1 
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 
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_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
10 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 
12 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
13 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
14 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
15 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
16 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"};
17 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"};
18 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
19 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
20 
21 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
22 qboolean v_flipped_state = false;
23 
24 int gl_maxdrawrangeelementsvertices;
25 int gl_maxdrawrangeelementsindices;
26 
27 #ifdef DEBUGGL
28 int errornumber = 0;
29 
GL_PrintError(int errornumber,char * filename,int linenumber)30 void GL_PrintError(int errornumber, char *filename, int linenumber)
31 {
32 	switch(errornumber)
33 	{
34 #ifdef GL_INVALID_ENUM
35 	case GL_INVALID_ENUM:
36 		Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
37 		break;
38 #endif
39 #ifdef GL_INVALID_VALUE
40 	case GL_INVALID_VALUE:
41 		Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
42 		break;
43 #endif
44 #ifdef GL_INVALID_OPERATION
45 	case GL_INVALID_OPERATION:
46 		Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
47 		break;
48 #endif
49 #ifdef GL_STACK_OVERFLOW
50 	case GL_STACK_OVERFLOW:
51 		Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
52 		break;
53 #endif
54 #ifdef GL_STACK_UNDERFLOW
55 	case GL_STACK_UNDERFLOW:
56 		Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
57 		break;
58 #endif
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);
62 		break;
63 #endif
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);
67 		break;
68 #endif
69 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
70 	case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
71 		Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
72 		break;
73 #endif
74 	default:
75 		Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
76 		break;
77 	}
78 }
79 #endif
80 
81 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
82 
83 void SCR_ScreenShot_f (void);
84 
85 static r_viewport_t backend_viewport;
86 static matrix4x4_t backend_modelmatrix;
87 static matrix4x4_t backend_modelviewmatrix;
88 
89 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
90 
91 /*
92 note: here's strip order for a terrain row:
93 0--1--2--3--4
94 |\ |\ |\ |\ |
95 | \| \| \| \|
96 A--B--C--D--E
97 clockwise
98 
99 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
100 
101 *elements++ = i + row;
102 *elements++ = i;
103 *elements++ = i + row + 1;
104 *elements++ = i;
105 *elements++ = i + 1;
106 *elements++ = i + row + 1;
107 
108 
109 for (y = 0;y < rows - 1;y++)
110 {
111 	for (x = 0;x < columns - 1;x++)
112 	{
113 		i = y * rows + x;
114 		*elements++ = i + columns;
115 		*elements++ = i;
116 		*elements++ = i + columns + 1;
117 		*elements++ = i;
118 		*elements++ = i + 1;
119 		*elements++ = i + columns + 1;
120 	}
121 }
122 
123 alternative:
124 0--1--2--3--4
125 | /| /|\ | /|
126 |/ |/ | \|/ |
127 A--B--C--D--E
128 counterclockwise
129 
130 for (y = 0;y < rows - 1;y++)
131 {
132 	for (x = 0;x < columns - 1;x++)
133 	{
134 		i = y * rows + x;
135 		*elements++ = i;
136 		*elements++ = i + columns;
137 		*elements++ = i + columns + 1;
138 		*elements++ = i + columns;
139 		*elements++ = i + columns + 1;
140 		*elements++ = i + 1;
141 	}
142 }
143 */
144 
145 unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
146 unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
147 
GL_Backend_AllocArrays(void)148 void GL_Backend_AllocArrays(void)
149 {
150 }
151 
GL_Backend_FreeArrays(void)152 void GL_Backend_FreeArrays(void)
153 {
154 }
155 
GL_VBOStats_f(void)156 void GL_VBOStats_f(void)
157 {
158 	GL_Mesh_ListVBOs(true);
159 }
160 
161 typedef struct gl_bufferobjectinfo_s
162 {
163 	int target;
164 	int object;
165 	size_t size;
166 	char name[MAX_QPATH];
167 }
168 gl_bufferobjectinfo_t;
169 
170 memexpandablearray_t gl_bufferobjectinfoarray;
171 
gl_backend_start(void)172 static void gl_backend_start(void)
173 {
174 	CHECKGLERROR
175 
176 	if (qglDrawRangeElements != NULL)
177 	{
178 		CHECKGLERROR
179 		qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
180 		CHECKGLERROR
181 		qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
182 		CHECKGLERROR
183 		Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
184 	}
185 
186 	backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
187 	backendimageunits = backendunits;
188 	backendarrayunits = backendunits;
189 	if (gl_support_fragment_shader)
190 	{
191 		CHECKGLERROR
192 		qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
193 		CHECKGLERROR
194 		qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
195 		CHECKGLERROR
196 		Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
197 		backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
198 		backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
199 	}
200 	else
201 		Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
202 
203 	GL_Backend_AllocArrays();
204 
205 	Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
206 
207 	Con_DPrintf("OpenGL backend started.\n");
208 
209 	CHECKGLERROR
210 
211 	backendactive = true;
212 }
213 
gl_backend_shutdown(void)214 static void gl_backend_shutdown(void)
215 {
216 	backendunits = 0;
217 	backendimageunits = 0;
218 	backendarrayunits = 0;
219 	backendactive = false;
220 
221 	Con_DPrint("OpenGL Backend shutting down\n");
222 
223 	Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
224 
225 	GL_Backend_FreeArrays();
226 }
227 
gl_backend_newmap(void)228 static void gl_backend_newmap(void)
229 {
230 }
231 
gl_backend_init(void)232 void gl_backend_init(void)
233 {
234 	int i;
235 
236 	for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
237 	{
238 		polygonelements[i * 3 + 0] = 0;
239 		polygonelements[i * 3 + 1] = i + 1;
240 		polygonelements[i * 3 + 2] = i + 2;
241 	}
242 	// elements for rendering a series of quads as triangles
243 	for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
244 	{
245 		quadelements[i * 6 + 0] = i * 4;
246 		quadelements[i * 6 + 1] = i * 4 + 1;
247 		quadelements[i * 6 + 2] = i * 4 + 2;
248 		quadelements[i * 6 + 3] = i * 4;
249 		quadelements[i * 6 + 4] = i * 4 + 2;
250 		quadelements[i * 6 + 5] = i * 4 + 3;
251 	}
252 
253 	Cvar_RegisterVariable(&r_render);
254 	Cvar_RegisterVariable(&r_waterwarp);
255 	Cvar_RegisterVariable(&gl_polyblend);
256 	Cvar_RegisterVariable(&v_flipped);
257 	Cvar_RegisterVariable(&gl_dither);
258 	Cvar_RegisterVariable(&gl_lockarrays);
259 	Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
260 	Cvar_RegisterVariable(&gl_vbo);
261 	Cvar_RegisterVariable(&gl_paranoid);
262 	Cvar_RegisterVariable(&gl_printcheckerror);
263 #ifdef NORENDER
264 	Cvar_SetValue("r_render", 0);
265 #endif
266 
267 	Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
268 	Cvar_RegisterVariable(&gl_mesh_testarrayelement);
269 	Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
270 	Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
271 
272 	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");
273 
274 	R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
275 }
276 
277 void GL_SetMirrorState(qboolean state);
278 
R_Viewport_TransformToScreen(const r_viewport_t * v,const vec4_t in,vec4_t out)279 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
280 {
281 	vec4_t temp;
282 	float iw;
283 	Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
284 	Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
285 	iw = 1.0f / out[3];
286 	out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
287 	out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
288 	out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
289 }
290 
R_Viewport_ApplyNearClipPlane(r_viewport_t * v,double normalx,double normaly,double normalz,double dist)291 static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
292 {
293 	double q[4];
294 	double d;
295 	float clipPlane[4], v3[3], v4[3];
296 	float normal[3];
297 
298 	// This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
299 
300 	VectorSet(normal, normalx, normaly, normalz);
301 	Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
302 	VectorScale(normal, dist, v3);
303 	Matrix4x4_Transform(&v->viewmatrix, v3, v4);
304 	// FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
305 	clipPlane[3] = -DotProduct(v4, clipPlane);
306 
307 #if 0
308 {
309 	// testing code for comparing results
310 	float clipPlane2[4];
311 	VectorCopy4(clipPlane, clipPlane2);
312 	R_Mesh_Matrix(&identitymatrix);
313 	VectorSet(q, normal[0], normal[1], normal[2], -dist);
314 	qglClipPlane(GL_CLIP_PLANE0, q);
315 	qglGetClipPlane(GL_CLIP_PLANE0, q);
316 	VectorCopy4(q, clipPlane);
317 }
318 #endif
319 
320 	// Calculate the clip-space corner point opposite the clipping plane
321 	// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
322 	// transform it into camera space by multiplying it
323 	// by the inverse of the projection matrix
324 	q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
325 	q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
326 	q[2] = -1.0f;
327 	q[3] = (1.0f + v->m[10]) / v->m[14];
328 
329 	// Calculate the scaled plane vector
330 	d = 2.0f / DotProduct4(clipPlane, q);
331 
332 	// Replace the third row of the projection matrix
333 	v->m[2] = clipPlane[0] * d;
334 	v->m[6] = clipPlane[1] * d;
335 	v->m[10] = clipPlane[2] * d + 1.0f;
336 	v->m[14] = clipPlane[3] * d;
337 }
338 
R_Viewport_InitOrtho(r_viewport_t * v,const matrix4x4_t * cameramatrix,int x,int y,int width,int height,double x1,double y1,double x2,double y2,double nearclip,double farclip,const double * nearplane)339 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
340 {
341 	float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
342 	memset(v, 0, sizeof(*v));
343 	v->type = R_VIEWPORTTYPE_ORTHO;
344 	v->cameramatrix = *cameramatrix;
345 	v->x = x;
346 	v->y = y;
347 	v->z = 0;
348 	v->width = width;
349 	v->height = height;
350 	v->depth = 1;
351 	v->m[0]  = 2/(right - left);
352 	v->m[5]  = 2/(top - bottom);
353 	v->m[10] = -2/(zFar - zNear);
354 	v->m[12] = - (right + left)/(right - left);
355 	v->m[13] = - (top + bottom)/(top - bottom);
356 	v->m[14] = - (zFar + zNear)/(zFar - zNear);
357 	v->m[15] = 1;
358 
359 	Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
360 	Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
361 
362 	if (nearplane)
363 		R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
364 
365 #if 0
366 	{
367 		vec4_t test1;
368 		vec4_t test2;
369 		Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
370 		R_Viewport_TransformToScreen(v, test1, test2);
371 		Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
372 	}
373 #endif
374 }
375 
R_Viewport_InitPerspective(r_viewport_t * v,const matrix4x4_t * cameramatrix,int x,int y,int width,int height,double frustumx,double frustumy,double nearclip,double farclip,const double * nearplane)376 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
377 {
378 	matrix4x4_t tempmatrix, basematrix;
379 	memset(v, 0, sizeof(*v));
380 
381 	if(v_flipped.integer)
382 		frustumx = -frustumx;
383 
384 	v->type = R_VIEWPORTTYPE_PERSPECTIVE;
385 	v->cameramatrix = *cameramatrix;
386 	v->x = x;
387 	v->y = y;
388 	v->z = 0;
389 	v->width = width;
390 	v->height = height;
391 	v->depth = 1;
392 	v->m[0]  = 1.0 / frustumx;
393 	v->m[5]  = 1.0 / frustumy;
394 	v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
395 	v->m[11] = -1;
396 	v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
397 
398 	Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
399 	Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
400 	Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
401 	Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
402 
403 	Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
404 
405 	if (nearplane)
406 		R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
407 }
408 
R_Viewport_InitPerspectiveInfinite(r_viewport_t * v,const matrix4x4_t * cameramatrix,int x,int y,int width,int height,double frustumx,double frustumy,double nearclip,const double * nearplane)409 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
410 {
411 	matrix4x4_t tempmatrix, basematrix;
412 	const double nudge = 1.0 - 1.0 / (1<<23);
413 	memset(v, 0, sizeof(*v));
414 
415 	if(v_flipped.integer)
416 		frustumx = -frustumx;
417 
418 	v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
419 	v->cameramatrix = *cameramatrix;
420 	v->x = x;
421 	v->y = y;
422 	v->z = 0;
423 	v->width = width;
424 	v->height = height;
425 	v->depth = 1;
426 	v->m[ 0] = 1.0 / frustumx;
427 	v->m[ 5] = 1.0 / frustumy;
428 	v->m[10] = -nudge;
429 	v->m[11] = -1;
430 	v->m[14] = -2 * nearclip * nudge;
431 
432 	Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
433 	Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
434 	Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
435 	Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
436 
437 	Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
438 
439 	if (nearplane)
440 		R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
441 }
442 
443 float cubeviewmatrix[6][16] =
444 {
445 	{
446 		 0, 0,-1, 0,
447 		 0,-1, 0, 0,
448 		-1, 0, 0, 0,
449 		 0, 0, 0, 1,
450 	},
451 	{
452 		 0, 0, 1, 0,
453 		 0,-1, 0, 0,
454 		 1, 0, 0, 0,
455 		 0, 0, 0, 1,
456 	},
457 	{
458 		 1, 0, 0, 0,
459 		 0, 0,-1, 0,
460 		 0, 1, 0, 0,
461 		 0, 0, 0, 1,
462 	},
463 	{
464 		 1, 0, 0, 0,
465 		 0, 0, 1, 0,
466 		 0,-1, 0, 0,
467 		 0, 0, 0, 1,
468 	},
469 	{
470 		 1, 0, 0, 0,
471 		 0,-1, 0, 0,
472 		 0, 0,-1, 0,
473 		 0, 0, 0, 1,
474 	},
475 	{
476 		-1, 0, 0, 0,
477 		 0,-1, 0, 0,
478 		 0, 0, 1, 0,
479 		 0, 0, 0, 1,
480 	},
481 };
482 
R_Viewport_InitCubeSideView(r_viewport_t * v,const matrix4x4_t * cameramatrix,int side,int size,float nearclip,float farclip,const float * nearplane)483 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
484 {
485 	matrix4x4_t tempmatrix, basematrix;
486 	memset(v, 0, sizeof(*v));
487 	v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
488 	v->cameramatrix = *cameramatrix;
489 	v->width = size;
490 	v->height = size;
491 	v->depth = 1;
492 	v->m[0] = v->m[5] = 1.0f;
493 	v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
494 	v->m[11] = -1;
495 	v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
496 
497 	Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
498 	Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
499 	Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
500 	Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
501 
502 	if (nearplane)
503 		R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
504 }
505 
R_Viewport_InitRectSideView(r_viewport_t * v,const matrix4x4_t * cameramatrix,int side,int size,int border,float nearclip,float farclip,const float * nearplane)506 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
507 {
508 	matrix4x4_t tempmatrix, basematrix;
509 	if (border > size - 2)
510 		border = size - 2;
511 	memset(v, 0, sizeof(*v));
512 	v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
513 	v->cameramatrix = *cameramatrix;
514 	v->x = (side & 1) * size;
515 	v->y = (side >> 1) * size;
516 	v->width = size;
517 	v->height = size;
518 	v->depth = 1;
519 	v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
520 	v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
521 	v->m[11] = -1;
522 	v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
523 
524 	Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
525 	Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
526 	Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
527 	Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
528 
529 	if (nearplane)
530 		R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
531 }
532 
R_SetViewport(const r_viewport_t * v)533 void R_SetViewport(const r_viewport_t *v)
534 {
535 	float glmatrix[16];
536 	backend_viewport = *v;
537 
538 	CHECKGLERROR
539 	qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
540 
541 	// Load the projection matrix into OpenGL
542 	qglMatrixMode(GL_PROJECTION);CHECKGLERROR
543 	qglLoadMatrixd(backend_viewport.m);CHECKGLERROR
544 	qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
545 
546 	// FIXME: v_flipped_state is evil, this probably breaks somewhere
547 	GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
548 
549 	// directly force an update of the modelview matrix
550 	Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
551 	Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
552 	qglLoadMatrixf(glmatrix);CHECKGLERROR
553 }
554 
R_GetViewport(r_viewport_t * v)555 void R_GetViewport(r_viewport_t *v)
556 {
557 	*v = backend_viewport;
558 }
559 
560 typedef struct gltextureunit_s
561 {
562 	const void *pointer_texcoord;
563 	size_t pointer_texcoord_offset;
564 	int pointer_texcoord_buffer;
565 	int t1d, t2d, t3d, tcubemap, trectangle;
566 	int arrayenabled;
567 	unsigned int arraycomponents;
568 	int rgbscale, alphascale;
569 	int combinergb, combinealpha;
570 	// FIXME: add more combine stuff
571 	// texmatrixenabled exists only to avoid unnecessary texmatrix compares
572 	int texmatrixenabled;
573 	matrix4x4_t matrix;
574 }
575 gltextureunit_t;
576 
577 static struct gl_state_s
578 {
579 	int cullface;
580 	int cullfaceenable;
581 	int blendfunc1;
582 	int blendfunc2;
583 	int blend;
584 	GLboolean depthmask;
585 	int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
586 	int depthtest;
587 	float depthrange[2];
588 	float polygonoffset[2];
589 	int alphatest;
590 	int scissortest;
591 	unsigned int unit;
592 	unsigned int clientunit;
593 	gltextureunit_t units[MAX_TEXTUREUNITS];
594 	float color4f[4];
595 	int lockrange_first;
596 	int lockrange_count;
597 	int vertexbufferobject;
598 	int elementbufferobject;
599 	qboolean pointer_color_enabled;
600 	const void *pointer_vertex;
601 	const void *pointer_color;
602 	size_t pointer_vertex_offset;
603 	size_t pointer_color_offset;
604 	int pointer_vertex_buffer;
605 	int pointer_color_buffer;
606 }
607 gl_state;
608 
GL_BindVBO(int bufferobject)609 static void GL_BindVBO(int bufferobject)
610 {
611 	if (gl_state.vertexbufferobject != bufferobject)
612 	{
613 		gl_state.vertexbufferobject = bufferobject;
614 		CHECKGLERROR
615 		qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
616 		CHECKGLERROR
617 	}
618 }
619 
GL_BindEBO(int bufferobject)620 static void GL_BindEBO(int bufferobject)
621 {
622 	if (gl_state.elementbufferobject != bufferobject)
623 	{
624 		gl_state.elementbufferobject = bufferobject;
625 		CHECKGLERROR
626 		qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
627 		CHECKGLERROR
628 	}
629 }
630 
GL_SetupTextureState(void)631 void GL_SetupTextureState(void)
632 {
633 	unsigned int i;
634 	gltextureunit_t *unit;
635 	CHECKGLERROR
636 	gl_state.unit = MAX_TEXTUREUNITS;
637 	gl_state.clientunit = MAX_TEXTUREUNITS;
638 	for (i = 0;i < MAX_TEXTUREUNITS;i++)
639 	{
640 		unit = gl_state.units + i;
641 		unit->t1d = 0;
642 		unit->t2d = 0;
643 		unit->t3d = 0;
644 		unit->tcubemap = 0;
645 		unit->arrayenabled = false;
646 		unit->arraycomponents = 0;
647 		unit->pointer_texcoord = NULL;
648 		unit->pointer_texcoord_buffer = 0;
649 		unit->pointer_texcoord_offset = 0;
650 		unit->rgbscale = 1;
651 		unit->alphascale = 1;
652 		unit->combinergb = GL_MODULATE;
653 		unit->combinealpha = GL_MODULATE;
654 		unit->texmatrixenabled = false;
655 		unit->matrix = identitymatrix;
656 	}
657 
658 	for (i = 0;i < backendimageunits;i++)
659 	{
660 		GL_ActiveTexture(i);
661 		qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
662 		qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
663 		if (gl_texture3d)
664 		{
665 			qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
666 		}
667 		if (gl_texturecubemap)
668 		{
669 			qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
670 		}
671 		if (gl_texturerectangle)
672 		{
673 			qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
674 		}
675 	}
676 
677 	for (i = 0;i < backendarrayunits;i++)
678 	{
679 		GL_ClientActiveTexture(i);
680 		GL_BindVBO(0);
681 		qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
682 		qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
683 	}
684 
685 	for (i = 0;i < backendunits;i++)
686 	{
687 		GL_ActiveTexture(i);
688 		qglDisable(GL_TEXTURE_1D);CHECKGLERROR
689 		qglDisable(GL_TEXTURE_2D);CHECKGLERROR
690 		if (gl_texture3d)
691 		{
692 			qglDisable(GL_TEXTURE_3D);CHECKGLERROR
693 		}
694 		if (gl_texturecubemap)
695 		{
696 			qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
697 		}
698 		if (gl_texturerectangle)
699 		{
700 			qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
701 		}
702 		qglMatrixMode(GL_TEXTURE);CHECKGLERROR
703 		qglLoadIdentity();CHECKGLERROR
704 		qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
705 		if (gl_combine.integer)
706 		{
707 			qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
708 			qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
709 			qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
710 			qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
711 			qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
712 			qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
713 			qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
714 			qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
715 			qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
716 			qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
717 			qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
718 			qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
719 			qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
720 			qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
721 			qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
722 			qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
723 			qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
724 		}
725 		else
726 		{
727 			qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
728 		}
729 		CHECKGLERROR
730 	}
731 	CHECKGLERROR
732 }
733 
GL_Backend_ResetState(void)734 void GL_Backend_ResetState(void)
735 {
736 	memset(&gl_state, 0, sizeof(gl_state));
737 	gl_state.depthtest = true;
738 	gl_state.alphatest = false;
739 	gl_state.blendfunc1 = GL_ONE;
740 	gl_state.blendfunc2 = GL_ZERO;
741 	gl_state.blend = false;
742 	gl_state.depthmask = GL_TRUE;
743 	gl_state.colormask = 15;
744 	gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
745 	gl_state.lockrange_first = 0;
746 	gl_state.lockrange_count = 0;
747 	gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
748 	gl_state.cullfaceenable = true;
749 	gl_state.polygonoffset[0] = 0;
750 	gl_state.polygonoffset[1] = 0;
751 
752 	CHECKGLERROR
753 
754 	qglColorMask(1, 1, 1, 1);
755 	qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
756 	qglDisable(GL_ALPHA_TEST);CHECKGLERROR
757 	qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
758 	qglDisable(GL_BLEND);CHECKGLERROR
759 	qglCullFace(gl_state.cullface);CHECKGLERROR
760 	qglEnable(GL_CULL_FACE);CHECKGLERROR
761 	qglDepthFunc(GL_LEQUAL);CHECKGLERROR
762 	qglEnable(GL_DEPTH_TEST);CHECKGLERROR
763 	qglDepthMask(gl_state.depthmask);CHECKGLERROR
764 	qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
765 
766 	if (gl_support_arb_vertex_buffer_object)
767 	{
768 		qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
769 		qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
770 	}
771 
772 	if (gl_support_ext_framebuffer_object)
773 	{
774 		qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
775 		qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
776 	}
777 
778 	qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
779 	qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
780 
781 	qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
782 	qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
783 
784 	GL_Color(0, 0, 0, 0);
785 	GL_Color(1, 1, 1, 1);
786 
787 	GL_SetupTextureState();
788 }
789 
GL_ActiveTexture(unsigned int num)790 void GL_ActiveTexture(unsigned int num)
791 {
792 	if (gl_state.unit != num)
793 	{
794 		gl_state.unit = num;
795 		if (qglActiveTexture)
796 		{
797 			CHECKGLERROR
798 			qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
799 			CHECKGLERROR
800 		}
801 	}
802 }
803 
GL_ClientActiveTexture(unsigned int num)804 void GL_ClientActiveTexture(unsigned int num)
805 {
806 	if (gl_state.clientunit != num)
807 	{
808 		gl_state.clientunit = num;
809 		if (qglActiveTexture)
810 		{
811 			CHECKGLERROR
812 			qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
813 			CHECKGLERROR
814 		}
815 	}
816 }
817 
GL_BlendFunc(int blendfunc1,int blendfunc2)818 void GL_BlendFunc(int blendfunc1, int blendfunc2)
819 {
820 	if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
821 	{
822 		CHECKGLERROR
823 		qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
824 		if (gl_state.blendfunc2 == GL_ZERO)
825 		{
826 			if (gl_state.blendfunc1 == GL_ONE)
827 			{
828 				if (gl_state.blend)
829 				{
830 					gl_state.blend = 0;
831 					qglDisable(GL_BLEND);CHECKGLERROR
832 				}
833 			}
834 			else
835 			{
836 				if (!gl_state.blend)
837 				{
838 					gl_state.blend = 1;
839 					qglEnable(GL_BLEND);CHECKGLERROR
840 				}
841 			}
842 		}
843 		else
844 		{
845 			if (!gl_state.blend)
846 			{
847 				gl_state.blend = 1;
848 				qglEnable(GL_BLEND);CHECKGLERROR
849 			}
850 		}
851 	}
852 }
853 
GL_DepthMask(int state)854 void GL_DepthMask(int state)
855 {
856 	if (gl_state.depthmask != state)
857 	{
858 		CHECKGLERROR
859 		qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
860 	}
861 }
862 
GL_DepthTest(int state)863 void GL_DepthTest(int state)
864 {
865 	if (gl_state.depthtest != state)
866 	{
867 		gl_state.depthtest = state;
868 		CHECKGLERROR
869 		if (gl_state.depthtest)
870 		{
871 			qglEnable(GL_DEPTH_TEST);CHECKGLERROR
872 		}
873 		else
874 		{
875 			qglDisable(GL_DEPTH_TEST);CHECKGLERROR
876 		}
877 	}
878 }
879 
GL_DepthRange(float nearfrac,float farfrac)880 void GL_DepthRange(float nearfrac, float farfrac)
881 {
882 	if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
883 	{
884 		gl_state.depthrange[0] = nearfrac;
885 		gl_state.depthrange[1] = farfrac;
886 		qglDepthRange(nearfrac, farfrac);
887 	}
888 }
889 
GL_PolygonOffset(float planeoffset,float depthoffset)890 void GL_PolygonOffset(float planeoffset, float depthoffset)
891 {
892 	if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
893 	{
894 		gl_state.polygonoffset[0] = planeoffset;
895 		gl_state.polygonoffset[1] = depthoffset;
896 		qglPolygonOffset(planeoffset, depthoffset);
897 	}
898 }
899 
GL_SetMirrorState(qboolean state)900 void GL_SetMirrorState(qboolean state)
901 {
902 	if(!state != !v_flipped_state)
903 	{
904 		// change cull face mode!
905 		if(gl_state.cullface == GL_BACK)
906 			qglCullFace((gl_state.cullface = GL_FRONT));
907 		else if(gl_state.cullface == GL_FRONT)
908 			qglCullFace((gl_state.cullface = GL_BACK));
909 	}
910 	v_flipped_state = state;
911 }
912 
GL_CullFace(int state)913 void GL_CullFace(int state)
914 {
915 	CHECKGLERROR
916 
917 	if(v_flipped_state)
918 	{
919 		if(state == GL_FRONT)
920 			state = GL_BACK;
921 		else if(state == GL_BACK)
922 			state = GL_FRONT;
923 	}
924 
925 	if (state != GL_NONE)
926 	{
927 		if (!gl_state.cullfaceenable)
928 		{
929 			gl_state.cullfaceenable = true;
930 			qglEnable(GL_CULL_FACE);CHECKGLERROR
931 		}
932 		if (gl_state.cullface != state)
933 		{
934 			gl_state.cullface = state;
935 			qglCullFace(gl_state.cullface);CHECKGLERROR
936 		}
937 	}
938 	else
939 	{
940 		if (gl_state.cullfaceenable)
941 		{
942 			gl_state.cullfaceenable = false;
943 			qglDisable(GL_CULL_FACE);CHECKGLERROR
944 		}
945 	}
946 }
947 
GL_AlphaTest(int state)948 void GL_AlphaTest(int state)
949 {
950 	if (gl_state.alphatest != state)
951 	{
952 		gl_state.alphatest = state;
953 		CHECKGLERROR
954 		if (gl_state.alphatest)
955 		{
956 			qglEnable(GL_ALPHA_TEST);CHECKGLERROR
957 		}
958 		else
959 		{
960 			qglDisable(GL_ALPHA_TEST);CHECKGLERROR
961 		}
962 	}
963 }
964 
GL_ColorMask(int r,int g,int b,int a)965 void GL_ColorMask(int r, int g, int b, int a)
966 {
967 	int state = r*8 + g*4 + b*2 + a*1;
968 	if (gl_state.colormask != state)
969 	{
970 		gl_state.colormask = state;
971 		CHECKGLERROR
972 		qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
973 	}
974 }
975 
GL_Color(float cr,float cg,float cb,float ca)976 void GL_Color(float cr, float cg, float cb, float ca)
977 {
978 	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)
979 	{
980 		gl_state.color4f[0] = cr;
981 		gl_state.color4f[1] = cg;
982 		gl_state.color4f[2] = cb;
983 		gl_state.color4f[3] = ca;
984 		CHECKGLERROR
985 		qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
986 		CHECKGLERROR
987 	}
988 }
989 
GL_LockArrays(int first,int count)990 void GL_LockArrays(int first, int count)
991 {
992 	if (count < gl_lockarrays_minimumvertices.integer)
993 	{
994 		first = 0;
995 		count = 0;
996 	}
997 	if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
998 	{
999 		if (gl_state.lockrange_count)
1000 		{
1001 			gl_state.lockrange_count = 0;
1002 			CHECKGLERROR
1003 			qglUnlockArraysEXT();
1004 			CHECKGLERROR
1005 		}
1006 		if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
1007 		{
1008 			gl_state.lockrange_first = first;
1009 			gl_state.lockrange_count = count;
1010 			CHECKGLERROR
1011 			qglLockArraysEXT(first, count);
1012 			CHECKGLERROR
1013 		}
1014 	}
1015 }
1016 
GL_Scissor(int x,int y,int width,int height)1017 void GL_Scissor (int x, int y, int width, int height)
1018 {
1019 	CHECKGLERROR
1020 	qglScissor(x, y,width,height);
1021 	CHECKGLERROR
1022 }
1023 
GL_ScissorTest(int state)1024 void GL_ScissorTest(int state)
1025 {
1026 	if(gl_state.scissortest == state)
1027 		return;
1028 
1029 	CHECKGLERROR
1030 	if((gl_state.scissortest = state))
1031 		qglEnable(GL_SCISSOR_TEST);
1032 	else
1033 		qglDisable(GL_SCISSOR_TEST);
1034 	CHECKGLERROR
1035 }
1036 
GL_Clear(int mask)1037 void GL_Clear(int mask)
1038 {
1039 	CHECKGLERROR
1040 	qglClear(mask);CHECKGLERROR
1041 }
1042 
1043 // called at beginning of frame
R_Mesh_Start(void)1044 void R_Mesh_Start(void)
1045 {
1046 	BACKENDACTIVECHECK
1047 	CHECKGLERROR
1048 	if (gl_printcheckerror.integer && !gl_paranoid.integer)
1049 	{
1050 		Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1051 		Cvar_SetValueQuick(&gl_paranoid, 1);
1052 	}
1053 	GL_Backend_ResetState();
1054 }
1055 
GL_Backend_CompileShader(int programobject,GLenum shadertypeenum,const char * shadertype,int numstrings,const char ** strings)1056 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1057 {
1058 	int shaderobject;
1059 	int shadercompiled;
1060 	char compilelog[MAX_INPUTLINE];
1061 	shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1062 	if (!shaderobject)
1063 		return false;
1064 	qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1065 	qglCompileShaderARB(shaderobject);CHECKGLERROR
1066 	qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1067 	qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1068 	if (compilelog[0] && developer.integer > 0)
1069 	{
1070 		int i, j, pretextlines = 0;
1071 		for (i = 0;i < numstrings - 1;i++)
1072 			for (j = 0;strings[i][j];j++)
1073 				if (strings[i][j] == '\n')
1074 					pretextlines++;
1075 		Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1076 	}
1077 	if (!shadercompiled)
1078 	{
1079 		qglDeleteObjectARB(shaderobject);CHECKGLERROR
1080 		return false;
1081 	}
1082 	qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1083 	qglDeleteObjectARB(shaderobject);CHECKGLERROR
1084 	return true;
1085 }
1086 
GL_Backend_CompileProgram(int vertexstrings_count,const char ** vertexstrings_list,int geometrystrings_count,const char ** geometrystrings_list,int fragmentstrings_count,const char ** fragmentstrings_list)1087 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)
1088 {
1089 	GLint programlinked;
1090 	GLuint programobject = 0;
1091 	char linklog[MAX_INPUTLINE];
1092 	CHECKGLERROR
1093 
1094 	programobject = qglCreateProgramObjectARB();CHECKGLERROR
1095 	if (!programobject)
1096 		return 0;
1097 
1098 	if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1099 		goto cleanup;
1100 
1101 #ifdef GL_GEOMETRY_SHADER_ARB
1102 	if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1103 		goto cleanup;
1104 #endif
1105 
1106 	if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1107 		goto cleanup;
1108 
1109 	qglLinkProgramARB(programobject);CHECKGLERROR
1110 	qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1111 	qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1112 	if (linklog[0])
1113 	{
1114 		Con_DPrintf("program link log:\n%s\n", linklog);
1115 		// software vertex shader is ok but software fragment shader is WAY
1116 		// too slow, fail program if so.
1117 		// NOTE: this string might be ATI specific, but that's ok because the
1118 		// ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1119 		// software fragment shader due to low instruction and dependent
1120 		// texture limits.
1121 		if (strstr(linklog, "fragment shader will run in software"))
1122 			programlinked = false;
1123 	}
1124 	if (!programlinked)
1125 		goto cleanup;
1126 	return programobject;
1127 cleanup:
1128 	qglDeleteObjectARB(programobject);CHECKGLERROR
1129 	return 0;
1130 }
1131 
GL_Backend_FreeProgram(unsigned int prog)1132 void GL_Backend_FreeProgram(unsigned int prog)
1133 {
1134 	CHECKGLERROR
1135 	qglDeleteObjectARB(prog);
1136 	CHECKGLERROR
1137 }
1138 
1139 int gl_backend_rebindtextures;
1140 
GL_Backend_RenumberElements(int * out,int count,const int * in,int offset)1141 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1142 {
1143 	int i;
1144 	if (offset)
1145 	{
1146 		for (i = 0;i < count;i++)
1147 			*out++ = *in++ + offset;
1148 	}
1149 	else
1150 		memcpy(out, in, sizeof(*out) * count);
1151 }
1152 
1153 // renders triangles using vertices from the active arrays
1154 int paranoidblah = 0;
R_Mesh_Draw(int firstvertex,int numvertices,int firsttriangle,int numtriangles,const int * element3i,const unsigned short * element3s,int bufferobject3i,int bufferobject3s)1155 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
1156 {
1157 	unsigned int numelements = numtriangles * 3;
1158 	if (numvertices < 3 || numtriangles < 1)
1159 	{
1160 		if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
1161 			Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
1162 		return;
1163 	}
1164 	if (!gl_mesh_prefer_short_elements.integer)
1165 	{
1166 		if (element3i)
1167 			element3s = NULL;
1168 		if (bufferobject3i)
1169 			bufferobject3s = 0;
1170 	}
1171 	if (element3i)
1172 		element3i += firsttriangle * 3;
1173 	if (element3s)
1174 		element3s += firsttriangle * 3;
1175 	switch (gl_vbo.integer)
1176 	{
1177 	default:
1178 	case 0:
1179 	case 2:
1180 		bufferobject3i = bufferobject3s = 0;
1181 		break;
1182 	case 1:
1183 		break;
1184 	case 3:
1185 		if (firsttriangle)
1186 			bufferobject3i = bufferobject3s = 0;
1187 		break;
1188 	}
1189 	CHECKGLERROR
1190 	r_refdef.stats.meshes++;
1191 	r_refdef.stats.meshes_elements += numelements;
1192 	if (gl_paranoid.integer)
1193 	{
1194 		unsigned int i, j, size;
1195 		const int *p;
1196 		// note: there's no validation done here on buffer objects because it
1197 		// is somewhat difficult to get at the data, and gl_paranoid can be
1198 		// used without buffer objects if the need arises
1199 		// (the data could be gotten using glMapBuffer but it would be very
1200 		//  slow due to uncachable video memory reads)
1201 		if (!qglIsEnabled(GL_VERTEX_ARRAY))
1202 			Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1203 		CHECKGLERROR
1204 		if (gl_state.pointer_vertex)
1205 			for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1206 				paranoidblah += *p;
1207 		if (gl_state.pointer_color_enabled)
1208 		{
1209 			if (!qglIsEnabled(GL_COLOR_ARRAY))
1210 				Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1211 			CHECKGLERROR
1212 			if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1213 				for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1214 					paranoidblah += *p;
1215 		}
1216 		for (i = 0;i < backendarrayunits;i++)
1217 		{
1218 			if (gl_state.units[i].arrayenabled)
1219 			{
1220 				GL_ClientActiveTexture(i);
1221 				if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1222 					Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1223 				CHECKGLERROR
1224 				if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1225 					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++)
1226 						paranoidblah += *p;
1227 			}
1228 		}
1229 		if (element3i)
1230 		{
1231 			for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1232 			{
1233 				if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1234 				{
1235 					Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1236 					return;
1237 				}
1238 			}
1239 		}
1240 		if (element3s)
1241 		{
1242 			for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1243 			{
1244 				if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1245 				{
1246 					Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1247 					return;
1248 				}
1249 			}
1250 		}
1251 		CHECKGLERROR
1252 	}
1253 	if (r_render.integer)
1254 	{
1255 		CHECKGLERROR
1256 		if (gl_mesh_testmanualfeeding.integer)
1257 		{
1258 			unsigned int i, j, element;
1259 			const GLfloat *p;
1260 			qglBegin(GL_TRIANGLES);
1261 			for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1262 			{
1263 				element = element3i ? element3i[i] : element3s[i];
1264 				for (j = 0;j < backendarrayunits;j++)
1265 				{
1266 					if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1267 					{
1268 						if (backendarrayunits > 1)
1269 						{
1270 							if (gl_state.units[j].arraycomponents == 4)
1271 							{
1272 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1273 								qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1274 							}
1275 							else if (gl_state.units[j].arraycomponents == 3)
1276 							{
1277 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1278 								qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1279 							}
1280 							else if (gl_state.units[j].arraycomponents == 2)
1281 							{
1282 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1283 								qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1284 							}
1285 							else
1286 							{
1287 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1288 								qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1289 							}
1290 						}
1291 						else
1292 						{
1293 							if (gl_state.units[j].arraycomponents == 4)
1294 							{
1295 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
1296 								qglTexCoord4f(p[0], p[1], p[2], p[3]);
1297 							}
1298 							else if (gl_state.units[j].arraycomponents == 3)
1299 							{
1300 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
1301 								qglTexCoord3f(p[0], p[1], p[2]);
1302 							}
1303 							else if (gl_state.units[j].arraycomponents == 2)
1304 							{
1305 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
1306 								qglTexCoord2f(p[0], p[1]);
1307 							}
1308 							else
1309 							{
1310 								p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
1311 								qglTexCoord1f(p[0]);
1312 							}
1313 						}
1314 					}
1315 				}
1316 				if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1317 				{
1318 					p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
1319 					qglColor4f(p[0], p[1], p[2], p[3]);
1320 				}
1321 				p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
1322 				qglVertex3f(p[0], p[1], p[2]);
1323 			}
1324 			qglEnd();
1325 			CHECKGLERROR
1326 		}
1327 		else if (gl_mesh_testarrayelement.integer)
1328 		{
1329 			int i;
1330 			qglBegin(GL_TRIANGLES);
1331 			if (element3i)
1332 			{
1333 				for (i = 0;i < numtriangles * 3;i++)
1334 					qglArrayElement(element3i[i]);
1335 			}
1336 			else if (element3s)
1337 			{
1338 				for (i = 0;i < numtriangles * 3;i++)
1339 					qglArrayElement(element3s[i]);
1340 			}
1341 			qglEnd();
1342 			CHECKGLERROR
1343 		}
1344 		else if (bufferobject3s)
1345 		{
1346 			GL_BindEBO(bufferobject3s);
1347 			if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1348 			{
1349 				qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1350 				CHECKGLERROR
1351 			}
1352 			else
1353 			{
1354 				qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1355 				CHECKGLERROR
1356 			}
1357 		}
1358 		else if (bufferobject3i)
1359 		{
1360 			GL_BindEBO(bufferobject3i);
1361 			if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1362 			{
1363 				qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1364 				CHECKGLERROR
1365 			}
1366 			else
1367 			{
1368 				qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1369 				CHECKGLERROR
1370 			}
1371 		}
1372 		else if (element3s)
1373 		{
1374 			GL_BindEBO(0);
1375 			if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1376 			{
1377 				qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1378 				CHECKGLERROR
1379 			}
1380 			else
1381 			{
1382 				qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1383 				CHECKGLERROR
1384 			}
1385 		}
1386 		else if (element3i)
1387 		{
1388 			GL_BindEBO(0);
1389 			if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1390 			{
1391 				qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1392 				CHECKGLERROR
1393 			}
1394 			else
1395 			{
1396 				qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1397 				CHECKGLERROR
1398 			}
1399 		}
1400 	}
1401 }
1402 
1403 // restores backend state, used when done with 3D rendering
R_Mesh_Finish(void)1404 void R_Mesh_Finish(void)
1405 {
1406 	unsigned int i;
1407 	BACKENDACTIVECHECK
1408 	CHECKGLERROR
1409 	GL_LockArrays(0, 0);
1410 	CHECKGLERROR
1411 
1412 	for (i = 0;i < backendimageunits;i++)
1413 	{
1414 		GL_ActiveTexture(i);
1415 		qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1416 		qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1417 		if (gl_texture3d)
1418 		{
1419 			qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1420 		}
1421 		if (gl_texturecubemap)
1422 		{
1423 			qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1424 		}
1425 		if (gl_texturerectangle)
1426 		{
1427 			qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1428 		}
1429 	}
1430 	for (i = 0;i < backendarrayunits;i++)
1431 	{
1432 		GL_ActiveTexture(backendarrayunits - 1 - i);
1433 		qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1434 	}
1435 	for (i = 0;i < backendunits;i++)
1436 	{
1437 		GL_ActiveTexture(backendunits - 1 - i);
1438 		qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1439 		qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1440 		if (gl_texture3d)
1441 		{
1442 			qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1443 		}
1444 		if (gl_texturecubemap)
1445 		{
1446 			qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1447 		}
1448 		if (gl_texturerectangle)
1449 		{
1450 			qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1451 		}
1452 		qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1453 		if (gl_combine.integer)
1454 		{
1455 			qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1456 			qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1457 		}
1458 	}
1459 	qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1460 	qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1461 
1462 	qglDisable(GL_BLEND);CHECKGLERROR
1463 	qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1464 	qglDepthMask(GL_TRUE);CHECKGLERROR
1465 	qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1466 }
1467 
R_Mesh_CreateStaticBufferObject(unsigned int target,void * data,size_t size,const char * name)1468 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1469 {
1470 	gl_bufferobjectinfo_t *info;
1471 	GLuint bufferobject;
1472 
1473 	if (!gl_vbo.integer)
1474 		return 0;
1475 
1476 	qglGenBuffersARB(1, &bufferobject);
1477 	switch(target)
1478 	{
1479 	case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1480 	case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1481 	default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1482 	}
1483 	qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1484 
1485 	info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1486 	memset(info, 0, sizeof(*info));
1487 	info->target = target;
1488 	info->object = bufferobject;
1489 	info->size = size;
1490 	strlcpy(info->name, name, sizeof(info->name));
1491 
1492 	return (int)bufferobject;
1493 }
1494 
R_Mesh_DestroyBufferObject(int bufferobject)1495 void R_Mesh_DestroyBufferObject(int bufferobject)
1496 {
1497 	int i, endindex;
1498 	gl_bufferobjectinfo_t *info;
1499 
1500 	qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1501 
1502 	endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1503 	for (i = 0;i < endindex;i++)
1504 	{
1505 		info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1506 		if (!info)
1507 			continue;
1508 		if (info->object == bufferobject)
1509 		{
1510 			Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1511 			break;
1512 		}
1513 	}
1514 }
1515 
GL_Mesh_ListVBOs(qboolean printeach)1516 void GL_Mesh_ListVBOs(qboolean printeach)
1517 {
1518 	int i, endindex;
1519 	size_t ebocount = 0, ebomemory = 0;
1520 	size_t vbocount = 0, vbomemory = 0;
1521 	gl_bufferobjectinfo_t *info;
1522 	endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1523 	for (i = 0;i < endindex;i++)
1524 	{
1525 		info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1526 		if (!info)
1527 			continue;
1528 		switch(info->target)
1529 		{
1530 		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;
1531 		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;
1532 		default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1533 		}
1534 	}
1535 	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);
1536 }
1537 
R_Mesh_Matrix(const matrix4x4_t * matrix)1538 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1539 {
1540 	if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1541 	{
1542 		float glmatrix[16];
1543 		backend_modelmatrix = *matrix;
1544 		Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
1545 		Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
1546 		CHECKGLERROR
1547 		qglLoadMatrixf(glmatrix);CHECKGLERROR
1548 	}
1549 }
1550 
R_Mesh_VertexPointer(const float * vertex3f,int bufferobject,size_t bufferoffset)1551 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1552 {
1553 	if (!gl_vbo.integer)
1554 		bufferobject = 0;
1555 	if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1556 	{
1557 		gl_state.pointer_vertex = vertex3f;
1558 		gl_state.pointer_vertex_buffer = bufferobject;
1559 		gl_state.pointer_vertex_offset = bufferoffset;
1560 		CHECKGLERROR
1561 		GL_BindVBO(bufferobject);
1562 		qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1563 	}
1564 }
1565 
R_Mesh_ColorPointer(const float * color4f,int bufferobject,size_t bufferoffset)1566 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1567 {
1568 	// note: this can not rely on bufferobject to decide whether a color array
1569 	// is supplied, because surfmesh_t shares one vbo for all arrays, which
1570 	// means that a valid vbo may be supplied even if there is no color array.
1571 	if (color4f)
1572 	{
1573 		if (!gl_vbo.integer)
1574 			bufferobject = 0;
1575 		// caller wants color array enabled
1576 		if (!gl_state.pointer_color_enabled)
1577 		{
1578 			gl_state.pointer_color_enabled = true;
1579 			CHECKGLERROR
1580 			qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1581 		}
1582 		if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1583 		{
1584 			gl_state.pointer_color = color4f;
1585 			gl_state.pointer_color_buffer = bufferobject;
1586 			gl_state.pointer_color_offset = bufferoffset;
1587 			CHECKGLERROR
1588 			GL_BindVBO(bufferobject);
1589 			qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1590 		}
1591 	}
1592 	else
1593 	{
1594 		// caller wants color array disabled
1595 		if (gl_state.pointer_color_enabled)
1596 		{
1597 			gl_state.pointer_color_enabled = false;
1598 			CHECKGLERROR
1599 			qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1600 			// when color array is on the glColor gets trashed, set it again
1601 			qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1602 		}
1603 	}
1604 }
1605 
R_Mesh_TexCoordPointer(unsigned int unitnum,unsigned int numcomponents,const float * texcoord,int bufferobject,size_t bufferoffset)1606 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1607 {
1608 	gltextureunit_t *unit = gl_state.units + unitnum;
1609 	// update array settings
1610 	CHECKGLERROR
1611 	// note: there is no need to check bufferobject here because all cases
1612 	// that involve a valid bufferobject also supply a texcoord array
1613 	if (texcoord)
1614 	{
1615 		if (!gl_vbo.integer)
1616 			bufferobject = 0;
1617 		// texture array unit is enabled, enable the array
1618 		if (!unit->arrayenabled)
1619 		{
1620 			unit->arrayenabled = true;
1621 			GL_ClientActiveTexture(unitnum);
1622 			qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1623 		}
1624 		// texcoord array
1625 		if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1626 		{
1627 			unit->pointer_texcoord = texcoord;
1628 			unit->pointer_texcoord_buffer = bufferobject;
1629 			unit->pointer_texcoord_offset = bufferoffset;
1630 			unit->arraycomponents = numcomponents;
1631 			GL_ClientActiveTexture(unitnum);
1632 			GL_BindVBO(bufferobject);
1633 			qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1634 		}
1635 	}
1636 	else
1637 	{
1638 		// texture array unit is disabled, disable the array
1639 		if (unit->arrayenabled)
1640 		{
1641 			unit->arrayenabled = false;
1642 			GL_ClientActiveTexture(unitnum);
1643 			qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1644 		}
1645 	}
1646 }
1647 
R_Mesh_TexBindAll(unsigned int unitnum,int tex1d,int tex2d,int tex3d,int texcubemap,int texrectangle)1648 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle)
1649 {
1650 	gltextureunit_t *unit = gl_state.units + unitnum;
1651 	if (unitnum >= backendimageunits)
1652 		return;
1653 	// update 1d texture binding
1654 	if (unit->t1d != tex1d)
1655 	{
1656 		GL_ActiveTexture(unitnum);
1657 		if (unitnum < backendunits)
1658 		{
1659 			if (tex1d)
1660 			{
1661 				if (unit->t1d == 0)
1662 				{
1663 					qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1664 				}
1665 			}
1666 			else
1667 			{
1668 				if (unit->t1d)
1669 				{
1670 					qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1671 				}
1672 			}
1673 		}
1674 		unit->t1d = tex1d;
1675 		qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1676 	}
1677 	// update 2d texture binding
1678 	if (unit->t2d != tex2d)
1679 	{
1680 		GL_ActiveTexture(unitnum);
1681 		if (unitnum < backendunits)
1682 		{
1683 			if (tex2d)
1684 			{
1685 				if (unit->t2d == 0)
1686 				{
1687 					qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1688 				}
1689 			}
1690 			else
1691 			{
1692 				if (unit->t2d)
1693 				{
1694 					qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1695 				}
1696 			}
1697 		}
1698 		unit->t2d = tex2d;
1699 		qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1700 	}
1701 	// update 3d texture binding
1702 	if (unit->t3d != tex3d)
1703 	{
1704 		GL_ActiveTexture(unitnum);
1705 		if (unitnum < backendunits)
1706 		{
1707 			if (tex3d)
1708 			{
1709 				if (unit->t3d == 0)
1710 				{
1711 					qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1712 				}
1713 			}
1714 			else
1715 			{
1716 				if (unit->t3d)
1717 				{
1718 					qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1719 				}
1720 			}
1721 		}
1722 		unit->t3d = tex3d;
1723 		qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1724 	}
1725 	// update cubemap texture binding
1726 	if (unit->tcubemap != texcubemap)
1727 	{
1728 		GL_ActiveTexture(unitnum);
1729 		if (unitnum < backendunits)
1730 		{
1731 			if (texcubemap)
1732 			{
1733 				if (unit->tcubemap == 0)
1734 				{
1735 					qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1736 				}
1737 			}
1738 			else
1739 			{
1740 				if (unit->tcubemap)
1741 				{
1742 					qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1743 				}
1744 			}
1745 		}
1746 		unit->tcubemap = texcubemap;
1747 		qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1748 	}
1749 	// update rectangle texture binding
1750 	if (unit->trectangle != texrectangle)
1751 	{
1752 		GL_ActiveTexture(unitnum);
1753 		if (unitnum < backendunits)
1754 		{
1755 			if (texrectangle)
1756 			{
1757 				if (unit->trectangle == 0)
1758 				{
1759 					qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1760 				}
1761 			}
1762 			else
1763 			{
1764 				if (unit->trectangle)
1765 				{
1766 					qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1767 				}
1768 			}
1769 		}
1770 		unit->trectangle = texrectangle;
1771 		qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1772 	}
1773 }
1774 
R_Mesh_TexBind1D(unsigned int unitnum,int texnum)1775 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1776 {
1777 	gltextureunit_t *unit = gl_state.units + unitnum;
1778 	if (unitnum >= backendimageunits)
1779 		return;
1780 	// update 1d texture binding
1781 	if (unit->t1d != texnum)
1782 	{
1783 		GL_ActiveTexture(unitnum);
1784 		if (unitnum < backendunits)
1785 		{
1786 			if (texnum)
1787 			{
1788 				if (unit->t1d == 0)
1789 				{
1790 					qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1791 				}
1792 			}
1793 			else
1794 			{
1795 				if (unit->t1d)
1796 				{
1797 					qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1798 				}
1799 			}
1800 		}
1801 		unit->t1d = texnum;
1802 		qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1803 	}
1804 	// update 2d texture binding
1805 	if (unit->t2d)
1806 	{
1807 		GL_ActiveTexture(unitnum);
1808 		if (unitnum < backendunits)
1809 		{
1810 			if (unit->t2d)
1811 			{
1812 				qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1813 			}
1814 		}
1815 		unit->t2d = 0;
1816 		qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1817 	}
1818 	// update 3d texture binding
1819 	if (unit->t3d)
1820 	{
1821 		GL_ActiveTexture(unitnum);
1822 		if (unitnum < backendunits)
1823 		{
1824 			if (unit->t3d)
1825 			{
1826 				qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1827 			}
1828 		}
1829 		unit->t3d = 0;
1830 		qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1831 	}
1832 	// update cubemap texture binding
1833 	if (unit->tcubemap)
1834 	{
1835 		GL_ActiveTexture(unitnum);
1836 		if (unitnum < backendunits)
1837 		{
1838 			if (unit->tcubemap)
1839 			{
1840 				qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1841 			}
1842 		}
1843 		unit->tcubemap = 0;
1844 		qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1845 	}
1846 	// update rectangle texture binding
1847 	if (unit->trectangle)
1848 	{
1849 		GL_ActiveTexture(unitnum);
1850 		if (unitnum < backendunits)
1851 		{
1852 			if (unit->trectangle)
1853 			{
1854 				qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1855 			}
1856 		}
1857 		unit->trectangle = 0;
1858 		qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1859 	}
1860 }
1861 
R_Mesh_TexBind(unsigned int unitnum,int texnum)1862 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1863 {
1864 	gltextureunit_t *unit = gl_state.units + unitnum;
1865 	if (unitnum >= backendimageunits)
1866 		return;
1867 	// update 1d texture binding
1868 	if (unit->t1d)
1869 	{
1870 		GL_ActiveTexture(unitnum);
1871 		if (unitnum < backendunits)
1872 		{
1873 			if (unit->t1d)
1874 			{
1875 				qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1876 			}
1877 		}
1878 		unit->t1d = 0;
1879 		qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1880 	}
1881 	// update 2d texture binding
1882 	if (unit->t2d != texnum)
1883 	{
1884 		GL_ActiveTexture(unitnum);
1885 		if (unitnum < backendunits)
1886 		{
1887 			if (texnum)
1888 			{
1889 				if (unit->t2d == 0)
1890 				{
1891 					qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1892 				}
1893 			}
1894 			else
1895 			{
1896 				if (unit->t2d)
1897 				{
1898 					qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1899 				}
1900 			}
1901 		}
1902 		unit->t2d = texnum;
1903 		qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1904 	}
1905 	// update 3d texture binding
1906 	if (unit->t3d)
1907 	{
1908 		GL_ActiveTexture(unitnum);
1909 		if (unitnum < backendunits)
1910 		{
1911 			if (unit->t3d)
1912 			{
1913 				qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1914 			}
1915 		}
1916 		unit->t3d = 0;
1917 		qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1918 	}
1919 	// update cubemap texture binding
1920 	if (unit->tcubemap != 0)
1921 	{
1922 		GL_ActiveTexture(unitnum);
1923 		if (unitnum < backendunits)
1924 		{
1925 			if (unit->tcubemap)
1926 			{
1927 				qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1928 			}
1929 		}
1930 		unit->tcubemap = 0;
1931 		qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1932 	}
1933 	// update rectangle texture binding
1934 	if (unit->trectangle != 0)
1935 	{
1936 		GL_ActiveTexture(unitnum);
1937 		if (unitnum < backendunits)
1938 		{
1939 			if (unit->trectangle)
1940 			{
1941 				qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1942 			}
1943 		}
1944 		unit->trectangle = 0;
1945 		qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
1946 	}
1947 }
1948 
R_Mesh_TexBind3D(unsigned int unitnum,int texnum)1949 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1950 {
1951 	gltextureunit_t *unit = gl_state.units + unitnum;
1952 	if (unitnum >= backendimageunits)
1953 		return;
1954 	// update 1d texture binding
1955 	if (unit->t1d)
1956 	{
1957 		GL_ActiveTexture(unitnum);
1958 		if (unitnum < backendunits)
1959 		{
1960 			if (unit->t1d)
1961 			{
1962 				qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1963 			}
1964 		}
1965 		unit->t1d = 0;
1966 		qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1967 	}
1968 	// update 2d texture binding
1969 	if (unit->t2d)
1970 	{
1971 		GL_ActiveTexture(unitnum);
1972 		if (unitnum < backendunits)
1973 		{
1974 			if (unit->t2d)
1975 			{
1976 				qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1977 			}
1978 		}
1979 		unit->t2d = 0;
1980 		qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1981 	}
1982 	// update 3d texture binding
1983 	if (unit->t3d != texnum)
1984 	{
1985 		GL_ActiveTexture(unitnum);
1986 		if (unitnum < backendunits)
1987 		{
1988 			if (texnum)
1989 			{
1990 				if (unit->t3d == 0)
1991 				{
1992 					qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1993 				}
1994 			}
1995 			else
1996 			{
1997 				if (unit->t3d)
1998 				{
1999 					qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2000 				}
2001 			}
2002 		}
2003 		unit->t3d = texnum;
2004 		qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2005 	}
2006 	// update cubemap texture binding
2007 	if (unit->tcubemap != 0)
2008 	{
2009 		GL_ActiveTexture(unitnum);
2010 		if (unitnum < backendunits)
2011 		{
2012 			if (unit->tcubemap)
2013 			{
2014 				qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2015 			}
2016 		}
2017 		unit->tcubemap = 0;
2018 		qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2019 	}
2020 	// update rectangle texture binding
2021 	if (unit->trectangle != 0)
2022 	{
2023 		GL_ActiveTexture(unitnum);
2024 		if (unitnum < backendunits)
2025 		{
2026 			if (unit->trectangle)
2027 			{
2028 				qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2029 			}
2030 		}
2031 		unit->trectangle = 0;
2032 		qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2033 	}
2034 }
2035 
R_Mesh_TexBindCubeMap(unsigned int unitnum,int texnum)2036 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
2037 {
2038 	gltextureunit_t *unit = gl_state.units + unitnum;
2039 	if (unitnum >= backendimageunits)
2040 		return;
2041 	// update 1d texture binding
2042 	if (unit->t1d)
2043 	{
2044 		GL_ActiveTexture(unitnum);
2045 		if (unitnum < backendunits)
2046 		{
2047 			if (unit->t1d)
2048 			{
2049 				qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2050 			}
2051 		}
2052 		unit->t1d = 0;
2053 		qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2054 	}
2055 	// update 2d texture binding
2056 	if (unit->t2d)
2057 	{
2058 		GL_ActiveTexture(unitnum);
2059 		if (unitnum < backendunits)
2060 		{
2061 			if (unit->t2d)
2062 			{
2063 				qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2064 			}
2065 		}
2066 		unit->t2d = 0;
2067 		qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2068 	}
2069 	// update 3d texture binding
2070 	if (unit->t3d)
2071 	{
2072 		GL_ActiveTexture(unitnum);
2073 		if (unitnum < backendunits)
2074 		{
2075 			if (unit->t3d)
2076 			{
2077 				qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2078 			}
2079 		}
2080 		unit->t3d = 0;
2081 		qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2082 	}
2083 	// update cubemap texture binding
2084 	if (unit->tcubemap != texnum)
2085 	{
2086 		GL_ActiveTexture(unitnum);
2087 		if (unitnum < backendunits)
2088 		{
2089 			if (texnum)
2090 			{
2091 				if (unit->tcubemap == 0)
2092 				{
2093 					qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2094 				}
2095 			}
2096 			else
2097 			{
2098 				if (unit->tcubemap)
2099 				{
2100 					qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2101 				}
2102 			}
2103 		}
2104 		unit->tcubemap = texnum;
2105 		qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2106 	}
2107 	// update rectangle texture binding
2108 	if (unit->trectangle != 0)
2109 	{
2110 		GL_ActiveTexture(unitnum);
2111 		if (unitnum < backendunits)
2112 		{
2113 			if (unit->trectangle)
2114 			{
2115 				qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2116 			}
2117 		}
2118 		unit->trectangle = 0;
2119 		qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2120 	}
2121 }
2122 
R_Mesh_TexBindRectangle(unsigned int unitnum,int texnum)2123 void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum)
2124 {
2125 	gltextureunit_t *unit = gl_state.units + unitnum;
2126 	if (unitnum >= backendimageunits)
2127 		return;
2128 	// update 1d texture binding
2129 	if (unit->t1d)
2130 	{
2131 		GL_ActiveTexture(unitnum);
2132 		if (unitnum < backendunits)
2133 		{
2134 			if (unit->t1d)
2135 			{
2136 				qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2137 			}
2138 		}
2139 		unit->t1d = 0;
2140 		qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2141 	}
2142 	// update 2d texture binding
2143 	if (unit->t2d)
2144 	{
2145 		GL_ActiveTexture(unitnum);
2146 		if (unitnum < backendunits)
2147 		{
2148 			if (unit->t2d)
2149 			{
2150 				qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2151 			}
2152 		}
2153 		unit->t2d = 0;
2154 		qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2155 	}
2156 	// update 3d texture binding
2157 	if (unit->t3d)
2158 	{
2159 		GL_ActiveTexture(unitnum);
2160 		if (unitnum < backendunits)
2161 		{
2162 			if (unit->t3d)
2163 			{
2164 				qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2165 			}
2166 		}
2167 		unit->t3d = 0;
2168 		qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2169 	}
2170 	// update cubemap texture binding
2171 	if (unit->tcubemap != 0)
2172 	{
2173 		GL_ActiveTexture(unitnum);
2174 		if (unitnum < backendunits)
2175 		{
2176 			if (unit->tcubemap)
2177 			{
2178 				qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2179 			}
2180 		}
2181 		unit->tcubemap = 0;
2182 		qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2183 	}
2184 	// update rectangle texture binding
2185 	if (unit->trectangle != texnum)
2186 	{
2187 		GL_ActiveTexture(unitnum);
2188 		if (unitnum < backendunits)
2189 		{
2190 			if (texnum)
2191 			{
2192 				if (unit->trectangle == 0)
2193 				{
2194 					qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2195 				}
2196 			}
2197 			else
2198 			{
2199 				if (unit->trectangle)
2200 				{
2201 					qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2202 				}
2203 			}
2204 		}
2205 		unit->trectangle = texnum;
2206 		qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2207 	}
2208 }
2209 
2210 static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
2211 
R_Mesh_TexMatrix(unsigned int unitnum,const matrix4x4_t * matrix)2212 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
2213 {
2214 	gltextureunit_t *unit = gl_state.units + unitnum;
2215 	if (matrix->m[3][3])
2216 	{
2217 		// texmatrix specified, check if it is different
2218 		if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
2219 		{
2220 			double glmatrix[16];
2221 			unit->texmatrixenabled = true;
2222 			unit->matrix = *matrix;
2223 			CHECKGLERROR
2224 			Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
2225 			GL_ActiveTexture(unitnum);
2226 			qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2227 			qglLoadMatrixd(glmatrix);CHECKGLERROR
2228 			qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2229 		}
2230 	}
2231 	else
2232 	{
2233 		// no texmatrix specified, revert to identity
2234 		if (unit->texmatrixenabled)
2235 		{
2236 			unit->texmatrixenabled = false;
2237 			unit->matrix = identitymatrix;
2238 			CHECKGLERROR
2239 			GL_ActiveTexture(unitnum);
2240 			qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2241 			qglLoadIdentity();CHECKGLERROR
2242 			qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2243 		}
2244 	}
2245 }
2246 
R_Mesh_TexCombine(unsigned int unitnum,int combinergb,int combinealpha,int rgbscale,int alphascale)2247 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
2248 {
2249 	gltextureunit_t *unit = gl_state.units + unitnum;
2250 	CHECKGLERROR
2251 	if (gl_combine.integer)
2252 	{
2253 		// GL_ARB_texture_env_combine
2254 		if (!combinergb)
2255 			combinergb = GL_MODULATE;
2256 		if (!combinealpha)
2257 			combinealpha = GL_MODULATE;
2258 		if (!rgbscale)
2259 			rgbscale = 1;
2260 		if (!alphascale)
2261 			alphascale = 1;
2262 		if (unit->combinergb != combinergb)
2263 		{
2264 			unit->combinergb = combinergb;
2265 			GL_ActiveTexture(unitnum);
2266 			qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2267 		}
2268 		if (unit->combinealpha != combinealpha)
2269 		{
2270 			unit->combinealpha = combinealpha;
2271 			GL_ActiveTexture(unitnum);
2272 			qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2273 		}
2274 		if (unit->rgbscale != rgbscale)
2275 		{
2276 			GL_ActiveTexture(unitnum);
2277 			qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
2278 		}
2279 		if (unit->alphascale != alphascale)
2280 		{
2281 			GL_ActiveTexture(unitnum);
2282 			qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
2283 		}
2284 	}
2285 	else
2286 	{
2287 		// normal GL texenv
2288 		if (!combinergb)
2289 			combinergb = GL_MODULATE;
2290 		if (unit->combinergb != combinergb)
2291 		{
2292 			unit->combinergb = combinergb;
2293 			GL_ActiveTexture(unitnum);
2294 			qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2295 		}
2296 	}
2297 }
2298 
R_Mesh_TextureState(const rmeshstate_t * m)2299 void R_Mesh_TextureState(const rmeshstate_t *m)
2300 {
2301 	unsigned int i;
2302 
2303 	BACKENDACTIVECHECK
2304 
2305 	CHECKGLERROR
2306 	if (gl_backend_rebindtextures)
2307 	{
2308 		gl_backend_rebindtextures = false;
2309 		GL_SetupTextureState();
2310 		CHECKGLERROR
2311 	}
2312 
2313 	for (i = 0;i < backendimageunits;i++)
2314 		R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
2315 	for (i = 0;i < backendarrayunits;i++)
2316 	{
2317 		if (m->pointer_texcoord3f[i])
2318 			R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2319 		else
2320 			R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
2321 	}
2322 	for (i = 0;i < backendunits;i++)
2323 	{
2324 		R_Mesh_TexMatrix(i, &m->texmatrix[i]);
2325 		R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
2326 	}
2327 	CHECKGLERROR
2328 }
2329 
R_Mesh_ResetTextureState(void)2330 void R_Mesh_ResetTextureState(void)
2331 {
2332 	unsigned int unitnum;
2333 
2334 	BACKENDACTIVECHECK
2335 
2336 	CHECKGLERROR
2337 	if (gl_backend_rebindtextures)
2338 	{
2339 		gl_backend_rebindtextures = false;
2340 		GL_SetupTextureState();
2341 		CHECKGLERROR
2342 	}
2343 
2344 	for (unitnum = 0;unitnum < backendimageunits;unitnum++)
2345 	{
2346 		gltextureunit_t *unit = gl_state.units + unitnum;
2347 		// update 1d texture binding
2348 		if (unit->t1d)
2349 		{
2350 			GL_ActiveTexture(unitnum);
2351 			if (unitnum < backendunits)
2352 			{
2353 				qglDisable(GL_TEXTURE_1D);CHECKGLERROR
2354 			}
2355 			unit->t1d = 0;
2356 			qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
2357 		}
2358 		// update 2d texture binding
2359 		if (unit->t2d)
2360 		{
2361 			GL_ActiveTexture(unitnum);
2362 			if (unitnum < backendunits)
2363 			{
2364 				qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2365 			}
2366 			unit->t2d = 0;
2367 			qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2368 		}
2369 		// update 3d texture binding
2370 		if (unit->t3d)
2371 		{
2372 			GL_ActiveTexture(unitnum);
2373 			if (unitnum < backendunits)
2374 			{
2375 				qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2376 			}
2377 			unit->t3d = 0;
2378 			qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2379 		}
2380 		// update cubemap texture binding
2381 		if (unit->tcubemap)
2382 		{
2383 			GL_ActiveTexture(unitnum);
2384 			if (unitnum < backendunits)
2385 			{
2386 				qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2387 			}
2388 			unit->tcubemap = 0;
2389 			qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2390 		}
2391 		// update rectangle texture binding
2392 		if (unit->trectangle)
2393 		{
2394 			GL_ActiveTexture(unitnum);
2395 			if (unitnum < backendunits)
2396 			{
2397 				qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2398 			}
2399 			unit->trectangle = 0;
2400 			qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2401 		}
2402 	}
2403 	for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
2404 	{
2405 		gltextureunit_t *unit = gl_state.units + unitnum;
2406 		// texture array unit is disabled, disable the array
2407 		if (unit->arrayenabled)
2408 		{
2409 			unit->arrayenabled = false;
2410 			GL_ClientActiveTexture(unitnum);
2411 			qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2412 		}
2413 	}
2414 	for (unitnum = 0;unitnum < backendunits;unitnum++)
2415 	{
2416 		gltextureunit_t *unit = gl_state.units + unitnum;
2417 		// no texmatrix specified, revert to identity
2418 		if (unit->texmatrixenabled)
2419 		{
2420 			unit->texmatrixenabled = false;
2421 			unit->matrix = identitymatrix;
2422 			CHECKGLERROR
2423 			GL_ActiveTexture(unitnum);
2424 			qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2425 			qglLoadIdentity();CHECKGLERROR
2426 			qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2427 		}
2428 		if (gl_combine.integer)
2429 		{
2430 			// GL_ARB_texture_env_combine
2431 			if (unit->combinergb != GL_MODULATE)
2432 			{
2433 				unit->combinergb = GL_MODULATE;
2434 				GL_ActiveTexture(unitnum);
2435 				qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2436 			}
2437 			if (unit->combinealpha != GL_MODULATE)
2438 			{
2439 				unit->combinealpha = GL_MODULATE;
2440 				GL_ActiveTexture(unitnum);
2441 				qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2442 			}
2443 			if (unit->rgbscale != 1)
2444 			{
2445 				GL_ActiveTexture(unitnum);
2446 				qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2447 			}
2448 			if (unit->alphascale != 1)
2449 			{
2450 				GL_ActiveTexture(unitnum);
2451 				qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2452 			}
2453 		}
2454 		else
2455 		{
2456 			// normal GL texenv
2457 			if (unit->combinergb != GL_MODULATE)
2458 			{
2459 				unit->combinergb = GL_MODULATE;
2460 				GL_ActiveTexture(unitnum);
2461 				qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2462 			}
2463 		}
2464 	}
2465 }
2466