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