//======================================================================= // Copyright XashXT Group 2007 © // gl_backend.c - open gl backend utilites //======================================================================= #include "r_local.h" #include "mathlib.h" #include "matrixlib.h" // set initial values extern dll_info_t opengl_dll; static dllfunc_t wglswapintervalfuncs[] = { {"wglSwapIntervalEXT", (void **) &pwglSwapIntervalEXT}, {NULL, NULL} }; static dllfunc_t opengl_110funcs[] = { {"glClearColor", (void **) &pglClearColor}, {"glClear", (void **) &pglClear}, {"glAlphaFunc", (void **) &pglAlphaFunc}, {"glBlendFunc", (void **) &pglBlendFunc}, {"glCullFace", (void **) &pglCullFace}, {"glDrawBuffer", (void **) &pglDrawBuffer}, {"glReadBuffer", (void **) &pglReadBuffer}, {"glEnable", (void **) &pglEnable}, {"glDisable", (void **) &pglDisable}, {"glEnableClientState", (void **) &pglEnableClientState}, {"glDisableClientState", (void **) &pglDisableClientState}, {"glGetBooleanv", (void **) &pglGetBooleanv}, {"glGetDoublev", (void **) &pglGetDoublev}, {"glGetFloatv", (void **) &pglGetFloatv}, {"glGetIntegerv", (void **) &pglGetIntegerv}, {"glGetError", (void **) &pglGetError}, {"glGetString", (void **) &pglGetString}, {"glFinish", (void **) &pglFinish}, {"glFlush", (void **) &pglFlush}, {"glClearDepth", (void **) &pglClearDepth}, {"glDepthFunc", (void **) &pglDepthFunc}, {"glDepthMask", (void **) &pglDepthMask}, {"glDepthRange", (void **) &pglDepthRange}, {"glDrawElements", (void **) &pglDrawElements}, {"glColorMask", (void **) &pglColorMask}, {"glVertexPointer", (void **) &pglVertexPointer}, {"glNormalPointer", (void **) &pglNormalPointer}, {"glColorPointer", (void **) &pglColorPointer}, {"glTexCoordPointer", (void **) &pglTexCoordPointer}, {"glArrayElement", (void **) &pglArrayElement}, {"glColor3f", (void **) &pglColor3f}, {"glColor3fv", (void **) &pglColor3fv}, {"glColor4f", (void **) &pglColor4f}, {"glColor4fv", (void **) &pglColor4fv}, {"glColor4ub", (void **) &pglColor4ub}, {"glColor4ubv", (void **) &pglColor4ubv}, {"glTexCoord1f", (void **) &pglTexCoord1f}, {"glTexCoord2f", (void **) &pglTexCoord2f}, {"glTexCoord3f", (void **) &pglTexCoord3f}, {"glTexCoord4f", (void **) &pglTexCoord4f}, {"glTexGenf", (void **) &pglTexGenf}, {"glTexGenfv", (void **) &pglTexGenfv}, {"glVertex2f", (void **) &pglVertex2f}, {"glVertex3f", (void **) &pglVertex3f}, {"glVertex3fv", (void **) &pglVertex3fv}, {"glBegin", (void **) &pglBegin}, {"glEnd", (void **) &pglEnd}, {"glLineWidth", (void**) &pglLineWidth}, {"glPointSize", (void**) &pglPointSize}, {"glMatrixMode", (void **) &pglMatrixMode}, {"glOrtho", (void **) &pglOrtho}, {"glFrustum", (void **) &pglFrustum}, {"glViewport", (void **) &pglViewport}, {"glPushMatrix", (void **) &pglPushMatrix}, {"glPopMatrix", (void **) &pglPopMatrix}, {"glLoadIdentity", (void **) &pglLoadIdentity}, {"glLoadMatrixd", (void **) &pglLoadMatrixd}, {"glLoadMatrixf", (void **) &pglLoadMatrixf}, {"glMultMatrixd", (void **) &pglMultMatrixd}, {"glMultMatrixf", (void **) &pglMultMatrixf}, {"glRotated", (void **) &pglRotated}, {"glRotatef", (void **) &pglRotatef}, {"glScaled", (void **) &pglScaled}, {"glScalef", (void **) &pglScalef}, {"glTranslated", (void **) &pglTranslated}, {"glTranslatef", (void **) &pglTranslatef}, {"glReadPixels", (void **) &pglReadPixels}, {"glStencilFunc", (void **) &pglStencilFunc}, {"glStencilMask", (void **) &pglStencilMask}, {"glStencilOp", (void **) &pglStencilOp}, {"glClearStencil", (void **) &pglClearStencil}, {"glTexEnvf", (void **) &pglTexEnvf}, {"glTexEnvfv", (void **) &pglTexEnvfv}, {"glTexEnvi", (void **) &pglTexEnvi}, {"glTexParameterf", (void **) &pglTexParameterf}, {"glTexParameterfv", (void **) &pglTexParameterfv}, {"glTexParameteri", (void **) &pglTexParameteri}, {"glHint", (void **) &pglHint}, {"glPixelStoref", (void **) &pglPixelStoref}, {"glPixelStorei", (void **) &pglPixelStorei}, {"glGenTextures", (void **) &pglGenTextures}, {"glDeleteTextures", (void **) &pglDeleteTextures}, {"glBindTexture", (void **) &pglBindTexture}, {"glTexImage1D", (void **) &pglTexImage1D}, {"glTexImage2D", (void **) &pglTexImage2D}, {"glTexSubImage1D", (void **) &pglTexSubImage1D}, {"glTexSubImage2D", (void **) &pglTexSubImage2D}, {"glCopyTexImage1D", (void **) &pglCopyTexImage1D}, {"glCopyTexImage2D", (void **) &pglCopyTexImage2D}, {"glCopyTexSubImage1D", (void **) &pglCopyTexSubImage1D}, {"glCopyTexSubImage2D", (void **) &pglCopyTexSubImage2D}, {"glScissor", (void **) &pglScissor}, {"glPolygonOffset", (void **) &pglPolygonOffset}, {"glPolygonMode", (void **) &pglPolygonMode}, {"glPolygonStipple", (void **) &pglPolygonStipple}, {"glClipPlane", (void **) &pglClipPlane}, {"glGetClipPlane", (void **) &pglGetClipPlane}, {"glShadeModel", (void **) &pglShadeModel}, {NULL, NULL} }; static dllfunc_t pointparametersfunc[] = { {"glPointParameterfEXT", (void **) &pglPointParameterfEXT}, {"glPointParameterfvEXT", (void **) &pglPointParameterfvEXT}, {NULL, NULL} }; static dllfunc_t drawrangeelementsfuncs[] = { {"glDrawRangeElements", (void **) &pglDrawRangeElements}, {NULL, NULL} }; static dllfunc_t drawrangeelementsextfuncs[] = { {"glDrawRangeElementsEXT", (void **) &pglDrawRangeElementsEXT}, {NULL, NULL} }; static dllfunc_t multitexturefuncs[] = { {"glMultiTexCoord1fARB", (void **) &pglMultiTexCoord1f}, {"glMultiTexCoord2fARB", (void **) &pglMultiTexCoord2f}, {"glMultiTexCoord3fARB", (void **) &pglMultiTexCoord3f}, {"glMultiTexCoord4fARB", (void **) &pglMultiTexCoord4f}, {"glActiveTextureARB", (void **) &pglActiveTextureARB}, {"glClientActiveTextureARB", (void **) &pglClientActiveTexture}, {"glClientActiveTextureARB", (void **) &pglClientActiveTextureARB}, {NULL, NULL} }; static dllfunc_t compiledvertexarrayfuncs[] = { {"glLockArraysEXT", (void **) &pglLockArraysEXT}, {"glUnlockArraysEXT", (void **) &pglUnlockArraysEXT}, {"glDrawArrays", (void **) &pglDrawArrays}, {NULL, NULL} }; static dllfunc_t texture3dextfuncs[] = { {"glTexImage3DEXT", (void **) &pglTexImage3D}, {"glTexSubImage3DEXT", (void **) &pglTexSubImage3D}, {"glCopyTexSubImage3DEXT", (void **) &pglCopyTexSubImage3D}, {NULL, NULL} }; /* GL_ARB_occlusion_query */ static dllfunc_t occlusionqueryfuncs[] = { {"glGenQueriesARB", (void **) &pglGenQueriesARB}, {"glDeleteQueriesARB", (void **) &pglDeleteQueriesARB}, {"glIsQueryARB", (void **) &pglIsQueryARB}, {"glBeginQueryARB", (void **) &pglBeginQueryARB}, {"glEndQueryARB", (void **) &pglEndQueryARB}, {"glGetQueryivARB", (void **) &pglGetQueryivARB}, {"glGetQueryObjectivARB", (void **) &pglGetQueryObjectivARB}, {"glGetQueryObjectuivARB", (void **) &pglGetQueryObjectuivARB}, {NULL, NULL} }; static dllfunc_t atiseparatestencilfuncs[] = { {"glStencilOpSeparateATI", (void **) &pglStencilOpSeparate}, {"glStencilFuncSeparateATI", (void **) &pglStencilFuncSeparate}, {NULL, NULL} }; static dllfunc_t gl2separatestencilfuncs[] = { {"glStencilOpSeparate", (void **) &pglStencilOpSeparate}, {"glStencilFuncSeparate", (void **) &pglStencilFuncSeparate}, {NULL, NULL} }; static dllfunc_t stenciltwosidefuncs[] = { {"glActiveStencilFaceEXT", (void **) &pglActiveStencilFaceEXT}, {NULL, NULL} }; static dllfunc_t blendequationfuncs[] = { {"glBlendEquationEXT", (void **) &pglBlendEquationEXT}, {NULL, NULL} }; static dllfunc_t shaderobjectsfuncs[] = { {"glDeleteObjectARB", (void **) &pglDeleteObjectARB}, {"glGetHandleARB", (void **) &pglGetHandleARB}, {"glDetachObjectARB", (void **) &pglDetachObjectARB}, {"glCreateShaderObjectARB", (void **) &pglCreateShaderObjectARB}, {"glShaderSourceARB", (void **) &pglShaderSourceARB}, {"glCompileShaderARB", (void **) &pglCompileShaderARB}, {"glCreateProgramObjectARB", (void **) &pglCreateProgramObjectARB}, {"glAttachObjectARB", (void **) &pglAttachObjectARB}, {"glLinkProgramARB", (void **) &pglLinkProgramARB}, {"glUseProgramObjectARB", (void **) &pglUseProgramObjectARB}, {"glValidateProgramARB", (void **) &pglValidateProgramARB}, {"glUniform1fARB", (void **) &pglUniform1fARB}, {"glUniform2fARB", (void **) &pglUniform2fARB}, {"glUniform3fARB", (void **) &pglUniform3fARB}, {"glUniform4fARB", (void **) &pglUniform4fARB}, {"glUniform1iARB", (void **) &pglUniform1iARB}, {"glUniform2iARB", (void **) &pglUniform2iARB}, {"glUniform3iARB", (void **) &pglUniform3iARB}, {"glUniform4iARB", (void **) &pglUniform4iARB}, {"glUniform1fvARB", (void **) &pglUniform1fvARB}, {"glUniform2fvARB", (void **) &pglUniform2fvARB}, {"glUniform3fvARB", (void **) &pglUniform3fvARB}, {"glUniform4fvARB", (void **) &pglUniform4fvARB}, {"glUniform1ivARB", (void **) &pglUniform1ivARB}, {"glUniform2ivARB", (void **) &pglUniform2ivARB}, {"glUniform3ivARB", (void **) &pglUniform3ivARB}, {"glUniform4ivARB", (void **) &pglUniform4ivARB}, {"glUniformMatrix2fvARB", (void **) &pglUniformMatrix2fvARB}, {"glUniformMatrix3fvARB", (void **) &pglUniformMatrix3fvARB}, {"glUniformMatrix4fvARB", (void **) &pglUniformMatrix4fvARB}, {"glGetObjectParameterfvARB", (void **) &pglGetObjectParameterfvARB}, {"glGetObjectParameterivARB", (void **) &pglGetObjectParameterivARB}, {"glGetInfoLogARB", (void **) &pglGetInfoLogARB}, {"glGetAttachedObjectsARB", (void **) &pglGetAttachedObjectsARB}, {"glGetUniformLocationARB", (void **) &pglGetUniformLocationARB}, {"glGetActiveUniformARB", (void **) &pglGetActiveUniformARB}, {"glGetUniformfvARB", (void **) &pglGetUniformfvARB}, {"glGetUniformivARB", (void **) &pglGetUniformivARB}, {"glGetShaderSourceARB", (void **) &pglGetShaderSourceARB}, {NULL, NULL} }; static dllfunc_t vertexshaderfuncs[] = { {"glVertexAttribPointerARB", (void **) &pglVertexAttribPointerARB}, {"glEnableVertexAttribArrayARB", (void **) &pglEnableVertexAttribArrayARB}, {"glDisableVertexAttribArrayARB", (void **) &pglDisableVertexAttribArrayARB}, {"glBindAttribLocationARB", (void **) &pglBindAttribLocationARB}, {"glGetActiveAttribARB", (void **) &pglGetActiveAttribARB}, {"glGetAttribLocationARB", (void **) &pglGetAttribLocationARB}, {NULL, NULL} }; static dllfunc_t vbofuncs[] = { {"glBindBufferARB" , (void **) &pglBindBufferARB}, {"glDeleteBuffersARB" , (void **) &pglDeleteBuffersARB}, {"glGenBuffersARB" , (void **) &pglGenBuffersARB}, {"glIsBufferARB" , (void **) &pglIsBufferARB}, {"glMapBufferARB" , (void **) &pglMapBufferARB}, {"glUnmapBufferARB" , (void **) &pglUnmapBufferARB}, {"glBufferDataARB" , (void **) &pglBufferDataARB}, {"glBufferSubDataARB" , (void **) &pglBufferSubDataARB}, {NULL, NULL} }; static dllfunc_t texturecompressionfuncs[] = { {"glCompressedTexImage3DARB", (void **) &pglCompressedTexImage3DARB}, {"glCompressedTexImage2DARB", (void **) &pglCompressedTexImage2DARB}, {"glCompressedTexImage1DARB", (void **) &pglCompressedTexImage1DARB}, {"glCompressedTexSubImage3DARB", (void **) &pglCompressedTexSubImage3DARB}, {"glCompressedTexSubImage2DARB", (void **) &pglCompressedTexSubImage2DARB}, {"glCompressedTexSubImage1DARB", (void **) &pglCompressedTexSubImage1DARB}, {"glGetCompressedTexImageARB", (void **) &pglGetCompressedTexImage}, {NULL, NULL} }; /* ================= R_RenderInfo_f ================= */ void R_RenderInfo_f( void ) { Msg("\n"); Msg("GL_VENDOR: %s\n", gl_config.vendor_string); Msg("GL_RENDERER: %s\n", gl_config.renderer_string); Msg("GL_VERSION: %s\n", gl_config.version_string); Msg("GL_EXTENSIONS: %s\n", gl_config.extensions_string); Msg("GL_MAX_TEXTURE_SIZE: %i\n", gl_config.max_2d_texture_size ); if( GL_Support( R_ARB_MULTITEXTURE )) Msg("GL_MAX_TEXTURE_UNITS_ARB: %i\n", gl_config.textureunits ); if( GL_Support( R_TEXTURECUBEMAP_EXT )) Msg("GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: %i\n", gl_config.max_cubemap_texture_size ); if( GL_Support( R_ANISOTROPY_EXT )) Msg("GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: %.1f\n", gl_config.max_anisotropy ); if( gl_config.texRectangle ) Msg("GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: %i\n", gl_config.max_2d_rectangle_size ); Msg("\n"); Msg("MODE: %i, %i x %i %s\n", r_mode->integer, r_width->integer, r_height->integer, (gl_config.fullscreen) ? "fullscreen" : "windowed" ); Msg("GAMMA: %s w/ %i overbright bits\n", (gl_config.deviceSupportsGamma) ? "hardware" : "software", (gl_config.deviceSupportsGamma) ? r_overbrightbits->integer : 0 ); Msg("\n"); } void GL_InitCommands( void ) { // system screen width and height (don't suppose for change from console at all) r_width = Cvar_Get("width", "640", CVAR_READ_ONLY, "screen width" ); r_height = Cvar_Get("height", "480", CVAR_READ_ONLY, "screen height" ); r_mode = Cvar_Get( "r_mode", "0", CVAR_ARCHIVE, "display resolution mode" ); r_check_errors = Cvar_Get("r_check_errors", "1", CVAR_ARCHIVE, "ignore video engine errors" ); r_hwgamma = Cvar_Get( "r_hwgamma", "1", CVAR_ARCHIVE|CVAR_LATCH, "using hardware gamma adjustment" ); r_lefthand = Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE, "viewmodel handedness" ); r_norefresh = Cvar_Get ("r_norefresh", "0", 0, "no description" ); r_fullbright = Cvar_Get ("r_fullbright", "0", CVAR_LATCH, "disable lightmaps" ); r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_ARCHIVE, "render entities" ); r_drawworld = Cvar_Get ("r_drawworld", "1", 0, "render world" ); r_novis = Cvar_Get ("r_novis", "0", 0, "ignore vis information (perfomance test)"); r_nocull = Cvar_Get ("r_nocull", "0", 0, "ignore frustrum culling (perfomance test)"); r_speeds = Cvar_Get ("r_speeds", "0", 0, "shows r_speeds" ); r_pause = Cvar_Get("paused", "0", 0, "renderer pause" ); r_pause_bw = Cvar_Get("r_pause_effect", "0", CVAR_ARCHIVE, "allow pause effect" ); r_physbdebug = Cvar_Get( "cm_debugdraw", "0", CVAR_ARCHIVE, "draw physics hulls" ); r_himodels = Cvar_Get( "cl_himodels", "1", CVAR_ARCHIVE, "draw high-resolution models in multiplayer" ); r_testmode = Cvar_Get("r_test", "0", CVAR_ARCHIVE, "developer cvar, for testing new effects" ); r_lightlevel = Cvar_Get ("r_lightlevel", "0", 0, "no description" ); r_motionblur_intens = Cvar_Get( "r_motionblur_intens", "0.65", CVAR_ARCHIVE, "no description" ); r_motionblur = Cvar_Get( "r_motionblur", "0", CVAR_ARCHIVE, "no description" ); r_bloom = Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE, "no description" ); r_bloom_alpha = Cvar_Get( "r_bloom_alpha", "0.5", CVAR_ARCHIVE, "no description" ); r_bloom_diamond_size = Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE, "no description" ); r_bloom_intensity = Cvar_Get( "r_bloom_intensity", "0.6", CVAR_ARCHIVE, "no description" ); r_bloom_darken = Cvar_Get( "r_bloom_darken", "4", CVAR_ARCHIVE, "no description" ); r_bloom_sample_size = Cvar_Get( "r_bloom_sample_size", "128", CVAR_ARCHIVE, "no description" ); r_bloom_fast_sample = Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE, "no description" ); r_minimap_size = Cvar_Get ("r_minimap_size", "256", CVAR_ARCHIVE, "no description" ); r_minimap_zoom = Cvar_Get ("r_minimap_zoom", "1", CVAR_ARCHIVE, "no description" ); r_minimap_style = Cvar_Get ("r_minimap_style", "1", CVAR_ARCHIVE, "no description" ); r_minimap = Cvar_Get("r_minimap", "0", CVAR_ARCHIVE, "no description" ); r_mirroralpha = Cvar_Get( "r_mirroralpha", "0.5", CVAR_ARCHIVE, "no description" ); r_interpolate = Cvar_Get( "r_interpolate", "0", CVAR_ARCHIVE, "no description" ); r_lmblocksize = Cvar_Get( "r_lmblocksize", "0", CVAR_ARCHIVE, "lightmap packed block size [dxd]" ); r_lightmap = Cvar_Get ("r_lightmap", "0", 0, "no description" ); r_shadows = Cvar_Get ("r_shadows", "0", CVAR_ARCHIVE, "no description" ); r_dynamiclights = Cvar_Get( "r_dynamic", "1", 0, "allow dynamic lights on level" ); r_shadows = Cvar_Get( "r_shadows", "0", CVAR_ARCHIVE, "draw entity shadows" ); r_caustics = Cvar_Get( "r_caustics", "0", CVAR_ARCHIVE, "draw underwater caustics" ); r_showtris = Cvar_Get( "r_showtris", "0", 0, "show mesh triangles" ); r_lockpvs = Cvar_Get( "r_lockpvs", "0", 0, "lockpvs area at current point (pvs test)" ); r_fullscreen = Cvar_Get( "fullscreen", "0", CVAR_ARCHIVE, "set in 1 to enable fullscreen mode" ); r_nobind = Cvar_Get( "r_nobind", "0", CVAR_CHEAT, "disable all textures (perfomance test)" ); r_drawparticles = Cvar_Get( "r_drawparticles", "1", CVAR_CHEAT, "disable particles (perfomance test)" ); r_frontbuffer = Cvar_Get("r_frontBuffer", "0", CVAR_CHEAT, "directly draw into front buffer (perfomance test)" ); r_showcluster = Cvar_Get("r_showcluster", "0", CVAR_CHEAT, "print info about current viewcluster" ); r_shownormals = Cvar_Get("r_showNormals", "0", CVAR_CHEAT, "draw model normals" ); r_showtangentspace = Cvar_Get("r_showTangentSpace", "0", CVAR_CHEAT, "draw model tangent space" ); r_showmodelbounds = Cvar_Get("r_showmodelbounds", "0", CVAR_CHEAT, "draw entity bboxes" ); r_showshadowvolumes = Cvar_Get("r_showshadowvolumes", "0", CVAR_CHEAT, "draw shadow volumes" ); r_showlightmaps = Cvar_Get("r_showlightmaps", "0", CVAR_CHEAT, "lightmap debugging visualization tool" ); r_showtextures = Cvar_Get("r_showtextures", "0", CVAR_CHEAT, "show all uploaded textures" ); r_offsetfactor = Cvar_Get("r_offsetfactor", "-1", CVAR_CHEAT, "z_trick offset factor" ); r_offsetunits = Cvar_Get("r_offsetunits", "-2", CVAR_CHEAT, "z_trick offset uints" ); r_debugsort = Cvar_Get("r_debugsort", "0", CVAR_CHEAT, "enable custom z-sorting" ); r_singleshader = Cvar_Get("r_singleshader", "0", CVAR_CHEAT|CVAR_LATCH, "apply default shader everywhere" ); r_skipbackend = Cvar_Get("r_skipbackend", "0", CVAR_CHEAT, "skip 2d drawing (hud, console, etc)" ); r_skipfrontend = Cvar_Get("r_skipfronend", "0", CVAR_CHEAT, "skip 3d drawing (scene)" ); r_overbrightbits = Cvar_Get("r_overbrightbits", "0", CVAR_ARCHIVE|CVAR_LATCH, "hardware gamma overbright" ); r_mapoverbrightbits = Cvar_Get("r_mapoverbrightbits", "0", CVAR_ARCHIVE|CVAR_LATCH, "hardware gamma map overbright bits" ); r_modulate = Cvar_Get( "r_modulate", "1.0", CVAR_ARCHIVE|CVAR_LATCH, "modulate light" ); r_ambientscale = Cvar_Get("r_ambientScale", "0.6", CVAR_ARCHIVE, "default ambient light level" ); r_directedscale = Cvar_Get("r_directedScale", "1.0", CVAR_ARCHIVE, "direct light level" ); r_intensity = Cvar_Get( "r_intensity", "1.0", CVAR_ARCHIVE|CVAR_LATCH, "textures upload intentsity" ); r_texturefilter = Cvar_Get( "gl_texturefilter", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE, "texture filter" ); r_texturefilteranisotropy = Cvar_Get( "r_anisotropy", "2.0", CVAR_ARCHIVE, "textures anisotropic filter" ); r_detailtextures = Cvar_Get( "r_detailtextures", "0", CVAR_ARCHIVE|CVAR_LATCH, "allow detail textures" ); r_portalmaps = Cvar_Get( "r_portalmaps", "0", CVAR_ARCHIVE|CVAR_LATCH, "allow portal maps" ); r_fastsky = Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE, "disable sky portal (given some speedup)" ); r_flares = Cvar_Get( "r_flares", "1", CVAR_ARCHIVE, "draw light flares" ); r_flarefade = Cvar_Get( "r_flarefade", "0", CVAR_ARCHIVE, "enable linear fade for light flares" ); r_occlusion_queries = Cvar_Get( "r_occlusion_queries", "0", CVAR_ARCHIVE, "enable render occlusion queries" ); r_occlusion_queries_finish = Cvar_Get( "r_oq_finish", "0", CVAR_ARCHIVE, "call glFinish instead of glFlush at end of occlusion pass" ); r_swapInterval = Cvar_Get ("gl_swapinterval", "0", CVAR_ARCHIVE, "time beetween frames (in msec)" ); gl_finish = Cvar_Get ("gl_finish", "0", CVAR_ARCHIVE, "no description" ); gl_clear = Cvar_Get ("gl_clear", "0", 0, "no description" ); vid_gamma = Cvar_Get( "vid_gamma", "1", CVAR_ARCHIVE, "screen gamma" ); Cmd_AddCommand( "modellist", R_ModelList_f, "display loaded models list" ); Cmd_AddCommand( "shaderlist", R_ShaderList_f, "display loaded shaders list" ); Cmd_AddCommand( "programlist", R_ProgramList_f, "display loaded glsl programs list" ); Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" ); Cmd_AddCommand( "r_vboinfo", RB_VBOInfo_f, "display information about VBO state" ); Cmd_AddCommand( "r_info", R_RenderInfo_f, "display openGL supported extensions" ); // range check some cvars if( vid_gamma->value > 3.0 ) Cvar_Set( "vid_gamma", "3.0" ); else if( vid_gamma->value < 0.5 ) Cvar_Set( "vid_gamma", "0.5" ); if( r_overbrightbits->integer > 2 ) Cvar_Set( "r_overbrightbits", "2" ); else if( r_overbrightbits->integer < 0 ) Cvar_Set( "r_overbrightbits", "0" ); if( r_modulate->value < 1.0 ) Cvar_Set( "r_modulate", "1.0" ); if( r_intensity->value < 1.0) Cvar_Set( "r_intensity", "1.0" ); } void GL_RemoveCommands( void ) { Cmd_RemoveCommand( "modellist" ); Cmd_RemoveCommand( "shaderlist" ); Cmd_RemoveCommand( "programlist" ); Cmd_RemoveCommand( "texturelist" ); Cmd_RemoveCommand( "r_vboinfo" ); Cmd_RemoveCommand( "r_info"); } void GL_InitBackend( void ) { char dev_level[4]; GL_InitCommands(); glw_state.wndproc = ri.WndProc; glw_state.hInst = GetModuleHandle( NULL ); r_temppool = Mem_AllocPool( "Render Memory" ); // check developer mode if(FS_GetParmFromCmdLine("-dev", dev_level )) glw_state.developer = com.atoi( dev_level ); } void GL_ShutdownBackend( void ) { if( r_framebuffer ) Mem_Free( r_framebuffer ); GL_RemoveCommands(); } void GL_SetExtension( int r_ext, int enable ) { if( r_ext >= 0 && r_ext < R_EXTCOUNT ) gl_config.extension[r_ext] = enable ? GL_TRUE : GL_FALSE; else MsgDev( D_ERROR, "GL_SetExtension: invalid extension %d\n", r_ext ); } bool GL_Support( int r_ext ) { if( r_ext >= 0 && r_ext < R_EXTCOUNT ) return gl_config.extension[r_ext] ? true : false; MsgDev( D_ERROR, "GL_Support: invalid extension %d\n", r_ext ); return false; } void *GL_GetProcAddress( const char *name ) { void *p = NULL; if( pwglGetProcAddress != NULL ) p = (void *)pwglGetProcAddress( name ); if( !p ) p = (void *)Sys_GetProcAddress( &opengl_dll, name ); return p; } void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext ) { const dllfunc_t *func; cvar_t *parm; MsgDev( D_NOTE, "GL_CheckExtension: %s ", name ); for( func = funcs; func && func->name; func++ ) *func->func = NULL; if( cvarname ) { // system config disable extensions parm = Cvar_Get( cvarname, "1", CVAR_SYSTEMINFO, va( "enable or disable %s", name )); GL_SetExtension( r_ext, parm->integer ); // update render info if( parm->integer == 0 ) { MsgDev( D_NOTE, "- disabled\n"); return; // nothing to process at } } if((name[2] == '_' || name[3] == '_') && !com.strstr( gl_config.extensions_string, name )) { GL_SetExtension( r_ext, false ); // update render info MsgDev( D_NOTE, "- failed\n"); return; } GL_SetExtension( r_ext, true ); // predict extension state for( func = funcs; func && func->name != NULL; func++ ) { // functions are cleared before all the extensions are evaluated if(!(*func->func = (void *)GL_GetProcAddress( func->name ))) GL_SetExtension( r_ext, false ); // one or more functions are invalid, extension will be disabled } if(GL_Support( r_ext )) MsgDev( D_NOTE, "- enabled\n"); } void GL_BuildGammaTable( void ) { int i, v; Mem_Copy( gl_state.gammaRamp, gl_state.stateRamp, sizeof(gl_state.gammaRamp )); for( i = 0; i < 256; i++ ) { v = 255 * pow((float)(i + 0.5) / 255, vid_gamma->value ) + 0.5; v = bound( 0, v, 255 ); gl_state.gammaRamp[i+0] = ((word)v)<<8; gl_state.gammaRamp[i+256] = ((word)v)<<8; gl_state.gammaRamp[i+512] = ((word)v)<<8; } } void GL_UpdateGammaRamp( void ) { GL_BuildGammaTable(); SetDeviceGammaRamp( glw_state.hDC, gl_state.gammaRamp ); } /* =============== GL_UpdateSwapInterval =============== */ void GL_UpdateSwapInterval( void ) { if ( r_swapInterval->modified ) { r_swapInterval->modified = false; if( pwglSwapIntervalEXT ) pwglSwapIntervalEXT( r_swapInterval->integer ); } } void GL_InitExtensions( void ) { // initialize gl extensions GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, R_OPENGL_110 ); if( !r_framebuffer ) r_framebuffer = Mem_Alloc( r_temppool, r_width->integer * r_height->integer * 4 ); // get our various GL strings gl_config.vendor_string = pglGetString( GL_VENDOR ); gl_config.renderer_string = pglGetString( GL_RENDERER ); gl_config.version_string = pglGetString( GL_VERSION ); gl_config.extensions_string = pglGetString( GL_EXTENSIONS ); MsgDev( D_INFO, "Video: %s\n", gl_config.renderer_string ); GL_CheckExtension( "WGL_EXT_swap_control", wglswapintervalfuncs, NULL, R_WGL_SWAPCONTROL ); GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelments", R_DRAW_RANGEELEMENTS_EXT ); if(!GL_Support( R_DRAW_RANGEELEMENTS_EXT )) GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "gl_drawrangeelments", R_DRAW_RANGEELEMENTS_EXT ); // multitexture GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", R_ARB_MULTITEXTURE ); if(GL_Support( R_ARB_MULTITEXTURE )) { pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &gl_config.textureunits ); GL_CheckExtension( "GL_ARB_texture_env_combine", NULL, "gl_texture_env_combine", R_COMBINE_EXT ); if(!GL_Support( R_COMBINE_EXT )) GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "gl_texture_env_combine", R_COMBINE_EXT ); if(GL_Support( R_COMBINE_EXT )) GL_CheckExtension( "GL_ARB_texture_env_dot3", NULL, "gl_texture_env_dot3", R_DOT3_ARB_EXT ); } else gl_config.textureunits = 1; // 3d texture support GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", R_TEXTURE_3D_EXT ); if(GL_Support( R_TEXTURE_3D_EXT )) { pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &gl_config.max_3d_texture_size ); if( gl_config.max_3d_texture_size < 32 ) { GL_SetExtension( R_TEXTURE_3D_EXT, false ); MsgDev( D_ERROR, "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" ); } } GL_CheckExtension( "GL_SGIS_generate_mipmap", NULL, "gl_sgis_generate_mipmaps", R_SGIS_MIPMAPS_EXT ); GL_CheckExtension( "GL_ARB_occlusion_query", occlusionqueryfuncs, "gl_occlusion_query", R_OCCLUSION_QUERY ); // hardware cubemaps GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", R_TEXTURECUBEMAP_EXT ); if(GL_Support( R_TEXTURECUBEMAP_EXT )) pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &gl_config.max_cubemap_texture_size ); // point particles extension GL_CheckExtension( "GL_EXT_point_parameters", pointparametersfunc, NULL, R_EXT_POINTPARAMETERS ); GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", R_ARB_TEXTURE_NPOT_EXT ); GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", R_TEXTURE_COMPRESSION_EXT ); GL_CheckExtension( "GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", R_CUSTOM_VERTEX_ARRAY_EXT ); if(!GL_Support(R_CUSTOM_VERTEX_ARRAY_EXT)) GL_CheckExtension( "GL_SGI_compiled_vertex_array", compiledvertexarrayfuncs, "gl_cva_support", R_CUSTOM_VERTEX_ARRAY_EXT ); GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", R_CLAMPTOEDGE_EXT ); if(!GL_Support( R_CLAMPTOEDGE_EXT )) GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", R_CLAMPTOEDGE_EXT ); GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_texture_anisotropy", R_ANISOTROPY_EXT ); if(GL_Support( R_ANISOTROPY_EXT )) pglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_config.max_anisotropy ); GL_CheckExtension( "GL_EXT_blend_minmax", blendequationfuncs, "gl_ext_customblend", R_BLEND_MINMAX_EXT ); GL_CheckExtension( "GL_EXT_blend_subtract", blendequationfuncs, "gl_ext_customblend", R_BLEND_SUBTRACT_EXT ); GL_CheckExtension( "glStencilOpSeparate", gl2separatestencilfuncs, "gl_separate_stencil",R_SEPARATESTENCIL_EXT ); if(!GL_Support( R_SEPARATESTENCIL_EXT )) GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "gl_separate_stencil", R_SEPARATESTENCIL_EXT ); GL_CheckExtension( "GL_EXT_stencil_two_side", stenciltwosidefuncs, "gl_stenciltwoside", R_STENCILTWOSIDE_EXT ); GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", R_ARB_VERTEX_BUFFER_OBJECT_EXT ); // we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code if( pglDrawRangeElementsEXT == NULL ) pglDrawRangeElementsEXT = pglDrawRangeElements; GL_CheckExtension( "GL_ARB_texture_env_add", NULL, "gl_texture_env_add", R_TEXTURE_ENV_ADD_EXT ); // vp and fp shaders GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", R_SHADER_OBJECTS_EXT ); GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", R_SHADER_GLSL100_EXT ); GL_CheckExtension( "GL_ARB_vertex_shader", vertexshaderfuncs, "gl_vertexshader", R_VERTEX_SHADER_EXT ); GL_CheckExtension( "GL_ARB_fragment_shader", NULL, "gl_pixelshader", R_FRAGMENT_SHADER_EXT ); // rectangle textures support if( com.strstr( gl_config.extensions_string, "GL_NV_texture_rectangle" )) { gl_config.texRectangle = GL_TEXTURE_RECTANGLE_NV; pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &gl_config.max_2d_rectangle_size ); } else if( com.strstr( gl_config.extensions_string, "GL_EXT_texture_rectangle" )) { gl_config.texRectangle = GL_TEXTURE_RECTANGLE_EXT; pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &gl_config.max_2d_rectangle_size ); } else gl_config.texRectangle = gl_config.max_2d_rectangle_size = 0; // no rectangle } void GL_EnableTexGen( GLint coord, GLint mode ) { int tmu = gl_state.activeTMU; int bit, gen; switch( coord ) { case GL_S: bit = 1; gen = GL_TEXTURE_GEN_S; break; case GL_T: bit = 2; gen = GL_TEXTURE_GEN_T; break; case GL_R: bit = 4; gen = GL_TEXTURE_GEN_R; break; case GL_Q: bit = 8; gen = GL_TEXTURE_GEN_Q; break; default: return; } if( mode ) { if(!(gl_state.texGen[tmu] & bit )) { pglEnable( gen ); gl_state.texGen[tmu] |= bit; } pglTexGeni( coord, GL_TEXTURE_GEN_MODE, mode ); } else { if( gl_state.texGen[tmu] & bit ) { pglDisable( gen ); gl_state.texGen[tmu] &= ~bit; } } } void GL_TexCoordMode( GLenum mode ) { int tmu = gl_state.activeTMU; int bit, cmode = gl_state.texMod[tmu]; if( mode == GL_TEXTURE_COORD_ARRAY ) bit = 1; else if( mode == GL_TEXTURE_CUBE_MAP_ARB ) bit = 2; else bit = 0; if( cmode != bit ) { if( cmode == 1 ) pglDisableClientState( GL_TEXTURE_COORD_ARRAY ); else if( cmode == 2 ) pglDisable( GL_TEXTURE_CUBE_MAP_ARB ); if( bit == 1 ) pglEnableClientState( GL_TEXTURE_COORD_ARRAY ); else if( bit == 2 ) pglEnable( GL_TEXTURE_CUBE_MAP_ARB ); gl_state.texMod[tmu] = bit; } } /* =============== GL_SelectTexture =============== */ void GL_SelectTexture( GLenum texture ) { if(!GL_Support( R_ARB_MULTITEXTURE )) return; if( gl_state.activeTMU == texture ) return; gl_state.activeTMU = texture; texture = texture + GL_TEXTURE0_ARB; pglActiveTextureARB( texture ); pglClientActiveTextureARB( texture ); } /* ================= GL_BindTexture ================= */ void GL_BindTexture( texture_t *texture ) { // Performance evaluation option if( r_nobind->integer && !(texture->flags & TF_STATIC)) texture = r_defaultTexture; if( !texture ) Host_Error( "GL_BindTexture: null texture\n" ); if( gl_state.texNum[gl_state.activeTMU] == texture->texnum ) return; gl_state.texNum[gl_state.activeTMU] = texture->texnum; pglBindTexture( texture->target, texture->texnum ); } /* =============== GL_TexEnv =============== */ void GL_TexEnv( GLint texenv ) { if( gl_state.texEnv[gl_state.activeTMU] == texenv ) return; gl_state.texEnv[gl_state.activeTMU] = texenv; pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texenv ); } /* ================= GL_Enable ================= */ void GL_Enable( GLenum cap ) { switch( cap ) { case GL_CULL_FACE: if( gl_state.cullFace ) return; gl_state.cullFace = true; break; case GL_POLYGON_OFFSET_FILL: if( gl_state.polygonOffsetFill ) return; gl_state.polygonOffsetFill = true; break; case GL_ALPHA_TEST: if( gl_state.alpha_test ) return; gl_state.alpha_test = true; break; case GL_BLEND: if( gl_state.blend ) return; gl_state.blend = true; break; case GL_DEPTH_TEST: if( gl_state.depth_test ) return; gl_state.depth_test = true; break; } pglEnable( cap ); } /* ================= GL_Disable ================= */ void GL_Disable( GLenum cap ) { switch( cap ) { case GL_CULL_FACE: if(!gl_state.cullFace ) return; gl_state.cullFace = false; break; case GL_POLYGON_OFFSET_FILL: if( !gl_state.polygonOffsetFill ) return; gl_state.polygonOffsetFill = false; break; case GL_ALPHA_TEST: if(!gl_state.alpha_test ) return; gl_state.alpha_test = false; break; case GL_BLEND: if( !gl_state.blend ) return; gl_state.blend = false; break; case GL_DEPTH_TEST: if( !gl_state.depth_test ) return; gl_state.depth_test = false; break; } pglDisable( cap ); } /* ================= GL_CullFace ================= */ void GL_CullFace( GLenum mode ) { if( gl_state.cullMode == mode ) return; if( !mode ) { pglDisable( GL_CULL_FACE ); gl_state.cullMode = 0; return; } if( !gl_state.cullMode ) pglEnable( GL_CULL_FACE ); gl_state.cullMode = mode; pglCullFace( mode ); } /* ================= GL_PolygonOffset ================= */ void GL_PolygonOffset( GLfloat factor, GLfloat units ) { if( gl_state.offsetFactor == factor && gl_state.offsetUnits == units ) return; gl_state.offsetFactor = factor; gl_state.offsetUnits = units; pglPolygonOffset( factor, units ); } /* ================= GL_AlphaFunc ================= */ void GL_AlphaFunc( GLenum func, GLclampf ref ) { if( gl_state.alphaFunc == func && gl_state.alphaRef == ref ) return; gl_state.alphaFunc = func; gl_state.alphaRef = ref; pglAlphaFunc( func, ref ); } /* ================= GL_BlendFunc ================= */ void GL_BlendFunc( GLenum src, GLenum dst ) { if( gl_state.blendSrc == src && gl_state.blendDst == dst ) return; gl_state.blendSrc = src; gl_state.blendDst = dst; pglBlendFunc( src, dst ); } /* ================= GL_DepthFunc ================= */ void GL_DepthFunc( GLenum func ) { if( gl_state.depthFunc == func ) return; gl_state.depthFunc = func; pglDepthFunc( func ); } /* ================= GL_DepthMask ================= */ void GL_DepthMask( GLboolean mask ) { if( gl_state.depthMask == mask ) return; gl_state.depthMask = mask; pglDepthMask( mask ); } /* ================= GL_FrontFace ================= */ void GL_FrontFace( GLboolean front ) { pglFrontFace( front ? GL_CW : GL_CCW ); gl_state.frontFace = front; } /* ============= GL_SetColor ============= */ void GL_SetColor( const void *data ) { float *color = (float *)data; if( color ) { Vector4Set( gl_state.draw_color, color[0], color[1], color[2], color[3] ); } else { Vector4Set( gl_state.draw_color, 1.0f, 1.0f, 1.0f, 1.0f ); } } void GL_LoadTexMatrix( const matrix4x4 source ) { pglMatrixMode( GL_TEXTURE ); GL_LoadMatrix( source ); gl_state.texMat[gl_state.activeTMU] = true; } void GL_LoadIdentityTexMatrix( void ) { if( gl_state.texMat[gl_state.activeTMU] ) { pglMatrixMode( GL_TEXTURE ); pglLoadIdentity(); gl_state.texMat[gl_state.activeTMU] = false; } } void GL_LoadMatrix( const matrix4x4 source ) { gl_matrix dest; Matrix4x4_ToArrayFloatGL( source, dest ); pglLoadMatrixf( dest ); } void GL_SaveMatrix( GLenum target, matrix4x4 dest ) { gl_matrix source; pglGetFloatv( target, source ); Matrix4x4_FromArrayFloatGL( dest, source ); } /* ================= GL_SetState ================= */ void GL_SetState( GLint state ) { GLint diff; if( gl_state.orthogonal ) state |= GLSTATE_NO_DEPTH_TEST; if( state & GLSTATE_NO_DEPTH_TEST ) state &= ~( GLSTATE_DEPTHWRITE|GLSTATE_DEPTHFUNC_EQ ); diff = gl_state.flags ^ state; if( !diff ) return; if( diff & ( GLSTATE_BLEND_MTEX|GLSTATE_SRCBLEND_MASK|GLSTATE_DSTBLEND_MASK )) { if( state & ( GLSTATE_SRCBLEND_MASK|GLSTATE_DSTBLEND_MASK )) { GLint blendsrc, blenddst; switch( state & GLSTATE_SRCBLEND_MASK ) { case GLSTATE_SRCBLEND_ZERO: blendsrc = GL_ZERO; break; case GLSTATE_SRCBLEND_DST_COLOR: blendsrc = GL_DST_COLOR; break; case GLSTATE_SRCBLEND_ONE_MINUS_DST_COLOR: blendsrc = GL_ONE_MINUS_DST_COLOR; break; case GLSTATE_SRCBLEND_SRC_ALPHA: blendsrc = GL_SRC_ALPHA; break; case GLSTATE_SRCBLEND_ONE_MINUS_SRC_ALPHA: blendsrc = GL_ONE_MINUS_SRC_ALPHA; break; case GLSTATE_SRCBLEND_DST_ALPHA: blendsrc = GL_DST_ALPHA; break; case GLSTATE_SRCBLEND_ONE_MINUS_DST_ALPHA: blendsrc = GL_ONE_MINUS_DST_ALPHA; break; case GLSTATE_SRCBLEND_ONE: default: blendsrc = GL_ONE; break; } switch( state & GLSTATE_DSTBLEND_MASK ) { case GLSTATE_DSTBLEND_ONE: blenddst = GL_ONE; break; case GLSTATE_DSTBLEND_SRC_COLOR: blenddst = GL_SRC_COLOR; break; case GLSTATE_DSTBLEND_ONE_MINUS_SRC_COLOR: blenddst = GL_ONE_MINUS_SRC_COLOR; break; case GLSTATE_DSTBLEND_SRC_ALPHA: blenddst = GL_SRC_ALPHA; break; case GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA: blenddst = GL_ONE_MINUS_SRC_ALPHA; break; case GLSTATE_DSTBLEND_DST_ALPHA: blenddst = GL_DST_ALPHA; break; case GLSTATE_DSTBLEND_ONE_MINUS_DST_ALPHA: blenddst = GL_ONE_MINUS_DST_ALPHA; break; case GLSTATE_DSTBLEND_ZERO: default: blenddst = GL_ZERO; break; } if( state & GLSTATE_BLEND_MTEX ) { if( gl_state.texEnv[gl_state.activeTMU] != GL_REPLACE ) GL_Enable( GL_BLEND ); else GL_Disable( GL_BLEND ); } else GL_Enable( GL_BLEND ); GL_BlendFunc( blendsrc, blenddst ); } else GL_Disable( GL_BLEND ); } if( diff & GLSTATE_ALPHAFUNC ) { if( state & GLSTATE_ALPHAFUNC ) { if(!( gl_state.flags & GLSTATE_ALPHAFUNC )) GL_Enable( GL_ALPHA_TEST ); if( state & GLSTATE_AFUNC_GT0 ) GL_AlphaFunc( GL_GREATER, 0 ); else if( state & GLSTATE_AFUNC_LT128 ) GL_AlphaFunc( GL_LESS, 0.5f ); else GL_AlphaFunc( GL_GEQUAL, 0.5f ); } else GL_Disable( GL_ALPHA_TEST ); } if( diff & GLSTATE_DEPTHFUNC_EQ ) { if( state & GLSTATE_DEPTHFUNC_EQ ) GL_DepthFunc( GL_EQUAL ); else GL_DepthFunc( GL_LEQUAL ); } if( diff & GLSTATE_DEPTHWRITE ) { if( state & GLSTATE_DEPTHWRITE ) GL_DepthMask( GL_TRUE ); else GL_DepthMask( GL_FALSE ); } if( diff & GLSTATE_NO_DEPTH_TEST ) { if( state & GLSTATE_NO_DEPTH_TEST ) GL_Disable( GL_DEPTH_TEST ); else GL_Enable( GL_DEPTH_TEST ); } if( diff & GLSTATE_OFFSET_FILL ) { if( state & GLSTATE_OFFSET_FILL ) GL_Enable( GL_POLYGON_OFFSET_FILL ); else GL_Disable( GL_POLYGON_OFFSET_FILL ); } gl_state.flags = state; } /* ================= GL_SetDefaultState ================= */ void GL_SetDefaultState( void ) { int i; // Reset the state manager gl_state.orthogonal = false; gl_state.activeTMU = 0; for( i = 0; i < MAX_TEXTURE_UNITS; i++ ) { gl_state.texNum[i] = 0; gl_state.texEnv[i] = GL_MODULATE; } gl_state.cullFace = true; gl_state.polygonOffsetFill = false; gl_state.alpha_test = false; gl_state.blend = false; gl_state.depth_test = true; gl_state.cullMode = GL_FRONT; gl_state.offsetFactor = -1; gl_state.offsetUnits = -2; gl_state.alphaFunc = GL_GREATER; gl_state.alphaRef = 0.0; gl_state.blendSrc = GL_SRC_ALPHA; gl_state.blendDst = GL_ONE_MINUS_SRC_ALPHA; gl_state.depthFunc = GL_LEQUAL; gl_state.depthMask = GL_TRUE; // Set default state pglEnable( GL_CULL_FACE ); pglDisable( GL_POLYGON_OFFSET_FILL ); pglDisable( GL_ALPHA_TEST ); pglDisable( GL_BLEND ); pglEnable( GL_DEPTH_TEST ); pglCullFace( GL_FRONT ); pglPolygonOffset( -1, -2 ); pglAlphaFunc( GL_GREATER, 0.0 ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglDepthFunc( GL_LEQUAL ); pglDepthMask( GL_TRUE ); pglClearColor( 1.0, 0.0, 0.5, 0.5 ); pglClearDepth( 1.0 ); pglClearStencil( 128 ); pglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); pglShadeModel( GL_SMOOTH ); pglEnable( GL_SCISSOR_TEST ); pglDisable( GL_STENCIL_TEST ); if(GL_Support( R_ARB_MULTITEXTURE )) { for( i = MAX_TEXTURE_UNITS - 1; i > 0; i-- ) { if( i >= gl_config.textureunits ) continue; pglActiveTextureARB( GL_TEXTURE0_ARB + i ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); if(GL_Support( R_TEXTURECUBEMAP_EXT )) pglDisable( GL_TEXTURE_CUBE_MAP_ARB ); pglDisable( GL_TEXTURE_2D ); } pglActiveTextureARB( GL_TEXTURE0_ARB ); } pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); if(GL_Support( R_TEXTURECUBEMAP_EXT )) pglDisable( GL_TEXTURE_CUBE_MAP_ARB ); pglDisable( GL_TEXTURE_2D ); Vector4Set( gl_state.draw_color, 1.0f, 1.0f, 1.0f, 1.0f ); GL_UpdateSwapInterval(); } /* ================= GL_Setup3D ================= */ void GL_Setup3D( void ) { int x, y, w, h; int bits; if( gl_finish->integer ) pglFinish(); x = r_refdef.rect.x; y = r_height->integer - r_refdef.rect.height - r_refdef.rect.y; w = r_refdef.rect.width; h = r_height->integer; // Set up viewport pglViewport( x, y, w, h ); pglScissor( x, y, w, h ); // Set up projection pglMatrixMode( GL_PROJECTION ); GL_LoadMatrix( Ref.projectionMatrix ); pglMatrixMode( GL_MODELVIEW ); // Set state gl_state.orthogonal = false; GL_TexEnv( GL_MODULATE ); GL_Enable( GL_CULL_FACE ); GL_Disable( GL_POLYGON_OFFSET_FILL ); GL_Disable( GL_ALPHA_TEST ); GL_Disable( GL_BLEND ); GL_Enable( GL_DEPTH_TEST ); GL_CullFace( GL_FRONT ); GL_DepthFunc( GL_LEQUAL ); GL_DepthMask( GL_TRUE ); // Clear depth buffer, and optionally stencil buffer bits = GL_DEPTH_BUFFER_BIT; if( r_shadows->integer ) { pglClearStencil( 128 ); bits |= GL_STENCIL_BUFFER_BIT; } pglClear( bits ); } /* ================= GL_Setup2D ================= */ void GL_Setup2D( void ) { extern meshbuffer_t pic_mbuffer; if( gl_finish->integer ) pglFinish(); // set 2D virtual screen size pglViewport( 0, 0, r_width->integer, r_height->integer ); pglScissor( 0, 0, r_width->integer, r_height->integer ); // set up projection pglMatrixMode( GL_PROJECTION ); pglLoadIdentity(); pglOrtho( 0, r_width->integer, r_height->integer, 0, -1, 1 ); // Set up modelview pglMatrixMode( GL_MODELVIEW ); pglLoadIdentity(); // Set state gl_state.orthogonal = true; GL_SetState( GLSTATE_NO_DEPTH_TEST ); /* GL_TexEnv( GL_MODULATE ); GL_Disable( GL_CULL_FACE ); GL_Disable( GL_POLYGON_OFFSET_FILL ); GL_Disable( GL_ALPHA_TEST ); GL_Enable( GL_BLEND ); GL_Disable( GL_DEPTH_TEST ); GL_BlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GL_DepthMask( GL_FALSE ); */ pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pic_mbuffer.infoKey = -1; pic_mbuffer.shaderKey = 0; Ref.m_pCurrentEntity = Ref.m_pPrevEntity = NULL; Ref.m_pCurrentModel = NULL; }