4 cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
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 int gl_maxdrawrangeelementsvertices;
13 int gl_maxdrawrangeelementsindices;
18 void GL_PrintError(int errornumber, char *filename, int linenumber)
22 #ifdef GL_INVALID_ENUM
24 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
27 #ifdef GL_INVALID_VALUE
28 case GL_INVALID_VALUE:
29 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
32 #ifdef GL_INVALID_OPERATION
33 case GL_INVALID_OPERATION:
34 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
37 #ifdef GL_STACK_OVERFLOW
38 case GL_STACK_OVERFLOW:
39 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
42 #ifdef GL_STACK_UNDERFLOW
43 case GL_STACK_UNDERFLOW:
44 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
47 #ifdef GL_OUT_OF_MEMORY
48 case GL_OUT_OF_MEMORY:
49 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
52 #ifdef GL_TABLE_TOO_LARGE
53 case GL_TABLE_TOO_LARGE:
54 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
58 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
64 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
66 int c_meshs, c_meshelements;
68 void SCR_ScreenShot_f (void);
70 // these are externally accessible
71 int r_lightmapscalebit;
75 float *varray_texcoord[MAX_TEXTUREUNITS];
78 static matrix4x4_t backend_viewmatrix;
79 static matrix4x4_t backend_modelmatrix;
80 static matrix4x4_t backend_modelviewmatrix;
81 static matrix4x4_t backend_glmodelviewmatrix;
83 static int backendunits, backendactive;
84 static qbyte *varray_bcolor;
85 static mempool_t *gl_backend_mempool;
87 int polygonelements[768];
89 void GL_Backend_AllocArrays(void)
93 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
95 polygonelements[i * 3 + 0] = 0;
96 polygonelements[i * 3 + 1] = i + 1;
97 polygonelements[i * 3 + 2] = i + 2;
100 if (!gl_backend_mempool)
101 gl_backend_mempool = Mem_AllocPool("GL_Backend");
103 varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
104 varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
105 varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
106 for (i = 0;i < backendunits;i++)
107 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
108 for (;i < MAX_TEXTUREUNITS;i++)
109 varray_texcoord[i] = NULL;
112 void GL_Backend_FreeArrays(int resizingbuffers)
116 Mem_EmptyPool(gl_backend_mempool);
118 Mem_FreePool(&gl_backend_mempool);
119 varray_vertex = NULL;
121 varray_bcolor = NULL;
122 for (i = 0;i < MAX_TEXTUREUNITS;i++)
123 varray_texcoord[i] = NULL;
126 static void gl_backend_start(void)
128 Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
129 if (qglDrawRangeElements != NULL)
131 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
132 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
134 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
136 if (strstr(gl_renderer, "3Dfx"))
138 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
139 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
142 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
144 GL_Backend_AllocArrays();
146 backendactive = true;
149 static void gl_backend_shutdown(void)
152 backendactive = false;
154 Con_Printf("OpenGL Backend shutting down\n");
156 GL_Backend_FreeArrays(false);
159 void GL_Backend_CheckCvars(void)
161 // 21760 is (65536 / 3) rounded off to a multiple of 128
162 if (gl_mesh_maxverts.integer < 1024)
163 Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
164 if (gl_mesh_maxverts.integer > 21760)
165 Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
168 void GL_Backend_ResizeArrays(int numtriangles)
170 Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
171 GL_Backend_CheckCvars();
172 mesh_maxverts = gl_mesh_maxverts.integer;
173 GL_Backend_FreeArrays(true);
174 GL_Backend_AllocArrays();
177 static void gl_backend_newmap(void)
181 void gl_backend_init(void)
183 Cvar_RegisterVariable(&r_render);
184 Cvar_RegisterVariable(&gl_dither);
185 Cvar_RegisterVariable(&gl_lockarrays);
187 Cvar_SetValue("r_render", 0);
190 Cvar_RegisterVariable(&gl_mesh_maxverts);
191 Cvar_RegisterVariable(&gl_mesh_floatcolors);
192 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
193 GL_Backend_CheckCvars();
194 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
197 void GL_SetupView_ViewPort (int x, int y, int width, int height)
199 if (!r_render.integer)
202 // y is weird beause OpenGL is bottom to top, we use top to bottom
203 qglViewport(x, vid.realheight - (y + height), width, height);
207 void GL_SetupView_Orientation_Identity (void)
209 Matrix4x4_CreateIdentity(&backend_viewmatrix);
210 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
213 void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
215 Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
216 Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
217 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
218 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
219 Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
220 Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
221 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
224 void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
228 if (!r_render.integer)
232 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
233 qglLoadIdentity ();CHECKGLERROR
235 xmax = zNear * tan(fovx * M_PI / 360.0);
236 ymax = zNear * tan(fovy * M_PI / 360.0);
238 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
239 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
240 GL_SetupView_Orientation_Identity();
243 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
245 if (!r_render.integer)
249 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
250 qglLoadIdentity ();CHECKGLERROR
251 qglOrtho(x1, x2, y2, y1, zNear, zFar);
252 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
253 GL_SetupView_Orientation_Identity();
256 typedef struct gltextureunit_s
258 unsigned int t1d, t2d, t3d, tcubemap;
259 unsigned int arrayenabled;
261 // FIXME: add more combine stuff
274 gltextureunit_t units[MAX_TEXTUREUNITS];
279 void GL_SetupTextureState(void)
282 gltextureunit_t *unit;
283 for (i = 0;i < backendunits;i++)
285 if (qglActiveTexture)
286 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
287 if (qglClientActiveTexture)
288 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
289 unit = gl_state.units + i;
295 unit->arrayenabled = false;
296 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
299 qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
303 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
305 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
306 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
309 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
311 if (gl_texturecubemap)
313 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
315 if (gl_combine.integer)
317 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
318 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
319 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
320 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
321 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
322 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
323 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
324 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
325 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
326 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
327 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
328 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
329 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
330 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
331 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
332 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
333 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
337 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
342 void GL_Backend_ResetState(void)
344 memset(&gl_state, 0, sizeof(gl_state));
345 gl_state.depthdisable = false;
346 gl_state.blendfunc1 = GL_ONE;
347 gl_state.blendfunc2 = GL_ZERO;
348 gl_state.blend = false;
349 gl_state.depthmask = GL_TRUE;
350 gl_state.colorarray = false;
352 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
353 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
355 qglEnable(GL_CULL_FACE);CHECKGLERROR
356 qglCullFace(GL_FRONT);CHECKGLERROR
357 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
358 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
359 qglDisable(GL_BLEND);CHECKGLERROR
360 qglDepthMask(gl_state.depthmask);CHECKGLERROR
361 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
362 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
363 if (gl_mesh_floatcolors.integer)
365 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
369 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
371 GL_Color(1, 1, 1, 1);
373 GL_SetupTextureState();
376 void GL_UseColorArray(void)
378 if (!gl_state.colorarray)
380 gl_state.colorarray = true;
381 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
385 void GL_Color(float cr, float cg, float cb, float ca)
387 if (gl_state.colorarray)
389 gl_state.colorarray = false;
390 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
392 qglColor4f(cr, cg, cb, ca);
395 // called at beginning of frame
396 void R_Mesh_Start(void)
402 GL_Backend_CheckCvars();
403 if (mesh_maxverts != gl_mesh_maxverts.integer)
404 GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
406 GL_Backend_ResetState();
409 int gl_backend_rebindtextures;
411 void GL_ConvertColorsFloatToByte(int numverts)
414 // LordHavoc: to avoid problems with aliasing (treating memory as two
415 // different types - exactly what this is doing), these must be volatile
417 volatile int *icolor;
418 volatile float *fcolor;
421 total = numverts * 4;
423 // shift float to have 8bit fraction at base of number
424 fcolor = varray_color;
425 for (i = 0;i < total;)
427 fcolor[i ] += 32768.0f;
428 fcolor[i + 1] += 32768.0f;
429 fcolor[i + 2] += 32768.0f;
430 fcolor[i + 3] += 32768.0f;
434 // then read as integer and kill float bits...
435 icolor = (int *)varray_color;
436 bcolor = varray_bcolor;
437 for (i = 0;i < total;)
439 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
440 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
441 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
442 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
447 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
449 int arraylocked = false;
451 c_meshelements += indexcount;
452 if (indexcount == 0 || endvert == firstvert)
454 Con_Printf("GL_DrawRangeElements(%d, %d, %d, %08p);\n", firstvert, endvert, indexcount, index);
457 if (gl_supportslockarrays && gl_lockarrays.integer)
459 qglLockArraysEXT(firstvert, endvert - firstvert);
463 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
464 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
466 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
470 qglUnlockArraysEXT();
476 // enlarges geometry buffers if they are too small
477 void _R_Mesh_ResizeCheck(int numverts)
479 if (numverts > mesh_maxverts)
482 GL_Backend_ResizeArrays(numverts + 100);
483 GL_Backend_ResetState();
488 void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
494 if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
495 GL_ConvertColorsFloatToByte(numverts);
496 if (!r_render.integer)
498 GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
501 // restores backend state, used when done with 3D rendering
502 void R_Mesh_Finish(void)
507 for (i = backendunits - 1;i >= 0;i--)
509 if (qglActiveTexture)
510 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
511 if (qglClientActiveTexture)
512 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
513 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
514 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
515 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
518 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
520 if (gl_texturecubemap)
522 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
524 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
525 if (gl_combine.integer)
527 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
530 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
531 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
533 qglDisable(GL_BLEND);CHECKGLERROR
534 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
535 qglDepthMask(GL_TRUE);CHECKGLERROR
536 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
539 void R_Mesh_Matrix(const matrix4x4_t *matrix)
541 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
543 backend_modelmatrix = *matrix;
544 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
545 Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
546 qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
550 // sets up the requested state
551 void R_Mesh_MainState(const rmeshstate_t *m)
555 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
557 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
558 if (gl_state.blendfunc2 == GL_ZERO)
560 if (gl_state.blendfunc1 == GL_ONE)
565 qglDisable(GL_BLEND);CHECKGLERROR
573 qglEnable(GL_BLEND);CHECKGLERROR
582 qglEnable(GL_BLEND);CHECKGLERROR
586 if (gl_state.depthdisable != m->depthdisable)
588 gl_state.depthdisable = m->depthdisable;
589 if (gl_state.depthdisable)
590 qglDisable(GL_DEPTH_TEST);
592 qglEnable(GL_DEPTH_TEST);
594 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
596 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
600 void R_Mesh_TextureState(const rmeshstate_t *m)
604 gltextureunit_t *unit;
608 if (gl_backend_rebindtextures)
610 gl_backend_rebindtextures = false;
611 GL_SetupTextureState();
614 for (i = 0;i < backendunits;i++)
616 unit = gl_state.units + i;
617 if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
619 if (gl_state.unit != i)
621 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
623 if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
625 if (!unit->arrayenabled)
627 unit->arrayenabled = true;
628 if (gl_state.clientunit != i)
630 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
632 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
637 if (unit->arrayenabled)
639 unit->arrayenabled = false;
640 if (gl_state.clientunit != i)
642 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
644 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
647 if (unit->t1d != m->tex1d[i])
652 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
657 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
659 qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
661 if (unit->t2d != m->tex[i])
666 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
671 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
673 qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
675 if (unit->t3d != m->tex3d[i])
680 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
685 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
687 qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
689 if (unit->tcubemap != m->texcubemap[i])
691 if (m->texcubemap[i])
693 if (unit->tcubemap == 0)
694 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
699 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
701 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
704 rgbscale = max(m->texrgbscale[i], 1);
705 if (gl_state.units[i].rgbscale != rgbscale)
707 if (gl_state.unit != i)
709 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
711 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = rgbscale));CHECKGLERROR
716 void R_Mesh_State(const rmeshstate_t *m)
719 R_Mesh_TextureState(m);
723 ==============================================================================
727 ==============================================================================
730 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
736 if (!r_render.integer)
739 buffer = Mem_Alloc(tempmempool, width*height*3);
740 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
743 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
744 if (v_hwgamma.integer)
745 for (i = 0;i < width * height * 3;i++)
746 buffer[i] <<= v_overbrightbits.integer;
748 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
754 //=============================================================================
756 void R_ClearScreen(void)
758 if (r_render.integer)
761 qglClearColor(0,0,0,0);CHECKGLERROR
763 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
764 // set dithering mode
765 if (gl_dither.integer)
767 qglEnable(GL_DITHER);CHECKGLERROR
771 qglDisable(GL_DITHER);CHECKGLERROR
780 This is called every frame, and can also be called explicitly to flush
784 void SCR_UpdateScreen (void)
788 R_TimeReport("finish");
790 if (r_textureunits.integer > gl_textureunits)
791 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
792 if (r_textureunits.integer < 1)
793 Cvar_SetValueQuick(&r_textureunits, 1);
795 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
796 Cvar_SetValueQuick(&gl_combine, 0);
799 r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
802 r_lightmapscalebit = v_overbrightbits.integer;
803 if (gl_combine.integer && r_textureunits.integer > 1)
804 r_lightmapscalebit += 2;
806 R_TimeReport("setup");
810 R_TimeReport("clear");
812 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
818 // tell driver to commit it's partially full geometry queue to the rendering queue
819 // (this doesn't wait for the commands themselves to complete)