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unused variable arraylocked removed
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3
4 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
7
8 cvar_t r_render = {0, "r_render", "1"};
9 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
10 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
11
12 int gl_maxdrawrangeelementsvertices;
13 int gl_maxdrawrangeelementsindices;
14
15 #ifdef DEBUGGL
16 int errornumber = 0;
17
18 void GL_PrintError(int errornumber, char *filename, int linenumber)
19 {
20         switch(errornumber)
21         {
22 #ifdef GL_INVALID_ENUM
23         case GL_INVALID_ENUM:
24                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
25                 break;
26 #endif
27 #ifdef GL_INVALID_VALUE
28         case GL_INVALID_VALUE:
29                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
30                 break;
31 #endif
32 #ifdef GL_INVALID_OPERATION
33         case GL_INVALID_OPERATION:
34                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
35                 break;
36 #endif
37 #ifdef GL_STACK_OVERFLOW
38         case GL_STACK_OVERFLOW:
39                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
40                 break;
41 #endif
42 #ifdef GL_STACK_UNDERFLOW
43         case GL_STACK_UNDERFLOW:
44                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
45                 break;
46 #endif
47 #ifdef GL_OUT_OF_MEMORY
48         case GL_OUT_OF_MEMORY:
49                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
50                 break;
51 #endif
52 #ifdef GL_TABLE_TOO_LARGE
53     case GL_TABLE_TOO_LARGE:
54                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
55                 break;
56 #endif
57         default:
58                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
59                 break;
60         }
61 }
62 #endif
63
64 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
65
66 float r_mesh_farclip;
67
68 int c_meshs, c_meshelements;
69
70 int lightscalebit;
71 float lightscale;
72 float overbrightscale;
73
74 void SCR_ScreenShot_f (void);
75
76 // these are externally accessible
77 float mesh_colorscale;
78 float *varray_vertex;
79 float *varray_color;
80 float *varray_texcoord[MAX_TEXTUREUNITS];
81 int mesh_maxverts;
82
83 static matrix4x4_t backend_viewmatrix;
84 static matrix4x4_t backend_modelmatrix;
85 static matrix4x4_t backend_modelviewmatrix;
86 static matrix4x4_t backend_glmodelviewmatrix;
87
88 static int backendunits, backendactive;
89 static qbyte *varray_bcolor;
90 static mempool_t *gl_backend_mempool;
91
92 int polygonelements[768];
93
94 void GL_Backend_AllocArrays(void)
95 {
96         int i;
97
98         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
99         {
100                 polygonelements[i * 3 + 0] = 0;
101                 polygonelements[i * 3 + 1] = i + 1;
102                 polygonelements[i * 3 + 2] = i + 2;
103         }
104
105         if (!gl_backend_mempool)
106                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
107
108         varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
109         varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
110         varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
111         for (i = 0;i < backendunits;i++)
112                 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
113         for (;i < MAX_TEXTUREUNITS;i++)
114                 varray_texcoord[i] = NULL;
115 }
116
117 void GL_Backend_FreeArrays(int resizingbuffers)
118 {
119         int i;
120         if (resizingbuffers)
121                 Mem_EmptyPool(gl_backend_mempool);
122         else
123                 Mem_FreePool(&gl_backend_mempool);
124         varray_vertex = NULL;
125         varray_color = NULL;
126         varray_bcolor = NULL;
127         for (i = 0;i < MAX_TEXTUREUNITS;i++)
128                 varray_texcoord[i] = NULL;
129 }
130
131 static void gl_backend_start(void)
132 {
133         Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
134         if (qglDrawRangeElements != NULL)
135         {
136                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
137                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
138                 CHECKGLERROR
139                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
140         }
141         if (strstr(gl_renderer, "3Dfx"))
142         {
143                 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
144                 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
145         }
146
147         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
148
149         GL_Backend_AllocArrays();
150
151         backendactive = true;
152 }
153
154 static void gl_backend_shutdown(void)
155 {
156         backendunits = 0;
157         backendactive = false;
158
159         Con_Printf("OpenGL Backend shutting down\n");
160
161         GL_Backend_FreeArrays(false);
162 }
163
164 void GL_Backend_CheckCvars(void)
165 {
166         // 21760 is (65536 / 3) rounded off to a multiple of 128
167         if (gl_mesh_maxverts.integer < 1024)
168                 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
169         if (gl_mesh_maxverts.integer > 21760)
170                 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
171 }
172
173 void GL_Backend_ResizeArrays(int numtriangles)
174 {
175         Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
176         GL_Backend_CheckCvars();
177         mesh_maxverts = gl_mesh_maxverts.integer;
178         GL_Backend_FreeArrays(true);
179         GL_Backend_AllocArrays();
180 }
181
182 static void gl_backend_newmap(void)
183 {
184 }
185
186 void gl_backend_init(void)
187 {
188         Cvar_RegisterVariable(&r_render);
189         Cvar_RegisterVariable(&gl_dither);
190         Cvar_RegisterVariable(&gl_lockarrays);
191 #ifdef NORENDER
192         Cvar_SetValue("r_render", 0);
193 #endif
194
195         Cvar_RegisterVariable(&gl_mesh_maxverts);
196         Cvar_RegisterVariable(&gl_mesh_floatcolors);
197         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
198         GL_Backend_CheckCvars();
199         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
200 }
201
202 /*
203 =============
204 GL_SetupFrame
205 =============
206 */
207 static void GL_SetupFrame (void)
208 {
209         double xmax, ymax;
210         double fovx, fovy, zNear, zFar, aspect;
211
212         if (!r_render.integer)
213                 return;
214
215         qglDepthFunc (GL_LEQUAL);CHECKGLERROR
216
217         // set up viewpoint
218         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
219         qglLoadIdentity ();CHECKGLERROR
220
221         // y is weird beause OpenGL is bottom to top, we use top to bottom
222         qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
223
224         // depth range
225         zNear = 1.0;
226         zFar = r_mesh_farclip;
227         if (zFar < 64)
228                 zFar = 64;
229
230         // fov angles
231         fovx = r_refdef.fov_x;
232         fovy = r_refdef.fov_y;
233         aspect = r_refdef.width / r_refdef.height;
234
235         // pyramid slopes
236         xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
237         ymax = zNear * tan(fovy * M_PI / 360.0);
238
239         // set view pyramid
240         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
241
242         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
243
244         Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
245         Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
246         Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0);
247         Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0);
248         Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1);
249         Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
250         //Con_Printf("Our Matrix:\n");
251         //Matrix4x4_Print(&backend_viewmatrix);
252
253         //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix);
254         //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
255         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
256
257         /*
258         // put Z going up
259         qglLoadIdentity ();CHECKGLERROR
260         qglRotatef (-90,  1, 0, 0);CHECKGLERROR
261         qglRotatef (90,  0, 0, 1);CHECKGLERROR
262         // camera rotation
263         qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
264         qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
265         qglRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
266         // camera location
267         qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
268         qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]);
269         Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix);
270         Con_Printf("GL Matrix:\n");
271         Matrix4x4_Print(&backend_viewmatrix);
272         */
273 }
274
275 static struct
276 {
277         int blendfunc1;
278         int blendfunc2;
279         int blend;
280         GLboolean depthmask;
281         int depthdisable;
282         int unit;
283         int clientunit;
284         int texture[MAX_TEXTUREUNITS];
285         float texturergbscale[MAX_TEXTUREUNITS];
286 }
287 gl_state;
288
289 void GL_SetupTextureState(void)
290 {
291         int i;
292         if (backendunits > 1)
293         {
294                 for (i = 0;i < backendunits;i++)
295                 {
296                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
297                         qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
298                         if (gl_combine.integer)
299                         {
300                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
301                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
302                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
303                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
304                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
305                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
306                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
307                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
308                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
309                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
310                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
311                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
312                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
313                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
314                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
315                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
316                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
317                         }
318                         else
319                         {
320                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
321                         }
322                         if (gl_state.texture[i])
323                         {
324                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
325                         }
326                         else
327                         {
328                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
329                         }
330                         qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
331                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
332                         if (gl_state.texture[i])
333                         {
334                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
335                         }
336                         else
337                         {
338                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
339                         }
340                 }
341         }
342         else
343         {
344                 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
345                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
346                 if (gl_state.texture[0])
347                 {
348                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
349                 }
350                 else
351                 {
352                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
353                 }
354                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
355                 if (gl_state.texture[0])
356                 {
357                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
358                 }
359                 else
360                 {
361                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
362                 }
363         }
364 }
365
366 int usedarrays;
367 void GL_Backend_ResetState(void)
368 {
369         int i;
370         gl_state.unit = 0;
371         gl_state.clientunit = 0;
372
373         for (i = 0;i < backendunits;i++)
374         {
375                 gl_state.texture[i] = 0;
376                 gl_state.texturergbscale[i] = 1;
377         }
378
379         qglEnable(GL_CULL_FACE);CHECKGLERROR
380         qglCullFace(GL_FRONT);CHECKGLERROR
381
382         gl_state.depthdisable = false;
383         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
384
385         gl_state.blendfunc1 = GL_ONE;
386         gl_state.blendfunc2 = GL_ZERO;
387         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
388
389         gl_state.blend = 0;
390         qglDisable(GL_BLEND);CHECKGLERROR
391
392         gl_state.depthmask = GL_TRUE;
393         qglDepthMask(gl_state.depthmask);CHECKGLERROR
394
395         usedarrays = false;
396         usedarrays = true;
397         qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
398         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
399         if (gl_mesh_floatcolors.integer)
400         {
401                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
402         }
403         else
404         {
405                 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
406         }
407         qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
408
409         GL_SetupTextureState();
410 }
411
412 // called at beginning of frame
413 void R_Mesh_Start(float farclip)
414 {
415         BACKENDACTIVECHECK
416
417         CHECKGLERROR
418
419         r_mesh_farclip = farclip;
420
421         GL_Backend_CheckCvars();
422         if (mesh_maxverts != gl_mesh_maxverts.integer)
423                 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
424
425         GL_SetupFrame();
426
427         GL_Backend_ResetState();
428 }
429
430 int gl_backend_rebindtextures;
431
432 void GL_ConvertColorsFloatToByte(int numverts)
433 {
434         int i, k, total;
435         // LordHavoc: to avoid problems with aliasing (treating memory as two
436         // different types - exactly what this is doing), these must be volatile
437         // (or a union)
438         volatile int *icolor;
439         volatile float *fcolor;
440         qbyte *bcolor;
441
442         total = numverts * 4;
443
444         // shift float to have 8bit fraction at base of number
445         fcolor = varray_color;
446         for (i = 0;i < total;)
447         {
448                 fcolor[i    ] += 32768.0f;
449                 fcolor[i + 1] += 32768.0f;
450                 fcolor[i + 2] += 32768.0f;
451                 fcolor[i + 3] += 32768.0f;
452                 i += 4;
453         }
454
455         // then read as integer and kill float bits...
456         icolor = (int *)varray_color;
457         bcolor = varray_bcolor;
458         for (i = 0;i < total;)
459         {
460                 k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
461                 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
462                 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
463                 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
464                 i += 4;
465         }
466 }
467
468 /*
469 void GL_TransformVertices(int numverts)
470 {
471         int i;
472         float m[12], tempv[4], *v;
473         m[0] = backendmatrix.m[0][0];
474         m[1] = backendmatrix.m[0][1];
475         m[2] = backendmatrix.m[0][2];
476         m[3] = backendmatrix.m[0][3];
477         m[4] = backendmatrix.m[1][0];
478         m[5] = backendmatrix.m[1][1];
479         m[6] = backendmatrix.m[1][2];
480         m[7] = backendmatrix.m[1][3];
481         m[8] = backendmatrix.m[2][0];
482         m[9] = backendmatrix.m[2][1];
483         m[10] = backendmatrix.m[2][2];
484         m[11] = backendmatrix.m[2][3];
485         for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
486         {
487                 VectorCopy(v, tempv);
488                 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
489                 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
490                 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
491         }
492 }
493 */
494
495 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
496 {
497         int arraylocked = false;
498         c_meshs++;
499         c_meshelements += indexcount;
500         if (gl_supportslockarrays && gl_lockarrays.integer)
501         {
502                 qglLockArraysEXT(firstvert, endvert - firstvert);
503                 CHECKGLERROR
504                 arraylocked = true;
505         }
506         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
507                 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
508         else
509                 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
510         CHECKGLERROR
511         if (arraylocked)
512         {
513                 qglUnlockArraysEXT();
514                 CHECKGLERROR
515                 arraylocked = false;
516         }
517 }
518
519 // enlarges geometry buffers if they are too small
520 void _R_Mesh_ResizeCheck(int numverts)
521 {
522         if (numverts > mesh_maxverts)
523         {
524                 BACKENDACTIVECHECK
525                 GL_Backend_ResizeArrays(numverts + 100);
526                 GL_Backend_ResetState();
527         }
528 }
529
530 // renders the mesh
531 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
532 {
533         BACKENDACTIVECHECK
534
535         CHECKGLERROR
536
537         if (!gl_mesh_floatcolors.integer)
538                 GL_ConvertColorsFloatToByte(numverts);
539         //GL_TransformVertices(numverts);
540         if (!r_render.integer)
541                 return;
542         GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
543 }
544
545 // restores backend state, used when done with 3D rendering
546 void R_Mesh_Finish(void)
547 {
548         int i;
549         BACKENDACTIVECHECK
550
551         if (backendunits > 1)
552         {
553                 for (i = backendunits - 1;i >= 0;i--)
554                 {
555                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
556                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
557                         if (gl_combine.integer)
558                         {
559                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
560                         }
561                         if (i > 0)
562                         {
563                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
564                         }
565                         else
566                         {
567                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
568                         }
569                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
570
571                         if (usedarrays)
572                         {
573                                 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
574                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
575                         }
576                 }
577         }
578         else
579         {
580                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
581                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
582                 if (usedarrays)
583                 {
584                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
585                 }
586         }
587         if (usedarrays)
588         {
589                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
590                 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
591         }
592
593         qglDisable(GL_BLEND);CHECKGLERROR
594         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
595         qglDepthMask(GL_TRUE);CHECKGLERROR
596         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
597 }
598
599 void R_Mesh_ClearDepth(void)
600 {
601         BACKENDACTIVECHECK
602
603         R_Mesh_Finish();
604         qglClear(GL_DEPTH_BUFFER_BIT);
605         R_Mesh_Start(r_mesh_farclip);
606 }
607
608 void R_Mesh_Matrix(const matrix4x4_t *matrix)
609 {
610         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
611         {
612                 backend_modelmatrix = *matrix;
613                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
614                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
615                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
616         }
617 }
618
619 // sets up the requested state
620 void R_Mesh_State(const rmeshstate_t *m)
621 {
622         int i, overbright;
623         int texturergbscale[MAX_TEXTUREUNITS];
624         float scaler;
625
626         BACKENDACTIVECHECK
627
628         if (gl_backend_rebindtextures)
629         {
630                 gl_backend_rebindtextures = false;
631                 GL_SetupTextureState();
632         }
633
634         overbright = false;
635         scaler = 1;
636         if (m->blendfunc1 == GL_DST_COLOR)
637         {
638                 // check if it is a 2x modulate with framebuffer
639                 if (m->blendfunc2 == GL_SRC_COLOR)
640                         scaler *= 0.5f;
641         }
642         else if (m->blendfunc2 != GL_SRC_COLOR)
643         {
644                 if (m->tex[0])
645                 {
646                         overbright = m->wantoverbright && gl_combine.integer;
647                         if (overbright)
648                                 scaler *= 0.25f;
649                 }
650                 scaler *= overbrightscale;
651         }
652         mesh_colorscale = scaler;
653
654         if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
655         {
656                 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
657                 if (gl_state.blendfunc2 == GL_ZERO)
658                 {
659                         if (gl_state.blendfunc1 == GL_ONE)
660                         {
661                                 if (gl_state.blend)
662                                 {
663                                         gl_state.blend = 0;
664                                         qglDisable(GL_BLEND);CHECKGLERROR
665                                 }
666                         }
667                         else
668                         {
669                                 if (!gl_state.blend)
670                                 {
671                                         gl_state.blend = 1;
672                                         qglEnable(GL_BLEND);CHECKGLERROR
673                                 }
674                         }
675                 }
676                 else
677                 {
678                         if (!gl_state.blend)
679                         {
680                                 gl_state.blend = 1;
681                                 qglEnable(GL_BLEND);CHECKGLERROR
682                         }
683                 }
684         }
685         if (gl_state.depthdisable != m->depthdisable)
686         {
687                 gl_state.depthdisable = m->depthdisable;
688                 if (gl_state.depthdisable)
689                         qglDisable(GL_DEPTH_TEST);
690                 else
691                         qglEnable(GL_DEPTH_TEST);
692         }
693         if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
694         {
695                 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
696         }
697
698         for (i = 0;i < backendunits;i++)
699         {
700                 if (m->texrgbscale[i])
701                         texturergbscale[i] = m->texrgbscale[i];
702                 else
703                         texturergbscale[i] = 1;
704         }
705         if (overbright)
706         {
707                 for (i = backendunits - 1;i >= 0;i--)
708                 {
709                         if (m->tex[i])
710                         {
711                                 texturergbscale[i] = 4;
712                                 break;
713                         }
714                 }
715         }
716
717         if (backendunits > 1)
718         {
719                 for (i = 0;i < backendunits;i++)
720                 {
721                         if (gl_state.texture[i] != m->tex[i])
722                         {
723                                 if (gl_state.unit != i)
724                                 {
725                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
726                                 }
727                                 if (gl_state.texture[i] == 0)
728                                 {
729                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
730                                         if (gl_state.clientunit != i)
731                                         {
732                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
733                                         }
734                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
735                                 }
736                                 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
737                                 if (gl_state.texture[i] == 0)
738                                 {
739                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
740                                         if (gl_state.clientunit != i)
741                                         {
742                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
743                                         }
744                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
745                                 }
746                         }
747                         if (gl_state.texturergbscale[i] != texturergbscale[i])
748                         {
749                                 if (gl_state.unit != i)
750                                 {
751                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
752                                 }
753                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
754                         }
755                 }
756         }
757         else
758         {
759                 if (gl_state.texture[0] != m->tex[0])
760                 {
761                         if (gl_state.texture[0] == 0)
762                         {
763                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
764                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
765                         }
766                         qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
767                         if (gl_state.texture[0] == 0)
768                         {
769                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
770                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
771                         }
772                 }
773         }
774 }
775
776 /*
777 ==============================================================================
778
779                                                 SCREEN SHOTS
780
781 ==============================================================================
782 */
783
784 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
785 {
786         qboolean ret;
787         int i;
788         qbyte *buffer;
789
790         if (!r_render.integer)
791                 return false;
792
793         buffer = Mem_Alloc(tempmempool, width*height*3);
794         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
795         CHECKGLERROR
796
797         // LordHavoc: compensate for v_overbrightbits when using hardware gamma
798         if (v_hwgamma.integer)
799                 for (i = 0;i < width * height * 3;i++)
800                         buffer[i] <<= v_overbrightbits.integer;
801
802         ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
803
804         Mem_Free(buffer);
805         return ret;
806 }
807
808 //=============================================================================
809
810 void R_ClearScreen(void)
811 {
812         if (r_render.integer)
813         {
814                 // clear to black
815                 qglClearColor(0,0,0,0);CHECKGLERROR
816                 // clear the screen
817                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
818                 // set dithering mode
819                 if (gl_dither.integer)
820                 {
821                         qglEnable(GL_DITHER);CHECKGLERROR
822                 }
823                 else
824                 {
825                         qglDisable(GL_DITHER);CHECKGLERROR
826                 }
827         }
828 }
829
830 /*
831 ==================
832 SCR_UpdateScreen
833
834 This is called every frame, and can also be called explicitly to flush
835 text to the screen.
836 ==================
837 */
838 void SCR_UpdateScreen (void)
839 {
840         VID_Finish ();
841
842         R_TimeReport("finish");
843
844         if (r_textureunits.integer > gl_textureunits)
845                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
846         if (r_textureunits.integer < 1)
847                 Cvar_SetValueQuick(&r_textureunits, 1);
848
849         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
850                 Cvar_SetValueQuick(&gl_combine, 0);
851
852         // lighting scale
853         overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
854
855         // lightmaps only
856         lightscalebit = v_overbrightbits.integer;
857         if (gl_combine.integer && r_textureunits.integer > 1)
858                 lightscalebit += 2;
859         lightscale = 1.0f / (float) (1 << lightscalebit);
860
861         R_TimeReport("setup");
862
863         R_ClearScreen();
864
865         R_TimeReport("clear");
866
867         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
868                 R_RenderView();
869
870         // draw 2D stuff
871         R_DrawQueue();
872
873         // tell driver to commit it's partially full geometry queue to the rendering queue
874         // (this doesn't wait for the commands themselves to complete)
875         qglFlush();
876 }
877