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fixed r_speeds stats with r_showsurfaces 1 mode
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
7 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
8 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
10
11 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
12 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
13 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
14 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
15 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
16
17 int gl_maxdrawrangeelementsvertices;
18 int gl_maxdrawrangeelementsindices;
19
20 #ifdef DEBUGGL
21 int errornumber = 0;
22
23 void GL_PrintError(int errornumber, char *filename, int linenumber)
24 {
25         switch(errornumber)
26         {
27 #ifdef GL_INVALID_ENUM
28         case GL_INVALID_ENUM:
29                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
30                 break;
31 #endif
32 #ifdef GL_INVALID_VALUE
33         case GL_INVALID_VALUE:
34                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
35                 break;
36 #endif
37 #ifdef GL_INVALID_OPERATION
38         case GL_INVALID_OPERATION:
39                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
40                 break;
41 #endif
42 #ifdef GL_STACK_OVERFLOW
43         case GL_STACK_OVERFLOW:
44                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
45                 break;
46 #endif
47 #ifdef GL_STACK_UNDERFLOW
48         case GL_STACK_UNDERFLOW:
49                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
50                 break;
51 #endif
52 #ifdef GL_OUT_OF_MEMORY
53         case GL_OUT_OF_MEMORY:
54                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
55                 break;
56 #endif
57 #ifdef GL_TABLE_TOO_LARGE
58         case GL_TABLE_TOO_LARGE:
59                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
60                 break;
61 #endif
62         default:
63                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
64                 break;
65         }
66 }
67 #endif
68
69 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
70
71 void SCR_ScreenShot_f (void);
72
73 static matrix4x4_t backend_viewmatrix;
74 static matrix4x4_t backend_modelmatrix;
75 static matrix4x4_t backend_modelviewmatrix;
76 static matrix4x4_t backend_glmodelviewmatrix;
77 static matrix4x4_t backend_projectmatrix;
78
79 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
80
81 /*
82 note: here's strip order for a terrain row:
83 0--1--2--3--4
84 |\ |\ |\ |\ |
85 | \| \| \| \|
86 A--B--C--D--E
87 clockwise
88
89 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
90
91 *elements++ = i + row;
92 *elements++ = i;
93 *elements++ = i + row + 1;
94 *elements++ = i;
95 *elements++ = i + 1;
96 *elements++ = i + row + 1;
97
98
99 for (y = 0;y < rows - 1;y++)
100 {
101         for (x = 0;x < columns - 1;x++)
102         {
103                 i = y * rows + x;
104                 *elements++ = i + columns;
105                 *elements++ = i;
106                 *elements++ = i + columns + 1;
107                 *elements++ = i;
108                 *elements++ = i + 1;
109                 *elements++ = i + columns + 1;
110         }
111 }
112
113 alternative:
114 0--1--2--3--4
115 | /| /|\ | /|
116 |/ |/ | \|/ |
117 A--B--C--D--E
118 counterclockwise
119
120 for (y = 0;y < rows - 1;y++)
121 {
122         for (x = 0;x < columns - 1;x++)
123         {
124                 i = y * rows + x;
125                 *elements++ = i;
126                 *elements++ = i + columns;
127                 *elements++ = i + columns + 1;
128                 *elements++ = i + columns;
129                 *elements++ = i + columns + 1;
130                 *elements++ = i + 1;
131         }
132 }
133 */
134
135 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
136 int quadelements[QUADELEMENTS_MAXQUADS*6];
137
138 void GL_Backend_AllocArrays(void)
139 {
140 }
141
142 void GL_Backend_FreeArrays(void)
143 {
144 }
145
146 static void gl_backend_start(void)
147 {
148         Con_Print("OpenGL Backend starting...\n");
149         CHECKGLERROR
150
151         if (qglDrawRangeElements != NULL)
152         {
153                 CHECKGLERROR
154                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
155                 CHECKGLERROR
156                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
157                 CHECKGLERROR
158                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
159         }
160
161         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
162         backendimageunits = backendunits;
163         backendarrayunits = backendunits;
164         if (gl_support_fragment_shader)
165         {
166                 CHECKGLERROR
167                 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
168                 CHECKGLERROR
169                 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
170                 CHECKGLERROR
171                 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
172         }
173         else if (backendunits > 1)
174                 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
175         else
176                 Con_Printf("singletexture\n");
177
178         GL_Backend_AllocArrays();
179
180         Con_Printf("OpenGL backend started.\n");
181
182         CHECKGLERROR
183
184         backendactive = true;
185 }
186
187 static void gl_backend_shutdown(void)
188 {
189         backendunits = 0;
190         backendimageunits = 0;
191         backendarrayunits = 0;
192         backendactive = false;
193
194         Con_Print("OpenGL Backend shutting down\n");
195
196         GL_Backend_FreeArrays();
197 }
198
199 static void gl_backend_newmap(void)
200 {
201 }
202
203 void gl_backend_init(void)
204 {
205         int i;
206
207         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
208         {
209                 polygonelements[i * 3 + 0] = 0;
210                 polygonelements[i * 3 + 1] = i + 1;
211                 polygonelements[i * 3 + 2] = i + 2;
212         }
213         // elements for rendering a series of quads as triangles
214         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
215         {
216                 quadelements[i * 6 + 0] = i * 4;
217                 quadelements[i * 6 + 1] = i * 4 + 1;
218                 quadelements[i * 6 + 2] = i * 4 + 2;
219                 quadelements[i * 6 + 3] = i * 4;
220                 quadelements[i * 6 + 4] = i * 4 + 2;
221                 quadelements[i * 6 + 5] = i * 4 + 3;
222         }
223
224         Cvar_RegisterVariable(&r_render);
225         Cvar_RegisterVariable(&r_waterwarp);
226         Cvar_RegisterVariable(&gl_polyblend);
227         Cvar_RegisterVariable(&gl_dither);
228         Cvar_RegisterVariable(&gl_lockarrays);
229         Cvar_RegisterVariable(&gl_paranoid);
230         Cvar_RegisterVariable(&gl_printcheckerror);
231 #ifdef NORENDER
232         Cvar_SetValue("r_render", 0);
233 #endif
234
235         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
236         Cvar_RegisterVariable(&gl_mesh_testarrayelement);
237         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
238
239         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
240 }
241
242 void GL_SetupView_Orientation_Identity (void)
243 {
244         backend_viewmatrix = identitymatrix;
245         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
246 }
247
248 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
249 {
250         matrix4x4_t tempmatrix, basematrix;
251         Matrix4x4_Invert_Simple(&tempmatrix, matrix);
252         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
253         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
254         Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
255         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
256         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
257         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
258         //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
259         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
260 }
261
262 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
263 {
264         double m[16];
265
266         if (!r_render.integer)
267                 return;
268
269         // set up viewpoint
270         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
271         qglLoadIdentity();CHECKGLERROR
272         // set view pyramid
273         qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
274         qglGetDoublev(GL_PROJECTION_MATRIX, m);
275         backend_projectmatrix.m[0][0] = m[0];
276         backend_projectmatrix.m[1][0] = m[1];
277         backend_projectmatrix.m[2][0] = m[2];
278         backend_projectmatrix.m[3][0] = m[3];
279         backend_projectmatrix.m[0][1] = m[4];
280         backend_projectmatrix.m[1][1] = m[5];
281         backend_projectmatrix.m[2][1] = m[6];
282         backend_projectmatrix.m[3][1] = m[7];
283         backend_projectmatrix.m[0][2] = m[8];
284         backend_projectmatrix.m[1][2] = m[9];
285         backend_projectmatrix.m[2][2] = m[10];
286         backend_projectmatrix.m[3][2] = m[11];
287         backend_projectmatrix.m[0][3] = m[12];
288         backend_projectmatrix.m[1][3] = m[13];
289         backend_projectmatrix.m[2][3] = m[14];
290         backend_projectmatrix.m[3][3] = m[15];
291         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
292         GL_SetupView_Orientation_Identity();
293 }
294
295 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
296 {
297         double nudge, m[16];
298
299         if (!r_render.integer)
300                 return;
301
302         // set up viewpoint
303         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
304         qglLoadIdentity();CHECKGLERROR
305         // set view pyramid
306         nudge = 1.0 - 1.0 / (1<<23);
307         m[ 0] = 1.0 / frustumx;
308         m[ 1] = 0;
309         m[ 2] = 0;
310         m[ 3] = 0;
311         m[ 4] = 0;
312         m[ 5] = 1.0 / frustumy;
313         m[ 6] = 0;
314         m[ 7] = 0;
315         m[ 8] = 0;
316         m[ 9] = 0;
317         m[10] = -nudge;
318         m[11] = -1;
319         m[12] = 0;
320         m[13] = 0;
321         m[14] = -2 * zNear * nudge;
322         m[15] = 0;
323         qglLoadMatrixd(m);
324         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
325         GL_SetupView_Orientation_Identity();
326         backend_projectmatrix.m[0][0] = m[0];
327         backend_projectmatrix.m[1][0] = m[1];
328         backend_projectmatrix.m[2][0] = m[2];
329         backend_projectmatrix.m[3][0] = m[3];
330         backend_projectmatrix.m[0][1] = m[4];
331         backend_projectmatrix.m[1][1] = m[5];
332         backend_projectmatrix.m[2][1] = m[6];
333         backend_projectmatrix.m[3][1] = m[7];
334         backend_projectmatrix.m[0][2] = m[8];
335         backend_projectmatrix.m[1][2] = m[9];
336         backend_projectmatrix.m[2][2] = m[10];
337         backend_projectmatrix.m[3][2] = m[11];
338         backend_projectmatrix.m[0][3] = m[12];
339         backend_projectmatrix.m[1][3] = m[13];
340         backend_projectmatrix.m[2][3] = m[14];
341         backend_projectmatrix.m[3][3] = m[15];
342 }
343
344 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
345 {
346         double m[16];
347
348         if (!r_render.integer)
349                 return;
350
351         // set up viewpoint
352         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
353         qglLoadIdentity();CHECKGLERROR
354         qglOrtho(x1, x2, y2, y1, zNear, zFar);
355         qglGetDoublev(GL_PROJECTION_MATRIX, m);
356         backend_projectmatrix.m[0][0] = m[0];
357         backend_projectmatrix.m[1][0] = m[1];
358         backend_projectmatrix.m[2][0] = m[2];
359         backend_projectmatrix.m[3][0] = m[3];
360         backend_projectmatrix.m[0][1] = m[4];
361         backend_projectmatrix.m[1][1] = m[5];
362         backend_projectmatrix.m[2][1] = m[6];
363         backend_projectmatrix.m[3][1] = m[7];
364         backend_projectmatrix.m[0][2] = m[8];
365         backend_projectmatrix.m[1][2] = m[9];
366         backend_projectmatrix.m[2][2] = m[10];
367         backend_projectmatrix.m[3][2] = m[11];
368         backend_projectmatrix.m[0][3] = m[12];
369         backend_projectmatrix.m[1][3] = m[13];
370         backend_projectmatrix.m[2][3] = m[14];
371         backend_projectmatrix.m[3][3] = m[15];
372         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
373         GL_SetupView_Orientation_Identity();
374 }
375
376 typedef struct gltextureunit_s
377 {
378         int t1d, t2d, t3d, tcubemap;
379         int arrayenabled;
380         unsigned int arraycomponents;
381         const void *pointer_texcoord;
382         float rgbscale, alphascale;
383         int combinergb, combinealpha;
384         // FIXME: add more combine stuff
385         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
386         int texmatrixenabled;
387         matrix4x4_t matrix;
388 }
389 gltextureunit_t;
390
391 static struct gl_state_s
392 {
393         int blendfunc1;
394         int blendfunc2;
395         int blend;
396         GLboolean depthmask;
397         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
398         int depthtest;
399         int scissortest;
400         unsigned int unit;
401         unsigned int clientunit;
402         gltextureunit_t units[MAX_TEXTUREUNITS];
403         float color4f[4];
404         int lockrange_first;
405         int lockrange_count;
406         const void *pointer_vertex;
407         const void *pointer_color;
408 }
409 gl_state;
410
411 void GL_SetupTextureState(void)
412 {
413         unsigned int i;
414         gltextureunit_t *unit;
415         CHECKGLERROR
416         gl_state.unit = MAX_TEXTUREUNITS;
417         gl_state.clientunit = MAX_TEXTUREUNITS;
418         for (i = 0;i < MAX_TEXTUREUNITS;i++)
419         {
420                 unit = gl_state.units + i;
421                 unit->t1d = 0;
422                 unit->t2d = 0;
423                 unit->t3d = 0;
424                 unit->tcubemap = 0;
425                 unit->arrayenabled = false;
426                 unit->arraycomponents = 0;
427                 unit->pointer_texcoord = NULL;
428                 unit->rgbscale = 1;
429                 unit->alphascale = 1;
430                 unit->combinergb = GL_MODULATE;
431                 unit->combinealpha = GL_MODULATE;
432                 unit->texmatrixenabled = false;
433                 unit->matrix = identitymatrix;
434         }
435
436         for (i = 0;i < backendimageunits;i++)
437         {
438                 GL_ActiveTexture(i);
439                 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
440                 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
441                 if (gl_texture3d)
442                 {
443                         qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
444                 }
445                 if (gl_texturecubemap)
446                 {
447                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
448                 }
449         }
450
451         for (i = 0;i < backendarrayunits;i++)
452         {
453                 GL_ClientActiveTexture(i);
454                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
455                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
456         }
457
458         for (i = 0;i < backendunits;i++)
459         {
460                 GL_ActiveTexture(i);
461                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
462                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
463                 if (gl_texture3d)
464                 {
465                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
466                 }
467                 if (gl_texturecubemap)
468                 {
469                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
470                 }
471                 qglMatrixMode(GL_TEXTURE);
472                 qglLoadIdentity();
473                 qglMatrixMode(GL_MODELVIEW);
474                 if (gl_combine.integer)
475                 {
476                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
477                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
478                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
479                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
480                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
481                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
482                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
483                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
484                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
485                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
486                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
487                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
488                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
489                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
490                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
491                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
492                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
493                 }
494                 else
495                 {
496                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
497                 }
498         }
499         CHECKGLERROR
500 }
501
502 void GL_Backend_ResetState(void)
503 {
504         memset(&gl_state, 0, sizeof(gl_state));
505         gl_state.depthtest = true;
506         gl_state.blendfunc1 = GL_ONE;
507         gl_state.blendfunc2 = GL_ZERO;
508         gl_state.blend = false;
509         gl_state.depthmask = GL_TRUE;
510         gl_state.colormask = 15;
511         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
512         gl_state.lockrange_first = 0;
513         gl_state.lockrange_count = 0;
514         gl_state.pointer_vertex = NULL;
515         gl_state.pointer_color = NULL;
516
517         CHECKGLERROR
518
519         qglColorMask(1, 1, 1, 1);
520         qglEnable(GL_CULL_FACE);CHECKGLERROR
521         qglCullFace(GL_FRONT);CHECKGLERROR
522         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
523         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
524         qglDisable(GL_BLEND);CHECKGLERROR
525         qglDepthMask(gl_state.depthmask);CHECKGLERROR
526
527         qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
528         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
529
530         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
531         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
532
533         GL_Color(0, 0, 0, 0);
534         GL_Color(1, 1, 1, 1);
535
536         GL_SetupTextureState();
537 }
538
539 void GL_ActiveTexture(unsigned int num)
540 {
541         if (gl_state.unit != num)
542         {
543                 gl_state.unit = num;
544                 if (qglActiveTexture)
545                 {
546                         qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
547                         CHECKGLERROR
548                 }
549         }
550 }
551
552 void GL_ClientActiveTexture(unsigned int num)
553 {
554         if (gl_state.clientunit != num)
555         {
556                 gl_state.clientunit = num;
557                 if (qglActiveTexture)
558                 {
559                         qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
560                         CHECKGLERROR
561                 }
562         }
563 }
564
565 void GL_BlendFunc(int blendfunc1, int blendfunc2)
566 {
567         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
568         {
569                 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
570                 if (gl_state.blendfunc2 == GL_ZERO)
571                 {
572                         if (gl_state.blendfunc1 == GL_ONE)
573                         {
574                                 if (gl_state.blend)
575                                 {
576                                         gl_state.blend = 0;
577                                         qglDisable(GL_BLEND);CHECKGLERROR
578                                 }
579                         }
580                         else
581                         {
582                                 if (!gl_state.blend)
583                                 {
584                                         gl_state.blend = 1;
585                                         qglEnable(GL_BLEND);CHECKGLERROR
586                                 }
587                         }
588                 }
589                 else
590                 {
591                         if (!gl_state.blend)
592                         {
593                                 gl_state.blend = 1;
594                                 qglEnable(GL_BLEND);CHECKGLERROR
595                         }
596                 }
597         }
598 }
599
600 void GL_DepthMask(int state)
601 {
602         if (gl_state.depthmask != state)
603         {
604                 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
605         }
606 }
607
608 void GL_DepthTest(int state)
609 {
610         if (gl_state.depthtest != state)
611         {
612                 gl_state.depthtest = state;
613                 if (gl_state.depthtest)
614                 {
615                         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
616                 }
617                 else
618                 {
619                         qglDisable(GL_DEPTH_TEST);CHECKGLERROR
620                 }
621         }
622 }
623
624 void GL_ColorMask(int r, int g, int b, int a)
625 {
626         int state = r*8 + g*4 + b*2 + a*1;
627         if (gl_state.colormask != state)
628         {
629                 gl_state.colormask = state;
630                 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
631         }
632 }
633
634 void GL_Color(float cr, float cg, float cb, float ca)
635 {
636         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)
637         {
638                 gl_state.color4f[0] = cr;
639                 gl_state.color4f[1] = cg;
640                 gl_state.color4f[2] = cb;
641                 gl_state.color4f[3] = ca;
642                 CHECKGLERROR
643                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
644                 CHECKGLERROR
645         }
646 }
647
648 void GL_LockArrays(int first, int count)
649 {
650         if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
651         {
652                 if (gl_state.lockrange_count)
653                 {
654                         gl_state.lockrange_count = 0;
655                         CHECKGLERROR
656                         qglUnlockArraysEXT();
657                         CHECKGLERROR
658                 }
659                 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
660                 {
661                         gl_state.lockrange_first = first;
662                         gl_state.lockrange_count = count;
663                         CHECKGLERROR
664                         qglLockArraysEXT(first, count);
665                         CHECKGLERROR
666                 }
667         }
668 }
669
670 void GL_Scissor (int x, int y, int width, int height)
671 {
672         CHECKGLERROR
673         qglScissor(x, vid.height - (y + height),width,height);
674         CHECKGLERROR
675 }
676
677 void GL_ScissorTest(int state)
678 {
679         if(gl_state.scissortest == state)
680                 return;
681
682         CHECKGLERROR
683         if((gl_state.scissortest = state))
684                 qglEnable(GL_SCISSOR_TEST);
685         else
686                 qglDisable(GL_SCISSOR_TEST);
687         CHECKGLERROR
688 }
689
690 void GL_Clear(int mask)
691 {
692         qglClear(mask);CHECKGLERROR
693 }
694
695 void GL_TransformToScreen(const vec4_t in, vec4_t out)
696 {
697         vec4_t temp;
698         float iw;
699         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
700         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
701         iw = 1.0f / out[3];
702         out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
703         out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
704         out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
705 }
706
707 // called at beginning of frame
708 void R_Mesh_Start(void)
709 {
710         BACKENDACTIVECHECK
711         CHECKGLERROR
712         GL_Backend_ResetState();
713 }
714
715 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
716 {
717         GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
718         GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
719         char compilelog[MAX_INPUTLINE];
720         CHECKGLERROR
721
722         programobject = qglCreateProgramObjectARB();
723         CHECKGLERROR
724         if (!programobject)
725                 return 0;
726
727         if (vertexstrings_count)
728         {
729                 CHECKGLERROR
730                 vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
731                 if (!vertexshaderobject)
732                 {
733                         qglDeleteObjectARB(programobject);
734                         CHECKGLERROR
735                         return 0;
736                 }
737                 qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
738                 qglCompileShaderARB(vertexshaderobject);
739                 CHECKGLERROR
740                 qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
741                 qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
742                 if (compilelog[0])
743                         Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
744                 if (!vertexshadercompiled)
745                 {
746                         qglDeleteObjectARB(programobject);
747                         qglDeleteObjectARB(vertexshaderobject);
748                         CHECKGLERROR
749                         return 0;
750                 }
751                 qglAttachObjectARB(programobject, vertexshaderobject);
752                 qglDeleteObjectARB(vertexshaderobject);
753                 CHECKGLERROR
754         }
755
756         if (fragmentstrings_count)
757         {
758                 CHECKGLERROR
759                 fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
760                 if (!fragmentshaderobject)
761                 {
762                         qglDeleteObjectARB(programobject);
763                         CHECKGLERROR
764                         return 0;
765                 }
766                 qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
767                 qglCompileShaderARB(fragmentshaderobject);
768                 CHECKGLERROR
769                 qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
770                 qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
771                 if (compilelog[0])
772                         Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
773                 if (!fragmentshadercompiled)
774                 {
775                         qglDeleteObjectARB(programobject);
776                         qglDeleteObjectARB(fragmentshaderobject);
777                         CHECKGLERROR
778                         return 0;
779                 }
780                 qglAttachObjectARB(programobject, fragmentshaderobject);
781                 qglDeleteObjectARB(fragmentshaderobject);
782                 CHECKGLERROR
783         }
784
785         qglLinkProgramARB(programobject);
786         CHECKGLERROR
787         qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
788         qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
789         if (compilelog[0])
790         {
791                 Con_DPrintf("program link log:\n%s\n", compilelog);
792                 // software vertex shader is ok but software fragment shader is WAY
793                 // too slow, fail program if so.
794                 // NOTE: this string might be ATI specific, but that's ok because the
795                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
796                 // software fragment shader due to low instruction and dependent
797                 // texture limits.
798                 if (strstr(compilelog, "fragment shader will run in software"))
799                         programlinked = false;
800         }
801         CHECKGLERROR
802         if (!programlinked)
803         {
804                 qglDeleteObjectARB(programobject);
805                 return 0;
806         }
807         CHECKGLERROR
808         return programobject;
809 }
810
811 void GL_Backend_FreeProgram(unsigned int prog)
812 {
813         CHECKGLERROR
814         qglDeleteObjectARB(prog);
815         CHECKGLERROR
816 }
817
818 int gl_backend_rebindtextures;
819
820 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
821 {
822         int i;
823         if (offset)
824         {
825                 for (i = 0;i < count;i++)
826                         *out++ = *in++ + offset;
827         }
828         else
829                 memcpy(out, in, sizeof(*out) * count);
830 }
831
832 // renders triangles using vertices from the active arrays
833 int paranoidblah = 0;
834 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
835 {
836         unsigned int numelements = numtriangles * 3;
837         if (numvertices < 3 || numtriangles < 1)
838         {
839                 Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
840                 return;
841         }
842         //CHECKGLERROR
843         renderstats.meshes++;
844         renderstats.meshes_elements += numelements;
845         if (gl_paranoid.integer)
846         {
847                 unsigned int i, j, size;
848                 const int *p;
849                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
850                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
851                 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
852                         paranoidblah += *p;
853                 if (gl_state.pointer_color)
854                 {
855                         if (!qglIsEnabled(GL_COLOR_ARRAY))
856                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
857                         for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
858                                 paranoidblah += *p;
859                 }
860                 for (i = 0;i < backendarrayunits;i++)
861                 {
862                         if (gl_state.units[i].arrayenabled)
863                         {
864                                 GL_ClientActiveTexture(i);
865                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
866                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
867                                 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
868                                         paranoidblah += *p;
869                         }
870                 }
871                 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
872                 {
873                         if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
874                         {
875                                 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
876                                 return;
877                         }
878                 }
879                 CHECKGLERROR
880         }
881         if (r_render.integer)
882         {
883                 CHECKGLERROR
884                 if (gl_mesh_testmanualfeeding.integer)
885                 {
886                         unsigned int i, j;
887                         const GLfloat *p;
888                         qglBegin(GL_TRIANGLES);
889                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
890                         {
891                                 for (j = 0;j < backendarrayunits;j++)
892                                 {
893                                         if (gl_state.units[j].pointer_texcoord)
894                                         {
895                                                 if (backendarrayunits > 1)
896                                                 {
897                                                         if (gl_state.units[j].arraycomponents == 4)
898                                                         {
899                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
900                                                                 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
901                                                         }
902                                                         else if (gl_state.units[j].arraycomponents == 3)
903                                                         {
904                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
905                                                                 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
906                                                         }
907                                                         else if (gl_state.units[j].arraycomponents == 2)
908                                                         {
909                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
910                                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
911                                                         }
912                                                         else
913                                                         {
914                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
915                                                                 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
916                                                         }
917                                                 }
918                                                 else
919                                                 {
920                                                         if (gl_state.units[j].arraycomponents == 4)
921                                                         {
922                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
923                                                                 qglTexCoord4f(p[0], p[1], p[2], p[3]);
924                                                         }
925                                                         else if (gl_state.units[j].arraycomponents == 3)
926                                                         {
927                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
928                                                                 qglTexCoord3f(p[0], p[1], p[2]);
929                                                         }
930                                                         else if (gl_state.units[j].arraycomponents == 2)
931                                                         {
932                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
933                                                                 qglTexCoord2f(p[0], p[1]);
934                                                         }
935                                                         else
936                                                         {
937                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
938                                                                 qglTexCoord1f(p[0]);
939                                                         }
940                                                 }
941                                         }
942                                 }
943                                 if (gl_state.pointer_color)
944                                 {
945                                         p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
946                                         qglColor4f(p[0], p[1], p[2], p[3]);
947                                 }
948                                 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
949                                 qglVertex3f(p[0], p[1], p[2]);
950                         }
951                         qglEnd();
952                         CHECKGLERROR
953                 }
954                 else if (gl_mesh_testarrayelement.integer)
955                 {
956                         int i;
957                         qglBegin(GL_TRIANGLES);
958                         for (i = 0;i < numtriangles * 3;i++)
959                         {
960                                 qglArrayElement(elements[i]);
961                         }
962                         qglEnd();
963                         CHECKGLERROR
964                 }
965                 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
966                 {
967                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
968                         CHECKGLERROR
969                 }
970                 else
971                 {
972                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
973                         CHECKGLERROR
974                 }
975         }
976 }
977
978 // restores backend state, used when done with 3D rendering
979 void R_Mesh_Finish(void)
980 {
981         unsigned int i;
982         BACKENDACTIVECHECK
983         CHECKGLERROR
984         GL_LockArrays(0, 0);
985         CHECKGLERROR
986
987         for (i = 0;i < backendimageunits;i++)
988         {
989                 GL_ActiveTexture(i);
990                 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
991                 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
992                 if (gl_texture3d)
993                 {
994                         qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
995                 }
996                 if (gl_texturecubemap)
997                 {
998                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
999                 }
1000         }
1001         for (i = 0;i < backendarrayunits;i++)
1002         {
1003                 GL_ActiveTexture(backendarrayunits - 1 - i);
1004                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1005         }
1006         for (i = 0;i < backendunits;i++)
1007         {
1008                 GL_ActiveTexture(backendunits - 1 - i);
1009                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1010                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1011                 if (gl_texture3d)
1012                 {
1013                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1014                 }
1015                 if (gl_texturecubemap)
1016                 {
1017                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1018                 }
1019                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1020                 if (gl_combine.integer)
1021                 {
1022                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1023                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1024                 }
1025         }
1026         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1027         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1028
1029         qglDisable(GL_BLEND);CHECKGLERROR
1030         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1031         qglDepthMask(GL_TRUE);CHECKGLERROR
1032         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1033 }
1034
1035 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1036 {
1037         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1038         {
1039                 backend_modelmatrix = *matrix;
1040                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1041                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
1042                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
1043         }
1044 }
1045
1046 void R_Mesh_VertexPointer(const float *vertex3f)
1047 {
1048         if (gl_state.pointer_vertex != vertex3f)
1049         {
1050                 gl_state.pointer_vertex = vertex3f;
1051                 CHECKGLERROR
1052                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
1053                 CHECKGLERROR
1054         }
1055 }
1056
1057 void R_Mesh_ColorPointer(const float *color4f)
1058 {
1059         if (gl_state.pointer_color != color4f)
1060         {
1061                 CHECKGLERROR
1062                 if (!gl_state.pointer_color)
1063                 {
1064                         qglEnableClientState(GL_COLOR_ARRAY);
1065                         CHECKGLERROR
1066                 }
1067                 else if (!color4f)
1068                 {
1069                         qglDisableClientState(GL_COLOR_ARRAY);
1070                         CHECKGLERROR
1071                         // when color array is on the glColor gets trashed, set it again
1072                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1073                         CHECKGLERROR
1074                 }
1075                 gl_state.pointer_color = color4f;
1076                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
1077                 CHECKGLERROR
1078         }
1079 }
1080
1081 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
1082 {
1083         gltextureunit_t *unit = gl_state.units + unitnum;
1084         // update array settings
1085         if (texcoord)
1086         {
1087                 // texcoord array
1088                 if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
1089                 {
1090                         unit->pointer_texcoord = texcoord;
1091                         unit->arraycomponents = numcomponents;
1092                         GL_ClientActiveTexture(unitnum);
1093                         qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
1094                         CHECKGLERROR
1095                 }
1096                 // texture array unit is enabled, enable the array
1097                 if (!unit->arrayenabled)
1098                 {
1099                         unit->arrayenabled = true;
1100                         GL_ClientActiveTexture(unitnum);
1101                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1102                 }
1103         }
1104         else
1105         {
1106                 // texture array unit is disabled, disable the array
1107                 if (unit->arrayenabled)
1108                 {
1109                         unit->arrayenabled = false;
1110                         GL_ClientActiveTexture(unitnum);
1111                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1112                 }
1113         }
1114 }
1115
1116 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1117 {
1118         gltextureunit_t *unit = gl_state.units + unitnum;
1119         if (unitnum >= backendimageunits)
1120                 return;
1121         // update 1d texture binding
1122         if (unit->t1d != tex1d)
1123         {
1124                 GL_ActiveTexture(unitnum);
1125                 if (unitnum < backendunits)
1126                 {
1127                         if (tex1d)
1128                         {
1129                                 if (unit->t1d == 0)
1130                                         qglEnable(GL_TEXTURE_1D);
1131                         }
1132                         else
1133                         {
1134                                 if (unit->t1d)
1135                                         qglDisable(GL_TEXTURE_1D);
1136                         }
1137                 }
1138                 unit->t1d = tex1d;
1139                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1140                 CHECKGLERROR
1141         }
1142         // update 2d texture binding
1143         if (unit->t2d != tex2d)
1144         {
1145                 GL_ActiveTexture(unitnum);
1146                 if (unitnum < backendunits)
1147                 {
1148                         if (tex2d)
1149                         {
1150                                 if (unit->t2d == 0)
1151                                         qglEnable(GL_TEXTURE_2D);
1152                         }
1153                         else
1154                         {
1155                                 if (unit->t2d)
1156                                         qglDisable(GL_TEXTURE_2D);
1157                         }
1158                 }
1159                 unit->t2d = tex2d;
1160                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1161                 CHECKGLERROR
1162         }
1163         // update 3d texture binding
1164         if (unit->t3d != tex3d)
1165         {
1166                 GL_ActiveTexture(unitnum);
1167                 if (unitnum < backendunits)
1168                 {
1169                         if (tex3d)
1170                         {
1171                                 if (unit->t3d == 0)
1172                                         qglEnable(GL_TEXTURE_3D);
1173                         }
1174                         else
1175                         {
1176                                 if (unit->t3d)
1177                                         qglDisable(GL_TEXTURE_3D);
1178                         }
1179                 }
1180                 unit->t3d = tex3d;
1181                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1182                 CHECKGLERROR
1183         }
1184         // update cubemap texture binding
1185         if (unit->tcubemap != texcubemap)
1186         {
1187                 GL_ActiveTexture(unitnum);
1188                 if (unitnum < backendunits)
1189                 {
1190                         if (texcubemap)
1191                         {
1192                                 if (unit->tcubemap == 0)
1193                                         qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1194                         }
1195                         else
1196                         {
1197                                 if (unit->tcubemap)
1198                                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1199                         }
1200                 }
1201                 unit->tcubemap = texcubemap;
1202                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1203                 CHECKGLERROR
1204         }
1205 }
1206
1207 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1208 {
1209         gltextureunit_t *unit = gl_state.units + unitnum;
1210         if (unitnum >= backendimageunits)
1211                 return;
1212         // update 1d texture binding
1213         if (unit->t1d != texnum)
1214         {
1215                 GL_ActiveTexture(unitnum);
1216                 if (unitnum < backendunits)
1217                 {
1218                         if (texnum)
1219                         {
1220                                 if (unit->t1d == 0)
1221                                         qglEnable(GL_TEXTURE_1D);
1222                         }
1223                         else
1224                         {
1225                                 if (unit->t1d)
1226                                         qglDisable(GL_TEXTURE_1D);
1227                         }
1228                 }
1229                 unit->t1d = texnum;
1230                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1231                 CHECKGLERROR
1232         }
1233         // update 2d texture binding
1234         if (unit->t2d)
1235         {
1236                 GL_ActiveTexture(unitnum);
1237                 if (unitnum < backendunits)
1238                 {
1239                         if (unit->t2d)
1240                                 qglDisable(GL_TEXTURE_2D);
1241                 }
1242                 unit->t2d = 0;
1243                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1244                 CHECKGLERROR
1245         }
1246         // update 3d texture binding
1247         if (unit->t3d)
1248         {
1249                 GL_ActiveTexture(unitnum);
1250                 if (unitnum < backendunits)
1251                 {
1252                         if (unit->t3d)
1253                                 qglDisable(GL_TEXTURE_3D);
1254                 }
1255                 unit->t3d = 0;
1256                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1257                 CHECKGLERROR
1258         }
1259         // update cubemap texture binding
1260         if (unit->tcubemap)
1261         {
1262                 GL_ActiveTexture(unitnum);
1263                 if (unitnum < backendunits)
1264                 {
1265                         if (unit->tcubemap)
1266                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1267                 }
1268                 unit->tcubemap = 0;
1269                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1270                 CHECKGLERROR
1271         }
1272 }
1273
1274 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1275 {
1276         gltextureunit_t *unit = gl_state.units + unitnum;
1277         if (unitnum >= backendimageunits)
1278                 return;
1279         // update 1d texture binding
1280         if (unit->t1d)
1281         {
1282                 GL_ActiveTexture(unitnum);
1283                 if (unitnum < backendunits)
1284                 {
1285                         if (unit->t1d)
1286                                 qglDisable(GL_TEXTURE_1D);
1287                 }
1288                 unit->t1d = 0;
1289                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1290                 CHECKGLERROR
1291         }
1292         // update 2d texture binding
1293         if (unit->t2d != texnum)
1294         {
1295                 GL_ActiveTexture(unitnum);
1296                 if (unitnum < backendunits)
1297                 {
1298                         if (texnum)
1299                         {
1300                                 if (unit->t2d == 0)
1301                                         qglEnable(GL_TEXTURE_2D);
1302                         }
1303                         else
1304                         {
1305                                 if (unit->t2d)
1306                                         qglDisable(GL_TEXTURE_2D);
1307                         }
1308                 }
1309                 unit->t2d = texnum;
1310                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1311                 CHECKGLERROR
1312         }
1313         // update 3d texture binding
1314         if (unit->t3d)
1315         {
1316                 GL_ActiveTexture(unitnum);
1317                 if (unitnum < backendunits)
1318                 {
1319                         if (unit->t3d)
1320                                 qglDisable(GL_TEXTURE_3D);
1321                 }
1322                 unit->t3d = 0;
1323                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1324                 CHECKGLERROR
1325         }
1326         // update cubemap texture binding
1327         if (unit->tcubemap != 0)
1328         {
1329                 GL_ActiveTexture(unitnum);
1330                 if (unitnum < backendunits)
1331                 {
1332                         if (unit->tcubemap)
1333                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1334                 }
1335                 unit->tcubemap = 0;
1336                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1337                 CHECKGLERROR
1338         }
1339 }
1340
1341 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1342 {
1343         gltextureunit_t *unit = gl_state.units + unitnum;
1344         if (unitnum >= backendimageunits)
1345                 return;
1346         // update 1d texture binding
1347         if (unit->t1d)
1348         {
1349                 GL_ActiveTexture(unitnum);
1350                 if (unitnum < backendunits)
1351                 {
1352                         if (unit->t1d)
1353                                 qglDisable(GL_TEXTURE_1D);
1354                 }
1355                 unit->t1d = 0;
1356                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1357                 CHECKGLERROR
1358         }
1359         // update 2d texture binding
1360         if (unit->t2d)
1361         {
1362                 GL_ActiveTexture(unitnum);
1363                 if (unitnum < backendunits)
1364                 {
1365                         if (unit->t2d)
1366                                 qglDisable(GL_TEXTURE_2D);
1367                 }
1368                 unit->t2d = 0;
1369                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1370                 CHECKGLERROR
1371         }
1372         // update 3d texture binding
1373         if (unit->t3d != texnum)
1374         {
1375                 GL_ActiveTexture(unitnum);
1376                 if (unitnum < backendunits)
1377                 {
1378                         if (texnum)
1379                         {
1380                                 if (unit->t3d == 0)
1381                                         qglEnable(GL_TEXTURE_3D);
1382                         }
1383                         else
1384                         {
1385                                 if (unit->t3d)
1386                                         qglDisable(GL_TEXTURE_3D);
1387                         }
1388                 }
1389                 unit->t3d = texnum;
1390                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1391                 CHECKGLERROR
1392         }
1393         // update cubemap texture binding
1394         if (unit->tcubemap != 0)
1395         {
1396                 GL_ActiveTexture(unitnum);
1397                 if (unitnum < backendunits)
1398                 {
1399                         if (unit->tcubemap)
1400                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1401                 }
1402                 unit->tcubemap = 0;
1403                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1404                 CHECKGLERROR
1405         }
1406 }
1407
1408 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1409 {
1410         gltextureunit_t *unit = gl_state.units + unitnum;
1411         if (unitnum >= backendimageunits)
1412                 return;
1413         // update 1d texture binding
1414         if (unit->t1d)
1415         {
1416                 GL_ActiveTexture(unitnum);
1417                 if (unitnum < backendunits)
1418                 {
1419                         if (unit->t1d)
1420                                 qglDisable(GL_TEXTURE_1D);
1421                 }
1422                 unit->t1d = 0;
1423                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);
1424                 CHECKGLERROR
1425         }
1426         // update 2d texture binding
1427         if (unit->t2d)
1428         {
1429                 GL_ActiveTexture(unitnum);
1430                 if (unitnum < backendunits)
1431                 {
1432                         if (unit->t2d)
1433                                 qglDisable(GL_TEXTURE_2D);
1434                 }
1435                 unit->t2d = 0;
1436                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);
1437                 CHECKGLERROR
1438         }
1439         // update 3d texture binding
1440         if (unit->t3d)
1441         {
1442                 GL_ActiveTexture(unitnum);
1443                 if (unitnum < backendunits)
1444                 {
1445                         if (unit->t3d)
1446                                 qglDisable(GL_TEXTURE_3D);
1447                 }
1448                 unit->t3d = 0;
1449                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);
1450                 CHECKGLERROR
1451         }
1452         // update cubemap texture binding
1453         if (unit->tcubemap != texnum)
1454         {
1455                 GL_ActiveTexture(unitnum);
1456                 if (unitnum < backendunits)
1457                 {
1458                         if (texnum)
1459                         {
1460                                 if (unit->tcubemap == 0)
1461                                         qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
1462                         }
1463                         else
1464                         {
1465                                 if (unit->tcubemap)
1466                                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
1467                         }
1468                 }
1469                 unit->tcubemap = texnum;
1470                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
1471                 CHECKGLERROR
1472         }
1473 }
1474
1475 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1476 {
1477         gltextureunit_t *unit = gl_state.units + unitnum;
1478         if (matrix->m[3][3])
1479         {
1480                 // texmatrix specified, check if it is different
1481                 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1482                 {
1483                         matrix4x4_t tempmatrix;
1484                         unit->texmatrixenabled = true;
1485                         unit->matrix = *matrix;
1486                         Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1487                         qglMatrixMode(GL_TEXTURE);
1488                         GL_ActiveTexture(unitnum);
1489                         qglLoadMatrixf(&tempmatrix.m[0][0]);
1490                         qglMatrixMode(GL_MODELVIEW);
1491                 }
1492         }
1493         else
1494         {
1495                 // no texmatrix specified, revert to identity
1496                 if (unit->texmatrixenabled)
1497                 {
1498                         unit->texmatrixenabled = false;
1499                         qglMatrixMode(GL_TEXTURE);
1500                         GL_ActiveTexture(unitnum);
1501                         qglLoadIdentity();
1502                         qglMatrixMode(GL_MODELVIEW);
1503                 }
1504         }
1505 }
1506
1507 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1508 {
1509         gltextureunit_t *unit = gl_state.units + unitnum;
1510         if (gl_combine.integer)
1511         {
1512                 // GL_ARB_texture_env_combine
1513                 if (!combinergb)
1514                         combinergb = GL_MODULATE;
1515                 if (!combinealpha)
1516                         combinealpha = GL_MODULATE;
1517                 if (!rgbscale)
1518                         rgbscale = 1;
1519                 if (!alphascale)
1520                         alphascale = 1;
1521                 if (unit->combinergb != combinergb)
1522                 {
1523                         unit->combinergb = combinergb;
1524                         GL_ActiveTexture(unitnum);
1525                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1526                 }
1527                 if (unit->combinealpha != combinealpha)
1528                 {
1529                         unit->combinealpha = combinealpha;
1530                         GL_ActiveTexture(unitnum);
1531                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1532                 }
1533                 if (unit->rgbscale != rgbscale)
1534                 {
1535                         GL_ActiveTexture(unitnum);
1536                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1537                 }
1538                 if (unit->alphascale != alphascale)
1539                 {
1540                         GL_ActiveTexture(unitnum);
1541                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1542                 }
1543         }
1544         else
1545         {
1546                 // normal GL texenv
1547                 if (!combinergb)
1548                         combinergb = GL_MODULATE;
1549                 if (unit->combinergb != combinergb)
1550                 {
1551                         unit->combinergb = combinergb;
1552                         GL_ActiveTexture(unitnum);
1553                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1554                 }
1555         }
1556 }
1557
1558 void R_Mesh_State(const rmeshstate_t *m)
1559 {
1560         unsigned int i;
1561
1562         BACKENDACTIVECHECK
1563
1564         R_Mesh_VertexPointer(m->pointer_vertex);
1565         R_Mesh_ColorPointer(m->pointer_color);
1566
1567         if (gl_backend_rebindtextures)
1568         {
1569                 gl_backend_rebindtextures = false;
1570                 GL_SetupTextureState();
1571         }
1572
1573         for (i = 0;i < backendimageunits;i++)
1574                 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1575         for (i = 0;i < backendarrayunits;i++)
1576         {
1577                 if (m->pointer_texcoord3f[i])
1578                         R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
1579                 else
1580                         R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
1581         }
1582         for (i = 0;i < backendunits;i++)
1583         {
1584                 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1585                 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1586         }
1587 }
1588
1589 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
1590 {
1591         qglBegin(GL_LINES);
1592         for (;numtriangles;numtriangles--, elements += 3)
1593         {
1594                 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1595                 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1596                 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1597         }
1598         qglEnd();
1599         CHECKGLERROR
1600 }