mesh_Start(void)
478 {
479         BACKENDACTIVECHECK
480
481         CHECKGLERROR
482
483         GL_Backend_CheckCvars();
484         if (mesh_maxverts != gl_mesh_maxverts.integer)
485                 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
486
487         GL_Backend_ResetState();
488 }
489
490 int gl_backend_rebindtextures;
491
492 void GL_ConvertColorsFloatToByte(int numverts)
493 {
494         int i, k, total;
495         // LordHavoc: to avoid problems with aliasing (treating memory as two
496         // different types - exactly what this is doing), these must be volatile
497         // (or a union)
498         volatile int *icolor;
499         volatile float *fcolor;
500         qbyte *bcolor;
501
502         total = numverts * 4;
503
504         // shift float to have 8bit fraction at base of number
505         fcolor = varray_color;
506         for (i = 0;i < total;)
507         {
508                 fcolor[i    ] += 32768.0f;
509                 fcolor[i + 1] += 32768.0f;
510                 fcolor[i + 2] += 32768.0f;
511                 fcolor[i + 3] += 32768.0f;
512                 i += 4;
513         }
514
515         // then read as integer and kill float bits...
516         icolor = (int *)varray_color;
517         bcolor = varray_bcolor;
518         for (i = 0;i < total;)
519         {
520                 k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
521                 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
522                 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
523                 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
524                 i += 4;
525         }
526 }
527
528 // enlarges geometry buffers if they are too small
529 void _R_Mesh_ResizeCheck(int numverts)
530 {
531         if (numverts > mesh_maxverts)
532         {
533                 BACKENDACTIVECHECK
534                 GL_Backend_ResizeArrays(numverts + 100);
535                 GL_Backend_ResetState();
536         }
537 }
538
539 // renders the mesh
540 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
541 {
542         int numelements;
543         if (numtriangles == 0 || numverts == 0)
544         {
545                 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
546                 return;
547         }
548         numelements = numtriangles * 3;
549         c_meshs++;
550         c_meshelements += numelements;
551         if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
552                 GL_ConvertColorsFloatToByte(numverts);
553         if (!r_render.integer)
554                 return;
555         if (gl_supportslockarrays && gl_lockarrays.integer)
556         {
557                 qglLockArraysEXT(0, numverts);
558                 CHECKGLERROR
559                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
560                         qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
561                 else
562                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
563                 CHECKGLERROR
564                 qglUnlockArraysEXT();
565                 CHECKGLERROR
566         }
567         else
568         {
569                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
570                 CHECKGLERROR
571         }
572 }
573
574 // restores backend state, used when done with 3D rendering
575 void R_Mesh_Finish(void)
576 {
577         int i;
578         BACKENDACTIVECHECK
579
580         for (i = backendunits - 1;i >= 0;i--)
581         {
582                 if (qglActiveTexture)
583                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
584                 if (qglClientActiveTexture)
585                         qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
586                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
587                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
588                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
589                 if (gl_texture3d)
590                 {
591                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
592                 }
593                 if (gl_texturecubemap)
594                 {
595                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
596                 }
597                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
598                 if (gl_combine.integer)
599                 {
600                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
601                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
602                 }
603         }
604         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
605         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
606
607         qglDisable(GL_BLEND);CHECKGLERROR
608         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
609         qglDepthMask(GL_TRUE);CHECKGLERROR
610         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
611 }
612
613 void R_Mesh_Matrix(const matrix4x4_t *matrix)
614 {
615         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
616         {
617                 backend_modelmatrix = *matrix;
618                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
619                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
620                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
621         }
622 }
623
624 // sets up the requested state
625 void R_Mesh_MainState(const rmeshstate_t *m)
626 {
627         BACKENDACTIVECHECK
628
629         if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
630         {
631                 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
632                 if (gl_state.blendfunc2 == GL_ZERO)
633                 {
634                         if (gl_state.blendfunc1 == GL_ONE)
635                         {
636                                 if (gl_state.blend)
637                                 {
638                                         gl_state.blend = 0;
639                                         qglDisable(GL_BLEND);CHECKGLERROR
640                                 }
641                         }
642                         else
643                         {
644                                 if (!gl_state.blend)
645                                 {
646                                         gl_state.blend = 1;
647                                         qglEnable(GL_BLEND);CHECKGLERROR
648                                 }
649                         }
650                 }
651                 else
652                 {
653                         if (!gl_state.blend)
654                         {
655                                 gl_state.blend = 1;
656                                 qglEnable(GL_BLEND);CHECKGLERROR
657                         }
658                 }
659         }
660         if (gl_state.depthdisable != m->depthdisable)
661         {
662                 gl_state.depthdisable = m->depthdisable;
663                 if (gl_state.depthdisable)
664                         qglDisable(GL_DEPTH_TEST);
665                 else
666                         qglEnable(GL_DEPTH_TEST);
667         }
668         if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
669         {
670                 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
671         }
672 }
673
674 void R_Mesh_TextureState(const rmeshstate_t *m)
675 {
676         int i, combinergb, combinealpha;
677         float scale;
678         gltextureunit_t *unit;
679
680         BACKENDACTIVECHECK
681
682         if (gl_backend_rebindtextures)
683         {
684                 gl_backend_rebindtextures = false;
685                 GL_SetupTextureState();
686         }
687
688         for (i = 0;i < backendunits;i++)
689         {
690                 unit = gl_state.units + i;
691                 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
692                 {
693                         if (gl_state.unit != i)
694                         {
695                                 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
696                         }
697                         if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
698                         {
699                                 if (!unit->arrayenabled)
700                                 {
701                                         unit->arrayenabled = true;
702                                         if (gl_state.clientunit != i)
703                                         {
704                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
705                                         }
706                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
707                                 }
708                         }
709                         else
710                         {
711                                 if (unit->arrayenabled)
712                                 {
713                                         unit->arrayenabled = false;
714                                         if (gl_state.clientunit != i)
715                                         {
716                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
717                                         }
718                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
719                                 }
720                         }
721                         combinergb = m->texcombinergb[i];
722                         combinealpha = m->texcombinealpha[i];
723                         if (!combinergb)
724                                 combinergb = GL_MODULATE;
725                         if (!combinealpha)
726                                 combinealpha = GL_MODULATE;
727                         if (unit->combinergb != combinergb)
728                         {
729                                 unit->combinergb = combinergb;
730                                 if (gl_combine.integer)
731                                 {
732                                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
733                                 }
734                                 else
735                                 {
736                                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
737                                 }
738                         }
739                         if (unit->combinealpha != combinealpha)
740                         {
741                                 unit->combinealpha = combinealpha;
742                                 if (gl_combine.integer)
743                                 {
744                                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
745                                 }
746                         }
747                         if (unit->t1d != m->tex1d[i])
748                         {
749                                 if (m->tex1d[i])
750                                 {
751                                         if (unit->t1d == 0)
752                                                 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
753                                 }
754                                 else
755                                 {
756                                         if (unit->t1d)
757                                                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
758                                 }
759                                 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
760                         }
761                         if (unit->t2d != m->tex[i])
762                         {
763                                 if (m->tex[i])
764                                 {
765                                         if (unit->t2d == 0)
766                                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
767                                 }
768                                 else
769                                 {
770                                         if (unit->t2d)
771                                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
772                                 }
773                                 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
774                         }
775                         if (unit->t3d != m->tex3d[i])
776                         {
777                                 if (m->tex3d[i])
778                                 {
779                                         if (unit->t3d == 0)
780                                                 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
781                                 }
782                                 else
783                                 {
784                                         if (unit->t3d)
785                                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
786                                 }
787                                 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
788                         }
789                         if (unit->tcubemap != m->texcubemap[i])
790                         {
791                                 if (m->texcubemap[i])
792                                 {
793                                         if (unit->tcubemap == 0)
794                                                 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
795                                 }
796                                 else
797                                 {
798                                         if (unit->tcubemap)
799                                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
800                                 }
801                                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
802                         }
803                 }
804                 scale = max(m->texrgbscale[i], 1);
805                 if (gl_state.units[i].rgbscale != scale)
806                 {
807                         if (gl_state.unit != i)
808                         {
809                                 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
810                         }
811                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
812                 }
813                 scale = max(m->texalphascale[i], 1);
814                 if (gl_state.units[i].alphascale != scale)
815                 {
816                         if (gl_state.unit != i)
817                         {
818                                 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
819                         }
820                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
821                 }
822         }
823 }
824
825 void R_Mesh_State(const rmeshstate_t *m)
826 {
827         R_Mesh_MainState(m);
828         R_Mesh_TextureState(m);
829 }
830
831 /*
832 ==============================================================================
833
834                                                 SCREEN SHOTS
835
836 ==============================================================================
837 */
838
839 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
840 {
841         qboolean ret;
842         int i;
843         qbyte *buffer;
844
845         if (!r_render.integer)
846                 return false;
847
848         buffer = Mem_Alloc(tempmempool, width*height*3);
849         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
850         CHECKGLERROR
851
852         // LordHavoc: compensate for v_overbrightbits when using hardware gamma
853         if (v_hwgamma.integer)
854                 for (i = 0;i < width * height * 3;i++)
855                         buffer[i] <<= v_overbrightbits.integer;
856
857         ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
858
859         Mem_Free(buffer);
860         return ret;
861 }
862
863 //=============================================================================
864
865 void R_ClearScreen(void)
866 {
867         if (r_render.integer)
868         {
869                 // clear to black
870                 qglClearColor(0,0,0,0);CHECKGLERROR
871                 qglClearDepth(1);CHECKGLERROR
872                 if (gl_stencil)
873                 {
874                         // LordHavoc: we use a stencil centered around 128 instead of 0,
875                         // to avoid clamping interfering with strange shadow volume
876                         // drawing orders
877                         qglClearStencil(128);CHECKGLERROR
878                 }
879                 // clear the screen
880                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
881                 // set dithering mode
882                 if (gl_dither.integer)
883                 {
884                         qglEnable(GL_DITHER);CHECKGLERROR
885                 }
886                 else
887                 {
888                         qglDisable(GL_DITHER);CHECKGLERROR
889                 }
890         }
891 }
892
893 /*
894 ==================
895 SCR_UpdateScreen
896
897 This is called every frame, and can also be called explicitly to flush
898 text to the screen.
899 ==================
900 */
901 void SCR_UpdateScreen (void)
902 {
903         VID_Finish ();
904
905         R_TimeReport("finish");
906
907         if (r_textureunits.integer > gl_textureunits)
908                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
909         if (r_textureunits.integer < 1)
910                 Cvar_SetValueQuick(&r_textureunits, 1);
911
912         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
913                 Cvar_SetValueQuick(&gl_combine, 0);
914
915         // lighting scale
916         r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
917
918         // lightmaps only
919         r_lightmapscalebit = v_overbrightbits.integer;
920         if (gl_combine.integer && r_textureunits.integer > 1)
921                 r_lightmapscalebit += 2;
922
923         R_TimeReport("setup");
924
925         R_ClearScreen();
926
927         R_TimeReport("clear");
928
929         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
930                 R_RenderView();
931
932         // draw 2D stuff
933         R_DrawQueue();
934
935         // tell driver to commit it's partially full geometry queue to the rendering queue
936         // (this doesn't wait for the commands themselves to complete)
937         qglFlush();
938 }
939