this should fix some Solaris/NetBSD/OpenBSD compile problems, model_t still remaining
[divverent/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
7 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
8 cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
9 cvar_t gl_workaround_mac_texmatrix = {0, "gl_workaround_mac_texmatrix", "0", "if set to 1 this uses glLoadMatrixd followed by glLoadIdentity to clear a texture matrix (normally glLoadIdentity is sufficient by itself), if set to 2 it uses glLoadMatrixd without glLoadIdentity"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12
13 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
18 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
19 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
20
21 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
22 qboolean v_flipped_state = false;
23
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
26
27 #ifdef DEBUGGL
28 int errornumber = 0;
29
30 void GL_PrintError(int errornumber, char *filename, int linenumber)
31 {
32         switch(errornumber)
33         {
34 #ifdef GL_INVALID_ENUM
35         case GL_INVALID_ENUM:
36                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
37                 break;
38 #endif
39 #ifdef GL_INVALID_VALUE
40         case GL_INVALID_VALUE:
41                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
42                 break;
43 #endif
44 #ifdef GL_INVALID_OPERATION
45         case GL_INVALID_OPERATION:
46                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
47                 break;
48 #endif
49 #ifdef GL_STACK_OVERFLOW
50         case GL_STACK_OVERFLOW:
51                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
52                 break;
53 #endif
54 #ifdef GL_STACK_UNDERFLOW
55         case GL_STACK_UNDERFLOW:
56                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
57                 break;
58 #endif
59 #ifdef GL_OUT_OF_MEMORY
60         case GL_OUT_OF_MEMORY:
61                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
62                 break;
63 #endif
64 #ifdef GL_TABLE_TOO_LARGE
65         case GL_TABLE_TOO_LARGE:
66                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
67                 break;
68 #endif
69         default:
70                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
71                 break;
72         }
73 }
74 #endif
75
76 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
77
78 void SCR_ScreenShot_f (void);
79
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_projectmatrix;
84
85 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
86
87 /*
88 note: here's strip order for a terrain row:
89 0--1--2--3--4
90 |\ |\ |\ |\ |
91 | \| \| \| \|
92 A--B--C--D--E
93 clockwise
94
95 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
96
97 *elements++ = i + row;
98 *elements++ = i;
99 *elements++ = i + row + 1;
100 *elements++ = i;
101 *elements++ = i + 1;
102 *elements++ = i + row + 1;
103
104
105 for (y = 0;y < rows - 1;y++)
106 {
107         for (x = 0;x < columns - 1;x++)
108         {
109                 i = y * rows + x;
110                 *elements++ = i + columns;
111                 *elements++ = i;
112                 *elements++ = i + columns + 1;
113                 *elements++ = i;
114                 *elements++ = i + 1;
115                 *elements++ = i + columns + 1;
116         }
117 }
118
119 alternative:
120 0--1--2--3--4
121 | /| /|\ | /|
122 |/ |/ | \|/ |
123 A--B--C--D--E
124 counterclockwise
125
126 for (y = 0;y < rows - 1;y++)
127 {
128         for (x = 0;x < columns - 1;x++)
129         {
130                 i = y * rows + x;
131                 *elements++ = i;
132                 *elements++ = i + columns;
133                 *elements++ = i + columns + 1;
134                 *elements++ = i + columns;
135                 *elements++ = i + columns + 1;
136                 *elements++ = i + 1;
137         }
138 }
139 */
140
141 unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
142 unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
143
144 void GL_Backend_AllocArrays(void)
145 {
146 }
147
148 void GL_Backend_FreeArrays(void)
149 {
150 }
151
152 void GL_VBOStats_f(void)
153 {
154         GL_Mesh_ListVBOs(true);
155 }
156
157 typedef struct gl_bufferobjectinfo_s
158 {
159         int target;
160         int object;
161         size_t size;
162         char name[MAX_QPATH];
163 }
164 gl_bufferobjectinfo_t;
165
166 memexpandablearray_t gl_bufferobjectinfoarray;
167
168 static void gl_backend_start(void)
169 {
170         CHECKGLERROR
171
172         if (qglDrawRangeElements != NULL)
173         {
174                 CHECKGLERROR
175                 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
176                 CHECKGLERROR
177                 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
178                 CHECKGLERROR
179                 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
180         }
181
182         backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
183         backendimageunits = backendunits;
184         backendarrayunits = backendunits;
185         if (gl_support_fragment_shader)
186         {
187                 CHECKGLERROR
188                 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
189                 CHECKGLERROR
190                 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
191                 CHECKGLERROR
192                 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
193                 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
194                 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
195         }
196         else
197                 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
198
199         GL_Backend_AllocArrays();
200
201         Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
202
203         Con_DPrintf("OpenGL backend started.\n");
204
205         CHECKGLERROR
206
207         backendactive = true;
208 }
209
210 static void gl_backend_shutdown(void)
211 {
212         backendunits = 0;
213         backendimageunits = 0;
214         backendarrayunits = 0;
215         backendactive = false;
216
217         Con_DPrint("OpenGL Backend shutting down\n");
218
219         Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
220
221         GL_Backend_FreeArrays();
222 }
223
224 static void gl_backend_newmap(void)
225 {
226 }
227
228 void gl_backend_init(void)
229 {
230         int i;
231
232         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
233         {
234                 polygonelements[i * 3 + 0] = 0;
235                 polygonelements[i * 3 + 1] = i + 1;
236                 polygonelements[i * 3 + 2] = i + 2;
237         }
238         // elements for rendering a series of quads as triangles
239         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
240         {
241                 quadelements[i * 6 + 0] = i * 4;
242                 quadelements[i * 6 + 1] = i * 4 + 1;
243                 quadelements[i * 6 + 2] = i * 4 + 2;
244                 quadelements[i * 6 + 3] = i * 4;
245                 quadelements[i * 6 + 4] = i * 4 + 2;
246                 quadelements[i * 6 + 5] = i * 4 + 3;
247         }
248
249         Cvar_RegisterVariable(&r_render);
250         Cvar_RegisterVariable(&r_waterwarp);
251         Cvar_RegisterVariable(&gl_polyblend);
252         Cvar_RegisterVariable(&v_flipped);
253         Cvar_RegisterVariable(&gl_dither);
254         Cvar_RegisterVariable(&gl_lockarrays);
255         Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
256         Cvar_RegisterVariable(&gl_vbo);
257         Cvar_RegisterVariable(&gl_paranoid);
258         Cvar_RegisterVariable(&gl_printcheckerror);
259         Cvar_RegisterVariable(&gl_workaround_mac_texmatrix);
260 #ifdef NORENDER
261         Cvar_SetValue("r_render", 0);
262 #endif
263
264         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
265         Cvar_RegisterVariable(&gl_mesh_testarrayelement);
266         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
267         Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
268
269         Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
270
271         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
272 }
273
274 void GL_SetMirrorState(qboolean state);
275
276 void GL_SetupView_Orientation_Identity (void)
277 {
278         backend_viewmatrix = identitymatrix;
279         GL_SetMirrorState(false);
280         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
281 }
282
283 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
284 {
285         matrix4x4_t tempmatrix, basematrix;
286         Matrix4x4_Invert_Full(&tempmatrix, matrix);
287         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
288         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
289         Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
290
291         GL_SetMirrorState(v_flipped.integer);
292         if(v_flipped_state)
293         {
294                 Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
295                 Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
296                 Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
297         }
298
299         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
300         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
301         //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
302         //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
303
304         // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
305         tempmatrix = backend_modelmatrix;
306         memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
307         R_Mesh_Matrix(&tempmatrix);
308 }
309
310 static void GL_BuildFrustum(double m[16], double left, double right, double bottom, double top, double nearVal, double farVal)
311 {
312         m[0]  = 2 * nearVal / (right - left);
313         m[1]  = 0;
314         m[2]  = 0;
315         m[3]  = 0;
316
317         m[4]  = 0;
318         m[5]  = 2 * nearVal / (top - bottom);
319         m[6]  = 0;
320         m[7]  = 0;
321
322         m[8]  = (right + left) / (right - left);
323         m[9]  = (top + bottom) / (top - bottom);
324         m[10] = - (farVal + nearVal) / (farVal - nearVal);
325         m[11] = -1;
326
327         m[12] = 0;
328         m[13] = 0;
329         m[14] = - 2 * farVal * nearVal / (farVal - nearVal);
330         m[15] = 0;
331 }
332
333 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
334 {
335         double m[16];
336
337         // set up viewpoint
338         CHECKGLERROR
339         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
340         // set view pyramid
341 #if 1
342         // avoid glGetDoublev whenever possible, it may stall the render pipeline
343         // in the tested cases (nvidia) no measurable fps difference, but it sure
344         // makes a difference over a network line with GLX
345         GL_BuildFrustum(m, -frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);
346         qglLoadMatrixd(m);CHECKGLERROR
347 #else
348         qglLoadIdentity();CHECKGLERROR
349         qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
350         qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
351 #endif
352         Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
353         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
354         GL_SetupView_Orientation_Identity();
355         CHECKGLERROR
356 }
357
358 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
359 {
360         double nudge, m[16];
361
362         // set up viewpoint
363         CHECKGLERROR
364         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
365         qglLoadIdentity();CHECKGLERROR
366         // set view pyramid
367         nudge = 1.0 - 1.0 / (1<<23);
368         m[ 0] = 1.0 / frustumx;
369         m[ 1] = 0;
370         m[ 2] = 0;
371         m[ 3] = 0;
372         m[ 4] = 0;
373         m[ 5] = 1.0 / frustumy;
374         m[ 6] = 0;
375         m[ 7] = 0;
376         m[ 8] = 0;
377         m[ 9] = 0;
378         m[10] = -nudge;
379         m[11] = -1;
380         m[12] = 0;
381         m[13] = 0;
382         m[14] = -2 * zNear * nudge;
383         m[15] = 0;
384         qglLoadMatrixd(m);CHECKGLERROR
385         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
386         GL_SetupView_Orientation_Identity();
387         CHECKGLERROR
388         Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
389 }
390
391 static void GL_BuildOrtho(double m[16], double left, double right, double bottom, double top, double zNear, double zFar)
392 {
393         m[0]  = 2/(right - left);
394         m[1]  = 0;
395         m[2]  = 0;
396         m[3]  = 0;
397
398         m[4]  = 0;
399         m[5]  = 2/(top - bottom);
400         m[6]  = 0;
401         m[7]  = 0;
402
403         m[8]  = 0;
404         m[9]  = 0;
405         m[10] = -2/(zFar - zNear);
406         m[11] = 0;
407
408         m[12] = - (right + left)/(right - left);
409         m[13] = - (top + bottom)/(top - bottom);
410         m[14] = - (zFar + zNear)/(zFar - zNear);
411         m[15] = 1;
412 }
413
414 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
415 {
416         double m[16];
417
418         // set up viewpoint
419         CHECKGLERROR
420         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
421 #if 1
422         // avoid glGetDoublev whenever possible, it may stall the render pipeline
423         // in the tested cases (nvidia) no measurable fps difference, but it sure
424         // makes a difference over a network line with GLX
425         GL_BuildOrtho(m, x1, x2, y2, y1, zNear, zFar);
426         qglLoadMatrixd(m);CHECKGLERROR
427 #else
428         qglLoadIdentity();CHECKGLERROR
429         qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
430         qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
431 #endif
432         Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
433         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
434         GL_SetupView_Orientation_Identity();
435         CHECKGLERROR
436 }
437
438 void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
439 {
440         double matrix[16];
441         double q[4];
442         double d;
443         float clipPlane[4], v3[3], v4[3];
444         float normal[3];
445
446         // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
447         // modified to fit in this codebase.
448
449         VectorSet(normal, normalx, normaly, normalz);
450         Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
451         VectorScale(normal, dist, v3);
452         Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
453         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
454         clipPlane[3] = -DotProduct(v4, clipPlane);
455
456 #if 0
457 {
458         // testing code for comparing results
459         float clipPlane2[4];
460         VectorCopy4(clipPlane, clipPlane2);
461         R_Mesh_Matrix(&identitymatrix);
462         VectorSet(q, normal[0], normal[1], normal[2], -dist);
463         qglClipPlane(GL_CLIP_PLANE0, q);
464         qglGetClipPlane(GL_CLIP_PLANE0, q);
465         VectorCopy4(q, clipPlane);
466 }
467 #endif
468
469         // Calculate the clip-space corner point opposite the clipping plane
470         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
471         // transform it into camera space by multiplying it
472         // by the inverse of the projection matrix
473         Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
474
475         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
476         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
477         q[2] = -1.0f;
478         q[3] = (1.0f + matrix[10]) / matrix[14];
479
480         // Calculate the scaled plane vector
481         d = 2.0f / DotProduct4(clipPlane, q);
482
483         // Replace the third row of the projection matrix
484         matrix[2] = clipPlane[0] * d;
485         matrix[6] = clipPlane[1] * d;
486         matrix[10] = clipPlane[2] * d + 1.0f;
487         matrix[14] = clipPlane[3] * d;
488
489         // Load it back into OpenGL
490         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
491         qglLoadMatrixd(matrix);CHECKGLERROR
492         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
493         CHECKGLERROR
494         Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
495 }
496
497 typedef struct gltextureunit_s
498 {
499         const void *pointer_texcoord;
500         size_t pointer_texcoord_offset;
501         int pointer_texcoord_buffer;
502         int t1d, t2d, t3d, tcubemap;
503         int arrayenabled;
504         unsigned int arraycomponents;
505         int rgbscale, alphascale;
506         int combinergb, combinealpha;
507         // FIXME: add more combine stuff
508         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
509         int texmatrixenabled;
510         matrix4x4_t matrix;
511 }
512 gltextureunit_t;
513
514 static struct gl_state_s
515 {
516         int cullface;
517         int cullfaceenable;
518         int blendfunc1;
519         int blendfunc2;
520         int blend;
521         GLboolean depthmask;
522         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
523         int depthtest;
524         float depthrange[2];
525         float polygonoffset[2];
526         int alphatest;
527         int scissortest;
528         unsigned int unit;
529         unsigned int clientunit;
530         gltextureunit_t units[MAX_TEXTUREUNITS];
531         float color4f[4];
532         int lockrange_first;
533         int lockrange_count;
534         int vertexbufferobject;
535         int elementbufferobject;
536         qboolean pointer_color_enabled;
537         const void *pointer_vertex;
538         const void *pointer_color;
539         size_t pointer_vertex_offset;
540         size_t pointer_color_offset;
541         int pointer_vertex_buffer;
542         int pointer_color_buffer;
543 }
544 gl_state;
545
546 static void GL_BindVBO(int bufferobject)
547 {
548         if (gl_state.vertexbufferobject != bufferobject)
549         {
550                 gl_state.vertexbufferobject = bufferobject;
551                 CHECKGLERROR
552                 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
553                 CHECKGLERROR
554         }
555 }
556
557 static void GL_BindEBO(int bufferobject)
558 {
559         if (gl_state.elementbufferobject != bufferobject)
560         {
561                 gl_state.elementbufferobject = bufferobject;
562                 CHECKGLERROR
563                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
564                 CHECKGLERROR
565         }
566 }
567
568 void GL_SetupTextureState(void)
569 {
570         unsigned int i;
571         gltextureunit_t *unit;
572         CHECKGLERROR
573         gl_state.unit = MAX_TEXTUREUNITS;
574         gl_state.clientunit = MAX_TEXTUREUNITS;
575         for (i = 0;i < MAX_TEXTUREUNITS;i++)
576         {
577                 unit = gl_state.units + i;
578                 unit->t1d = 0;
579                 unit->t2d = 0;
580                 unit->t3d = 0;
581                 unit->tcubemap = 0;
582                 unit->arrayenabled = false;
583                 unit->arraycomponents = 0;
584                 unit->pointer_texcoord = NULL;
585                 unit->pointer_texcoord_buffer = 0;
586                 unit->pointer_texcoord_offset = 0;
587                 unit->rgbscale = 1;
588                 unit->alphascale = 1;
589                 unit->combinergb = GL_MODULATE;
590                 unit->combinealpha = GL_MODULATE;
591                 unit->texmatrixenabled = false;
592                 unit->matrix = identitymatrix;
593         }
594
595         for (i = 0;i < backendimageunits;i++)
596         {
597                 GL_ActiveTexture(i);
598                 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
599                 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
600                 if (gl_texture3d)
601                 {
602                         qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
603                 }
604                 if (gl_texturecubemap)
605                 {
606                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
607                 }
608         }
609
610         for (i = 0;i < backendarrayunits;i++)
611         {
612                 GL_ClientActiveTexture(i);
613                 GL_BindVBO(0);
614                 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
615                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
616         }
617
618         for (i = 0;i < backendunits;i++)
619         {
620                 GL_ActiveTexture(i);
621                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
622                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
623                 if (gl_texture3d)
624                 {
625                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
626                 }
627                 if (gl_texturecubemap)
628                 {
629                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
630                 }
631                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
632                 qglLoadIdentity();CHECKGLERROR
633                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
634                 if (gl_combine.integer)
635                 {
636                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
637                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
638                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
639                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
640                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
641                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
642                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
643                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
644                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
645                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
646                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
647                         qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
648                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
649                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
650                         qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
651                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
652                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
653                 }
654                 else
655                 {
656                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
657                 }
658                 CHECKGLERROR
659         }
660         CHECKGLERROR
661 }
662
663 void GL_Backend_ResetState(void)
664 {
665         memset(&gl_state, 0, sizeof(gl_state));
666         gl_state.depthtest = true;
667         gl_state.alphatest = false;
668         gl_state.blendfunc1 = GL_ONE;
669         gl_state.blendfunc2 = GL_ZERO;
670         gl_state.blend = false;
671         gl_state.depthmask = GL_TRUE;
672         gl_state.colormask = 15;
673         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
674         gl_state.lockrange_first = 0;
675         gl_state.lockrange_count = 0;
676         gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
677         gl_state.cullfaceenable = true;
678         gl_state.polygonoffset[0] = 0;
679         gl_state.polygonoffset[1] = 0;
680
681         CHECKGLERROR
682
683         qglColorMask(1, 1, 1, 1);
684         qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
685         qglDisable(GL_ALPHA_TEST);CHECKGLERROR
686         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
687         qglDisable(GL_BLEND);CHECKGLERROR
688         qglCullFace(gl_state.cullface);CHECKGLERROR
689         qglEnable(GL_CULL_FACE);CHECKGLERROR
690         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
691         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
692         qglDepthMask(gl_state.depthmask);CHECKGLERROR
693         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
694
695         if (gl_support_arb_vertex_buffer_object)
696         {
697                 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
698                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
699         }
700
701         qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
702         qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
703
704         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
705         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
706
707         GL_Color(0, 0, 0, 0);
708         GL_Color(1, 1, 1, 1);
709
710         GL_SetupTextureState();
711 }
712
713 void GL_ActiveTexture(unsigned int num)
714 {
715         if (gl_state.unit != num)
716         {
717                 gl_state.unit = num;
718                 if (qglActiveTexture)
719                 {
720                         CHECKGLERROR
721                         qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
722                         CHECKGLERROR
723                 }
724         }
725 }
726
727 void GL_ClientActiveTexture(unsigned int num)
728 {
729         if (gl_state.clientunit != num)
730         {
731                 gl_state.clientunit = num;
732                 if (qglActiveTexture)
733                 {
734                         CHECKGLERROR
735                         qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
736                         CHECKGLERROR
737                 }
738         }
739 }
740
741 void GL_BlendFunc(int blendfunc1, int blendfunc2)
742 {
743         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
744         {
745                 CHECKGLERROR
746                 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
747                 if (gl_state.blendfunc2 == GL_ZERO)
748                 {
749                         if (gl_state.blendfunc1 == GL_ONE)
750                         {
751                                 if (gl_state.blend)
752                                 {
753                                         gl_state.blend = 0;
754                                         qglDisable(GL_BLEND);CHECKGLERROR
755                                 }
756                         }
757                         else
758                         {
759                                 if (!gl_state.blend)
760                                 {
761                                         gl_state.blend = 1;
762                                         qglEnable(GL_BLEND);CHECKGLERROR
763                                 }
764                         }
765                 }
766                 else
767                 {
768                         if (!gl_state.blend)
769                         {
770                                 gl_state.blend = 1;
771                                 qglEnable(GL_BLEND);CHECKGLERROR
772                         }
773                 }
774         }
775 }
776
777 void GL_DepthMask(int state)
778 {
779         if (gl_state.depthmask != state)
780         {
781                 CHECKGLERROR
782                 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
783         }
784 }
785
786 void GL_DepthTest(int state)
787 {
788         if (gl_state.depthtest != state)
789         {
790                 gl_state.depthtest = state;
791                 CHECKGLERROR
792                 if (gl_state.depthtest)
793                 {
794                         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
795                 }
796                 else
797                 {
798                         qglDisable(GL_DEPTH_TEST);CHECKGLERROR
799                 }
800         }
801 }
802
803 void GL_DepthRange(float nearfrac, float farfrac)
804 {
805         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
806         {
807                 gl_state.depthrange[0] = nearfrac;
808                 gl_state.depthrange[1] = farfrac;
809                 qglDepthRange(nearfrac, farfrac);
810         }
811 }
812
813 void GL_PolygonOffset(float planeoffset, float depthoffset)
814 {
815         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
816         {
817                 gl_state.polygonoffset[0] = planeoffset;
818                 gl_state.polygonoffset[1] = depthoffset;
819                 qglPolygonOffset(planeoffset, depthoffset);
820         }
821 }
822
823 void GL_SetMirrorState(qboolean state)
824 {
825         if(!state != !v_flipped_state)
826         {
827                 // change cull face mode!
828                 if(gl_state.cullface == GL_BACK)
829                         qglCullFace((gl_state.cullface = GL_FRONT));
830                 else if(gl_state.cullface == GL_FRONT)
831                         qglCullFace((gl_state.cullface = GL_BACK));
832         }
833         v_flipped_state = state;
834 }
835
836 void GL_CullFace(int state)
837 {
838         CHECKGLERROR
839
840         if(v_flipped_state)
841         {
842                 if(state == GL_FRONT)
843                         state = GL_BACK;
844                 else if(state == GL_BACK)
845                         state = GL_FRONT;
846         }
847
848         if (state != GL_NONE)
849         {
850                 if (!gl_state.cullfaceenable)
851                 {
852                         gl_state.cullfaceenable = true;
853                         qglEnable(GL_CULL_FACE);CHECKGLERROR
854                 }
855                 if (gl_state.cullface != state)
856                 {
857                         gl_state.cullface = state;
858                         qglCullFace(gl_state.cullface);CHECKGLERROR
859                 }
860         }
861         else
862         {
863                 if (gl_state.cullfaceenable)
864                 {
865                         gl_state.cullfaceenable = false;
866                         qglDisable(GL_CULL_FACE);CHECKGLERROR
867                 }
868         }
869 }
870
871 void GL_AlphaTest(int state)
872 {
873         if (gl_state.alphatest != state)
874         {
875                 gl_state.alphatest = state;
876                 CHECKGLERROR
877                 if (gl_state.alphatest)
878                 {
879                         qglEnable(GL_ALPHA_TEST);CHECKGLERROR
880                 }
881                 else
882                 {
883                         qglDisable(GL_ALPHA_TEST);CHECKGLERROR
884                 }
885         }
886 }
887
888 void GL_ColorMask(int r, int g, int b, int a)
889 {
890         int state = r*8 + g*4 + b*2 + a*1;
891         if (gl_state.colormask != state)
892         {
893                 gl_state.colormask = state;
894                 CHECKGLERROR
895                 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
896         }
897 }
898
899 void GL_Color(float cr, float cg, float cb, float ca)
900 {
901         if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
902         {
903                 gl_state.color4f[0] = cr;
904                 gl_state.color4f[1] = cg;
905                 gl_state.color4f[2] = cb;
906                 gl_state.color4f[3] = ca;
907                 CHECKGLERROR
908                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
909                 CHECKGLERROR
910         }
911 }
912
913 void GL_LockArrays(int first, int count)
914 {
915         if (count < gl_lockarrays_minimumvertices.integer)
916         {
917                 first = 0;
918                 count = 0;
919         }
920         if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
921         {
922                 if (gl_state.lockrange_count)
923                 {
924                         gl_state.lockrange_count = 0;
925                         CHECKGLERROR
926                         qglUnlockArraysEXT();
927                         CHECKGLERROR
928                 }
929                 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
930                 {
931                         gl_state.lockrange_first = first;
932                         gl_state.lockrange_count = count;
933                         CHECKGLERROR
934                         qglLockArraysEXT(first, count);
935                         CHECKGLERROR
936                 }
937         }
938 }
939
940 void GL_Scissor (int x, int y, int width, int height)
941 {
942         CHECKGLERROR
943         qglScissor(x, vid.height - (y + height),width,height);
944         CHECKGLERROR
945 }
946
947 void GL_ScissorTest(int state)
948 {
949         if(gl_state.scissortest == state)
950                 return;
951
952         CHECKGLERROR
953         if((gl_state.scissortest = state))
954                 qglEnable(GL_SCISSOR_TEST);
955         else
956                 qglDisable(GL_SCISSOR_TEST);
957         CHECKGLERROR
958 }
959
960 void GL_Clear(int mask)
961 {
962         CHECKGLERROR
963         qglClear(mask);CHECKGLERROR
964 }
965
966 void GL_TransformToScreen(const vec4_t in, vec4_t out)
967 {
968         vec4_t temp;
969         float iw;
970         Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
971         Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
972         iw = 1.0f / out[3];
973         out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
974         out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
975         out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
976 }
977
978 // called at beginning of frame
979 void R_Mesh_Start(void)
980 {
981         BACKENDACTIVECHECK
982         CHECKGLERROR
983         if (gl_printcheckerror.integer && !gl_paranoid.integer)
984         {
985                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
986                 Cvar_SetValueQuick(&gl_paranoid, 1);
987         }
988         GL_Backend_ResetState();
989 }
990
991 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
992 {
993         int shaderobject;
994         int shadercompiled;
995         char compilelog[MAX_INPUTLINE];
996         shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
997         if (!shaderobject)
998                 return false;
999         qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1000         qglCompileShaderARB(shaderobject);CHECKGLERROR
1001         qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1002         qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1003         if (compilelog[0] && developer.integer > 0)
1004         {
1005                 int i, j, pretextlines = 0;
1006                 for (i = 0;i < numstrings - 1;i++)
1007                         for (j = 0;strings[i][j];j++)
1008                                 if (strings[i][j] == '\n')
1009                                         pretextlines++;
1010                 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1011         }
1012         if (!shadercompiled)
1013         {
1014                 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1015                 return false;
1016         }
1017         qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1018         qglDeleteObjectARB(shaderobject);CHECKGLERROR
1019         return true;
1020 }
1021
1022 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
1023 {
1024         GLint programlinked;
1025         GLuint programobject = 0;
1026         char linklog[MAX_INPUTLINE];
1027         CHECKGLERROR
1028
1029         programobject = qglCreateProgramObjectARB();CHECKGLERROR
1030         if (!programobject)
1031                 return 0;
1032
1033         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1034                 goto cleanup;
1035
1036 #ifdef GL_GEOMETRY_SHADER_ARB
1037         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1038                 goto cleanup;
1039 #endif
1040
1041         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1042                 goto cleanup;
1043
1044         qglLinkProgramARB(programobject);CHECKGLERROR
1045         qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1046         qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1047         if (linklog[0])
1048         {
1049                 Con_DPrintf("program link log:\n%s\n", linklog);
1050                 // software vertex shader is ok but software fragment shader is WAY
1051                 // too slow, fail program if so.
1052                 // NOTE: this string might be ATI specific, but that's ok because the
1053                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1054                 // software fragment shader due to low instruction and dependent
1055                 // texture limits.
1056                 if (strstr(linklog, "fragment shader will run in software"))
1057                         programlinked = false;
1058         }
1059         if (!programlinked)
1060                 goto cleanup;
1061         return programobject;
1062 cleanup:
1063         qglDeleteObjectARB(programobject);CHECKGLERROR
1064         return 0;
1065 }
1066
1067 void GL_Backend_FreeProgram(unsigned int prog)
1068 {
1069         CHECKGLERROR
1070         qglDeleteObjectARB(prog);
1071         CHECKGLERROR
1072 }
1073
1074 int gl_backend_rebindtextures;
1075
1076 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1077 {
1078         int i;
1079         if (offset)
1080         {
1081                 for (i = 0;i < count;i++)
1082                         *out++ = *in++ + offset;
1083         }
1084         else
1085                 memcpy(out, in, sizeof(*out) * count);
1086 }
1087
1088 // renders triangles using vertices from the active arrays
1089 int paranoidblah = 0;
1090 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1091 {
1092         unsigned int numelements = numtriangles * 3;
1093         if (numvertices < 3 || numtriangles < 1)
1094         {
1095                 Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, bufferobject3i, bufferobject3s);
1096                 return;
1097         }
1098         if (!gl_mesh_prefer_short_elements.integer)
1099         {
1100                 if (element3i)
1101                         element3s = NULL;
1102                 if (bufferobject3i)
1103                         bufferobject3s = 0;
1104         }
1105         if (element3i)
1106                 element3i += firsttriangle * 3;
1107         if (element3s)
1108                 element3s += firsttriangle * 3;
1109         if (gl_vbo.integer != 1)
1110                 bufferobject3i = bufferobject3s = 0;
1111         CHECKGLERROR
1112         r_refdef.stats.meshes++;
1113         r_refdef.stats.meshes_elements += numelements;
1114         if (gl_paranoid.integer)
1115         {
1116                 unsigned int i, j, size;
1117                 const int *p;
1118                 // note: there's no validation done here on buffer objects because it
1119                 // is somewhat difficult to get at the data, and gl_paranoid can be
1120                 // used without buffer objects if the need arises
1121                 // (the data could be gotten using glMapBuffer but it would be very
1122                 //  slow due to uncachable video memory reads)
1123                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1124                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1125                 CHECKGLERROR
1126                 if (gl_state.pointer_vertex)
1127                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1128                                 paranoidblah += *p;
1129                 if (gl_state.pointer_color_enabled)
1130                 {
1131                         if (!qglIsEnabled(GL_COLOR_ARRAY))
1132                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1133                         CHECKGLERROR
1134                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1135                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1136                                         paranoidblah += *p;
1137                 }
1138                 for (i = 0;i < backendarrayunits;i++)
1139                 {
1140                         if (gl_state.units[i].arrayenabled)
1141                         {
1142                                 GL_ClientActiveTexture(i);
1143                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1144                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1145                                 CHECKGLERROR
1146                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1147                                         for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
1148                                                 paranoidblah += *p;
1149                         }
1150                 }
1151                 if (element3i)
1152                 {
1153                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1154                         {
1155                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1156                                 {
1157                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1158                                         return;
1159                                 }
1160                         }
1161                 }
1162                 if (element3s)
1163                 {
1164                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1165                         {
1166                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1167                                 {
1168                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1169                                         return;
1170                                 }
1171                         }
1172                 }
1173                 CHECKGLERROR
1174         }
1175         if (r_render.integer)
1176         {
1177                 CHECKGLERROR
1178                 if (gl_mesh_testmanualfeeding.integer)
1179                 {
1180                         unsigned int i, j, element;
1181                         const GLfloat *p;
1182                         qglBegin(GL_TRIANGLES);
1183                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1184                         {
1185                                 element = element3i ? element3i[i] : element3s[i];
1186                                 for (j = 0;j < backendarrayunits;j++)
1187                                 {
1188                                         if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1189                                         {
1190                                                 if (backendarrayunits > 1)
1191                                                 {
1192                                                         if (gl_state.units[j].arraycomponents == 4)
1193                                                         {
1194                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1195                                                                 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1196                                                         }
1197                                                         else if (gl_state.units[j].arraycomponents == 3)
1198                                                         {
1199                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1200                                                                 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1201                                                         }
1202                                                         else if (gl_state.units[j].arraycomponents == 2)
1203                                                         {
1204                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1205                                                                 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1206                                                         }
1207                                                         else
1208                                                         {
1209                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1210                                                                 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1211                                                         }
1212                                                 }
1213                                                 else
1214                                                 {
1215                                                         if (gl_state.units[j].arraycomponents == 4)
1216                                                         {
1217                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1218                                                                 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1219                                                         }
1220                                                         else if (gl_state.units[j].arraycomponents == 3)
1221                                                         {
1222                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1223                                                                 qglTexCoord3f(p[0], p[1], p[2]);
1224                                                         }
1225                                                         else if (gl_state.units[j].arraycomponents == 2)
1226                                                         {
1227                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1228                                                                 qglTexCoord2f(p[0], p[1]);
1229                                                         }
1230                                                         else
1231                                                         {
1232                                                                 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1233                                                                 qglTexCoord1f(p[0]);
1234                                                         }
1235                                                 }
1236                                         }
1237                                 }
1238                                 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1239                                 {
1240                                         p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1241                                         qglColor4f(p[0], p[1], p[2], p[3]);
1242                                 }
1243                                 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1244                                 qglVertex3f(p[0], p[1], p[2]);
1245                         }
1246                         qglEnd();
1247                         CHECKGLERROR
1248                 }
1249                 else if (gl_mesh_testarrayelement.integer)
1250                 {
1251                         int i;
1252                         qglBegin(GL_TRIANGLES);
1253                         if (element3i)
1254                         {
1255                                 for (i = 0;i < numtriangles * 3;i++)
1256                                         qglArrayElement(element3i[i]);
1257                         }
1258                         else if (element3s)
1259                         {
1260                                 for (i = 0;i < numtriangles * 3;i++)
1261                                         qglArrayElement(element3s[i]);
1262                         }
1263                         qglEnd();
1264                         CHECKGLERROR
1265                 }
1266                 else if (bufferobject3s)
1267                 {
1268                         GL_BindEBO(bufferobject3s);
1269                         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1270                         {
1271                                 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1272                                 CHECKGLERROR
1273                         }
1274                         else
1275                         {
1276                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1277                                 CHECKGLERROR
1278                         }
1279                 }
1280                 else if (bufferobject3i)
1281                 {
1282                         GL_BindEBO(bufferobject3i);
1283                         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1284                         {
1285                                 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1286                                 CHECKGLERROR
1287                         }
1288                         else
1289                         {
1290                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1291                                 CHECKGLERROR
1292                         }
1293                 }
1294                 else if (element3s)
1295                 {
1296                         GL_BindEBO(0);
1297                         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1298                         {
1299                                 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, element3s);
1300                                 CHECKGLERROR
1301                         }
1302                         else
1303                         {
1304                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1305                                 CHECKGLERROR
1306                         }
1307                 }
1308                 else if (element3i)
1309                 {
1310                         GL_BindEBO(0);
1311                         if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1312                         {
1313                                 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, element3i);
1314                                 CHECKGLERROR
1315                         }
1316                         else
1317                         {
1318                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1319                                 CHECKGLERROR
1320                         }
1321                 }
1322         }
1323 }
1324
1325 // restores backend state, used when done with 3D rendering
1326 void R_Mesh_Finish(void)
1327 {
1328         unsigned int i;
1329         BACKENDACTIVECHECK
1330         CHECKGLERROR
1331         GL_LockArrays(0, 0);
1332         CHECKGLERROR
1333
1334         for (i = 0;i < backendimageunits;i++)
1335         {
1336                 GL_ActiveTexture(i);
1337                 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1338                 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1339                 if (gl_texture3d)
1340                 {
1341                         qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1342                 }
1343                 if (gl_texturecubemap)
1344                 {
1345                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1346                 }
1347         }
1348         for (i = 0;i < backendarrayunits;i++)
1349         {
1350                 GL_ActiveTexture(backendarrayunits - 1 - i);
1351                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1352         }
1353         for (i = 0;i < backendunits;i++)
1354         {
1355                 GL_ActiveTexture(backendunits - 1 - i);
1356                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1357                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1358                 if (gl_texture3d)
1359                 {
1360                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1361                 }
1362                 if (gl_texturecubemap)
1363                 {
1364                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1365                 }
1366                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1367                 if (gl_combine.integer)
1368                 {
1369                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1370                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1371                 }
1372         }
1373         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1374         qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1375
1376         qglDisable(GL_BLEND);CHECKGLERROR
1377         qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1378         qglDepthMask(GL_TRUE);CHECKGLERROR
1379         qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1380 }
1381
1382 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1383 {
1384         gl_bufferobjectinfo_t *info;
1385         GLuint bufferobject;
1386
1387         if (!gl_vbo.integer)
1388                 return 0;
1389
1390         qglGenBuffersARB(1, &bufferobject);
1391         switch(target)
1392         {
1393         case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1394         case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1395         default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1396         }
1397         qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1398
1399         info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1400         memset(info, 0, sizeof(*info));
1401         info->target = target;
1402         info->object = bufferobject;
1403         info->size = size;
1404         strlcpy(info->name, name, sizeof(info->name));
1405
1406         return (int)bufferobject;
1407 }
1408
1409 void R_Mesh_DestroyBufferObject(int bufferobject)
1410 {
1411         int i, endindex;
1412         gl_bufferobjectinfo_t *info;
1413
1414         qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1415
1416         endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1417         for (i = 0;i < endindex;i++)
1418         {
1419                 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1420                 if (!info)
1421                         continue;
1422                 if (info->object == bufferobject)
1423                 {
1424                         Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1425                         break;
1426                 }
1427         }
1428 }
1429
1430 void GL_Mesh_ListVBOs(qboolean printeach)
1431 {
1432         int i, endindex;
1433         size_t ebocount = 0, ebomemory = 0;
1434         size_t vbocount = 0, vbomemory = 0;
1435         gl_bufferobjectinfo_t *info;
1436         endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1437         for (i = 0;i < endindex;i++)
1438         {
1439                 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1440                 if (!info)
1441                         continue;
1442                 switch(info->target)
1443                 {
1444                 case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1445                 case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1446                 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1447                 }
1448         }
1449         Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
1450 }
1451
1452 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1453 {
1454         if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1455         {
1456                 double glmatrix[16];
1457                 backend_modelmatrix = *matrix;
1458                 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1459                 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1460                 CHECKGLERROR
1461                 qglLoadMatrixd(glmatrix);CHECKGLERROR
1462         }
1463 }
1464
1465 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1466 {
1467         if (!gl_vbo.integer)
1468                 bufferobject = 0;
1469         if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1470         {
1471                 gl_state.pointer_vertex = vertex3f;
1472                 gl_state.pointer_vertex_buffer = bufferobject;
1473                 gl_state.pointer_vertex_offset = bufferoffset;
1474                 CHECKGLERROR
1475                 GL_BindVBO(bufferobject);
1476                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1477         }
1478 }
1479
1480 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1481 {
1482         // note: this can not rely on bufferobject to decide whether a color array
1483         // is supplied, because surfmesh_t shares one vbo for all arrays, which
1484         // means that a valid vbo may be supplied even if there is no color array.
1485         if (color4f)
1486         {
1487                 if (!gl_vbo.integer)
1488                         bufferobject = 0;
1489                 // caller wants color array enabled
1490                 if (!gl_state.pointer_color_enabled)
1491                 {
1492                         gl_state.pointer_color_enabled = true;
1493                         CHECKGLERROR
1494                         qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1495                 }
1496                 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1497                 {
1498                         gl_state.pointer_color = color4f;
1499                         gl_state.pointer_color_buffer = bufferobject;
1500                         gl_state.pointer_color_offset = bufferoffset;
1501                         CHECKGLERROR
1502                         GL_BindVBO(bufferobject);
1503                         qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1504                 }
1505         }
1506         else
1507         {
1508                 // caller wants color array disabled
1509                 if (gl_state.pointer_color_enabled)
1510                 {
1511                         gl_state.pointer_color_enabled = false;
1512                         CHECKGLERROR
1513                         qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1514                         // when color array is on the glColor gets trashed, set it again
1515                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1516                 }
1517         }
1518 }
1519
1520 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1521 {
1522         gltextureunit_t *unit = gl_state.units + unitnum;
1523         // update array settings
1524         CHECKGLERROR
1525         // note: there is no need to check bufferobject here because all cases
1526         // that involve a valid bufferobject also supply a texcoord array
1527         if (texcoord)
1528         {
1529                 if (!gl_vbo.integer)
1530                         bufferobject = 0;
1531                 // texture array unit is enabled, enable the array
1532                 if (!unit->arrayenabled)
1533                 {
1534                         unit->arrayenabled = true;
1535                         GL_ClientActiveTexture(unitnum);
1536                         qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1537                 }
1538                 // texcoord array
1539                 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1540                 {
1541                         unit->pointer_texcoord = texcoord;
1542                         unit->pointer_texcoord_buffer = bufferobject;
1543                         unit->pointer_texcoord_offset = bufferoffset;
1544                         unit->arraycomponents = numcomponents;
1545                         GL_ClientActiveTexture(unitnum);
1546                         GL_BindVBO(bufferobject);
1547                         qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1548                 }
1549         }
1550         else
1551         {
1552                 // texture array unit is disabled, disable the array
1553                 if (unit->arrayenabled)
1554                 {
1555                         unit->arrayenabled = false;
1556                         GL_ClientActiveTexture(unitnum);
1557                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1558                 }
1559         }
1560 }
1561
1562 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1563 {
1564         gltextureunit_t *unit = gl_state.units + unitnum;
1565         if (unitnum >= backendimageunits)
1566                 return;
1567         // update 1d texture binding
1568         if (unit->t1d != tex1d)
1569         {
1570                 GL_ActiveTexture(unitnum);
1571                 if (unitnum < backendunits)
1572                 {
1573                         if (tex1d)
1574                         {
1575                                 if (unit->t1d == 0)
1576                                 {
1577                                         qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1578                                 }
1579                         }
1580                         else
1581                         {
1582                                 if (unit->t1d)
1583                                 {
1584                                         qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1585                                 }
1586                         }
1587                 }
1588                 unit->t1d = tex1d;
1589                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1590         }
1591         // update 2d texture binding
1592         if (unit->t2d != tex2d)
1593         {
1594                 GL_ActiveTexture(unitnum);
1595                 if (unitnum < backendunits)
1596                 {
1597                         if (tex2d)
1598                         {
1599                                 if (unit->t2d == 0)
1600                                 {
1601                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1602                                 }
1603                         }
1604                         else
1605                         {
1606                                 if (unit->t2d)
1607                                 {
1608                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1609                                 }
1610                         }
1611                 }
1612                 unit->t2d = tex2d;
1613                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1614         }
1615         // update 3d texture binding
1616         if (unit->t3d != tex3d)
1617         {
1618                 GL_ActiveTexture(unitnum);
1619                 if (unitnum < backendunits)
1620                 {
1621                         if (tex3d)
1622                         {
1623                                 if (unit->t3d == 0)
1624                                 {
1625                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1626                                 }
1627                         }
1628                         else
1629                         {
1630                                 if (unit->t3d)
1631                                 {
1632                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1633                                 }
1634                         }
1635                 }
1636                 unit->t3d = tex3d;
1637                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1638         }
1639         // update cubemap texture binding
1640         if (unit->tcubemap != texcubemap)
1641         {
1642                 GL_ActiveTexture(unitnum);
1643                 if (unitnum < backendunits)
1644                 {
1645                         if (texcubemap)
1646                         {
1647                                 if (unit->tcubemap == 0)
1648                                 {
1649                                         qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1650                                 }
1651                         }
1652                         else
1653                         {
1654                                 if (unit->tcubemap)
1655                                 {
1656                                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1657                                 }
1658                         }
1659                 }
1660                 unit->tcubemap = texcubemap;
1661                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1662         }
1663 }
1664
1665 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1666 {
1667         gltextureunit_t *unit = gl_state.units + unitnum;
1668         if (unitnum >= backendimageunits)
1669                 return;
1670         // update 1d texture binding
1671         if (unit->t1d != texnum)
1672         {
1673                 GL_ActiveTexture(unitnum);
1674                 if (unitnum < backendunits)
1675                 {
1676                         if (texnum)
1677                         {
1678                                 if (unit->t1d == 0)
1679                                 {
1680                                         qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1681                                 }
1682                         }
1683                         else
1684                         {
1685                                 if (unit->t1d)
1686                                 {
1687                                         qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1688                                 }
1689                         }
1690                 }
1691                 unit->t1d = texnum;
1692                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1693         }
1694         // update 2d texture binding
1695         if (unit->t2d)
1696         {
1697                 GL_ActiveTexture(unitnum);
1698                 if (unitnum < backendunits)
1699                 {
1700                         if (unit->t2d)
1701                         {
1702                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1703                         }
1704                 }
1705                 unit->t2d = 0;
1706                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1707         }
1708         // update 3d texture binding
1709         if (unit->t3d)
1710         {
1711                 GL_ActiveTexture(unitnum);
1712                 if (unitnum < backendunits)
1713                 {
1714                         if (unit->t3d)
1715                         {
1716                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1717                         }
1718                 }
1719                 unit->t3d = 0;
1720                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1721         }
1722         // update cubemap texture binding
1723         if (unit->tcubemap)
1724         {
1725                 GL_ActiveTexture(unitnum);
1726                 if (unitnum < backendunits)
1727                 {
1728                         if (unit->tcubemap)
1729                         {
1730                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1731                         }
1732                 }
1733                 unit->tcubemap = 0;
1734                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1735         }
1736 }
1737
1738 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1739 {
1740         gltextureunit_t *unit = gl_state.units + unitnum;
1741         if (unitnum >= backendimageunits)
1742                 return;
1743         // update 1d texture binding
1744         if (unit->t1d)
1745         {
1746                 GL_ActiveTexture(unitnum);
1747                 if (unitnum < backendunits)
1748                 {
1749                         if (unit->t1d)
1750                         {
1751                                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1752                         }
1753                 }
1754                 unit->t1d = 0;
1755                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1756         }
1757         // update 2d texture binding
1758         if (unit->t2d != texnum)
1759         {
1760                 GL_ActiveTexture(unitnum);
1761                 if (unitnum < backendunits)
1762                 {
1763                         if (texnum)
1764                         {
1765                                 if (unit->t2d == 0)
1766                                 {
1767                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1768                                 }
1769                         }
1770                         else
1771                         {
1772                                 if (unit->t2d)
1773                                 {
1774                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1775                                 }
1776                         }
1777                 }
1778                 unit->t2d = texnum;
1779                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1780         }
1781         // update 3d texture binding
1782         if (unit->t3d)
1783         {
1784                 GL_ActiveTexture(unitnum);
1785                 if (unitnum < backendunits)
1786                 {
1787                         if (unit->t3d)
1788                         {
1789                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1790                         }
1791                 }
1792                 unit->t3d = 0;
1793                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1794         }
1795         // update cubemap texture binding
1796         if (unit->tcubemap != 0)
1797         {
1798                 GL_ActiveTexture(unitnum);
1799                 if (unitnum < backendunits)
1800                 {
1801                         if (unit->tcubemap)
1802                         {
1803                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1804                         }
1805                 }
1806                 unit->tcubemap = 0;
1807                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1808         }
1809 }
1810
1811 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1812 {
1813         gltextureunit_t *unit = gl_state.units + unitnum;
1814         if (unitnum >= backendimageunits)
1815                 return;
1816         // update 1d texture binding
1817         if (unit->t1d)
1818         {
1819                 GL_ActiveTexture(unitnum);
1820                 if (unitnum < backendunits)
1821                 {
1822                         if (unit->t1d)
1823                         {
1824                                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1825                         }
1826                 }
1827                 unit->t1d = 0;
1828                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1829         }
1830         // update 2d texture binding
1831         if (unit->t2d)
1832         {
1833                 GL_ActiveTexture(unitnum);
1834                 if (unitnum < backendunits)
1835                 {
1836                         if (unit->t2d)
1837                         {
1838                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1839                         }
1840                 }
1841                 unit->t2d = 0;
1842                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1843         }
1844         // update 3d texture binding
1845         if (unit->t3d != texnum)
1846         {
1847                 GL_ActiveTexture(unitnum);
1848                 if (unitnum < backendunits)
1849                 {
1850                         if (texnum)
1851                         {
1852                                 if (unit->t3d == 0)
1853                                 {
1854                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1855                                 }
1856                         }
1857                         else
1858                         {
1859                                 if (unit->t3d)
1860                                 {
1861                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1862                                 }
1863                         }
1864                 }
1865                 unit->t3d = texnum;
1866                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1867         }
1868         // update cubemap texture binding
1869         if (unit->tcubemap != 0)
1870         {
1871                 GL_ActiveTexture(unitnum);
1872                 if (unitnum < backendunits)
1873                 {
1874                         if (unit->tcubemap)
1875                         {
1876                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1877                         }
1878                 }
1879                 unit->tcubemap = 0;
1880                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1881         }
1882 }
1883
1884 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1885 {
1886         gltextureunit_t *unit = gl_state.units + unitnum;
1887         if (unitnum >= backendimageunits)
1888                 return;
1889         // update 1d texture binding
1890         if (unit->t1d)
1891         {
1892                 GL_ActiveTexture(unitnum);
1893                 if (unitnum < backendunits)
1894                 {
1895                         if (unit->t1d)
1896                         {
1897                                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1898                         }
1899                 }
1900                 unit->t1d = 0;
1901                 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1902         }
1903         // update 2d texture binding
1904         if (unit->t2d)
1905         {
1906                 GL_ActiveTexture(unitnum);
1907                 if (unitnum < backendunits)
1908                 {
1909                         if (unit->t2d)
1910                         {
1911                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1912                         }
1913                 }
1914                 unit->t2d = 0;
1915                 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1916         }
1917         // update 3d texture binding
1918         if (unit->t3d)
1919         {
1920                 GL_ActiveTexture(unitnum);
1921                 if (unitnum < backendunits)
1922                 {
1923                         if (unit->t3d)
1924                         {
1925                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1926                         }
1927                 }
1928                 unit->t3d = 0;
1929                 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1930         }
1931         // update cubemap texture binding
1932         if (unit->tcubemap != texnum)
1933         {
1934                 GL_ActiveTexture(unitnum);
1935                 if (unitnum < backendunits)
1936                 {
1937                         if (texnum)
1938                         {
1939                                 if (unit->tcubemap == 0)
1940                                 {
1941                                         qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1942                                 }
1943                         }
1944                         else
1945                         {
1946                                 if (unit->tcubemap)
1947                                 {
1948                                         qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1949                                 }
1950                         }
1951                 }
1952                 unit->tcubemap = texnum;
1953                 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1954         }
1955 }
1956
1957 static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
1958
1959 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1960 {
1961         gltextureunit_t *unit = gl_state.units + unitnum;
1962         if (matrix->m[3][3])
1963         {
1964                 // texmatrix specified, check if it is different
1965                 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1966                 {
1967                         double glmatrix[16];
1968                         unit->texmatrixenabled = true;
1969                         unit->matrix = *matrix;
1970                         CHECKGLERROR
1971                         Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1972                         GL_ActiveTexture(unitnum);
1973                         GL_ClientActiveTexture(unitnum);
1974                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1975                         qglLoadMatrixd(glmatrix);CHECKGLERROR
1976                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1977                 }
1978         }
1979         else
1980         {
1981                 // no texmatrix specified, revert to identity
1982                 if (unit->texmatrixenabled)
1983                 {
1984                         unit->texmatrixenabled = false;
1985                         unit->matrix = identitymatrix;
1986                         CHECKGLERROR
1987                         GL_ActiveTexture(unitnum);
1988                         GL_ClientActiveTexture(unitnum);
1989                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1990                         if (gl_workaround_mac_texmatrix.integer)
1991                         {
1992                                 qglLoadMatrixd(gl_identitymatrix);CHECKGLERROR
1993                                 if (gl_workaround_mac_texmatrix.integer == 2)
1994                                         qglLoadIdentity();CHECKGLERROR
1995                         }
1996                         else
1997                         {
1998                                 qglLoadIdentity();CHECKGLERROR
1999                         }
2000                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2001                 }
2002         }
2003 }
2004
2005 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
2006 {
2007         gltextureunit_t *unit = gl_state.units + unitnum;
2008         CHECKGLERROR
2009         if (gl_combine.integer)
2010         {
2011                 // GL_ARB_texture_env_combine
2012                 if (!combinergb)
2013                         combinergb = GL_MODULATE;
2014                 if (!combinealpha)
2015                         combinealpha = GL_MODULATE;
2016                 if (!rgbscale)
2017                         rgbscale = 1;
2018                 if (!alphascale)
2019                         alphascale = 1;
2020                 if (unit->combinergb != combinergb)
2021                 {
2022                         unit->combinergb = combinergb;
2023                         GL_ActiveTexture(unitnum);
2024                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2025                 }
2026                 if (unit->combinealpha != combinealpha)
2027                 {
2028                         unit->combinealpha = combinealpha;
2029                         GL_ActiveTexture(unitnum);
2030                         qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2031                 }
2032                 if (unit->rgbscale != rgbscale)
2033                 {
2034                         GL_ActiveTexture(unitnum);
2035                         qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
2036                 }
2037                 if (unit->alphascale != alphascale)
2038                 {
2039                         GL_ActiveTexture(unitnum);
2040                         qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
2041                 }
2042         }
2043         else
2044         {
2045                 // normal GL texenv
2046                 if (!combinergb)
2047                         combinergb = GL_MODULATE;
2048                 if (unit->combinergb != combinergb)
2049                 {
2050                         unit->combinergb = combinergb;
2051                         GL_ActiveTexture(unitnum);
2052                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2053                 }
2054         }
2055 }
2056
2057 void R_Mesh_TextureState(const rmeshstate_t *m)
2058 {
2059         unsigned int i;
2060
2061         BACKENDACTIVECHECK
2062
2063         CHECKGLERROR
2064         if (gl_backend_rebindtextures)
2065         {
2066                 gl_backend_rebindtextures = false;
2067                 GL_SetupTextureState();
2068                 CHECKGLERROR
2069         }
2070
2071         for (i = 0;i < backendimageunits;i++)
2072                 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
2073         for (i = 0;i < backendarrayunits;i++)
2074         {
2075                 if (m->pointer_texcoord3f[i])
2076                         R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2077                 else
2078                         R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2079         }
2080         for (i = 0;i < backendunits;i++)
2081         {
2082                 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
2083                 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
2084         }
2085         CHECKGLERROR
2086 }
2087
2088 void R_Mesh_ResetTextureState(void)
2089 {
2090         unsigned int unitnum;
2091
2092         BACKENDACTIVECHECK
2093
2094         CHECKGLERROR
2095         if (gl_backend_rebindtextures)
2096         {
2097                 gl_backend_rebindtextures = false;
2098                 GL_SetupTextureState();
2099                 CHECKGLERROR
2100         }
2101
2102         for (unitnum = 0;unitnum < backendimageunits;unitnum++)
2103         {
2104                 gltextureunit_t *unit = gl_state.units + unitnum;
2105                 // update 1d texture binding
2106                 if (unit->t1d)
2107                 {
2108                         GL_ActiveTexture(unitnum);
2109                         if (unitnum < backendunits)
2110                         {
2111                                 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2112                         }
2113                         unit->t1d = 0;
2114                         qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2115                 }
2116                 // update 2d texture binding
2117                 if (unit->t2d)
2118                 {
2119                         GL_ActiveTexture(unitnum);
2120                         if (unitnum < backendunits)
2121                         {
2122                                 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2123                         }
2124                         unit->t2d = 0;
2125                         qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2126                 }
2127                 // update 3d texture binding
2128                 if (unit->t3d)
2129                 {
2130                         GL_ActiveTexture(unitnum);
2131                         if (unitnum < backendunits)
2132                         {
2133                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2134                         }
2135                         unit->t3d = 0;
2136                         qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2137                 }
2138                 // update cubemap texture binding
2139                 if (unit->tcubemap)
2140                 {
2141                         GL_ActiveTexture(unitnum);
2142                         if (unitnum < backendunits)
2143                         {
2144                                 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2145                         }
2146                         unit->tcubemap = 0;
2147                         qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2148                 }
2149         }
2150         for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
2151         {
2152                 gltextureunit_t *unit = gl_state.units + unitnum;
2153                 // texture array unit is disabled, disable the array
2154                 if (unit->arrayenabled)
2155                 {
2156                         unit->arrayenabled = false;
2157                         GL_ClientActiveTexture(unitnum);
2158                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2159                 }
2160         }
2161         for (unitnum = 0;unitnum < backendunits;unitnum++)
2162         {
2163                 gltextureunit_t *unit = gl_state.units + unitnum;
2164                 // no texmatrix specified, revert to identity
2165                 if (unit->texmatrixenabled)
2166                 {
2167                         unit->texmatrixenabled = false;
2168                         unit->matrix = identitymatrix;
2169                         CHECKGLERROR
2170                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2171                         GL_ActiveTexture(unitnum);
2172                         qglLoadIdentity();CHECKGLERROR
2173                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2174                 }
2175                 if (gl_combine.integer)
2176                 {
2177                         // GL_ARB_texture_env_combine
2178                         if (unit->combinergb != GL_MODULATE)
2179                         {
2180                                 unit->combinergb = GL_MODULATE;
2181                                 GL_ActiveTexture(unitnum);
2182                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2183                         }
2184                         if (unit->combinealpha != GL_MODULATE)
2185                         {
2186                                 unit->combinealpha = GL_MODULATE;
2187                                 GL_ActiveTexture(unitnum);
2188                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2189                         }
2190                         if (unit->rgbscale != 1)
2191                         {
2192                                 GL_ActiveTexture(unitnum);
2193                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2194                         }
2195                         if (unit->alphascale != 1)
2196                         {
2197                                 GL_ActiveTexture(unitnum);
2198                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2199                         }
2200                 }
2201                 else
2202                 {
2203                         // normal GL texenv
2204                         if (unit->combinergb != GL_MODULATE)
2205                         {
2206                                 unit->combinergb = GL_MODULATE;
2207                                 GL_ActiveTexture(unitnum);
2208                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2209                         }
2210                 }
2211         }
2212 }