]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_backend.c
Commented out the printing of the weapon number in the weapon selection.
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "image.h"
4 #include "jpeg.h"
5 #include "cl_collision.h"
6
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
9 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
12 cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
13 cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
14 cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
15 cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
16 cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
17
18 cvar_t r_render = {0, "r_render", "1"};
19 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
20 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
21 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
22 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
23
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
26
27 #ifdef DEBUGGL
28 int errornumber = 0;
29
30 void GL_PrintError(int errornumber, char *filename, int linenumber)
31 {
32         switch(errornumber)
33         {
34 #ifdef GL_INVALID_ENUM
35         case GL_INVALID_ENUM:
36                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
37                 break;
38 #endif
39 #ifdef GL_INVALID_VALUE
40         case GL_INVALID_VALUE:
41                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
42                 break;
43 #endif
44 #ifdef GL_INVALID_OPERATION
45         case GL_INVALID_OPERATION:
46                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
47                 break;
48 #endif
49 #ifdef GL_STACK_OVERFLOW
50         case GL_STACK_OVERFLOW:
51                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
52                 break;
53 #endif
54 #ifdef GL_STACK_UNDERFLOW
55         case GL_STACK_UNDERFLOW:
56                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
57                 break;
58 #endif
59 #ifdef GL_OUT_OF_MEMORY
60         case GL_OUT_OF_MEMORY:
61                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
62                 break;
63 #endif
64 #ifdef GL_TABLE_TOO_LARGE
65         case GL_TABLE_TOO_LARGE:
66                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
67                 break;
68 #endif
69         default:
70                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
71                 break;
72         }
73 }
74 #endif
75
76 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
77
78 void SCR_ScreenShot_f (void);
79
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_glmodelviewmatrix;
84 static matrix4x4_t backend_projectmatrix;
85
86 static int backendunits, backendimageunits, backendarrayunits, backendactive;
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 clockwise
96
97 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
98
99 *elements++ = i + row;
100 *elements++ = i;
101 *elements++ = i + row + 1;
102 *elements++ = i;
103 *elements++ = i + 1;
104 *elements++ = i + row + 1;
105
106
107 for (y = 0;y < rows - 1;y++)
108 {
109         for (x = 0;x < columns - 1;x++)
110         {
111                 i = y * rows + x;
112                 *elements++ = i + columns;
113                 *elements++ = i;
114                 *elements++ = i + columns + 1;
115                 *elements++ = i;
116                 *elements++ = i + 1;
117                 *elements++ = i + columns + 1;
118         }
119 }
120
121 alternative:
122 0--1--2--3--4
123 | /| /|\ | /|
124 |/ |/ | \|/ |
125 A--B--C--D--E
126 counterclockwise
127
128 for (y = 0;y < rows - 1;y++)
129 {
130         for (x = 0;x < columns - 1;x++)
131         {
132                 i = y * rows + x;
133                 *elements++ = i;
134                 *elements++ = i + columns;
135                 *elements++ = i + columns + 1;
136                 *elements++ = i + columns;
137                 *elements++ = i + columns + 1;
138                 *elements++ = i + 1;
139         }
140 }
141 */
142
143 int polygonelements[768];
144
145 static void R_Mesh_CacheArray_Startup(void);
146 static void R_Mesh_CacheArray_Shutdown(void);
147 void GL_Backend_AllocArrays(void)
148 {
149         if (!gl_backend_mempool)
150                 gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
151         R_Mesh_CacheArray_Startup();
152 }
153
154 void GL_Backend_FreeArrays(void)
155 {
156         R_Mesh_CacheArray_Shutdown();
157         Mem_FreePool(&gl_backend_mempool);
158 }
159
160 static void gl_backend_start(void)
161 {
162         Con_Print("OpenGL Backend starting...\n");
163         CHECKGLERROR
164
165         if (qglDrawRangeElements != NULL)
166         {
167                 CHECKGLERROR
168                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
169                 CHECKGLERROR
170                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
171                 CHECKGLERROR
172                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
173         }
174
175         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
176         backendimageunits = backendunits;
177         backendarrayunits = backendunits;
178         if (gl_support_fragment_shader)
179         {
180                 CHECKGLERROR
181                 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
182                 CHECKGLERROR
183                 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
184                 CHECKGLERROR
185                 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
186         }
187         else if (backendunits > 1)
188                 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
189         else
190                 Con_Printf("singletexture\n");
191
192         GL_Backend_AllocArrays();
193
194         Con_Printf("OpenGL backend started.\n");
195
196         CHECKGLERROR
197
198         backendactive = true;
199 }
200
201 static void gl_backend_shutdown(void)
202 {
203         backendunits = 0;
204         backendimageunits = 0;
205         backendarrayunits = 0;
206         backendactive = false;
207
208         Con_Print("OpenGL Backend shutting down\n");
209
210         GL_Backend_FreeArrays();
211 }
212
213 static void gl_backend_newmap(void)
214 {
215 }
216
217 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
218 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
219 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
220 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
221
222 void gl_backend_init(void)
223 {
224         int i;
225
226         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
227         {
228                 polygonelements[i * 3 + 0] = 0;
229                 polygonelements[i * 3 + 1] = i + 1;
230                 polygonelements[i * 3 + 2] = i + 2;
231         }
232
233         Cvar_RegisterVariable(&r_render);
234         Cvar_RegisterVariable(&r_waterwarp);
235         Cvar_RegisterVariable(&r_stereo_separation);
236         Cvar_RegisterVariable(&r_stereo_sidebyside);
237         Cvar_RegisterVariable(&r_stereo_redblue);
238         Cvar_RegisterVariable(&r_stereo_redcyan);
239         Cvar_RegisterVariable(&r_stereo_redgreen);
240         Cvar_RegisterVariable(&gl_polyblend);
241         Cvar_RegisterVariable(&gl_dither);
242         Cvar_RegisterVariable(&gl_lockarrays);
243         Cvar_RegisterVariable(&gl_paranoid);
244         Cvar_RegisterVariable(&gl_printcheckerror);
245 #ifdef NORENDER
246         Cvar_SetValue("r_render", 0);
247 #endif
248
249         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
250         Cvar_RegisterVariable(&gl_mesh_testarrayelement);
251         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
252
253         Cvar_RegisterVariable(&scr_zoomwindow);
254         Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
255         Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
256         Cvar_RegisterVariable(&scr_zoomwindow_fov);
257
258         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
259 }
260
261 void GL_SetupView_Orientation_Identity (void)
262 {
263         Matrix4x4_CreateIdentity(&backend_viewmatrix);
264         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
265 }
266
267 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
268 {
269         matrix4x4_t tempmatrix, basematrix;
270         Matrix4x4_Invert_Simple(&tempmatrix, matrix);
271         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
272         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
273         Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
274         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
275         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
276         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
277         //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
278         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
279 }
280
281 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
282 {
283         double xmax, ymax;
284         double m[16];
285
286         if (!r_render.integer)
287                 return;
288
289         // set up viewpoint
290         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
291         qglLoadIdentity();CHECKGLERROR
292         // pyramid slopes
293         xmax = zNear * tan(fovx * M_PI / 360.0);
294         ymax = zNear * tan(fovy * M_PI / 360.0);
295         // set view pyramid
296         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
297         qglGetDoublev(GL_PROJECTION_MATRIX, m);
298         backend_projectmatrix.m[0][0] = m[0];
299         backend_projectmatrix.m[1][0] = m[1];
300         backend_projectmatrix.m[2][0] = m[2];
301         backend_projectmatrix.m[3][0] = m[3];
302         backend_projectmatrix.m[0][1] = m[4];
303         backend_projectmatrix.m[1][1] = m[5];
304         backend_projectmatrix.m[2][1] = m[6];
305         backend_projectmatrix.m[3][1] = m[7];
306         backend_projectmatrix.m[0][2] = m[8];
307         backend_projectmatrix.m[1][2] = m[9];
308         backend_projectmatrix.m[2][2] = m[10];
309         backend_projectmatrix.m[3][2] = m[11];
310         backend_projectmatrix.m[0][3] = m[12];
311         backend_projectmatrix.m[1][3] = m[13];
312         backend_projectmatrix.m[2][3] = m[14];
313         backend_projectmatrix.m[3][3] = m[15];
314         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
315         GL_SetupView_Orientation_Identity();
316 }
317
318 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
319 {
320         double nudge, m[16];
321
322         if (!r_render.integer)
323                 return;
324
325         // set up viewpoint
326         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
327         qglLoadIdentity();CHECKGLERROR
328         // set view pyramid
329         nudge = 1.0 - 1.0 / (1<<23);
330         m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
331         m[ 1] = 0;
332         m[ 2] = 0;
333         m[ 3] = 0;
334         m[ 4] = 0;
335         m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
336         m[ 6] = 0;
337         m[ 7] = 0;
338         m[ 8] = 0;
339         m[ 9] = 0;
340         m[10] = -nudge;
341         m[11] = -1;
342         m[12] = 0;
343         m[13] = 0;
344         m[14] = -2 * zNear * nudge;
345         m[15] = 0;
346         qglLoadMatrixd(m);
347         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
348         GL_SetupView_Orientation_Identity();
349         backend_projectmatrix.m[0][0] = m[0];
350         backend_projectmatrix.m[1][0] = m[1];
351         backend_projectmatrix.m[2][0] = m[2];
352         backend_projectmatrix.m[3][0] = m[3];
353         backend_projectmatrix.m[0][1] = m[4];
354         backend_projectmatrix.m[1][1] = m[5];
355         backend_projectmatrix.m[2][1] = m[6];
356         backend_projectmatrix.m[3][1] = m[7];
357         backend_projectmatrix.m[0][2] = m[8];
358         backend_projectmatrix.m[1][2] = m[9];
359         backend_projectmatrix.m[2][2] = m[10];
360         backend_projectmatrix.m[3][2] = m[11];
361         backend_projectmatrix.m[0][3] = m[12];
362         backend_projectmatrix.m[1][3] = m[13];
363         backend_projectmatrix.m[2][3] = m[14];
364         backend_projectmatrix.m[3][3] = m[15];
365 }
366
367 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
368 {
369         double m[16];
370
371         if (!r_render.integer)
372                 return;
373
374         // set up viewpoint
375         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
376         qglLoadIdentity();CHECKGLERROR
377         qglOrtho(x1, x2, y2, y1, zNear, zFar);
378         qglGetDoublev(GL_PROJECTION_MATRIX, m);
379         backend_projectmatrix.m[0][0] = m[0];
380         backend_projectmatrix.m[1][0] = m[1];
381         backend_projectmatrix.m[2][0] = m[2];
382         backend_projectmatrix.m[3][0] = m[3];
383         backend_projectmatrix.m[0][1] = m[4];
384         backend_projectmatrix.m[1][1] = m[5];
385         backend_projectmatrix.m[2][1] = m[6];
386         backend_projectmatrix.m[3][1] = m[7];
387         backend_projectmatrix.m[0][2] = m[8];
388         backend_projectmatrix.m[1][2] = m[9];
389         backend_projectmatrix.m[2][2] = m[10];
390         backend_projectmatrix.m[3][2] = m[11];
391         backend_projectmatrix.m[0][3] = m[12];
392         backend_projectmatrix.m[1][3] = m[13];
393         backend_projectmatrix.m[2][3] = m[14];
394         backend_projectmatrix.m[3][3] = m[15];
395         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
396         GL_SetupView_Orientation_Identity();
397 }
398
399 typedef struct gltextureunit_s
400 {
401         int t1d, t2d, t3d, tcubemap;
402         int arrayenabled;
403         int arrayis3d;
404         const void *pointer_texcoord;
405         float rgbscale, alphascale;
406         int combinergb, combinealpha;
407         // FIXME: add more combine stuff
408         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
409         int texmatrixenabled;
410         matrix4x4_t matrix;
411 }
412 gltextureunit_t;
413
414 static struct
415 {
416         int blendfunc1;
417         int blendfunc2;
418         int blend;
419         GLboolean depthmask;
420         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
421         int depthtest;
422         int scissortest;
423         int unit;
424         int clientunit;
425         gltextureunit_t units[MAX_TEXTUREUNITS];
426         float color4f[4];
427         int lockrange_first;
428         int lockrange_count;
429         const void *pointer_vertex;
430         const void *pointer_color;
431 }
432 gl_state;
433
434 void GL_SetupTextureState(void)
435 {
436         int i;
437         gltextureunit_t *unit;
438         CHECKGLERROR
439         gl_state.unit = -1;
440         gl_state.clientunit = -1;
441         for (i = 0;i < MAX_TEXTUREUNITS;i++)
442         {
443                 unit = gl_state.units + i;
444                 unit->t1d = 0;
445                 unit->t2d = 0;
446                 unit->t3d = 0;
447                 unit->tcubemap = 0;
448                 unit->arrayenabled = false;
449                 unit->arrayis3d = false;
450                 unit->pointer_texcoord = NULL;
451                 unit->rgbscale = 1;
452                 unit->alphascale = 1;
453                 unit->combinergb = GL_MODULATE;
454                 unit->combinealpha = GL_MODULATE;
455                 unit->texmatrixenabled = false;
456                 unit->matrix = r_identitymatrix;
457         }
458
459         for (i = 0;i < backendimageunits;i++)
460         {
461                 GL_ActiveTexture(i);
462                 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
463                 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
464                 if (gl_texture3d)
465                 {
466                         qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
467                 }
468                 if (gl_texturecubemap)
469                 {
470                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
471                 }
472         }
473
474         for (i = 0;i < backendarrayunits;i++)
475         {
476                 GL_ClientActiveTexture(i);
477                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
478                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
479         }
480
481         for (i = 0;i < backendunits;i++)
482         {
483                 GL_ActiveTexture(i);
484                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
485                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
486                 if (gl_texture3d)
487                 {
488                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
489                 }
490                 if (gl_texturecubemap)
491                 {
492                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
493                 }
494                 qglMatrixMode(GL_TEXTURE);
495                 qglLoadIdentity();
496                 qglMatrixMode(GL_MODELVIEW);
497                 if (gl_combine.integer)
498                 {
499                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
500                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
501                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
502                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
503                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
504                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
505                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
506                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
507                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
508                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
509                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
510                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
511                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
512                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
513                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
514                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
515                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
516                 }
517                 else
518                 {
519                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
520                 }
521         }
522         CHECKGLERROR
523 }
524
525 void GL_Backend_ResetState(void)
526 {
527         memset(&gl_state, 0, sizeof(gl_state));
528         gl_state.depthtest = true;
529         gl_state.blendfunc1 = GL_ONE;
530         gl_state.blendfunc2 = GL_ZERO;
531         gl_state.blend = false;
532         gl_state.depthmask = GL_TRUE;
533         gl_state.colormask = 15;
534         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
535         gl_state.lockrange_first = 0;
536         gl_state.lockrange_count = 0;
537         gl_state.pointer_vertex = NULL;
538         gl_state.pointer_color = NULL;
539
540         CHECKGLERROR
541
542         qglColorMask(1, 1, 1, 1);
543         qglEnable(GL_CULL_FACE);CHECKGLERROR
544         qglCullFace(GL_FRONT);CHECKGLERROR
545         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
546         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
547         qglDisable(GL_BLEND);CHECKGLERROR
548         qglDepthMask(gl_state.depthmask);CHECKGLERROR
549
550         qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
551         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
552
553         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
554         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
555
556         GL_Color(0, 0, 0, 0);
557         GL_Color(1, 1, 1, 1);
558
559         GL_SetupTextureState();
560 }
561
562 void GL_ActiveTexture(int num)
563 {
564         if (gl_state.unit != num)
565         {
566                 gl_state.unit = num;
567                 if (qglActiveTexture)
568                 {
569                         qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
570                         CHECKGLERROR
571                 }
572         }
573 }
574
575 void GL_ClientActiveTexture(int num)
576 {
577         if (gl_state.clientunit != num)
578         {
579                 gl_state.clientunit = num;
580                 if (qglActiveTexture)
581                 {
582                         qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
583                         CHECKGLERROR
584                 }
585         }
586 }
587
588 void GL_BlendFunc(int blendfunc1, int blendfunc2)
589 {
590         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
591         {
592                 if (r_showtrispass)
593                         return;
594                 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
595                 if (gl_state.blendfunc2 == GL_ZERO)
596                 {
597                         if (gl_state.blendfunc1 == GL_ONE)
598                         {
599                                 if (gl_state.blend)
600                                 {
601                                         gl_state.blend = 0;
602                                         qglDisable(GL_BLEND);CHECKGLERROR
603                                 }
604                         }
605                         else
606                         {
607                                 if (!gl_state.blend)
608                                 {
609                                         gl_state.blend = 1;
610                                         qglEnable(GL_BLEND);CHECKGLERROR
611                                 }
612                         }
613                 }
614                 else
615                 {
616                         if (!gl_state.blend)
617                         {
618                                 gl_state.blend = 1;
619                                 qglEnable(GL_BLEND);CHECKGLERROR
620                         }
621                 }
622         }
623 }
624
625 void GL_DepthMask(int state)
626 {
627         if (gl_state.depthmask != state)
628         {
629                 if (r_showtrispass)
630                         return;
631                 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
632         }
633 }
634
635 void GL_DepthTest(int state)
636 {
637         if (gl_state.depthtest != state)
638         {
639                 if (r_showtrispass)
640                         return;
641                 gl_state.depthtest = state;
642                 if (gl_state.depthtest)
643                 {
644                         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
645                 }
646                 else
647                 {
648                         qglDisable(GL_DEPTH_TEST);CHECKGLERROR
649                 }
650         }
651 }
652
653 void GL_ColorMask(int r, int g, int b, int a)
654 {
655         int state = r*8 + g*4 + b*2 + a*1;
656         if (gl_state.colormask != state)
657         {
658                 if (r_showtrispass)
659                         return;
660                 gl_state.colormask = state;
661                 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
662         }
663 }
664
665 void GL_Color(float cr, float cg, float cb, float ca)
666 {
667         if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
668         {
669                 if (r_showtrispass)
670                         return;
671                 gl_state.color4f[0] = cr;
672                 gl_state.color4f[1] = cg;
673                 gl_state.color4f[2] = cb;
674                 gl_state.color4f[3] = ca;
675                 CHECKGLERROR
676                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
677                 CHECKGLERROR
678         }
679 }
680
681 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
682 {
683         if (!r_showtrispass)
684                 return;
685         r_showtrispass = false;
686         GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
687         r_showtrispass = true;
688 }
689
690
691 void GL_LockArrays(int first, int count)
692 {
693         if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
694         {
695                 if (gl_state.lockrange_count)
696                 {
697                         gl_state.lockrange_count = 0;
698                         CHECKGLERROR
699                         qglUnlockArraysEXT();
700                         CHECKGLERROR
701                 }
702                 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
703                 {
704                         gl_state.lockrange_first = first;
705                         gl_state.lockrange_count = count;
706                         CHECKGLERROR
707                         qglLockArraysEXT(first, count);
708                         CHECKGLERROR
709                 }
710         }
711 }
712
713 void GL_Scissor (int x, int y, int width, int height)
714 {
715         CHECKGLERROR
716         qglScissor(x, vid.realheight - (y + height),width,height);
717         CHECKGLERROR
718 }
719
720 void GL_ScissorTest(int state)
721 {
722         if(gl_state.scissortest == state)
723                 return;
724
725         CHECKGLERROR
726         if((gl_state.scissortest = state))
727                 qglEnable(GL_SCISSOR_TEST);
728         else
729                 qglDisable(GL_SCISSOR_TEST);
730         CHECKGLERROR
731 }
732
733 void GL_Clear(int mask)
734 {
735         if (r_showtrispass)
736                 return;
737         qglClear(mask);CHECKGLERROR
738 }
739
740 void GL_TransformToScreen(const vec4_t in, vec4_t out)
741 {
742         vec4_t temp;
743         float iw;
744         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
745         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
746         iw = 1.0f / out[3];
747         out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
748         out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
749         out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
750 }
751
752 // called at beginning of frame
753 void R_Mesh_Start(void)
754 {
755         BACKENDACTIVECHECK
756         CHECKGLERROR
757         GL_Backend_ResetState();
758 }
759
760 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
761 {
762         GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
763         GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
764         char compilelog[4096];
765         CHECKGLERROR
766
767         programobject = qglCreateProgramObjectARB();
768         CHECKGLERROR
769         if (!programobject)
770                 return 0;
771
772         if (vertexstrings_count)
773         {
774                 CHECKGLERROR
775                 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
776                 if (!vertexshaderobject)
777                 {
778                         qglDeleteObjectARB(programobject);
779                         CHECKGLERROR
780                         return 0;
781                 }
782                 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
783                 qglCompileShaderARB(vertexshaderobject);
784                 CHECKGLERROR
785                 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
786                 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
787                 if (compilelog[0])
788                         Con_Printf("vertex shader compile log:\n%s\n", compilelog);
789                 if (!vertexshadercompiled)
790                 {
791                         qglDeleteObjectARB(programobject);
792                         qglDeleteObjectARB(vertexshaderobject);
793                         CHECKGLERROR
794                         return 0;
795                 }
796                 qglAttachObjectARB(programobject, vertexshaderobject);
797                 qglDeleteObjectARB(vertexshaderobject);
798                 CHECKGLERROR
799         }
800
801         if (fragmentstrings_count)
802         {
803                 CHECKGLERROR
804                 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
805                 if (!fragmentshaderobject)
806                 {
807                         qglDeleteObjectARB(programobject);
808                         CHECKGLERROR
809                         return 0;
810                 }
811                 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
812                 qglCompileShaderARB(fragmentshaderobject);
813                 CHECKGLERROR
814                 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
815                 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
816                 if (compilelog[0])
817                         Con_Printf("fragment shader compile log:\n%s\n", compilelog);
818                 if (!fragmentshadercompiled)
819                 {
820                         qglDeleteObjectARB(programobject);
821                         qglDeleteObjectARB(fragmentshaderobject);
822                         CHECKGLERROR
823                         return 0;
824                 }
825                 qglAttachObjectARB(programobject, fragmentshaderobject);
826                 qglDeleteObjectARB(fragmentshaderobject);
827                 CHECKGLERROR
828         }
829
830         qglLinkProgramARB(programobject);
831         CHECKGLERROR
832         qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
833         qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
834         if (compilelog[0])
835         {
836                 Con_Printf("program link log:\n%s\n", compilelog);
837                 // software vertex shader is ok but software fragment shader is WAY
838                 // too slow, fail program if so.
839                 // NOTE: this string might be ATI specific, but that's ok because the
840                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
841                 // software fragment shader due to low instruction and dependent
842                 // texture limits.
843                 if (strstr(compilelog, "fragment shader will run in software"))
844                         programlinked = false;
845         }
846         CHECKGLERROR
847         if (!programlinked)
848         {
849                 qglDeleteObjectARB(programobject);
850                 return 0;
851         }
852         CHECKGLERROR
853         return programobject;
854 }
855
856 void GL_Backend_FreeProgram(unsigned int prog)
857 {
858         CHECKGLERROR
859         qglDeleteObjectARB(prog);
860         CHECKGLERROR
861 }
862
863 int gl_backend_rebindtextures;
864
865 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
866 {
867         int i;
868         if (offset)
869         {
870                 for (i = 0;i < count;i++)
871                         *out++ = *in++ + offset;
872         }
873         else
874                 memcpy(out, in, sizeof(*out) * count);
875 }
876
877 // renders triangles using vertices from the active arrays
878 int paranoidblah = 0;
879 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
880 {
881         int numelements = numtriangles * 3;
882         if (numverts == 0 || numtriangles == 0)
883         {
884                 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
885                 return;
886         }
887         CHECKGLERROR
888         if (r_showtrispass)
889         {
890                 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
891                 return;
892         }
893         c_meshs++;
894         c_meshelements += numelements;
895         if (gl_paranoid.integer)
896         {
897                 int i, j, size;
898                 const int *p;
899                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
900                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
901                 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
902                         paranoidblah += *p;
903                 if (gl_state.pointer_color)
904                 {
905                         if (!qglIsEnabled(GL_COLOR_ARRAY))
906                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
907                         for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
908                                 paranoidblah += *p;
909                 }
910                 for (i = 0;i < backendarrayunits;i++)
911                 {
912                         if (gl_state.units[i].arrayenabled)
913                         {
914                                 GL_ClientActiveTexture(i);
915                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
916                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
917                                 for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
918                                         paranoidblah += *p;
919                         }
920                 }
921                 for (i = 0;i < numtriangles * 3;i++)
922                 {
923                         if (elements[i] < 0 || elements[i] >= numverts)
924                         {
925                                 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
926                                 return;
927                         }
928                 }
929                 CHECKGLERROR
930         }
931         if (r_render.integer)
932         {
933                 CHECKGLERROR
934                 if (gl_mesh_testmanualfeeding.integer)
935                 {
936                         int i, j;
937                         const GLfloat *p;
938                         qglBegin(GL_TRIANGLES);
939                         for (i = 0;i < numtriangles * 3;i++)
940                         {
941                                 for (j = 0;j < backendarrayunits;j++)
942                                 {
943                                         if (gl_state.units[j].pointer_texcoord)
944                                         {
945                                                 if (backendarrayunits > 1)
946                                                 {
947                                                         if (gl_state.units[j].arrayis3d)
948                                                         {
949                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
950                                                                 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
951                                                         }
952                                                         else
953                                                         {
954                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
955                                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
956                                                         }
957                                                 }
958                                                 else
959                                                 {
960                                                         if (gl_state.units[j].arrayis3d)
961                                                         {
962                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
963                                                                 qglTexCoord3f(p[0], p[1], p[2]);
964                                                         }
965                                                         else
966                                                         {
967                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
968                                                                 qglTexCoord2f(p[0], p[1]);
969                                                         }
970                                                 }
971                                         }
972                                 }
973                                 if (gl_state.pointer_color)
974                                 {
975                                         p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
976                                         qglColor4f(p[0], p[1], p[2], p[3]);
977                                 }
978                                 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
979                                 qglVertex3f(p[0], p[1], p[2]);
980                         }
981                         qglEnd();
982                         CHECKGLERROR
983                 }
984                 else if (gl_mesh_testarrayelement.integer)
985                 {
986                         int i;
987                         qglBegin(GL_TRIANGLES);
988                         for (i = 0;i < numtriangles * 3;i++)
989                         {
990                                 qglArrayElement(elements[i]);
991                         }
992                         qglEnd();
993                         CHECKGLERROR
994                 }
995                 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
996                 {
997                         qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
998                 }
999                 else
1000                 {
1001                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
1002                 }
1003                 CHECKGLERROR
1004         }
1005 }
1006
1007 // restores backend state, used when done with 3D rendering
1008 void R_Mesh_Finish(void)
1009 {
1010         int i;
1011         BACKENDACTIVECHECK
1012         CHECKGLERROR
1013         GL_LockArrays(0, 0);
1014         CHECKGLERROR
1015
1016         for (i = 0;i < backendimageunits;i++)
1017         {
1018                 GL_ActiveTexture(i);
1019                 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1020                 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1021                 if (gl_texture3d)
1022                 {
1023                         qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1024                 }
1025                 if (gl_texturecubemap)
1026                 {
1027                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1028                 }
1029         }
1030         for (i = backendarrayunits - 1;i >= 0;i--)
1031         {
1032                 GL_ActiveTexture(i);
1033                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1034         }
1035         for (i = backendunits - 1;i >= 0;i--)
1036         {
1037                 GL_ActiveTexture(i);
1038                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1039                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1040                 if (gl_texture3d)
1041                 {
1042                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1043                 }
1044                 if (gl_texturecubemap)
1045                 {
1046                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1047                 }
1048                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1049                 if (gl_combine.integer)
1050                 {
1051                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1052                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1053                 }
1054         }
1055         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1056         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1057
1058         qglDisable(GL_BLEND);CHECKGLERROR
1059         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1060         qglDepthMask(GL_TRUE);CHECKGLERROR
1061         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1062 }
1063
1064 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1065 {
1066         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1067         {
1068                 backend_modelmatrix = *matrix;
1069                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1070                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1071                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
1072         }
1073 }
1074
1075 void R_Mesh_State(const rmeshstate_t *m)
1076 {
1077         int i, combinergb, combinealpha, scale;
1078         gltextureunit_t *unit;
1079         matrix4x4_t tempmatrix;
1080
1081         BACKENDACTIVECHECK
1082
1083         if (gl_state.pointer_vertex != m->pointer_vertex)
1084         {
1085                 gl_state.pointer_vertex = m->pointer_vertex;
1086                 CHECKGLERROR
1087                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1088                 CHECKGLERROR
1089         }
1090
1091         if (r_showtrispass)
1092                 return;
1093
1094         if (gl_state.pointer_color != m->pointer_color)
1095         {
1096                 CHECKGLERROR
1097                 if (!gl_state.pointer_color)
1098                 {
1099                         qglEnableClientState(GL_COLOR_ARRAY);
1100                         CHECKGLERROR
1101                 }
1102                 else if (!m->pointer_color)
1103                 {
1104                         qglDisableClientState(GL_COLOR_ARRAY);
1105                         CHECKGLERROR
1106                         // when color array is on the glColor gets trashed, set it again
1107                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1108                         CHECKGLERROR
1109                 }
1110                 gl_state.pointer_color = m->pointer_color;
1111                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
1112                 CHECKGLERROR
1113         }
1114
1115         if (gl_backend_rebindtextures)
1116         {
1117                 gl_backend_rebindtextures = false;
1118                 GL_SetupTextureState();
1119         }
1120
1121         for (i = 0, unit = gl_state.units;i < backendimageunits;i++, unit++)
1122         {
1123                 // update 1d texture binding
1124                 if (unit->t1d != m->tex1d[i])
1125                 {
1126                         GL_ActiveTexture(i);
1127                         if (i < backendunits)
1128                         {
1129                                 if (m->tex1d[i])
1130                                 {
1131                                         if (unit->t1d == 0)
1132                                                 qglEnable(GL_TEXTURE_1D);
1133                                 }
1134                                 else
1135                                 {
1136                                         if (unit->t1d)
1137                                                 qglDisable(GL_TEXTURE_1D);
1138                                 }
1139                         }
1140                         unit->t1d = m->tex1d[i];
1141                         qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1142                         CHECKGLERROR
1143                 }
1144                 // update 2d texture binding
1145                 if (unit->t2d != m->tex[i])
1146                 {
1147                         GL_ActiveTexture(i);
1148                         if (i < backendunits)
1149                         {
1150                                 if (m->tex[i])
1151                                 {
1152                                         if (unit->t2d == 0)
1153                                                 qglEnable(GL_TEXTURE_2D);
1154                                 }
1155                                 else
1156                                 {
1157                                         if (unit->t2d)
1158                                                 qglDisable(GL_TEXTURE_2D);
1159                                 }
1160                         }
1161                         unit->t2d = m->tex[i];
1162                         qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1163                         CHECKGLERROR
1164                 }
1165                 // update 3d texture binding
1166                 if (unit->t3d != m->tex3d[i])
1167                 {
1168                         GL_ActiveTexture(i);
1169                         if (i < backendunits)
1170                         {
1171                                 if (m->tex3d[i])
1172                                 {
1173                                         if (unit->t3d == 0)
1174                                                 qglEnable(GL_TEXTURE_3D);
1175                                 }
1176                                 else
1177                                 {
1178                                         if (unit->t3d)
1179                                                 qglDisable(GL_TEXTURE_3D);
1180                                 }
1181                         }
1182                         unit->t3d = m->tex3d[i];
1183                         qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1184                         CHECKGLERROR
1185                 }
1186                 // update cubemap texture binding
1187                 if (unit->tcubemap != m->texcubemap[i])
1188                 {
1189                         GL_ActiveTexture(i);
1190                         if (i < backendunits)
1191                         {
1192                                 if (m->texcubemap[i])
1193                                 {
1194                                         if (unit->tcubemap == 0)
1195                                                 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1196                                 }
1197                                 else
1198                                 {
1199                                         if (unit->tcubemap)
1200                                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1201                                 }
1202                         }
1203                         unit->tcubemap = m->texcubemap[i];
1204                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1205                         CHECKGLERROR
1206                 }
1207         }
1208         for (i = 0, unit = gl_state.units;i < backendarrayunits;i++, unit++)
1209         {
1210                 // update array settings
1211                 if (m->pointer_texcoord3f[i])
1212                 {
1213                         // 3d texcoord array
1214                         if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
1215                         {
1216                                 unit->pointer_texcoord = m->pointer_texcoord3f[i];
1217                                 unit->arrayis3d = true;
1218                                 GL_ClientActiveTexture(i);
1219                                 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1220                                 CHECKGLERROR
1221                         }
1222                         // texture array unit is enabled, enable the array
1223                         if (!unit->arrayenabled)
1224                         {
1225                                 unit->arrayenabled = true;
1226                                 GL_ClientActiveTexture(i);
1227                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1228                         }
1229                 }
1230                 else if (m->pointer_texcoord[i])
1231                 {
1232                         // 2d texcoord array
1233                         if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
1234                         {
1235                                 unit->pointer_texcoord = m->pointer_texcoord[i];
1236                                 unit->arrayis3d = false;
1237                                 GL_ClientActiveTexture(i);
1238                                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1239                                 CHECKGLERROR
1240                         }
1241                         // texture array unit is enabled, enable the array
1242                         if (!unit->arrayenabled)
1243                         {
1244                                 unit->arrayenabled = true;
1245                                 GL_ClientActiveTexture(i);
1246                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1247                         }
1248                 }
1249                 else
1250                 {
1251                         // texture array unit is disabled, disable the array
1252                         if (unit->arrayenabled)
1253                         {
1254                                 unit->arrayenabled = false;
1255                                 GL_ClientActiveTexture(i);
1256                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1257                         }
1258                 }
1259         }
1260         for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
1261         {
1262                 // update texmatrix
1263                 if (m->texmatrix[i].m[3][3])
1264                 {
1265                         // texmatrix specified, check if it is different
1266                         if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
1267                         {
1268                                 unit->texmatrixenabled = true;
1269                                 unit->matrix = m->texmatrix[i];
1270                                 Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1271                                 qglMatrixMode(GL_TEXTURE);
1272                                 GL_ActiveTexture(i);
1273                                 qglLoadMatrixf(&tempmatrix.m[0][0]);
1274                                 qglMatrixMode(GL_MODELVIEW);
1275                         }
1276                 }
1277                 else
1278                 {
1279                         // no texmatrix specified, revert to identity
1280                         if (unit->texmatrixenabled)
1281                         {
1282                                 unit->texmatrixenabled = false;
1283                                 qglMatrixMode(GL_TEXTURE);
1284                                 GL_ActiveTexture(i);
1285                                 qglLoadIdentity();
1286                                 qglMatrixMode(GL_MODELVIEW);
1287                         }
1288                 }
1289                 // update combine settings
1290                 if (gl_combine.integer)
1291                 {
1292                         // GL_ARB_texture_env_combine
1293                         combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1294                         if (unit->combinergb != combinergb)
1295                         {
1296                                 unit->combinergb = combinergb;
1297                                 GL_ActiveTexture(i);
1298                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1299                         }
1300                         combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
1301                         if (unit->combinealpha != combinealpha)
1302                         {
1303                                 unit->combinealpha = combinealpha;
1304                                 GL_ActiveTexture(i);
1305                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1306                         }
1307                         scale = max(m->texrgbscale[i], 1);
1308                         if (unit->rgbscale != scale)
1309                         {
1310                                 GL_ActiveTexture(i);
1311                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1312                         }
1313                         scale = max(m->texalphascale[i], 1);
1314                         if (unit->alphascale != scale)
1315                         {
1316                                 GL_ActiveTexture(i);
1317                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1318                         }
1319                 }
1320                 else
1321                 {
1322                         // normal GL texenv
1323                         combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1324                         if (unit->combinergb != combinergb)
1325                         {
1326                                 unit->combinergb = combinergb;
1327                                 GL_ActiveTexture(i);
1328                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1329                         }
1330                 }
1331         }
1332 }
1333
1334 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1335 {
1336         qglBegin(GL_LINES);
1337         for (;numtriangles;numtriangles--, elements += 3)
1338         {
1339                 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1340                 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1341                 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1342         }
1343         qglEnd();
1344         CHECKGLERROR
1345 }
1346
1347 /*
1348 ==============================================================================
1349
1350                                                 SCREEN SHOTS
1351
1352 ==============================================================================
1353 */
1354
1355 qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
1356 {
1357         int     indices[3] = {0,1,2};
1358         qboolean ret;
1359
1360         if (!r_render.integer)
1361                 return false;
1362
1363         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
1364         CHECKGLERROR
1365
1366         if (scr_screenshot_gamma.value != 1)
1367         {
1368                 int i;
1369                 double igamma = 1.0 / scr_screenshot_gamma.value;
1370                 unsigned char ramp[256];
1371                 for (i = 0;i < 256;i++)
1372                         ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
1373                 for (i = 0;i < width*height*3;i++)
1374                         buffer1[i] = ramp[buffer1[i]];
1375         }
1376
1377         Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
1378
1379         if (jpeg)
1380                 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
1381         else
1382                 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
1383
1384         return ret;
1385 }
1386
1387 //=============================================================================
1388
1389 void R_ClearScreen(void)
1390 {
1391         if (r_render.integer)
1392         {
1393                 // clear to black
1394                 qglClearColor(0,0,0,0);CHECKGLERROR
1395                 qglClearDepth(1);CHECKGLERROR
1396                 if (gl_stencil)
1397                 {
1398                         // LordHavoc: we use a stencil centered around 128 instead of 0,
1399                         // to avoid clamping interfering with strange shadow volume
1400                         // drawing orders
1401                         qglClearStencil(128);CHECKGLERROR
1402                 }
1403                 // clear the screen
1404                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1405                 // set dithering mode
1406                 if (gl_dither.integer)
1407                 {
1408                         qglEnable(GL_DITHER);CHECKGLERROR
1409                 }
1410                 else
1411                 {
1412                         qglDisable(GL_DITHER);CHECKGLERROR
1413                 }
1414         }
1415 }
1416
1417 /*
1418 ====================
1419 CalcFov
1420 ====================
1421 */
1422 float CalcFov (float fov_x, float width, float height)
1423 {
1424         // calculate vision size and alter by aspect, then convert back to angle
1425         return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
1426 }
1427
1428 int r_stereo_side;
1429
1430 void SCR_DrawScreen (void)
1431 {
1432         for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
1433         {
1434                 R_Mesh_Start();
1435
1436                 R_TimeReport("setup");
1437
1438                 if (r_showtrispass)
1439                 {
1440                         rmeshstate_t m;
1441                         r_showtrispass = 0;
1442                         GL_BlendFunc(GL_ONE, GL_ONE);
1443                         GL_DepthTest(GL_FALSE);
1444                         GL_DepthMask(GL_FALSE);
1445                         memset(&m, 0, sizeof(m));
1446                         R_Mesh_State(&m);
1447                         GL_ShowTrisColor(0.2,0.2,0.2,1);
1448                         r_showtrispass = 1;
1449                 }
1450
1451                 if (cls.signon == SIGNONS)
1452                 {
1453                         float size;
1454
1455                         size = scr_viewsize.value * (1.0 / 100.0);
1456                         size = min(size, 1);
1457
1458                         if (r_stereo_sidebyside.integer)
1459                         {
1460                                 r_refdef.width = vid.realwidth * size / 2.5;
1461                                 r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
1462                                 r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
1463                                 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1464                                 if (r_stereo_side)
1465                                         r_refdef.x += r_refdef.width * 1.5;
1466                         }
1467                         else
1468                         {
1469                                 r_refdef.width = vid.realwidth * size;
1470                                 r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
1471                                 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1472                                 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1473                         }
1474
1475                         // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1476                         r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
1477                         r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1478
1479                         R_RenderView();
1480
1481                         if (scr_zoomwindow.integer)
1482                         {
1483                                 float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1484                                 float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1485                                 r_refdef.width = vid.realwidth * sizex;
1486                                 r_refdef.height = vid.realheight * sizey;
1487                                 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1488                                 r_refdef.y = 0;
1489                                 r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
1490                                 r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
1491
1492                                 R_RenderView();
1493                         }
1494                 }
1495
1496                 if (!r_stereo_sidebyside.integer)
1497                 {
1498                         r_refdef.width = vid.realwidth;
1499                         r_refdef.height = vid.realheight;
1500                         r_refdef.x = 0;
1501                         r_refdef.y = 0;
1502                 }
1503
1504                 // draw 2D stuff
1505                 R_DrawQueue();
1506
1507                 R_Mesh_Finish();
1508
1509                 R_TimeReport("meshfinish");
1510         }
1511         r_showtrispass = 0;
1512 }
1513
1514 void SCR_UpdateLoadingScreen (void)
1515 {
1516         float x, y;
1517         cachepic_t *pic;
1518         rmeshstate_t m;
1519         // don't do anything if not initialized yet
1520         if (vid_hidden)
1521                 return;
1522         r_showtrispass = 0;
1523         VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
1524         VID_UpdateGamma(false);
1525         qglViewport(0, 0, vid.realwidth, vid.realheight);
1526         //qglDisable(GL_SCISSOR_TEST);
1527         //qglDepthMask(1);
1528         qglColorMask(1,1,1,1);
1529         //qglClearColor(0,0,0,0);
1530         //qglClear(GL_COLOR_BUFFER_BIT);
1531         //qglCullFace(GL_FRONT);
1532         //qglDisable(GL_CULL_FACE);
1533         //R_ClearScreen();
1534         R_Textures_Frame();
1535         GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
1536         R_Mesh_Start();
1537         R_Mesh_Matrix(&r_identitymatrix);
1538         // draw the loading plaque
1539         pic = Draw_CachePic("gfx/loading.lmp");
1540         x = (vid_conwidth.integer - pic->width)/2;
1541         y = (vid_conheight.integer - pic->height)/2;
1542         GL_Color(1,1,1,1);
1543         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1544         GL_DepthTest(false);
1545         memset(&m, 0, sizeof(m));
1546         m.pointer_vertex = varray_vertex3f;
1547         m.pointer_texcoord[0] = varray_texcoord2f[0];
1548         m.tex[0] = R_GetTexture(pic->tex);
1549         R_Mesh_State(&m);
1550         varray_vertex3f[0] = varray_vertex3f[9] = x;
1551         varray_vertex3f[1] = varray_vertex3f[4] = y;
1552         varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
1553         varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
1554         varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
1555         varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
1556         varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
1557         varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
1558         GL_LockArrays(0, 4);
1559         R_Mesh_Draw(4, 2, polygonelements);
1560         GL_LockArrays(0, 0);
1561         R_Mesh_Finish();
1562         // refresh
1563         VID_Finish();
1564 }
1565
1566 /*
1567 ==================
1568 SCR_UpdateScreen
1569
1570 This is called every frame, and can also be called explicitly to flush
1571 text to the screen.
1572 ==================
1573 */
1574 void SCR_UpdateScreen (void)
1575 {
1576         if (vid_hidden)
1577                 return;
1578
1579         if (r_textureunits.integer > gl_textureunits)
1580                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1581         if (r_textureunits.integer < 1)
1582                 Cvar_SetValueQuick(&r_textureunits, 1);
1583
1584         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1585                 Cvar_SetValueQuick(&gl_combine, 0);
1586
1587         CHECKGLERROR
1588         qglViewport(0, 0, vid.realwidth, vid.realheight);
1589         qglDisable(GL_SCISSOR_TEST);
1590         qglDepthMask(1);
1591         qglColorMask(1,1,1,1);
1592         qglClearColor(0,0,0,0);
1593         qglClear(GL_COLOR_BUFFER_BIT);
1594         CHECKGLERROR
1595
1596         R_TimeReport("clear");
1597
1598         if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
1599         {
1600                 matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
1601                 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
1602                 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
1603                 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
1604
1605                 if (r_stereo_sidebyside.integer)
1606                         r_stereo_side = 0;
1607
1608                 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1609                 {
1610                         r_refdef.colormask[0] = 1;
1611                         r_refdef.colormask[1] = 0;
1612                         r_refdef.colormask[2] = 0;
1613                 }
1614
1615                 SCR_DrawScreen();
1616
1617                 r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
1618                 r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
1619                 r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
1620
1621                 if (r_stereo_sidebyside.integer)
1622                         r_stereo_side = 1;
1623
1624                 if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
1625                 {
1626                         r_refdef.colormask[0] = 0;
1627                         r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
1628                         r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
1629                 }
1630
1631                 SCR_DrawScreen();
1632
1633                 r_refdef.viewentitymatrix = originalmatrix;
1634         }
1635         else
1636         {
1637                 r_showtrispass = false;
1638                 SCR_DrawScreen();
1639
1640                 if (r_showtris.value > 0)
1641                 {
1642                         rmeshstate_t m;
1643                         GL_BlendFunc(GL_ONE, GL_ONE);
1644                         GL_DepthTest(GL_FALSE);
1645                         GL_DepthMask(GL_FALSE);
1646                         memset(&m, 0, sizeof(m));
1647                         R_Mesh_State(&m);
1648                         r_showtrispass = true;
1649                         GL_ShowTrisColor(0.2,0.2,0.2,1);
1650                         SCR_DrawScreen();
1651                         r_showtrispass = false;
1652                 }
1653         }
1654
1655         VID_Finish();
1656         R_TimeReport("finish");
1657 }
1658
1659
1660 //===========================================================================
1661 // dynamic vertex array buffer subsystem
1662 //===========================================================================
1663
1664 // FIXME: someday this should be dynamically allocated and resized?
1665 float varray_vertex3f[65536*3];
1666 float varray_svector3f[65536*3];
1667 float varray_tvector3f[65536*3];
1668 float varray_normal3f[65536*3];
1669 float varray_color4f[65536*4];
1670 float varray_texcoord2f[4][65536*2];
1671 float varray_texcoord3f[4][65536*3];
1672 int earray_element3i[65536];
1673 float varray_vertex3f2[65536*3];
1674
1675 //===========================================================================
1676 // vertex array caching subsystem
1677 //===========================================================================
1678
1679 typedef struct rcachearraylink_s
1680 {
1681         struct rcachearraylink_s *next, *prev;
1682         struct rcachearrayitem_s *data;
1683 }
1684 rcachearraylink_t;
1685
1686 typedef struct rcachearrayitem_s
1687 {
1688         // the original request structure
1689         rcachearrayrequest_t request;
1690         // active
1691         int active;
1692         // offset into r_mesh_rcachedata
1693         int offset;
1694         // for linking this into the sequential list
1695         rcachearraylink_t sequentiallink;
1696         // for linking this into the lookup list
1697         rcachearraylink_t hashlink;
1698 }
1699 rcachearrayitem_t;
1700
1701 #define RCACHEARRAY_HASHSIZE 65536
1702 #define RCACHEARRAY_ITEMS 4096
1703 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1704
1705 // all active items are linked into this chain in sorted order
1706 static rcachearraylink_t r_mesh_rcachesequentialchain;
1707 // all inactive items are linked into this chain in unknown order
1708 static rcachearraylink_t r_mesh_rcachefreechain;
1709 // all active items are also linked into these chains (using their hashlink)
1710 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1711
1712 // all items are stored here, whether active or inactive
1713 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1714
1715 // size of data buffer
1716 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1717 // data buffer
1718 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1719
1720 // current state
1721 static int r_mesh_rcachedata_offset;
1722 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1723
1724 static void R_Mesh_CacheArray_Startup(void)
1725 {
1726         int i;
1727         rcachearraylink_t *l;
1728         // prepare all the linked lists
1729         l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1730         l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1731         memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1732         for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1733         {
1734                 l = &r_mesh_rcachechain[i];
1735                 l->next = l->prev = l;
1736                 l->data = NULL;
1737         }
1738         memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1739         for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1740         {
1741                 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1742                 l = &r_mesh_rcacheitems[i].sequentiallink;
1743                 l->next = &r_mesh_rcachefreechain;
1744                 l->prev = l->next->prev;
1745                 l->next->prev = l->prev->next = l;
1746         }
1747         // clear other state
1748         r_mesh_rcachedata_offset = 0;
1749         r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1750 }
1751
1752 static void R_Mesh_CacheArray_Shutdown(void)
1753 {
1754 }
1755
1756 /*
1757 static void R_Mesh_CacheArray_ValidateState(int num)
1758 {
1759         rcachearraylink_t *l, *lhead;
1760         lhead = &r_mesh_rcachesequentialchain;
1761         if (r_mesh_rcachesequentialchain_current == lhead)
1762                 return;
1763         for (l = lhead->next;l != lhead;l = l->next)
1764                 if (r_mesh_rcachesequentialchain_current == l)
1765                         return;
1766         Sys_Error("%i", num);
1767 }
1768 */
1769
1770 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1771 {
1772         rcachearraylink_t *l, *lhead, *lnext;
1773         rcachearrayitem_t *d;
1774         int hashindex, offset, offsetend;
1775
1776         //R_Mesh_CacheArray_ValidateState(3);
1777         // calculate a hashindex to choose a cache chain
1778         r->data = NULL;
1779         hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1780
1781         // is it already cached?
1782         for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1783         {
1784                 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1785                 {
1786                         // we have it cached already
1787                         r->data = r_mesh_rcachedata + l->data->offset;
1788                         return false;
1789                 }
1790         }
1791
1792         // we need to add a new cache item, this means finding a place for the new
1793         // data and making sure we have a free item available, lots of work...
1794
1795         // check if buffer needs to wrap
1796         if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1797         {
1798                 /*
1799                 if (r->data_size * 10 > r_mesh_rcachedata_size)
1800                 {
1801                         // realloc whole cache
1802                 }
1803                 */
1804                 // reset back to start
1805                 r_mesh_rcachedata_offset = 0;
1806                 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1807         }
1808         offset = r_mesh_rcachedata_offset;
1809         r_mesh_rcachedata_offset += r->data_size;
1810         offsetend = r_mesh_rcachedata_offset;
1811         //R_Mesh_CacheArray_ValidateState(4);
1812
1813         /*
1814         {
1815                 int n;
1816                 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1817                 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1818         }
1819         */
1820
1821         // make room for the new data (remove old items)
1822         lhead = &r_mesh_rcachesequentialchain;
1823         l = r_mesh_rcachesequentialchain_current;
1824         if (l == lhead)
1825                 l = l->next;
1826         while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1827         {
1828         //r_mesh_rcachesequentialchain_current = l;
1829         //R_Mesh_CacheArray_ValidateState(8);
1830                 lnext = l->next;
1831                 // if at the end of the chain, wrap around
1832                 if (lnext == lhead)
1833                         lnext = lnext->next;
1834         //r_mesh_rcachesequentialchain_current = lnext;
1835         //R_Mesh_CacheArray_ValidateState(10);
1836
1837                 // unlink from sequential chain
1838                 l->next->prev = l->prev;
1839                 l->prev->next = l->next;
1840         //R_Mesh_CacheArray_ValidateState(11);
1841                 // link into free chain
1842                 l->next = &r_mesh_rcachefreechain;
1843                 l->prev = l->next->prev;
1844                 l->next->prev = l->prev->next = l;
1845         //R_Mesh_CacheArray_ValidateState(12);
1846
1847                 l = &l->data->hashlink;
1848                 // unlink from hash chain
1849                 l->next->prev = l->prev;
1850                 l->prev->next = l->next;
1851
1852                 l = lnext;
1853         //r_mesh_rcachesequentialchain_current = l;
1854         //R_Mesh_CacheArray_ValidateState(9);
1855         }
1856         //r_mesh_rcachesequentialchain_current = l;
1857         //R_Mesh_CacheArray_ValidateState(5);
1858         // gobble an extra item if we have no free items available
1859         if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1860         {
1861                 lnext = l->next;
1862
1863                 // unlink from sequential chain
1864                 l->next->prev = l->prev;
1865                 l->prev->next = l->next;
1866                 // link into free chain
1867                 l->next = &r_mesh_rcachefreechain;
1868                 l->prev = l->next->prev;
1869                 l->next->prev = l->prev->next = l;
1870
1871                 l = &l->data->hashlink;
1872                 // unlink from hash chain
1873                 l->next->prev = l->prev;
1874                 l->prev->next = l->next;
1875
1876                 l = lnext;
1877         }
1878         r_mesh_rcachesequentialchain_current = l;
1879         //R_Mesh_CacheArray_ValidateState(6);
1880
1881         // now take an item from the free chain
1882         l = r_mesh_rcachefreechain.next;
1883         // set it up
1884         d = l->data;
1885         d->request = *r;
1886         d->offset = offset;
1887         // unlink
1888         l->next->prev = l->prev;
1889         l->prev->next = l->next;
1890         // relink to sequential
1891         l->next = r_mesh_rcachesequentialchain_current->prev;
1892         l->prev = l->next->prev;
1893         while (l->next->data && l->data && l->next->data->offset <= d->offset)
1894         {
1895                 //Con_Print(">\n");
1896                 l->next = l->next->next;
1897                 l->prev = l->prev->next;
1898         }
1899         while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1900         {
1901                 //Con_Print("<\n");
1902                 l->prev = l->prev->prev;
1903                 l->next = l->next->prev;
1904         }
1905         l->next->prev = l->prev->next = l;
1906         // also link into hash chain
1907         l = &l->data->hashlink;
1908         l->next = &r_mesh_rcachechain[hashindex];
1909         l->prev = l->next->prev;
1910         l->prev->next = l;
1911         l->next->prev = l->prev->next = l;
1912
1913
1914         //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1915
1916         //R_Mesh_CacheArray_ValidateState(7);
1917         // and finally set the data pointer
1918         r->data = r_mesh_rcachedata + d->offset;
1919         // and tell the caller to fill the array
1920         return true;
1921 }
1922