3 #include "cl_collision.h"
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"};
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"};
19 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
20 qboolean v_flipped_state = false;
22 int gl_maxdrawrangeelementsvertices;
23 int gl_maxdrawrangeelementsindices;
28 void GL_PrintError(int errornumber, char *filename, int linenumber)
32 #ifdef GL_INVALID_ENUM
34 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
37 #ifdef GL_INVALID_VALUE
38 case GL_INVALID_VALUE:
39 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
42 #ifdef GL_INVALID_OPERATION
43 case GL_INVALID_OPERATION:
44 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
47 #ifdef GL_STACK_OVERFLOW
48 case GL_STACK_OVERFLOW:
49 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
52 #ifdef GL_STACK_UNDERFLOW
53 case GL_STACK_UNDERFLOW:
54 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
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);
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);
68 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
74 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
76 void SCR_ScreenShot_f (void);
78 static matrix4x4_t backend_viewmatrix;
79 static matrix4x4_t backend_modelmatrix;
80 static matrix4x4_t backend_modelviewmatrix;
81 static matrix4x4_t backend_projectmatrix;
83 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
86 note: here's strip order for a terrain row:
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
95 *elements++ = i + row;
97 *elements++ = i + row + 1;
100 *elements++ = i + row + 1;
103 for (y = 0;y < rows - 1;y++)
105 for (x = 0;x < columns - 1;x++)
108 *elements++ = i + columns;
110 *elements++ = i + columns + 1;
113 *elements++ = i + columns + 1;
124 for (y = 0;y < rows - 1;y++)
126 for (x = 0;x < columns - 1;x++)
130 *elements++ = i + columns;
131 *elements++ = i + columns + 1;
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
139 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
140 int quadelements[QUADELEMENTS_MAXQUADS*6];
142 void GL_Backend_AllocArrays(void)
146 void GL_Backend_FreeArrays(void)
150 void GL_VBOStats_f(void)
152 GL_Mesh_ListVBOs(true);
155 typedef struct gl_bufferobjectinfo_s
160 char name[MAX_QPATH];
162 gl_bufferobjectinfo_t;
164 memexpandablearray_t gl_bufferobjectinfoarray;
166 static void gl_backend_start(void)
170 if (qglDrawRangeElements != NULL)
173 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
175 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
177 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
180 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
181 backendimageunits = backendunits;
182 backendarrayunits = backendunits;
183 if (gl_support_fragment_shader)
186 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
188 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
190 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
191 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
192 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
195 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
197 GL_Backend_AllocArrays();
199 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
201 Con_DPrintf("OpenGL backend started.\n");
205 backendactive = true;
208 static void gl_backend_shutdown(void)
211 backendimageunits = 0;
212 backendarrayunits = 0;
213 backendactive = false;
215 Con_DPrint("OpenGL Backend shutting down\n");
217 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
219 GL_Backend_FreeArrays();
222 static void gl_backend_newmap(void)
226 void gl_backend_init(void)
230 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
232 polygonelements[i * 3 + 0] = 0;
233 polygonelements[i * 3 + 1] = i + 1;
234 polygonelements[i * 3 + 2] = i + 2;
236 // elements for rendering a series of quads as triangles
237 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
239 quadelements[i * 6 + 0] = i * 4;
240 quadelements[i * 6 + 1] = i * 4 + 1;
241 quadelements[i * 6 + 2] = i * 4 + 2;
242 quadelements[i * 6 + 3] = i * 4;
243 quadelements[i * 6 + 4] = i * 4 + 2;
244 quadelements[i * 6 + 5] = i * 4 + 3;
247 Cvar_RegisterVariable(&r_render);
248 Cvar_RegisterVariable(&r_waterwarp);
249 Cvar_RegisterVariable(&gl_polyblend);
250 Cvar_RegisterVariable(&v_flipped);
251 Cvar_RegisterVariable(&gl_dither);
252 Cvar_RegisterVariable(&gl_lockarrays);
253 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
254 Cvar_RegisterVariable(&gl_vbo);
255 Cvar_RegisterVariable(&gl_paranoid);
256 Cvar_RegisterVariable(&gl_printcheckerror);
258 Cvar_SetValue("r_render", 0);
261 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
262 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
263 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
265 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");
267 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
270 void GL_SetMirrorState(qboolean state);
272 void GL_SetupView_Orientation_Identity (void)
274 backend_viewmatrix = identitymatrix;
275 GL_SetMirrorState(false);
276 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
279 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
281 matrix4x4_t tempmatrix, basematrix;
282 Matrix4x4_Invert_Full(&tempmatrix, matrix);
283 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
284 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
285 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
287 GL_SetMirrorState(v_flipped.integer);
290 Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
291 Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
292 Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
295 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
296 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
297 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
298 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
300 // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
301 tempmatrix = backend_modelmatrix;
302 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
303 R_Mesh_Matrix(&tempmatrix);
306 static void GL_BuildFrustum(double m[16], double left, double right, double bottom, double top, double nearVal, double farVal)
308 m[0] = 2 * nearVal / (right - left);
314 m[5] = 2 * nearVal / (top - bottom);
318 m[8] = (right + left) / (right - left);
319 m[9] = (top + bottom) / (top - bottom);
320 m[10] = - (farVal + nearVal) / (farVal - nearVal);
325 m[14] = - 2 * farVal * nearVal / (farVal - nearVal);
329 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
335 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
338 // avoid glGetDoublev whenever possible, it may stall the render pipeline
339 // in the tested cases (nvidia) no measurable fps difference, but it sure
340 // makes a difference over a network line with GLX
341 GL_BuildFrustum(m, -frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);
342 qglLoadMatrixd(m);CHECKGLERROR
344 qglLoadIdentity();CHECKGLERROR
345 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
346 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
348 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
349 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
350 GL_SetupView_Orientation_Identity();
354 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
360 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
361 qglLoadIdentity();CHECKGLERROR
363 nudge = 1.0 - 1.0 / (1<<23);
364 m[ 0] = 1.0 / frustumx;
369 m[ 5] = 1.0 / frustumy;
378 m[14] = -2 * zNear * nudge;
380 qglLoadMatrixd(m);CHECKGLERROR
381 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
382 GL_SetupView_Orientation_Identity();
384 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
387 static void GL_BuildOrtho(double m[16], double left, double right, double bottom, double top, double zNear, double zFar)
389 m[0] = 2/(right - left);
395 m[5] = 2/(top - bottom);
401 m[10] = -2/(zFar - zNear);
404 m[12] = - (right + left)/(right - left);
405 m[13] = - (top + bottom)/(top - bottom);
406 m[14] = - (zFar + zNear)/(zFar - zNear);
410 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
416 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
418 // avoid glGetDoublev whenever possible, it may stall the render pipeline
419 // in the tested cases (nvidia) no measurable fps difference, but it sure
420 // makes a difference over a network line with GLX
421 GL_BuildOrtho(m, x1, x2, y2, y1, zNear, zFar);
422 qglLoadMatrixd(m);CHECKGLERROR
424 qglLoadIdentity();CHECKGLERROR
425 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
426 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
428 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
429 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
430 GL_SetupView_Orientation_Identity();
434 void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
439 float clipPlane[4], v3[3], v4[3];
442 // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
443 // modified to fit in this codebase.
445 VectorSet(normal, normalx, normaly, normalz);
446 Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
447 VectorScale(normal, dist, v3);
448 Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
449 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
450 clipPlane[3] = -DotProduct(v4, clipPlane);
454 // testing code for comparing results
456 VectorCopy4(clipPlane, clipPlane2);
457 R_Mesh_Matrix(&identitymatrix);
458 VectorSet(q, normal[0], normal[1], normal[2], -dist);
459 qglClipPlane(GL_CLIP_PLANE0, q);
460 qglGetClipPlane(GL_CLIP_PLANE0, q);
461 VectorCopy4(q, clipPlane);
465 // Calculate the clip-space corner point opposite the clipping plane
466 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
467 // transform it into camera space by multiplying it
468 // by the inverse of the projection matrix
469 Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
471 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
472 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
474 q[3] = (1.0f + matrix[10]) / matrix[14];
476 // Calculate the scaled plane vector
477 d = 2.0f / DotProduct4(clipPlane, q);
479 // Replace the third row of the projection matrix
480 matrix[2] = clipPlane[0] * d;
481 matrix[6] = clipPlane[1] * d;
482 matrix[10] = clipPlane[2] * d + 1.0f;
483 matrix[14] = clipPlane[3] * d;
485 // Load it back into OpenGL
486 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
487 qglLoadMatrixd(matrix);CHECKGLERROR
488 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
490 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
493 typedef struct gltextureunit_s
495 const void *pointer_texcoord;
496 size_t pointer_texcoord_offset;
497 int pointer_texcoord_buffer;
498 int t1d, t2d, t3d, tcubemap;
500 unsigned int arraycomponents;
501 int rgbscale, alphascale;
502 int combinergb, combinealpha;
503 // FIXME: add more combine stuff
504 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
505 int texmatrixenabled;
510 static struct gl_state_s
518 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
521 float polygonoffset[2];
525 unsigned int clientunit;
526 gltextureunit_t units[MAX_TEXTUREUNITS];
530 int vertexbufferobject;
531 int elementbufferobject;
532 qboolean pointer_color_enabled;
533 const void *pointer_vertex;
534 const void *pointer_color;
535 size_t pointer_vertex_offset;
536 size_t pointer_color_offset;
537 int pointer_vertex_buffer;
538 int pointer_color_buffer;
542 static void GL_BindVBO(int bufferobject)
544 if (gl_state.vertexbufferobject != bufferobject)
546 gl_state.vertexbufferobject = bufferobject;
548 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
553 static void GL_BindEBO(int bufferobject)
555 if (gl_state.elementbufferobject != bufferobject)
557 gl_state.elementbufferobject = bufferobject;
559 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
564 void GL_SetupTextureState(void)
567 gltextureunit_t *unit;
569 gl_state.unit = MAX_TEXTUREUNITS;
570 gl_state.clientunit = MAX_TEXTUREUNITS;
571 for (i = 0;i < MAX_TEXTUREUNITS;i++)
573 unit = gl_state.units + i;
578 unit->arrayenabled = false;
579 unit->arraycomponents = 0;
580 unit->pointer_texcoord = NULL;
581 unit->pointer_texcoord_buffer = 0;
582 unit->pointer_texcoord_offset = 0;
584 unit->alphascale = 1;
585 unit->combinergb = GL_MODULATE;
586 unit->combinealpha = GL_MODULATE;
587 unit->texmatrixenabled = false;
588 unit->matrix = identitymatrix;
591 for (i = 0;i < backendimageunits;i++)
594 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
595 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
598 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
600 if (gl_texturecubemap)
602 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
606 for (i = 0;i < backendarrayunits;i++)
608 GL_ClientActiveTexture(i);
610 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
611 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
614 for (i = 0;i < backendunits;i++)
617 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
618 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
621 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
623 if (gl_texturecubemap)
625 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
627 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
628 qglLoadIdentity();CHECKGLERROR
629 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
630 if (gl_combine.integer)
632 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
633 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
634 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
635 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
636 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
637 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
638 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
639 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
640 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
641 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
642 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
643 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
644 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
645 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
646 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
647 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
648 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
652 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
659 void GL_Backend_ResetState(void)
661 memset(&gl_state, 0, sizeof(gl_state));
662 gl_state.depthtest = true;
663 gl_state.alphatest = false;
664 gl_state.blendfunc1 = GL_ONE;
665 gl_state.blendfunc2 = GL_ZERO;
666 gl_state.blend = false;
667 gl_state.depthmask = GL_TRUE;
668 gl_state.colormask = 15;
669 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
670 gl_state.lockrange_first = 0;
671 gl_state.lockrange_count = 0;
672 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
673 gl_state.cullfaceenable = true;
674 gl_state.polygonoffset[0] = 0;
675 gl_state.polygonoffset[1] = 0;
679 qglColorMask(1, 1, 1, 1);
680 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
681 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
682 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
683 qglDisable(GL_BLEND);CHECKGLERROR
684 qglCullFace(gl_state.cullface);CHECKGLERROR
685 qglEnable(GL_CULL_FACE);CHECKGLERROR
686 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
687 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
688 qglDepthMask(gl_state.depthmask);CHECKGLERROR
689 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
691 if (gl_support_arb_vertex_buffer_object)
693 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
694 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
697 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
698 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
700 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
701 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
703 GL_Color(0, 0, 0, 0);
704 GL_Color(1, 1, 1, 1);
706 GL_SetupTextureState();
709 void GL_ActiveTexture(unsigned int num)
711 if (gl_state.unit != num)
714 if (qglActiveTexture)
717 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
723 void GL_ClientActiveTexture(unsigned int num)
725 if (gl_state.clientunit != num)
727 gl_state.clientunit = num;
728 if (qglActiveTexture)
731 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
737 void GL_BlendFunc(int blendfunc1, int blendfunc2)
739 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
742 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
743 if (gl_state.blendfunc2 == GL_ZERO)
745 if (gl_state.blendfunc1 == GL_ONE)
750 qglDisable(GL_BLEND);CHECKGLERROR
758 qglEnable(GL_BLEND);CHECKGLERROR
767 qglEnable(GL_BLEND);CHECKGLERROR
773 void GL_DepthMask(int state)
775 if (gl_state.depthmask != state)
778 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
782 void GL_DepthTest(int state)
784 if (gl_state.depthtest != state)
786 gl_state.depthtest = state;
788 if (gl_state.depthtest)
790 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
794 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
799 void GL_DepthRange(float nearfrac, float farfrac)
801 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
803 gl_state.depthrange[0] = nearfrac;
804 gl_state.depthrange[1] = farfrac;
805 qglDepthRange(nearfrac, farfrac);
809 void GL_PolygonOffset(float planeoffset, float depthoffset)
811 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
813 gl_state.polygonoffset[0] = planeoffset;
814 gl_state.polygonoffset[1] = depthoffset;
815 qglPolygonOffset(planeoffset, depthoffset);
819 void GL_SetMirrorState(qboolean state)
821 if(!state != !v_flipped_state)
823 // change cull face mode!
824 if(gl_state.cullface == GL_BACK)
825 qglCullFace((gl_state.cullface = GL_FRONT));
826 else if(gl_state.cullface == GL_FRONT)
827 qglCullFace((gl_state.cullface = GL_BACK));
829 v_flipped_state = state;
832 void GL_CullFace(int state)
838 if(state == GL_FRONT)
840 else if(state == GL_BACK)
844 if (state != GL_NONE)
846 if (!gl_state.cullfaceenable)
848 gl_state.cullfaceenable = true;
849 qglEnable(GL_CULL_FACE);CHECKGLERROR
851 if (gl_state.cullface != state)
853 gl_state.cullface = state;
854 qglCullFace(gl_state.cullface);CHECKGLERROR
859 if (gl_state.cullfaceenable)
861 gl_state.cullfaceenable = false;
862 qglDisable(GL_CULL_FACE);CHECKGLERROR
867 void GL_AlphaTest(int state)
869 if (gl_state.alphatest != state)
871 gl_state.alphatest = state;
873 if (gl_state.alphatest)
875 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
879 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
884 void GL_ColorMask(int r, int g, int b, int a)
886 int state = r*8 + g*4 + b*2 + a*1;
887 if (gl_state.colormask != state)
889 gl_state.colormask = state;
891 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
895 void GL_Color(float cr, float cg, float cb, float ca)
897 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)
899 gl_state.color4f[0] = cr;
900 gl_state.color4f[1] = cg;
901 gl_state.color4f[2] = cb;
902 gl_state.color4f[3] = ca;
904 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
909 void GL_LockArrays(int first, int count)
911 if (count < gl_lockarrays_minimumvertices.integer)
916 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
918 if (gl_state.lockrange_count)
920 gl_state.lockrange_count = 0;
922 qglUnlockArraysEXT();
925 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
927 gl_state.lockrange_first = first;
928 gl_state.lockrange_count = count;
930 qglLockArraysEXT(first, count);
936 void GL_Scissor (int x, int y, int width, int height)
939 qglScissor(x, vid.height - (y + height),width,height);
943 void GL_ScissorTest(int state)
945 if(gl_state.scissortest == state)
949 if((gl_state.scissortest = state))
950 qglEnable(GL_SCISSOR_TEST);
952 qglDisable(GL_SCISSOR_TEST);
956 void GL_Clear(int mask)
959 qglClear(mask);CHECKGLERROR
962 void GL_TransformToScreen(const vec4_t in, vec4_t out)
966 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
967 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
969 out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
970 out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
971 out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
974 // called at beginning of frame
975 void R_Mesh_Start(void)
979 if (gl_printcheckerror.integer && !gl_paranoid.integer)
981 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
982 Cvar_SetValueQuick(&gl_paranoid, 1);
984 GL_Backend_ResetState();
987 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
991 char compilelog[MAX_INPUTLINE];
992 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
995 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
996 qglCompileShaderARB(shaderobject);CHECKGLERROR
997 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
998 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
999 if (compilelog[0] && developer.integer > 0)
1001 int i, j, pretextlines = 0;
1002 for (i = 0;i < numstrings - 1;i++)
1003 for (j = 0;strings[i][j];j++)
1004 if (strings[i][j] == '\n')
1006 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1008 if (!shadercompiled)
1010 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1013 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1014 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1018 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)
1020 GLint programlinked;
1021 GLuint programobject = 0;
1022 char linklog[MAX_INPUTLINE];
1025 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1029 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1032 #ifdef GL_GEOMETRY_SHADER_ARB
1033 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1037 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1040 qglLinkProgramARB(programobject);CHECKGLERROR
1041 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1042 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1045 Con_DPrintf("program link log:\n%s\n", linklog);
1046 // software vertex shader is ok but software fragment shader is WAY
1047 // too slow, fail program if so.
1048 // NOTE: this string might be ATI specific, but that's ok because the
1049 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1050 // software fragment shader due to low instruction and dependent
1052 if (strstr(linklog, "fragment shader will run in software"))
1053 programlinked = false;
1057 return programobject;
1059 qglDeleteObjectARB(programobject);CHECKGLERROR
1063 void GL_Backend_FreeProgram(unsigned int prog)
1066 qglDeleteObjectARB(prog);
1070 int gl_backend_rebindtextures;
1072 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1077 for (i = 0;i < count;i++)
1078 *out++ = *in++ + offset;
1081 memcpy(out, in, sizeof(*out) * count);
1084 // renders triangles using vertices from the active arrays
1085 int paranoidblah = 0;
1086 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
1088 unsigned int numelements = numtriangles * 3;
1089 if (numvertices < 3 || numtriangles < 1)
1091 Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
1094 if (gl_vbo.integer != 1)
1097 r_refdef.stats.meshes++;
1098 r_refdef.stats.meshes_elements += numelements;
1099 if (gl_paranoid.integer)
1101 unsigned int i, j, size;
1103 // note: there's no validation done here on buffer objects because it
1104 // is somewhat difficult to get at the data, and gl_paranoid can be
1105 // used without buffer objects if the need arises
1106 // (the data could be gotten using glMapBuffer but it would be very
1107 // slow due to uncachable video memory reads)
1108 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1109 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1111 if (gl_state.pointer_vertex)
1112 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1114 if (gl_state.pointer_color_enabled)
1116 if (!qglIsEnabled(GL_COLOR_ARRAY))
1117 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1119 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1120 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1123 for (i = 0;i < backendarrayunits;i++)
1125 if (gl_state.units[i].arrayenabled)
1127 GL_ClientActiveTexture(i);
1128 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1129 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1131 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1132 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++)
1136 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1138 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
1140 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
1146 if (r_render.integer)
1149 if (gl_mesh_testmanualfeeding.integer)
1153 qglBegin(GL_TRIANGLES);
1154 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1156 for (j = 0;j < backendarrayunits;j++)
1158 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1160 if (backendarrayunits > 1)
1162 if (gl_state.units[j].arraycomponents == 4)
1164 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1165 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1167 else if (gl_state.units[j].arraycomponents == 3)
1169 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1170 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1172 else if (gl_state.units[j].arraycomponents == 2)
1174 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1175 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1179 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1180 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1185 if (gl_state.units[j].arraycomponents == 4)
1187 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1188 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1190 else if (gl_state.units[j].arraycomponents == 3)
1192 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1193 qglTexCoord3f(p[0], p[1], p[2]);
1195 else if (gl_state.units[j].arraycomponents == 2)
1197 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1198 qglTexCoord2f(p[0], p[1]);
1202 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1203 qglTexCoord1f(p[0]);
1208 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1210 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
1211 qglColor4f(p[0], p[1], p[2], p[3]);
1213 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
1214 qglVertex3f(p[0], p[1], p[2]);
1219 else if (gl_mesh_testarrayelement.integer)
1222 qglBegin(GL_TRIANGLES);
1223 for (i = 0;i < numtriangles * 3;i++)
1225 qglArrayElement(elements[i]);
1230 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1232 GL_BindEBO(bufferobject);
1233 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1238 GL_BindEBO(bufferobject);
1239 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1245 // restores backend state, used when done with 3D rendering
1246 void R_Mesh_Finish(void)
1251 GL_LockArrays(0, 0);
1254 for (i = 0;i < backendimageunits;i++)
1256 GL_ActiveTexture(i);
1257 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1258 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1261 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1263 if (gl_texturecubemap)
1265 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1268 for (i = 0;i < backendarrayunits;i++)
1270 GL_ActiveTexture(backendarrayunits - 1 - i);
1271 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1273 for (i = 0;i < backendunits;i++)
1275 GL_ActiveTexture(backendunits - 1 - i);
1276 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1277 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1280 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1282 if (gl_texturecubemap)
1284 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1286 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1287 if (gl_combine.integer)
1289 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1290 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1293 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1294 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1296 qglDisable(GL_BLEND);CHECKGLERROR
1297 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1298 qglDepthMask(GL_TRUE);CHECKGLERROR
1299 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1302 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1304 gl_bufferobjectinfo_t *info;
1305 GLuint bufferobject;
1307 if (!gl_vbo.integer)
1310 qglGenBuffersARB(1, &bufferobject);
1313 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1314 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1315 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1317 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1319 info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1320 memset(info, 0, sizeof(*info));
1321 info->target = target;
1322 info->object = bufferobject;
1324 strlcpy(info->name, name, sizeof(info->name));
1326 return (int)bufferobject;
1329 void R_Mesh_DestroyBufferObject(int bufferobject)
1332 gl_bufferobjectinfo_t *info;
1334 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1336 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1337 for (i = 0;i < endindex;i++)
1339 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1342 if (info->object == bufferobject)
1344 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1350 void GL_Mesh_ListVBOs(qboolean printeach)
1353 size_t ebocount = 0, ebomemory = 0;
1354 size_t vbocount = 0, vbomemory = 0;
1355 gl_bufferobjectinfo_t *info;
1356 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1357 for (i = 0;i < endindex;i++)
1359 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1362 switch(info->target)
1364 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;
1365 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;
1366 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1369 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);
1372 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1374 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1376 double glmatrix[16];
1377 backend_modelmatrix = *matrix;
1378 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1379 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1381 qglLoadMatrixd(glmatrix);CHECKGLERROR
1385 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1387 if (!gl_vbo.integer)
1389 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1391 gl_state.pointer_vertex = vertex3f;
1392 gl_state.pointer_vertex_buffer = bufferobject;
1393 gl_state.pointer_vertex_offset = bufferoffset;
1395 GL_BindVBO(bufferobject);
1396 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1400 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1402 // note: this can not rely on bufferobject to decide whether a color array
1403 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1404 // means that a valid vbo may be supplied even if there is no color array.
1407 if (!gl_vbo.integer)
1409 // caller wants color array enabled
1410 if (!gl_state.pointer_color_enabled)
1412 gl_state.pointer_color_enabled = true;
1414 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1416 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1418 gl_state.pointer_color = color4f;
1419 gl_state.pointer_color_buffer = bufferobject;
1420 gl_state.pointer_color_offset = bufferoffset;
1422 GL_BindVBO(bufferobject);
1423 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1428 // caller wants color array disabled
1429 if (gl_state.pointer_color_enabled)
1431 gl_state.pointer_color_enabled = false;
1433 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1434 // when color array is on the glColor gets trashed, set it again
1435 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1440 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1442 gltextureunit_t *unit = gl_state.units + unitnum;
1443 // update array settings
1445 // note: there is no need to check bufferobject here because all cases
1446 // that involve a valid bufferobject also supply a texcoord array
1449 if (!gl_vbo.integer)
1451 // texture array unit is enabled, enable the array
1452 if (!unit->arrayenabled)
1454 unit->arrayenabled = true;
1455 GL_ClientActiveTexture(unitnum);
1456 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1459 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1461 unit->pointer_texcoord = texcoord;
1462 unit->pointer_texcoord_buffer = bufferobject;
1463 unit->pointer_texcoord_offset = bufferoffset;
1464 unit->arraycomponents = numcomponents;
1465 GL_ClientActiveTexture(unitnum);
1466 GL_BindVBO(bufferobject);
1467 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1472 // texture array unit is disabled, disable the array
1473 if (unit->arrayenabled)
1475 unit->arrayenabled = false;
1476 GL_ClientActiveTexture(unitnum);
1477 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1482 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1484 gltextureunit_t *unit = gl_state.units + unitnum;
1485 if (unitnum >= backendimageunits)
1487 // update 1d texture binding
1488 if (unit->t1d != tex1d)
1490 GL_ActiveTexture(unitnum);
1491 if (unitnum < backendunits)
1497 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1504 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1509 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1511 // update 2d texture binding
1512 if (unit->t2d != tex2d)
1514 GL_ActiveTexture(unitnum);
1515 if (unitnum < backendunits)
1521 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1528 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1533 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1535 // update 3d texture binding
1536 if (unit->t3d != tex3d)
1538 GL_ActiveTexture(unitnum);
1539 if (unitnum < backendunits)
1545 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1552 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1557 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1559 // update cubemap texture binding
1560 if (unit->tcubemap != texcubemap)
1562 GL_ActiveTexture(unitnum);
1563 if (unitnum < backendunits)
1567 if (unit->tcubemap == 0)
1569 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1576 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1580 unit->tcubemap = texcubemap;
1581 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1585 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1587 gltextureunit_t *unit = gl_state.units + unitnum;
1588 if (unitnum >= backendimageunits)
1590 // update 1d texture binding
1591 if (unit->t1d != texnum)
1593 GL_ActiveTexture(unitnum);
1594 if (unitnum < backendunits)
1600 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1607 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1612 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1614 // update 2d texture binding
1617 GL_ActiveTexture(unitnum);
1618 if (unitnum < backendunits)
1622 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1626 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1628 // update 3d texture binding
1631 GL_ActiveTexture(unitnum);
1632 if (unitnum < backendunits)
1636 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1640 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1642 // update cubemap texture binding
1645 GL_ActiveTexture(unitnum);
1646 if (unitnum < backendunits)
1650 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1654 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1658 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1660 gltextureunit_t *unit = gl_state.units + unitnum;
1661 if (unitnum >= backendimageunits)
1663 // update 1d texture binding
1666 GL_ActiveTexture(unitnum);
1667 if (unitnum < backendunits)
1671 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1675 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1677 // update 2d texture binding
1678 if (unit->t2d != texnum)
1680 GL_ActiveTexture(unitnum);
1681 if (unitnum < backendunits)
1687 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1694 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1699 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1701 // update 3d texture binding
1704 GL_ActiveTexture(unitnum);
1705 if (unitnum < backendunits)
1709 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1713 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1715 // update cubemap texture binding
1716 if (unit->tcubemap != 0)
1718 GL_ActiveTexture(unitnum);
1719 if (unitnum < backendunits)
1723 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1727 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1731 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1733 gltextureunit_t *unit = gl_state.units + unitnum;
1734 if (unitnum >= backendimageunits)
1736 // update 1d texture binding
1739 GL_ActiveTexture(unitnum);
1740 if (unitnum < backendunits)
1744 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1748 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1750 // update 2d texture binding
1753 GL_ActiveTexture(unitnum);
1754 if (unitnum < backendunits)
1758 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1762 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1764 // update 3d texture binding
1765 if (unit->t3d != texnum)
1767 GL_ActiveTexture(unitnum);
1768 if (unitnum < backendunits)
1774 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1781 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1786 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1788 // update cubemap texture binding
1789 if (unit->tcubemap != 0)
1791 GL_ActiveTexture(unitnum);
1792 if (unitnum < backendunits)
1796 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1800 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1804 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1806 gltextureunit_t *unit = gl_state.units + unitnum;
1807 if (unitnum >= backendimageunits)
1809 // update 1d texture binding
1812 GL_ActiveTexture(unitnum);
1813 if (unitnum < backendunits)
1817 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1821 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1823 // update 2d texture binding
1826 GL_ActiveTexture(unitnum);
1827 if (unitnum < backendunits)
1831 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1835 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1837 // update 3d texture binding
1840 GL_ActiveTexture(unitnum);
1841 if (unitnum < backendunits)
1845 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1849 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1851 // update cubemap texture binding
1852 if (unit->tcubemap != texnum)
1854 GL_ActiveTexture(unitnum);
1855 if (unitnum < backendunits)
1859 if (unit->tcubemap == 0)
1861 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1868 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1872 unit->tcubemap = texnum;
1873 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1877 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1879 gltextureunit_t *unit = gl_state.units + unitnum;
1880 if (matrix->m[3][3])
1882 // texmatrix specified, check if it is different
1883 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1885 double glmatrix[16];
1886 unit->texmatrixenabled = true;
1887 unit->matrix = *matrix;
1889 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1890 GL_ActiveTexture(unitnum);
1891 GL_ClientActiveTexture(unitnum);
1892 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1893 qglLoadMatrixd(glmatrix);CHECKGLERROR
1894 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1899 // no texmatrix specified, revert to identity
1900 if (unit->texmatrixenabled)
1902 unit->texmatrixenabled = false;
1903 unit->matrix = identitymatrix;
1905 GL_ActiveTexture(unitnum);
1906 GL_ClientActiveTexture(unitnum);
1907 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1908 qglLoadIdentity();CHECKGLERROR
1909 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1914 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1916 gltextureunit_t *unit = gl_state.units + unitnum;
1918 if (gl_combine.integer)
1920 // GL_ARB_texture_env_combine
1922 combinergb = GL_MODULATE;
1924 combinealpha = GL_MODULATE;
1929 if (unit->combinergb != combinergb)
1931 unit->combinergb = combinergb;
1932 GL_ActiveTexture(unitnum);
1933 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1935 if (unit->combinealpha != combinealpha)
1937 unit->combinealpha = combinealpha;
1938 GL_ActiveTexture(unitnum);
1939 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1941 if (unit->rgbscale != rgbscale)
1943 GL_ActiveTexture(unitnum);
1944 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1946 if (unit->alphascale != alphascale)
1948 GL_ActiveTexture(unitnum);
1949 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1956 combinergb = GL_MODULATE;
1957 if (unit->combinergb != combinergb)
1959 unit->combinergb = combinergb;
1960 GL_ActiveTexture(unitnum);
1961 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1966 void R_Mesh_TextureState(const rmeshstate_t *m)
1973 if (gl_backend_rebindtextures)
1975 gl_backend_rebindtextures = false;
1976 GL_SetupTextureState();
1980 for (i = 0;i < backendimageunits;i++)
1981 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1982 for (i = 0;i < backendarrayunits;i++)
1984 if (m->pointer_texcoord3f[i])
1985 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1987 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1989 for (i = 0;i < backendunits;i++)
1991 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1992 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1997 void R_Mesh_ResetTextureState(void)
1999 unsigned int unitnum;
2004 if (gl_backend_rebindtextures)
2006 gl_backend_rebindtextures = false;
2007 GL_SetupTextureState();
2011 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
2013 gltextureunit_t *unit = gl_state.units + unitnum;
2014 // update 1d texture binding
2017 GL_ActiveTexture(unitnum);
2018 if (unitnum < backendunits)
2020 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2023 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2025 // update 2d texture binding
2028 GL_ActiveTexture(unitnum);
2029 if (unitnum < backendunits)
2031 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2034 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2036 // update 3d texture binding
2039 GL_ActiveTexture(unitnum);
2040 if (unitnum < backendunits)
2042 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2045 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2047 // update cubemap texture binding
2050 GL_ActiveTexture(unitnum);
2051 if (unitnum < backendunits)
2053 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2056 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2059 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
2061 gltextureunit_t *unit = gl_state.units + unitnum;
2062 // texture array unit is disabled, disable the array
2063 if (unit->arrayenabled)
2065 unit->arrayenabled = false;
2066 GL_ClientActiveTexture(unitnum);
2067 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2070 for (unitnum = 0;unitnum < backendunits;unitnum++)
2072 gltextureunit_t *unit = gl_state.units + unitnum;
2073 // no texmatrix specified, revert to identity
2074 if (unit->texmatrixenabled)
2076 unit->texmatrixenabled = false;
2077 unit->matrix = identitymatrix;
2079 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2080 GL_ActiveTexture(unitnum);
2081 qglLoadIdentity();CHECKGLERROR
2082 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2084 if (gl_combine.integer)
2086 // GL_ARB_texture_env_combine
2087 if (unit->combinergb != GL_MODULATE)
2089 unit->combinergb = GL_MODULATE;
2090 GL_ActiveTexture(unitnum);
2091 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2093 if (unit->combinealpha != GL_MODULATE)
2095 unit->combinealpha = GL_MODULATE;
2096 GL_ActiveTexture(unitnum);
2097 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2099 if (unit->rgbscale != 1)
2101 GL_ActiveTexture(unitnum);
2102 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2104 if (unit->alphascale != 1)
2106 GL_ActiveTexture(unitnum);
2107 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2113 if (unit->combinergb != GL_MODULATE)
2115 unit->combinergb = GL_MODULATE;
2116 GL_ActiveTexture(unitnum);
2117 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2123 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
2127 for (;numtriangles;numtriangles--, elements += 3)
2129 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
2130 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
2131 qglArrayElement(elements[2]);qglArrayElement(elements[0]);