4 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
5 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
6 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
8 cvar_t r_render = {0, "r_render", "1"};
9 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
10 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
12 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
13 // too large for the buffers in the previous frame
14 int overflowedverts = 0;
16 int gl_maxdrawrangeelementsvertices;
17 int gl_maxdrawrangeelementsindices;
22 void GL_PrintError(int errornumber, char *filename, int linenumber)
26 #ifdef GL_INVALID_ENUM
28 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
31 #ifdef GL_INVALID_VALUE
32 case GL_INVALID_VALUE:
33 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
36 #ifdef GL_INVALID_OPERATION
37 case GL_INVALID_OPERATION:
38 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
41 #ifdef GL_STACK_OVERFLOW
42 case GL_STACK_OVERFLOW:
43 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
46 #ifdef GL_STACK_UNDERFLOW
47 case GL_STACK_UNDERFLOW:
48 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
51 #ifdef GL_OUT_OF_MEMORY
52 case GL_OUT_OF_MEMORY:
53 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
56 #ifdef GL_TABLE_TOO_LARGE
57 case GL_TABLE_TOO_LARGE:
58 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
62 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
70 static float viewdist;
71 // sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
72 static int vpnbit0, vpnbit1, vpnbit2;
74 int c_meshs, c_meshtris;
78 float overbrightscale;
80 void SCR_ScreenShot_f (void);
82 // these are externally accessible
83 float mesh_colorscale;
87 float *varray_texcoord[MAX_TEXTUREUNITS];
89 int mesh_maxverts; // always mesh_maxtris * 3
91 static matrix4x4_t backendmatrix;
93 static int backendunits, backendactive;
94 static qbyte *varray_bcolor;
95 static mempool_t *gl_backend_mempool;
97 void GL_Backend_AllocArrays(void)
101 if (!gl_backend_mempool)
102 gl_backend_mempool = Mem_AllocPool("GL_Backend");
104 mesh_maxverts = mesh_maxtris * 3;
106 varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3]));
107 varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
108 varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
109 varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
110 for (i = 0;i < backendunits;i++)
111 varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
112 for (;i < MAX_TEXTUREUNITS;i++)
113 varray_texcoord[i] = NULL;
116 void GL_Backend_FreeArrays(int resizingbuffers)
120 Mem_EmptyPool(gl_backend_mempool);
122 Mem_FreePool(&gl_backend_mempool);
123 varray_element = NULL;
124 varray_vertex = NULL;
126 varray_bcolor = NULL;
127 for (i = 0;i < MAX_TEXTUREUNITS;i++)
128 varray_texcoord[i] = NULL;
131 static void gl_backend_start(void)
133 Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
134 if (qglDrawRangeElements != NULL)
136 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
137 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
139 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
141 if (strstr(gl_renderer, "3Dfx"))
143 Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
144 Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
147 backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
149 GL_Backend_AllocArrays();
151 backendactive = true;
154 static void gl_backend_shutdown(void)
157 backendactive = false;
159 Con_Printf("OpenGL Backend shutting down\n");
161 GL_Backend_FreeArrays(false);
164 void GL_Backend_CheckCvars(void)
166 if (gl_mesh_drawmode.integer < 0)
167 Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
168 if (gl_mesh_drawmode.integer > 3)
169 Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
171 // change drawmode 3 to 2 if 3 won't work
172 if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
173 Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
175 // 21760 is (65536 / 3) rounded off to a multiple of 128
176 if (gl_mesh_maxtriangles.integer < 1024)
177 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
178 if (gl_mesh_maxtriangles.integer > 21760)
179 Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
182 void GL_Backend_ResizeArrays(int numtriangles)
184 Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles);
185 GL_Backend_CheckCvars();
186 mesh_maxtris = gl_mesh_maxtriangles.integer;
187 GL_Backend_FreeArrays(true);
188 GL_Backend_AllocArrays();
191 static void gl_backend_newmap(void)
195 void gl_backend_init(void)
197 Cvar_RegisterVariable(&r_render);
198 Cvar_RegisterVariable(&gl_dither);
199 Cvar_RegisterVariable(&gl_lockarrays);
201 Cvar_SetValue("r_render", 0);
204 Cvar_RegisterVariable(&gl_mesh_maxtriangles);
205 Cvar_RegisterVariable(&gl_mesh_floatcolors);
206 Cvar_RegisterVariable(&gl_mesh_drawmode);
207 GL_Backend_CheckCvars();
208 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
211 int arraylocked = false;
213 void GL_LockArray(int first, int count)
215 if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
217 qglLockArraysEXT(first, count);
223 void GL_UnlockArray(void)
227 qglUnlockArraysEXT();
238 static void GL_SetupFrame (void)
241 double fovx, fovy, zNear, zFar, aspect;
243 if (!r_render.integer)
246 qglDepthFunc (GL_LEQUAL);CHECKGLERROR
249 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
250 qglLoadIdentity ();CHECKGLERROR
252 // y is weird beause OpenGL is bottom to top, we use top to bottom
253 qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
257 zFar = r_mesh_farclip;
262 fovx = r_refdef.fov_x;
263 fovy = r_refdef.fov_y;
264 aspect = r_refdef.width / r_refdef.height;
267 xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
268 ymax = zNear * tan(fovy * M_PI / 360.0);
271 qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
273 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
274 qglLoadIdentity ();CHECKGLERROR
277 qglRotatef (-90, 1, 0, 0);CHECKGLERROR
278 qglRotatef (90, 0, 0, 1);CHECKGLERROR
280 qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);CHECKGLERROR
281 qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);CHECKGLERROR
282 qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
284 qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
296 int texture[MAX_TEXTUREUNITS];
297 float texturergbscale[MAX_TEXTUREUNITS];
301 void GL_SetupTextureState(void)
304 if (backendunits > 1)
306 for (i = 0;i < backendunits;i++)
308 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
309 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
310 if (gl_combine.integer)
312 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
313 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
314 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
315 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
316 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
317 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
318 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
319 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
320 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
321 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
322 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
323 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
324 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
325 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
326 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
327 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
328 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
332 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
334 if (gl_state.texture[i])
336 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
340 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
342 if (gl_mesh_drawmode.integer > 0)
344 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
345 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
346 if (gl_state.texture[i])
348 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
352 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
359 qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
360 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
361 if (gl_state.texture[0])
363 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
367 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
369 if (gl_mesh_drawmode.integer > 0)
371 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
372 if (gl_state.texture[0])
374 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
378 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
385 void GL_Backend_ResetState(void)
389 gl_state.clientunit = 0;
391 for (i = 0;i < backendunits;i++)
393 gl_state.texture[i] = 0;
394 gl_state.texturergbscale[i] = 1;
397 qglEnable(GL_CULL_FACE);CHECKGLERROR
398 qglCullFace(GL_FRONT);CHECKGLERROR
400 gl_state.depthdisable = false;
401 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
403 gl_state.blendfunc1 = GL_ONE;
404 gl_state.blendfunc2 = GL_ZERO;
405 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
408 qglDisable(GL_BLEND);CHECKGLERROR
410 gl_state.depthmask = GL_TRUE;
411 qglDepthMask(gl_state.depthmask);CHECKGLERROR
414 if (gl_mesh_drawmode.integer > 0)
417 qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
418 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
419 if (gl_mesh_floatcolors.integer)
421 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
425 qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
427 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
430 GL_SetupTextureState();
433 // called at beginning of frame
434 void R_Mesh_Start(float farclip)
437 Sys_Error("R_Mesh_Clear: called when backend is not active\n");
441 r_mesh_farclip = farclip;
442 viewdist = DotProduct(r_origin, vpn);
443 vpnbit0 = vpn[0] < 0;
444 vpnbit1 = vpn[1] < 0;
445 vpnbit2 = vpn[2] < 0;
450 GL_Backend_CheckCvars();
451 if (mesh_maxtris != gl_mesh_maxtriangles.integer)
452 GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer);
456 GL_Backend_ResetState();
459 int gl_backend_rebindtextures;
461 void GL_ConvertColorsFloatToByte(int numverts)
464 // LordHavoc: to avoid problems with aliasing (treating memory as two
465 // different types - exactly what this is doing), these must be volatile
467 volatile int *icolor;
468 volatile float *fcolor;
471 total = numverts * 4;
473 // shift float to have 8bit fraction at base of number
474 fcolor = varray_color;
475 for (i = 0;i < total;)
477 fcolor[i ] += 32768.0f;
478 fcolor[i + 1] += 32768.0f;
479 fcolor[i + 2] += 32768.0f;
480 fcolor[i + 3] += 32768.0f;
484 // then read as integer and kill float bits...
485 icolor = (int *)varray_color;
486 bcolor = varray_bcolor;
487 for (i = 0;i < total;)
489 k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k;
490 k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
491 k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
492 k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
497 void GL_TransformVertices(int numverts)
500 float m[12], tempv[4], *v;
501 m[0] = backendmatrix.m[0][0];
502 m[1] = backendmatrix.m[0][1];
503 m[2] = backendmatrix.m[0][2];
504 m[3] = backendmatrix.m[0][3];
505 m[4] = backendmatrix.m[1][0];
506 m[5] = backendmatrix.m[1][1];
507 m[6] = backendmatrix.m[1][2];
508 m[7] = backendmatrix.m[1][3];
509 m[8] = backendmatrix.m[2][0];
510 m[9] = backendmatrix.m[2][1];
511 m[10] = backendmatrix.m[2][2];
512 m[11] = backendmatrix.m[2][3];
513 for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
515 VectorCopy(v, tempv);
516 v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
517 v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
518 v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
522 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
524 unsigned int i, j, in;
527 GL_LockArray(firstvert, endvert - firstvert);
528 if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
530 // GL 1.2 or GL 1.1 with extension
531 qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
534 else if (gl_mesh_drawmode.integer >= 2)
537 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
540 else if (gl_mesh_drawmode.integer >= 1)
543 // feed it manually using glArrayElement
544 qglBegin(GL_TRIANGLES);
545 for (i = 0;i < indexcount;i++)
546 qglArrayElement(index[i]);
552 // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
554 qglBegin(GL_TRIANGLES);
555 if (gl_state.texture[1]) // if the mesh uses multiple textures
557 // the minigl doesn't have this (because it does not have ARB_multitexture)
558 for (i = 0;i < indexcount;i++)
561 c = varray_bcolor + in * 4;
562 qglColor4ub(c[0], c[1], c[2], c[3]);
563 for (j = 0;j < backendunits;j++)
565 if (gl_state.texture[j])
567 v = varray_texcoord[j] + in * 2;
568 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]);
571 v = varray_vertex + in * 4;
572 qglVertex3f(v[0], v[1], v[2]);
577 for (i = 0;i < indexcount;i++)
580 c = varray_bcolor + in * 4;
581 qglColor4ub(c[0], c[1], c[2], c[3]);
582 if (gl_state.texture[0])
584 v = varray_texcoord[j] + in * 2;
585 qglTexCoord2f(v[0], v[1]);
587 v = varray_vertex + in * 4;
588 qglVertex3f(v[0], v[1], v[2]);
597 // enlarges geometry buffers if they are too small
598 void _R_Mesh_ResizeCheck(int numverts, int numtriangles)
600 if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
603 Sys_Error("R_Mesh_Begin: called when backend is not active\n");
604 GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100);
605 GL_Backend_ResetState();
610 void R_Mesh_Draw(int numverts, int numtriangles)
613 Sys_Error("R_Mesh_End: called when backend is not active\n");
616 c_meshtris += numtriangles;
620 // drawmode 0 always uses byte colors
621 if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
622 GL_ConvertColorsFloatToByte(numverts);
623 GL_TransformVertices(numverts);
624 if (!r_render.integer)
626 GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element);
629 // restores backend state, used when done with 3D rendering
630 void R_Mesh_Finish(void)
633 if (backendunits > 1)
635 for (i = backendunits - 1;i >= 0;i--)
637 qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
638 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
639 if (gl_combine.integer)
641 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
645 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
649 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
651 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
655 qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
656 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
662 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
663 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
666 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
671 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
672 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
675 qglDisable(GL_BLEND);CHECKGLERROR
676 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
677 qglDepthMask(GL_TRUE);CHECKGLERROR
678 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
681 void R_Mesh_ClearDepth(void)
684 qglClear(GL_DEPTH_BUFFER_BIT);
685 R_Mesh_Start(r_mesh_farclip);
688 // sets up the requested state
689 void R_Mesh_State(const rmeshstate_t *m)
692 int texturergbscale[MAX_TEXTUREUNITS];
696 Sys_Error("R_Mesh_State: called when backend is not active\n");
698 if (gl_backend_rebindtextures)
700 gl_backend_rebindtextures = false;
701 GL_SetupTextureState();
704 backendmatrix = m->matrix; // this copies the struct
708 if (m->blendfunc1 == GL_DST_COLOR)
710 // check if it is a 2x modulate with framebuffer
711 if (m->blendfunc2 == GL_SRC_COLOR)
714 else if (m->blendfunc2 != GL_SRC_COLOR)
718 overbright = m->wantoverbright && gl_combine.integer;
722 scaler *= overbrightscale;
724 mesh_colorscale = scaler;
726 if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
728 qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
729 if (gl_state.blendfunc2 == GL_ZERO)
731 if (gl_state.blendfunc1 == GL_ONE)
736 qglDisable(GL_BLEND);CHECKGLERROR
744 qglEnable(GL_BLEND);CHECKGLERROR
753 qglEnable(GL_BLEND);CHECKGLERROR
757 if (gl_state.depthdisable != m->depthdisable)
759 gl_state.depthdisable = m->depthdisable;
760 if (gl_state.depthdisable)
761 qglDisable(GL_DEPTH_TEST);
763 qglEnable(GL_DEPTH_TEST);
765 if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
767 qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
770 for (i = 0;i < backendunits;i++)
772 if (m->texrgbscale[i])
773 texturergbscale[i] = m->texrgbscale[i];
775 texturergbscale[i] = 1;
778 for (i = backendunits - 1;i >= 0;i--)
780 texturergbscale[i] = 4;
782 if (backendunits > 1)
784 for (i = 0;i < backendunits;i++)
786 if (gl_state.texture[i] != m->tex[i])
788 if (gl_state.unit != i)
790 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
792 if (gl_state.texture[i] == 0)
794 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
795 if (gl_state.clientunit != i)
797 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
799 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
801 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
802 if (gl_state.texture[i] == 0)
804 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
805 if (gl_state.clientunit != i)
807 qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
809 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
812 if (gl_state.texturergbscale[i] != texturergbscale[i])
814 if (gl_state.unit != i)
816 qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
818 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
824 if (gl_state.texture[0] != m->tex[0])
826 if (gl_state.texture[0] == 0)
828 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
829 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
831 qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
832 if (gl_state.texture[0] == 0)
834 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
835 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
842 ==============================================================================
846 ==============================================================================
849 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
855 if (!r_render.integer)
858 buffer = Mem_Alloc(tempmempool, width*height*3);
859 qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
862 // LordHavoc: compensate for v_overbrightbits when using hardware gamma
863 if (v_hwgamma.integer)
864 for (i = 0;i < width * height * 3;i++)
865 buffer[i] <<= v_overbrightbits.integer;
867 ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
873 //=============================================================================
875 void R_ClearScreen(void)
877 if (r_render.integer)
880 qglClearColor(0,0,0,0);CHECKGLERROR
882 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
883 // set dithering mode
884 if (gl_dither.integer)
886 qglEnable(GL_DITHER);CHECKGLERROR
890 qglDisable(GL_DITHER);CHECKGLERROR
899 This is called every frame, and can also be called explicitly to flush
903 void SCR_UpdateScreen (void)
907 R_TimeReport("finish");
909 if (r_textureunits.integer > gl_textureunits)
910 Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
911 if (r_textureunits.integer < 1)
912 Cvar_SetValueQuick(&r_textureunits, 1);
914 if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
915 Cvar_SetValueQuick(&gl_combine, 0);
918 overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
921 lightscalebit = v_overbrightbits.integer;
922 if (gl_combine.integer && r_textureunits.integer > 1)
924 lightscale = 1.0f / (float) (1 << lightscalebit);
926 R_TimeReport("setup");
930 R_TimeReport("clear");
932 if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
938 // tell driver to commit it's partially full geometry queue to the rendering queue
939 // (this doesn't wait for the commands themselves to complete)