]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_backend.c
fixed 'black models' bugs in RecursiveLightPoint code
[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_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
11 cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
12 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
13
14 cvar_t r_render = {0, "r_render", "1"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
16 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
17
18 int gl_maxdrawrangeelementsvertices;
19 int gl_maxdrawrangeelementsindices;
20
21 #ifdef DEBUGGL
22 int errornumber = 0;
23
24 void GL_PrintError(int errornumber, char *filename, int linenumber)
25 {
26         switch(errornumber)
27         {
28 #ifdef GL_INVALID_ENUM
29         case GL_INVALID_ENUM:
30                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
31                 break;
32 #endif
33 #ifdef GL_INVALID_VALUE
34         case GL_INVALID_VALUE:
35                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
36                 break;
37 #endif
38 #ifdef GL_INVALID_OPERATION
39         case GL_INVALID_OPERATION:
40                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
41                 break;
42 #endif
43 #ifdef GL_STACK_OVERFLOW
44         case GL_STACK_OVERFLOW:
45                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
46                 break;
47 #endif
48 #ifdef GL_STACK_UNDERFLOW
49         case GL_STACK_UNDERFLOW:
50                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
51                 break;
52 #endif
53 #ifdef GL_OUT_OF_MEMORY
54         case GL_OUT_OF_MEMORY:
55                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
56                 break;
57 #endif
58 #ifdef GL_TABLE_TOO_LARGE
59         case GL_TABLE_TOO_LARGE:
60                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
61                 break;
62 #endif
63         default:
64                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
65                 break;
66         }
67 }
68 #endif
69
70 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
71
72 int c_meshs, c_meshelements;
73
74 void SCR_ScreenShot_f (void);
75
76 static matrix4x4_t backend_viewmatrix;
77 static matrix4x4_t backend_modelmatrix;
78 static matrix4x4_t backend_modelviewmatrix;
79 static matrix4x4_t backend_glmodelviewmatrix;
80 static matrix4x4_t backend_projectmatrix;
81
82 static int backendunits, backendactive;
83 static mempool_t *gl_backend_mempool;
84
85 /*
86 note: here's strip order for a terrain row:
87 0--1--2--3--4
88 |\ |\ |\ |\ |
89 | \| \| \| \|
90 A--B--C--D--E
91 clockwise
92
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
94
95 *elements++ = i + row;
96 *elements++ = i;
97 *elements++ = i + row + 1;
98 *elements++ = i;
99 *elements++ = i + 1;
100 *elements++ = i + row + 1;
101
102
103 for (y = 0;y < rows - 1;y++)
104 {
105         for (x = 0;x < columns - 1;x++)
106         {
107                 i = y * rows + x;
108                 *elements++ = i + columns;
109                 *elements++ = i;
110                 *elements++ = i + columns + 1;
111                 *elements++ = i;
112                 *elements++ = i + 1;
113                 *elements++ = i + columns + 1;
114         }
115 }
116
117 alternative:
118 0--1--2--3--4
119 | /| /|\ | /|
120 |/ |/ | \|/ |
121 A--B--C--D--E
122 counterclockwise
123
124 for (y = 0;y < rows - 1;y++)
125 {
126         for (x = 0;x < columns - 1;x++)
127         {
128                 i = y * rows + x;
129                 *elements++ = i;
130                 *elements++ = i + columns;
131                 *elements++ = i + columns + 1;
132                 *elements++ = i + columns;
133                 *elements++ = i + columns + 1;
134                 *elements++ = i + 1;
135         }
136 }
137 */
138
139 int polygonelements[768];
140
141 static void R_Mesh_CacheArray_Startup(void);
142 static void R_Mesh_CacheArray_Shutdown(void);
143 void GL_Backend_AllocArrays(void)
144 {
145         if (!gl_backend_mempool)
146                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
147         R_Mesh_CacheArray_Startup();
148 }
149
150 void GL_Backend_FreeArrays(void)
151 {
152         R_Mesh_CacheArray_Shutdown();
153         Mem_FreePool(&gl_backend_mempool);
154 }
155
156 static void gl_backend_start(void)
157 {
158         Con_DPrint("OpenGL Backend started\n");
159         if (qglDrawRangeElements != NULL)
160         {
161                 CHECKGLERROR
162                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
163                 CHECKGLERROR
164                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
165                 CHECKGLERROR
166                 Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
167         }
168
169         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
170
171         GL_Backend_AllocArrays();
172
173         backendactive = true;
174 }
175
176 static void gl_backend_shutdown(void)
177 {
178         backendunits = 0;
179         backendactive = false;
180
181         Con_DPrint("OpenGL Backend shutting down\n");
182
183         GL_Backend_FreeArrays();
184 }
185
186 static void gl_backend_newmap(void)
187 {
188 }
189
190 cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
191 cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
192 cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
193 cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
194
195 void gl_backend_init(void)
196 {
197         int i;
198
199         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
200         {
201                 polygonelements[i * 3 + 0] = 0;
202                 polygonelements[i * 3 + 1] = i + 1;
203                 polygonelements[i * 3 + 2] = i + 2;
204         }
205
206         Cvar_RegisterVariable(&r_render);
207         Cvar_RegisterVariable(&gl_dither);
208         Cvar_RegisterVariable(&gl_lockarrays);
209         Cvar_RegisterVariable(&gl_delayfinish);
210         Cvar_RegisterVariable(&gl_paranoid);
211         Cvar_RegisterVariable(&gl_printcheckerror);
212 #ifdef NORENDER
213         Cvar_SetValue("r_render", 0);
214 #endif
215
216         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
217         Cvar_RegisterVariable(&gl_mesh_testarrayelement);
218         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
219
220         Cvar_RegisterVariable(&scr_zoomwindow);
221         Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
222         Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
223         Cvar_RegisterVariable(&scr_zoomwindow_fov);
224
225         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
226 }
227
228 void GL_SetupView_Orientation_Identity (void)
229 {
230         Matrix4x4_CreateIdentity(&backend_viewmatrix);
231         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
232 }
233
234 void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
235 {
236         matrix4x4_t tempmatrix, basematrix;
237         Matrix4x4_Invert_Simple(&tempmatrix, matrix);
238         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
239         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
240         Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
241         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
242         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
243         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
244         //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
245         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
246 }
247
248 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
249 {
250         double xmax, ymax;
251
252         if (!r_render.integer)
253                 return;
254
255         // set up viewpoint
256         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
257         qglLoadIdentity();CHECKGLERROR
258         // pyramid slopes
259         xmax = zNear * tan(fovx * M_PI / 360.0);
260         ymax = zNear * tan(fovy * M_PI / 360.0);
261         // set view pyramid
262         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
263         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
264         GL_SetupView_Orientation_Identity();
265 }
266
267 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
268 {
269         float nudge, m[16];
270
271         if (!r_render.integer)
272                 return;
273
274         // set up viewpoint
275         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
276         qglLoadIdentity();CHECKGLERROR
277         // set view pyramid
278         nudge = 1.0 - 1.0 / (1<<23);
279         m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
280         m[ 1] = 0;
281         m[ 2] = 0;
282         m[ 3] = 0;
283         m[ 4] = 0;
284         m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
285         m[ 6] = 0;
286         m[ 7] = 0;
287         m[ 8] = 0;
288         m[ 9] = 0;
289         m[10] = -nudge;
290         m[11] = -1;
291         m[12] = 0;
292         m[13] = 0;
293         m[14] = -2 * zNear * nudge;
294         m[15] = 0;
295         qglLoadMatrixf(m);
296         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
297         GL_SetupView_Orientation_Identity();
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 }
315
316 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
317 {
318         if (!r_render.integer)
319                 return;
320
321         // set up viewpoint
322         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
323         qglLoadIdentity();CHECKGLERROR
324         qglOrtho(x1, x2, y2, y1, zNear, zFar);
325         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
326         GL_SetupView_Orientation_Identity();
327 }
328
329 typedef struct gltextureunit_s
330 {
331         int t1d, t2d, t3d, tcubemap;
332         int arrayenabled;
333         int arrayis3d;
334         const void *pointer_texcoord;
335         float rgbscale, alphascale;
336         int combinergb, combinealpha;
337         // FIXME: add more combine stuff
338         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
339         int texmatrixenabled;
340         matrix4x4_t matrix;
341 }
342 gltextureunit_t;
343
344 static struct
345 {
346         int blendfunc1;
347         int blendfunc2;
348         int blend;
349         GLboolean depthmask;
350         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
351         int depthtest;
352         int scissortest;
353         int unit;
354         int clientunit;
355         gltextureunit_t units[MAX_TEXTUREUNITS];
356         float color4f[4];
357         int lockrange_first;
358         int lockrange_count;
359         const void *pointer_vertex;
360         const void *pointer_color;
361 }
362 gl_state;
363
364 void GL_SetupTextureState(void)
365 {
366         int i;
367         gltextureunit_t *unit;
368         CHECKGLERROR
369         gl_state.unit = -1;
370         gl_state.clientunit = -1;
371         for (i = 0;i < backendunits;i++)
372         {
373                 GL_ActiveTexture(i);
374                 GL_ClientActiveTexture(i);
375                 unit = gl_state.units + i;
376                 unit->t1d = 0;
377                 unit->t2d = 0;
378                 unit->t3d = 0;
379                 unit->tcubemap = 0;
380                 unit->arrayenabled = false;
381                 unit->arrayis3d = false;
382                 unit->pointer_texcoord = NULL;
383                 unit->rgbscale = 1;
384                 unit->alphascale = 1;
385                 unit->combinergb = GL_MODULATE;
386                 unit->combinealpha = GL_MODULATE;
387                 unit->texmatrixenabled = false;
388                 unit->matrix = r_identitymatrix;
389                 qglMatrixMode(GL_TEXTURE);
390                 qglLoadIdentity();
391                 qglMatrixMode(GL_MODELVIEW);
392
393                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
394                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
395
396                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
397                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
398                 if (gl_texture3d)
399                 {
400                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
401                 }
402                 if (gl_texturecubemap)
403                 {
404                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
405                 }
406                 if (gl_combine.integer)
407                 {
408                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
409                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
410                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
411                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
412                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
413                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
414                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
415                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
416                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
417                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
418                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
419                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
420                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
421                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
422                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
423                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
424                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
425                 }
426                 else
427                 {
428                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
429                 }
430         }
431         CHECKGLERROR
432 }
433
434 void GL_Backend_ResetState(void)
435 {
436         memset(&gl_state, 0, sizeof(gl_state));
437         gl_state.depthtest = true;
438         gl_state.blendfunc1 = GL_ONE;
439         gl_state.blendfunc2 = GL_ZERO;
440         gl_state.blend = false;
441         gl_state.depthmask = GL_TRUE;
442         gl_state.colormask = 15;
443         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
444         gl_state.lockrange_first = 0;
445         gl_state.lockrange_count = 0;
446         gl_state.pointer_vertex = NULL;
447         gl_state.pointer_color = NULL;
448
449         CHECKGLERROR
450
451         qglColorMask(1, 1, 1, 1);
452         qglEnable(GL_CULL_FACE);CHECKGLERROR
453         qglCullFace(GL_FRONT);CHECKGLERROR
454         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
455         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
456         qglDisable(GL_BLEND);CHECKGLERROR
457         qglDepthMask(gl_state.depthmask);CHECKGLERROR
458
459         qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
460         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
461
462         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
463         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
464
465         GL_Color(0, 0, 0, 0);
466         GL_Color(1, 1, 1, 1);
467
468         GL_SetupTextureState();
469 }
470
471 void GL_ActiveTexture(int num)
472 {
473         if (gl_state.unit != num)
474         {
475                 gl_state.unit = num;
476                 if (qglActiveTexture)
477                 {
478                         qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
479                         CHECKGLERROR
480                 }
481         }
482 }
483
484 void GL_ClientActiveTexture(int num)
485 {
486         if (gl_state.clientunit != num)
487         {
488                 gl_state.clientunit = num;
489                 if (qglActiveTexture)
490                 {
491                         qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
492                         CHECKGLERROR
493                 }
494         }
495 }
496
497 void GL_BlendFunc(int blendfunc1, int blendfunc2)
498 {
499         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
500         {
501                 if (r_showtrispass)
502                         return;
503                 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
504                 if (gl_state.blendfunc2 == GL_ZERO)
505                 {
506                         if (gl_state.blendfunc1 == GL_ONE)
507                         {
508                                 if (gl_state.blend)
509                                 {
510                                         gl_state.blend = 0;
511                                         qglDisable(GL_BLEND);CHECKGLERROR
512                                 }
513                         }
514                         else
515                         {
516                                 if (!gl_state.blend)
517                                 {
518                                         gl_state.blend = 1;
519                                         qglEnable(GL_BLEND);CHECKGLERROR
520                                 }
521                         }
522                 }
523                 else
524                 {
525                         if (!gl_state.blend)
526                         {
527                                 gl_state.blend = 1;
528                                 qglEnable(GL_BLEND);CHECKGLERROR
529                         }
530                 }
531         }
532 }
533
534 void GL_DepthMask(int state)
535 {
536         if (gl_state.depthmask != state)
537         {
538                 if (r_showtrispass)
539                         return;
540                 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
541         }
542 }
543
544 void GL_DepthTest(int state)
545 {
546         if (gl_state.depthtest != state)
547         {
548                 if (r_showtrispass)
549                         return;
550                 gl_state.depthtest = state;
551                 if (gl_state.depthtest)
552                 {
553                         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
554                 }
555                 else
556                 {
557                         qglDisable(GL_DEPTH_TEST);CHECKGLERROR
558                 }
559         }
560 }
561
562 void GL_ColorMask(int r, int g, int b, int a)
563 {
564         int state = r*8 + g*4 + b*2 + a*1;
565         if (gl_state.colormask != state)
566         {
567                 if (r_showtrispass)
568                         return;
569                 gl_state.colormask = state;
570                 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
571         }
572 }
573
574 void GL_Color(float cr, float cg, float cb, float ca)
575 {
576         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)
577         {
578                 if (r_showtrispass)
579                         return;
580                 gl_state.color4f[0] = cr;
581                 gl_state.color4f[1] = cg;
582                 gl_state.color4f[2] = cb;
583                 gl_state.color4f[3] = ca;
584                 CHECKGLERROR
585                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
586                 CHECKGLERROR
587         }
588 }
589
590 void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
591 {
592         if (!r_showtrispass)
593                 return;
594         r_showtrispass = false;
595         GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
596         r_showtrispass = true;
597 }
598
599
600 void GL_LockArrays(int first, int count)
601 {
602         if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
603         {
604                 if (gl_state.lockrange_count)
605                 {
606                         gl_state.lockrange_count = 0;
607                         CHECKGLERROR
608                         qglUnlockArraysEXT();
609                         CHECKGLERROR
610                 }
611                 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
612                 {
613                         gl_state.lockrange_first = first;
614                         gl_state.lockrange_count = count;
615                         CHECKGLERROR
616                         qglLockArraysEXT(first, count);
617                         CHECKGLERROR
618                 }
619         }
620 }
621
622 void GL_Scissor (int x, int y, int width, int height)
623 {
624         CHECKGLERROR
625         qglScissor(x, vid.realheight - (y + height),width,height);
626         CHECKGLERROR
627 }
628
629 void GL_ScissorTest(int state)
630 {
631         if(gl_state.scissortest == state)
632                 return;
633
634         CHECKGLERROR
635         if((gl_state.scissortest = state))
636                 qglEnable(GL_SCISSOR_TEST);
637         else
638                 qglDisable(GL_SCISSOR_TEST);
639         CHECKGLERROR
640 }
641
642 void GL_Clear(int mask)
643 {
644         if (r_showtrispass)
645                 return;
646         qglClear(mask);CHECKGLERROR
647 }
648
649 void GL_TransformToScreen(const vec4_t in, vec4_t out)
650 {
651         vec4_t temp;
652         float iw;
653         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
654         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
655         iw = 1.0f / out[3];
656         out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
657         out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
658         out[2] = out[2] * iw;
659 }
660
661 // called at beginning of frame
662 void R_Mesh_Start(void)
663 {
664         BACKENDACTIVECHECK
665         CHECKGLERROR
666         GL_Backend_ResetState();
667 }
668
669 int gl_backend_rebindtextures;
670
671 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
672 {
673         int i;
674         if (offset)
675         {
676                 for (i = 0;i < count;i++)
677                         *out++ = *in++ + offset;
678         }
679         else
680                 memcpy(out, in, sizeof(*out) * count);
681 }
682
683 // renders triangles using vertices from the active arrays
684 int paranoidblah = 0;
685 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
686 {
687         int numelements = numtriangles * 3;
688         if (numverts == 0 || numtriangles == 0)
689         {
690                 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
691                 return;
692         }
693         CHECKGLERROR
694         if (r_showtrispass)
695         {
696                 R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
697                 return;
698         }
699         c_meshs++;
700         c_meshelements += numelements;
701         if (gl_paranoid.integer)
702         {
703                 int i, j, size;
704                 const int *p;
705                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
706                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
707                 for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
708                         paranoidblah += *p;
709                 if (gl_state.pointer_color)
710                 {
711                         if (!qglIsEnabled(GL_COLOR_ARRAY))
712                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
713                         for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
714                                 paranoidblah += *p;
715                 }
716                 for (i = 0;i < backendunits;i++)
717                 {
718                         if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
719                         {
720                                 if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
721                                         Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
722                                 GL_ClientActiveTexture(i);
723                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
724                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
725                                 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++)
726                                         paranoidblah += *p;
727                         }
728                 }
729                 for (i = 0;i < numtriangles * 3;i++)
730                 {
731                         if (elements[i] < 0 || elements[i] >= numverts)
732                         {
733                                 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
734                                 return;
735                         }
736                 }
737                 CHECKGLERROR
738         }
739         if (r_render.integer)
740         {
741                 CHECKGLERROR
742                 if (gl_mesh_testmanualfeeding.integer)
743                 {
744                         int i, j;
745                         const GLfloat *p;
746                         qglBegin(GL_TRIANGLES);
747                         for (i = 0;i < numtriangles * 3;i++)
748                         {
749                                 for (j = 0;j < backendunits;j++)
750                                 {
751                                         if (gl_state.units[j].pointer_texcoord)
752                                         {
753                                                 if (backendunits > 1)
754                                                 {
755                                                         if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
756                                                         {
757                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
758                                                                 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
759                                                         }
760                                                         else
761                                                         {
762                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
763                                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
764                                                         }
765                                                 }
766                                                 else
767                                                 {
768                                                         if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
769                                                         {
770                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
771                                                                 qglTexCoord3f(p[0], p[1], p[2]);
772                                                         }
773                                                         else
774                                                         {
775                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
776                                                                 qglTexCoord2f(p[0], p[1]);
777                                                         }
778                                                 }
779                                         }
780                                 }
781                                 if (gl_state.pointer_color)
782                                 {
783                                         p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
784                                         qglColor4f(p[0], p[1], p[2], p[3]);
785                                 }
786                                 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
787                                 qglVertex3f(p[0], p[1], p[2]);
788                         }
789                         qglEnd();
790                         CHECKGLERROR
791                 }
792                 else if (gl_mesh_testarrayelement.integer)
793                 {
794                         int i;
795                         qglBegin(GL_TRIANGLES);
796                         for (i = 0;i < numtriangles * 3;i++)
797                         {
798                                 qglArrayElement(elements[i]);
799                         }
800                         qglEnd();
801                         CHECKGLERROR
802                 }
803                 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
804                 {
805                         qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
806                 }
807                 else
808                 {
809                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
810                 }
811                 CHECKGLERROR
812         }
813 }
814
815 // restores backend state, used when done with 3D rendering
816 void R_Mesh_Finish(void)
817 {
818         int i;
819         BACKENDACTIVECHECK
820         CHECKGLERROR
821         GL_LockArrays(0, 0);
822         CHECKGLERROR
823
824         for (i = backendunits - 1;i >= 0;i--)
825         {
826                 if (qglActiveTexture)
827                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
828                 if (qglClientActiveTexture)
829                         qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
830                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
831                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
832                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
833                 if (gl_texture3d)
834                 {
835                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
836                 }
837                 if (gl_texturecubemap)
838                 {
839                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
840                 }
841                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
842                 if (gl_combine.integer)
843                 {
844                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
845                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
846                 }
847         }
848         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
849         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
850
851         qglDisable(GL_BLEND);CHECKGLERROR
852         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
853         qglDepthMask(GL_TRUE);CHECKGLERROR
854         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
855 }
856
857 void R_Mesh_Matrix(const matrix4x4_t *matrix)
858 {
859         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
860         {
861                 backend_modelmatrix = *matrix;
862                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
863                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
864                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
865         }
866 }
867
868 void R_Mesh_State(const rmeshstate_t *m)
869 {
870         int i, combinergb, combinealpha, scale;
871         gltextureunit_t *unit;
872         matrix4x4_t tempmatrix;
873
874         BACKENDACTIVECHECK
875
876         if (gl_state.pointer_vertex != m->pointer_vertex)
877         {
878                 gl_state.pointer_vertex = m->pointer_vertex;
879                 CHECKGLERROR
880                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
881                 CHECKGLERROR
882         }
883
884         if (r_showtrispass)
885                 return;
886
887         if (gl_state.pointer_color != m->pointer_color)
888         {
889                 CHECKGLERROR
890                 if (!gl_state.pointer_color)
891                 {
892                         qglEnableClientState(GL_COLOR_ARRAY);
893                         CHECKGLERROR
894                 }
895                 else if (!m->pointer_color)
896                 {
897                         qglDisableClientState(GL_COLOR_ARRAY);
898                         CHECKGLERROR
899                         // when color array is on the glColor gets trashed, set it again
900                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
901                         CHECKGLERROR
902                 }
903                 gl_state.pointer_color = m->pointer_color;
904                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
905                 CHECKGLERROR
906         }
907
908         if (gl_backend_rebindtextures)
909         {
910                 gl_backend_rebindtextures = false;
911                 GL_SetupTextureState();
912         }
913
914         for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
915         {
916                 // update 1d texture binding
917                 if (unit->t1d != m->tex1d[i])
918                 {
919                         if (m->tex1d[i])
920                         {
921                                 if (unit->t1d == 0)
922                                 {
923                                         GL_ActiveTexture(i);
924                                         qglEnable(GL_TEXTURE_1D);CHECKGLERROR
925                                 }
926                                 unit->t1d = m->tex1d[i];
927                                 GL_ActiveTexture(i);
928                                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
929                         }
930                         else
931                         {
932                                 if (unit->t1d)
933                                 {
934                                         unit->t1d = 0;
935                                         GL_ActiveTexture(i);
936                                         qglDisable(GL_TEXTURE_1D);CHECKGLERROR
937                                 }
938                         }
939                 }
940                 // update 2d texture binding
941                 if (unit->t2d != m->tex[i])
942                 {
943                         if (m->tex[i])
944                         {
945                                 if (unit->t2d == 0)
946                                 {
947                                         GL_ActiveTexture(i);
948                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
949                                 }
950                                 unit->t2d = m->tex[i];
951                                 GL_ActiveTexture(i);
952                                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
953                         }
954                         else
955                         {
956                                 if (unit->t2d)
957                                 {
958                                         unit->t2d = 0;
959                                         GL_ActiveTexture(i);
960                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
961                                 }
962                         }
963                 }
964                 // update 3d texture binding
965                 if (unit->t3d != m->tex3d[i])
966                 {
967                         if (m->tex3d[i])
968                         {
969                                 if (unit->t3d == 0)
970                                 {
971                                         GL_ActiveTexture(i);
972                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
973                                 }
974                                 unit->t3d = m->tex3d[i];
975                                 GL_ActiveTexture(i);
976                                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
977                         }
978                         else
979                         {
980                                 if (unit->t3d)
981                                 {
982                                         unit->t3d = 0;
983                                         GL_ActiveTexture(i);
984                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
985                                 }
986                         }
987                 }
988                 // update cubemap texture binding
989                 if (unit->tcubemap != m->texcubemap[i])
990                 {
991                         if (m->texcubemap[i])
992                         {
993                                 if (unit->tcubemap == 0)
994                                 {
995                                         GL_ActiveTexture(i);
996                                         qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
997                                 }
998                                 unit->tcubemap = m->texcubemap[i];
999                                 GL_ActiveTexture(i);
1000                                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1001                         }
1002                         else
1003                         {
1004                                 if (unit->tcubemap)
1005                                 {
1006                                         unit->tcubemap = 0;
1007                                         GL_ActiveTexture(i);
1008                                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1009                                 }
1010                         }
1011                 }
1012                 // update texture unit settings if the unit is enabled
1013                 if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap)
1014                 {
1015                         // texture unit is enabled, enable the array
1016                         if (!unit->arrayenabled)
1017                         {
1018                                 unit->arrayenabled = true;
1019                                 GL_ClientActiveTexture(i);
1020                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1021                         }
1022                         // update combine settings
1023                         if (gl_combine.integer)
1024                         {
1025                                 // GL_ARB_texture_env_combine
1026                                 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1027                                 if (unit->combinergb != combinergb)
1028                                 {
1029                                         unit->combinergb = combinergb;
1030                                         GL_ActiveTexture(i);
1031                                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1032                                 }
1033                                 combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
1034                                 if (unit->combinealpha != combinealpha)
1035                                 {
1036                                         unit->combinealpha = combinealpha;
1037                                         GL_ActiveTexture(i);
1038                                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1039                                 }
1040                                 scale = max(m->texrgbscale[i], 1);
1041                                 if (unit->rgbscale != scale)
1042                                 {
1043                                         GL_ActiveTexture(i);
1044                                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
1045                                 }
1046                                 scale = max(m->texalphascale[i], 1);
1047                                 if (unit->alphascale != scale)
1048                                 {
1049                                         GL_ActiveTexture(i);
1050                                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
1051                                 }
1052                         }
1053                         else
1054                         {
1055                                 // normal GL texenv
1056                                 combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
1057                                 if (unit->combinergb != combinergb)
1058                                 {
1059                                         unit->combinergb = combinergb;
1060                                         GL_ActiveTexture(i);
1061                                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1062                                 }
1063                         }
1064                         // update array settings
1065                         if (m->pointer_texcoord3f[i])
1066                         {
1067                                 // 3d texcoord array
1068                                 if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
1069                                 {
1070                                         unit->pointer_texcoord = m->pointer_texcoord3f[i];
1071                                         unit->arrayis3d = true;
1072                                         GL_ClientActiveTexture(i);
1073                                         qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
1074                                         CHECKGLERROR
1075                                 }
1076                         }
1077                         else
1078                         {
1079                                 // 2d texcoord array
1080                                 if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
1081                                 {
1082                                         unit->pointer_texcoord = m->pointer_texcoord[i];
1083                                         unit->arrayis3d = false;
1084                                         GL_ClientActiveTexture(i);
1085                                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
1086                                         CHECKGLERROR
1087                                 }
1088                         }
1089                         // update texmatrix
1090                         if (m->texmatrix[i].m[3][3])
1091                         {
1092                                 // texmatrix specified, check if it is different
1093                                 if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
1094                                 {
1095                                         unit->texmatrixenabled = true;
1096                                         unit->matrix = m->texmatrix[i];
1097                                         Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
1098                                         qglMatrixMode(GL_TEXTURE);
1099                                         GL_ActiveTexture(i);
1100                                         qglLoadMatrixf(&tempmatrix.m[0][0]);
1101                                         qglMatrixMode(GL_MODELVIEW);
1102                                 }
1103                         }
1104                         else
1105                         {
1106                                 // no texmatrix specified, revert to identity
1107                                 if (unit->texmatrixenabled)
1108                                 {
1109                                         unit->texmatrixenabled = false;
1110                                         qglMatrixMode(GL_TEXTURE);
1111                                         GL_ActiveTexture(i);
1112                                         qglLoadIdentity();
1113                                         qglMatrixMode(GL_MODELVIEW);
1114                                 }
1115                         }
1116                 }
1117                 else
1118                 {
1119                         // texture unit is disabled, disable the array
1120                         if (unit->arrayenabled)
1121                         {
1122                                 unit->arrayenabled = false;
1123                                 GL_ClientActiveTexture(i);
1124                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1125                         }
1126                         // no need to update most settings on a disabled texture unit
1127                 }
1128         }
1129 }
1130
1131 void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
1132 {
1133         qglBegin(GL_LINES);
1134         for (;numtriangles;numtriangles--, elements += 3)
1135         {
1136                 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
1137                 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
1138                 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
1139         }
1140         qglEnd();
1141         CHECKGLERROR
1142 }
1143
1144 /*
1145 ==============================================================================
1146
1147                                                 SCREEN SHOTS
1148
1149 ==============================================================================
1150 */
1151
1152 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
1153 {
1154         qboolean ret;
1155         qbyte *buffer;
1156
1157         if (!r_render.integer)
1158                 return false;
1159
1160         buffer = Mem_Alloc(tempmempool, width*height*3);
1161         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
1162         CHECKGLERROR
1163
1164         if (jpeg)
1165                 ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
1166         else
1167                 ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
1168
1169         Mem_Free(buffer);
1170         return ret;
1171 }
1172
1173 //=============================================================================
1174
1175 void R_ClearScreen(void)
1176 {
1177         if (r_render.integer)
1178         {
1179                 // clear to black
1180                 qglClearColor(0,0,0,0);CHECKGLERROR
1181                 qglClearDepth(1);CHECKGLERROR
1182                 if (gl_stencil)
1183                 {
1184                         // LordHavoc: we use a stencil centered around 128 instead of 0,
1185                         // to avoid clamping interfering with strange shadow volume
1186                         // drawing orders
1187                         qglClearStencil(128);CHECKGLERROR
1188                 }
1189                 // clear the screen
1190                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
1191                 // set dithering mode
1192                 if (gl_dither.integer)
1193                 {
1194                         qglEnable(GL_DITHER);CHECKGLERROR
1195                 }
1196                 else
1197                 {
1198                         qglDisable(GL_DITHER);CHECKGLERROR
1199                 }
1200         }
1201 }
1202
1203 /*
1204 ====================
1205 CalcFov
1206 ====================
1207 */
1208 float CalcFov (float fov_x, float width, float height)
1209 {
1210         // calculate vision size and alter by aspect, then convert back to angle
1211         return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
1212 }
1213
1214 /*
1215 ==================
1216 SCR_UpdateScreen
1217
1218 This is called every frame, and can also be called explicitly to flush
1219 text to the screen.
1220 ==================
1221 */
1222 void SCR_UpdateScreen (void)
1223 {
1224         if (gl_delayfinish.integer)
1225         {
1226                 R_Mesh_Finish();
1227                 R_TimeReport("meshfinish");
1228                 VID_Finish();
1229                 R_TimeReport("finish");
1230         }
1231
1232         R_Mesh_Start();
1233
1234         if (r_textureunits.integer > gl_textureunits)
1235                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1236         if (r_textureunits.integer < 1)
1237                 Cvar_SetValueQuick(&r_textureunits, 1);
1238
1239         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1240                 Cvar_SetValueQuick(&gl_combine, 0);
1241
1242 showtris:
1243         R_TimeReport("setup");
1244
1245         R_ClearScreen();
1246
1247         R_TimeReport("clear");
1248
1249         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1250         {
1251                 float size;
1252                 int contents;
1253
1254                 // bound viewsize
1255                 if (scr_viewsize.value < 30)
1256                         Cvar_Set ("viewsize","30");
1257                 if (scr_viewsize.value > 120)
1258                         Cvar_Set ("viewsize","120");
1259                 
1260                 // bound field of view
1261                 if (scr_fov.value < 1)
1262                         Cvar_Set ("fov","1");
1263                 if (scr_fov.value > 170)
1264                         Cvar_Set ("fov","170");
1265         
1266                 // intermission is always full screen
1267                 if (cl.intermission)
1268                 {
1269                         size = 1;
1270                         sb_lines = 0;
1271                 }
1272                 else
1273                 {
1274                         if (scr_viewsize.value >= 120)
1275                                 sb_lines = 0;           // no status bar at all
1276                         else if (scr_viewsize.value >= 110)
1277                                 sb_lines = 24;          // no inventory
1278                         else
1279                                 sb_lines = 24+16+8;
1280                         size = scr_viewsize.value * (1.0 / 100.0);
1281                         size = min(size, 1);
1282                 }
1283         
1284                 r_refdef.width = vid.realwidth * size;
1285                 r_refdef.height = vid.realheight * size;
1286                 r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1287                 r_refdef.y = (vid.realheight - r_refdef.height)/2;
1288         
1289                 // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
1290                 r_refdef.fov_x = scr_fov.value * cl.viewzoom;
1291                 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
1292         
1293                 if (cl.worldmodel)
1294                 {
1295                         Mod_CheckLoaded(cl.worldmodel);
1296                         contents = CL_PointSuperContents(r_vieworigin);
1297                         if (contents & SUPERCONTENTS_LIQUIDSMASK)
1298                         {
1299                                 r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
1300                                 r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
1301                         }
1302                 }
1303
1304                 R_RenderView();
1305
1306                 if (scr_zoomwindow.integer)
1307                 {
1308                         float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
1309                         float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
1310                         r_refdef.width = vid.realwidth * sizex;
1311                         r_refdef.height = vid.realheight * sizey;
1312                         r_refdef.x = (vid.realwidth - r_refdef.width)/2;
1313                         r_refdef.y = 0;
1314                         r_refdef.fov_x = scr_zoomwindow_fov.value;
1315                         r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
1316
1317                         R_RenderView();
1318                 }
1319         }
1320
1321         // draw 2D stuff
1322         R_DrawQueue();
1323
1324         if (r_showtrispass)
1325                 r_showtrispass = false;
1326         else if (r_showtris.value > 0)
1327         {
1328                 rmeshstate_t m;
1329                 GL_BlendFunc(GL_ONE, GL_ONE);
1330                 GL_DepthTest(GL_FALSE);
1331                 GL_DepthMask(GL_FALSE);
1332                 memset(&m, 0, sizeof(m));
1333                 R_Mesh_State(&m);
1334                 r_showtrispass = true;
1335                 GL_ShowTrisColor(0.2,0.2,0.2,1);
1336                 goto showtris;
1337         }
1338
1339         if (gl_delayfinish.integer)
1340         {
1341                 // tell driver to commit it's partially full geometry queue to the rendering queue
1342                 // (this doesn't wait for the commands themselves to complete)
1343                 qglFlush();
1344         }
1345         else
1346         {
1347                 R_Mesh_Finish();
1348                 R_TimeReport("meshfinish");
1349                 VID_Finish();
1350                 R_TimeReport("finish");
1351         }
1352 }
1353
1354
1355 //===========================================================================
1356 // dynamic vertex array buffer subsystem
1357 //===========================================================================
1358
1359 float varray_vertex3f[65536*3];
1360 float varray_color4f[65536*4];
1361 float varray_texcoord2f[4][65536*2];
1362 float varray_texcoord3f[4][65536*3];
1363 float varray_normal3f[65536*3];
1364 int earray_element3i[65536];
1365
1366 //===========================================================================
1367 // vertex array caching subsystem
1368 //===========================================================================
1369
1370 typedef struct rcachearraylink_s
1371 {
1372         struct rcachearraylink_s *next, *prev;
1373         struct rcachearrayitem_s *data;
1374 }
1375 rcachearraylink_t;
1376
1377 typedef struct rcachearrayitem_s
1378 {
1379         // the original request structure
1380         rcachearrayrequest_t request;
1381         // active
1382         int active;
1383         // offset into r_mesh_rcachedata
1384         int offset;
1385         // for linking this into the sequential list
1386         rcachearraylink_t sequentiallink;
1387         // for linking this into the lookup list
1388         rcachearraylink_t hashlink;
1389 }
1390 rcachearrayitem_t;
1391
1392 #define RCACHEARRAY_HASHSIZE 65536
1393 #define RCACHEARRAY_ITEMS 4096
1394 #define RCACHEARRAY_DEFAULTSIZE (4 << 20)
1395
1396 // all active items are linked into this chain in sorted order
1397 static rcachearraylink_t r_mesh_rcachesequentialchain;
1398 // all inactive items are linked into this chain in unknown order
1399 static rcachearraylink_t r_mesh_rcachefreechain;
1400 // all active items are also linked into these chains (using their hashlink)
1401 static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
1402
1403 // all items are stored here, whether active or inactive
1404 static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
1405
1406 // size of data buffer
1407 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
1408 // data buffer
1409 static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
1410
1411 // current state
1412 static int r_mesh_rcachedata_offset;
1413 static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
1414
1415 static void R_Mesh_CacheArray_Startup(void)
1416 {
1417         int i;
1418         rcachearraylink_t *l;
1419         // prepare all the linked lists
1420         l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
1421         l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
1422         memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
1423         for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
1424         {
1425                 l = &r_mesh_rcachechain[i];
1426                 l->next = l->prev = l;
1427                 l->data = NULL;
1428         }
1429         memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
1430         for (i = 0;i < RCACHEARRAY_ITEMS;i++)
1431         {
1432                 r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
1433                 l = &r_mesh_rcacheitems[i].sequentiallink;
1434                 l->next = &r_mesh_rcachefreechain;
1435                 l->prev = l->next->prev;
1436                 l->next->prev = l->prev->next = l;
1437         }
1438         // clear other state
1439         r_mesh_rcachedata_offset = 0;
1440         r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1441 }
1442
1443 static void R_Mesh_CacheArray_Shutdown(void)
1444 {
1445 }
1446
1447 /*
1448 static void R_Mesh_CacheArray_ValidateState(int num)
1449 {
1450         rcachearraylink_t *l, *lhead;
1451         lhead = &r_mesh_rcachesequentialchain;
1452         if (r_mesh_rcachesequentialchain_current == lhead)
1453                 return;
1454         for (l = lhead->next;l != lhead;l = l->next)
1455                 if (r_mesh_rcachesequentialchain_current == l)
1456                         return;
1457         Sys_Error("%i", num);
1458 }
1459 */
1460
1461 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
1462 {
1463         rcachearraylink_t *l, *lhead, *lnext;
1464         rcachearrayitem_t *d;
1465         int hashindex, offset, offsetend;
1466
1467         //R_Mesh_CacheArray_ValidateState(3);
1468         // calculate a hashindex to choose a cache chain
1469         r->data = NULL;
1470         hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
1471
1472         // is it already cached?
1473         for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
1474         {
1475                 if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
1476                 {
1477                         // we have it cached already
1478                         r->data = r_mesh_rcachedata + l->data->offset;
1479                         return false;
1480                 }
1481         }
1482
1483         // we need to add a new cache item, this means finding a place for the new
1484         // data and making sure we have a free item available, lots of work...
1485
1486         // check if buffer needs to wrap
1487         if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
1488         {
1489                 /*
1490                 if (r->data_size * 10 > r_mesh_rcachedata_size)
1491                 {
1492                         // realloc whole cache
1493                 }
1494                 */
1495                 // reset back to start
1496                 r_mesh_rcachedata_offset = 0;
1497                 r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
1498         }
1499         offset = r_mesh_rcachedata_offset;
1500         r_mesh_rcachedata_offset += r->data_size;
1501         offsetend = r_mesh_rcachedata_offset;
1502         //R_Mesh_CacheArray_ValidateState(4);
1503
1504         /*
1505         {
1506                 int n;
1507                 for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
1508                 Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
1509         }
1510         */
1511
1512         // make room for the new data (remove old items)
1513         lhead = &r_mesh_rcachesequentialchain;
1514         l = r_mesh_rcachesequentialchain_current;
1515         if (l == lhead)
1516                 l = l->next;
1517         while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
1518         {
1519         //r_mesh_rcachesequentialchain_current = l;
1520         //R_Mesh_CacheArray_ValidateState(8);
1521                 lnext = l->next;
1522                 // if at the end of the chain, wrap around
1523                 if (lnext == lhead)
1524                         lnext = lnext->next;
1525         //r_mesh_rcachesequentialchain_current = lnext;
1526         //R_Mesh_CacheArray_ValidateState(10);
1527
1528                 // unlink from sequential chain
1529                 l->next->prev = l->prev;
1530                 l->prev->next = l->next;
1531         //R_Mesh_CacheArray_ValidateState(11);
1532                 // link into free chain
1533                 l->next = &r_mesh_rcachefreechain;
1534                 l->prev = l->next->prev;
1535                 l->next->prev = l->prev->next = l;
1536         //R_Mesh_CacheArray_ValidateState(12);
1537
1538                 l = &l->data->hashlink;
1539                 // unlink from hash chain
1540                 l->next->prev = l->prev;
1541                 l->prev->next = l->next;
1542
1543                 l = lnext;
1544         //r_mesh_rcachesequentialchain_current = l;
1545         //R_Mesh_CacheArray_ValidateState(9);
1546         }
1547         //r_mesh_rcachesequentialchain_current = l;
1548         //R_Mesh_CacheArray_ValidateState(5);
1549         // gobble an extra item if we have no free items available
1550         if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
1551         {
1552                 lnext = l->next;
1553
1554                 // unlink from sequential chain
1555                 l->next->prev = l->prev;
1556                 l->prev->next = l->next;
1557                 // link into free chain
1558                 l->next = &r_mesh_rcachefreechain;
1559                 l->prev = l->next->prev;
1560                 l->next->prev = l->prev->next = l;
1561
1562                 l = &l->data->hashlink;
1563                 // unlink from hash chain
1564                 l->next->prev = l->prev;
1565                 l->prev->next = l->next;
1566
1567                 l = lnext;
1568         }
1569         r_mesh_rcachesequentialchain_current = l;
1570         //R_Mesh_CacheArray_ValidateState(6);
1571
1572         // now take an item from the free chain
1573         l = r_mesh_rcachefreechain.next;
1574         // set it up
1575         d = l->data;
1576         d->request = *r;
1577         d->offset = offset;
1578         // unlink
1579         l->next->prev = l->prev;
1580         l->prev->next = l->next;
1581         // relink to sequential
1582         l->next = r_mesh_rcachesequentialchain_current->prev;
1583         l->prev = l->next->prev;
1584         while (l->next->data && l->data && l->next->data->offset <= d->offset)
1585         {
1586                 //Con_Print(">\n");
1587                 l->next = l->next->next;
1588                 l->prev = l->prev->next;
1589         }
1590         while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
1591         {
1592                 //Con_Print("<\n");
1593                 l->prev = l->prev->prev;
1594                 l->next = l->next->prev;
1595         }
1596         l->next->prev = l->prev->next = l;
1597         // also link into hash chain
1598         l = &l->data->hashlink;
1599         l->next = &r_mesh_rcachechain[hashindex];
1600         l->prev = l->next->prev;
1601         l->prev->next = l;
1602         l->next->prev = l->prev->next = l;
1603
1604
1605         //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
1606
1607         //R_Mesh_CacheArray_ValidateState(7);
1608         // and finally set the data pointer
1609         r->data = r_mesh_rcachedata + d->offset;
1610         // and tell the caller to fill the array
1611         return true;
1612 }
1613