]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_backend.c
changed R_Mesh_ system (again), now uses R_Mesh_GetSpace to set up varray_* pointers...
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "image.h"
4
5 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
6 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
7 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
8 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
9
10 cvar_t r_render = {0, "r_render", "1"};
11 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
12 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
13
14 int gl_maxdrawrangeelementsvertices;
15 int gl_maxdrawrangeelementsindices;
16
17 #ifdef DEBUGGL
18 int errornumber = 0;
19
20 void GL_PrintError(int errornumber, char *filename, int linenumber)
21 {
22         switch(errornumber)
23         {
24 #ifdef GL_INVALID_ENUM
25         case GL_INVALID_ENUM:
26                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
27                 break;
28 #endif
29 #ifdef GL_INVALID_VALUE
30         case GL_INVALID_VALUE:
31                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
32                 break;
33 #endif
34 #ifdef GL_INVALID_OPERATION
35         case GL_INVALID_OPERATION:
36                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
37                 break;
38 #endif
39 #ifdef GL_STACK_OVERFLOW
40         case GL_STACK_OVERFLOW:
41                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
42                 break;
43 #endif
44 #ifdef GL_STACK_UNDERFLOW
45         case GL_STACK_UNDERFLOW:
46                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
47                 break;
48 #endif
49 #ifdef GL_OUT_OF_MEMORY
50         case GL_OUT_OF_MEMORY:
51                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
52                 break;
53 #endif
54 #ifdef GL_TABLE_TOO_LARGE
55         case GL_TABLE_TOO_LARGE:
56                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
57                 break;
58 #endif
59         default:
60                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
61                 break;
62         }
63 }
64 #endif
65
66 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
67
68 int c_meshs, c_meshelements;
69
70 void SCR_ScreenShot_f (void);
71
72 // these are externally accessible
73 int r_lightmapscalebit;
74 float r_colorscale;
75 GLfloat *varray_vertex, *varray_buf_vertex;
76 GLfloat *varray_color, *varray_buf_color;
77 GLfloat *varray_texcoord[MAX_TEXTUREUNITS], *varray_buf_texcoord[MAX_TEXTUREUNITS];
78 int mesh_maxverts;
79 int varray_offset = 0, varray_offsetnext = 0;
80 GLuint *varray_buf_elements;
81 int mesh_maxelements = 3072;
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 static matrix4x4_t backend_projectmatrix;
88
89 static int backendunits, backendactive;
90 static GLubyte *varray_bcolor, *varray_buf_bcolor;
91 static mempool_t *gl_backend_mempool;
92
93 /*
94 note: here's strip order for a terrain row:
95 0--1--2--3--4
96 |\ |\ |\ |\ |
97 | \| \| \| \|
98 A--B--C--D--E
99
100 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
101
102 *elements++ = i + row;
103 *elements++ = i;
104 *elements++ = i + row + 1;
105 *elements++ = i;
106 *elements++ = i + 1;
107 *elements++ = i + row + 1;
108 */
109
110 void GL_Backend_AllocElementsArray(void)
111 {
112         if (varray_buf_elements)
113                 Mem_Free(varray_buf_elements);
114         varray_buf_elements = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
115 }
116
117 void GL_Backend_FreeElementArray(void)
118 {
119         if (varray_buf_elements)
120                 Mem_Free(varray_buf_elements);
121         varray_buf_elements = NULL;
122 }
123
124 int polygonelements[768];
125
126 void GL_Backend_AllocArrays(void)
127 {
128         int i;
129
130         if (!gl_backend_mempool)
131         {
132                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
133                 varray_buf_vertex = NULL;
134                 varray_buf_color = NULL;
135                 varray_buf_bcolor = NULL;
136                 varray_buf_elements = NULL;
137                 for (i = 0;i < MAX_TEXTUREUNITS;i++)
138                         varray_buf_texcoord[i] = NULL;
139         }
140
141         if (varray_buf_vertex)
142                 Mem_Free(varray_buf_vertex);
143         varray_buf_vertex = NULL;
144         if (varray_buf_color)
145                 Mem_Free(varray_buf_color);
146         varray_buf_color = NULL;
147         if (varray_buf_bcolor)
148                 Mem_Free(varray_buf_bcolor);
149         varray_buf_bcolor = NULL;
150         for (i = 0;i < MAX_TEXTUREUNITS;i++)
151         {
152                 if (varray_buf_texcoord[i])
153                         Mem_Free(varray_buf_texcoord[i]);
154                 varray_buf_texcoord[i] = NULL;
155         }
156
157         varray_buf_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLfloat[4]));
158         varray_buf_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLfloat[4]));
159         varray_buf_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLubyte[4]));
160         for (i = 0;i < backendunits;i++)
161                 varray_buf_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(GLfloat[4]));
162         for (;i < MAX_TEXTUREUNITS;i++)
163                 varray_buf_texcoord[i] = NULL;
164
165         GL_Backend_AllocElementsArray();
166 }
167
168 void GL_Backend_FreeArrays(void)
169 {
170         int i;
171         Mem_FreePool(&gl_backend_mempool);
172
173         varray_buf_vertex = NULL;
174         varray_buf_color = NULL;
175         varray_buf_bcolor = NULL;
176         for (i = 0;i < MAX_TEXTUREUNITS;i++)
177                 varray_buf_texcoord[i] = NULL;
178
179         varray_buf_elements = NULL;
180 }
181
182 static void gl_backend_start(void)
183 {
184         Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
185         if (qglDrawRangeElements != NULL)
186         {
187                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
188                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
189                 CHECKGLERROR
190                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
191         }
192         if (strstr(gl_renderer, "3Dfx"))
193         {
194                 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
195                 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
196         }
197
198         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
199
200         GL_Backend_AllocArrays();
201
202         backendactive = true;
203 }
204
205 static void gl_backend_shutdown(void)
206 {
207         backendunits = 0;
208         backendactive = false;
209
210         Con_Printf("OpenGL Backend shutting down\n");
211
212         GL_Backend_FreeArrays();
213 }
214
215 void GL_Backend_CheckCvars(void)
216 {
217         // 21760 is (65536 / 3) rounded off to a multiple of 128
218         if (gl_mesh_maxverts.integer < 1024)
219                 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
220         if (gl_mesh_maxverts.integer > 21760)
221                 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
222 }
223
224 void GL_Backend_ResizeArrays(int numvertices)
225 {
226         Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
227         GL_Backend_CheckCvars();
228         mesh_maxverts = gl_mesh_maxverts.integer;
229         GL_Backend_AllocArrays();
230 }
231
232 static void gl_backend_newmap(void)
233 {
234 }
235
236 void gl_backend_init(void)
237 {
238         int i;
239
240         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
241         {
242                 polygonelements[i * 3 + 0] = 0;
243                 polygonelements[i * 3 + 1] = i + 1;
244                 polygonelements[i * 3 + 2] = i + 2;
245         }
246
247         Cvar_RegisterVariable(&r_render);
248         Cvar_RegisterVariable(&gl_dither);
249         Cvar_RegisterVariable(&gl_lockarrays);
250         Cvar_RegisterVariable(&gl_delayfinish);
251 #ifdef NORENDER
252         Cvar_SetValue("r_render", 0);
253 #endif
254
255         Cvar_RegisterVariable(&gl_mesh_maxverts);
256         Cvar_RegisterVariable(&gl_mesh_floatcolors);
257         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
258         GL_Backend_CheckCvars();
259         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
260 }
261
262 void GL_SetupView_ViewPort (int x, int y, int width, int height)
263 {
264         if (!r_render.integer)
265                 return;
266
267         // y is weird beause OpenGL is bottom to top, we use top to bottom
268         qglViewport(x, vid.realheight - (y + height), width, height);
269         CHECKGLERROR
270 }
271
272 void GL_SetupView_Orientation_Identity (void)
273 {
274         Matrix4x4_CreateIdentity(&backend_viewmatrix);
275         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
276 }
277
278 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
279 {
280         Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
281         Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
282         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
283         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
284         Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
285         Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
286         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
287 }
288
289 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
290 {
291         double xmax, ymax;
292
293         if (!r_render.integer)
294                 return;
295
296         // set up viewpoint
297         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
298         qglLoadIdentity();CHECKGLERROR
299         // pyramid slopes
300         xmax = zNear * tan(fovx * M_PI / 360.0);
301         ymax = zNear * tan(fovy * M_PI / 360.0);
302         // set view pyramid
303         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
304         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
305         GL_SetupView_Orientation_Identity();
306 }
307
308 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
309 {
310         float nudge, m[16];
311
312         if (!r_render.integer)
313                 return;
314
315         // set up viewpoint
316         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
317         qglLoadIdentity();CHECKGLERROR
318         // set view pyramid
319         nudge = 1.0 - 1.0 / (1<<23);
320         m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
321         m[ 1] = 0;
322         m[ 2] = 0;
323         m[ 3] = 0;
324         m[ 4] = 0;
325         m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
326         m[ 6] = 0;
327         m[ 7] = 0;
328         m[ 8] = 0;
329         m[ 9] = 0;
330         m[10] = -1 * nudge;
331         m[11] = -1 * nudge;
332         m[12] = 0;
333         m[13] = 0;
334         m[14] = -2 * zNear * nudge;
335         m[15] = 0;
336         qglLoadMatrixf(m);
337         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
338         GL_SetupView_Orientation_Identity();
339         backend_projectmatrix.m[0][0] = m[0];
340         backend_projectmatrix.m[1][0] = m[1];
341         backend_projectmatrix.m[2][0] = m[2];
342         backend_projectmatrix.m[3][0] = m[3];
343         backend_projectmatrix.m[0][1] = m[4];
344         backend_projectmatrix.m[1][1] = m[5];
345         backend_projectmatrix.m[2][1] = m[6];
346         backend_projectmatrix.m[3][1] = m[7];
347         backend_projectmatrix.m[0][2] = m[8];
348         backend_projectmatrix.m[1][2] = m[9];
349         backend_projectmatrix.m[2][2] = m[10];
350         backend_projectmatrix.m[3][2] = m[11];
351         backend_projectmatrix.m[0][3] = m[12];
352         backend_projectmatrix.m[1][3] = m[13];
353         backend_projectmatrix.m[2][3] = m[14];
354         backend_projectmatrix.m[3][3] = m[15];
355 }
356
357 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
358 {
359         if (!r_render.integer)
360                 return;
361
362         // set up viewpoint
363         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
364         qglLoadIdentity();CHECKGLERROR
365         qglOrtho(x1, x2, y2, y1, zNear, zFar);
366         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
367         GL_SetupView_Orientation_Identity();
368 }
369
370 typedef struct gltextureunit_s
371 {
372         int t1d, t2d, t3d, tcubemap;
373         int arrayenabled;
374         float rgbscale, alphascale;
375         int combinergb, combinealpha;
376         // FIXME: add more combine stuff
377 }
378 gltextureunit_t;
379
380 static struct
381 {
382         int blendfunc1;
383         int blendfunc2;
384         int blend;
385         GLboolean depthmask;
386         int depthdisable;
387         int unit;
388         int clientunit;
389         gltextureunit_t units[MAX_TEXTUREUNITS];
390         int colorarray;
391 }
392 gl_state;
393
394 void GL_SetupTextureState(void)
395 {
396         int i;
397         gltextureunit_t *unit;
398         for (i = 0;i < backendunits;i++)
399         {
400                 if (qglActiveTexture)
401                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
402                 if (qglClientActiveTexture)
403                         qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
404                 unit = gl_state.units + i;
405                 unit->t1d = 0;
406                 unit->t2d = 0;
407                 unit->t3d = 0;
408                 unit->tcubemap = 0;
409                 unit->rgbscale = 1;
410                 unit->alphascale = 1;
411                 unit->combinergb = GL_MODULATE;
412                 unit->combinealpha = GL_MODULATE;
413                 unit->arrayenabled = false;
414                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
415                 if (gl_texture3d || gl_texturecubemap)
416                 {
417                         qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_buf_texcoord[i]);CHECKGLERROR
418                 }
419                 else
420                 {
421                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_buf_texcoord[i]);CHECKGLERROR
422                 }
423                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
424                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
425                 if (gl_texture3d)
426                 {
427                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
428                 }
429                 if (gl_texturecubemap)
430                 {
431                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
432                 }
433                 if (gl_combine.integer)
434                 {
435                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
436                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
437                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
438                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
439                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
440                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
441                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
442                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
443                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
444                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
445                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
446                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
447                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
448                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
449                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
450                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
451                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
452                 }
453                 else
454                 {
455                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
456                 }
457         }
458 }
459
460 void GL_Backend_ResetState(void)
461 {
462         memset(&gl_state, 0, sizeof(gl_state));
463         gl_state.depthdisable = false;
464         gl_state.blendfunc1 = GL_ONE;
465         gl_state.blendfunc2 = GL_ZERO;
466         gl_state.blend = false;
467         gl_state.depthmask = GL_TRUE;
468         gl_state.colorarray = false;
469
470         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
471         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
472
473         qglEnable(GL_CULL_FACE);CHECKGLERROR
474         qglCullFace(GL_FRONT);CHECKGLERROR
475         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
476         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
477         qglDisable(GL_BLEND);CHECKGLERROR
478         qglDepthMask(gl_state.depthmask);CHECKGLERROR
479         qglVertexPointer(3, GL_FLOAT, sizeof(GLfloat[4]), varray_buf_vertex);CHECKGLERROR
480         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
481         if (gl_mesh_floatcolors.integer)
482         {
483                 qglColorPointer(4, GL_FLOAT, sizeof(GLfloat[4]), varray_buf_color);CHECKGLERROR
484         }
485         else
486         {
487                 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), varray_buf_bcolor);CHECKGLERROR
488         }
489         GL_Color(1, 1, 1, 1);
490
491         GL_SetupTextureState();
492 }
493
494 void GL_UseColorArray(void)
495 {
496         if (!gl_state.colorarray)
497         {
498                 gl_state.colorarray = true;
499                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
500         }
501 }
502
503 void GL_Color(float cr, float cg, float cb, float ca)
504 {
505         if (gl_state.colorarray)
506         {
507                 gl_state.colorarray = false;
508                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
509         }
510         qglColor4f(cr, cg, cb, ca);
511 }
512
513 void GL_TransformToScreen(const vec4_t in, vec4_t out)
514 {
515         vec4_t temp;
516         float iw;
517         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
518         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
519         iw = 1.0f / out[3];
520         out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
521         out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
522         out[2] = out[2] * iw;
523 }
524
525 // called at beginning of frame
526 void R_Mesh_Start(void)
527 {
528         BACKENDACTIVECHECK
529
530         CHECKGLERROR
531
532         GL_Backend_CheckCvars();
533         if (mesh_maxverts != gl_mesh_maxverts.integer)
534                 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
535
536         GL_Backend_ResetState();
537 }
538
539 int gl_backend_rebindtextures;
540
541 void GL_ConvertColorsFloatToByte(int numverts)
542 {
543         int i, k, total;
544         // LordHavoc: to avoid problems with aliasing (treating memory as two
545         // different types - exactly what this is doing), these must be volatile
546         // (or a union)
547         volatile int *icolor;
548         volatile float *fcolor;
549         GLubyte *bcolor;
550
551         total = numverts * 4;
552
553         // shift float to have 8bit fraction at base of number
554         fcolor = varray_buf_color;
555         for (i = 0;i < total;)
556         {
557                 fcolor[i    ] += 32768.0f;
558                 fcolor[i + 1] += 32768.0f;
559                 fcolor[i + 2] += 32768.0f;
560                 fcolor[i + 3] += 32768.0f;
561                 i += 4;
562         }
563
564         // then read as integer and kill float bits...
565         icolor = (int *)varray_buf_color;
566         bcolor = varray_buf_bcolor;
567         for (i = 0;i < total;)
568         {
569                 k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (GLubyte) k;
570                 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k;
571                 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k;
572                 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k;
573                 i += 4;
574         }
575 }
576
577 /*
578 // enlarges geometry buffers if they are too small
579 void _R_Mesh_ResizeCheck(int numverts)
580 {
581         if (numverts > mesh_maxverts)
582         {
583                 BACKENDACTIVECHECK
584                 GL_Backend_ResizeArrays(numverts + 100);
585                 GL_Backend_ResetState();
586         }
587 }
588 */
589
590 void GL_Backend_RenumberElements(int numelements, const int *in, int offset)
591 {
592         int i;
593         for (i = 0;i < numelements;i++)
594                 varray_buf_elements[i] = in[i] + offset;
595 }
596
597 // gets geometry space for a mesh
598 void R_Mesh_GetSpace(int numverts)
599 {
600         int i;
601
602         varray_offset = varray_offsetnext;
603         if (varray_offset + numverts > mesh_maxverts)
604         {
605                 //flush stuff here
606                 varray_offset = 0;
607         }
608         if (numverts > mesh_maxverts)
609         {
610                 BACKENDACTIVECHECK
611                 GL_Backend_ResizeArrays(numverts + 100);
612                 GL_Backend_ResetState();
613                 varray_offset = 0;
614         }
615
616         // for debugging
617         //varray_offset = rand() % (mesh_maxverts - numverts);
618
619         varray_vertex = varray_buf_vertex + varray_offset * 4;
620         varray_color = varray_buf_color + varray_offset * 4;
621         varray_bcolor = varray_buf_bcolor + varray_offset * 4;
622         for (i = 0;i < backendunits;i++)
623                 varray_texcoord[i] = varray_buf_texcoord[i] + varray_offset * 4;
624
625         varray_offsetnext = varray_offset + numverts;
626 }
627
628 // renders the current mesh
629 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
630 {
631         int numelements;
632         if (numtriangles == 0 || numverts == 0)
633         {
634                 Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
635                 return;
636         }
637         numelements = numtriangles * 3;
638         if (mesh_maxelements < numelements)
639         {
640                 mesh_maxelements = numelements;
641                 GL_Backend_AllocElementsArray();
642         }
643         GL_Backend_RenumberElements(numelements, elements, varray_offset);
644         c_meshs++;
645         c_meshelements += numelements;
646         if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
647                 GL_ConvertColorsFloatToByte(numverts);
648         if (r_render.integer)
649         {
650                 if (gl_supportslockarrays && gl_lockarrays.integer)
651                 {
652                         qglLockArraysEXT(varray_offset, numverts);
653                         CHECKGLERROR
654                         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
655                         {
656                                 qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
657                                 CHECKGLERROR
658                         }
659                         else
660                         {
661                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
662                                 CHECKGLERROR
663                         }
664                         qglUnlockArraysEXT();
665                         CHECKGLERROR
666                 }
667                 else
668                 {
669                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements);
670                         CHECKGLERROR
671                 }
672         }
673 }
674
675 // restores backend state, used when done with 3D rendering
676 void R_Mesh_Finish(void)
677 {
678         int i;
679         BACKENDACTIVECHECK
680
681         for (i = backendunits - 1;i >= 0;i--)
682         {
683                 if (qglActiveTexture)
684                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
685                 if (qglClientActiveTexture)
686                         qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
687                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
688                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
689                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
690                 if (gl_texture3d)
691                 {
692                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
693                 }
694                 if (gl_texturecubemap)
695                 {
696                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
697                 }
698                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
699                 if (gl_combine.integer)
700                 {
701                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
702                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
703                 }
704         }
705         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
706         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
707
708         qglDisable(GL_BLEND);CHECKGLERROR
709         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
710         qglDepthMask(GL_TRUE);CHECKGLERROR
711         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
712 }
713
714 void R_Mesh_Matrix(const matrix4x4_t *matrix)
715 {
716         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
717         {
718                 backend_modelmatrix = *matrix;
719                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
720                 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
721                 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
722         }
723 }
724
725 // sets up the requested state
726 void R_Mesh_MainState(const rmeshstate_t *m)
727 {
728         BACKENDACTIVECHECK
729
730         if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
731         {
732                 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
733                 if (gl_state.blendfunc2 == GL_ZERO)
734                 {
735                         if (gl_state.blendfunc1 == GL_ONE)
736                         {
737                                 if (gl_state.blend)
738                                 {
739                                         gl_state.blend = 0;
740                                         qglDisable(GL_BLEND);CHECKGLERROR
741                                 }
742                         }
743                         else
744                         {
745                                 if (!gl_state.blend)
746                                 {
747                                         gl_state.blend = 1;
748                                         qglEnable(GL_BLEND);CHECKGLERROR
749                                 }
750                         }
751                 }
752                 else
753                 {
754                         if (!gl_state.blend)
755                         {
756                                 gl_state.blend = 1;
757                                 qglEnable(GL_BLEND);CHECKGLERROR
758                         }
759                 }
760         }
761         if (gl_state.depthdisable != m->depthdisable)
762         {
763                 gl_state.depthdisable = m->depthdisable;
764                 if (gl_state.depthdisable)
765                         qglDisable(GL_DEPTH_TEST);
766                 else
767                         qglEnable(GL_DEPTH_TEST);
768         }
769         if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
770         {
771                 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
772         }
773 }
774
775 void R_Mesh_TextureState(const rmeshstate_t *m)
776 {
777         int i, combinergb, combinealpha;
778         float scale;
779         gltextureunit_t *unit;
780
781         BACKENDACTIVECHECK
782
783         if (gl_backend_rebindtextures)
784         {
785                 gl_backend_rebindtextures = false;
786                 GL_SetupTextureState();
787         }
788
789         for (i = 0;i < backendunits;i++)
790         {
791                 unit = gl_state.units + i;
792                 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
793                 {
794                         if (gl_state.unit != i)
795                         {
796                                 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
797                         }
798                         if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
799                         {
800                                 if (!unit->arrayenabled)
801                                 {
802                                         unit->arrayenabled = true;
803                                         if (gl_state.clientunit != i)
804                                         {
805                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
806                                         }
807                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
808                                 }
809                         }
810                         else
811                         {
812                                 if (unit->arrayenabled)
813                                 {
814                                         unit->arrayenabled = false;
815                                         if (gl_state.clientunit != i)
816                                         {
817                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
818                                         }
819                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
820                                 }
821                         }
822                         combinergb = m->texcombinergb[i];
823                         combinealpha = m->texcombinealpha[i];
824                         if (!combinergb)
825                                 combinergb = GL_MODULATE;
826                         if (!combinealpha)
827                                 combinealpha = GL_MODULATE;
828                         if (unit->combinergb != combinergb)
829                         {
830                                 unit->combinergb = combinergb;
831                                 if (gl_combine.integer)
832                                 {
833                                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
834                                 }
835                                 else
836                                 {
837                                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
838                                 }
839                         }
840                         if (unit->combinealpha != combinealpha)
841                         {
842                                 unit->combinealpha = combinealpha;
843                                 if (gl_combine.integer)
844                                 {
845                                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
846                                 }
847                         }
848                         if (unit->t1d != m->tex1d[i])
849                         {
850                                 if (m->tex1d[i])
851                                 {
852                                         if (unit->t1d == 0)
853                                                 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
854                                 }
855                                 else
856                                 {
857                                         if (unit->t1d)
858                                                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
859                                 }
860                                 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
861                         }
862                         if (unit->t2d != m->tex[i])
863                         {
864                                 if (m->tex[i])
865                                 {
866                                         if (unit->t2d == 0)
867                                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
868                                 }
869                                 else
870                                 {
871                                         if (unit->t2d)
872                                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
873                                 }
874                                 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
875                         }
876                         if (unit->t3d != m->tex3d[i])
877                         {
878                                 if (m->tex3d[i])
879                                 {
880                                         if (unit->t3d == 0)
881                                                 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
882                                 }
883                                 else
884                                 {
885                                         if (unit->t3d)
886                                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
887                                 }
888                                 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
889                         }
890                         if (unit->tcubemap != m->texcubemap[i])
891                         {
892                                 if (m->texcubemap[i])
893                                 {
894                                         if (unit->tcubemap == 0)
895                                                 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
896                                 }
897                                 else
898                                 {
899                                         if (unit->tcubemap)
900                                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
901                                 }
902                                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
903                         }
904                 }
905                 scale = max(m->texrgbscale[i], 1);
906                 if (gl_state.units[i].rgbscale != scale)
907                 {
908                         if (gl_state.unit != i)
909                         {
910                                 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
911                         }
912                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
913                 }
914                 scale = max(m->texalphascale[i], 1);
915                 if (gl_state.units[i].alphascale != scale)
916                 {
917                         if (gl_state.unit != i)
918                         {
919                                 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
920                         }
921                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
922                 }
923         }
924 }
925
926 void R_Mesh_State(const rmeshstate_t *m)
927 {
928         R_Mesh_MainState(m);
929         R_Mesh_TextureState(m);
930 }
931
932 /*
933 ==============================================================================
934
935                                                 SCREEN SHOTS
936
937 ==============================================================================
938 */
939
940 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
941 {
942         qboolean ret;
943         int i, j;
944         qbyte *buffer;
945
946         if (!r_render.integer)
947                 return false;
948
949         buffer = Mem_Alloc(tempmempool, width*height*3);
950         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
951         CHECKGLERROR
952
953         // LordHavoc: compensate for v_overbrightbits when using hardware gamma
954         if (v_hwgamma.integer)
955         {
956                 for (i = 0;i < width * height * 3;i++)
957                 {
958                         j = buffer[i] << v_overbrightbits.integer;
959                         buffer[i] = (qbyte) (bound(0, j, 255));
960                 }
961         }
962
963         ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
964
965         Mem_Free(buffer);
966         return ret;
967 }
968
969 //=============================================================================
970
971 void R_ClearScreen(void)
972 {
973         if (r_render.integer)
974         {
975                 // clear to black
976                 qglClearColor(0,0,0,0);CHECKGLERROR
977                 qglClearDepth(1);CHECKGLERROR
978                 if (gl_stencil)
979                 {
980                         // LordHavoc: we use a stencil centered around 128 instead of 0,
981                         // to avoid clamping interfering with strange shadow volume
982                         // drawing orders
983                         qglClearStencil(128);CHECKGLERROR
984                 }
985                 // clear the screen
986                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
987                 // set dithering mode
988                 if (gl_dither.integer)
989                 {
990                         qglEnable(GL_DITHER);CHECKGLERROR
991                 }
992                 else
993                 {
994                         qglDisable(GL_DITHER);CHECKGLERROR
995                 }
996         }
997 }
998
999 /*
1000 ==================
1001 SCR_UpdateScreen
1002
1003 This is called every frame, and can also be called explicitly to flush
1004 text to the screen.
1005 ==================
1006 */
1007 void SCR_UpdateScreen (void)
1008 {
1009         if (gl_delayfinish.integer)
1010         {
1011                 VID_Finish ();
1012
1013                 R_TimeReport("finish");
1014         }
1015
1016         if (r_textureunits.integer > gl_textureunits)
1017                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
1018         if (r_textureunits.integer < 1)
1019                 Cvar_SetValueQuick(&r_textureunits, 1);
1020
1021         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
1022                 Cvar_SetValueQuick(&gl_combine, 0);
1023
1024         // lighting scale
1025         r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
1026
1027         // lightmaps only
1028         r_lightmapscalebit = v_overbrightbits.integer;
1029         if (gl_combine.integer && r_textureunits.integer > 1)
1030                 r_lightmapscalebit += 2;
1031
1032         R_TimeReport("setup");
1033
1034         R_ClearScreen();
1035
1036         R_TimeReport("clear");
1037
1038         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1039                 R_RenderView();
1040
1041         // draw 2D stuff
1042         R_DrawQueue();
1043
1044         if (gl_delayfinish.integer)
1045         {
1046                 // tell driver to commit it's partially full geometry queue to the rendering queue
1047                 // (this doesn't wait for the commands themselves to complete)
1048                 qglFlush();
1049         }
1050         else
1051         {
1052                 VID_Finish ();
1053
1054                 R_TimeReport("finish");
1055         }
1056 }
1057