3 #include "cl_collision.h"
6 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
7 extern D3DCAPS9 vid_d3d9caps;
10 #define MAX_RENDERTARGETS 4
12 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
13 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)"};
14 cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
15 cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
16 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
17 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
19 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
20 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
21 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
22 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
23 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
24 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)"};
25 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
26 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
27 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"};
29 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
30 qboolean v_flipped_state = false;
32 r_viewport_t gl_viewport;
33 matrix4x4_t gl_modelmatrix;
34 matrix4x4_t gl_viewmatrix;
35 matrix4x4_t gl_modelviewmatrix;
36 matrix4x4_t gl_projectionmatrix;
37 matrix4x4_t gl_modelviewprojectionmatrix;
38 float gl_modelview16f[16];
39 float gl_modelviewprojection16f[16];
40 qboolean gl_modelmatrixchanged;
42 int gl_maxdrawrangeelementsvertices;
43 int gl_maxdrawrangeelementsindices;
48 void GL_PrintError(int errornumber, const char *filename, int linenumber)
52 #ifdef GL_INVALID_ENUM
54 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
57 #ifdef GL_INVALID_VALUE
58 case GL_INVALID_VALUE:
59 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
62 #ifdef GL_INVALID_OPERATION
63 case GL_INVALID_OPERATION:
64 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
67 #ifdef GL_STACK_OVERFLOW
68 case GL_STACK_OVERFLOW:
69 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
72 #ifdef GL_STACK_UNDERFLOW
73 case GL_STACK_UNDERFLOW:
74 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
77 #ifdef GL_OUT_OF_MEMORY
78 case GL_OUT_OF_MEMORY:
79 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
82 #ifdef GL_TABLE_TOO_LARGE
83 case GL_TABLE_TOO_LARGE:
84 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
87 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
88 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
89 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
93 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
99 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
101 void SCR_ScreenShot_f (void);
103 typedef struct gltextureunit_s
105 int pointer_texcoord_components;
106 int pointer_texcoord_gltype;
107 size_t pointer_texcoord_stride;
108 const void *pointer_texcoord_pointer;
109 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
110 size_t pointer_texcoord_offset;
113 int t2d, t3d, tcubemap, trectangle;
115 int rgbscale, alphascale;
117 int combinergb, combinealpha;
118 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
119 int texmatrixenabled;
124 typedef struct gl_state_s
132 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
136 float polygonoffset[2];
139 float alphafuncvalue;
142 unsigned int clientunit;
143 gltextureunit_t units[MAX_TEXTUREUNITS];
147 int vertexbufferobject;
148 int elementbufferobject;
149 int framebufferobject;
150 qboolean pointer_color_enabled;
152 int pointer_vertex_components;
153 int pointer_vertex_gltype;
154 size_t pointer_vertex_stride;
155 const void *pointer_vertex_pointer;
156 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
157 size_t pointer_vertex_offset;
159 int pointer_color_components;
160 int pointer_color_gltype;
161 size_t pointer_color_stride;
162 const void *pointer_color_pointer;
163 const r_meshbuffer_t *pointer_color_vertexbuffer;
164 size_t pointer_color_offset;
166 void *preparevertices_tempdata;
167 size_t preparevertices_tempdatamaxsize;
168 r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
169 r_vertexposition_t *preparevertices_vertexposition;
170 r_vertexgeneric_t *preparevertices_vertexgeneric;
171 r_vertexmesh_t *preparevertices_vertexmesh;
172 int preparevertices_numvertices;
174 r_meshbuffer_t *draw_dynamicindexbuffer;
176 qboolean usevbo_staticvertex;
177 qboolean usevbo_staticindex;
178 qboolean usevbo_dynamicvertex;
179 qboolean usevbo_dynamicindex;
181 memexpandablearray_t meshbufferarray;
186 rtexture_t *d3drt_depthtexture;
187 rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
188 IDirect3DSurface9 *d3drt_depthsurface;
189 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
190 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
191 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
192 void *d3dvertexbuffer;
194 size_t d3dvertexsize;
199 static gl_state_t gl_state;
203 note: here's strip order for a terrain row:
210 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
212 *elements++ = i + row;
214 *elements++ = i + row + 1;
217 *elements++ = i + row + 1;
220 for (y = 0;y < rows - 1;y++)
222 for (x = 0;x < columns - 1;x++)
225 *elements++ = i + columns;
227 *elements++ = i + columns + 1;
230 *elements++ = i + columns + 1;
241 for (y = 0;y < rows - 1;y++)
243 for (x = 0;x < columns - 1;x++)
247 *elements++ = i + columns;
248 *elements++ = i + columns + 1;
249 *elements++ = i + columns;
250 *elements++ = i + columns + 1;
256 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
257 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
258 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
259 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
261 void GL_VBOStats_f(void)
263 GL_Mesh_ListVBOs(true);
266 static void GL_Backend_ResetState(void);
268 static void R_Mesh_InitVertexDeclarations(void);
269 static void R_Mesh_DestroyVertexDeclarations(void);
271 static void R_Mesh_SetUseVBO(void)
273 switch(vid.renderpath)
275 case RENDERPATH_GL11:
276 case RENDERPATH_GL13:
277 case RENDERPATH_GL20:
278 case RENDERPATH_CGGL:
279 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
280 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
281 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
282 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
284 case RENDERPATH_D3D9:
285 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
286 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
288 case RENDERPATH_D3D10:
289 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
291 case RENDERPATH_D3D11:
292 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
297 static void gl_backend_start(void)
299 memset(&gl_state, 0, sizeof(gl_state));
301 R_Mesh_InitVertexDeclarations();
304 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
306 Con_DPrintf("OpenGL backend started.\n");
310 GL_Backend_ResetState();
312 switch(vid.renderpath)
314 case RENDERPATH_GL11:
315 case RENDERPATH_GL13:
316 case RENDERPATH_GL20:
317 case RENDERPATH_CGGL:
319 case RENDERPATH_D3D9:
321 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
322 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
325 case RENDERPATH_D3D10:
326 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
328 case RENDERPATH_D3D11:
329 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
334 static void gl_backend_shutdown(void)
336 Con_DPrint("OpenGL Backend shutting down\n");
338 switch(vid.renderpath)
340 case RENDERPATH_GL11:
341 case RENDERPATH_GL13:
342 case RENDERPATH_GL20:
343 case RENDERPATH_CGGL:
345 case RENDERPATH_D3D9:
347 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
348 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
351 case RENDERPATH_D3D10:
352 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
354 case RENDERPATH_D3D11:
355 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
359 if (gl_state.preparevertices_tempdata)
360 Mem_Free(gl_state.preparevertices_tempdata);
361 if (gl_state.preparevertices_dynamicvertexbuffer)
362 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
364 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
366 R_Mesh_DestroyVertexDeclarations();
368 memset(&gl_state, 0, sizeof(gl_state));
371 static void gl_backend_newmap(void)
375 static void gl_backend_devicelost(void)
378 r_meshbuffer_t *buffer;
380 gl_state.d3dvertexbuffer = NULL;
382 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
383 for (i = 0;i < endindex;i++)
385 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
386 if (!buffer || !buffer->isdynamic)
388 switch(vid.renderpath)
390 case RENDERPATH_GL11:
391 case RENDERPATH_GL13:
392 case RENDERPATH_GL20:
393 case RENDERPATH_CGGL:
395 case RENDERPATH_D3D9:
397 if (buffer->devicebuffer)
399 if (buffer->isindexbuffer)
400 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
402 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
403 buffer->devicebuffer = NULL;
407 case RENDERPATH_D3D10:
408 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
410 case RENDERPATH_D3D11:
411 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
417 static void gl_backend_devicerestored(void)
421 void gl_backend_init(void)
425 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
427 polygonelement3s[i * 3 + 0] = 0;
428 polygonelement3s[i * 3 + 1] = i + 1;
429 polygonelement3s[i * 3 + 2] = i + 2;
431 // elements for rendering a series of quads as triangles
432 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
434 quadelement3s[i * 6 + 0] = i * 4;
435 quadelement3s[i * 6 + 1] = i * 4 + 1;
436 quadelement3s[i * 6 + 2] = i * 4 + 2;
437 quadelement3s[i * 6 + 3] = i * 4;
438 quadelement3s[i * 6 + 4] = i * 4 + 2;
439 quadelement3s[i * 6 + 5] = i * 4 + 3;
442 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
443 polygonelement3i[i] = polygonelement3s[i];
444 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
445 quadelement3i[i] = quadelement3s[i];
447 Cvar_RegisterVariable(&r_render);
448 Cvar_RegisterVariable(&r_renderview);
449 Cvar_RegisterVariable(&r_waterwarp);
450 Cvar_RegisterVariable(&gl_polyblend);
451 Cvar_RegisterVariable(&v_flipped);
452 Cvar_RegisterVariable(&gl_dither);
453 Cvar_RegisterVariable(&gl_vbo);
454 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
455 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
456 Cvar_RegisterVariable(&gl_paranoid);
457 Cvar_RegisterVariable(&gl_printcheckerror);
459 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
460 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
461 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
462 Cvar_RegisterVariable(&gl_mesh_separatearrays);
464 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");
466 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
469 void GL_SetMirrorState(qboolean state);
471 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
475 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
476 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
478 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
479 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
480 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
483 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
487 float clipPlane[4], v3[3], v4[3];
490 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
492 VectorSet(normal, normalx, normaly, normalz);
493 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
494 VectorScale(normal, dist, v3);
495 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
496 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
497 clipPlane[3] = -DotProduct(v4, clipPlane);
501 // testing code for comparing results
503 VectorCopy4(clipPlane, clipPlane2);
504 R_EntityMatrix(&identitymatrix);
505 VectorSet(q, normal[0], normal[1], normal[2], -dist);
506 qglClipPlane(GL_CLIP_PLANE0, q);
507 qglGetClipPlane(GL_CLIP_PLANE0, q);
508 VectorCopy4(q, clipPlane);
512 // Calculate the clip-space corner point opposite the clipping plane
513 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
514 // transform it into camera space by multiplying it
515 // by the inverse of the projection matrix
516 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
517 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
519 q[3] = (1.0f + m[10]) / m[14];
521 // Calculate the scaled plane vector
522 d = 2.0f / DotProduct4(clipPlane, q);
524 // Replace the third row of the projection matrix
525 m[2] = clipPlane[0] * d;
526 m[6] = clipPlane[1] * d;
527 m[10] = clipPlane[2] * d + 1.0f;
528 m[14] = clipPlane[3] * d;
531 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
533 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
535 memset(v, 0, sizeof(*v));
536 v->type = R_VIEWPORTTYPE_ORTHO;
537 v->cameramatrix = *cameramatrix;
544 memset(m, 0, sizeof(m));
545 m[0] = 2/(right - left);
546 m[5] = 2/(top - bottom);
547 m[10] = -2/(zFar - zNear);
548 m[12] = - (right + left)/(right - left);
549 m[13] = - (top + bottom)/(top - bottom);
550 m[14] = - (zFar + zNear)/(zFar - zNear);
552 switch(vid.renderpath)
554 case RENDERPATH_GL11:
555 case RENDERPATH_GL13:
556 case RENDERPATH_GL20:
557 case RENDERPATH_CGGL:
559 case RENDERPATH_D3D9:
560 case RENDERPATH_D3D10:
561 case RENDERPATH_D3D11:
562 m[10] = -1/(zFar - zNear);
563 m[14] = -zNear/(zFar-zNear);
566 v->screentodepth[0] = -farclip / (farclip - nearclip);
567 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
569 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
572 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
574 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
580 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
581 R_Viewport_TransformToScreen(v, test1, test2);
582 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
587 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
589 matrix4x4_t tempmatrix, basematrix;
591 memset(v, 0, sizeof(*v));
593 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
594 v->cameramatrix = *cameramatrix;
601 memset(m, 0, sizeof(m));
602 m[0] = 1.0 / frustumx;
603 m[5] = 1.0 / frustumy;
604 m[10] = -(farclip + nearclip) / (farclip - nearclip);
606 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
607 v->screentodepth[0] = -farclip / (farclip - nearclip);
608 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
610 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
611 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
612 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
613 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
616 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
618 if(v_flipped.integer)
626 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
629 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
631 matrix4x4_t tempmatrix, basematrix;
632 const float nudge = 1.0 - 1.0 / (1<<23);
634 memset(v, 0, sizeof(*v));
636 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
637 v->cameramatrix = *cameramatrix;
644 memset(m, 0, sizeof(m));
645 m[ 0] = 1.0 / frustumx;
646 m[ 5] = 1.0 / frustumy;
649 m[14] = -2 * nearclip * nudge;
650 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
651 v->screentodepth[1] = m[14] * -0.5;
653 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
654 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
655 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
656 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
659 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
661 if(v_flipped.integer)
669 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
672 float cubeviewmatrix[6][16] =
674 // standard cubemap projections
712 float rectviewmatrix[6][16] =
714 // sign-preserving cubemap projections
753 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
755 matrix4x4_t tempmatrix, basematrix;
757 memset(v, 0, sizeof(*v));
758 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
759 v->cameramatrix = *cameramatrix;
763 memset(m, 0, sizeof(m));
765 m[10] = -(farclip + nearclip) / (farclip - nearclip);
767 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
769 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
770 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
771 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
774 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
776 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
779 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)
781 matrix4x4_t tempmatrix, basematrix;
783 memset(v, 0, sizeof(*v));
784 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
785 v->cameramatrix = *cameramatrix;
786 v->x = (side & 1) * size;
787 v->y = (side >> 1) * size;
791 memset(m, 0, sizeof(m));
792 m[0] = m[5] = 1.0f * ((float)size - border) / size;
793 m[10] = -(farclip + nearclip) / (farclip - nearclip);
795 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
797 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
798 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
799 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
801 switch(vid.renderpath)
803 case RENDERPATH_GL20:
804 case RENDERPATH_CGGL:
805 case RENDERPATH_GL13:
806 case RENDERPATH_GL11:
808 case RENDERPATH_D3D9:
811 case RENDERPATH_D3D10:
812 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
814 case RENDERPATH_D3D11:
815 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
820 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
822 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
825 void R_SetViewport(const r_viewport_t *v)
830 // FIXME: v_flipped_state is evil, this probably breaks somewhere
831 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
833 // copy over the matrices to our state
834 gl_viewmatrix = v->viewmatrix;
835 gl_projectionmatrix = v->projectmatrix;
837 switch(vid.renderpath)
839 case RENDERPATH_GL20:
840 case RENDERPATH_CGGL:
842 // qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
844 case RENDERPATH_GL13:
845 case RENDERPATH_GL11:
847 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
848 // Load the projection matrix into OpenGL
849 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
850 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
851 qglLoadMatrixf(m);CHECKGLERROR
852 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
854 case RENDERPATH_D3D9:
857 D3DVIEWPORT9 d3dviewport;
858 d3dviewport.X = gl_viewport.x;
859 d3dviewport.Y = gl_viewport.y;
860 d3dviewport.Width = gl_viewport.width;
861 d3dviewport.Height = gl_viewport.height;
862 d3dviewport.MinZ = gl_state.depthrange[0];
863 d3dviewport.MaxZ = gl_state.depthrange[1];
864 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
868 case RENDERPATH_D3D10:
869 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
871 case RENDERPATH_D3D11:
872 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
876 // force an update of the derived matrices
877 gl_modelmatrixchanged = true;
878 R_EntityMatrix(&gl_modelmatrix);
881 void R_GetViewport(r_viewport_t *v)
886 static void GL_BindVBO(int bufferobject)
888 if (gl_state.vertexbufferobject != bufferobject)
890 gl_state.vertexbufferobject = bufferobject;
892 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
896 static void GL_BindEBO(int bufferobject)
898 if (gl_state.elementbufferobject != bufferobject)
900 gl_state.elementbufferobject = bufferobject;
902 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
906 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
909 switch(vid.renderpath)
911 case RENDERPATH_GL11:
912 case RENDERPATH_GL13:
913 case RENDERPATH_GL20:
914 case RENDERPATH_CGGL:
915 if (!vid.support.ext_framebuffer_object)
917 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
918 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
919 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
920 if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
921 if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
922 if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
923 if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
925 case RENDERPATH_D3D9:
926 case RENDERPATH_D3D10:
927 case RENDERPATH_D3D11:
933 void R_Mesh_DestroyFramebufferObject(int fbo)
935 switch(vid.renderpath)
937 case RENDERPATH_GL11:
938 case RENDERPATH_GL13:
939 case RENDERPATH_GL20:
940 case RENDERPATH_CGGL:
942 qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
944 case RENDERPATH_D3D9:
945 case RENDERPATH_D3D10:
946 case RENDERPATH_D3D11:
951 void R_Mesh_ResetRenderTargets(void)
953 switch(vid.renderpath)
955 case RENDERPATH_GL11:
956 case RENDERPATH_GL13:
957 case RENDERPATH_GL20:
958 case RENDERPATH_CGGL:
959 if (gl_state.framebufferobject)
961 gl_state.framebufferobject = 0;
962 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
965 case RENDERPATH_D3D9:
967 if (gl_state.framebufferobject)
970 gl_state.framebufferobject = 0;
971 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
972 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
973 gl_state.d3drt_depthsurface = NULL;
974 for (i = 1;i < vid.maxdrawbuffers;i++)
976 if (gl_state.d3drt_colorsurfaces[i])
978 gl_state.d3drt_colorsurfaces[i] = NULL;
979 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
985 case RENDERPATH_D3D10:
986 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
988 case RENDERPATH_D3D11:
989 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
994 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
998 rtexture_t *textures[5];
999 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1000 textures[4] = depthtexture;
1001 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1002 for (j = 0;j < 5;j++)
1004 for (i = 0;i < vid.teximageunits;i++)
1005 if (gl_state.units[i].texture == textures[j])
1006 R_Mesh_TexBind(i, NULL);
1007 // set up framebuffer object or render targets for the active rendering API
1008 switch(vid.renderpath)
1010 case RENDERPATH_GL11:
1011 case RENDERPATH_GL13:
1012 case RENDERPATH_GL20:
1013 case RENDERPATH_CGGL:
1014 if (gl_state.framebufferobject != fbo)
1016 gl_state.framebufferobject = fbo;
1017 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1020 case RENDERPATH_D3D9:
1022 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1023 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1026 gl_state.framebufferobject = 1;
1027 gl_state.d3drt_depthtexture = depthtexture;
1028 if (gl_state.d3drt_depthtexture)
1029 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, (IDirect3DSurface9 *)gl_state.d3drt_depthtexture->d3dtexture);
1031 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
1032 for (i = 0;i < vid.maxdrawbuffers;i++)
1034 gl_state.d3drt_colortextures[i] = textures[i];
1035 if (gl_state.d3drt_colortextures[i])
1037 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
1038 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
1039 IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
1042 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, i ? NULL : gl_state.d3drt_backbuffercolorsurface);
1046 R_Mesh_ResetRenderTargets();
1049 case RENDERPATH_D3D10:
1050 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1052 case RENDERPATH_D3D11:
1053 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1059 static int d3dcmpforglfunc(int f)
1063 case GL_NEVER: return D3DCMP_NEVER;
1064 case GL_LESS: return D3DCMP_LESS;
1065 case GL_EQUAL: return D3DCMP_EQUAL;
1066 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1067 case GL_GREATER: return D3DCMP_GREATER;
1068 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1069 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1070 case GL_ALWAYS: return D3DCMP_ALWAYS;
1071 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1075 static int d3dstencilopforglfunc(int f)
1079 case GL_KEEP: return D3DSTENCILOP_KEEP;
1080 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1081 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1082 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1088 static void GL_Backend_ResetState(void)
1091 gl_state.active = true;
1092 gl_state.depthtest = true;
1093 gl_state.alphatest = false;
1094 gl_state.alphafunc = GL_GEQUAL;
1095 gl_state.alphafuncvalue = 0.5f;
1096 gl_state.blendfunc1 = GL_ONE;
1097 gl_state.blendfunc2 = GL_ZERO;
1098 gl_state.blend = false;
1099 gl_state.depthmask = GL_TRUE;
1100 gl_state.colormask = 15;
1101 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1102 gl_state.lockrange_first = 0;
1103 gl_state.lockrange_count = 0;
1104 gl_state.cullface = GL_NONE;
1105 gl_state.cullfaceenable = false;
1106 gl_state.polygonoffset[0] = 0;
1107 gl_state.polygonoffset[1] = 0;
1108 gl_state.framebufferobject = 0;
1109 gl_state.depthfunc = GL_LEQUAL;
1111 switch(vid.renderpath)
1113 case RENDERPATH_D3D9:
1116 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1117 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1118 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1119 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
1120 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1121 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1122 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1123 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1124 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1125 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1129 case RENDERPATH_D3D10:
1130 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1132 case RENDERPATH_D3D11:
1133 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1135 case RENDERPATH_GL20:
1136 case RENDERPATH_CGGL:
1139 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1140 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1141 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1142 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1143 qglDisable(GL_BLEND);CHECKGLERROR
1144 qglCullFace(gl_state.cullface);CHECKGLERROR
1145 qglDisable(GL_CULL_FACE);CHECKGLERROR
1146 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1147 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1148 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1149 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1151 if (vid.support.arb_vertex_buffer_object)
1153 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1154 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1157 if (vid.support.ext_framebuffer_object)
1159 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1160 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1163 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1164 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1166 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1167 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1168 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1170 if (vid.support.ext_framebuffer_object)
1171 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1173 gl_state.unit = MAX_TEXTUREUNITS;
1174 gl_state.clientunit = MAX_TEXTUREUNITS;
1175 for (i = 0;i < vid.teximageunits;i++)
1177 GL_ActiveTexture(i);
1178 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1179 if (vid.support.ext_texture_3d)
1181 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1183 if (vid.support.arb_texture_cube_map)
1185 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1187 if (vid.support.arb_texture_rectangle)
1189 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1193 for (i = 0;i < vid.texarrayunits;i++)
1195 GL_ClientActiveTexture(i);
1197 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1198 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1202 case RENDERPATH_GL13:
1203 case RENDERPATH_GL11:
1206 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1207 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1208 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1209 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1210 qglDisable(GL_BLEND);CHECKGLERROR
1211 qglCullFace(gl_state.cullface);CHECKGLERROR
1212 qglDisable(GL_CULL_FACE);CHECKGLERROR
1213 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1214 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1215 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1216 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1218 if (vid.support.arb_vertex_buffer_object)
1220 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1221 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1224 if (vid.support.ext_framebuffer_object)
1226 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1227 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1230 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1231 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1233 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1234 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1235 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1237 if (vid.support.ext_framebuffer_object)
1238 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1240 gl_state.unit = MAX_TEXTUREUNITS;
1241 gl_state.clientunit = MAX_TEXTUREUNITS;
1242 for (i = 0;i < vid.texunits;i++)
1244 GL_ActiveTexture(i);
1245 GL_ClientActiveTexture(i);
1246 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1247 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1248 if (vid.support.ext_texture_3d)
1250 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1251 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1253 if (vid.support.arb_texture_cube_map)
1255 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1256 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1258 if (vid.support.arb_texture_rectangle)
1260 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1261 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1264 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1265 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1266 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1267 qglLoadIdentity();CHECKGLERROR
1268 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1269 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1276 void GL_ActiveTexture(unsigned int num)
1278 if (gl_state.unit != num)
1280 gl_state.unit = num;
1281 switch(vid.renderpath)
1283 case RENDERPATH_GL11:
1284 case RENDERPATH_GL13:
1285 case RENDERPATH_GL20:
1286 case RENDERPATH_CGGL:
1287 if (qglActiveTexture)
1290 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
1294 case RENDERPATH_D3D9:
1295 case RENDERPATH_D3D10:
1296 case RENDERPATH_D3D11:
1302 void GL_ClientActiveTexture(unsigned int num)
1304 if (gl_state.clientunit != num)
1306 gl_state.clientunit = num;
1307 switch(vid.renderpath)
1309 case RENDERPATH_GL11:
1310 case RENDERPATH_GL13:
1311 case RENDERPATH_GL20:
1312 case RENDERPATH_CGGL:
1313 if (qglActiveTexture)
1316 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
1320 case RENDERPATH_D3D9:
1321 case RENDERPATH_D3D10:
1322 case RENDERPATH_D3D11:
1328 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1330 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1332 qboolean blendenable;
1333 gl_state.blendfunc1 = blendfunc1;
1334 gl_state.blendfunc2 = blendfunc2;
1335 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1336 switch(vid.renderpath)
1338 case RENDERPATH_GL11:
1339 case RENDERPATH_GL13:
1340 case RENDERPATH_GL20:
1341 case RENDERPATH_CGGL:
1343 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1344 if (gl_state.blend != blendenable)
1346 gl_state.blend = blendenable;
1347 if (!gl_state.blend)
1349 qglDisable(GL_BLEND);CHECKGLERROR
1353 qglEnable(GL_BLEND);CHECKGLERROR
1357 case RENDERPATH_D3D9:
1362 D3DBLEND d3dblendfunc[2];
1363 glblendfunc[0] = gl_state.blendfunc1;
1364 glblendfunc[1] = gl_state.blendfunc2;
1365 for (i = 0;i < 2;i++)
1367 switch(glblendfunc[i])
1369 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1370 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1371 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1372 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1373 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1374 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1375 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1376 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1377 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1378 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1381 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1382 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1383 if (gl_state.blend != blendenable)
1385 gl_state.blend = blendenable;
1386 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1391 case RENDERPATH_D3D10:
1392 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1394 case RENDERPATH_D3D11:
1395 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1401 void GL_DepthMask(int state)
1403 if (gl_state.depthmask != state)
1405 gl_state.depthmask = state;
1406 switch(vid.renderpath)
1408 case RENDERPATH_GL11:
1409 case RENDERPATH_GL13:
1410 case RENDERPATH_GL20:
1411 case RENDERPATH_CGGL:
1413 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1415 case RENDERPATH_D3D9:
1417 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1420 case RENDERPATH_D3D10:
1421 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1423 case RENDERPATH_D3D11:
1424 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1430 void GL_DepthTest(int state)
1432 if (gl_state.depthtest != state)
1434 gl_state.depthtest = state;
1435 switch(vid.renderpath)
1437 case RENDERPATH_GL11:
1438 case RENDERPATH_GL13:
1439 case RENDERPATH_GL20:
1440 case RENDERPATH_CGGL:
1442 if (gl_state.depthtest)
1444 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1448 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1451 case RENDERPATH_D3D9:
1453 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1456 case RENDERPATH_D3D10:
1457 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1459 case RENDERPATH_D3D11:
1460 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1466 void GL_DepthFunc(int state)
1468 if (gl_state.depthfunc != state)
1470 gl_state.depthfunc = state;
1471 switch(vid.renderpath)
1473 case RENDERPATH_GL11:
1474 case RENDERPATH_GL13:
1475 case RENDERPATH_GL20:
1476 case RENDERPATH_CGGL:
1478 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1480 case RENDERPATH_D3D9:
1482 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1485 case RENDERPATH_D3D10:
1486 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1488 case RENDERPATH_D3D11:
1489 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1495 void GL_DepthRange(float nearfrac, float farfrac)
1497 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1499 gl_state.depthrange[0] = nearfrac;
1500 gl_state.depthrange[1] = farfrac;
1501 switch(vid.renderpath)
1503 case RENDERPATH_GL11:
1504 case RENDERPATH_GL13:
1505 case RENDERPATH_GL20:
1506 case RENDERPATH_CGGL:
1507 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1509 case RENDERPATH_D3D9:
1512 D3DVIEWPORT9 d3dviewport;
1513 d3dviewport.X = gl_viewport.x;
1514 d3dviewport.Y = gl_viewport.y;
1515 d3dviewport.Width = gl_viewport.width;
1516 d3dviewport.Height = gl_viewport.height;
1517 d3dviewport.MinZ = gl_state.depthrange[0];
1518 d3dviewport.MaxZ = gl_state.depthrange[1];
1519 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1523 case RENDERPATH_D3D10:
1524 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1526 case RENDERPATH_D3D11:
1527 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1533 void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
1535 switch (vid.renderpath)
1537 case RENDERPATH_GL11:
1538 case RENDERPATH_GL13:
1539 case RENDERPATH_GL20:
1540 case RENDERPATH_CGGL:
1544 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1548 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1550 if (vid.support.ati_separate_stencil)
1552 qglStencilMask(writemask);CHECKGLERROR
1553 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1554 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1555 qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1557 else if (vid.support.ext_stencil_two_side)
1559 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1560 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1561 qglStencilMask(writemask);CHECKGLERROR
1562 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1563 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1564 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1565 qglStencilMask(writemask);CHECKGLERROR
1566 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1567 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1570 case RENDERPATH_D3D9:
1572 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1573 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1574 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1575 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1576 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1577 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
1578 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
1579 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
1580 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
1581 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
1582 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
1583 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1584 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1587 case RENDERPATH_D3D10:
1588 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1590 case RENDERPATH_D3D11:
1591 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1596 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1598 switch (vid.renderpath)
1600 case RENDERPATH_GL11:
1601 case RENDERPATH_GL13:
1602 case RENDERPATH_GL20:
1603 case RENDERPATH_CGGL:
1607 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1611 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1613 if (vid.support.ext_stencil_two_side)
1615 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1617 qglStencilMask(writemask);CHECKGLERROR
1618 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1619 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1622 case RENDERPATH_D3D9:
1624 if (vid.support.ati_separate_stencil)
1625 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1626 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1627 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1628 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
1629 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
1630 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
1631 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
1632 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1633 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1636 case RENDERPATH_D3D10:
1637 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1639 case RENDERPATH_D3D11:
1640 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1645 void GL_PolygonOffset(float planeoffset, float depthoffset)
1647 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1649 gl_state.polygonoffset[0] = planeoffset;
1650 gl_state.polygonoffset[1] = depthoffset;
1651 switch(vid.renderpath)
1653 case RENDERPATH_GL11:
1654 case RENDERPATH_GL13:
1655 case RENDERPATH_GL20:
1656 case RENDERPATH_CGGL:
1657 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1659 case RENDERPATH_D3D9:
1661 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1662 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1665 case RENDERPATH_D3D10:
1666 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1668 case RENDERPATH_D3D11:
1669 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1675 void GL_SetMirrorState(qboolean state)
1677 if (v_flipped_state != state)
1679 v_flipped_state = state;
1680 if (gl_state.cullface == GL_BACK)
1681 gl_state.cullface = GL_FRONT;
1682 else if (gl_state.cullface == GL_FRONT)
1683 gl_state.cullface = GL_BACK;
1686 switch(vid.renderpath)
1688 case RENDERPATH_GL11:
1689 case RENDERPATH_GL13:
1690 case RENDERPATH_GL20:
1691 case RENDERPATH_CGGL:
1692 qglCullFace(gl_state.cullface);
1694 case RENDERPATH_D3D9:
1696 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
1699 case RENDERPATH_D3D10:
1700 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1702 case RENDERPATH_D3D11:
1703 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1709 void GL_CullFace(int state)
1713 if(state == GL_FRONT)
1715 else if(state == GL_BACK)
1719 switch(vid.renderpath)
1721 case RENDERPATH_GL11:
1722 case RENDERPATH_GL13:
1723 case RENDERPATH_GL20:
1724 case RENDERPATH_CGGL:
1727 if (state != GL_NONE)
1729 if (!gl_state.cullfaceenable)
1731 gl_state.cullfaceenable = true;
1732 qglEnable(GL_CULL_FACE);CHECKGLERROR
1734 if (gl_state.cullface != state)
1736 gl_state.cullface = state;
1737 qglCullFace(gl_state.cullface);CHECKGLERROR
1742 if (gl_state.cullfaceenable)
1744 gl_state.cullfaceenable = false;
1745 qglDisable(GL_CULL_FACE);CHECKGLERROR
1749 case RENDERPATH_D3D9:
1751 if (gl_state.cullface != state)
1753 gl_state.cullface = state;
1754 switch(gl_state.cullface)
1757 gl_state.cullfaceenable = false;
1758 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1761 gl_state.cullfaceenable = true;
1762 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
1765 gl_state.cullfaceenable = true;
1766 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
1772 case RENDERPATH_D3D10:
1773 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1775 case RENDERPATH_D3D11:
1776 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1781 void GL_AlphaTest(int state)
1783 if (gl_state.alphatest != state)
1785 gl_state.alphatest = state;
1786 switch(vid.renderpath)
1788 case RENDERPATH_GL11:
1789 case RENDERPATH_GL13:
1790 case RENDERPATH_GL20:
1791 case RENDERPATH_CGGL:
1793 if (gl_state.alphatest)
1795 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1799 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1802 case RENDERPATH_D3D9:
1804 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1807 case RENDERPATH_D3D10:
1808 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1810 case RENDERPATH_D3D11:
1811 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1817 void GL_AlphaFunc(int state, float value)
1819 if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
1821 gl_state.alphafunc = state;
1822 gl_state.alphafuncvalue = value;
1823 switch(vid.renderpath)
1825 case RENDERPATH_GL11:
1826 case RENDERPATH_GL13:
1827 case RENDERPATH_GL20:
1828 case RENDERPATH_CGGL:
1830 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1832 case RENDERPATH_D3D9:
1834 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1835 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
1838 case RENDERPATH_D3D10:
1839 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1841 case RENDERPATH_D3D11:
1842 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1848 void GL_ColorMask(int r, int g, int b, int a)
1850 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1851 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1852 if (gl_state.colormask != state)
1854 gl_state.colormask = state;
1855 switch(vid.renderpath)
1857 case RENDERPATH_GL11:
1858 case RENDERPATH_GL13:
1859 case RENDERPATH_GL20:
1860 case RENDERPATH_CGGL:
1862 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1864 case RENDERPATH_D3D9:
1866 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
1869 case RENDERPATH_D3D10:
1870 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1872 case RENDERPATH_D3D11:
1873 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1879 void GL_Color(float cr, float cg, float cb, float ca)
1881 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)
1883 gl_state.color4f[0] = cr;
1884 gl_state.color4f[1] = cg;
1885 gl_state.color4f[2] = cb;
1886 gl_state.color4f[3] = ca;
1887 switch(vid.renderpath)
1889 case RENDERPATH_GL11:
1890 case RENDERPATH_GL13:
1891 case RENDERPATH_GL20:
1892 case RENDERPATH_CGGL:
1894 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1897 case RENDERPATH_D3D9:
1898 case RENDERPATH_D3D10:
1899 case RENDERPATH_D3D11:
1900 // no equivalent in D3D
1906 void GL_Scissor (int x, int y, int width, int height)
1908 switch(vid.renderpath)
1910 case RENDERPATH_GL11:
1911 case RENDERPATH_GL13:
1912 case RENDERPATH_GL20:
1913 case RENDERPATH_CGGL:
1915 qglScissor(x, y,width,height);
1918 case RENDERPATH_D3D9:
1924 d3drect.right = x + width;
1925 d3drect.bottom = y + height;
1926 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
1930 case RENDERPATH_D3D10:
1931 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1933 case RENDERPATH_D3D11:
1934 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1939 void GL_ScissorTest(int state)
1941 if (gl_state.scissortest != state)
1943 gl_state.scissortest = state;
1944 switch(vid.renderpath)
1946 case RENDERPATH_GL11:
1947 case RENDERPATH_GL13:
1948 case RENDERPATH_GL20:
1949 case RENDERPATH_CGGL:
1951 if(gl_state.scissortest)
1952 qglEnable(GL_SCISSOR_TEST);
1954 qglDisable(GL_SCISSOR_TEST);
1957 case RENDERPATH_D3D9:
1959 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
1962 case RENDERPATH_D3D10:
1963 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1965 case RENDERPATH_D3D11:
1966 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1972 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1974 static const float blackcolor[4] = {0, 0, 0, 0};
1975 // prevent warnings when trying to clear a buffer that does not exist
1977 colorvalue = blackcolor;
1980 mask &= ~GL_STENCIL_BUFFER_BIT;
1983 switch(vid.renderpath)
1985 case RENDERPATH_GL11:
1986 case RENDERPATH_GL13:
1987 case RENDERPATH_GL20:
1988 case RENDERPATH_CGGL:
1990 if (mask & GL_COLOR_BUFFER_BIT)
1992 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1994 if (mask & GL_DEPTH_BUFFER_BIT)
1996 qglClearDepth(depthvalue);CHECKGLERROR
1998 if (mask & GL_STENCIL_BUFFER_BIT)
2000 qglClearStencil(stencilvalue);CHECKGLERROR
2002 qglClear(mask);CHECKGLERROR
2004 case RENDERPATH_D3D9:
2006 IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
2009 case RENDERPATH_D3D10:
2010 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2012 case RENDERPATH_D3D11:
2013 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2018 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2020 switch(vid.renderpath)
2022 case RENDERPATH_GL11:
2023 case RENDERPATH_GL13:
2024 case RENDERPATH_GL20:
2025 case RENDERPATH_CGGL:
2027 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2029 case RENDERPATH_D3D9:
2032 // LordHavoc: we can't directly download the backbuffer because it may be
2033 // multisampled, and it may not be lockable, so we blit it to a lockable
2034 // surface of the same dimensions (but without multisample) to resolve the
2035 // multisample buffer to a normal image, and then lock that...
2036 IDirect3DSurface9 *stretchsurface = NULL;
2037 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2039 D3DLOCKED_RECT lockedrect;
2040 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2042 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2045 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2046 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2047 memcpy(outpixels + line * width * 4, row, width * 4);
2048 IDirect3DSurface9_UnlockRect(stretchsurface);
2051 IDirect3DSurface9_Release(stretchsurface);
2054 //IDirect3DSurface9 *syssurface = NULL;
2055 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2056 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2057 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2058 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2059 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2060 //IDirect3DSurface9_UnlockRect(syssurface);
2061 //IDirect3DSurface9_Release(syssurface);
2065 case RENDERPATH_D3D10:
2066 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2068 case RENDERPATH_D3D11:
2069 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2074 // called at beginning of frame
2075 void R_Mesh_Start(void)
2079 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2081 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2082 Cvar_SetValueQuick(&gl_paranoid, 1);
2086 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2090 char compilelog[MAX_INPUTLINE];
2091 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
2094 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2095 qglCompileShaderARB(shaderobject);CHECKGLERROR
2096 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
2097 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2098 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
2100 int i, j, pretextlines = 0;
2101 for (i = 0;i < numstrings - 1;i++)
2102 for (j = 0;strings[i][j];j++)
2103 if (strings[i][j] == '\n')
2105 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2107 if (!shadercompiled)
2109 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2112 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
2113 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2117 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)
2119 GLint programlinked;
2120 GLuint programobject = 0;
2121 char linklog[MAX_INPUTLINE];
2124 programobject = qglCreateProgramObjectARB();CHECKGLERROR
2128 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
2131 #ifdef GL_GEOMETRY_SHADER_ARB
2132 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
2136 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
2139 qglLinkProgramARB(programobject);CHECKGLERROR
2140 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
2141 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2144 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
2145 Con_DPrintf("program link log:\n%s\n", linklog);
2146 // software vertex shader is ok but software fragment shader is WAY
2147 // too slow, fail program if so.
2148 // NOTE: this string might be ATI specific, but that's ok because the
2149 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2150 // software fragment shader due to low instruction and dependent
2152 if (strstr(linklog, "fragment shader will run in software"))
2153 programlinked = false;
2157 return programobject;
2159 qglDeleteObjectARB(programobject);CHECKGLERROR
2163 void GL_Backend_FreeProgram(unsigned int prog)
2166 qglDeleteObjectARB(prog);
2170 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
2175 for (i = 0;i < count;i++)
2176 *out++ = *in++ + offset;
2179 memcpy(out, in, sizeof(*out) * count);
2182 // renders triangles using vertices from the active arrays
2183 int paranoidblah = 0;
2184 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
2186 unsigned int numelements = numtriangles * 3;
2188 size_t bufferoffset3i;
2190 size_t bufferoffset3s;
2191 if (numvertices < 3 || numtriangles < 1)
2193 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2194 Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
2197 if (!gl_mesh_prefer_short_elements.integer)
2201 if (element3i_indexbuffer)
2202 element3i_indexbuffer = NULL;
2204 // adjust the pointers for firsttriangle
2206 element3i += firsttriangle * 3;
2207 if (element3i_indexbuffer)
2208 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2210 element3s += firsttriangle * 3;
2211 if (element3s_indexbuffer)
2212 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2213 switch(vid.renderpath)
2215 case RENDERPATH_GL11:
2216 case RENDERPATH_GL13:
2217 case RENDERPATH_GL20:
2218 case RENDERPATH_CGGL:
2219 // check if the user specified to ignore static index buffers
2220 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2222 element3i_indexbuffer = NULL;
2223 element3s_indexbuffer = NULL;
2226 case RENDERPATH_D3D9:
2227 case RENDERPATH_D3D10:
2228 case RENDERPATH_D3D11:
2231 // upload a dynamic index buffer if needed
2234 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2236 if (gl_state.draw_dynamicindexbuffer)
2237 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2239 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2240 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2241 element3s_bufferoffset = 0;
2246 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2248 if (gl_state.draw_dynamicindexbuffer)
2249 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2251 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2252 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2253 element3i_bufferoffset = 0;
2256 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2257 bufferoffset3i = element3i_bufferoffset;
2258 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2259 bufferoffset3s = element3s_bufferoffset;
2260 r_refdef.stats.meshes++;
2261 r_refdef.stats.meshes_elements += numelements;
2262 if (gl_paranoid.integer)
2265 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2267 unsigned int j, size;
2269 // note: there's no validation done here on buffer objects because it
2270 // is somewhat difficult to get at the data, and gl_paranoid can be
2271 // used without buffer objects if the need arises
2272 // (the data could be gotten using glMapBuffer but it would be very
2273 // slow due to uncachable video memory reads)
2274 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2275 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2277 if (gl_state.pointer_vertex_pointer)
2278 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2280 if (gl_state.pointer_color_enabled)
2282 if (!qglIsEnabled(GL_COLOR_ARRAY))
2283 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2285 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2286 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2289 for (i = 0;i < vid.texarrayunits;i++)
2291 if (gl_state.units[i].arrayenabled)
2293 GL_ClientActiveTexture(i);
2294 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2295 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2297 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2298 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++)
2305 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2307 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2309 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2316 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2318 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2320 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2326 if (r_render.integer || r_refdef.draw2dstage)
2328 switch(vid.renderpath)
2330 case RENDERPATH_GL11:
2331 case RENDERPATH_GL13:
2332 case RENDERPATH_GL20:
2333 case RENDERPATH_CGGL:
2335 if (gl_mesh_testmanualfeeding.integer)
2337 unsigned int i, j, element;
2339 qglBegin(GL_TRIANGLES);
2340 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2343 element = element3i[i];
2345 element = element3s[i];
2347 element = firstvertex + i;
2348 for (j = 0;j < vid.texarrayunits;j++)
2350 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2352 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2354 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2355 if (vid.texarrayunits > 1)
2357 if (gl_state.units[j].pointer_texcoord_components == 4)
2358 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
2359 else if (gl_state.units[j].pointer_texcoord_components == 3)
2360 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
2361 else if (gl_state.units[j].pointer_texcoord_components == 2)
2362 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
2364 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
2368 if (gl_state.units[j].pointer_texcoord_components == 4)
2369 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2370 else if (gl_state.units[j].pointer_texcoord_components == 3)
2371 qglTexCoord3f(p[0], p[1], p[2]);
2372 else if (gl_state.units[j].pointer_texcoord_components == 2)
2373 qglTexCoord2f(p[0], p[1]);
2375 qglTexCoord1f(p[0]);
2378 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2380 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2381 if (vid.texarrayunits > 1)
2383 if (gl_state.units[j].pointer_texcoord_components == 4)
2384 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
2385 else if (gl_state.units[j].pointer_texcoord_components == 3)
2386 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
2387 else if (gl_state.units[j].pointer_texcoord_components == 2)
2388 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
2389 else if (gl_state.units[j].pointer_texcoord_components == 1)
2390 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
2394 if (gl_state.units[j].pointer_texcoord_components == 4)
2395 qglTexCoord4f(s[0], s[1], s[2], s[3]);
2396 else if (gl_state.units[j].pointer_texcoord_components == 3)
2397 qglTexCoord3f(s[0], s[1], s[2]);
2398 else if (gl_state.units[j].pointer_texcoord_components == 2)
2399 qglTexCoord2f(s[0], s[1]);
2400 else if (gl_state.units[j].pointer_texcoord_components == 1)
2401 qglTexCoord1f(s[0]);
2404 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2406 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2407 if (vid.texarrayunits > 1)
2409 if (gl_state.units[j].pointer_texcoord_components == 4)
2410 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
2411 else if (gl_state.units[j].pointer_texcoord_components == 3)
2412 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
2413 else if (gl_state.units[j].pointer_texcoord_components == 2)
2414 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
2415 else if (gl_state.units[j].pointer_texcoord_components == 1)
2416 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
2420 if (gl_state.units[j].pointer_texcoord_components == 4)
2421 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2422 else if (gl_state.units[j].pointer_texcoord_components == 3)
2423 qglTexCoord3f(sb[0], sb[1], sb[2]);
2424 else if (gl_state.units[j].pointer_texcoord_components == 2)
2425 qglTexCoord2f(sb[0], sb[1]);
2426 else if (gl_state.units[j].pointer_texcoord_components == 1)
2427 qglTexCoord1f(sb[0]);
2432 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2434 if (gl_state.pointer_color_gltype == GL_FLOAT)
2436 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2437 qglColor4f(p[0], p[1], p[2], p[3]);
2439 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2441 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2442 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
2445 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2447 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2448 if (gl_state.pointer_vertex_components == 4)
2449 qglVertex4f(p[0], p[1], p[2], p[3]);
2450 else if (gl_state.pointer_vertex_components == 3)
2451 qglVertex3f(p[0], p[1], p[2]);
2453 qglVertex2f(p[0], p[1]);
2459 else if (bufferobject3s)
2461 GL_BindEBO(bufferobject3s);
2462 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2464 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2469 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
2473 else if (bufferobject3i)
2475 GL_BindEBO(bufferobject3i);
2476 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2478 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2483 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
2490 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2492 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
2497 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2504 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2506 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
2511 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2517 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2521 case RENDERPATH_D3D9:
2523 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
2525 if (element3s_indexbuffer)
2527 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
2528 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
2530 else if (element3i_indexbuffer)
2532 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
2533 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
2536 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
2541 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
2543 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
2545 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
2549 case RENDERPATH_D3D10:
2550 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2552 case RENDERPATH_D3D11:
2553 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2559 // restores backend state, used when done with 3D rendering
2560 void R_Mesh_Finish(void)
2564 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
2566 r_meshbuffer_t *buffer;
2567 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
2569 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
2570 memset(buffer, 0, sizeof(*buffer));
2571 buffer->bufferobject = 0;
2572 buffer->devicebuffer = NULL;
2574 buffer->isindexbuffer = isindexbuffer;
2575 buffer->isdynamic = isdynamic;
2576 buffer->isindex16 = isindex16;
2577 strlcpy(buffer->name, name, sizeof(buffer->name));
2578 R_Mesh_UpdateMeshBuffer(buffer, data, size);
2582 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
2586 if (buffer->isindexbuffer)
2588 r_refdef.stats.indexbufferuploadcount++;
2589 r_refdef.stats.indexbufferuploadsize += size;
2593 r_refdef.stats.vertexbufferuploadcount++;
2594 r_refdef.stats.vertexbufferuploadsize += size;
2596 switch(vid.renderpath)
2598 case RENDERPATH_GL11:
2599 case RENDERPATH_GL13:
2600 case RENDERPATH_GL20:
2601 case RENDERPATH_CGGL:
2602 if (!buffer->bufferobject)
2603 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
2604 if (buffer->isindexbuffer)
2605 GL_BindEBO(buffer->bufferobject);
2607 GL_BindVBO(buffer->bufferobject);
2608 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
2610 case RENDERPATH_D3D9:
2614 void *datapointer = NULL;
2615 if (buffer->isindexbuffer)
2617 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
2618 if (size > buffer->size || !buffer->devicebuffer)
2620 if (buffer->devicebuffer)
2621 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
2622 buffer->devicebuffer = NULL;
2623 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
2624 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
2625 buffer->devicebuffer = (void *)d3d9indexbuffer;
2626 buffer->size = size;
2628 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2631 memcpy(datapointer, data, size);
2633 memset(datapointer, 0, size);
2634 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
2639 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
2640 if (size > buffer->size || !buffer->devicebuffer)
2642 if (buffer->devicebuffer)
2643 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
2644 buffer->devicebuffer = NULL;
2645 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
2646 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
2647 buffer->devicebuffer = (void *)d3d9vertexbuffer;
2648 buffer->size = size;
2650 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2653 memcpy(datapointer, data, size);
2655 memset(datapointer, 0, size);
2656 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
2662 case RENDERPATH_D3D10:
2663 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2665 case RENDERPATH_D3D11:
2666 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2671 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
2675 switch(vid.renderpath)
2677 case RENDERPATH_GL11:
2678 case RENDERPATH_GL13:
2679 case RENDERPATH_GL20:
2680 case RENDERPATH_CGGL:
2681 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
2683 case RENDERPATH_D3D9:
2685 if (gl_state.d3dvertexbuffer == (void *)buffer)
2686 gl_state.d3dvertexbuffer = NULL;
2687 if (buffer->devicebuffer)
2689 if (buffer->isindexbuffer)
2690 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
2692 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
2693 buffer->devicebuffer = NULL;
2697 case RENDERPATH_D3D10:
2698 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2700 case RENDERPATH_D3D11:
2701 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2704 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
2707 void GL_Mesh_ListVBOs(qboolean printeach)
2710 size_t ebocount = 0, ebomemory = 0;
2711 size_t vbocount = 0, vbomemory = 0;
2712 r_meshbuffer_t *buffer;
2713 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
2714 for (i = 0;i < endindex;i++)
2716 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
2719 if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
2720 else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
2722 Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers 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);
2727 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2729 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2730 if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
2732 gl_state.pointer_vertex_components = components;
2733 gl_state.pointer_vertex_gltype = gltype;
2734 gl_state.pointer_vertex_stride = stride;
2735 gl_state.pointer_vertex_pointer = pointer;
2736 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
2737 gl_state.pointer_vertex_offset = bufferoffset;
2739 GL_BindVBO(bufferobject);
2740 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2744 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2746 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
2747 // the pointer only.
2750 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2751 // caller wants color array enabled
2752 if (!gl_state.pointer_color_enabled)
2754 gl_state.pointer_color_enabled = true;
2756 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2758 if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
2760 gl_state.pointer_color_components = components;
2761 gl_state.pointer_color_gltype = gltype;
2762 gl_state.pointer_color_stride = stride;
2763 gl_state.pointer_color_pointer = pointer;
2764 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2765 gl_state.pointer_color_offset = bufferoffset;
2767 GL_BindVBO(bufferobject);
2768 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2773 // caller wants color array disabled
2774 if (gl_state.pointer_color_enabled)
2776 gl_state.pointer_color_enabled = false;
2778 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2779 // when color array is on the glColor gets trashed, set it again
2780 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2785 void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2787 gltextureunit_t *unit = gl_state.units + unitnum;
2788 // update array settings
2790 // note: there is no need to check bufferobject here because all cases
2791 // that involve a valid bufferobject also supply a texcoord array
2794 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2795 // texture array unit is enabled, enable the array
2796 if (!unit->arrayenabled)
2798 unit->arrayenabled = true;
2799 GL_ClientActiveTexture(unitnum);
2800 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2803 if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
2805 unit->pointer_texcoord_components = components;
2806 unit->pointer_texcoord_gltype = gltype;
2807 unit->pointer_texcoord_stride = stride;
2808 unit->pointer_texcoord_pointer = pointer;
2809 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2810 unit->pointer_texcoord_offset = bufferoffset;
2811 GL_ClientActiveTexture(unitnum);
2812 GL_BindVBO(bufferobject);
2813 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2818 // texture array unit is disabled, disable the array
2819 if (unit->arrayenabled)
2821 unit->arrayenabled = false;
2822 GL_ClientActiveTexture(unitnum);
2823 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2828 int R_Mesh_TexBound(unsigned int unitnum, int id)
2830 gltextureunit_t *unit = gl_state.units + unitnum;
2831 if (unitnum >= vid.teximageunits)
2833 if (id == GL_TEXTURE_2D)
2835 if (id == GL_TEXTURE_3D)
2837 if (id == GL_TEXTURE_CUBE_MAP_ARB)
2838 return unit->tcubemap;
2839 if (id == GL_TEXTURE_RECTANGLE_ARB)
2840 return unit->trectangle;
2844 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2846 switch(vid.renderpath)
2848 case RENDERPATH_GL11:
2849 case RENDERPATH_GL13:
2850 case RENDERPATH_GL20:
2851 case RENDERPATH_CGGL:
2852 R_Mesh_TexBind(0, tex);
2853 GL_ActiveTexture(0);CHECKGLERROR
2854 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2856 case RENDERPATH_D3D9:
2859 IDirect3DSurface9 *currentsurface = NULL;
2860 IDirect3DSurface9 *texturesurface = NULL;
2863 sourcerect.left = sx;
2864 sourcerect.top = sy;
2865 sourcerect.right = sx + width;
2866 sourcerect.bottom = sy + height;
2869 destrect.right = tx + width;
2870 destrect.bottom = ty + height;
2871 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
2873 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
2875 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
2876 IDirect3DSurface9_Release(currentsurface);
2878 IDirect3DSurface9_Release(texturesurface);
2883 case RENDERPATH_D3D10:
2884 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2886 case RENDERPATH_D3D11:
2887 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2893 int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
2896 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2898 gltextureunit_t *unit = gl_state.units + unitnum;
2899 int tex2d, tex3d, texcubemap, texnum;
2900 if (unitnum >= vid.teximageunits)
2902 // if (unit->texture == tex)
2904 switch(vid.renderpath)
2906 case RENDERPATH_GL20:
2907 case RENDERPATH_CGGL:
2910 tex = r_texture_white;
2911 // not initialized enough yet...
2915 unit->texture = tex;
2916 texnum = R_GetTexture(tex);
2917 switch(tex->gltexturetypeenum)
2919 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2920 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2921 case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
2922 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
2925 case RENDERPATH_GL13:
2926 case RENDERPATH_GL11:
2927 unit->texture = tex;
2933 texnum = R_GetTexture(tex);
2934 switch(tex->gltexturetypeenum)
2942 case GL_TEXTURE_CUBE_MAP_ARB:
2943 texcubemap = texnum;
2947 // update 2d texture binding
2948 if (unit->t2d != tex2d)
2950 GL_ActiveTexture(unitnum);
2955 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
2962 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2966 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2968 // update 3d texture binding
2969 if (unit->t3d != tex3d)
2971 GL_ActiveTexture(unitnum);
2976 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
2983 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2987 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2989 // update cubemap texture binding
2990 if (unit->tcubemap != texcubemap)
2992 GL_ActiveTexture(unitnum);
2995 if (unit->tcubemap == 0)
2997 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3004 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3007 unit->tcubemap = texcubemap;
3008 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3011 case RENDERPATH_D3D9:
3014 extern cvar_t gl_texture_anisotropy;
3017 tex = r_texture_white;
3018 // not initialized enough yet...
3022 if (unit->texture == tex)
3024 unit->texture = tex;
3025 // upload texture if needed
3027 R_RealGetTexture(tex);
3028 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3029 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3030 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3031 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3032 if (tex->d3daddressw)
3033 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3034 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3035 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3036 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3037 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3038 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3039 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3043 case RENDERPATH_D3D10:
3044 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046 case RENDERPATH_D3D11:
3047 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3052 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3054 gltextureunit_t *unit = gl_state.units + unitnum;
3055 switch(vid.renderpath)
3057 case RENDERPATH_GL11:
3058 case RENDERPATH_GL13:
3059 case RENDERPATH_GL20:
3060 case RENDERPATH_CGGL:
3061 if (matrix && matrix->m[3][3])
3063 // texmatrix specified, check if it is different
3064 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3067 unit->texmatrixenabled = true;
3068 unit->matrix = *matrix;
3070 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3071 GL_ActiveTexture(unitnum);
3072 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3073 qglLoadMatrixf(glmatrix);CHECKGLERROR
3074 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3079 // no texmatrix specified, revert to identity
3080 if (unit->texmatrixenabled)
3082 unit->texmatrixenabled = false;
3083 unit->matrix = identitymatrix;
3085 GL_ActiveTexture(unitnum);
3086 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3087 qglLoadIdentity();CHECKGLERROR
3088 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3092 case RENDERPATH_D3D9:
3093 case RENDERPATH_D3D10:
3094 case RENDERPATH_D3D11:
3099 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3101 gltextureunit_t *unit = gl_state.units + unitnum;
3103 switch(vid.renderpath)
3105 case RENDERPATH_GL20:
3106 case RENDERPATH_CGGL:
3109 case RENDERPATH_GL13:
3110 // GL_ARB_texture_env_combine
3112 combinergb = GL_MODULATE;
3114 combinealpha = GL_MODULATE;
3119 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3121 if (combinergb == GL_DECAL)
3122 combinergb = GL_INTERPOLATE_ARB;
3123 if (unit->combine != GL_COMBINE_ARB)
3125 unit->combine = GL_COMBINE_ARB;
3126 GL_ActiveTexture(unitnum);
3127 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
3128 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
3130 if (unit->combinergb != combinergb)
3132 unit->combinergb = combinergb;
3133 GL_ActiveTexture(unitnum);
3134 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
3136 if (unit->combinealpha != combinealpha)
3138 unit->combinealpha = combinealpha;
3139 GL_ActiveTexture(unitnum);
3140 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
3142 if (unit->rgbscale != rgbscale)
3144 unit->rgbscale = rgbscale;
3145 GL_ActiveTexture(unitnum);
3146 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
3148 if (unit->alphascale != alphascale)
3150 unit->alphascale = alphascale;
3151 GL_ActiveTexture(unitnum);
3152 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3157 if (unit->combine != combinergb)
3159 unit->combine = combinergb;
3160 GL_ActiveTexture(unitnum);
3161 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3165 case RENDERPATH_GL11:
3168 combinergb = GL_MODULATE;
3169 if (unit->combine != combinergb)
3171 unit->combine = combinergb;
3172 GL_ActiveTexture(unitnum);
3173 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3176 case RENDERPATH_D3D9:
3177 case RENDERPATH_D3D10:
3178 case RENDERPATH_D3D11:
3183 void R_Mesh_ResetTextureState(void)
3185 unsigned int unitnum;
3190 switch(vid.renderpath)
3192 case RENDERPATH_GL20:
3193 case RENDERPATH_CGGL:
3194 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3196 gltextureunit_t *unit = gl_state.units + unitnum;
3200 GL_ActiveTexture(unitnum);
3201 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3206 GL_ActiveTexture(unitnum);
3207 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3212 GL_ActiveTexture(unitnum);
3213 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3215 if (unit->trectangle)
3217 unit->trectangle = 0;
3218 GL_ActiveTexture(unitnum);
3219 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3222 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
3224 gltextureunit_t *unit = gl_state.units + unitnum;
3225 if (unit->arrayenabled)
3227 unit->arrayenabled = false;
3228 GL_ClientActiveTexture(unitnum);
3229 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3232 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3234 gltextureunit_t *unit = gl_state.units + unitnum;
3235 if (unit->texmatrixenabled)
3237 unit->texmatrixenabled = false;
3238 unit->matrix = identitymatrix;
3240 GL_ActiveTexture(unitnum);
3241 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3242 qglLoadIdentity();CHECKGLERROR
3243 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3247 case RENDERPATH_GL13:
3248 case RENDERPATH_GL11:
3249 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3251 gltextureunit_t *unit = gl_state.units + unitnum;
3255 GL_ActiveTexture(unitnum);
3256 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3257 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3262 GL_ActiveTexture(unitnum);
3263 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3264 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3269 GL_ActiveTexture(unitnum);
3270 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3271 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3273 if (unit->trectangle)
3275 unit->trectangle = 0;
3276 GL_ActiveTexture(unitnum);
3277 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
3278 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3280 if (unit->arrayenabled)
3282 unit->arrayenabled = false;
3283 GL_ClientActiveTexture(unitnum);
3284 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3286 if (unit->texmatrixenabled)
3288 unit->texmatrixenabled = false;
3289 unit->matrix = identitymatrix;
3291 GL_ActiveTexture(unitnum);
3292 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3293 qglLoadIdentity();CHECKGLERROR
3294 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3296 if (unit->combine != GL_MODULATE)
3298 unit->combine = GL_MODULATE;
3299 GL_ActiveTexture(unitnum);
3300 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3304 case RENDERPATH_D3D9:
3305 case RENDERPATH_D3D10:
3306 case RENDERPATH_D3D11:
3314 //#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
3315 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
3316 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
3318 D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
3320 {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3324 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
3326 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3327 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3328 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3332 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
3334 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3335 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3336 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3337 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
3338 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
3339 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
3340 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
3344 IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
3345 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
3346 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
3349 static void R_Mesh_InitVertexDeclarations(void)
3352 r_vertexposition_d3d9decl = NULL;
3353 r_vertexgeneric_d3d9decl = NULL;
3354 r_vertexmesh_d3d9decl = NULL;
3355 switch(vid.renderpath)
3357 case RENDERPATH_GL20:
3358 case RENDERPATH_CGGL:
3359 case RENDERPATH_GL13:
3360 case RENDERPATH_GL11:
3362 case RENDERPATH_D3D9:
3363 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
3364 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
3365 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
3367 case RENDERPATH_D3D10:
3368 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3370 case RENDERPATH_D3D11:
3371 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3377 static void R_Mesh_DestroyVertexDeclarations(void)
3380 if (r_vertexposition_d3d9decl)
3381 IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
3382 r_vertexposition_d3d9decl = NULL;
3383 if (r_vertexgeneric_d3d9decl)
3384 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
3385 r_vertexgeneric_d3d9decl = NULL;
3386 if (r_vertexmesh_d3d9decl)
3387 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
3388 r_vertexmesh_d3d9decl = NULL;
3392 r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
3395 size = sizeof(r_vertexposition_t) * numvertices;
3396 if (gl_state.preparevertices_tempdatamaxsize < size)
3398 gl_state.preparevertices_tempdatamaxsize = size;
3399 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3401 gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
3402 gl_state.preparevertices_numvertices = numvertices;
3403 return gl_state.preparevertices_vertexposition;
3406 qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
3408 R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
3409 gl_state.preparevertices_vertexposition = NULL;
3410 gl_state.preparevertices_numvertices = 0;
3414 void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
3417 r_vertexposition_t *vertex;
3418 switch(vid.renderpath)
3420 case RENDERPATH_GL20:
3421 case RENDERPATH_CGGL:
3422 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3423 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3424 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3425 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3426 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3427 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3428 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3430 case RENDERPATH_GL13:
3431 case RENDERPATH_GL11:
3432 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3433 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3434 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3435 if (vid.texunits >= 2)
3436 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3437 if (vid.texunits >= 3)
3438 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3440 case RENDERPATH_D3D9:
3442 gl_state.d3dvertexbuffer = NULL;
3443 gl_state.d3dvertexdata = (void *)vertex3f;
3444 gl_state.d3dvertexsize = sizeof(float[3]);
3447 case RENDERPATH_D3D10:
3448 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3450 case RENDERPATH_D3D11:
3451 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3455 // no quick path for this case, convert to vertex structs
3456 vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
3457 for (i = 0;i < numvertices;i++)
3458 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3459 R_Mesh_PrepareVertices_Position_Unlock();
3460 R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
3463 void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
3465 // upload temporary vertexbuffer for this rendering
3466 if (!gl_state.usevbo_staticvertex)
3467 vertexbuffer = NULL;
3468 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3470 if (gl_state.preparevertices_dynamicvertexbuffer)
3471 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3473 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3474 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3476 switch(vid.renderpath)
3478 case RENDERPATH_GL20:
3479 case RENDERPATH_CGGL:
3482 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3483 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3484 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3485 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3486 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3487 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3488 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3492 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3493 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3494 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3495 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3496 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3497 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3498 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3501 case RENDERPATH_GL13:
3504 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3505 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3506 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3507 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3511 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3512 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3513 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3514 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3517 case RENDERPATH_GL11:
3520 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3521 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3522 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3526 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3527 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3528 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3531 case RENDERPATH_D3D9:
3533 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
3535 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3537 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
3538 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
3539 gl_state.d3dvertexdata = (void *)vertex;
3540 gl_state.d3dvertexsize = sizeof(*vertex);
3543 case RENDERPATH_D3D10:
3544 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3546 case RENDERPATH_D3D11:
3547 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3554 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
3557 size = sizeof(r_vertexgeneric_t) * numvertices;
3558 if (gl_state.preparevertices_tempdatamaxsize < size)
3560 gl_state.preparevertices_tempdatamaxsize = size;
3561 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3563 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
3564 gl_state.preparevertices_numvertices = numvertices;
3565 return gl_state.preparevertices_vertexgeneric;
3568 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
3570 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
3571 gl_state.preparevertices_vertexgeneric = NULL;
3572 gl_state.preparevertices_numvertices = 0;
3576 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
3579 r_vertexgeneric_t *vertex;
3580 switch(vid.renderpath)
3582 case RENDERPATH_GL20:
3583 case RENDERPATH_CGGL:
3584 if (gl_mesh_separatearrays.integer)
3586 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3587 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3588 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3589 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3590 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3591 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3592 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3596 case RENDERPATH_GL13:
3597 case RENDERPATH_GL11:
3598 if (gl_mesh_separatearrays.integer)
3600 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3601 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3602 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3603 if (vid.texunits >= 2)
3604 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3605 if (vid.texunits >= 3)
3606 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3610 case RENDERPATH_D3D9:
3611 case RENDERPATH_D3D10:
3612 case RENDERPATH_D3D11:
3616 // no quick path for this case, convert to vertex structs
3617 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
3618 for (i = 0;i < numvertices;i++)
3619 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3622 for (i = 0;i < numvertices;i++)
3623 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3627 float tempcolor4f[4];
3628 unsigned char tempcolor4ub[4];
3629 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3630 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3631 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3632 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3633 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3634 for (i = 0;i < numvertices;i++)
3635 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3638 for (i = 0;i < numvertices;i++)
3639 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
3640 R_Mesh_PrepareVertices_Generic_Unlock();
3641 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
3644 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
3646 // upload temporary vertexbuffer for this rendering
3647 if (!gl_state.usevbo_staticvertex)
3648 vertexbuffer = NULL;
3649 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3651 if (gl_state.preparevertices_dynamicvertexbuffer)
3652 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3654 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3655 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3657 switch(vid.renderpath)
3659 case RENDERPATH_GL20:
3660 case RENDERPATH_CGGL:
3663 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3664 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3665 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3666 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3667 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3668 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3669 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3673 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3674 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3675 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3676 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3677 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3678 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3679 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3682 case RENDERPATH_GL13:
3685 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3686 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3687 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3688 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3692 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3693 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3695 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3698 case RENDERPATH_GL11:
3701 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3702 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3703 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3707 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3708 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3709 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3712 case RENDERPATH_D3D9:
3714 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
3716 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3718 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
3719 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
3720 gl_state.d3dvertexdata = (void *)vertex;
3721 gl_state.d3dvertexsize = sizeof(*vertex);
3724 case RENDERPATH_D3D10:
3725 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3727 case RENDERPATH_D3D11:
3728 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3735 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
3738 size = sizeof(r_vertexmesh_t) * numvertices;
3739 if (gl_state.preparevertices_tempdatamaxsize < size)
3741 gl_state.preparevertices_tempdatamaxsize = size;
3742 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3744 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
3745 gl_state.preparevertices_numvertices = numvertices;
3746 return gl_state.preparevertices_vertexmesh;
3749 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
3751 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
3752 gl_state.preparevertices_vertexmesh = NULL;
3753 gl_state.preparevertices_numvertices = 0;
3757 void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
3760 r_vertexmesh_t *vertex;
3761 switch(vid.renderpath)
3763 case RENDERPATH_GL20:
3764 case RENDERPATH_CGGL:
3765 if (gl_mesh_separatearrays.integer)
3767 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3768 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3769 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3770 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
3771 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
3772 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
3773 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3777 case RENDERPATH_GL13:
3778 case RENDERPATH_GL11:
3779 if (gl_mesh_separatearrays.integer)
3781 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3782 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3783 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3784 if (vid.texunits >= 2)
3785 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3786 if (vid.texunits >= 3)
3787 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3791 case RENDERPATH_D3D9:
3792 case RENDERPATH_D3D10:
3793 case RENDERPATH_D3D11:
3797 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
3798 for (i = 0;i < numvertices;i++)
3799 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3801 for (i = 0;i < numvertices;i++)
3802 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
3804 for (i = 0;i < numvertices;i++)
3805 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
3807 for (i = 0;i < numvertices;i++)
3808 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
3811 for (i = 0;i < numvertices;i++)
3812 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3816 float tempcolor4f[4];
3817 unsigned char tempcolor4ub[4];
3818 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3819 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3820 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3821 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3822 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3823 for (i = 0;i < numvertices;i++)
3824 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3826 if (texcoordtexture2f)
3827 for (i = 0;i < numvertices;i++)
3828 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
3829 if (texcoordlightmap2f)
3830 for (i = 0;i < numvertices;i++)
3831 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
3832 R_Mesh_PrepareVertices_Mesh_Unlock();
3833 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
3836 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
3838 // upload temporary vertexbuffer for this rendering
3839 if (!gl_state.usevbo_staticvertex)
3840 vertexbuffer = NULL;
3841 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3843 if (gl_state.preparevertices_dynamicvertexbuffer)
3844 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3846 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3847 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3849 switch(vid.renderpath)
3851 case RENDERPATH_GL20:
3852 case RENDERPATH_CGGL:
3855 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3856 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3857 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3858 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
3859 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
3860 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
3861 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3865 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3866 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3867 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3868 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
3869 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
3870 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
3871 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3874 case RENDERPATH_GL13:
3877 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3878 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3879 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3880 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3884 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3885 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3886 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3887 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3890 case RENDERPATH_GL11:
3893 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3894 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3895 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3899 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3900 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3901 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3904 case RENDERPATH_D3D9:
3906 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
3908 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3910 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
3911 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
3912 gl_state.d3dvertexdata = (void *)vertex;
3913 gl_state.d3dvertexsize = sizeof(*vertex);
3916 case RENDERPATH_D3D10:
3917 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3919 case RENDERPATH_D3D11:
3920 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);