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currenttriangle and currentvertex no longer exist, also firstvert and firsttriangle...
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3
4 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
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 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
13 // too large for the buffers in the previous frame
14 int overflowedverts = 0;
15
16 int gl_maxdrawrangeelementsvertices;
17 int gl_maxdrawrangeelementsindices;
18
19 #ifdef DEBUGGL
20 int errornumber = 0;
21
22 void GL_PrintError(int errornumber, char *filename, int linenumber)
23 {
24         switch(errornumber)
25         {
26 #ifdef GL_INVALID_ENUM
27         case GL_INVALID_ENUM:
28                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
29                 break;
30 #endif
31 #ifdef GL_INVALID_VALUE
32         case GL_INVALID_VALUE:
33                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
34                 break;
35 #endif
36 #ifdef GL_INVALID_OPERATION
37         case GL_INVALID_OPERATION:
38                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
39                 break;
40 #endif
41 #ifdef GL_STACK_OVERFLOW
42         case GL_STACK_OVERFLOW:
43                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
44                 break;
45 #endif
46 #ifdef GL_STACK_UNDERFLOW
47         case GL_STACK_UNDERFLOW:
48                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
49                 break;
50 #endif
51 #ifdef GL_OUT_OF_MEMORY
52         case GL_OUT_OF_MEMORY:
53                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
54                 break;
55 #endif
56 #ifdef GL_TABLE_TOO_LARGE
57     case GL_TABLE_TOO_LARGE:
58                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
59                 break;
60 #endif
61         default:
62                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
63                 break;
64         }
65 }
66 #endif
67
68 float r_mesh_farclip;
69
70 static float viewdist;
71 // sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
72 static int vpnbit0, vpnbit1, vpnbit2;
73
74 int c_meshs, c_meshtris;
75
76 int lightscalebit;
77 float lightscale;
78 float overbrightscale;
79
80 void SCR_ScreenShot_f (void);
81
82 static int max_tris;
83 static int max_verts; // always max_tris * 3
84
85 typedef struct buf_mesh_s
86 {
87         int depthmask;
88         int depthtest;
89         int blendfunc1, blendfunc2;
90         int textures[MAX_TEXTUREUNITS];
91         int texturergbscale[MAX_TEXTUREUNITS];
92         int triangles;
93         int verts;
94         matrix4x4_t matrix;
95         struct buf_mesh_s *chain;
96 }
97 buf_mesh_t;
98
99 typedef struct buf_tri_s
100 {
101         int index[3];
102 }
103 buf_tri_t;
104
105 typedef struct
106 {
107         float v[4];
108 }
109 buf_vertex_t;
110
111 typedef struct
112 {
113         float c[4];
114 }
115 buf_fcolor_t;
116
117 typedef struct
118 {
119         qbyte c[4];
120 }
121 buf_bcolor_t;
122
123 typedef struct
124 {
125         float t[2];
126 }
127 buf_texcoord_t;
128
129 static int backendunits, backendactive;
130 static buf_mesh_t buf_mesh;
131 static buf_tri_t *buf_tri;
132 static buf_vertex_t *buf_vertex;
133 static buf_fcolor_t *buf_fcolor;
134 static buf_bcolor_t *buf_bcolor;
135 static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
136
137 static mempool_t *gl_backend_mempool;
138 static int resizingbuffers = false;
139
140 static void gl_backend_start(void)
141 {
142         int i;
143
144         qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
145         qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
146
147         Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
148         if (qglDrawRangeElements != NULL)
149                 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
150         if (strstr(gl_renderer, "3Dfx"))
151         {
152                 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
153                 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
154         }
155         Con_Printf("\n");
156
157         max_verts = max_tris * 3;
158
159         if (!gl_backend_mempool)
160                 gl_backend_mempool = Mem_AllocPool("GL_Backend");
161
162 #define BACKENDALLOC(var, count, sizeofstruct, varname)\
163         {\
164                 var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
165                 if (var == NULL)\
166                         Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
167                 memset(var, 0, count * sizeof(sizeofstruct));\
168         }
169
170         BACKENDALLOC(buf_tri, max_tris, buf_tri_t, "buf_tri")
171         BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
172         BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
173         BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
174
175         for (i = 0;i < MAX_TEXTUREUNITS;i++)
176         {
177                 // only allocate as many texcoord arrays as we need
178                 if (i < gl_textureunits)
179                 {
180                         BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
181                 }
182                 else
183                 {
184                         buf_texcoord[i] = NULL;
185                 }
186         }
187         backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
188         backendactive = true;
189 }
190
191 static void gl_backend_shutdown(void)
192 {
193         Con_Printf("OpenGL Backend shutting down\n");
194
195         if (resizingbuffers)
196                 Mem_EmptyPool(gl_backend_mempool);
197         else
198                 Mem_FreePool(&gl_backend_mempool);
199
200         backendunits = 0;
201         backendactive = false;
202 }
203
204 static void gl_backend_bufferchanges(int init)
205 {
206         if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
207                 Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
208         overflowedverts = 0;
209
210         if (gl_mesh_drawmode.integer < 0)
211                 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
212         if (gl_mesh_drawmode.integer > 3)
213                 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
214
215         if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
216         {
217                 // change drawmode 3 to 2 if 3 won't work at all
218                 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
219         }
220
221         // 21760 is (65536 / 3) rounded off to a multiple of 128
222         if (gl_mesh_maxtriangles.integer < 1024)
223                 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
224         if (gl_mesh_maxtriangles.integer > 21760)
225                 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
226
227         if (max_tris != gl_mesh_maxtriangles.integer)
228         {
229                 max_tris = gl_mesh_maxtriangles.integer;
230
231                 if (!init)
232                 {
233                         resizingbuffers = true;
234                         gl_backend_shutdown();
235                         gl_backend_start();
236                         resizingbuffers = false;
237                 }
238         }
239 }
240
241 static void gl_backend_newmap(void)
242 {
243 }
244
245 void gl_backend_init(void)
246 {
247         Cvar_RegisterVariable(&r_render);
248         Cvar_RegisterVariable(&gl_dither);
249         Cvar_RegisterVariable(&gl_lockarrays);
250 #ifdef NORENDER
251         Cvar_SetValue("r_render", 0);
252 #endif
253
254         Cvar_RegisterVariable(&gl_mesh_maxtriangles);
255         Cvar_RegisterVariable(&gl_mesh_floatcolors);
256         Cvar_RegisterVariable(&gl_mesh_drawmode);
257         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
258         gl_backend_bufferchanges(true);
259 }
260
261 int arraylocked = false;
262
263 void GL_LockArray(int first, int count)
264 {
265         if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
266         {
267                 qglLockArraysEXT(first, count);
268                 CHECKGLERROR
269                 arraylocked = true;
270         }
271 }
272
273 void GL_UnlockArray(void)
274 {
275         if (arraylocked)
276         {
277                 qglUnlockArraysEXT();
278                 CHECKGLERROR
279                 arraylocked = false;
280         }
281 }
282
283 /*
284 =============
285 GL_SetupFrame
286 =============
287 */
288 static void GL_SetupFrame (void)
289 {
290         double xmax, ymax;
291         double fovx, fovy, zNear, zFar, aspect;
292
293         if (!r_render.integer)
294                 return;
295
296         qglDepthFunc (GL_LEQUAL);CHECKGLERROR
297
298         // set up viewpoint
299         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
300         qglLoadIdentity ();CHECKGLERROR
301
302         // y is weird beause OpenGL is bottom to top, we use top to bottom
303         qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
304
305         // depth range
306         zNear = 1.0;
307         zFar = r_mesh_farclip;
308         if (zFar < 64)
309                 zFar = 64;
310
311         // fov angles
312         fovx = r_refdef.fov_x;
313         fovy = r_refdef.fov_y;
314         aspect = r_refdef.width / r_refdef.height;
315
316         // pyramid slopes
317         xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
318         ymax = zNear * tan(fovy * M_PI / 360.0);
319
320         // set view pyramid
321         qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
322
323         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
324         qglLoadIdentity ();CHECKGLERROR
325
326         // put Z going up
327         qglRotatef (-90,  1, 0, 0);CHECKGLERROR
328         qglRotatef (90,  0, 0, 1);CHECKGLERROR
329         // camera rotation
330         qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
331         qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
332         qglRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
333         // camera location
334         qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
335 }
336
337 static struct
338 {
339         int blendfunc1;
340         int blendfunc2;
341         int blend;
342         GLboolean depthmask;
343         int depthtest;
344         int unit;
345         int clientunit;
346         int texture[MAX_TEXTUREUNITS];
347         float texturergbscale[MAX_TEXTUREUNITS];
348 }
349 gl_state;
350
351 void GL_SetupTextureState(void)
352 {
353         int i;
354         if (backendunits > 1)
355         {
356                 for (i = 0;i < backendunits;i++)
357                 {
358                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
359                         qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
360                         if (gl_combine.integer)
361                         {
362                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
363                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
364                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
365                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
366                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
367                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
368                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
369                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
370                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
371                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
372                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
373                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
374                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
375                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
376                                 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
377                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
378                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
379                         }
380                         else
381                         {
382                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
383                         }
384                         if (gl_state.texture[i])
385                         {
386                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
387                         }
388                         else
389                         {
390                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
391                         }
392                         if (gl_mesh_drawmode.integer > 0)
393                         {
394                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
395                                 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
396                                 if (gl_state.texture[i])
397                                 {
398                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
399                                 }
400                                 else
401                                 {
402                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
403                                 }
404                         }
405                 }
406         }
407         else
408         {
409                 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
410                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
411                 if (gl_state.texture[0])
412                 {
413                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
414                 }
415                 else
416                 {
417                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
418                 }
419                 if (gl_mesh_drawmode.integer > 0)
420                 {
421                         qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
422                         if (gl_state.texture[0])
423                         {
424                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
425                         }
426                         else
427                         {
428                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
429                         }
430                 }
431         }
432 }
433
434 // called at beginning of frame
435 int usedarrays;
436 void R_Mesh_Start(float farclip)
437 {
438         int i;
439         if (!backendactive)
440                 Sys_Error("R_Mesh_Clear: called when backend is not active\n");
441
442         CHECKGLERROR
443
444         gl_backend_bufferchanges(false);
445
446         r_mesh_farclip = farclip;
447         viewdist = DotProduct(r_origin, vpn);
448         vpnbit0 = vpn[0] < 0;
449         vpnbit1 = vpn[1] < 0;
450         vpnbit2 = vpn[2] < 0;
451
452         c_meshs = 0;
453         c_meshtris = 0;
454
455         GL_SetupFrame();
456
457         gl_state.unit = 0;
458         gl_state.clientunit = 0;
459
460         for (i = 0;i < backendunits;i++)
461         {
462                 gl_state.texture[i] = 0;
463                 gl_state.texturergbscale[i] = 1;
464         }
465
466         qglEnable(GL_CULL_FACE);CHECKGLERROR
467         qglCullFace(GL_FRONT);CHECKGLERROR
468
469         gl_state.depthtest = true;
470         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
471
472         gl_state.blendfunc1 = GL_ONE;
473         gl_state.blendfunc2 = GL_ZERO;
474         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
475
476         gl_state.blend = 0;
477         qglDisable(GL_BLEND);CHECKGLERROR
478
479         gl_state.depthmask = GL_TRUE;
480         qglDepthMask(gl_state.depthmask);CHECKGLERROR
481
482         usedarrays = false;
483         if (gl_mesh_drawmode.integer > 0)
484         {
485                 usedarrays = true;
486                 qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
487                 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
488                 if (gl_mesh_floatcolors.integer)
489                 {
490                         qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
491                 }
492                 else
493                 {
494                         qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
495                 }
496                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
497         }
498
499         GL_SetupTextureState();
500 }
501
502 int gl_backend_rebindtextures;
503
504 void GL_ConvertColorsFloatToByte(int numverts)
505 {
506         int i, k, total;
507         // LordHavoc: to avoid problems with aliasing (treating memory as two
508         // different types - exactly what this is doing), these must be volatile
509         // (or a union)
510         volatile int *icolor;
511         volatile float *fcolor;
512         qbyte *bcolor;
513
514         total = numverts * 4;
515
516         // shift float to have 8bit fraction at base of number
517         fcolor = &buf_fcolor->c[0];
518         for (i = 0;i < total;)
519         {
520                 fcolor[i    ] += 32768.0f;
521                 fcolor[i + 1] += 32768.0f;
522                 fcolor[i + 2] += 32768.0f;
523                 fcolor[i + 3] += 32768.0f;
524                 i += 4;
525         }
526
527         // then read as integer and kill float bits...
528         icolor = (int *)&buf_fcolor->c[0];
529         bcolor = &buf_bcolor->c[0];
530         for (i = 0;i < total;)
531         {
532                 k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
533                 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
534                 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
535                 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
536                 i += 4;
537         }
538 }
539
540 void GL_TransformVertices(int numverts)
541 {
542         int i;
543         float m[12], tempv[4], *v;
544         m[0] = buf_mesh.matrix.m[0][0];
545         m[1] = buf_mesh.matrix.m[0][1];
546         m[2] = buf_mesh.matrix.m[0][2];
547         m[3] = buf_mesh.matrix.m[0][3];
548         m[4] = buf_mesh.matrix.m[1][0];
549         m[5] = buf_mesh.matrix.m[1][1];
550         m[6] = buf_mesh.matrix.m[1][2];
551         m[7] = buf_mesh.matrix.m[1][3];
552         m[8] = buf_mesh.matrix.m[2][0];
553         m[9] = buf_mesh.matrix.m[2][1];
554         m[10] = buf_mesh.matrix.m[2][2];
555         m[11] = buf_mesh.matrix.m[2][3];
556         for (i = 0, v = buf_vertex[0].v;i < numverts;i++, v += 4)
557         {
558                 VectorCopy(v, tempv);
559                 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
560                 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
561                 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
562         }
563 }
564
565 void GL_MeshState(void)
566 {
567         int i;
568         if (backendunits > 1)
569         {
570                 for (i = 0;i < backendunits;i++)
571                 {
572                         if (gl_state.texture[i] != buf_mesh.textures[i])
573                         {
574                                 if (gl_state.unit != i)
575                                 {
576                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
577                                 }
578                                 if (gl_state.texture[i] == 0)
579                                 {
580                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
581                                         // have to disable texcoord array on disabled texture
582                                         // units due to NVIDIA driver bug with
583                                         // compiled_vertex_array
584                                         if (gl_state.clientunit != i)
585                                         {
586                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
587                                         }
588                                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
589                                 }
590                                 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = buf_mesh.textures[i]));CHECKGLERROR
591                                 if (gl_state.texture[i] == 0)
592                                 {
593                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
594                                         // have to disable texcoord array on disabled texture
595                                         // units due to NVIDIA driver bug with
596                                         // compiled_vertex_array
597                                         if (gl_state.clientunit != i)
598                                         {
599                                                 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
600                                         }
601                                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
602                                 }
603                         }
604                         if (gl_state.texturergbscale[i] != buf_mesh.texturergbscale[i])
605                         {
606                                 if (gl_state.unit != i)
607                                 {
608                                         qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
609                                 }
610                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = buf_mesh.texturergbscale[i]));CHECKGLERROR
611                         }
612                 }
613         }
614         else
615         {
616                 if (gl_state.texture[0] != buf_mesh.textures[0])
617                 {
618                         if (gl_state.texture[0] == 0)
619                         {
620                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
621                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
622                         }
623                         qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = buf_mesh.textures[0]));CHECKGLERROR
624                         if (gl_state.texture[0] == 0)
625                         {
626                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
627                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
628                         }
629                 }
630         }
631         if (gl_state.blendfunc1 != buf_mesh.blendfunc1 || gl_state.blendfunc2 != buf_mesh.blendfunc2)
632         {
633                 qglBlendFunc(gl_state.blendfunc1 = buf_mesh.blendfunc1, gl_state.blendfunc2 = buf_mesh.blendfunc2);CHECKGLERROR
634                 if (gl_state.blendfunc2 == GL_ZERO)
635                 {
636                         if (gl_state.blendfunc1 == GL_ONE)
637                         {
638                                 if (gl_state.blend)
639                                 {
640                                         gl_state.blend = 0;
641                                         qglDisable(GL_BLEND);CHECKGLERROR
642                                 }
643                         }
644                         else
645                         {
646                                 if (!gl_state.blend)
647                                 {
648                                         gl_state.blend = 1;
649                                         qglEnable(GL_BLEND);CHECKGLERROR
650                                 }
651                         }
652                 }
653                 else
654                 {
655                         if (!gl_state.blend)
656                         {
657                                 gl_state.blend = 1;
658                                 qglEnable(GL_BLEND);CHECKGLERROR
659                         }
660                 }
661         }
662         if (gl_state.depthtest != buf_mesh.depthtest)
663         {
664                 gl_state.depthtest = buf_mesh.depthtest;
665                 if (gl_state.depthtest)
666                         qglEnable(GL_DEPTH_TEST);
667                 else
668                         qglDisable(GL_DEPTH_TEST);
669         }
670         if (gl_state.depthmask != buf_mesh.depthmask)
671         {
672                 qglDepthMask(gl_state.depthmask = buf_mesh.depthmask);CHECKGLERROR
673         }
674 }
675
676 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
677 {
678         unsigned int i, j, in;
679         if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
680         {
681                 // GL 1.2 or GL 1.1 with extension
682                 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
683         }
684         else if (gl_mesh_drawmode.integer >= 2)
685         {
686                 // GL 1.1
687                 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
688         }
689         else if (gl_mesh_drawmode.integer >= 1)
690         {
691                 // GL 1.1
692                 // feed it manually using glArrayElement
693                 qglBegin(GL_TRIANGLES);
694                 for (i = 0;i < indexcount;i++)
695                         qglArrayElement(index[i]);
696                 qglEnd();
697         }
698         else
699         {
700                 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
701                 // feed it manually
702                 qglBegin(GL_TRIANGLES);
703                 if (gl_state.texture[1]) // if the mesh uses multiple textures
704                 {
705                         // the minigl doesn't have this (because it does not have ARB_multitexture)
706                         for (i = 0;i < indexcount;i++)
707                         {
708                                 in = index[i];
709                                 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
710                                 for (j = 0;j < backendunits;j++)
711                                         if (gl_state.texture[j])
712                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
713                                 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
714                         }
715                 }
716                 else
717                 {
718                         for (i = 0;i < indexcount;i++)
719                         {
720                                 in = index[i];
721                                 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
722                                 if (gl_state.texture[0])
723                                         qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
724                                 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
725                         }
726                 }
727                 qglEnd();
728         }
729 }
730
731 // renders mesh buffers, called to flush buffers when full
732 void R_Mesh_Render(void)
733 {
734         if (!backendactive)
735                 Sys_Error("R_Mesh_Render: called when backend is not active\n");
736
737         if (!r_render.integer)
738                 return;
739
740         CHECKGLERROR
741
742         // drawmode 0 always uses byte colors
743         if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
744                 GL_ConvertColorsFloatToByte(buf_mesh.verts);
745         GL_TransformVertices(buf_mesh.verts);
746         GL_LockArray(0, buf_mesh.verts);CHECKGLERROR
747         GL_DrawRangeElements(0, buf_mesh.verts, buf_mesh.triangles * 3, &buf_tri[0].index[0]);CHECKGLERROR
748         GL_UnlockArray();CHECKGLERROR
749 }
750
751 // restores backend state, used when done with 3D rendering
752 void R_Mesh_Finish(void)
753 {
754         int i;
755         if (backendunits > 1)
756         {
757                 for (i = backendunits - 1;i >= 0;i--)
758                 {
759                         qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
760                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
761                         if (gl_combine.integer)
762                         {
763                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
764                         }
765                         if (i > 0)
766                         {
767                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
768                         }
769                         else
770                         {
771                                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
772                         }
773                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
774
775                         if (usedarrays)
776                         {
777                                 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
778                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
779                         }
780                 }
781         }
782         else
783         {
784                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
785                 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
786                 if (usedarrays)
787                 {
788                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
789                 }
790         }
791         if (usedarrays)
792         {
793                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
794                 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
795         }
796
797         qglDisable(GL_BLEND);CHECKGLERROR
798         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
799         qglDepthMask(GL_TRUE);CHECKGLERROR
800         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
801 }
802
803 void R_Mesh_ClearDepth(void)
804 {
805         R_Mesh_Finish();
806         qglClear(GL_DEPTH_BUFFER_BIT);
807         R_Mesh_Start(r_mesh_farclip);
808 }
809
810 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
811 // (this is used for very high speed rendering, no copying)
812 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
813 {
814         // these are static because gcc runs out of virtual registers otherwise
815         int i, j, overbright;
816         float scaler;
817
818         if (!backendactive)
819                 Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
820
821         if (!m->numtriangles
822          || !m->numverts)
823                 Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
824
825         i = max(m->numtriangles * 3, m->numverts);
826         if (overflowedverts < i)
827                 overflowedverts = i;
828
829         if (m->numtriangles > max_tris || m->numverts > max_verts)
830         {
831                 Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
832                 return false;
833         }
834
835         c_meshs++;
836         c_meshtris += m->numtriangles;
837         m->index = &buf_tri[0].index[0];
838         m->vertex = &buf_vertex[0].v[0];
839         m->color = &buf_fcolor[0].c[0];
840         for (i = 0;i < backendunits;i++)
841                 m->texcoords[i] = &buf_texcoord[i][0].t[0];
842
843         buf_mesh.blendfunc1 = m->blendfunc1;
844         buf_mesh.blendfunc2 = m->blendfunc2;
845         buf_mesh.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
846         buf_mesh.depthtest = !m->depthdisable;
847         buf_mesh.triangles = m->numtriangles;
848         buf_mesh.verts = m->numverts;
849         buf_mesh.matrix = m->matrix; // this copies the struct
850
851         overbright = false;
852         scaler = 1;
853         if (m->blendfunc1 == GL_DST_COLOR)
854         {
855                 // check if it is a 2x modulate with framebuffer
856                 if (m->blendfunc2 == GL_SRC_COLOR)
857                         scaler *= 0.5f;
858         }
859         else if (m->blendfunc2 != GL_SRC_COLOR)
860         {
861                 if (m->tex[0])
862                 {
863                         overbright = wantoverbright && gl_combine.integer;
864                         if (overbright)
865                                 scaler *= 0.25f;
866                 }
867                 scaler *= overbrightscale;
868         }
869         m->colorscale = scaler;
870
871         j = -1;
872         for (i = 0;i < MAX_TEXTUREUNITS;i++)
873         {
874                 if ((buf_mesh.textures[i] = m->tex[i]))
875                 {
876                         j = i;
877                         if (i >= backendunits)
878                                 Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
879                 }
880                 buf_mesh.texturergbscale[i] = m->texrgbscale[i];
881                 if (buf_mesh.texturergbscale[i] != 1 && buf_mesh.texturergbscale[i] != 2 && buf_mesh.texturergbscale[i] != 4)
882                         buf_mesh.texturergbscale[i] = 1;
883         }
884         if (overbright && j >= 0)
885                 buf_mesh.texturergbscale[j] = 4;
886
887         if (gl_backend_rebindtextures)
888         {
889                 gl_backend_rebindtextures = false;
890                 GL_SetupTextureState();
891         }
892
893         GL_MeshState();
894
895         return true;
896 }
897
898 /*
899 ==============================================================================
900
901                                                 SCREEN SHOTS
902
903 ==============================================================================
904 */
905
906 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
907 {
908         qboolean ret;
909         int i;
910         qbyte *buffer;
911
912         if (!r_render.integer)
913                 return false;
914
915         buffer = Mem_Alloc(tempmempool, width*height*3);
916         qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
917         CHECKGLERROR
918
919         // LordHavoc: compensate for v_overbrightbits when using hardware gamma
920         if (v_hwgamma.integer)
921                 for (i = 0;i < width * height * 3;i++)
922                         buffer[i] <<= v_overbrightbits.integer;
923
924         ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
925
926         Mem_Free(buffer);
927         return ret;
928 }
929
930 //=============================================================================
931
932 void R_ClearScreen(void)
933 {
934         if (r_render.integer)
935         {
936                 // clear to black
937                 qglClearColor(0,0,0,0);CHECKGLERROR
938                 // clear the screen
939                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
940                 // set dithering mode
941                 if (gl_dither.integer)
942                 {
943                         qglEnable(GL_DITHER);CHECKGLERROR
944                 }
945                 else
946                 {
947                         qglDisable(GL_DITHER);CHECKGLERROR
948                 }
949         }
950 }
951
952 /*
953 ==================
954 SCR_UpdateScreen
955
956 This is called every frame, and can also be called explicitly to flush
957 text to the screen.
958 ==================
959 */
960 void SCR_UpdateScreen (void)
961 {
962         VID_Finish ();
963
964         R_TimeReport("finish");
965
966         if (r_textureunits.integer > gl_textureunits)
967                 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
968         if (r_textureunits.integer < 1)
969                 Cvar_SetValueQuick(&r_textureunits, 1);
970
971         if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
972                 Cvar_SetValueQuick(&gl_combine, 0);
973
974         // lighting scale
975         overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
976
977         // lightmaps only
978         lightscalebit = v_overbrightbits.integer;
979         if (gl_combine.integer && r_textureunits.integer > 1)
980                 lightscalebit += 2;
981         lightscale = 1.0f / (float) (1 << lightscalebit);
982
983         R_TimeReport("setup");
984
985         R_ClearScreen();
986
987         R_TimeReport("clear");
988
989         if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
990                 R_RenderView();
991
992         // draw 2D stuff
993         R_DrawQueue();
994
995         // tell driver to commit it's partially full geometry queue to the rendering queue
996         // (this doesn't wait for the commands themselves to complete)
997         qglFlush();
998 }
999