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_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
9 cvar_t gl_workaround_mac_texmatrix = {0, "gl_workaround_mac_texmatrix", "0", "if set to 1 this uses glLoadMatrixd followed by glLoadIdentity to clear a texture matrix (normally glLoadIdentity is sufficient by itself), if set to 2 it uses glLoadMatrixd without glLoadIdentity"};
10 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
11 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
13 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
18 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
19 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
21 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
22 qboolean v_flipped_state = false;
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
30 void GL_PrintError(int errornumber, char *filename, int linenumber)
34 #ifdef GL_INVALID_ENUM
36 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
39 #ifdef GL_INVALID_VALUE
40 case GL_INVALID_VALUE:
41 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
44 #ifdef GL_INVALID_OPERATION
45 case GL_INVALID_OPERATION:
46 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
49 #ifdef GL_STACK_OVERFLOW
50 case GL_STACK_OVERFLOW:
51 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
54 #ifdef GL_STACK_UNDERFLOW
55 case GL_STACK_UNDERFLOW:
56 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
59 #ifdef GL_OUT_OF_MEMORY
60 case GL_OUT_OF_MEMORY:
61 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
64 #ifdef GL_TABLE_TOO_LARGE
65 case GL_TABLE_TOO_LARGE:
66 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
70 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
76 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
78 void SCR_ScreenShot_f (void);
80 static matrix4x4_t backend_viewmatrix;
81 static matrix4x4_t backend_modelmatrix;
82 static matrix4x4_t backend_modelviewmatrix;
83 static matrix4x4_t backend_projectmatrix;
85 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
88 note: here's strip order for a terrain row:
95 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
97 *elements++ = i + row;
99 *elements++ = i + row + 1;
102 *elements++ = i + row + 1;
105 for (y = 0;y < rows - 1;y++)
107 for (x = 0;x < columns - 1;x++)
110 *elements++ = i + columns;
112 *elements++ = i + columns + 1;
115 *elements++ = i + columns + 1;
126 for (y = 0;y < rows - 1;y++)
128 for (x = 0;x < columns - 1;x++)
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
134 *elements++ = i + columns;
135 *elements++ = i + columns + 1;
141 unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
142 unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
144 void GL_Backend_AllocArrays(void)
148 void GL_Backend_FreeArrays(void)
152 void GL_VBOStats_f(void)
154 GL_Mesh_ListVBOs(true);
157 typedef struct gl_bufferobjectinfo_s
162 char name[MAX_QPATH];
164 gl_bufferobjectinfo_t;
166 memexpandablearray_t gl_bufferobjectinfoarray;
168 static void gl_backend_start(void)
172 if (qglDrawRangeElements != NULL)
175 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
177 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
179 Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
182 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
183 backendimageunits = backendunits;
184 backendarrayunits = backendunits;
185 if (gl_support_fragment_shader)
188 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
190 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
192 Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
193 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
194 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
197 Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
199 GL_Backend_AllocArrays();
201 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
203 Con_DPrintf("OpenGL backend started.\n");
207 backendactive = true;
210 static void gl_backend_shutdown(void)
213 backendimageunits = 0;
214 backendarrayunits = 0;
215 backendactive = false;
217 Con_DPrint("OpenGL Backend shutting down\n");
219 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
221 GL_Backend_FreeArrays();
224 static void gl_backend_newmap(void)
228 void gl_backend_init(void)
232 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
234 polygonelements[i * 3 + 0] = 0;
235 polygonelements[i * 3 + 1] = i + 1;
236 polygonelements[i * 3 + 2] = i + 2;
238 // elements for rendering a series of quads as triangles
239 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
241 quadelements[i * 6 + 0] = i * 4;
242 quadelements[i * 6 + 1] = i * 4 + 1;
243 quadelements[i * 6 + 2] = i * 4 + 2;
244 quadelements[i * 6 + 3] = i * 4;
245 quadelements[i * 6 + 4] = i * 4 + 2;
246 quadelements[i * 6 + 5] = i * 4 + 3;
249 Cvar_RegisterVariable(&r_render);
250 Cvar_RegisterVariable(&r_waterwarp);
251 Cvar_RegisterVariable(&gl_polyblend);
252 Cvar_RegisterVariable(&v_flipped);
253 Cvar_RegisterVariable(&gl_dither);
254 Cvar_RegisterVariable(&gl_lockarrays);
255 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
256 Cvar_RegisterVariable(&gl_vbo);
257 Cvar_RegisterVariable(&gl_paranoid);
258 Cvar_RegisterVariable(&gl_printcheckerror);
259 Cvar_RegisterVariable(&gl_workaround_mac_texmatrix);
261 Cvar_SetValue("r_render", 0);
264 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
265 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
266 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
267 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
269 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
271 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
274 void GL_SetMirrorState(qboolean state);
276 void GL_SetupView_Orientation_Identity (void)
278 backend_viewmatrix = identitymatrix;
279 GL_SetMirrorState(false);
280 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
283 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
285 matrix4x4_t tempmatrix, basematrix;
286 Matrix4x4_Invert_Full(&tempmatrix, matrix);
287 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
288 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
289 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
291 GL_SetMirrorState(v_flipped.integer);
294 Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
295 Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
296 Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
299 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
300 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
301 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
302 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
304 // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
305 tempmatrix = backend_modelmatrix;
306 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
307 R_Mesh_Matrix(&tempmatrix);
310 static void GL_BuildFrustum(double m[16], double left, double right, double bottom, double top, double nearVal, double farVal)
312 m[0] = 2 * nearVal / (right - left);
318 m[5] = 2 * nearVal / (top - bottom);
322 m[8] = (right + left) / (right - left);
323 m[9] = (top + bottom) / (top - bottom);
324 m[10] = - (farVal + nearVal) / (farVal - nearVal);
329 m[14] = - 2 * farVal * nearVal / (farVal - nearVal);
333 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
339 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
342 // avoid glGetDoublev whenever possible, it may stall the render pipeline
343 // in the tested cases (nvidia) no measurable fps difference, but it sure
344 // makes a difference over a network line with GLX
345 GL_BuildFrustum(m, -frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);
346 qglLoadMatrixd(m);CHECKGLERROR
348 qglLoadIdentity();CHECKGLERROR
349 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
350 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
352 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
353 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
354 GL_SetupView_Orientation_Identity();
358 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
364 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
365 qglLoadIdentity();CHECKGLERROR
367 nudge = 1.0 - 1.0 / (1<<23);
368 m[ 0] = 1.0 / frustumx;
373 m[ 5] = 1.0 / frustumy;
382 m[14] = -2 * zNear * nudge;
384 qglLoadMatrixd(m);CHECKGLERROR
385 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
386 GL_SetupView_Orientation_Identity();
388 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
391 static void GL_BuildOrtho(double m[16], double left, double right, double bottom, double top, double zNear, double zFar)
393 m[0] = 2/(right - left);
399 m[5] = 2/(top - bottom);
405 m[10] = -2/(zFar - zNear);
408 m[12] = - (right + left)/(right - left);
409 m[13] = - (top + bottom)/(top - bottom);
410 m[14] = - (zFar + zNear)/(zFar - zNear);
414 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
420 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
422 // avoid glGetDoublev whenever possible, it may stall the render pipeline
423 // in the tested cases (nvidia) no measurable fps difference, but it sure
424 // makes a difference over a network line with GLX
425 GL_BuildOrtho(m, x1, x2, y2, y1, zNear, zFar);
426 qglLoadMatrixd(m);CHECKGLERROR
428 qglLoadIdentity();CHECKGLERROR
429 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
430 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
432 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
433 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
434 GL_SetupView_Orientation_Identity();
438 void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
443 float clipPlane[4], v3[3], v4[3];
446 // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
447 // modified to fit in this codebase.
449 VectorSet(normal, normalx, normaly, normalz);
450 Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
451 VectorScale(normal, dist, v3);
452 Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
453 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
454 clipPlane[3] = -DotProduct(v4, clipPlane);
458 // testing code for comparing results
460 VectorCopy4(clipPlane, clipPlane2);
461 R_Mesh_Matrix(&identitymatrix);
462 VectorSet(q, normal[0], normal[1], normal[2], -dist);
463 qglClipPlane(GL_CLIP_PLANE0, q);
464 qglGetClipPlane(GL_CLIP_PLANE0, q);
465 VectorCopy4(q, clipPlane);
469 // Calculate the clip-space corner point opposite the clipping plane
470 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
471 // transform it into camera space by multiplying it
472 // by the inverse of the projection matrix
473 Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
475 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
476 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
478 q[3] = (1.0f + matrix[10]) / matrix[14];
480 // Calculate the scaled plane vector
481 d = 2.0f / DotProduct4(clipPlane, q);
483 // Replace the third row of the projection matrix
484 matrix[2] = clipPlane[0] * d;
485 matrix[6] = clipPlane[1] * d;
486 matrix[10] = clipPlane[2] * d + 1.0f;
487 matrix[14] = clipPlane[3] * d;
489 // Load it back into OpenGL
490 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
491 qglLoadMatrixd(matrix);CHECKGLERROR
492 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
494 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
497 typedef struct gltextureunit_s
499 const void *pointer_texcoord;
500 size_t pointer_texcoord_offset;
501 int pointer_texcoord_buffer;
502 int t1d, t2d, t3d, tcubemap;
504 unsigned int arraycomponents;
505 int rgbscale, alphascale;
506 int combinergb, combinealpha;
507 // FIXME: add more combine stuff
508 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
509 int texmatrixenabled;
514 static struct gl_state_s
522 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
525 float polygonoffset[2];
529 unsigned int clientunit;
530 gltextureunit_t units[MAX_TEXTUREUNITS];
534 int vertexbufferobject;
535 int elementbufferobject;
536 qboolean pointer_color_enabled;
537 const void *pointer_vertex;
538 const void *pointer_color;
539 size_t pointer_vertex_offset;
540 size_t pointer_color_offset;
541 int pointer_vertex_buffer;
542 int pointer_color_buffer;
546 static void GL_BindVBO(int bufferobject)
548 if (gl_state.vertexbufferobject != bufferobject)
550 gl_state.vertexbufferobject = bufferobject;
552 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
557 static void GL_BindEBO(int bufferobject)
559 if (gl_state.elementbufferobject != bufferobject)
561 gl_state.elementbufferobject = bufferobject;
563 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
568 void GL_SetupTextureState(void)
571 gltextureunit_t *unit;
573 gl_state.unit = MAX_TEXTUREUNITS;
574 gl_state.clientunit = MAX_TEXTUREUNITS;
575 for (i = 0;i < MAX_TEXTUREUNITS;i++)
577 unit = gl_state.units + i;
582 unit->arrayenabled = false;
583 unit->arraycomponents = 0;
584 unit->pointer_texcoord = NULL;
585 unit->pointer_texcoord_buffer = 0;
586 unit->pointer_texcoord_offset = 0;
588 unit->alphascale = 1;
589 unit->combinergb = GL_MODULATE;
590 unit->combinealpha = GL_MODULATE;
591 unit->texmatrixenabled = false;
592 unit->matrix = identitymatrix;
595 for (i = 0;i < backendimageunits;i++)
598 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
599 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
602 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
604 if (gl_texturecubemap)
606 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
610 for (i = 0;i < backendarrayunits;i++)
612 GL_ClientActiveTexture(i);
614 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
615 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
618 for (i = 0;i < backendunits;i++)
621 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
622 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
625 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
627 if (gl_texturecubemap)
629 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
631 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
632 qglLoadIdentity();CHECKGLERROR
633 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
634 if (gl_combine.integer)
636 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
637 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
638 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
639 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
640 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
641 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
642 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
643 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
644 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
645 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
646 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
647 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
648 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
649 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
650 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
651 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
652 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
656 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
663 void GL_Backend_ResetState(void)
665 memset(&gl_state, 0, sizeof(gl_state));
666 gl_state.depthtest = true;
667 gl_state.alphatest = false;
668 gl_state.blendfunc1 = GL_ONE;
669 gl_state.blendfunc2 = GL_ZERO;
670 gl_state.blend = false;
671 gl_state.depthmask = GL_TRUE;
672 gl_state.colormask = 15;
673 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
674 gl_state.lockrange_first = 0;
675 gl_state.lockrange_count = 0;
676 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
677 gl_state.cullfaceenable = true;
678 gl_state.polygonoffset[0] = 0;
679 gl_state.polygonoffset[1] = 0;
683 qglColorMask(1, 1, 1, 1);
684 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
685 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
686 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
687 qglDisable(GL_BLEND);CHECKGLERROR
688 qglCullFace(gl_state.cullface);CHECKGLERROR
689 qglEnable(GL_CULL_FACE);CHECKGLERROR
690 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
691 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
692 qglDepthMask(gl_state.depthmask);CHECKGLERROR
693 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
695 if (gl_support_arb_vertex_buffer_object)
697 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
698 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
701 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
702 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
704 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
705 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
707 GL_Color(0, 0, 0, 0);
708 GL_Color(1, 1, 1, 1);
710 GL_SetupTextureState();
713 void GL_ActiveTexture(unsigned int num)
715 if (gl_state.unit != num)
718 if (qglActiveTexture)
721 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
727 void GL_ClientActiveTexture(unsigned int num)
729 if (gl_state.clientunit != num)
731 gl_state.clientunit = num;
732 if (qglActiveTexture)
735 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
741 void GL_BlendFunc(int blendfunc1, int blendfunc2)
743 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
746 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
747 if (gl_state.blendfunc2 == GL_ZERO)
749 if (gl_state.blendfunc1 == GL_ONE)
754 qglDisable(GL_BLEND);CHECKGLERROR
762 qglEnable(GL_BLEND);CHECKGLERROR
771 qglEnable(GL_BLEND);CHECKGLERROR
777 void GL_DepthMask(int state)
779 if (gl_state.depthmask != state)
782 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
786 void GL_DepthTest(int state)
788 if (gl_state.depthtest != state)
790 gl_state.depthtest = state;
792 if (gl_state.depthtest)
794 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
798 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
803 void GL_DepthRange(float nearfrac, float farfrac)
805 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
807 gl_state.depthrange[0] = nearfrac;
808 gl_state.depthrange[1] = farfrac;
809 qglDepthRange(nearfrac, farfrac);
813 void GL_PolygonOffset(float planeoffset, float depthoffset)
815 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
817 gl_state.polygonoffset[0] = planeoffset;
818 gl_state.polygonoffset[1] = depthoffset;
819 qglPolygonOffset(planeoffset, depthoffset);
823 void GL_SetMirrorState(qboolean state)
825 if(!state != !v_flipped_state)
827 // change cull face mode!
828 if(gl_state.cullface == GL_BACK)
829 qglCullFace((gl_state.cullface = GL_FRONT));
830 else if(gl_state.cullface == GL_FRONT)
831 qglCullFace((gl_state.cullface = GL_BACK));
833 v_flipped_state = state;
836 void GL_CullFace(int state)
842 if(state == GL_FRONT)
844 else if(state == GL_BACK)
848 if (state != GL_NONE)
850 if (!gl_state.cullfaceenable)
852 gl_state.cullfaceenable = true;
853 qglEnable(GL_CULL_FACE);CHECKGLERROR
855 if (gl_state.cullface != state)
857 gl_state.cullface = state;
858 qglCullFace(gl_state.cullface);CHECKGLERROR
863 if (gl_state.cullfaceenable)
865 gl_state.cullfaceenable = false;
866 qglDisable(GL_CULL_FACE);CHECKGLERROR
871 void GL_AlphaTest(int state)
873 if (gl_state.alphatest != state)
875 gl_state.alphatest = state;
877 if (gl_state.alphatest)
879 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
883 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
888 void GL_ColorMask(int r, int g, int b, int a)
890 int state = r*8 + g*4 + b*2 + a*1;
891 if (gl_state.colormask != state)
893 gl_state.colormask = state;
895 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
899 void GL_Color(float cr, float cg, float cb, float ca)
901 if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
903 gl_state.color4f[0] = cr;
904 gl_state.color4f[1] = cg;
905 gl_state.color4f[2] = cb;
906 gl_state.color4f[3] = ca;
908 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
913 void GL_LockArrays(int first, int count)
915 if (count < gl_lockarrays_minimumvertices.integer)
920 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
922 if (gl_state.lockrange_count)
924 gl_state.lockrange_count = 0;
926 qglUnlockArraysEXT();
929 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
931 gl_state.lockrange_first = first;
932 gl_state.lockrange_count = count;
934 qglLockArraysEXT(first, count);
940 void GL_Scissor (int x, int y, int width, int height)
943 qglScissor(x, vid.height - (y + height),width,height);
947 void GL_ScissorTest(int state)
949 if(gl_state.scissortest == state)
953 if((gl_state.scissortest = state))
954 qglEnable(GL_SCISSOR_TEST);
956 qglDisable(GL_SCISSOR_TEST);
960 void GL_Clear(int mask)
963 qglClear(mask);CHECKGLERROR
966 void GL_TransformToScreen(const vec4_t in, vec4_t out)
970 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
971 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
973 out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
974 out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
975 out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
978 // called at beginning of frame
979 void R_Mesh_Start(void)
983 if (gl_printcheckerror.integer && !gl_paranoid.integer)
985 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
986 Cvar_SetValueQuick(&gl_paranoid, 1);
988 GL_Backend_ResetState();
991 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
995 char compilelog[MAX_INPUTLINE];
996 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
999 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1000 qglCompileShaderARB(shaderobject);CHECKGLERROR
1001 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1002 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1003 if (compilelog[0] && developer.integer > 0)
1005 int i, j, pretextlines = 0;
1006 for (i = 0;i < numstrings - 1;i++)
1007 for (j = 0;strings[i][j];j++)
1008 if (strings[i][j] == '\n')
1010 Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1012 if (!shadercompiled)
1014 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1017 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1018 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1022 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
1024 GLint programlinked;
1025 GLuint programobject = 0;
1026 char linklog[MAX_INPUTLINE];
1029 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1033 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1036 #ifdef GL_GEOMETRY_SHADER_ARB
1037 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1041 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1044 qglLinkProgramARB(programobject);CHECKGLERROR
1045 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1046 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1049 Con_DPrintf("program link log:\n%s\n", linklog);
1050 // software vertex shader is ok but software fragment shader is WAY
1051 // too slow, fail program if so.
1052 // NOTE: this string might be ATI specific, but that's ok because the
1053 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1054 // software fragment shader due to low instruction and dependent
1056 if (strstr(linklog, "fragment shader will run in software"))
1057 programlinked = false;
1061 return programobject;
1063 qglDeleteObjectARB(programobject);CHECKGLERROR
1067 void GL_Backend_FreeProgram(unsigned int prog)
1070 qglDeleteObjectARB(prog);
1074 int gl_backend_rebindtextures;
1076 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1081 for (i = 0;i < count;i++)
1082 *out++ = *in++ + offset;
1085 memcpy(out, in, sizeof(*out) * count);
1088 // renders triangles using vertices from the active arrays
1089 int paranoidblah = 0;
1090 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1092 unsigned int numelements = numtriangles * 3;
1093 if (numvertices < 3 || numtriangles < 1)
1095 Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, bufferobject3i, bufferobject3s);
1098 if (!gl_mesh_prefer_short_elements.integer)
1106 element3i += firsttriangle * 3;
1108 element3s += firsttriangle * 3;
1109 if (gl_vbo.integer != 1)
1110 bufferobject3i = bufferobject3s = 0;
1112 r_refdef.stats.meshes++;
1113 r_refdef.stats.meshes_elements += numelements;
1114 if (gl_paranoid.integer)
1116 unsigned int i, j, size;
1118 // note: there's no validation done here on buffer objects because it
1119 // is somewhat difficult to get at the data, and gl_paranoid can be
1120 // used without buffer objects if the need arises
1121 // (the data could be gotten using glMapBuffer but it would be very
1122 // slow due to uncachable video memory reads)
1123 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1124 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1126 if (gl_state.pointer_vertex)
1127 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1129 if (gl_state.pointer_color_enabled)
1131 if (!qglIsEnabled(GL_COLOR_ARRAY))
1132 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1134 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1135 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1138 for (i = 0;i < backendarrayunits;i++)
1140 if (gl_state.units[i].arrayenabled)
1142 GL_ClientActiveTexture(i);
1143 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1144 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1146 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1147 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
1153 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1155 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1157 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1164 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1166 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1168 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1175 if (r_render.integer)
1178 if (gl_mesh_testmanualfeeding.integer)
1180 unsigned int i, j, element;
1182 qglBegin(GL_TRIANGLES);
1183 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1185 element = element3i ? element3i[i] : element3s[i];
1186 for (j = 0;j < backendarrayunits;j++)
1188 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1190 if (backendarrayunits > 1)
1192 if (gl_state.units[j].arraycomponents == 4)
1194 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1195 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1197 else if (gl_state.units[j].arraycomponents == 3)
1199 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1200 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1202 else if (gl_state.units[j].arraycomponents == 2)
1204 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1205 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1209 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1210 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1215 if (gl_state.units[j].arraycomponents == 4)
1217 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1218 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1220 else if (gl_state.units[j].arraycomponents == 3)
1222 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1223 qglTexCoord3f(p[0], p[1], p[2]);
1225 else if (gl_state.units[j].arraycomponents == 2)
1227 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1228 qglTexCoord2f(p[0], p[1]);
1232 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1233 qglTexCoord1f(p[0]);
1238 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1240 p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1241 qglColor4f(p[0], p[1], p[2], p[3]);
1243 p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1244 qglVertex3f(p[0], p[1], p[2]);
1249 else if (gl_mesh_testarrayelement.integer)
1252 qglBegin(GL_TRIANGLES);
1255 for (i = 0;i < numtriangles * 3;i++)
1256 qglArrayElement(element3i[i]);
1260 for (i = 0;i < numtriangles * 3;i++)
1261 qglArrayElement(element3s[i]);
1266 else if (bufferobject3s)
1268 GL_BindEBO(bufferobject3s);
1269 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1271 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1276 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1280 else if (bufferobject3i)
1282 GL_BindEBO(bufferobject3i);
1283 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1285 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1290 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1297 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1299 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, element3s);
1304 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1311 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1313 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, element3i);
1318 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1325 // restores backend state, used when done with 3D rendering
1326 void R_Mesh_Finish(void)
1331 GL_LockArrays(0, 0);
1334 for (i = 0;i < backendimageunits;i++)
1336 GL_ActiveTexture(i);
1337 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1338 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1341 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1343 if (gl_texturecubemap)
1345 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1348 for (i = 0;i < backendarrayunits;i++)
1350 GL_ActiveTexture(backendarrayunits - 1 - i);
1351 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1353 for (i = 0;i < backendunits;i++)
1355 GL_ActiveTexture(backendunits - 1 - i);
1356 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1357 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1360 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1362 if (gl_texturecubemap)
1364 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1366 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1367 if (gl_combine.integer)
1369 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1370 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1373 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1374 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1376 qglDisable(GL_BLEND);CHECKGLERROR
1377 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1378 qglDepthMask(GL_TRUE);CHECKGLERROR
1379 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1382 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1384 gl_bufferobjectinfo_t *info;
1385 GLuint bufferobject;
1387 if (!gl_vbo.integer)
1390 qglGenBuffersARB(1, &bufferobject);
1393 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1394 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1395 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1397 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1399 info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1400 memset(info, 0, sizeof(*info));
1401 info->target = target;
1402 info->object = bufferobject;
1404 strlcpy(info->name, name, sizeof(info->name));
1406 return (int)bufferobject;
1409 void R_Mesh_DestroyBufferObject(int bufferobject)
1412 gl_bufferobjectinfo_t *info;
1414 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1416 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1417 for (i = 0;i < endindex;i++)
1419 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1422 if (info->object == bufferobject)
1424 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1430 void GL_Mesh_ListVBOs(qboolean printeach)
1433 size_t ebocount = 0, ebomemory = 0;
1434 size_t vbocount = 0, vbomemory = 0;
1435 gl_bufferobjectinfo_t *info;
1436 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1437 for (i = 0;i < endindex;i++)
1439 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1442 switch(info->target)
1444 case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1445 case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1446 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1449 Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
1452 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1454 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1456 double glmatrix[16];
1457 backend_modelmatrix = *matrix;
1458 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1459 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1461 qglLoadMatrixd(glmatrix);CHECKGLERROR
1465 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1467 if (!gl_vbo.integer)
1469 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1471 gl_state.pointer_vertex = vertex3f;
1472 gl_state.pointer_vertex_buffer = bufferobject;
1473 gl_state.pointer_vertex_offset = bufferoffset;
1475 GL_BindVBO(bufferobject);
1476 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1480 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1482 // note: this can not rely on bufferobject to decide whether a color array
1483 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1484 // means that a valid vbo may be supplied even if there is no color array.
1487 if (!gl_vbo.integer)
1489 // caller wants color array enabled
1490 if (!gl_state.pointer_color_enabled)
1492 gl_state.pointer_color_enabled = true;
1494 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1496 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1498 gl_state.pointer_color = color4f;
1499 gl_state.pointer_color_buffer = bufferobject;
1500 gl_state.pointer_color_offset = bufferoffset;
1502 GL_BindVBO(bufferobject);
1503 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1508 // caller wants color array disabled
1509 if (gl_state.pointer_color_enabled)
1511 gl_state.pointer_color_enabled = false;
1513 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1514 // when color array is on the glColor gets trashed, set it again
1515 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1520 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1522 gltextureunit_t *unit = gl_state.units + unitnum;
1523 // update array settings
1525 // note: there is no need to check bufferobject here because all cases
1526 // that involve a valid bufferobject also supply a texcoord array
1529 if (!gl_vbo.integer)
1531 // texture array unit is enabled, enable the array
1532 if (!unit->arrayenabled)
1534 unit->arrayenabled = true;
1535 GL_ClientActiveTexture(unitnum);
1536 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1539 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1541 unit->pointer_texcoord = texcoord;
1542 unit->pointer_texcoord_buffer = bufferobject;
1543 unit->pointer_texcoord_offset = bufferoffset;
1544 unit->arraycomponents = numcomponents;
1545 GL_ClientActiveTexture(unitnum);
1546 GL_BindVBO(bufferobject);
1547 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1552 // texture array unit is disabled, disable the array
1553 if (unit->arrayenabled)
1555 unit->arrayenabled = false;
1556 GL_ClientActiveTexture(unitnum);
1557 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1562 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1564 gltextureunit_t *unit = gl_state.units + unitnum;
1565 if (unitnum >= backendimageunits)
1567 // update 1d texture binding
1568 if (unit->t1d != tex1d)
1570 GL_ActiveTexture(unitnum);
1571 if (unitnum < backendunits)
1577 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1584 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1589 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1591 // update 2d texture binding
1592 if (unit->t2d != tex2d)
1594 GL_ActiveTexture(unitnum);
1595 if (unitnum < backendunits)
1601 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1608 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1613 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1615 // update 3d texture binding
1616 if (unit->t3d != tex3d)
1618 GL_ActiveTexture(unitnum);
1619 if (unitnum < backendunits)
1625 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1632 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1637 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1639 // update cubemap texture binding
1640 if (unit->tcubemap != texcubemap)
1642 GL_ActiveTexture(unitnum);
1643 if (unitnum < backendunits)
1647 if (unit->tcubemap == 0)
1649 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1656 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1660 unit->tcubemap = texcubemap;
1661 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1665 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1667 gltextureunit_t *unit = gl_state.units + unitnum;
1668 if (unitnum >= backendimageunits)
1670 // update 1d texture binding
1671 if (unit->t1d != texnum)
1673 GL_ActiveTexture(unitnum);
1674 if (unitnum < backendunits)
1680 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1687 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1692 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1694 // update 2d texture binding
1697 GL_ActiveTexture(unitnum);
1698 if (unitnum < backendunits)
1702 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1706 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1708 // update 3d texture binding
1711 GL_ActiveTexture(unitnum);
1712 if (unitnum < backendunits)
1716 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1720 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1722 // update cubemap texture binding
1725 GL_ActiveTexture(unitnum);
1726 if (unitnum < backendunits)
1730 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1734 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1738 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1740 gltextureunit_t *unit = gl_state.units + unitnum;
1741 if (unitnum >= backendimageunits)
1743 // update 1d texture binding
1746 GL_ActiveTexture(unitnum);
1747 if (unitnum < backendunits)
1751 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1755 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1757 // update 2d texture binding
1758 if (unit->t2d != texnum)
1760 GL_ActiveTexture(unitnum);
1761 if (unitnum < backendunits)
1767 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1774 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1779 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1781 // update 3d texture binding
1784 GL_ActiveTexture(unitnum);
1785 if (unitnum < backendunits)
1789 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1793 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1795 // update cubemap texture binding
1796 if (unit->tcubemap != 0)
1798 GL_ActiveTexture(unitnum);
1799 if (unitnum < backendunits)
1803 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1807 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1811 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1813 gltextureunit_t *unit = gl_state.units + unitnum;
1814 if (unitnum >= backendimageunits)
1816 // update 1d texture binding
1819 GL_ActiveTexture(unitnum);
1820 if (unitnum < backendunits)
1824 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1828 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1830 // update 2d texture binding
1833 GL_ActiveTexture(unitnum);
1834 if (unitnum < backendunits)
1838 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1842 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1844 // update 3d texture binding
1845 if (unit->t3d != texnum)
1847 GL_ActiveTexture(unitnum);
1848 if (unitnum < backendunits)
1854 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1861 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1866 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1868 // update cubemap texture binding
1869 if (unit->tcubemap != 0)
1871 GL_ActiveTexture(unitnum);
1872 if (unitnum < backendunits)
1876 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1880 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1884 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1886 gltextureunit_t *unit = gl_state.units + unitnum;
1887 if (unitnum >= backendimageunits)
1889 // update 1d texture binding
1892 GL_ActiveTexture(unitnum);
1893 if (unitnum < backendunits)
1897 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1901 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1903 // update 2d texture binding
1906 GL_ActiveTexture(unitnum);
1907 if (unitnum < backendunits)
1911 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1915 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1917 // update 3d texture binding
1920 GL_ActiveTexture(unitnum);
1921 if (unitnum < backendunits)
1925 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1929 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1931 // update cubemap texture binding
1932 if (unit->tcubemap != texnum)
1934 GL_ActiveTexture(unitnum);
1935 if (unitnum < backendunits)
1939 if (unit->tcubemap == 0)
1941 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1948 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1952 unit->tcubemap = texnum;
1953 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1957 static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
1959 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1961 gltextureunit_t *unit = gl_state.units + unitnum;
1962 if (matrix->m[3][3])
1964 // texmatrix specified, check if it is different
1965 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1967 double glmatrix[16];
1968 unit->texmatrixenabled = true;
1969 unit->matrix = *matrix;
1971 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1972 GL_ActiveTexture(unitnum);
1973 GL_ClientActiveTexture(unitnum);
1974 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1975 qglLoadMatrixd(glmatrix);CHECKGLERROR
1976 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1981 // no texmatrix specified, revert to identity
1982 if (unit->texmatrixenabled)
1984 unit->texmatrixenabled = false;
1985 unit->matrix = identitymatrix;
1987 GL_ActiveTexture(unitnum);
1988 GL_ClientActiveTexture(unitnum);
1989 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1990 if (gl_workaround_mac_texmatrix.integer)
1992 qglLoadMatrixd(gl_identitymatrix);CHECKGLERROR
1993 if (gl_workaround_mac_texmatrix.integer == 2)
1994 qglLoadIdentity();CHECKGLERROR
1998 qglLoadIdentity();CHECKGLERROR
2000 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2005 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
2007 gltextureunit_t *unit = gl_state.units + unitnum;
2009 if (gl_combine.integer)
2011 // GL_ARB_texture_env_combine
2013 combinergb = GL_MODULATE;
2015 combinealpha = GL_MODULATE;
2020 if (unit->combinergb != combinergb)
2022 unit->combinergb = combinergb;
2023 GL_ActiveTexture(unitnum);
2024 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2026 if (unit->combinealpha != combinealpha)
2028 unit->combinealpha = combinealpha;
2029 GL_ActiveTexture(unitnum);
2030 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2032 if (unit->rgbscale != rgbscale)
2034 GL_ActiveTexture(unitnum);
2035 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
2037 if (unit->alphascale != alphascale)
2039 GL_ActiveTexture(unitnum);
2040 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
2047 combinergb = GL_MODULATE;
2048 if (unit->combinergb != combinergb)
2050 unit->combinergb = combinergb;
2051 GL_ActiveTexture(unitnum);
2052 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2057 void R_Mesh_TextureState(const rmeshstate_t *m)
2064 if (gl_backend_rebindtextures)
2066 gl_backend_rebindtextures = false;
2067 GL_SetupTextureState();
2071 for (i = 0;i < backendimageunits;i++)
2072 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
2073 for (i = 0;i < backendarrayunits;i++)
2075 if (m->pointer_texcoord3f[i])
2076 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2078 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2080 for (i = 0;i < backendunits;i++)
2082 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
2083 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
2088 void R_Mesh_ResetTextureState(void)
2090 unsigned int unitnum;
2095 if (gl_backend_rebindtextures)
2097 gl_backend_rebindtextures = false;
2098 GL_SetupTextureState();
2102 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
2104 gltextureunit_t *unit = gl_state.units + unitnum;
2105 // update 1d texture binding
2108 GL_ActiveTexture(unitnum);
2109 if (unitnum < backendunits)
2111 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2114 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2116 // update 2d texture binding
2119 GL_ActiveTexture(unitnum);
2120 if (unitnum < backendunits)
2122 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2125 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2127 // update 3d texture binding
2130 GL_ActiveTexture(unitnum);
2131 if (unitnum < backendunits)
2133 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2136 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2138 // update cubemap texture binding
2141 GL_ActiveTexture(unitnum);
2142 if (unitnum < backendunits)
2144 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2147 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2150 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
2152 gltextureunit_t *unit = gl_state.units + unitnum;
2153 // texture array unit is disabled, disable the array
2154 if (unit->arrayenabled)
2156 unit->arrayenabled = false;
2157 GL_ClientActiveTexture(unitnum);
2158 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2161 for (unitnum = 0;unitnum < backendunits;unitnum++)
2163 gltextureunit_t *unit = gl_state.units + unitnum;
2164 // no texmatrix specified, revert to identity
2165 if (unit->texmatrixenabled)
2167 unit->texmatrixenabled = false;
2168 unit->matrix = identitymatrix;
2170 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2171 GL_ActiveTexture(unitnum);
2172 qglLoadIdentity();CHECKGLERROR
2173 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2175 if (gl_combine.integer)
2177 // GL_ARB_texture_env_combine
2178 if (unit->combinergb != GL_MODULATE)
2180 unit->combinergb = GL_MODULATE;
2181 GL_ActiveTexture(unitnum);
2182 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2184 if (unit->combinealpha != GL_MODULATE)
2186 unit->combinealpha = GL_MODULATE;
2187 GL_ActiveTexture(unitnum);
2188 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2190 if (unit->rgbscale != 1)
2192 GL_ActiveTexture(unitnum);
2193 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2195 if (unit->alphascale != 1)
2197 GL_ActiveTexture(unitnum);
2198 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2204 if (unit->combinergb != GL_MODULATE)
2206 unit->combinergb = GL_MODULATE;
2207 GL_ActiveTexture(unitnum);
2208 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR