4 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
8 cvar_t r_render = {0, "r_render", "1"};
9 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
10 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
12 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
13 // too large for the buffers in the previous frame
14 int overflowedverts = 0;
16 int gl_maxdrawrangeelementsvertices;
17 int gl_maxdrawrangeelementsindices;
22 void GL_PrintError(int errornumber, char *filename, int linenumber)
26 #ifdef GL_INVALID_ENUM
28 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
31 #ifdef GL_INVALID_VALUE
32 case GL_INVALID_VALUE:
33 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
36 #ifdef GL_INVALID_OPERATION
37 case GL_INVALID_OPERATION:
38 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
41 #ifdef GL_STACK_OVERFLOW
42 case GL_STACK_OVERFLOW:
43 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
46 #ifdef GL_STACK_UNDERFLOW
47 case GL_STACK_UNDERFLOW:
48 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
51 #ifdef GL_OUT_OF_MEMORY
52 case GL_OUT_OF_MEMORY:
53 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
56 #ifdef GL_TABLE_TOO_LARGE
57 case GL_TABLE_TOO_LARGE:
58 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
62 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 static float viewdist;
71 // sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
72 static int vpnbit0, vpnbit1, vpnbit2;
74 int c_meshs, c_meshtris;
78 float overbrightscale;
80 void SCR_ScreenShot_f (void);
83 static int max_verts; // always max_tris * 3
85 typedef struct buf_mesh_s
89 int blendfunc1, blendfunc2;
90 int textures[MAX_TEXTUREUNITS];
91 int texturergbscale[MAX_TEXTUREUNITS];
97 struct buf_mesh_s *chain;
101 typedef struct buf_tri_s
131 static int currenttriangle, currentvertex, backendunits, backendactive;
132 static buf_mesh_t buf_mesh;
133 static buf_tri_t *buf_tri;
134 static buf_vertex_t *buf_vertex;
135 static buf_fcolor_t *buf_fcolor;
136 static buf_bcolor_t *buf_bcolor;
137 static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
139 static mempool_t *gl_backend_mempool;
140 static int resizingbuffers = false;
142 static void gl_backend_start(void)
146 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
147 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
149 Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
150 if (qglDrawRangeElements != NULL)
151 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
152 if (strstr(gl_renderer, "3Dfx"))
154 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
155 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
159 max_verts = max_tris * 3;
161 if (!gl_backend_mempool)
162 gl_backend_mempool = Mem_AllocPool("GL_Backend");
164 #define BACKENDALLOC(var, count, sizeofstruct, varname)\
166 var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
168 Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
169 memset(var, 0, count * sizeof(sizeofstruct));\
172 BACKENDALLOC(buf_tri, max_tris, buf_tri_t, "buf_tri")
173 BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
174 BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
175 BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
177 for (i = 0;i < MAX_TEXTUREUNITS;i++)
179 // only allocate as many texcoord arrays as we need
180 if (i < gl_textureunits)
182 BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
186 buf_texcoord[i] = NULL;
189 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
190 backendactive = true;
193 static void gl_backend_shutdown(void)
195 Con_Printf("OpenGL Backend shutting down\n");
198 Mem_EmptyPool(gl_backend_mempool);
200 Mem_FreePool(&gl_backend_mempool);
203 backendactive = false;
206 static void gl_backend_bufferchanges(int init)
208 if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
209 Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
212 if (gl_mesh_drawmode.integer < 0)
213 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
214 if (gl_mesh_drawmode.integer > 3)
215 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
217 if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
219 // change drawmode 3 to 2 if 3 won't work at all
220 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
223 // 21760 is (65536 / 3) rounded off to a multiple of 128
224 if (gl_mesh_maxtriangles.integer < 1024)
225 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
226 if (gl_mesh_maxtriangles.integer > 21760)
227 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
229 if (max_tris != gl_mesh_maxtriangles.integer)
231 max_tris = gl_mesh_maxtriangles.integer;
235 resizingbuffers = true;
236 gl_backend_shutdown();
238 resizingbuffers = false;
243 static void gl_backend_newmap(void)
247 void gl_backend_init(void)
249 Cvar_RegisterVariable(&r_render);
250 Cvar_RegisterVariable(&gl_dither);
251 Cvar_RegisterVariable(&gl_lockarrays);
253 Cvar_SetValue("r_render", 0);
256 Cvar_RegisterVariable(&gl_mesh_maxtriangles);
257 Cvar_RegisterVariable(&gl_mesh_floatcolors);
258 Cvar_RegisterVariable(&gl_mesh_drawmode);
259 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
260 gl_backend_bufferchanges(true);
263 int arraylocked = false;
265 void GL_LockArray(int first, int count)
267 if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
269 qglLockArraysEXT(first, count);
275 void GL_UnlockArray(void)
279 qglUnlockArraysEXT();
290 static void GL_SetupFrame (void)
293 double fovx, fovy, zNear, zFar, aspect;
295 if (!r_render.integer)
298 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
301 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
302 qglLoadIdentity ();CHECKGLERROR
304 // y is weird beause OpenGL is bottom to top, we use top to bottom
305 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
309 zFar = r_mesh_farclip;
314 fovx = r_refdef.fov_x;
315 fovy = r_refdef.fov_y;
316 aspect = r_refdef.width / r_refdef.height;
319 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
320 ymax = zNear * tan(fovy * M_PI / 360.0);
323 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
325 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
326 qglLoadIdentity ();CHECKGLERROR
329 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
330 qglRotatef (90, 0, 0, 1);CHECKGLERROR
332 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
333 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
334 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
336 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
348 int texture[MAX_TEXTUREUNITS];
349 float texturergbscale[MAX_TEXTUREUNITS];
353 void GL_SetupTextureState(void)
356 if (backendunits > 1)
358 for (i = 0;i < backendunits;i++)
360 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
361 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
362 if (gl_combine.integer)
364 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
365 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
366 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
367 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
368 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
369 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
370 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
371 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
372 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
373 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
374 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
375 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
376 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
377 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
378 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
379 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
380 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
384 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
386 if (gl_state.texture[i])
388 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
392 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
394 if (gl_mesh_drawmode.integer > 0)
396 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
397 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
398 if (gl_state.texture[i])
400 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
404 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
411 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
412 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
413 if (gl_state.texture[0])
415 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
419 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
421 if (gl_mesh_drawmode.integer > 0)
423 qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
424 if (gl_state.texture[0])
426 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
430 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
436 // called at beginning of frame
438 void R_Mesh_Start(float farclip)
442 Sys_Error("R_Mesh_Clear: called when backend is not active\n");
446 gl_backend_bufferchanges(false);
450 r_mesh_farclip = farclip;
451 viewdist = DotProduct(r_origin, vpn);
452 vpnbit0 = vpn[0] < 0;
453 vpnbit1 = vpn[1] < 0;
454 vpnbit2 = vpn[2] < 0;
462 gl_state.clientunit = 0;
464 for (i = 0;i < backendunits;i++)
466 gl_state.texture[i] = 0;
467 gl_state.texturergbscale[i] = 1;
470 qglEnable(GL_CULL_FACE);CHECKGLERROR
471 qglCullFace(GL_FRONT);CHECKGLERROR
473 gl_state.depthtest = true;
474 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
476 gl_state.blendfunc1 = GL_ONE;
477 gl_state.blendfunc2 = GL_ZERO;
478 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
481 qglDisable(GL_BLEND);CHECKGLERROR
483 gl_state.depthmask = GL_TRUE;
484 qglDepthMask(gl_state.depthmask);CHECKGLERROR
487 if (gl_mesh_drawmode.integer > 0)
490 qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
491 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
492 if (gl_mesh_floatcolors.integer)
494 qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
498 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
500 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
503 GL_SetupTextureState();
506 int gl_backend_rebindtextures;
508 void GL_ConvertColorsFloatToByte(void)
511 // LordHavoc: to avoid problems with aliasing (treating memory as two
512 // different types - exactly what this is doing), these must be volatile
514 volatile int *icolor;
515 volatile float *fcolor;
518 total = currentvertex * 4;
520 // shift float to have 8bit fraction at base of number
521 fcolor = &buf_fcolor->c[0];
522 for (i = 0;i < total;)
524 fcolor[i ] += 32768.0f;
525 fcolor[i + 1] += 32768.0f;
526 fcolor[i + 2] += 32768.0f;
527 fcolor[i + 3] += 32768.0f;
531 // then read as integer and kill float bits...
532 icolor = (int *)&buf_fcolor->c[0];
533 bcolor = &buf_bcolor->c[0];
534 for (i = 0;i < total;)
536 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
537 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
538 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
539 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
544 void GL_MeshState(void)
547 if (backendunits > 1)
549 for (i = 0;i < backendunits;i++)
551 if (gl_state.texture[i] != buf_mesh.textures[i])
553 if (gl_state.unit != i)
555 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
557 if (gl_state.texture[i] == 0)
559 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
560 // have to disable texcoord array on disabled texture
561 // units due to NVIDIA driver bug with
562 // compiled_vertex_array
563 if (gl_state.clientunit != i)
565 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
567 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
569 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = buf_mesh.textures[i]));CHECKGLERROR
570 if (gl_state.texture[i] == 0)
572 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
573 // have to disable texcoord array on disabled texture
574 // units due to NVIDIA driver bug with
575 // compiled_vertex_array
576 if (gl_state.clientunit != i)
578 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
580 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
583 if (gl_state.texturergbscale[i] != buf_mesh.texturergbscale[i])
585 if (gl_state.unit != i)
587 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
589 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = buf_mesh.texturergbscale[i]));CHECKGLERROR
595 if (gl_state.texture[0] != buf_mesh.textures[0])
597 if (gl_state.texture[0] == 0)
599 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
600 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
602 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = buf_mesh.textures[0]));CHECKGLERROR
603 if (gl_state.texture[0] == 0)
605 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
606 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
610 if (gl_state.blendfunc1 != buf_mesh.blendfunc1 || gl_state.blendfunc2 != buf_mesh.blendfunc2)
612 qglBlendFunc(gl_state.blendfunc1 = buf_mesh.blendfunc1, gl_state.blendfunc2 = buf_mesh.blendfunc2);CHECKGLERROR
613 if (gl_state.blendfunc2 == GL_ZERO)
615 if (gl_state.blendfunc1 == GL_ONE)
620 qglDisable(GL_BLEND);CHECKGLERROR
628 qglEnable(GL_BLEND);CHECKGLERROR
637 qglEnable(GL_BLEND);CHECKGLERROR
641 if (gl_state.depthtest != buf_mesh.depthtest)
643 gl_state.depthtest = buf_mesh.depthtest;
644 if (gl_state.depthtest)
645 qglEnable(GL_DEPTH_TEST);
647 qglDisable(GL_DEPTH_TEST);
649 if (gl_state.depthmask != buf_mesh.depthmask)
651 qglDepthMask(gl_state.depthmask = buf_mesh.depthmask);CHECKGLERROR
655 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
657 unsigned int i, j, in;
658 if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
660 // GL 1.2 or GL 1.1 with extension
661 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
663 else if (gl_mesh_drawmode.integer >= 2)
666 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
668 else if (gl_mesh_drawmode.integer >= 1)
671 // feed it manually using glArrayElement
672 qglBegin(GL_TRIANGLES);
673 for (i = 0;i < indexcount;i++)
674 qglArrayElement(index[i]);
679 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
681 qglBegin(GL_TRIANGLES);
682 if (gl_state.texture[1]) // if the mesh uses multiple textures
684 // the minigl doesn't have this (because it does not have ARB_multitexture)
685 for (i = 0;i < indexcount;i++)
688 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
689 for (j = 0;j < backendunits;j++)
690 if (gl_state.texture[j])
691 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
692 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
697 for (i = 0;i < indexcount;i++)
700 qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
701 if (gl_state.texture[0])
702 qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
703 qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
710 // renders mesh buffers, called to flush buffers when full
711 void R_Mesh_Render(void)
714 float *v, tempv[4], m[12];
717 Sys_Error("R_Mesh_Render: called when backend is not active\n");
719 if (!r_render.integer)
728 // drawmode 0 always uses byte colors
729 if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
730 GL_ConvertColorsFloatToByte();
732 if (gl_backend_rebindtextures)
734 gl_backend_rebindtextures = false;
735 GL_SetupTextureState();
739 m[0] = buf_mesh.matrix.m[0][0];
740 m[1] = buf_mesh.matrix.m[0][1];
741 m[2] = buf_mesh.matrix.m[0][2];
742 m[3] = buf_mesh.matrix.m[0][3];
743 m[4] = buf_mesh.matrix.m[1][0];
744 m[5] = buf_mesh.matrix.m[1][1];
745 m[6] = buf_mesh.matrix.m[1][2];
746 m[7] = buf_mesh.matrix.m[1][3];
747 m[8] = buf_mesh.matrix.m[2][0];
748 m[9] = buf_mesh.matrix.m[2][1];
749 m[10] = buf_mesh.matrix.m[2][2];
750 m[11] = buf_mesh.matrix.m[2][3];
751 for (i = 0, v = buf_vertex[buf_mesh.firstvert].v;i < buf_mesh.verts;i++, v += 4)
753 VectorCopy(v, tempv);
754 //Matrix4x4_Transform(&buf_mesh.matrix, tempv, v);
755 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
756 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
757 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
759 GL_LockArray(0, currentvertex);
760 GL_DrawRangeElements(buf_mesh.firstvert, buf_mesh.firstvert + buf_mesh.verts, buf_mesh.triangles * 3, (unsigned int *)&buf_tri[buf_mesh.firsttriangle].index[0]);CHECKGLERROR
765 GL_UnlockArray();CHECKGLERROR
768 // restores backend state, used when done with 3D rendering
769 void R_Mesh_Finish(void)
772 if (backendunits > 1)
774 for (i = backendunits - 1;i >= 0;i--)
776 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
777 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
778 if (gl_combine.integer)
780 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
784 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
788 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
790 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
794 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
795 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
801 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
802 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
805 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
810 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
811 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
814 qglDisable(GL_BLEND);CHECKGLERROR
815 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
816 qglDepthMask(GL_TRUE);CHECKGLERROR
817 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
820 void R_Mesh_ClearDepth(void)
823 qglClear(GL_DEPTH_BUFFER_BIT);
824 R_Mesh_Start(r_mesh_farclip);
827 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
828 // (this is used for very high speed rendering, no copying)
829 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
831 // these are static because gcc runs out of virtual registers otherwise
832 int i, j, overbright;
836 Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
840 Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
842 i = max(m->numtriangles * 3, m->numverts);
843 if (overflowedverts < i)
846 if (m->numtriangles > max_tris || m->numverts > max_verts)
848 Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
853 c_meshtris += m->numtriangles;
854 m->index = &buf_tri[currenttriangle].index[0];
855 m->vertex = &buf_vertex[currentvertex].v[0];
856 m->color = &buf_fcolor[currentvertex].c[0];
857 for (i = 0;i < backendunits;i++)
858 m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
860 // opaque meshs are rendered directly
861 buf_mesh.firsttriangle = currenttriangle;
862 buf_mesh.firstvert = currentvertex;
863 currenttriangle += m->numtriangles;
864 currentvertex += m->numverts;
866 buf_mesh.blendfunc1 = m->blendfunc1;
867 buf_mesh.blendfunc2 = m->blendfunc2;
868 buf_mesh.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
869 buf_mesh.depthtest = !m->depthdisable;
870 buf_mesh.triangles = m->numtriangles;
871 buf_mesh.verts = m->numverts;
872 buf_mesh.matrix = m->matrix; // this copies the struct
876 if (m->blendfunc1 == GL_DST_COLOR)
878 // check if it is a 2x modulate with framebuffer
879 if (m->blendfunc2 == GL_SRC_COLOR)
882 else if (m->blendfunc2 != GL_SRC_COLOR)
886 overbright = wantoverbright && gl_combine.integer;
890 scaler *= overbrightscale;
892 m->colorscale = scaler;
895 for (i = 0;i < MAX_TEXTUREUNITS;i++)
897 if ((buf_mesh.textures[i] = m->tex[i]))
900 if (i >= backendunits)
901 Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
903 buf_mesh.texturergbscale[i] = m->texrgbscale[i];
904 if (buf_mesh.texturergbscale[i] != 1 && buf_mesh.texturergbscale[i] != 2 && buf_mesh.texturergbscale[i] != 4)
905 buf_mesh.texturergbscale[i] = 1;
907 if (overbright && j >= 0)
908 buf_mesh.texturergbscale[j] = 4;
914 ==============================================================================
918 ==============================================================================
921 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
927 if (!r_render.integer)
930 buffer = Mem_Alloc(tempmempool, width*height*3);
931 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
934 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
935 if (v_hwgamma.integer)
936 for (i = 0;i < width * height * 3;i++)
937 buffer[i] <<= v_overbrightbits.integer;
939 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
945 //=============================================================================
947 void R_ClearScreen(void)
949 if (r_render.integer)
952 qglClearColor(0,0,0,0);CHECKGLERROR
954 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
955 // set dithering mode
956 if (gl_dither.integer)
958 qglEnable(GL_DITHER);CHECKGLERROR
962 qglDisable(GL_DITHER);CHECKGLERROR
971 This is called every frame, and can also be called explicitly to flush
975 void SCR_UpdateScreen (void)
979 R_TimeReport("finish");
981 if (r_textureunits.integer > gl_textureunits)
982 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
983 if (r_textureunits.integer < 1)
984 Cvar_SetValueQuick(&r_textureunits, 1);
986 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
987 Cvar_SetValueQuick(&gl_combine, 0);
990 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
993 lightscalebit = v_overbrightbits.integer;
994 if (gl_combine.integer && r_textureunits.integer > 1)
996 lightscale = 1.0f / (float) (1 << lightscalebit);
998 R_TimeReport("setup");
1002 R_TimeReport("clear");
1004 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
1010 // tell driver to commit it's partially full geometry queue to the rendering queue
1011 // (this doesn't wait for the commands themselves to complete)