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;
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 switch(vid.renderpath)
384 case RENDERPATH_GL11:
385 case RENDERPATH_GL13:
386 case RENDERPATH_GL20:
387 case RENDERPATH_CGGL:
389 case RENDERPATH_D3D9:
391 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
392 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
395 case RENDERPATH_D3D10:
396 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
398 case RENDERPATH_D3D11:
399 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
402 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
403 for (i = 0;i < endindex;i++)
405 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
406 if (!buffer || !buffer->isdynamic)
408 switch(vid.renderpath)
410 case RENDERPATH_GL11:
411 case RENDERPATH_GL13:
412 case RENDERPATH_GL20:
413 case RENDERPATH_CGGL:
415 case RENDERPATH_D3D9:
417 if (buffer->devicebuffer)
419 if (buffer->isindexbuffer)
420 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
422 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
423 buffer->devicebuffer = NULL;
427 case RENDERPATH_D3D10:
428 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
430 case RENDERPATH_D3D11:
431 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
437 static void gl_backend_devicerestored(void)
439 switch(vid.renderpath)
441 case RENDERPATH_GL11:
442 case RENDERPATH_GL13:
443 case RENDERPATH_GL20:
444 case RENDERPATH_CGGL:
446 case RENDERPATH_D3D9:
448 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
449 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
452 case RENDERPATH_D3D10:
453 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
455 case RENDERPATH_D3D11:
456 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
461 void gl_backend_init(void)
465 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
467 polygonelement3s[i * 3 + 0] = 0;
468 polygonelement3s[i * 3 + 1] = i + 1;
469 polygonelement3s[i * 3 + 2] = i + 2;
471 // elements for rendering a series of quads as triangles
472 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
474 quadelement3s[i * 6 + 0] = i * 4;
475 quadelement3s[i * 6 + 1] = i * 4 + 1;
476 quadelement3s[i * 6 + 2] = i * 4 + 2;
477 quadelement3s[i * 6 + 3] = i * 4;
478 quadelement3s[i * 6 + 4] = i * 4 + 2;
479 quadelement3s[i * 6 + 5] = i * 4 + 3;
482 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
483 polygonelement3i[i] = polygonelement3s[i];
484 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
485 quadelement3i[i] = quadelement3s[i];
487 Cvar_RegisterVariable(&r_render);
488 Cvar_RegisterVariable(&r_renderview);
489 Cvar_RegisterVariable(&r_waterwarp);
490 Cvar_RegisterVariable(&gl_polyblend);
491 Cvar_RegisterVariable(&v_flipped);
492 Cvar_RegisterVariable(&gl_dither);
493 Cvar_RegisterVariable(&gl_vbo);
494 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
495 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
496 Cvar_RegisterVariable(&gl_paranoid);
497 Cvar_RegisterVariable(&gl_printcheckerror);
499 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
500 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
501 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
502 Cvar_RegisterVariable(&gl_mesh_separatearrays);
504 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");
506 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
509 void GL_SetMirrorState(qboolean state);
511 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
515 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
516 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
518 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
519 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
520 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
523 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
527 float clipPlane[4], v3[3], v4[3];
530 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
532 VectorSet(normal, normalx, normaly, normalz);
533 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
534 VectorScale(normal, dist, v3);
535 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
536 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
537 clipPlane[3] = -DotProduct(v4, clipPlane);
541 // testing code for comparing results
543 VectorCopy4(clipPlane, clipPlane2);
544 R_EntityMatrix(&identitymatrix);
545 VectorSet(q, normal[0], normal[1], normal[2], -dist);
546 qglClipPlane(GL_CLIP_PLANE0, q);
547 qglGetClipPlane(GL_CLIP_PLANE0, q);
548 VectorCopy4(q, clipPlane);
552 // Calculate the clip-space corner point opposite the clipping plane
553 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
554 // transform it into camera space by multiplying it
555 // by the inverse of the projection matrix
556 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
557 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
559 q[3] = (1.0f + m[10]) / m[14];
561 // Calculate the scaled plane vector
562 d = 2.0f / DotProduct4(clipPlane, q);
564 // Replace the third row of the projection matrix
565 m[2] = clipPlane[0] * d;
566 m[6] = clipPlane[1] * d;
567 m[10] = clipPlane[2] * d + 1.0f;
568 m[14] = clipPlane[3] * d;
571 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)
573 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
575 memset(v, 0, sizeof(*v));
576 v->type = R_VIEWPORTTYPE_ORTHO;
577 v->cameramatrix = *cameramatrix;
584 memset(m, 0, sizeof(m));
585 m[0] = 2/(right - left);
586 m[5] = 2/(top - bottom);
587 m[10] = -2/(zFar - zNear);
588 m[12] = - (right + left)/(right - left);
589 m[13] = - (top + bottom)/(top - bottom);
590 m[14] = - (zFar + zNear)/(zFar - zNear);
592 switch(vid.renderpath)
594 case RENDERPATH_GL11:
595 case RENDERPATH_GL13:
596 case RENDERPATH_GL20:
597 case RENDERPATH_CGGL:
599 case RENDERPATH_D3D9:
600 case RENDERPATH_D3D10:
601 case RENDERPATH_D3D11:
602 m[10] = -1/(zFar - zNear);
603 m[14] = -zNear/(zFar-zNear);
606 v->screentodepth[0] = -farclip / (farclip - nearclip);
607 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
609 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
612 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
614 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
620 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
621 R_Viewport_TransformToScreen(v, test1, test2);
622 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
627 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)
629 matrix4x4_t tempmatrix, basematrix;
631 memset(v, 0, sizeof(*v));
633 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
634 v->cameramatrix = *cameramatrix;
641 memset(m, 0, sizeof(m));
642 m[0] = 1.0 / frustumx;
643 m[5] = 1.0 / frustumy;
644 m[10] = -(farclip + nearclip) / (farclip - nearclip);
646 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
647 v->screentodepth[0] = -farclip / (farclip - nearclip);
648 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
650 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
651 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
652 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
653 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
656 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
658 if(v_flipped.integer)
666 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
669 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)
671 matrix4x4_t tempmatrix, basematrix;
672 const float nudge = 1.0 - 1.0 / (1<<23);
674 memset(v, 0, sizeof(*v));
676 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
677 v->cameramatrix = *cameramatrix;
684 memset(m, 0, sizeof(m));
685 m[ 0] = 1.0 / frustumx;
686 m[ 5] = 1.0 / frustumy;
689 m[14] = -2 * nearclip * nudge;
690 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
691 v->screentodepth[1] = m[14] * -0.5;
693 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
694 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
695 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
696 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
699 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
701 if(v_flipped.integer)
709 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
712 float cubeviewmatrix[6][16] =
714 // standard cubemap projections
752 float rectviewmatrix[6][16] =
754 // sign-preserving cubemap projections
793 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
795 matrix4x4_t tempmatrix, basematrix;
797 memset(v, 0, sizeof(*v));
798 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
799 v->cameramatrix = *cameramatrix;
803 memset(m, 0, sizeof(m));
805 m[10] = -(farclip + nearclip) / (farclip - nearclip);
807 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
809 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
810 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
811 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
814 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
816 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
819 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)
821 matrix4x4_t tempmatrix, basematrix;
823 memset(v, 0, sizeof(*v));
824 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
825 v->cameramatrix = *cameramatrix;
826 v->x = (side & 1) * size;
827 v->y = (side >> 1) * size;
831 memset(m, 0, sizeof(m));
832 m[0] = m[5] = 1.0f * ((float)size - border) / size;
833 m[10] = -(farclip + nearclip) / (farclip - nearclip);
835 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
837 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
838 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
839 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
841 switch(vid.renderpath)
843 case RENDERPATH_GL20:
844 case RENDERPATH_CGGL:
845 case RENDERPATH_GL13:
846 case RENDERPATH_GL11:
848 case RENDERPATH_D3D9:
851 case RENDERPATH_D3D10:
852 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
854 case RENDERPATH_D3D11:
855 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
860 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
862 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
865 void R_SetViewport(const r_viewport_t *v)
870 // FIXME: v_flipped_state is evil, this probably breaks somewhere
871 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
873 // copy over the matrices to our state
874 gl_viewmatrix = v->viewmatrix;
875 gl_projectionmatrix = v->projectmatrix;
877 switch(vid.renderpath)
879 case RENDERPATH_GL20:
880 case RENDERPATH_CGGL:
882 // qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
884 case RENDERPATH_GL13:
885 case RENDERPATH_GL11:
887 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
888 // Load the projection matrix into OpenGL
889 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
890 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
891 qglLoadMatrixf(m);CHECKGLERROR
892 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
894 case RENDERPATH_D3D9:
897 D3DVIEWPORT9 d3dviewport;
898 d3dviewport.X = gl_viewport.x;
899 d3dviewport.Y = gl_viewport.y;
900 d3dviewport.Width = gl_viewport.width;
901 d3dviewport.Height = gl_viewport.height;
902 d3dviewport.MinZ = gl_state.depthrange[0];
903 d3dviewport.MaxZ = gl_state.depthrange[1];
904 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
908 case RENDERPATH_D3D10:
909 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
911 case RENDERPATH_D3D11:
912 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
916 // force an update of the derived matrices
917 gl_modelmatrixchanged = true;
918 R_EntityMatrix(&gl_modelmatrix);
921 void R_GetViewport(r_viewport_t *v)
926 static void GL_BindVBO(int bufferobject)
928 if (gl_state.vertexbufferobject != bufferobject)
930 gl_state.vertexbufferobject = bufferobject;
932 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
936 static void GL_BindEBO(int bufferobject)
938 if (gl_state.elementbufferobject != bufferobject)
940 gl_state.elementbufferobject = bufferobject;
942 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
946 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
949 switch(vid.renderpath)
951 case RENDERPATH_GL11:
952 case RENDERPATH_GL13:
953 case RENDERPATH_GL20:
954 case RENDERPATH_CGGL:
955 if (!vid.support.ext_framebuffer_object)
957 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
958 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
959 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
960 if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
961 if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
962 if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
963 if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
965 case RENDERPATH_D3D9:
966 case RENDERPATH_D3D10:
967 case RENDERPATH_D3D11:
973 void R_Mesh_DestroyFramebufferObject(int fbo)
975 switch(vid.renderpath)
977 case RENDERPATH_GL11:
978 case RENDERPATH_GL13:
979 case RENDERPATH_GL20:
980 case RENDERPATH_CGGL:
982 qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
984 case RENDERPATH_D3D9:
985 case RENDERPATH_D3D10:
986 case RENDERPATH_D3D11:
992 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
994 // LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
995 // if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
998 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
999 // if (gl_state.d3drt_depthsurface != depthsurface)
1001 gl_state.d3drt_depthsurface = depthsurface;
1002 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1004 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1006 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1007 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1009 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1011 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1012 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1014 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1016 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1017 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1019 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1021 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1022 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1027 void R_Mesh_ResetRenderTargets(void)
1029 switch(vid.renderpath)
1031 case RENDERPATH_GL11:
1032 case RENDERPATH_GL13:
1033 case RENDERPATH_GL20:
1034 case RENDERPATH_CGGL:
1035 if (gl_state.framebufferobject)
1037 gl_state.framebufferobject = 0;
1038 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1041 case RENDERPATH_D3D9:
1043 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1046 case RENDERPATH_D3D10:
1047 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1049 case RENDERPATH_D3D11:
1050 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1055 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1059 rtexture_t *textures[5];
1060 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1061 textures[4] = depthtexture;
1062 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1063 for (j = 0;j < 5;j++)
1065 for (i = 0;i < vid.teximageunits;i++)
1066 if (gl_state.units[i].texture == textures[j])
1067 R_Mesh_TexBind(i, NULL);
1068 // set up framebuffer object or render targets for the active rendering API
1069 switch(vid.renderpath)
1071 case RENDERPATH_GL11:
1072 case RENDERPATH_GL13:
1073 case RENDERPATH_GL20:
1074 case RENDERPATH_CGGL:
1075 if (gl_state.framebufferobject != fbo)
1077 gl_state.framebufferobject = fbo;
1078 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1081 case RENDERPATH_D3D9:
1083 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1084 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1087 IDirect3DSurface9 *colorsurfaces[4];
1088 for (i = 0;i < 4;i++)
1090 colorsurfaces[i] = NULL;
1092 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
1094 // set the render targets for real
1095 R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
1096 // release the texture surface levels (they won't be lost while bound...)
1097 for (i = 0;i < 4;i++)
1099 IDirect3DSurface9_Release(colorsurfaces[i]);
1102 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1105 case RENDERPATH_D3D10:
1106 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1108 case RENDERPATH_D3D11:
1109 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1115 static int d3dcmpforglfunc(int f)
1119 case GL_NEVER: return D3DCMP_NEVER;
1120 case GL_LESS: return D3DCMP_LESS;
1121 case GL_EQUAL: return D3DCMP_EQUAL;
1122 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1123 case GL_GREATER: return D3DCMP_GREATER;
1124 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1125 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1126 case GL_ALWAYS: return D3DCMP_ALWAYS;
1127 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1131 static int d3dstencilopforglfunc(int f)
1135 case GL_KEEP: return D3DSTENCILOP_KEEP;
1136 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1137 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1138 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1144 static void GL_Backend_ResetState(void)
1147 gl_state.active = true;
1148 gl_state.depthtest = true;
1149 gl_state.alphatest = false;
1150 gl_state.alphafunc = GL_GEQUAL;
1151 gl_state.alphafuncvalue = 0.5f;
1152 gl_state.blendfunc1 = GL_ONE;
1153 gl_state.blendfunc2 = GL_ZERO;
1154 gl_state.blend = false;
1155 gl_state.depthmask = GL_TRUE;
1156 gl_state.colormask = 15;
1157 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1158 gl_state.lockrange_first = 0;
1159 gl_state.lockrange_count = 0;
1160 gl_state.cullface = GL_NONE;
1161 gl_state.cullfaceenable = false;
1162 gl_state.polygonoffset[0] = 0;
1163 gl_state.polygonoffset[1] = 0;
1164 gl_state.framebufferobject = 0;
1165 gl_state.depthfunc = GL_LEQUAL;
1167 switch(vid.renderpath)
1169 case RENDERPATH_D3D9:
1172 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1173 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1174 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1175 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
1176 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1177 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1178 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1179 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1180 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1181 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1185 case RENDERPATH_D3D10:
1186 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1188 case RENDERPATH_D3D11:
1189 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1191 case RENDERPATH_GL20:
1192 case RENDERPATH_CGGL:
1195 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1196 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1197 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1198 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1199 qglDisable(GL_BLEND);CHECKGLERROR
1200 qglCullFace(gl_state.cullface);CHECKGLERROR
1201 qglDisable(GL_CULL_FACE);CHECKGLERROR
1202 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1203 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1204 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1205 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1207 if (vid.support.arb_vertex_buffer_object)
1209 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1210 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1213 if (vid.support.ext_framebuffer_object)
1215 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1216 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1219 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1220 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1222 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1223 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1224 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1226 if (vid.support.ext_framebuffer_object)
1227 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1229 gl_state.unit = MAX_TEXTUREUNITS;
1230 gl_state.clientunit = MAX_TEXTUREUNITS;
1231 for (i = 0;i < vid.teximageunits;i++)
1233 GL_ActiveTexture(i);
1234 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1235 if (vid.support.ext_texture_3d)
1237 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1239 if (vid.support.arb_texture_cube_map)
1241 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1245 for (i = 0;i < vid.texarrayunits;i++)
1247 GL_ClientActiveTexture(i);
1249 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1250 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1254 case RENDERPATH_GL13:
1255 case RENDERPATH_GL11:
1258 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1259 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1260 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1261 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1262 qglDisable(GL_BLEND);CHECKGLERROR
1263 qglCullFace(gl_state.cullface);CHECKGLERROR
1264 qglDisable(GL_CULL_FACE);CHECKGLERROR
1265 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1266 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1267 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1268 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1270 if (vid.support.arb_vertex_buffer_object)
1272 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1273 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1276 if (vid.support.ext_framebuffer_object)
1278 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1279 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1282 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1283 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1285 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1286 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1287 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1289 if (vid.support.ext_framebuffer_object)
1290 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1292 gl_state.unit = MAX_TEXTUREUNITS;
1293 gl_state.clientunit = MAX_TEXTUREUNITS;
1294 for (i = 0;i < vid.texunits;i++)
1296 GL_ActiveTexture(i);
1297 GL_ClientActiveTexture(i);
1298 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1299 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1300 if (vid.support.ext_texture_3d)
1302 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1303 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1305 if (vid.support.arb_texture_cube_map)
1307 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1308 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1311 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1312 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1313 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1314 qglLoadIdentity();CHECKGLERROR
1315 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1316 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1323 void GL_ActiveTexture(unsigned int num)
1325 if (gl_state.unit != num)
1327 gl_state.unit = num;
1328 switch(vid.renderpath)
1330 case RENDERPATH_GL11:
1331 case RENDERPATH_GL13:
1332 case RENDERPATH_GL20:
1333 case RENDERPATH_CGGL:
1334 if (qglActiveTexture)
1337 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
1341 case RENDERPATH_D3D9:
1342 case RENDERPATH_D3D10:
1343 case RENDERPATH_D3D11:
1349 void GL_ClientActiveTexture(unsigned int num)
1351 if (gl_state.clientunit != num)
1353 gl_state.clientunit = num;
1354 switch(vid.renderpath)
1356 case RENDERPATH_GL11:
1357 case RENDERPATH_GL13:
1358 case RENDERPATH_GL20:
1359 case RENDERPATH_CGGL:
1360 if (qglActiveTexture)
1363 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
1367 case RENDERPATH_D3D9:
1368 case RENDERPATH_D3D10:
1369 case RENDERPATH_D3D11:
1375 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1377 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1379 qboolean blendenable;
1380 gl_state.blendfunc1 = blendfunc1;
1381 gl_state.blendfunc2 = blendfunc2;
1382 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1383 switch(vid.renderpath)
1385 case RENDERPATH_GL11:
1386 case RENDERPATH_GL13:
1387 case RENDERPATH_GL20:
1388 case RENDERPATH_CGGL:
1390 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1391 if (gl_state.blend != blendenable)
1393 gl_state.blend = blendenable;
1394 if (!gl_state.blend)
1396 qglDisable(GL_BLEND);CHECKGLERROR
1400 qglEnable(GL_BLEND);CHECKGLERROR
1404 case RENDERPATH_D3D9:
1409 D3DBLEND d3dblendfunc[2];
1410 glblendfunc[0] = gl_state.blendfunc1;
1411 glblendfunc[1] = gl_state.blendfunc2;
1412 for (i = 0;i < 2;i++)
1414 switch(glblendfunc[i])
1416 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1417 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1418 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1419 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1420 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1421 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1422 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1423 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1424 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1425 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1428 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1429 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1430 if (gl_state.blend != blendenable)
1432 gl_state.blend = blendenable;
1433 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1438 case RENDERPATH_D3D10:
1439 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1441 case RENDERPATH_D3D11:
1442 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1448 void GL_DepthMask(int state)
1450 if (gl_state.depthmask != state)
1452 gl_state.depthmask = state;
1453 switch(vid.renderpath)
1455 case RENDERPATH_GL11:
1456 case RENDERPATH_GL13:
1457 case RENDERPATH_GL20:
1458 case RENDERPATH_CGGL:
1460 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1462 case RENDERPATH_D3D9:
1464 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1467 case RENDERPATH_D3D10:
1468 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1470 case RENDERPATH_D3D11:
1471 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1477 void GL_DepthTest(int state)
1479 if (gl_state.depthtest != state)
1481 gl_state.depthtest = state;
1482 switch(vid.renderpath)
1484 case RENDERPATH_GL11:
1485 case RENDERPATH_GL13:
1486 case RENDERPATH_GL20:
1487 case RENDERPATH_CGGL:
1489 if (gl_state.depthtest)
1491 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1495 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1498 case RENDERPATH_D3D9:
1500 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1503 case RENDERPATH_D3D10:
1504 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1506 case RENDERPATH_D3D11:
1507 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1513 void GL_DepthFunc(int state)
1515 if (gl_state.depthfunc != state)
1517 gl_state.depthfunc = state;
1518 switch(vid.renderpath)
1520 case RENDERPATH_GL11:
1521 case RENDERPATH_GL13:
1522 case RENDERPATH_GL20:
1523 case RENDERPATH_CGGL:
1525 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1527 case RENDERPATH_D3D9:
1529 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1532 case RENDERPATH_D3D10:
1533 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1535 case RENDERPATH_D3D11:
1536 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1542 void GL_DepthRange(float nearfrac, float farfrac)
1544 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1546 gl_state.depthrange[0] = nearfrac;
1547 gl_state.depthrange[1] = farfrac;
1548 switch(vid.renderpath)
1550 case RENDERPATH_GL11:
1551 case RENDERPATH_GL13:
1552 case RENDERPATH_GL20:
1553 case RENDERPATH_CGGL:
1554 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1556 case RENDERPATH_D3D9:
1559 D3DVIEWPORT9 d3dviewport;
1560 d3dviewport.X = gl_viewport.x;
1561 d3dviewport.Y = gl_viewport.y;
1562 d3dviewport.Width = gl_viewport.width;
1563 d3dviewport.Height = gl_viewport.height;
1564 d3dviewport.MinZ = gl_state.depthrange[0];
1565 d3dviewport.MaxZ = gl_state.depthrange[1];
1566 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1570 case RENDERPATH_D3D10:
1571 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1573 case RENDERPATH_D3D11:
1574 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1580 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)
1582 switch (vid.renderpath)
1584 case RENDERPATH_GL11:
1585 case RENDERPATH_GL13:
1586 case RENDERPATH_GL20:
1587 case RENDERPATH_CGGL:
1591 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1595 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1597 if (vid.support.ati_separate_stencil)
1599 qglStencilMask(writemask);CHECKGLERROR
1600 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1601 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1602 qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1604 else if (vid.support.ext_stencil_two_side)
1606 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1607 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1608 qglStencilMask(writemask);CHECKGLERROR
1609 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1610 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1611 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1612 qglStencilMask(writemask);CHECKGLERROR
1613 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1614 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1617 case RENDERPATH_D3D9:
1619 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1620 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1621 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1622 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1623 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1624 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
1625 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
1626 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
1627 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
1628 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
1629 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
1630 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1631 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1634 case RENDERPATH_D3D10:
1635 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1637 case RENDERPATH_D3D11:
1638 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1643 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1645 switch (vid.renderpath)
1647 case RENDERPATH_GL11:
1648 case RENDERPATH_GL13:
1649 case RENDERPATH_GL20:
1650 case RENDERPATH_CGGL:
1654 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1658 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1660 if (vid.support.ext_stencil_two_side)
1662 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1664 qglStencilMask(writemask);CHECKGLERROR
1665 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1666 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1669 case RENDERPATH_D3D9:
1671 if (vid.support.ati_separate_stencil)
1672 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1673 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1674 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1675 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
1676 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
1677 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
1678 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
1679 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1680 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1683 case RENDERPATH_D3D10:
1684 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1686 case RENDERPATH_D3D11:
1687 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1692 void GL_PolygonOffset(float planeoffset, float depthoffset)
1694 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1696 gl_state.polygonoffset[0] = planeoffset;
1697 gl_state.polygonoffset[1] = depthoffset;
1698 switch(vid.renderpath)
1700 case RENDERPATH_GL11:
1701 case RENDERPATH_GL13:
1702 case RENDERPATH_GL20:
1703 case RENDERPATH_CGGL:
1704 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1706 case RENDERPATH_D3D9:
1708 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1709 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1712 case RENDERPATH_D3D10:
1713 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1715 case RENDERPATH_D3D11:
1716 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1722 void GL_SetMirrorState(qboolean state)
1724 if (v_flipped_state != state)
1726 v_flipped_state = state;
1727 if (gl_state.cullface == GL_BACK)
1728 gl_state.cullface = GL_FRONT;
1729 else if (gl_state.cullface == GL_FRONT)
1730 gl_state.cullface = GL_BACK;
1733 switch(vid.renderpath)
1735 case RENDERPATH_GL11:
1736 case RENDERPATH_GL13:
1737 case RENDERPATH_GL20:
1738 case RENDERPATH_CGGL:
1739 qglCullFace(gl_state.cullface);
1741 case RENDERPATH_D3D9:
1743 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
1746 case RENDERPATH_D3D10:
1747 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1749 case RENDERPATH_D3D11:
1750 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1756 void GL_CullFace(int state)
1760 if(state == GL_FRONT)
1762 else if(state == GL_BACK)
1766 switch(vid.renderpath)
1768 case RENDERPATH_GL11:
1769 case RENDERPATH_GL13:
1770 case RENDERPATH_GL20:
1771 case RENDERPATH_CGGL:
1774 if (state != GL_NONE)
1776 if (!gl_state.cullfaceenable)
1778 gl_state.cullfaceenable = true;
1779 qglEnable(GL_CULL_FACE);CHECKGLERROR
1781 if (gl_state.cullface != state)
1783 gl_state.cullface = state;
1784 qglCullFace(gl_state.cullface);CHECKGLERROR
1789 if (gl_state.cullfaceenable)
1791 gl_state.cullfaceenable = false;
1792 qglDisable(GL_CULL_FACE);CHECKGLERROR
1796 case RENDERPATH_D3D9:
1798 if (gl_state.cullface != state)
1800 gl_state.cullface = state;
1801 switch(gl_state.cullface)
1804 gl_state.cullfaceenable = false;
1805 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1808 gl_state.cullfaceenable = true;
1809 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
1812 gl_state.cullfaceenable = true;
1813 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
1819 case RENDERPATH_D3D10:
1820 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1822 case RENDERPATH_D3D11:
1823 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1828 void GL_AlphaTest(int state)
1830 if (gl_state.alphatest != state)
1832 gl_state.alphatest = state;
1833 switch(vid.renderpath)
1835 case RENDERPATH_GL11:
1836 case RENDERPATH_GL13:
1837 case RENDERPATH_GL20:
1838 case RENDERPATH_CGGL:
1840 if (gl_state.alphatest)
1842 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1846 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1849 case RENDERPATH_D3D9:
1851 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1854 case RENDERPATH_D3D10:
1855 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1857 case RENDERPATH_D3D11:
1858 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1864 void GL_AlphaFunc(int state, float value)
1866 if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
1868 gl_state.alphafunc = state;
1869 gl_state.alphafuncvalue = value;
1870 switch(vid.renderpath)
1872 case RENDERPATH_GL11:
1873 case RENDERPATH_GL13:
1874 case RENDERPATH_GL20:
1875 case RENDERPATH_CGGL:
1877 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1879 case RENDERPATH_D3D9:
1881 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1882 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
1885 case RENDERPATH_D3D10:
1886 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1888 case RENDERPATH_D3D11:
1889 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1895 void GL_ColorMask(int r, int g, int b, int a)
1897 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1898 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1899 if (gl_state.colormask != state)
1901 gl_state.colormask = state;
1902 switch(vid.renderpath)
1904 case RENDERPATH_GL11:
1905 case RENDERPATH_GL13:
1906 case RENDERPATH_GL20:
1907 case RENDERPATH_CGGL:
1909 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1911 case RENDERPATH_D3D9:
1913 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
1916 case RENDERPATH_D3D10:
1917 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1919 case RENDERPATH_D3D11:
1920 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1926 void GL_Color(float cr, float cg, float cb, float ca)
1928 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)
1930 gl_state.color4f[0] = cr;
1931 gl_state.color4f[1] = cg;
1932 gl_state.color4f[2] = cb;
1933 gl_state.color4f[3] = ca;
1934 switch(vid.renderpath)
1936 case RENDERPATH_GL11:
1937 case RENDERPATH_GL13:
1938 case RENDERPATH_GL20:
1939 case RENDERPATH_CGGL:
1941 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1944 case RENDERPATH_D3D9:
1945 case RENDERPATH_D3D10:
1946 case RENDERPATH_D3D11:
1947 // no equivalent in D3D
1953 void GL_Scissor (int x, int y, int width, int height)
1955 switch(vid.renderpath)
1957 case RENDERPATH_GL11:
1958 case RENDERPATH_GL13:
1959 case RENDERPATH_GL20:
1960 case RENDERPATH_CGGL:
1962 qglScissor(x, y,width,height);
1965 case RENDERPATH_D3D9:
1971 d3drect.right = x + width;
1972 d3drect.bottom = y + height;
1973 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
1977 case RENDERPATH_D3D10:
1978 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1980 case RENDERPATH_D3D11:
1981 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1986 void GL_ScissorTest(int state)
1988 if (gl_state.scissortest != state)
1990 gl_state.scissortest = state;
1991 switch(vid.renderpath)
1993 case RENDERPATH_GL11:
1994 case RENDERPATH_GL13:
1995 case RENDERPATH_GL20:
1996 case RENDERPATH_CGGL:
1998 if(gl_state.scissortest)
1999 qglEnable(GL_SCISSOR_TEST);
2001 qglDisable(GL_SCISSOR_TEST);
2004 case RENDERPATH_D3D9:
2006 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
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__);
2019 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2021 static const float blackcolor[4] = {0, 0, 0, 0};
2022 // prevent warnings when trying to clear a buffer that does not exist
2024 colorvalue = blackcolor;
2027 mask &= ~GL_STENCIL_BUFFER_BIT;
2030 switch(vid.renderpath)
2032 case RENDERPATH_GL11:
2033 case RENDERPATH_GL13:
2034 case RENDERPATH_GL20:
2035 case RENDERPATH_CGGL:
2037 if (mask & GL_COLOR_BUFFER_BIT)
2039 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2041 if (mask & GL_DEPTH_BUFFER_BIT)
2043 qglClearDepth(depthvalue);CHECKGLERROR
2045 if (mask & GL_STENCIL_BUFFER_BIT)
2047 qglClearStencil(stencilvalue);CHECKGLERROR
2049 qglClear(mask);CHECKGLERROR
2051 case RENDERPATH_D3D9:
2053 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);
2056 case RENDERPATH_D3D10:
2057 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2059 case RENDERPATH_D3D11:
2060 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2065 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2067 switch(vid.renderpath)
2069 case RENDERPATH_GL11:
2070 case RENDERPATH_GL13:
2071 case RENDERPATH_GL20:
2072 case RENDERPATH_CGGL:
2074 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2076 case RENDERPATH_D3D9:
2079 // LordHavoc: we can't directly download the backbuffer because it may be
2080 // multisampled, and it may not be lockable, so we blit it to a lockable
2081 // surface of the same dimensions (but without multisample) to resolve the
2082 // multisample buffer to a normal image, and then lock that...
2083 IDirect3DSurface9 *stretchsurface = NULL;
2084 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2086 D3DLOCKED_RECT lockedrect;
2087 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2089 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2092 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2093 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2094 memcpy(outpixels + line * width * 4, row, width * 4);
2095 IDirect3DSurface9_UnlockRect(stretchsurface);
2098 IDirect3DSurface9_Release(stretchsurface);
2101 //IDirect3DSurface9 *syssurface = NULL;
2102 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2103 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2104 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2105 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2106 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2107 //IDirect3DSurface9_UnlockRect(syssurface);
2108 //IDirect3DSurface9_Release(syssurface);
2112 case RENDERPATH_D3D10:
2113 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2115 case RENDERPATH_D3D11:
2116 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2121 // called at beginning of frame
2122 void R_Mesh_Start(void)
2125 R_Mesh_ResetRenderTargets();
2127 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2129 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2130 Cvar_SetValueQuick(&gl_paranoid, 1);
2134 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2138 char compilelog[MAX_INPUTLINE];
2139 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
2142 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2143 qglCompileShaderARB(shaderobject);CHECKGLERROR
2144 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
2145 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2146 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
2148 int i, j, pretextlines = 0;
2149 for (i = 0;i < numstrings - 1;i++)
2150 for (j = 0;strings[i][j];j++)
2151 if (strings[i][j] == '\n')
2153 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2155 if (!shadercompiled)
2157 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2160 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
2161 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2165 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)
2167 GLint programlinked;
2168 GLuint programobject = 0;
2169 char linklog[MAX_INPUTLINE];
2172 programobject = qglCreateProgramObjectARB();CHECKGLERROR
2176 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
2179 #ifdef GL_GEOMETRY_SHADER_ARB
2180 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
2184 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
2187 qglLinkProgramARB(programobject);CHECKGLERROR
2188 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
2189 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2192 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
2193 Con_DPrintf("program link log:\n%s\n", linklog);
2194 // software vertex shader is ok but software fragment shader is WAY
2195 // too slow, fail program if so.
2196 // NOTE: this string might be ATI specific, but that's ok because the
2197 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2198 // software fragment shader due to low instruction and dependent
2200 if (strstr(linklog, "fragment shader will run in software"))
2201 programlinked = false;
2205 return programobject;
2207 qglDeleteObjectARB(programobject);CHECKGLERROR
2211 void GL_Backend_FreeProgram(unsigned int prog)
2214 qglDeleteObjectARB(prog);
2218 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
2223 for (i = 0;i < count;i++)
2224 *out++ = *in++ + offset;
2227 memcpy(out, in, sizeof(*out) * count);
2230 // renders triangles using vertices from the active arrays
2231 int paranoidblah = 0;
2232 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)
2234 unsigned int numelements = numtriangles * 3;
2236 size_t bufferoffset3i;
2238 size_t bufferoffset3s;
2239 if (numvertices < 3 || numtriangles < 1)
2241 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2242 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);
2245 if (!gl_mesh_prefer_short_elements.integer)
2249 if (element3i_indexbuffer)
2250 element3i_indexbuffer = NULL;
2252 // adjust the pointers for firsttriangle
2254 element3i += firsttriangle * 3;
2255 if (element3i_indexbuffer)
2256 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2258 element3s += firsttriangle * 3;
2259 if (element3s_indexbuffer)
2260 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2261 switch(vid.renderpath)
2263 case RENDERPATH_GL11:
2264 case RENDERPATH_GL13:
2265 case RENDERPATH_GL20:
2266 case RENDERPATH_CGGL:
2267 // check if the user specified to ignore static index buffers
2268 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2270 element3i_indexbuffer = NULL;
2271 element3s_indexbuffer = NULL;
2274 case RENDERPATH_D3D9:
2275 case RENDERPATH_D3D10:
2276 case RENDERPATH_D3D11:
2279 // upload a dynamic index buffer if needed
2282 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2284 if (gl_state.draw_dynamicindexbuffer)
2285 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2287 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2288 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2289 element3s_bufferoffset = 0;
2294 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2296 if (gl_state.draw_dynamicindexbuffer)
2297 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2299 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2300 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2301 element3i_bufferoffset = 0;
2304 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2305 bufferoffset3i = element3i_bufferoffset;
2306 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2307 bufferoffset3s = element3s_bufferoffset;
2308 r_refdef.stats.meshes++;
2309 r_refdef.stats.meshes_elements += numelements;
2310 if (gl_paranoid.integer)
2313 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2315 unsigned int j, size;
2317 // note: there's no validation done here on buffer objects because it
2318 // is somewhat difficult to get at the data, and gl_paranoid can be
2319 // used without buffer objects if the need arises
2320 // (the data could be gotten using glMapBuffer but it would be very
2321 // slow due to uncachable video memory reads)
2322 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2323 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2325 if (gl_state.pointer_vertex_pointer)
2326 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2328 if (gl_state.pointer_color_enabled)
2330 if (!qglIsEnabled(GL_COLOR_ARRAY))
2331 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2333 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2334 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2337 for (i = 0;i < vid.texarrayunits;i++)
2339 if (gl_state.units[i].arrayenabled)
2341 GL_ClientActiveTexture(i);
2342 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2343 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2345 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2346 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++)
2353 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2355 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2357 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2364 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2366 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2368 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2374 if (r_render.integer || r_refdef.draw2dstage)
2376 switch(vid.renderpath)
2378 case RENDERPATH_GL11:
2379 case RENDERPATH_GL13:
2380 case RENDERPATH_GL20:
2381 case RENDERPATH_CGGL:
2383 if (gl_mesh_testmanualfeeding.integer)
2385 unsigned int i, j, element;
2387 qglBegin(GL_TRIANGLES);
2388 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2391 element = element3i[i];
2393 element = element3s[i];
2395 element = firstvertex + i;
2396 for (j = 0;j < vid.texarrayunits;j++)
2398 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2400 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2402 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2403 if (vid.texarrayunits > 1)
2405 if (gl_state.units[j].pointer_texcoord_components == 4)
2406 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
2407 else if (gl_state.units[j].pointer_texcoord_components == 3)
2408 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
2409 else if (gl_state.units[j].pointer_texcoord_components == 2)
2410 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
2412 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
2416 if (gl_state.units[j].pointer_texcoord_components == 4)
2417 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2418 else if (gl_state.units[j].pointer_texcoord_components == 3)
2419 qglTexCoord3f(p[0], p[1], p[2]);
2420 else if (gl_state.units[j].pointer_texcoord_components == 2)
2421 qglTexCoord2f(p[0], p[1]);
2423 qglTexCoord1f(p[0]);
2426 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2428 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2429 if (vid.texarrayunits > 1)
2431 if (gl_state.units[j].pointer_texcoord_components == 4)
2432 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
2433 else if (gl_state.units[j].pointer_texcoord_components == 3)
2434 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
2435 else if (gl_state.units[j].pointer_texcoord_components == 2)
2436 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
2437 else if (gl_state.units[j].pointer_texcoord_components == 1)
2438 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
2442 if (gl_state.units[j].pointer_texcoord_components == 4)
2443 qglTexCoord4f(s[0], s[1], s[2], s[3]);
2444 else if (gl_state.units[j].pointer_texcoord_components == 3)
2445 qglTexCoord3f(s[0], s[1], s[2]);
2446 else if (gl_state.units[j].pointer_texcoord_components == 2)
2447 qglTexCoord2f(s[0], s[1]);
2448 else if (gl_state.units[j].pointer_texcoord_components == 1)
2449 qglTexCoord1f(s[0]);
2452 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2454 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2455 if (vid.texarrayunits > 1)
2457 if (gl_state.units[j].pointer_texcoord_components == 4)
2458 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
2459 else if (gl_state.units[j].pointer_texcoord_components == 3)
2460 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
2461 else if (gl_state.units[j].pointer_texcoord_components == 2)
2462 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
2463 else if (gl_state.units[j].pointer_texcoord_components == 1)
2464 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
2468 if (gl_state.units[j].pointer_texcoord_components == 4)
2469 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2470 else if (gl_state.units[j].pointer_texcoord_components == 3)
2471 qglTexCoord3f(sb[0], sb[1], sb[2]);
2472 else if (gl_state.units[j].pointer_texcoord_components == 2)
2473 qglTexCoord2f(sb[0], sb[1]);
2474 else if (gl_state.units[j].pointer_texcoord_components == 1)
2475 qglTexCoord1f(sb[0]);
2480 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2482 if (gl_state.pointer_color_gltype == GL_FLOAT)
2484 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2485 qglColor4f(p[0], p[1], p[2], p[3]);
2487 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2489 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2490 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
2493 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2495 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2496 if (gl_state.pointer_vertex_components == 4)
2497 qglVertex4f(p[0], p[1], p[2], p[3]);
2498 else if (gl_state.pointer_vertex_components == 3)
2499 qglVertex3f(p[0], p[1], p[2]);
2501 qglVertex2f(p[0], p[1]);
2507 else if (bufferobject3s)
2509 GL_BindEBO(bufferobject3s);
2510 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2512 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2517 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
2521 else if (bufferobject3i)
2523 GL_BindEBO(bufferobject3i);
2524 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2526 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2531 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
2538 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2540 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
2545 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2552 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2554 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
2559 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2565 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2569 case RENDERPATH_D3D9:
2571 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
2573 if (element3s_indexbuffer)
2575 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
2576 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
2578 else if (element3i_indexbuffer)
2580 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
2581 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
2584 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
2589 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
2591 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
2593 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
2597 case RENDERPATH_D3D10:
2598 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2600 case RENDERPATH_D3D11:
2601 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2607 // restores backend state, used when done with 3D rendering
2608 void R_Mesh_Finish(void)
2610 R_Mesh_ResetRenderTargets();
2613 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
2615 r_meshbuffer_t *buffer;
2616 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
2618 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
2619 memset(buffer, 0, sizeof(*buffer));
2620 buffer->bufferobject = 0;
2621 buffer->devicebuffer = NULL;
2623 buffer->isindexbuffer = isindexbuffer;
2624 buffer->isdynamic = isdynamic;
2625 buffer->isindex16 = isindex16;
2626 strlcpy(buffer->name, name, sizeof(buffer->name));
2627 R_Mesh_UpdateMeshBuffer(buffer, data, size);
2631 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
2635 if (buffer->isindexbuffer)
2637 r_refdef.stats.indexbufferuploadcount++;
2638 r_refdef.stats.indexbufferuploadsize += size;
2642 r_refdef.stats.vertexbufferuploadcount++;
2643 r_refdef.stats.vertexbufferuploadsize += size;
2645 switch(vid.renderpath)
2647 case RENDERPATH_GL11:
2648 case RENDERPATH_GL13:
2649 case RENDERPATH_GL20:
2650 case RENDERPATH_CGGL:
2651 if (!buffer->bufferobject)
2652 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
2653 if (buffer->isindexbuffer)
2654 GL_BindEBO(buffer->bufferobject);
2656 GL_BindVBO(buffer->bufferobject);
2657 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
2659 case RENDERPATH_D3D9:
2663 void *datapointer = NULL;
2664 if (buffer->isindexbuffer)
2666 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
2667 if (size > buffer->size || !buffer->devicebuffer)
2669 if (buffer->devicebuffer)
2670 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
2671 buffer->devicebuffer = NULL;
2672 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)))
2673 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);
2674 buffer->devicebuffer = (void *)d3d9indexbuffer;
2675 buffer->size = size;
2677 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2680 memcpy(datapointer, data, size);
2682 memset(datapointer, 0, size);
2683 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
2688 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
2689 if (size > buffer->size || !buffer->devicebuffer)
2691 if (buffer->devicebuffer)
2692 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
2693 buffer->devicebuffer = NULL;
2694 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
2695 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);
2696 buffer->devicebuffer = (void *)d3d9vertexbuffer;
2697 buffer->size = size;
2699 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2702 memcpy(datapointer, data, size);
2704 memset(datapointer, 0, size);
2705 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
2711 case RENDERPATH_D3D10:
2712 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2714 case RENDERPATH_D3D11:
2715 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2720 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
2724 switch(vid.renderpath)
2726 case RENDERPATH_GL11:
2727 case RENDERPATH_GL13:
2728 case RENDERPATH_GL20:
2729 case RENDERPATH_CGGL:
2730 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
2732 case RENDERPATH_D3D9:
2734 if (gl_state.d3dvertexbuffer == (void *)buffer)
2735 gl_state.d3dvertexbuffer = NULL;
2736 if (buffer->devicebuffer)
2738 if (buffer->isindexbuffer)
2739 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
2741 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
2742 buffer->devicebuffer = NULL;
2746 case RENDERPATH_D3D10:
2747 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2749 case RENDERPATH_D3D11:
2750 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2753 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
2756 void GL_Mesh_ListVBOs(qboolean printeach)
2759 size_t ebocount = 0, ebomemory = 0;
2760 size_t vbocount = 0, vbomemory = 0;
2761 r_meshbuffer_t *buffer;
2762 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
2763 for (i = 0;i < endindex;i++)
2765 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
2768 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)");}
2769 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)");}
2771 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);
2776 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2778 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2779 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)
2781 gl_state.pointer_vertex_components = components;
2782 gl_state.pointer_vertex_gltype = gltype;
2783 gl_state.pointer_vertex_stride = stride;
2784 gl_state.pointer_vertex_pointer = pointer;
2785 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
2786 gl_state.pointer_vertex_offset = bufferoffset;
2788 GL_BindVBO(bufferobject);
2789 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2793 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2795 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
2796 // the pointer only.
2799 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2800 // caller wants color array enabled
2801 if (!gl_state.pointer_color_enabled)
2803 gl_state.pointer_color_enabled = true;
2805 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2807 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)
2809 gl_state.pointer_color_components = components;
2810 gl_state.pointer_color_gltype = gltype;
2811 gl_state.pointer_color_stride = stride;
2812 gl_state.pointer_color_pointer = pointer;
2813 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2814 gl_state.pointer_color_offset = bufferoffset;
2816 GL_BindVBO(bufferobject);
2817 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2822 // caller wants color array disabled
2823 if (gl_state.pointer_color_enabled)
2825 gl_state.pointer_color_enabled = false;
2827 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2828 // when color array is on the glColor gets trashed, set it again
2829 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2834 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)
2836 gltextureunit_t *unit = gl_state.units + unitnum;
2837 // update array settings
2839 // note: there is no need to check bufferobject here because all cases
2840 // that involve a valid bufferobject also supply a texcoord array
2843 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2844 // texture array unit is enabled, enable the array
2845 if (!unit->arrayenabled)
2847 unit->arrayenabled = true;
2848 GL_ClientActiveTexture(unitnum);
2849 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2852 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)
2854 unit->pointer_texcoord_components = components;
2855 unit->pointer_texcoord_gltype = gltype;
2856 unit->pointer_texcoord_stride = stride;
2857 unit->pointer_texcoord_pointer = pointer;
2858 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2859 unit->pointer_texcoord_offset = bufferoffset;
2860 GL_ClientActiveTexture(unitnum);
2861 GL_BindVBO(bufferobject);
2862 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2867 // texture array unit is disabled, disable the array
2868 if (unit->arrayenabled)
2870 unit->arrayenabled = false;
2871 GL_ClientActiveTexture(unitnum);
2872 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2877 int R_Mesh_TexBound(unsigned int unitnum, int id)
2879 gltextureunit_t *unit = gl_state.units + unitnum;
2880 if (unitnum >= vid.teximageunits)
2882 if (id == GL_TEXTURE_2D)
2884 if (id == GL_TEXTURE_3D)
2886 if (id == GL_TEXTURE_CUBE_MAP_ARB)
2887 return unit->tcubemap;
2891 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2893 switch(vid.renderpath)
2895 case RENDERPATH_GL11:
2896 case RENDERPATH_GL13:
2897 case RENDERPATH_GL20:
2898 case RENDERPATH_CGGL:
2899 R_Mesh_TexBind(0, tex);
2900 GL_ActiveTexture(0);CHECKGLERROR
2901 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2903 case RENDERPATH_D3D9:
2906 IDirect3DSurface9 *currentsurface = NULL;
2907 IDirect3DSurface9 *texturesurface = NULL;
2910 sourcerect.left = sx;
2911 sourcerect.top = sy;
2912 sourcerect.right = sx + width;
2913 sourcerect.bottom = sy + height;
2916 destrect.right = tx + width;
2917 destrect.bottom = ty + height;
2918 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
2920 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
2922 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
2923 IDirect3DSurface9_Release(currentsurface);
2925 IDirect3DSurface9_Release(texturesurface);
2930 case RENDERPATH_D3D10:
2931 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2933 case RENDERPATH_D3D11:
2934 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2940 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};
2943 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2945 gltextureunit_t *unit = gl_state.units + unitnum;
2946 int tex2d, tex3d, texcubemap, texnum;
2947 if (unitnum >= vid.teximageunits)
2949 // if (unit->texture == tex)
2951 switch(vid.renderpath)
2953 case RENDERPATH_GL20:
2954 case RENDERPATH_CGGL:
2957 tex = r_texture_white;
2958 // not initialized enough yet...
2962 unit->texture = tex;
2963 texnum = R_GetTexture(tex);
2964 switch(tex->gltexturetypeenum)
2966 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2967 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2968 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;
2971 case RENDERPATH_GL13:
2972 case RENDERPATH_GL11:
2973 unit->texture = tex;
2979 texnum = R_GetTexture(tex);
2980 switch(tex->gltexturetypeenum)
2988 case GL_TEXTURE_CUBE_MAP_ARB:
2989 texcubemap = texnum;
2993 // update 2d texture binding
2994 if (unit->t2d != tex2d)
2996 GL_ActiveTexture(unitnum);
3001 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3008 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3012 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3014 // update 3d texture binding
3015 if (unit->t3d != tex3d)
3017 GL_ActiveTexture(unitnum);
3022 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3029 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3033 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3035 // update cubemap texture binding
3036 if (unit->tcubemap != texcubemap)
3038 GL_ActiveTexture(unitnum);
3041 if (unit->tcubemap == 0)
3043 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3050 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3053 unit->tcubemap = texcubemap;
3054 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3057 case RENDERPATH_D3D9:
3060 extern cvar_t gl_texture_anisotropy;
3063 tex = r_texture_white;
3064 // not initialized enough yet...
3068 if (unit->texture == tex)
3070 unit->texture = tex;
3071 // upload texture if needed
3073 R_RealGetTexture(tex);
3074 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3075 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3076 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3077 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3078 if (tex->d3daddressw)
3079 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3080 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3081 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3082 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3083 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3084 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3085 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3089 case RENDERPATH_D3D10:
3090 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3092 case RENDERPATH_D3D11:
3093 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3098 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3100 gltextureunit_t *unit = gl_state.units + unitnum;
3101 switch(vid.renderpath)
3103 case RENDERPATH_GL11:
3104 case RENDERPATH_GL13:
3105 case RENDERPATH_GL20:
3106 case RENDERPATH_CGGL:
3107 if (matrix && matrix->m[3][3])
3109 // texmatrix specified, check if it is different
3110 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3113 unit->texmatrixenabled = true;
3114 unit->matrix = *matrix;
3116 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3117 GL_ActiveTexture(unitnum);
3118 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3119 qglLoadMatrixf(glmatrix);CHECKGLERROR
3120 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3125 // no texmatrix specified, revert to identity
3126 if (unit->texmatrixenabled)
3128 unit->texmatrixenabled = false;
3129 unit->matrix = identitymatrix;
3131 GL_ActiveTexture(unitnum);
3132 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3133 qglLoadIdentity();CHECKGLERROR
3134 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3138 case RENDERPATH_D3D9:
3139 case RENDERPATH_D3D10:
3140 case RENDERPATH_D3D11:
3145 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3147 gltextureunit_t *unit = gl_state.units + unitnum;
3149 switch(vid.renderpath)
3151 case RENDERPATH_GL20:
3152 case RENDERPATH_CGGL:
3155 case RENDERPATH_GL13:
3156 // GL_ARB_texture_env_combine
3158 combinergb = GL_MODULATE;
3160 combinealpha = GL_MODULATE;
3165 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3167 if (combinergb == GL_DECAL)
3168 combinergb = GL_INTERPOLATE_ARB;
3169 if (unit->combine != GL_COMBINE_ARB)
3171 unit->combine = GL_COMBINE_ARB;
3172 GL_ActiveTexture(unitnum);
3173 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
3174 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
3176 if (unit->combinergb != combinergb)
3178 unit->combinergb = combinergb;
3179 GL_ActiveTexture(unitnum);
3180 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
3182 if (unit->combinealpha != combinealpha)
3184 unit->combinealpha = combinealpha;
3185 GL_ActiveTexture(unitnum);
3186 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
3188 if (unit->rgbscale != rgbscale)
3190 unit->rgbscale = rgbscale;
3191 GL_ActiveTexture(unitnum);
3192 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
3194 if (unit->alphascale != alphascale)
3196 unit->alphascale = alphascale;
3197 GL_ActiveTexture(unitnum);
3198 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3203 if (unit->combine != combinergb)
3205 unit->combine = combinergb;
3206 GL_ActiveTexture(unitnum);
3207 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3211 case RENDERPATH_GL11:
3214 combinergb = GL_MODULATE;
3215 if (unit->combine != combinergb)
3217 unit->combine = combinergb;
3218 GL_ActiveTexture(unitnum);
3219 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3222 case RENDERPATH_D3D9:
3223 case RENDERPATH_D3D10:
3224 case RENDERPATH_D3D11:
3229 void R_Mesh_ResetTextureState(void)
3231 unsigned int unitnum;
3236 switch(vid.renderpath)
3238 case RENDERPATH_GL20:
3239 case RENDERPATH_CGGL:
3240 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3242 gltextureunit_t *unit = gl_state.units + unitnum;
3246 GL_ActiveTexture(unitnum);
3247 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3252 GL_ActiveTexture(unitnum);
3253 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3258 GL_ActiveTexture(unitnum);
3259 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3262 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
3264 gltextureunit_t *unit = gl_state.units + unitnum;
3265 if (unit->arrayenabled)
3267 unit->arrayenabled = false;
3268 GL_ClientActiveTexture(unitnum);
3269 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3272 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3274 gltextureunit_t *unit = gl_state.units + unitnum;
3275 if (unit->texmatrixenabled)
3277 unit->texmatrixenabled = false;
3278 unit->matrix = identitymatrix;
3280 GL_ActiveTexture(unitnum);
3281 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3282 qglLoadIdentity();CHECKGLERROR
3283 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3287 case RENDERPATH_GL13:
3288 case RENDERPATH_GL11:
3289 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3291 gltextureunit_t *unit = gl_state.units + unitnum;
3295 GL_ActiveTexture(unitnum);
3296 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3297 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3302 GL_ActiveTexture(unitnum);
3303 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3304 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3309 GL_ActiveTexture(unitnum);
3310 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3311 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3313 if (unit->arrayenabled)
3315 unit->arrayenabled = false;
3316 GL_ClientActiveTexture(unitnum);
3317 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3319 if (unit->texmatrixenabled)
3321 unit->texmatrixenabled = false;
3322 unit->matrix = identitymatrix;
3324 GL_ActiveTexture(unitnum);
3325 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3326 qglLoadIdentity();CHECKGLERROR
3327 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3329 if (unit->combine != GL_MODULATE)
3331 unit->combine = GL_MODULATE;
3332 GL_ActiveTexture(unitnum);
3333 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3337 case RENDERPATH_D3D9:
3338 case RENDERPATH_D3D10:
3339 case RENDERPATH_D3D11:
3347 //#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
3348 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
3349 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
3351 D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
3353 {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3357 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
3359 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3360 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3361 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3365 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
3367 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3368 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3369 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3370 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
3371 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
3372 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
3373 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
3377 IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
3378 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
3379 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
3382 static void R_Mesh_InitVertexDeclarations(void)
3385 r_vertexposition_d3d9decl = NULL;
3386 r_vertexgeneric_d3d9decl = NULL;
3387 r_vertexmesh_d3d9decl = NULL;
3388 switch(vid.renderpath)
3390 case RENDERPATH_GL20:
3391 case RENDERPATH_CGGL:
3392 case RENDERPATH_GL13:
3393 case RENDERPATH_GL11:
3395 case RENDERPATH_D3D9:
3396 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
3397 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
3398 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
3400 case RENDERPATH_D3D10:
3401 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3403 case RENDERPATH_D3D11:
3404 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3410 static void R_Mesh_DestroyVertexDeclarations(void)
3413 if (r_vertexposition_d3d9decl)
3414 IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
3415 r_vertexposition_d3d9decl = NULL;
3416 if (r_vertexgeneric_d3d9decl)
3417 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
3418 r_vertexgeneric_d3d9decl = NULL;
3419 if (r_vertexmesh_d3d9decl)
3420 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
3421 r_vertexmesh_d3d9decl = NULL;
3425 r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
3428 size = sizeof(r_vertexposition_t) * numvertices;
3429 if (gl_state.preparevertices_tempdatamaxsize < size)
3431 gl_state.preparevertices_tempdatamaxsize = size;
3432 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3434 gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
3435 gl_state.preparevertices_numvertices = numvertices;
3436 return gl_state.preparevertices_vertexposition;
3439 qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
3441 R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
3442 gl_state.preparevertices_vertexposition = NULL;
3443 gl_state.preparevertices_numvertices = 0;
3447 void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
3450 r_vertexposition_t *vertex;
3451 switch(vid.renderpath)
3453 case RENDERPATH_GL20:
3454 case RENDERPATH_CGGL:
3455 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3456 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3457 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3458 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3459 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3460 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3461 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3463 case RENDERPATH_GL13:
3464 case RENDERPATH_GL11:
3465 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3466 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3467 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3468 if (vid.texunits >= 2)
3469 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3470 if (vid.texunits >= 3)
3471 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3473 case RENDERPATH_D3D9:
3475 gl_state.d3dvertexbuffer = NULL;
3476 gl_state.d3dvertexdata = (void *)vertex3f;
3477 gl_state.d3dvertexsize = sizeof(float[3]);
3480 case RENDERPATH_D3D10:
3481 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3483 case RENDERPATH_D3D11:
3484 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3488 // no quick path for this case, convert to vertex structs
3489 vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
3490 for (i = 0;i < numvertices;i++)
3491 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3492 R_Mesh_PrepareVertices_Position_Unlock();
3493 R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
3496 void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
3498 // upload temporary vertexbuffer for this rendering
3499 if (!gl_state.usevbo_staticvertex)
3500 vertexbuffer = NULL;
3501 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3503 if (gl_state.preparevertices_dynamicvertexbuffer)
3504 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3506 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3507 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3509 switch(vid.renderpath)
3511 case RENDERPATH_GL20:
3512 case RENDERPATH_CGGL:
3515 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3516 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3517 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3518 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3519 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3520 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3521 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3525 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3526 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3527 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3528 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3529 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3530 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3531 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3534 case RENDERPATH_GL13:
3537 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3538 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3539 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3540 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3544 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3545 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3546 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3547 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3550 case RENDERPATH_GL11:
3553 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3554 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3555 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3559 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3560 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3561 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3564 case RENDERPATH_D3D9:
3566 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
3568 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3570 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
3571 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
3572 gl_state.d3dvertexdata = (void *)vertex;
3573 gl_state.d3dvertexsize = sizeof(*vertex);
3576 case RENDERPATH_D3D10:
3577 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3579 case RENDERPATH_D3D11:
3580 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3587 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
3590 size = sizeof(r_vertexgeneric_t) * numvertices;
3591 if (gl_state.preparevertices_tempdatamaxsize < size)
3593 gl_state.preparevertices_tempdatamaxsize = size;
3594 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3596 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
3597 gl_state.preparevertices_numvertices = numvertices;
3598 return gl_state.preparevertices_vertexgeneric;
3601 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
3603 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
3604 gl_state.preparevertices_vertexgeneric = NULL;
3605 gl_state.preparevertices_numvertices = 0;
3609 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
3612 r_vertexgeneric_t *vertex;
3613 switch(vid.renderpath)
3615 case RENDERPATH_GL20:
3616 case RENDERPATH_CGGL:
3617 if (gl_mesh_separatearrays.integer)
3619 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3620 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3621 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3622 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3623 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3624 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3625 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3629 case RENDERPATH_GL13:
3630 case RENDERPATH_GL11:
3631 if (gl_mesh_separatearrays.integer)
3633 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3634 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3635 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3636 if (vid.texunits >= 2)
3637 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3638 if (vid.texunits >= 3)
3639 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3643 case RENDERPATH_D3D9:
3644 case RENDERPATH_D3D10:
3645 case RENDERPATH_D3D11:
3649 // no quick path for this case, convert to vertex structs
3650 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
3651 for (i = 0;i < numvertices;i++)
3652 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3655 for (i = 0;i < numvertices;i++)
3656 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3660 float tempcolor4f[4];
3661 unsigned char tempcolor4ub[4];
3662 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3663 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3664 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3665 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3666 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3667 for (i = 0;i < numvertices;i++)
3668 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3671 for (i = 0;i < numvertices;i++)
3672 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
3673 R_Mesh_PrepareVertices_Generic_Unlock();
3674 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
3677 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
3679 // upload temporary vertexbuffer for this rendering
3680 if (!gl_state.usevbo_staticvertex)
3681 vertexbuffer = NULL;
3682 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3684 if (gl_state.preparevertices_dynamicvertexbuffer)
3685 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3687 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3688 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3690 switch(vid.renderpath)
3692 case RENDERPATH_GL20:
3693 case RENDERPATH_CGGL:
3696 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3697 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3698 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3699 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3700 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3701 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3702 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3706 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3707 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3708 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3709 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3710 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3711 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3712 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3715 case RENDERPATH_GL13:
3718 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3719 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3720 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3721 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3725 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3726 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3727 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3728 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3731 case RENDERPATH_GL11:
3734 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3735 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3736 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3740 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3741 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3742 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3745 case RENDERPATH_D3D9:
3747 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
3749 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3751 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
3752 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
3753 gl_state.d3dvertexdata = (void *)vertex;
3754 gl_state.d3dvertexsize = sizeof(*vertex);
3757 case RENDERPATH_D3D10:
3758 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3760 case RENDERPATH_D3D11:
3761 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3768 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
3771 size = sizeof(r_vertexmesh_t) * numvertices;
3772 if (gl_state.preparevertices_tempdatamaxsize < size)
3774 gl_state.preparevertices_tempdatamaxsize = size;
3775 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3777 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
3778 gl_state.preparevertices_numvertices = numvertices;
3779 return gl_state.preparevertices_vertexmesh;
3782 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
3784 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
3785 gl_state.preparevertices_vertexmesh = NULL;
3786 gl_state.preparevertices_numvertices = 0;
3790 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)
3793 r_vertexmesh_t *vertex;
3794 switch(vid.renderpath)
3796 case RENDERPATH_GL20:
3797 case RENDERPATH_CGGL:
3798 if (gl_mesh_separatearrays.integer)
3800 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3801 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3802 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3803 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
3804 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
3805 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
3806 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3810 case RENDERPATH_GL13:
3811 case RENDERPATH_GL11:
3812 if (gl_mesh_separatearrays.integer)
3814 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3815 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3816 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3817 if (vid.texunits >= 2)
3818 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3819 if (vid.texunits >= 3)
3820 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3824 case RENDERPATH_D3D9:
3825 case RENDERPATH_D3D10:
3826 case RENDERPATH_D3D11:
3830 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
3831 for (i = 0;i < numvertices;i++)
3832 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3834 for (i = 0;i < numvertices;i++)
3835 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
3837 for (i = 0;i < numvertices;i++)
3838 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
3840 for (i = 0;i < numvertices;i++)
3841 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
3844 for (i = 0;i < numvertices;i++)
3845 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3849 float tempcolor4f[4];
3850 unsigned char tempcolor4ub[4];
3851 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3852 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3853 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3854 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3855 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3856 for (i = 0;i < numvertices;i++)
3857 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3859 if (texcoordtexture2f)
3860 for (i = 0;i < numvertices;i++)
3861 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
3862 if (texcoordlightmap2f)
3863 for (i = 0;i < numvertices;i++)
3864 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
3865 R_Mesh_PrepareVertices_Mesh_Unlock();
3866 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
3869 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
3871 // upload temporary vertexbuffer for this rendering
3872 if (!gl_state.usevbo_staticvertex)
3873 vertexbuffer = NULL;
3874 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3876 if (gl_state.preparevertices_dynamicvertexbuffer)
3877 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3879 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3880 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3882 switch(vid.renderpath)
3884 case RENDERPATH_GL20:
3885 case RENDERPATH_CGGL:
3888 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3889 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3890 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3891 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
3892 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
3893 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
3894 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3898 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3899 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3900 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3901 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
3902 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
3903 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
3904 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3907 case RENDERPATH_GL13:
3910 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3911 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3912 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3913 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3917 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3918 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3919 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3920 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3923 case RENDERPATH_GL11:
3926 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3927 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3928 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3932 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3933 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3934 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3937 case RENDERPATH_D3D9:
3939 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
3941 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3943 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
3944 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
3945 gl_state.d3dvertexdata = (void *)vertex;
3946 gl_state.d3dvertexsize = sizeof(*vertex);
3949 case RENDERPATH_D3D10:
3950 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3952 case RENDERPATH_D3D11:
3953 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);