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Xash3DArchive/render/gl_backend.c

1149 lines
41 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// gl_backend.c - open gl backend utilites
//=======================================================================
#include "r_local.h"
#include "mathlib.h"
#include "matrix_lib.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},
{"glFrontFace", (void **) &pglFrontFace},
{"glDrawElements", (void **) &pglDrawElements},
{"glColorMask", (void **) &pglColorMask},
{"glIndexPointer", (void **) &pglIndexPointer},
{"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},
{"glNormal3f", (void **) &pglNormal3f},
{"glNormal3fv", (void **) &pglNormal3fv},
{"glBegin", (void **) &pglBegin},
{"glEnd", (void **) &pglEnd},
{"glLineWidth", (void**) &pglLineWidth},
{"glPointSize", (void**) &pglPointSize},
{"glMatrixMode", (void **) &pglMatrixMode},
{"glOrtho", (void **) &pglOrtho},
{"glRasterPos2f", (void **) &pglRasterPos2f},
{"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},
{"glDrawPixels", (void **) &pglDrawPixels},
{"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}
};
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 cgprogramfuncs[] =
{
{"glBindProgramARB", (void **) &pglBindProgramARB},
{"glDeleteProgramsARB", (void **) &pglDeleteProgramsARB},
{"glGenProgramsARB", (void **) &pglGenProgramsARB},
{"glProgramStringARB", (void **) &pglProgramStringARB},
{"glProgramEnvParameter4fARB", (void **) &pglProgramEnvParameter4fARB},
{"glProgramLocalParameter4fARB", (void **) &pglProgramLocalParameter4fARB},
{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_FRAGMENT_PROGRAM_EXT ))
{
Msg("GL_MAX_TEXTURE_COORDS_ARB: %i\n", gl_config.texturecoords );
Msg("GL_MAX_TEXTURE_IMAGE_UNITS_ARB: %i\n", gl_config.teximageunits );
}
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_stencilbits = Cvar_Get( "r_stencilbits", "0", CVAR_ARCHIVE|CVAR_LATCH, "pixelformat stencil bits (0 - auto)" );
r_colorbits = Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE|CVAR_LATCH, "pixelformat color bits (0 - auto)" );
r_depthbits = Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE|CVAR_LATCH, "pixelformat depth bits (0 - auto)" );
r_check_errors = Cvar_Get("r_check_errors", "1", CVAR_ARCHIVE, "ignore video engine errors" );
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_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_allow_software = Cvar_Get( "gl_software", "0", CVAR_ARCHIVE, "allow software gl acceleration" );
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_drawpolys = Cvar_Get( "r_drawpolys", "1", CVAR_CHEAT, "disable decal polygons (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_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_showlightmaps = Cvar_Get( "r_showlightmaps", "0", CVAR_CHEAT, "show lightmap development tool" );
r_caustics = Cvar_Get( "r_caustics", "0", CVAR_ARCHIVE, "enable water caustics" );
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_texturelodbias = Cvar_Get( "r_texture_lodbias", "0.0", CVAR_ARCHIVE, "LOD bias for mipmapped textures" );
r_max_texsize = Cvar_Get( "r_max_texsize", "512", CVAR_ARCHIVE|CVAR_LATCH, "maximum size for down sized textures" );
r_max_normal_texsize = Cvar_Get( "r_max_normal_texsize", "256", CVAR_ARCHIVE|CVAR_LATCH, "maximum size for down sized normal map textures" );
r_compress_textures = Cvar_Get( "r_compress_textures", "0", CVAR_ARCHIVE|CVAR_LATCH, "compress textures" );
r_compress_normal_textures = Cvar_Get( "r_compress_normal_textures", "0", CVAR_ARCHIVE|CVAR_LATCH, "compress normal map textures" );
r_round_down = Cvar_Get( "gl_round_down", "0", CVAR_SYSTEMINFO, "down size non-power of two textures" );
r_detailtextures = Cvar_Get( "r_detailtextures", "0", CVAR_ARCHIVE|CVAR_LATCH, "allow detail textures" );
r_vertexbuffers = Cvar_Get( "r_vertexbuffers", "1", CVAR_ARCHIVE, "store vertex data in VBOs" );
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, "clearing screen after each frame" );
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_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 );
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;
}
// clear exports
for( func = funcs; func && func->name; func++ )
*func->func = NULL;
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 )
{
int flags = 0;
// 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 );
// 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 )) pglGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_config.max_anisotropy );
GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_ext_texture_lodbias", R_TEXTURE_LODBIAS );
if(GL_Support( R_TEXTURE_LODBIAS )) pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &gl_config.max_lodbias );
GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, "gl_ext_texborder_clamp", R_CLAMP_TEXBORDER_EXT );
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_vertex_program", cgprogramfuncs, "gl_vertexprogram", R_VERTEX_PROGRAM_EXT );
GL_CheckExtension( "GL_ARB_fragment_program", cgprogramfuncs, "gl_fragmentprogram", R_FRAGMENT_PROGRAM_EXT );
GL_CheckExtension( "GL_ARB_texture_env_add", NULL, "gl_texture_env_add", R_TEXTURE_ENV_ADD_EXT );
if(GL_Support( R_FRAGMENT_PROGRAM_EXT ))
{
pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &gl_config.texturecoords );
pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_config.teximageunits );
}
// 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
if( GL_Support( R_TEXTURE_COMPRESSION_EXT )) flags |= IL_DDS_HARDWARE;
flags |= IL_USE_LERPING;
Image_Init( NULL, flags );
glw_state.initialized = true;
}
/*
===============
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 )
{
if( !texture ) texture = r_defaultTexture;
// performance evaluation option
if( r_nobind->integer && !(texture->flags & TF_STATIC))
texture = r_defaultTexture;
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_VERTEX_PROGRAM_ARB:
if(!GL_Support( R_VERTEX_PROGRAM_EXT ) || gl_state.vertexProgram )
return;
gl_state.vertexProgram = true;
break;
case GL_FRAGMENT_PROGRAM_ARB:
if(!GL_Support( R_FRAGMENT_PROGRAM_EXT ) || gl_state.fragmentProgram )
return;
gl_state.fragmentProgram = 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_VERTEX_PROGRAM_ARB:
if(!GL_Support( R_VERTEX_PROGRAM_EXT ) || !gl_state.vertexProgram )
return;
gl_state.vertexProgram = false;
break;
case GL_FRAGMENT_PROGRAM_ARB:
if(!GL_Support( R_FRAGMENT_PROGRAM_EXT ) || !gl_state.fragmentProgram )
return;
gl_state.fragmentProgram = 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;
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_SetColor
=============
*/
void GL_SetColor( const void *data )
{
float *color = (float *)data;
if( color )
{
gl_state.draw_color[0] = 255 * color[0];
gl_state.draw_color[1] = 255 * color[1];
gl_state.draw_color[2] = 255 * color[2];
gl_state.draw_color[3] = 255 * color[3];
}
else
{
gl_state.draw_color[0] = 255;
gl_state.draw_color[1] = 255;
gl_state.draw_color[2] = 255;
gl_state.draw_color[3] = 255;
}
}
void GL_LoadMatrix( matrix4x4 source )
{
gl_matrix dest;
#if 0
if( Matrix4x4_Compare( source, gl_state.matrix ))
return; // ident
Matrix4x4_Copy( gl_state.matrix, source );
#endif
Matrix4x4_ToArrayFloatGL( source, dest );
pglLoadMatrixf( dest );
}
void GL_SaveMatrix( GLenum target, matrix4x4 dest )
{
gl_matrix source;
pglGetFloatv( target, source );
Matrix4x4_FromArrayFloatGL( dest, source );
}
/*
=================
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.vertexProgram = false;
gl_state.fragmentProgram = 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 );
if(GL_Support( R_VERTEX_PROGRAM_EXT )) pglDisable( GL_VERTEX_PROGRAM_ARB );
if(GL_Support( R_FRAGMENT_PROGRAM_EXT )) pglDisable( GL_FRAGMENT_PROGRAM_ARB );
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 );
Matrix4x4_LoadIdentity( gl_state.matrix );
pglDisable( GL_TEXTURE_2D );
gl_state.draw_color[0] = 255;
gl_state.draw_color[1] = 255;
gl_state.draw_color[2] = 255;
gl_state.draw_color[3] = 255;
GL_UpdateSwapInterval();
}
/*
=================
GL_Setup3D
=================
*/
void GL_Setup3D( void )
{
int x, y, w, h;
int bits;
if( gl_finish->integer ) pglFinish();
x = r_refdef.viewport[0];
y = r_height->integer - r_refdef.viewport[3] - r_refdef.viewport[1];
w = r_refdef.viewport[2];
h = r_height->integer;
// Set up viewport
pglViewport( x, y, w, h );
pglScissor( x, y, w, h );
// Set up projection
pglMatrixMode( GL_PROJECTION );
pglLoadMatrixf( gl_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_VERTEX_PROGRAM_ARB );
GL_Disable( GL_FRAGMENT_PROGRAM_ARB );
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 )
{
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_TexEnv( GL_MODULATE );
GL_Disable( GL_CULL_FACE );
GL_Disable( GL_POLYGON_OFFSET_FILL );
GL_Disable( GL_VERTEX_PROGRAM_ARB );
GL_Disable( GL_FRAGMENT_PROGRAM_ARB );
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 );
}