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added USEDGA define, disabled by default, to suppress the xf86dga.h
[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
5 #ifdef SUPPORTD3D
6 #include <d3d9.h>
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
9 #endif
10
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER                                   0x8D40
14 #define GL_DEPTH_ATTACHMENT                              0x8D00
15 #define GL_COLOR_ATTACHMENT0                             0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
17 #endif
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1                             0x8CE1
20 #define GL_COLOR_ATTACHMENT2                             0x8CE2
21 #define GL_COLOR_ATTACHMENT3                             0x8CE3
22 #define GL_COLOR_ATTACHMENT4                             0x8CE4
23 #define GL_COLOR_ATTACHMENT5                             0x8CE5
24 #define GL_COLOR_ATTACHMENT6                             0x8CE6
25 #define GL_COLOR_ATTACHMENT7                             0x8CE7
26 #define GL_COLOR_ATTACHMENT8                             0x8CE8
27 #define GL_COLOR_ATTACHMENT9                             0x8CE9
28 #define GL_COLOR_ATTACHMENT10                            0x8CEA
29 #define GL_COLOR_ATTACHMENT11                            0x8CEB
30 #define GL_COLOR_ATTACHMENT12                            0x8CEC
31 #define GL_COLOR_ATTACHMENT13                            0x8CED
32 #define GL_COLOR_ATTACHMENT14                            0x8CEE
33 #define GL_COLOR_ATTACHMENT15                            0x8CEF
34 #endif
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER               0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
38 #endif
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY                               0x8074
41 //#define GL_COLOR_ARRAY                                0x8076
42 //#define GL_TEXTURE_COORD_ARRAY                        0x8078
43 //#endif
44 #ifndef GL_TEXTURE0
45 #define GL_TEXTURE0                                     0x84C0
46 #define GL_TEXTURE1                                     0x84C1
47 #define GL_TEXTURE2                                     0x84C2
48 #define GL_TEXTURE3                                     0x84C3
49 #define GL_TEXTURE4                                     0x84C4
50 #define GL_TEXTURE5                                     0x84C5
51 #define GL_TEXTURE6                                     0x84C6
52 #define GL_TEXTURE7                                     0x84C7
53 #define GL_TEXTURE8                                     0x84C8
54 #define GL_TEXTURE9                                     0x84C9
55 #define GL_TEXTURE10                            0x84CA
56 #define GL_TEXTURE11                            0x84CB
57 #define GL_TEXTURE12                            0x84CC
58 #define GL_TEXTURE13                            0x84CD
59 #define GL_TEXTURE14                            0x84CE
60 #define GL_TEXTURE15                            0x84CF
61 #define GL_TEXTURE16                            0x84D0
62 #define GL_TEXTURE17                            0x84D1
63 #define GL_TEXTURE18                            0x84D2
64 #define GL_TEXTURE19                            0x84D3
65 #define GL_TEXTURE20                            0x84D4
66 #define GL_TEXTURE21                            0x84D5
67 #define GL_TEXTURE22                            0x84D6
68 #define GL_TEXTURE23                            0x84D7
69 #define GL_TEXTURE24                            0x84D8
70 #define GL_TEXTURE25                            0x84D9
71 #define GL_TEXTURE26                            0x84DA
72 #define GL_TEXTURE27                            0x84DB
73 #define GL_TEXTURE28                            0x84DC
74 #define GL_TEXTURE29                            0x84DD
75 #define GL_TEXTURE30                            0x84DE
76 #define GL_TEXTURE31                            0x84DF
77 #endif
78
79 #ifndef GL_TEXTURE_3D
80 #define GL_TEXTURE_3D                           0x806F
81 #endif
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP                 0x8513
84 #endif
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW                          0x1700
87 //#endif
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION                         0x1701
90 //#endif
91 //#ifndef GL_DECAL
92 //#define GL_DECAL                              0x2101
93 //#endif
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE                                0x8575
96 //#endif
97
98
99 #define MAX_RENDERTARGETS 4
100
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 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)"};
103 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"};
104 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
105 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
106
107 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
109 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
110 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
111 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
112 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)"};
113 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"};
114 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"};
115 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"};
116
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
119
120 r_viewport_t gl_viewport;
121 matrix4x4_t gl_modelmatrix;
122 matrix4x4_t gl_viewmatrix;
123 matrix4x4_t gl_modelviewmatrix;
124 matrix4x4_t gl_projectionmatrix;
125 matrix4x4_t gl_modelviewprojectionmatrix;
126 float gl_modelview16f[16];
127 float gl_modelviewprojection16f[16];
128 qboolean gl_modelmatrixchanged;
129
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
132
133 #ifdef DEBUGGL
134 int errornumber = 0;
135
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
137 {
138         switch(errornumber)
139         {
140 #ifdef GL_INVALID_ENUM
141         case GL_INVALID_ENUM:
142                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
143                 break;
144 #endif
145 #ifdef GL_INVALID_VALUE
146         case GL_INVALID_VALUE:
147                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
148                 break;
149 #endif
150 #ifdef GL_INVALID_OPERATION
151         case GL_INVALID_OPERATION:
152                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
153                 break;
154 #endif
155 #ifdef GL_STACK_OVERFLOW
156         case GL_STACK_OVERFLOW:
157                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
158                 break;
159 #endif
160 #ifdef GL_STACK_UNDERFLOW
161         case GL_STACK_UNDERFLOW:
162                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
163                 break;
164 #endif
165 #ifdef GL_OUT_OF_MEMORY
166         case GL_OUT_OF_MEMORY:
167                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
168                 break;
169 #endif
170 #ifdef GL_TABLE_TOO_LARGE
171         case GL_TABLE_TOO_LARGE:
172                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
173                 break;
174 #endif
175 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
176         case GL_INVALID_FRAMEBUFFER_OPERATION:
177                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
178                 break;
179 #endif
180         default:
181                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
182                 break;
183         }
184 }
185 #endif
186
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
188
189 void SCR_ScreenShot_f (void);
190
191 typedef struct gltextureunit_s
192 {
193         int pointer_texcoord_components;
194         int pointer_texcoord_gltype;
195         size_t pointer_texcoord_stride;
196         const void *pointer_texcoord_pointer;
197         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198         size_t pointer_texcoord_offset;
199
200         rtexture_t *texture;
201         int t2d, t3d, tcubemap;
202         int arrayenabled;
203         int rgbscale, alphascale;
204         int combine;
205         int combinergb, combinealpha;
206         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207         int texmatrixenabled;
208         matrix4x4_t matrix;
209 }
210 gltextureunit_t;
211
212 typedef struct gl_state_s
213 {
214         int cullface;
215         int cullfaceenable;
216         int blendfunc1;
217         int blendfunc2;
218         qboolean blend;
219         GLboolean depthmask;
220         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
221         int depthtest;
222         int depthfunc;
223         float depthrange[2];
224         float polygonoffset[2];
225         int alphatest;
226         int alphafunc;
227         float alphafuncvalue;
228         qboolean alphatocoverage;
229         int scissortest;
230         unsigned int unit;
231         unsigned int clientunit;
232         gltextureunit_t units[MAX_TEXTUREUNITS];
233         float color4f[4];
234         int lockrange_first;
235         int lockrange_count;
236         int vertexbufferobject;
237         int elementbufferobject;
238         int framebufferobject;
239         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240         qboolean pointer_color_enabled;
241
242         int pointer_vertex_components;
243         int pointer_vertex_gltype;
244         size_t pointer_vertex_stride;
245         const void *pointer_vertex_pointer;
246         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
247         size_t pointer_vertex_offset;
248
249         int pointer_color_components;
250         int pointer_color_gltype;
251         size_t pointer_color_stride;
252         const void *pointer_color_pointer;
253         const r_meshbuffer_t *pointer_color_vertexbuffer;
254         size_t pointer_color_offset;
255
256         void *preparevertices_tempdata;
257         size_t preparevertices_tempdatamaxsize;
258         r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
259         r_vertexgeneric_t *preparevertices_vertexgeneric;
260         r_vertexmesh_t *preparevertices_vertexmesh;
261         int preparevertices_numvertices;
262
263         r_meshbuffer_t *draw_dynamicindexbuffer;
264
265         qboolean usevbo_staticvertex;
266         qboolean usevbo_staticindex;
267         qboolean usevbo_dynamicvertex;
268         qboolean usevbo_dynamicindex;
269
270         memexpandablearray_t meshbufferarray;
271
272         qboolean active;
273
274 #ifdef SUPPORTD3D
275 //      rtexture_t *d3drt_depthtexture;
276 //      rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
277         IDirect3DSurface9 *d3drt_depthsurface;
278         IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
279         IDirect3DSurface9 *d3drt_backbufferdepthsurface;
280         IDirect3DSurface9 *d3drt_backbuffercolorsurface;
281         void *d3dvertexbuffer;
282         void *d3dvertexdata;
283         size_t d3dvertexsize;
284 #endif
285 }
286 gl_state_t;
287
288 static gl_state_t gl_state;
289
290
291 /*
292 note: here's strip order for a terrain row:
293 0--1--2--3--4
294 |\ |\ |\ |\ |
295 | \| \| \| \|
296 A--B--C--D--E
297 clockwise
298
299 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
300
301 *elements++ = i + row;
302 *elements++ = i;
303 *elements++ = i + row + 1;
304 *elements++ = i;
305 *elements++ = i + 1;
306 *elements++ = i + row + 1;
307
308
309 for (y = 0;y < rows - 1;y++)
310 {
311         for (x = 0;x < columns - 1;x++)
312         {
313                 i = y * rows + x;
314                 *elements++ = i + columns;
315                 *elements++ = i;
316                 *elements++ = i + columns + 1;
317                 *elements++ = i;
318                 *elements++ = i + 1;
319                 *elements++ = i + columns + 1;
320         }
321 }
322
323 alternative:
324 0--1--2--3--4
325 | /| /|\ | /|
326 |/ |/ | \|/ |
327 A--B--C--D--E
328 counterclockwise
329
330 for (y = 0;y < rows - 1;y++)
331 {
332         for (x = 0;x < columns - 1;x++)
333         {
334                 i = y * rows + x;
335                 *elements++ = i;
336                 *elements++ = i + columns;
337                 *elements++ = i + columns + 1;
338                 *elements++ = i + columns;
339                 *elements++ = i + columns + 1;
340                 *elements++ = i + 1;
341         }
342 }
343 */
344
345 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
346 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
347 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
348 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
349
350 void GL_VBOStats_f(void)
351 {
352         GL_Mesh_ListVBOs(true);
353 }
354
355 static void GL_Backend_ResetState(void);
356
357 static void R_Mesh_InitVertexDeclarations(void);
358 static void R_Mesh_DestroyVertexDeclarations(void);
359
360 static void R_Mesh_SetUseVBO(void)
361 {
362         switch(vid.renderpath)
363         {
364         case RENDERPATH_GL11:
365         case RENDERPATH_GL13:
366         case RENDERPATH_GL20:
367         case RENDERPATH_GLES1:
368                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
369                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
370                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
371                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
372                 break;
373         case RENDERPATH_D3D9:
374                 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
375                 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
376                 break;
377         case RENDERPATH_D3D10:
378                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
379                 break;
380         case RENDERPATH_D3D11:
381                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
382                 break;
383         case RENDERPATH_SOFT:
384                 gl_state.usevbo_staticvertex = false;
385                 gl_state.usevbo_staticindex = false;
386                 gl_state.usevbo_dynamicvertex = false;
387                 gl_state.usevbo_dynamicindex = false;
388                 break;
389         case RENDERPATH_GLES2:
390                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
391                 gl_state.usevbo_staticindex = false;
392                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
393                 gl_state.usevbo_dynamicindex = false;
394                 break;
395         }
396 }
397
398 static void gl_backend_start(void)
399 {
400         memset(&gl_state, 0, sizeof(gl_state));
401
402         R_Mesh_InitVertexDeclarations();
403
404         R_Mesh_SetUseVBO();
405         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
406
407         Con_DPrintf("OpenGL backend started.\n");
408
409         CHECKGLERROR
410
411         GL_Backend_ResetState();
412
413         switch(vid.renderpath)
414         {
415         case RENDERPATH_GL11:
416         case RENDERPATH_GL13:
417         case RENDERPATH_GL20:
418         case RENDERPATH_GLES1:
419         case RENDERPATH_GLES2:
420                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
421                 if (vid.support.ext_framebuffer_object)
422                         qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
423                 break;
424         case RENDERPATH_D3D9:
425 #ifdef SUPPORTD3D
426                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
427                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
428 #endif
429                 break;
430         case RENDERPATH_D3D10:
431                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
432                 break;
433         case RENDERPATH_D3D11:
434                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
435                 break;
436         case RENDERPATH_SOFT:
437                 break;
438         }
439 }
440
441 static void gl_backend_shutdown(void)
442 {
443         Con_DPrint("OpenGL Backend shutting down\n");
444
445         switch(vid.renderpath)
446         {
447         case RENDERPATH_GL11:
448         case RENDERPATH_GL13:
449         case RENDERPATH_GL20:
450         case RENDERPATH_SOFT:
451         case RENDERPATH_GLES1:
452         case RENDERPATH_GLES2:
453                 break;
454         case RENDERPATH_D3D9:
455 #ifdef SUPPORTD3D
456                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
457                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
458 #endif
459                 break;
460         case RENDERPATH_D3D10:
461                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
462                 break;
463         case RENDERPATH_D3D11:
464                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
465                 break;
466         }
467
468         if (gl_state.preparevertices_tempdata)
469                 Mem_Free(gl_state.preparevertices_tempdata);
470         if (gl_state.preparevertices_dynamicvertexbuffer)
471                 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
472
473         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
474
475         R_Mesh_DestroyVertexDeclarations();
476
477         memset(&gl_state, 0, sizeof(gl_state));
478 }
479
480 static void gl_backend_newmap(void)
481 {
482 }
483
484 static void gl_backend_devicelost(void)
485 {
486         int i, endindex;
487         r_meshbuffer_t *buffer;
488 #ifdef SUPPORTD3D
489         gl_state.d3dvertexbuffer = NULL;
490 #endif
491         switch(vid.renderpath)
492         {
493         case RENDERPATH_GL11:
494         case RENDERPATH_GL13:
495         case RENDERPATH_GL20:
496         case RENDERPATH_SOFT:
497         case RENDERPATH_GLES1:
498         case RENDERPATH_GLES2:
499                 break;
500         case RENDERPATH_D3D9:
501 #ifdef SUPPORTD3D
502                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
503                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
504 #endif
505                 break;
506         case RENDERPATH_D3D10:
507                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
508                 break;
509         case RENDERPATH_D3D11:
510                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
511                 break;
512         }
513         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
514         for (i = 0;i < endindex;i++)
515         {
516                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
517                 if (!buffer || !buffer->isdynamic)
518                         continue;
519                 switch(vid.renderpath)
520                 {
521                 case RENDERPATH_GL11:
522                 case RENDERPATH_GL13:
523                 case RENDERPATH_GL20:
524                 case RENDERPATH_SOFT:
525                 case RENDERPATH_GLES1:
526                 case RENDERPATH_GLES2:
527                         break;
528                 case RENDERPATH_D3D9:
529 #ifdef SUPPORTD3D
530                         if (buffer->devicebuffer)
531                         {
532                                 if (buffer->isindexbuffer)
533                                         IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
534                                 else
535                                         IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
536                                 buffer->devicebuffer = NULL;
537                         }
538 #endif
539                         break;
540                 case RENDERPATH_D3D10:
541                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
542                         break;
543                 case RENDERPATH_D3D11:
544                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
545                         break;
546                 }
547         }
548 }
549
550 static void gl_backend_devicerestored(void)
551 {
552         switch(vid.renderpath)
553         {
554         case RENDERPATH_GL11:
555         case RENDERPATH_GL13:
556         case RENDERPATH_GL20:
557         case RENDERPATH_SOFT:
558         case RENDERPATH_GLES1:
559         case RENDERPATH_GLES2:
560                 break;
561         case RENDERPATH_D3D9:
562 #ifdef SUPPORTD3D
563                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
564                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
565 #endif
566                 break;
567         case RENDERPATH_D3D10:
568                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
569                 break;
570         case RENDERPATH_D3D11:
571                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
572                 break;
573         }
574 }
575
576 void gl_backend_init(void)
577 {
578         int i;
579
580         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
581         {
582                 polygonelement3s[i * 3 + 0] = 0;
583                 polygonelement3s[i * 3 + 1] = i + 1;
584                 polygonelement3s[i * 3 + 2] = i + 2;
585         }
586         // elements for rendering a series of quads as triangles
587         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
588         {
589                 quadelement3s[i * 6 + 0] = i * 4;
590                 quadelement3s[i * 6 + 1] = i * 4 + 1;
591                 quadelement3s[i * 6 + 2] = i * 4 + 2;
592                 quadelement3s[i * 6 + 3] = i * 4;
593                 quadelement3s[i * 6 + 4] = i * 4 + 2;
594                 quadelement3s[i * 6 + 5] = i * 4 + 3;
595         }
596
597         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
598                 polygonelement3i[i] = polygonelement3s[i];
599         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
600                 quadelement3i[i] = quadelement3s[i];
601
602         Cvar_RegisterVariable(&r_render);
603         Cvar_RegisterVariable(&r_renderview);
604         Cvar_RegisterVariable(&r_waterwarp);
605         Cvar_RegisterVariable(&gl_polyblend);
606         Cvar_RegisterVariable(&v_flipped);
607         Cvar_RegisterVariable(&gl_dither);
608         Cvar_RegisterVariable(&gl_vbo);
609         Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
610         Cvar_RegisterVariable(&gl_vbo_dynamicindex);
611         Cvar_RegisterVariable(&gl_paranoid);
612         Cvar_RegisterVariable(&gl_printcheckerror);
613
614         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
615         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
616         Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
617
618         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");
619
620         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
621 }
622
623 void GL_SetMirrorState(qboolean state);
624
625 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
626 {
627         vec4_t temp;
628         float iw;
629         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
630         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
631         iw = 1.0f / out[3];
632         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
633
634         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
635         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
636         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
637
638         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
639 }
640
641 void GL_Finish(void)
642 {
643         switch(vid.renderpath)
644         {
645         case RENDERPATH_GL11:
646         case RENDERPATH_GL13:
647         case RENDERPATH_GL20:
648         case RENDERPATH_GLES1:
649         case RENDERPATH_GLES2:
650                 qglFinish();
651                 break;
652         case RENDERPATH_D3D9:
653                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
654                 break;
655         case RENDERPATH_D3D10:
656                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
657                 break;
658         case RENDERPATH_D3D11:
659                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
660                 break;
661         case RENDERPATH_SOFT:
662                 DPSOFTRAST_Finish();
663                 break;
664         }
665 }
666
667 static int bboxedges[12][2] =
668 {
669         // top
670         {0, 1}, // +X
671         {0, 2}, // +Y
672         {1, 3}, // Y, +X
673         {2, 3}, // X, +Y
674         // bottom
675         {4, 5}, // +X
676         {4, 6}, // +Y
677         {5, 7}, // Y, +X
678         {6, 7}, // X, +Y
679         // verticals
680         {0, 4}, // +Z
681         {1, 5}, // X, +Z
682         {2, 6}, // Y, +Z
683         {3, 7}, // XY, +Z
684 };
685
686 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
687 {
688         int i, ix1, iy1, ix2, iy2;
689         float x1, y1, x2, y2;
690         vec4_t v, v2;
691         float vertex[20][3];
692         int j, k;
693         vec4_t plane4f;
694         int numvertices;
695         float corner[8][4];
696         float dist[8];
697         int sign[8];
698         float f;
699
700         scissor[0] = r_refdef.view.viewport.x;
701         scissor[1] = r_refdef.view.viewport.y;
702         scissor[2] = r_refdef.view.viewport.width;
703         scissor[3] = r_refdef.view.viewport.height;
704
705         // if view is inside the box, just say yes it's visible
706         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
707                 return false;
708
709         x1 = y1 = x2 = y2 = 0;
710
711         // transform all corners that are infront of the nearclip plane
712         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
713         plane4f[3] = r_refdef.view.frustum[4].dist;
714         numvertices = 0;
715         for (i = 0;i < 8;i++)
716         {
717                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
718                 dist[i] = DotProduct4(corner[i], plane4f);
719                 sign[i] = dist[i] > 0;
720                 if (!sign[i])
721                 {
722                         VectorCopy(corner[i], vertex[numvertices]);
723                         numvertices++;
724                 }
725         }
726         // if some points are behind the nearclip, add clipped edge points to make
727         // sure that the scissor boundary is complete
728         if (numvertices > 0 && numvertices < 8)
729         {
730                 // add clipped edge points
731                 for (i = 0;i < 12;i++)
732                 {
733                         j = bboxedges[i][0];
734                         k = bboxedges[i][1];
735                         if (sign[j] != sign[k])
736                         {
737                                 f = dist[j] / (dist[j] - dist[k]);
738                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
739                                 numvertices++;
740                         }
741                 }
742         }
743
744         // if we have no points to check, it is behind the view plane
745         if (!numvertices)
746                 return true;
747
748         // if we have some points to transform, check what screen area is covered
749         x1 = y1 = x2 = y2 = 0;
750         v[3] = 1.0f;
751         //Con_Printf("%i vertices to transform...\n", numvertices);
752         for (i = 0;i < numvertices;i++)
753         {
754                 VectorCopy(vertex[i], v);
755                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
756                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
757                 if (i)
758                 {
759                         if (x1 > v2[0]) x1 = v2[0];
760                         if (x2 < v2[0]) x2 = v2[0];
761                         if (y1 > v2[1]) y1 = v2[1];
762                         if (y2 < v2[1]) y2 = v2[1];
763                 }
764                 else
765                 {
766                         x1 = x2 = v2[0];
767                         y1 = y2 = v2[1];
768                 }
769         }
770
771         // now convert the scissor rectangle to integer screen coordinates
772         ix1 = (int)(x1 - 1.0f);
773         //iy1 = vid.height - (int)(y2 - 1.0f);
774         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
775         iy1 = (int)(y1 - 1.0f);
776         ix2 = (int)(x2 + 1.0f);
777         //iy2 = vid.height - (int)(y1 + 1.0f);
778         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
779         iy2 = (int)(y2 + 1.0f);
780         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
781
782         // clamp it to the screen
783         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
784         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
785         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
786         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
787
788         // if it is inside out, it's not visible
789         if (ix2 <= ix1 || iy2 <= iy1)
790                 return true;
791
792         // the light area is visible, set up the scissor rectangle
793         scissor[0] = ix1;
794         scissor[1] = iy1;
795         scissor[2] = ix2 - ix1;
796         scissor[3] = iy2 - iy1;
797
798         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
799         switch(vid.renderpath)
800         {
801         case RENDERPATH_D3D9:
802         case RENDERPATH_D3D10:
803         case RENDERPATH_D3D11:
804                 scissor[1] = vid.height - scissor[1] - scissor[3];
805                 break;
806         case RENDERPATH_GL11:
807         case RENDERPATH_GL13:
808         case RENDERPATH_GL20:
809         case RENDERPATH_SOFT:
810         case RENDERPATH_GLES1:
811         case RENDERPATH_GLES2:
812                 break;
813         }
814
815         return false;
816 }
817
818
819 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
820 {
821         float q[4];
822         float d;
823         float clipPlane[4], v3[3], v4[3];
824         float normal[3];
825
826         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
827
828         VectorSet(normal, normalx, normaly, normalz);
829         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
830         VectorScale(normal, -dist, v3);
831         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
832         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
833         clipPlane[3] = -DotProduct(v4, clipPlane);
834
835 #if 0
836 {
837         // testing code for comparing results
838         float clipPlane2[4];
839         VectorCopy4(clipPlane, clipPlane2);
840         R_EntityMatrix(&identitymatrix);
841         VectorSet(q, normal[0], normal[1], normal[2], -dist);
842         qglClipPlane(GL_CLIP_PLANE0, q);
843         qglGetClipPlane(GL_CLIP_PLANE0, q);
844         VectorCopy4(q, clipPlane);
845 }
846 #endif
847
848         // Calculate the clip-space corner point opposite the clipping plane
849         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
850         // transform it into camera space by multiplying it
851         // by the inverse of the projection matrix
852         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
853         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
854         q[2] = -1.0f;
855         q[3] = (1.0f + m[10]) / m[14];
856
857         // Calculate the scaled plane vector
858         d = 2.0f / DotProduct4(clipPlane, q);
859
860         // Replace the third row of the projection matrix
861         m[2] = clipPlane[0] * d;
862         m[6] = clipPlane[1] * d;
863         m[10] = clipPlane[2] * d + 1.0f;
864         m[14] = clipPlane[3] * d;
865 }
866
867 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)
868 {
869         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
870         float m[16];
871         memset(v, 0, sizeof(*v));
872         v->type = R_VIEWPORTTYPE_ORTHO;
873         v->cameramatrix = *cameramatrix;
874         v->x = x;
875         v->y = y;
876         v->z = 0;
877         v->width = width;
878         v->height = height;
879         v->depth = 1;
880         memset(m, 0, sizeof(m));
881         m[0]  = 2/(right - left);
882         m[5]  = 2/(top - bottom);
883         m[10] = -2/(zFar - zNear);
884         m[12] = - (right + left)/(right - left);
885         m[13] = - (top + bottom)/(top - bottom);
886         m[14] = - (zFar + zNear)/(zFar - zNear);
887         m[15] = 1;
888         switch(vid.renderpath)
889         {
890         case RENDERPATH_GL11:
891         case RENDERPATH_GL13:
892         case RENDERPATH_GL20:
893         case RENDERPATH_SOFT:
894         case RENDERPATH_GLES1:
895         case RENDERPATH_GLES2:
896                 break;
897         case RENDERPATH_D3D9:
898         case RENDERPATH_D3D10:
899         case RENDERPATH_D3D11:
900                 m[10] = -1/(zFar - zNear);
901                 m[14] = -zNear/(zFar-zNear);
902                 break;
903         }
904         v->screentodepth[0] = -farclip / (farclip - nearclip);
905         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
906
907         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
908
909         if (nearplane)
910                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
911
912         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
913
914 #if 0
915         {
916                 vec4_t test1;
917                 vec4_t test2;
918                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
919                 R_Viewport_TransformToScreen(v, test1, test2);
920                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
921         }
922 #endif
923 }
924
925 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)
926 {
927         matrix4x4_t tempmatrix, basematrix;
928         float m[16];
929         memset(v, 0, sizeof(*v));
930
931         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
932         v->cameramatrix = *cameramatrix;
933         v->x = x;
934         v->y = y;
935         v->z = 0;
936         v->width = width;
937         v->height = height;
938         v->depth = 1;
939         memset(m, 0, sizeof(m));
940         m[0]  = 1.0 / frustumx;
941         m[5]  = 1.0 / frustumy;
942         m[10] = -(farclip + nearclip) / (farclip - nearclip);
943         m[11] = -1;
944         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
945         v->screentodepth[0] = -farclip / (farclip - nearclip);
946         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
947
948         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
949         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
950         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
951         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
952
953         if (nearplane)
954                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
955
956         if(v_flipped.integer)
957         {
958                 m[0] = -m[0];
959                 m[4] = -m[4];
960                 m[8] = -m[8];
961                 m[12] = -m[12];
962         }
963
964         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
965 }
966
967 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)
968 {
969         matrix4x4_t tempmatrix, basematrix;
970         const float nudge = 1.0 - 1.0 / (1<<23);
971         float m[16];
972         memset(v, 0, sizeof(*v));
973
974         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
975         v->cameramatrix = *cameramatrix;
976         v->x = x;
977         v->y = y;
978         v->z = 0;
979         v->width = width;
980         v->height = height;
981         v->depth = 1;
982         memset(m, 0, sizeof(m));
983         m[ 0] = 1.0 / frustumx;
984         m[ 5] = 1.0 / frustumy;
985         m[10] = -nudge;
986         m[11] = -1;
987         m[14] = -2 * nearclip * nudge;
988         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
989         v->screentodepth[1] = m[14] * -0.5;
990
991         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
992         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
993         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
994         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
995
996         if (nearplane)
997                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
998
999         if(v_flipped.integer)
1000         {
1001                 m[0] = -m[0];
1002                 m[4] = -m[4];
1003                 m[8] = -m[8];
1004                 m[12] = -m[12];
1005         }
1006
1007         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1008 }
1009
1010 float cubeviewmatrix[6][16] =
1011 {
1012     // standard cubemap projections
1013     { // +X
1014          0, 0,-1, 0,
1015          0,-1, 0, 0,
1016         -1, 0, 0, 0,
1017          0, 0, 0, 1,
1018     },
1019     { // -X
1020          0, 0, 1, 0,
1021          0,-1, 0, 0,
1022          1, 0, 0, 0,
1023          0, 0, 0, 1,
1024     },
1025     { // +Y
1026          1, 0, 0, 0,
1027          0, 0,-1, 0,
1028          0, 1, 0, 0,
1029          0, 0, 0, 1,
1030     },
1031     { // -Y
1032          1, 0, 0, 0,
1033          0, 0, 1, 0,
1034          0,-1, 0, 0,
1035          0, 0, 0, 1,
1036     },
1037     { // +Z
1038          1, 0, 0, 0,
1039          0,-1, 0, 0,
1040          0, 0,-1, 0,
1041          0, 0, 0, 1,
1042     },
1043     { // -Z
1044         -1, 0, 0, 0,
1045          0,-1, 0, 0,
1046          0, 0, 1, 0,
1047          0, 0, 0, 1,
1048     },
1049 };
1050 float rectviewmatrix[6][16] =
1051 {
1052     // sign-preserving cubemap projections
1053     { // +X
1054          0, 0,-1, 0,
1055          0, 1, 0, 0,
1056          1, 0, 0, 0,
1057          0, 0, 0, 1,
1058     },
1059     { // -X
1060          0, 0, 1, 0,
1061          0, 1, 0, 0,
1062          1, 0, 0, 0,
1063          0, 0, 0, 1,
1064     },
1065     { // +Y
1066          1, 0, 0, 0,
1067          0, 0,-1, 0,
1068          0, 1, 0, 0,
1069          0, 0, 0, 1,
1070     },
1071     { // -Y
1072          1, 0, 0, 0,
1073          0, 0, 1, 0,
1074          0, 1, 0, 0,
1075          0, 0, 0, 1,
1076     },
1077     { // +Z
1078          1, 0, 0, 0,
1079          0, 1, 0, 0,
1080          0, 0,-1, 0,
1081          0, 0, 0, 1,
1082     },
1083     { // -Z
1084          1, 0, 0, 0,
1085          0, 1, 0, 0,
1086          0, 0, 1, 0,
1087          0, 0, 0, 1,
1088     },
1089 };
1090
1091 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1092 {
1093         matrix4x4_t tempmatrix, basematrix;
1094         float m[16];
1095         memset(v, 0, sizeof(*v));
1096         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1097         v->cameramatrix = *cameramatrix;
1098         v->width = size;
1099         v->height = size;
1100         v->depth = 1;
1101         memset(m, 0, sizeof(m));
1102         m[0] = m[5] = 1.0f;
1103         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1104         m[11] = -1;
1105         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1106
1107         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1108         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1109         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1110
1111         if (nearplane)
1112                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1113
1114         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1115 }
1116
1117 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)
1118 {
1119         matrix4x4_t tempmatrix, basematrix;
1120         float m[16];
1121         memset(v, 0, sizeof(*v));
1122         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1123         v->cameramatrix = *cameramatrix;
1124         v->x = (side & 1) * size;
1125         v->y = (side >> 1) * size;
1126         v->width = size;
1127         v->height = size;
1128         v->depth = 1;
1129         memset(m, 0, sizeof(m));
1130         m[0] = m[5] = 1.0f * ((float)size - border) / size;
1131         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1132         m[11] = -1;
1133         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1134
1135         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1136         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1137         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1138
1139         switch(vid.renderpath)
1140         {
1141         case RENDERPATH_GL20:
1142         case RENDERPATH_GL13:
1143         case RENDERPATH_GL11:
1144         case RENDERPATH_SOFT:
1145         case RENDERPATH_GLES1:
1146         case RENDERPATH_GLES2:
1147                 break;
1148         case RENDERPATH_D3D9:
1149                 m[5] *= -1;
1150                 break;
1151         case RENDERPATH_D3D10:
1152                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1153                 break;
1154         case RENDERPATH_D3D11:
1155                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1156                 break;
1157         }
1158
1159         if (nearplane)
1160                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1161
1162         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1163 }
1164
1165 void R_SetViewport(const r_viewport_t *v)
1166 {
1167         float m[16];
1168         gl_viewport = *v;
1169
1170         // FIXME: v_flipped_state is evil, this probably breaks somewhere
1171         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1172
1173         // copy over the matrices to our state
1174         gl_viewmatrix = v->viewmatrix;
1175         gl_projectionmatrix = v->projectmatrix;
1176
1177         switch(vid.renderpath)
1178         {
1179         case RENDERPATH_GL13:
1180         case RENDERPATH_GL11:
1181         case RENDERPATH_GLES1:
1182 #ifdef GL_PROJECTION
1183                 CHECKGLERROR
1184                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1185                 // Load the projection matrix into OpenGL
1186                 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1187                 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1188                 qglLoadMatrixf(m);CHECKGLERROR
1189                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1190 #endif
1191                 break;
1192         case RENDERPATH_D3D9:
1193 #ifdef SUPPORTD3D
1194                 {
1195                         D3DVIEWPORT9 d3dviewport;
1196                         d3dviewport.X = gl_viewport.x;
1197                         d3dviewport.Y = gl_viewport.y;
1198                         d3dviewport.Width = gl_viewport.width;
1199                         d3dviewport.Height = gl_viewport.height;
1200                         d3dviewport.MinZ = gl_state.depthrange[0];
1201                         d3dviewport.MaxZ = gl_state.depthrange[1];
1202                         IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1203                 }
1204 #endif
1205                 break;
1206         case RENDERPATH_D3D10:
1207                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1208                 break;
1209         case RENDERPATH_D3D11:
1210                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1211                 break;
1212         case RENDERPATH_SOFT:
1213                 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1214                 break;
1215         case RENDERPATH_GL20:
1216         case RENDERPATH_GLES2:
1217                 CHECKGLERROR
1218                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1219                 break;
1220         }
1221
1222         // force an update of the derived matrices
1223         gl_modelmatrixchanged = true;
1224         R_EntityMatrix(&gl_modelmatrix);
1225 }
1226
1227 void R_GetViewport(r_viewport_t *v)
1228 {
1229         *v = gl_viewport;
1230 }
1231
1232 static void GL_BindVBO(int bufferobject)
1233 {
1234         if (gl_state.vertexbufferobject != bufferobject)
1235         {
1236                 gl_state.vertexbufferobject = bufferobject;
1237                 CHECKGLERROR
1238                 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1239         }
1240 }
1241
1242 static void GL_BindEBO(int bufferobject)
1243 {
1244         if (gl_state.elementbufferobject != bufferobject)
1245         {
1246                 gl_state.elementbufferobject = bufferobject;
1247                 CHECKGLERROR
1248                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1249         }
1250 }
1251
1252 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1253 {
1254         int temp;
1255         switch(vid.renderpath)
1256         {
1257         case RENDERPATH_GL11:
1258         case RENDERPATH_GL13:
1259         case RENDERPATH_GL20:
1260         case RENDERPATH_GLES1:
1261         case RENDERPATH_GLES2:
1262                 if (!vid.support.ext_framebuffer_object)
1263                         return 0;
1264                 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
1265                 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1266                 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
1267                 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
1268                 if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
1269                 if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
1270                 if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
1271                 if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
1272                 return temp;
1273         case RENDERPATH_D3D9:
1274         case RENDERPATH_D3D10:
1275         case RENDERPATH_D3D11:
1276                 return 1;
1277         case RENDERPATH_SOFT:
1278                 return 1;
1279         }
1280         return 0;
1281 }
1282
1283 void R_Mesh_DestroyFramebufferObject(int fbo)
1284 {
1285         switch(vid.renderpath)
1286         {
1287         case RENDERPATH_GL11:
1288         case RENDERPATH_GL13:
1289         case RENDERPATH_GL20:
1290         case RENDERPATH_GLES1:
1291         case RENDERPATH_GLES2:
1292                 if (fbo)
1293                         qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
1294                 break;
1295         case RENDERPATH_D3D9:
1296         case RENDERPATH_D3D10:
1297         case RENDERPATH_D3D11:
1298                 break;
1299         case RENDERPATH_SOFT:
1300                 break;
1301         }
1302 }
1303
1304 #ifdef SUPPORTD3D
1305 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1306 {
1307 // 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)
1308         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)
1309                 return;
1310
1311         gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1312         if (gl_state.d3drt_depthsurface != depthsurface)
1313         {
1314                 gl_state.d3drt_depthsurface = depthsurface;
1315                 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1316         }
1317         if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1318         {
1319                 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1320                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1321         }
1322         if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1323         {
1324                 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1325                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1326         }
1327         if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1328         {
1329                 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1330                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1331         }
1332         if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1333         {
1334                 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1335                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1336         }
1337 }
1338 #endif
1339
1340 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1341 {
1342         unsigned int i;
1343         unsigned int j;
1344         rtexture_t *textures[5];
1345         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1346         textures[4] = depthtexture;
1347         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1348         for (j = 0;j < 5;j++)
1349                 if (textures[j])
1350                         for (i = 0;i < vid.teximageunits;i++)
1351                                 if (gl_state.units[i].texture == textures[j])
1352                                         R_Mesh_TexBind(i, NULL);
1353         // set up framebuffer object or render targets for the active rendering API
1354         switch(vid.renderpath)
1355         {
1356         case RENDERPATH_GL11:
1357         case RENDERPATH_GL13:
1358         case RENDERPATH_GL20:
1359         case RENDERPATH_GLES1:
1360         case RENDERPATH_GLES2:
1361                 if (gl_state.framebufferobject != fbo)
1362                 {
1363                         gl_state.framebufferobject = fbo;
1364                         qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1365                 }
1366                 break;
1367         case RENDERPATH_D3D9:
1368 #ifdef SUPPORTD3D
1369                 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1370                 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1371                 if (fbo)
1372                 {
1373                         IDirect3DSurface9 *colorsurfaces[4];
1374                         for (i = 0;i < 4;i++)
1375                         {
1376                                 colorsurfaces[i] = NULL;
1377                                 if (textures[i])
1378                                         IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
1379                         }
1380                         // set the render targets for real
1381                         R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
1382                         // release the texture surface levels (they won't be lost while bound...)
1383                         for (i = 0;i < 4;i++)
1384                                 if (textures[i])
1385                                         IDirect3DSurface9_Release(colorsurfaces[i]);
1386                 }
1387                 else
1388                         R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1389 #endif
1390                 break;
1391         case RENDERPATH_D3D10:
1392                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1393                 break;
1394         case RENDERPATH_D3D11:
1395                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1396                 break;
1397         case RENDERPATH_SOFT:
1398                 if (fbo)
1399                 {
1400                         int width, height;
1401                         unsigned int *pointers[5];
1402                         memset(pointers, 0, sizeof(pointers));
1403                         for (i = 0;i < 5;i++)
1404                                 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1405                         width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1406                         height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1407                         DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1408                 }
1409                 else
1410                         DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1411                 break;
1412         }
1413 }
1414
1415 #ifdef SUPPORTD3D
1416 static int d3dcmpforglfunc(int f)
1417 {
1418         switch(f)
1419         {
1420         case GL_NEVER: return D3DCMP_NEVER;
1421         case GL_LESS: return D3DCMP_LESS;
1422         case GL_EQUAL: return D3DCMP_EQUAL;
1423         case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1424         case GL_GREATER: return D3DCMP_GREATER;
1425         case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1426         case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1427         case GL_ALWAYS: return D3DCMP_ALWAYS;
1428         default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1429         }
1430 }
1431
1432 static int d3dstencilopforglfunc(int f)
1433 {
1434         switch(f)
1435         {
1436         case GL_KEEP: return D3DSTENCILOP_KEEP;
1437         case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1438         case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1439         default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1440         }
1441 }
1442 #endif
1443
1444 extern cvar_t r_transparent_alphatocoverage;
1445
1446 static void GL_Backend_ResetState(void)
1447 {
1448         unsigned int i;
1449         gl_state.active = true;
1450         gl_state.depthtest = true;
1451         gl_state.alphatest = false;
1452         gl_state.alphafunc = GL_GEQUAL;
1453         gl_state.alphafuncvalue = 0.5f;
1454         gl_state.alphatocoverage = false;
1455         gl_state.blendfunc1 = GL_ONE;
1456         gl_state.blendfunc2 = GL_ZERO;
1457         gl_state.blend = false;
1458         gl_state.depthmask = GL_TRUE;
1459         gl_state.colormask = 15;
1460         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1461         gl_state.lockrange_first = 0;
1462         gl_state.lockrange_count = 0;
1463         gl_state.cullface = GL_FRONT;
1464         gl_state.cullfaceenable = false;
1465         gl_state.polygonoffset[0] = 0;
1466         gl_state.polygonoffset[1] = 0;
1467         gl_state.framebufferobject = 0;
1468         gl_state.depthfunc = GL_LEQUAL;
1469
1470         switch(vid.renderpath)
1471         {
1472         case RENDERPATH_D3D9:
1473 #ifdef SUPPORTD3D
1474                 {
1475                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1476                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1477                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1478                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1479                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1480                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1481                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1482                 }
1483 #endif
1484                 break;
1485         case RENDERPATH_D3D10:
1486                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1487                 break;
1488         case RENDERPATH_D3D11:
1489                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1490                 break;
1491         case RENDERPATH_GL11:
1492         case RENDERPATH_GL13:
1493         case RENDERPATH_GLES1:
1494 #ifdef GL_ALPHA_TEST
1495                 CHECKGLERROR
1496
1497                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1498                 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1499                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1500                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1501                 qglDisable(GL_BLEND);CHECKGLERROR
1502                 qglCullFace(gl_state.cullface);CHECKGLERROR
1503                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1504                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1505                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1506                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1507                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1508
1509                 if (vid.support.arb_vertex_buffer_object)
1510                 {
1511                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1512                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1513                 }
1514
1515                 if (vid.support.ext_framebuffer_object)
1516                 {
1517                         //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);
1518                         qglBindFramebufferEXT(GL_FRAMEBUFFER, 0);
1519                 }
1520
1521                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1522                 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1523
1524                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1525                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1526                 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1527
1528                 if (vid.support.ext_framebuffer_object)
1529                         qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject);
1530
1531                 gl_state.unit = MAX_TEXTUREUNITS;
1532                 gl_state.clientunit = MAX_TEXTUREUNITS;
1533                 for (i = 0;i < vid.texunits;i++)
1534                 {
1535                         GL_ActiveTexture(i);
1536                         GL_ClientActiveTexture(i);
1537                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1538                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1539                         if (vid.support.ext_texture_3d)
1540                         {
1541                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1542                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1543                         }
1544                         if (vid.support.arb_texture_cube_map)
1545                         {
1546                                 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1547                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1548                         }
1549                         GL_BindVBO(0);
1550                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1551                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1552                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1553                         qglLoadIdentity();CHECKGLERROR
1554                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1555                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1556                 }
1557                 CHECKGLERROR
1558 #endif
1559                 break;
1560         case RENDERPATH_SOFT:
1561                 DPSOFTRAST_ColorMask(1,1,1,1);
1562                 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1563                 DPSOFTRAST_CullFace(gl_state.cullface);
1564                 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1565                 DPSOFTRAST_DepthMask(gl_state.depthmask);
1566                 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1567                 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1568                 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1569                 break;
1570         case RENDERPATH_GL20:
1571         case RENDERPATH_GLES2:
1572                 CHECKGLERROR
1573                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1574                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1575                 qglDisable(GL_BLEND);CHECKGLERROR
1576                 qglCullFace(gl_state.cullface);CHECKGLERROR
1577                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1578                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1579                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1580                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1581                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1582                 if (vid.support.arb_vertex_buffer_object)
1583                 {
1584                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1585                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1586                 }
1587                 if (vid.support.ext_framebuffer_object)
1588                         qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1589                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1590                 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1591                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1592                 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1593                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1594                 gl_state.unit = MAX_TEXTUREUNITS;
1595                 gl_state.clientunit = MAX_TEXTUREUNITS;
1596                 for (i = 0;i < vid.teximageunits;i++)
1597                 {
1598                         GL_ActiveTexture(i);
1599                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1600                         if (vid.support.ext_texture_3d)
1601                         {
1602                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1603                         }
1604                         if (vid.support.arb_texture_cube_map)
1605                         {
1606                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1607                         }
1608                 }
1609                 for (i = 0;i < vid.texarrayunits;i++)
1610                 {
1611                         GL_BindVBO(0);
1612                         qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1613                         qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1614                 }
1615                 CHECKGLERROR
1616                 break;
1617         }
1618 }
1619
1620 void GL_ActiveTexture(unsigned int num)
1621 {
1622         if (gl_state.unit != num)
1623         {
1624                 gl_state.unit = num;
1625                 switch(vid.renderpath)
1626                 {
1627                 case RENDERPATH_GL11:
1628                 case RENDERPATH_GL13:
1629                 case RENDERPATH_GL20:
1630                 case RENDERPATH_GLES1:
1631                 case RENDERPATH_GLES2:
1632                         if (qglActiveTexture)
1633                         {
1634                                 CHECKGLERROR
1635                                 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1636                                 CHECKGLERROR
1637                         }
1638                         break;
1639                 case RENDERPATH_D3D9:
1640                 case RENDERPATH_D3D10:
1641                 case RENDERPATH_D3D11:
1642                         break;
1643                 case RENDERPATH_SOFT:
1644                         break;
1645                 }
1646         }
1647 }
1648
1649 void GL_ClientActiveTexture(unsigned int num)
1650 {
1651         if (gl_state.clientunit != num)
1652         {
1653                 gl_state.clientunit = num;
1654                 switch(vid.renderpath)
1655                 {
1656                 case RENDERPATH_GL11:
1657                 case RENDERPATH_GL13:
1658                 case RENDERPATH_GLES1:
1659                         if (qglActiveTexture)
1660                         {
1661                                 CHECKGLERROR
1662                                 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1663                                 CHECKGLERROR
1664                         }
1665                         break;
1666                 case RENDERPATH_D3D9:
1667                 case RENDERPATH_D3D10:
1668                 case RENDERPATH_D3D11:
1669                         break;
1670                 case RENDERPATH_SOFT:
1671                         break;
1672                 case RENDERPATH_GL20:
1673                 case RENDERPATH_GLES2:
1674                         break;
1675                 }
1676         }
1677 }
1678
1679 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1680 {
1681         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1682         {
1683                 qboolean blendenable;
1684                 gl_state.blendfunc1 = blendfunc1;
1685                 gl_state.blendfunc2 = blendfunc2;
1686                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1687                 switch(vid.renderpath)
1688                 {
1689                 case RENDERPATH_GL11:
1690                 case RENDERPATH_GL13:
1691                 case RENDERPATH_GL20:
1692                 case RENDERPATH_GLES1:
1693                 case RENDERPATH_GLES2:
1694                         CHECKGLERROR
1695                         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1696                         if (gl_state.blend != blendenable)
1697                         {
1698                                 gl_state.blend = blendenable;
1699                                 if (!gl_state.blend)
1700                                 {
1701                                         qglDisable(GL_BLEND);CHECKGLERROR
1702                                 }
1703                                 else
1704                                 {
1705                                         qglEnable(GL_BLEND);CHECKGLERROR
1706                                 }
1707                         }
1708                         break;
1709                 case RENDERPATH_D3D9:
1710 #ifdef SUPPORTD3D
1711                         {
1712                                 int i;
1713                                 int glblendfunc[2];
1714                                 D3DBLEND d3dblendfunc[2];
1715                                 glblendfunc[0] = gl_state.blendfunc1;
1716                                 glblendfunc[1] = gl_state.blendfunc2;
1717                                 for (i = 0;i < 2;i++)
1718                                 {
1719                                         switch(glblendfunc[i])
1720                                         {
1721                                         case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1722                                         case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1723                                         case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1724                                         case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1725                                         case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1726                                         case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1727                                         case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1728                                         case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1729                                         case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1730                                         case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1731                                         }
1732                                 }
1733                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1734                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1735                                 if (gl_state.blend != blendenable)
1736                                 {
1737                                         gl_state.blend = blendenable;
1738                                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1739                                 }
1740                         }
1741 #endif
1742                         break;
1743                 case RENDERPATH_D3D10:
1744                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1745                         break;
1746                 case RENDERPATH_D3D11:
1747                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1748                         break;
1749                 case RENDERPATH_SOFT:
1750                         DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1751                         break;
1752                 }
1753         }
1754 }
1755
1756 void GL_DepthMask(int state)
1757 {
1758         if (gl_state.depthmask != state)
1759         {
1760                 gl_state.depthmask = state;
1761                 switch(vid.renderpath)
1762                 {
1763                 case RENDERPATH_GL11:
1764                 case RENDERPATH_GL13:
1765                 case RENDERPATH_GL20:
1766                 case RENDERPATH_GLES1:
1767                 case RENDERPATH_GLES2:
1768                         CHECKGLERROR
1769                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1770                         break;
1771                 case RENDERPATH_D3D9:
1772 #ifdef SUPPORTD3D
1773                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1774 #endif
1775                         break;
1776                 case RENDERPATH_D3D10:
1777                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1778                         break;
1779                 case RENDERPATH_D3D11:
1780                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1781                         break;
1782                 case RENDERPATH_SOFT:
1783                         DPSOFTRAST_DepthMask(gl_state.depthmask);
1784                         break;
1785                 }
1786         }
1787 }
1788
1789 void GL_DepthTest(int state)
1790 {
1791         if (gl_state.depthtest != state)
1792         {
1793                 gl_state.depthtest = state;
1794                 switch(vid.renderpath)
1795                 {
1796                 case RENDERPATH_GL11:
1797                 case RENDERPATH_GL13:
1798                 case RENDERPATH_GL20:
1799                 case RENDERPATH_GLES1:
1800                 case RENDERPATH_GLES2:
1801                         CHECKGLERROR
1802                         if (gl_state.depthtest)
1803                         {
1804                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1805                         }
1806                         else
1807                         {
1808                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1809                         }
1810                         break;
1811                 case RENDERPATH_D3D9:
1812 #ifdef SUPPORTD3D
1813                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1814 #endif
1815                         break;
1816                 case RENDERPATH_D3D10:
1817                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1818                         break;
1819                 case RENDERPATH_D3D11:
1820                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1821                         break;
1822                 case RENDERPATH_SOFT:
1823                         DPSOFTRAST_DepthTest(gl_state.depthtest);
1824                         break;
1825                 }
1826         }
1827 }
1828
1829 void GL_DepthFunc(int state)
1830 {
1831         if (gl_state.depthfunc != state)
1832         {
1833                 gl_state.depthfunc = state;
1834                 switch(vid.renderpath)
1835                 {
1836                 case RENDERPATH_GL11:
1837                 case RENDERPATH_GL13:
1838                 case RENDERPATH_GL20:
1839                 case RENDERPATH_GLES1:
1840                 case RENDERPATH_GLES2:
1841                         CHECKGLERROR
1842                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1843                         break;
1844                 case RENDERPATH_D3D9:
1845 #ifdef SUPPORTD3D
1846                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1847 #endif
1848                         break;
1849                 case RENDERPATH_D3D10:
1850                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1851                         break;
1852                 case RENDERPATH_D3D11:
1853                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854                         break;
1855                 case RENDERPATH_SOFT:
1856                         DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1857                         break;
1858                 }
1859         }
1860 }
1861
1862 void GL_DepthRange(float nearfrac, float farfrac)
1863 {
1864         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1865         {
1866                 gl_state.depthrange[0] = nearfrac;
1867                 gl_state.depthrange[1] = farfrac;
1868                 switch(vid.renderpath)
1869                 {
1870                 case RENDERPATH_GL11:
1871                 case RENDERPATH_GL13:
1872                 case RENDERPATH_GL20:
1873                 case RENDERPATH_GLES1:
1874                 case RENDERPATH_GLES2:
1875 #ifdef USE_GLES2
1876                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1877 #else
1878                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1879 #endif
1880                         break;
1881                 case RENDERPATH_D3D9:
1882 #ifdef SUPPORTD3D
1883                         {
1884                                 D3DVIEWPORT9 d3dviewport;
1885                                 d3dviewport.X = gl_viewport.x;
1886                                 d3dviewport.Y = gl_viewport.y;
1887                                 d3dviewport.Width = gl_viewport.width;
1888                                 d3dviewport.Height = gl_viewport.height;
1889                                 d3dviewport.MinZ = gl_state.depthrange[0];
1890                                 d3dviewport.MaxZ = gl_state.depthrange[1];
1891                                 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1892                         }
1893 #endif
1894                         break;
1895                 case RENDERPATH_D3D10:
1896                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1897                         break;
1898                 case RENDERPATH_D3D11:
1899                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1900                         break;
1901                 case RENDERPATH_SOFT:
1902                         DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1903                         break;
1904                 }
1905         }
1906 }
1907
1908 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)
1909 {
1910         switch (vid.renderpath)
1911         {
1912         case RENDERPATH_GL11:
1913         case RENDERPATH_GL13:
1914         case RENDERPATH_GL20:
1915         case RENDERPATH_GLES1:
1916         case RENDERPATH_GLES2:
1917                 CHECKGLERROR
1918                 if (enable)
1919                 {
1920                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1921                 }
1922                 else
1923                 {
1924                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1925                 }
1926                 if (vid.support.ati_separate_stencil)
1927                 {
1928                         qglStencilMask(writemask);CHECKGLERROR
1929                         qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1930                         qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1931                         qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1932                 }
1933                 else if (vid.support.ext_stencil_two_side)
1934                 {
1935 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
1936                         qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1937                         qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1938                         qglStencilMask(writemask);CHECKGLERROR
1939                         qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1940                         qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1941                         qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1942                         qglStencilMask(writemask);CHECKGLERROR
1943                         qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1944                         qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1945 #endif
1946                 }
1947                 break;
1948         case RENDERPATH_D3D9:
1949 #ifdef SUPPORTD3D
1950                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1951                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1952                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1953                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1954                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1955                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
1956                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
1957                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
1958                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
1959                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
1960                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
1961                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1962                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1963 #endif
1964                 break;
1965         case RENDERPATH_D3D10:
1966                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1967                 break;
1968         case RENDERPATH_D3D11:
1969                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1970                 break;
1971         case RENDERPATH_SOFT:
1972                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1973                 break;
1974         }
1975 }
1976
1977 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1978 {
1979         switch (vid.renderpath)
1980         {
1981         case RENDERPATH_GL11:
1982         case RENDERPATH_GL13:
1983         case RENDERPATH_GL20:
1984         case RENDERPATH_GLES1:
1985         case RENDERPATH_GLES2:
1986                 CHECKGLERROR
1987                 if (enable)
1988                 {
1989                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1990                 }
1991                 else
1992                 {
1993                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1994                 }
1995                 if (vid.support.ext_stencil_two_side)
1996                 {
1997 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
1998                         qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1999 #endif
2000                 }
2001                 qglStencilMask(writemask);CHECKGLERROR
2002                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2003                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2004                 CHECKGLERROR
2005                 break;
2006         case RENDERPATH_D3D9:
2007 #ifdef SUPPORTD3D
2008                 if (vid.support.ati_separate_stencil)
2009                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2010                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2011                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2012                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2013                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2014                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2015                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2016                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2017                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2018 #endif
2019                 break;
2020         case RENDERPATH_D3D10:
2021                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022                 break;
2023         case RENDERPATH_D3D11:
2024                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2025                 break;
2026         case RENDERPATH_SOFT:
2027                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2028                 break;
2029         }
2030 }
2031
2032 void GL_PolygonOffset(float planeoffset, float depthoffset)
2033 {
2034         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2035         {
2036                 gl_state.polygonoffset[0] = planeoffset;
2037                 gl_state.polygonoffset[1] = depthoffset;
2038                 switch(vid.renderpath)
2039                 {
2040                 case RENDERPATH_GL11:
2041                 case RENDERPATH_GL13:
2042                 case RENDERPATH_GL20:
2043                 case RENDERPATH_GLES1:
2044                 case RENDERPATH_GLES2:
2045                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2046                         break;
2047                 case RENDERPATH_D3D9:
2048 #ifdef SUPPORTD3D
2049                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2050                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2051 #endif
2052                         break;
2053                 case RENDERPATH_D3D10:
2054                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2055                         break;
2056                 case RENDERPATH_D3D11:
2057                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2058                         break;
2059                 case RENDERPATH_SOFT:
2060                         DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2061                         break;
2062                 }
2063         }
2064 }
2065
2066 void GL_SetMirrorState(qboolean state)
2067 {
2068         if (v_flipped_state != state)
2069         {
2070                 v_flipped_state = state;
2071                 if (gl_state.cullface == GL_BACK)
2072                         gl_state.cullface = GL_FRONT;
2073                 else if (gl_state.cullface == GL_FRONT)
2074                         gl_state.cullface = GL_BACK;
2075                 else
2076                         return;
2077                 switch(vid.renderpath)
2078                 {
2079                 case RENDERPATH_GL11:
2080                 case RENDERPATH_GL13:
2081                 case RENDERPATH_GL20:
2082                 case RENDERPATH_GLES1:
2083                 case RENDERPATH_GLES2:
2084                         qglCullFace(gl_state.cullface);CHECKGLERROR
2085                         break;
2086                 case RENDERPATH_D3D9:
2087 #ifdef SUPPORTD3D
2088                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2089 #endif
2090                         break;
2091                 case RENDERPATH_D3D10:
2092                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2093                         break;
2094                 case RENDERPATH_D3D11:
2095                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2096                         break;
2097                 case RENDERPATH_SOFT:
2098                         DPSOFTRAST_CullFace(gl_state.cullface);
2099                         break;
2100                 }
2101         }
2102 }
2103
2104 void GL_CullFace(int state)
2105 {
2106         if(v_flipped_state)
2107         {
2108                 if(state == GL_FRONT)
2109                         state = GL_BACK;
2110                 else if(state == GL_BACK)
2111                         state = GL_FRONT;
2112         }
2113
2114         switch(vid.renderpath)
2115         {
2116         case RENDERPATH_GL11:
2117         case RENDERPATH_GL13:
2118         case RENDERPATH_GL20:
2119         case RENDERPATH_GLES1:
2120         case RENDERPATH_GLES2:
2121                 CHECKGLERROR
2122
2123                 if (state != GL_NONE)
2124                 {
2125                         if (!gl_state.cullfaceenable)
2126                         {
2127                                 gl_state.cullfaceenable = true;
2128                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
2129                         }
2130                         if (gl_state.cullface != state)
2131                         {
2132                                 gl_state.cullface = state;
2133                                 qglCullFace(gl_state.cullface);CHECKGLERROR
2134                         }
2135                 }
2136                 else
2137                 {
2138                         if (gl_state.cullfaceenable)
2139                         {
2140                                 gl_state.cullfaceenable = false;
2141                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
2142                         }
2143                 }
2144                 break;
2145         case RENDERPATH_D3D9:
2146 #ifdef SUPPORTD3D
2147                 if (gl_state.cullface != state)
2148                 {
2149                         gl_state.cullface = state;
2150                         switch(gl_state.cullface)
2151                         {
2152                         case GL_NONE:
2153                                 gl_state.cullfaceenable = false;
2154                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2155                                 break;
2156                         case GL_FRONT:
2157                                 gl_state.cullfaceenable = true;
2158                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2159                                 break;
2160                         case GL_BACK:
2161                                 gl_state.cullfaceenable = true;
2162                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2163                                 break;
2164                         }
2165                 }
2166 #endif
2167                 break;
2168         case RENDERPATH_D3D10:
2169                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2170                 break;
2171         case RENDERPATH_D3D11:
2172                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2173                 break;
2174         case RENDERPATH_SOFT:
2175                 if (gl_state.cullface != state)
2176                 {
2177                         gl_state.cullface = state;
2178                         gl_state.cullfaceenable = state != GL_NONE ? true : false;
2179                         DPSOFTRAST_CullFace(gl_state.cullface);
2180                 }
2181                 break;
2182         }
2183 }
2184
2185 void GL_AlphaTest(int state)
2186 {
2187         if (gl_state.alphatest != state)
2188         {
2189                 gl_state.alphatest = state;
2190                 switch(vid.renderpath)
2191                 {
2192                 case RENDERPATH_GL11:
2193                 case RENDERPATH_GL13:
2194                 case RENDERPATH_GLES1:
2195 #ifdef GL_ALPHA_TEST
2196                         // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2197                         CHECKGLERROR
2198                         if (gl_state.alphatest)
2199                         {
2200                                 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2201                         }
2202                         else
2203                         {
2204                                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2205                         }
2206 #endif
2207                         break;
2208                 case RENDERPATH_D3D9:
2209                 case RENDERPATH_D3D10:
2210                 case RENDERPATH_D3D11:
2211                 case RENDERPATH_SOFT:
2212                 case RENDERPATH_GL20:
2213                 case RENDERPATH_GLES2:
2214                         break;
2215                 }
2216         }
2217 }
2218
2219 void GL_AlphaToCoverage(qboolean state)
2220 {
2221         if (gl_state.alphatocoverage != state)
2222         {
2223                 gl_state.alphatocoverage = state;
2224                 switch(vid.renderpath)
2225                 {
2226                 case RENDERPATH_GL11:
2227                 case RENDERPATH_GL13:
2228                 case RENDERPATH_GLES1:
2229                 case RENDERPATH_GLES2:
2230                 case RENDERPATH_D3D9:
2231                 case RENDERPATH_D3D10:
2232                 case RENDERPATH_D3D11:
2233                 case RENDERPATH_SOFT:
2234                         break;
2235                 case RENDERPATH_GL20:
2236 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2237                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2238                         CHECKGLERROR
2239                         if (gl_state.alphatocoverage)
2240                         {
2241                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2242 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2243                         }
2244                         else
2245                         {
2246                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2247 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2248                         }
2249 #endif
2250                         break;
2251                 }
2252         }
2253 }
2254
2255 void GL_ColorMask(int r, int g, int b, int a)
2256 {
2257         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2258         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2259         if (gl_state.colormask != state)
2260         {
2261                 gl_state.colormask = state;
2262                 switch(vid.renderpath)
2263                 {
2264                 case RENDERPATH_GL11:
2265                 case RENDERPATH_GL13:
2266                 case RENDERPATH_GL20:
2267                 case RENDERPATH_GLES1:
2268                 case RENDERPATH_GLES2:
2269                         CHECKGLERROR
2270                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2271                         break;
2272                 case RENDERPATH_D3D9:
2273 #ifdef SUPPORTD3D
2274                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2275 #endif
2276                         break;
2277                 case RENDERPATH_D3D10:
2278                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2279                         break;
2280                 case RENDERPATH_D3D11:
2281                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2282                         break;
2283                 case RENDERPATH_SOFT:
2284                         DPSOFTRAST_ColorMask(r, g, b, a);
2285                         break;
2286                 }
2287         }
2288 }
2289
2290 void GL_Color(float cr, float cg, float cb, float ca)
2291 {
2292         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)
2293         {
2294                 gl_state.color4f[0] = cr;
2295                 gl_state.color4f[1] = cg;
2296                 gl_state.color4f[2] = cb;
2297                 gl_state.color4f[3] = ca;
2298                 switch(vid.renderpath)
2299                 {
2300                 case RENDERPATH_GL11:
2301                 case RENDERPATH_GL13:
2302                 case RENDERPATH_GLES1:
2303                         CHECKGLERROR
2304                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2305                         CHECKGLERROR
2306                         break;
2307                 case RENDERPATH_D3D9:
2308                 case RENDERPATH_D3D10:
2309                 case RENDERPATH_D3D11:
2310                         // no equivalent in D3D
2311                         break;
2312                 case RENDERPATH_SOFT:
2313                         DPSOFTRAST_Color4f(cr, cg, cb, ca);
2314                         break;
2315                 case RENDERPATH_GL20:
2316                 case RENDERPATH_GLES2:
2317                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2318                         break;
2319                 }
2320         }
2321 }
2322
2323 void GL_Scissor (int x, int y, int width, int height)
2324 {
2325         switch(vid.renderpath)
2326         {
2327         case RENDERPATH_GL11:
2328         case RENDERPATH_GL13:
2329         case RENDERPATH_GL20:
2330         case RENDERPATH_GLES1:
2331         case RENDERPATH_GLES2:
2332                 CHECKGLERROR
2333                 qglScissor(x, y,width,height);
2334                 CHECKGLERROR
2335                 break;
2336         case RENDERPATH_D3D9:
2337 #ifdef SUPPORTD3D
2338                 {
2339                         RECT d3drect;
2340                         d3drect.left = x;
2341                         d3drect.top = y;
2342                         d3drect.right = x + width;
2343                         d3drect.bottom = y + height;
2344                         IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2345                 }
2346 #endif
2347                 break;
2348         case RENDERPATH_D3D10:
2349                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2350                 break;
2351         case RENDERPATH_D3D11:
2352                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2353                 break;
2354         case RENDERPATH_SOFT:
2355                 DPSOFTRAST_Scissor(x, y, width, height);
2356                 break;
2357         }
2358 }
2359
2360 void GL_ScissorTest(int state)
2361 {
2362         if (gl_state.scissortest != state)
2363         {
2364                 gl_state.scissortest = state;
2365                 switch(vid.renderpath)
2366                 {
2367                 case RENDERPATH_GL11:
2368                 case RENDERPATH_GL13:
2369                 case RENDERPATH_GL20:
2370                 case RENDERPATH_GLES1:
2371                 case RENDERPATH_GLES2:
2372                         CHECKGLERROR
2373                         if(gl_state.scissortest)
2374                                 qglEnable(GL_SCISSOR_TEST);
2375                         else
2376                                 qglDisable(GL_SCISSOR_TEST);
2377                         CHECKGLERROR
2378                         break;
2379                 case RENDERPATH_D3D9:
2380 #ifdef SUPPORTD3D
2381                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2382 #endif
2383                         break;
2384                 case RENDERPATH_D3D10:
2385                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2386                         break;
2387                 case RENDERPATH_D3D11:
2388                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2389                         break;
2390                 case RENDERPATH_SOFT:
2391                         DPSOFTRAST_ScissorTest(gl_state.scissortest);
2392                         break;
2393                 }
2394         }
2395 }
2396
2397 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2398 {
2399         static const float blackcolor[4] = {0, 0, 0, 0};
2400         // prevent warnings when trying to clear a buffer that does not exist
2401         if (!colorvalue)
2402                 colorvalue = blackcolor;
2403         if (!vid.stencil)
2404         {
2405                 mask &= ~GL_STENCIL_BUFFER_BIT;
2406                 stencilvalue = 0;
2407         }
2408         switch(vid.renderpath)
2409         {
2410         case RENDERPATH_GL11:
2411         case RENDERPATH_GL13:
2412         case RENDERPATH_GL20:
2413         case RENDERPATH_GLES1:
2414         case RENDERPATH_GLES2:
2415                 CHECKGLERROR
2416                 if (mask & GL_COLOR_BUFFER_BIT)
2417                 {
2418                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2419                 }
2420                 if (mask & GL_DEPTH_BUFFER_BIT)
2421                 {
2422 #ifdef USE_GLES2
2423                         qglClearDepthf(depthvalue);CHECKGLERROR
2424 #else
2425                         qglClearDepth(depthvalue);CHECKGLERROR
2426 #endif
2427                 }
2428                 if (mask & GL_STENCIL_BUFFER_BIT)
2429                 {
2430                         qglClearStencil(stencilvalue);CHECKGLERROR
2431                 }
2432                 qglClear(mask);CHECKGLERROR
2433                 break;
2434         case RENDERPATH_D3D9:
2435 #ifdef SUPPORTD3D
2436                 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);
2437 #endif
2438                 break;
2439         case RENDERPATH_D3D10:
2440                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2441                 break;
2442         case RENDERPATH_D3D11:
2443                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2444                 break;
2445         case RENDERPATH_SOFT:
2446                 if (mask & GL_COLOR_BUFFER_BIT)
2447                         DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2448                 if (mask & GL_DEPTH_BUFFER_BIT)
2449                         DPSOFTRAST_ClearDepth(depthvalue);
2450                 break;
2451         }
2452 }
2453
2454 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2455 {
2456         switch(vid.renderpath)
2457         {
2458         case RENDERPATH_GL11:
2459         case RENDERPATH_GL13:
2460         case RENDERPATH_GL20:
2461         case RENDERPATH_GLES1:
2462         case RENDERPATH_GLES2:
2463                 CHECKGLERROR
2464                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2465                 break;
2466         case RENDERPATH_D3D9:
2467 #ifdef SUPPORTD3D
2468                 {
2469                         // LordHavoc: we can't directly download the backbuffer because it may be
2470                         // multisampled, and it may not be lockable, so we blit it to a lockable
2471                         // surface of the same dimensions (but without multisample) to resolve the
2472                         // multisample buffer to a normal image, and then lock that...
2473                         IDirect3DSurface9 *stretchsurface = NULL;
2474                         if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2475                         {
2476                                 D3DLOCKED_RECT lockedrect;
2477                                 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2478                                 {
2479                                         if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2480                                         {
2481                                                 int line;
2482                                                 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2483                                                 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2484                                                         memcpy(outpixels + line * width * 4, row, width * 4);
2485                                                 IDirect3DSurface9_UnlockRect(stretchsurface);
2486                                         }
2487                                 }
2488                                 IDirect3DSurface9_Release(stretchsurface);
2489                         }
2490                         // code scraps
2491                         //IDirect3DSurface9 *syssurface = NULL;
2492                         //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2493                         //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2494                         //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2495                         //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2496                         //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2497                         //IDirect3DSurface9_UnlockRect(syssurface);
2498                         //IDirect3DSurface9_Release(syssurface);
2499                 }
2500 #endif
2501                 break;
2502         case RENDERPATH_D3D10:
2503                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2504                 break;
2505         case RENDERPATH_D3D11:
2506                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2507                 break;
2508         case RENDERPATH_SOFT:
2509                 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2510                 break;
2511         }
2512 }
2513
2514 // called at beginning of frame
2515 void R_Mesh_Start(void)
2516 {
2517         BACKENDACTIVECHECK
2518         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2519         R_Mesh_SetUseVBO();
2520         if (gl_printcheckerror.integer && !gl_paranoid.integer)
2521         {
2522                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2523                 Cvar_SetValueQuick(&gl_paranoid, 1);
2524         }
2525 }
2526
2527 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2528 {
2529         int shaderobject;
2530         int shadercompiled;
2531         char compilelog[MAX_INPUTLINE];
2532         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2533         if (!shaderobject)
2534                 return false;
2535         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2536         qglCompileShader(shaderobject);CHECKGLERROR
2537         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2538         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2539         if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer))
2540         {
2541                 int i, j, pretextlines = 0;
2542                 for (i = 0;i < numstrings - 1;i++)
2543                         for (j = 0;strings[i][j];j++)
2544                                 if (strings[i][j] == '\n')
2545                                         pretextlines++;
2546                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2547         }
2548         if (!shadercompiled)
2549         {
2550                 qglDeleteShader(shaderobject);CHECKGLERROR
2551                 return false;
2552         }
2553         qglAttachShader(programobject, shaderobject);CHECKGLERROR
2554         qglDeleteShader(shaderobject);CHECKGLERROR
2555         return true;
2556 }
2557
2558 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)
2559 {
2560         GLint programlinked;
2561         GLuint programobject = 0;
2562         char linklog[MAX_INPUTLINE];
2563         CHECKGLERROR
2564
2565         programobject = qglCreateProgram();CHECKGLERROR
2566         if (!programobject)
2567                 return 0;
2568
2569         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2570         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
2571         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2572         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2573         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2574         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2575         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2576         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2577         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
2578         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
2579 #ifndef USE_GLES2
2580         if(vid.support.gl20shaders130)
2581                 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2582 #endif
2583
2584         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2585                 goto cleanup;
2586
2587 #ifdef GL_GEOMETRY_SHADER
2588         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2589                 goto cleanup;
2590 #endif
2591
2592         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2593                 goto cleanup;
2594
2595         qglLinkProgram(programobject);CHECKGLERROR
2596         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2597         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2598         if (linklog[0])
2599         {
2600                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2601                         Con_DPrintf("program link log:\n%s\n", linklog);
2602                 // software vertex shader is ok but software fragment shader is WAY
2603                 // too slow, fail program if so.
2604                 // NOTE: this string might be ATI specific, but that's ok because the
2605                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2606                 // software fragment shader due to low instruction and dependent
2607                 // texture limits.
2608                 if (strstr(linklog, "fragment shader will run in software"))
2609                         programlinked = false;
2610         }
2611         if (!programlinked)
2612                 goto cleanup;
2613         return programobject;
2614 cleanup:
2615         qglDeleteProgram(programobject);CHECKGLERROR
2616         return 0;
2617 }
2618
2619 void GL_Backend_FreeProgram(unsigned int prog)
2620 {
2621         CHECKGLERROR
2622         qglDeleteProgram(prog);
2623         CHECKGLERROR
2624 }
2625
2626 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
2627 {
2628         int i;
2629         if (offset)
2630         {
2631                 for (i = 0;i < count;i++)
2632                         *out++ = *in++ + offset;
2633         }
2634         else
2635                 memcpy(out, in, sizeof(*out) * count);
2636 }
2637
2638 // renders triangles using vertices from the active arrays
2639 int paranoidblah = 0;
2640 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)
2641 {
2642         unsigned int numelements = numtriangles * 3;
2643         int bufferobject3i;
2644         size_t bufferoffset3i;
2645         int bufferobject3s;
2646         size_t bufferoffset3s;
2647         if (numvertices < 3 || numtriangles < 1)
2648         {
2649                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2650                         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);
2651                 return;
2652         }
2653         if (!gl_mesh_prefer_short_elements.integer)
2654         {
2655                 if (element3i)
2656                         element3s = NULL;
2657                 if (element3i_indexbuffer)
2658                         element3i_indexbuffer = NULL;
2659         }
2660         // adjust the pointers for firsttriangle
2661         if (element3i)
2662                 element3i += firsttriangle * 3;
2663         if (element3i_indexbuffer)
2664                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2665         if (element3s)
2666                 element3s += firsttriangle * 3;
2667         if (element3s_indexbuffer)
2668                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2669         switch(vid.renderpath)
2670         {
2671         case RENDERPATH_GL11:
2672         case RENDERPATH_GL13:
2673         case RENDERPATH_GL20:
2674         case RENDERPATH_GLES1:
2675         case RENDERPATH_GLES2:
2676                 // check if the user specified to ignore static index buffers
2677                 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2678                 {
2679                         element3i_indexbuffer = NULL;
2680                         element3s_indexbuffer = NULL;
2681                 }
2682                 break;
2683         case RENDERPATH_D3D9:
2684         case RENDERPATH_D3D10:
2685         case RENDERPATH_D3D11:
2686                 break;
2687         case RENDERPATH_SOFT:
2688                 break;
2689         }
2690         // upload a dynamic index buffer if needed
2691         if (element3s)
2692         {
2693                 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2694                 {
2695                         if (gl_state.draw_dynamicindexbuffer)
2696                                 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2697                         else
2698                                 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2699                         element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2700                         element3s_bufferoffset = 0;
2701                 }
2702         }
2703         else if (element3i)
2704         {
2705                 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2706                 {
2707                         if (gl_state.draw_dynamicindexbuffer)
2708                                 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2709                         else
2710                                 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2711                         element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2712                         element3i_bufferoffset = 0;
2713                 }
2714         }
2715         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2716         bufferoffset3i = element3i_bufferoffset;
2717         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2718         bufferoffset3s = element3s_bufferoffset;
2719         r_refdef.stats.draws++;
2720         r_refdef.stats.draws_vertices += numvertices;
2721         r_refdef.stats.draws_elements += numelements;
2722         if (gl_paranoid.integer)
2723         {
2724                 unsigned int i;
2725                 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2726 #if 0
2727                 unsigned int j, size;
2728                 const int *p;
2729                 // note: there's no validation done here on buffer objects because it
2730                 // is somewhat difficult to get at the data, and gl_paranoid can be
2731                 // used without buffer objects if the need arises
2732                 // (the data could be gotten using glMapBuffer but it would be very
2733                 //  slow due to uncachable video memory reads)
2734                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2735                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2736                 CHECKGLERROR
2737                 if (gl_state.pointer_vertex_pointer)
2738                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2739                                 paranoidblah += *p;
2740                 if (gl_state.pointer_color_enabled)
2741                 {
2742                         if (!qglIsEnabled(GL_COLOR_ARRAY))
2743                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2744                         CHECKGLERROR
2745                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2746                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2747                                         paranoidblah += *p;
2748                 }
2749                 for (i = 0;i < vid.texarrayunits;i++)
2750                 {
2751                         if (gl_state.units[i].arrayenabled)
2752                         {
2753                                 GL_ClientActiveTexture(i);
2754                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2755                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2756                                 CHECKGLERROR
2757                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2758                                         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++)
2759                                                 paranoidblah += *p;
2760                         }
2761                 }
2762 #endif
2763                 if (element3i)
2764                 {
2765                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2766                         {
2767                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2768                                 {
2769                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2770                                         return;
2771                                 }
2772                         }
2773                 }
2774                 if (element3s)
2775                 {
2776                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2777                         {
2778                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2779                                 {
2780                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2781                                         return;
2782                                 }
2783                         }
2784                 }
2785         }
2786         if (r_render.integer || r_refdef.draw2dstage)
2787         {
2788                 switch(vid.renderpath)
2789                 {
2790                 case RENDERPATH_GL11:
2791                 case RENDERPATH_GL13:
2792                 case RENDERPATH_GL20:
2793                         CHECKGLERROR
2794                         if (gl_mesh_testmanualfeeding.integer)
2795                         {
2796 #ifndef USE_GLES2
2797                                 unsigned int i, j, element;
2798                                 const GLfloat *p;
2799                                 qglBegin(GL_TRIANGLES);
2800                                 if(vid.renderpath == RENDERPATH_GL20)
2801                                 {
2802                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2803                                         {
2804                                                 if (element3i)
2805                                                         element = element3i[i];
2806                                                 else if (element3s)
2807                                                         element = element3s[i];
2808                                                 else
2809                                                         element = firstvertex + i;
2810                                                 for (j = 0;j < vid.texarrayunits;j++)
2811                                                 {
2812                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2813                                                         {
2814                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2815                                                                 {
2816                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2817                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2818                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2819                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2820                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2821                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2822                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2823                                                                         else
2824                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2825                                                                 }
2826                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2827                                                                 {
2828                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2829                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2830                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2831                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2832                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2833                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2834                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2835                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2836                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2837                                                                 }
2838                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2839                                                                 {
2840                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2841                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2842                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2843                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2844                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2845                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2846                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2847                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2848                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2849                                                                 }
2850                                                         }
2851                                                 }
2852                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2853                                                 {
2854                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
2855                                                         {
2856                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2857                                                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2858                                                         }
2859                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2860                                                         {
2861                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2862                                                                 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2863                                                         }
2864                                                 }
2865                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2866                                                 {
2867                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2868                                                         if (gl_state.pointer_vertex_components == 4)
2869                                                                 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2870                                                         else if (gl_state.pointer_vertex_components == 3)
2871                                                                 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2872                                                         else
2873                                                                 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2874                                                 }
2875                                         }
2876                                 }
2877                                 else
2878                                 {
2879                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2880                                         {
2881                                                 if (element3i)
2882                                                         element = element3i[i];
2883                                                 else if (element3s)
2884                                                         element = element3s[i];
2885                                                 else
2886                                                         element = firstvertex + i;
2887                                                 for (j = 0;j < vid.texarrayunits;j++)
2888                                                 {
2889                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2890                                                         {
2891                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2892                                                                 {
2893                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2894                                                                         if (vid.texarrayunits > 1)
2895                                                                         {
2896                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2897                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
2898                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2899                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
2900                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2901                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
2902                                                                                 else
2903                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
2904                                                                         }
2905                                                                         else
2906                                                                         {
2907                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2908                                                                                         qglTexCoord4f(p[0], p[1], p[2], p[3]);
2909                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2910                                                                                         qglTexCoord3f(p[0], p[1], p[2]);
2911                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2912                                                                                         qglTexCoord2f(p[0], p[1]);
2913                                                                                 else
2914                                                                                         qglTexCoord1f(p[0]);
2915                                                                         }
2916                                                                 }
2917                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2918                                                                 {
2919                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2920                                                                         if (vid.texarrayunits > 1)
2921                                                                         {
2922                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2923                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
2924                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2925                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
2926                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2927                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
2928                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2929                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
2930                                                                         }
2931                                                                         else
2932                                                                         {
2933                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2934                                                                                         qglTexCoord4f(s[0], s[1], s[2], s[3]);
2935                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2936                                                                                         qglTexCoord3f(s[0], s[1], s[2]);
2937                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2938                                                                                         qglTexCoord2f(s[0], s[1]);
2939                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2940                                                                                         qglTexCoord1f(s[0]);
2941                                                                         }
2942                                                                 }
2943                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2944                                                                 {
2945                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2946                                                                         if (vid.texarrayunits > 1)
2947                                                                         {
2948                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2949                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
2950                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2951                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
2952                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2953                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
2954                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2955                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
2956                                                                         }
2957                                                                         else
2958                                                                         {
2959                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2960                                                                                         qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2961                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2962                                                                                         qglTexCoord3f(sb[0], sb[1], sb[2]);
2963                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2964                                                                                         qglTexCoord2f(sb[0], sb[1]);
2965                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2966                                                                                         qglTexCoord1f(sb[0]);
2967                                                                         }
2968                                                                 }
2969                                                         }
2970                                                 }
2971                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2972                                                 {
2973                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
2974                                                         {
2975                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2976                                                                 qglColor4f(p[0], p[1], p[2], p[3]);
2977                                                         }
2978                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2979                                                         {
2980                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2981                                                                 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
2982                                                         }
2983                                                 }
2984                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2985                                                 {
2986                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2987                                                         if (gl_state.pointer_vertex_components == 4)
2988                                                                 qglVertex4f(p[0], p[1], p[2], p[3]);
2989                                                         else if (gl_state.pointer_vertex_components == 3)
2990                                                                 qglVertex3f(p[0], p[1], p[2]);
2991                                                         else
2992                                                                 qglVertex2f(p[0], p[1]);
2993                                                 }
2994                                         }
2995                                 }
2996                                 qglEnd();
2997                                 CHECKGLERROR
2998 #endif
2999                         }
3000                         else if (bufferobject3s)
3001                         {
3002                                 GL_BindEBO(bufferobject3s);
3003 #ifndef USE_GLES2
3004                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3005                                 {
3006                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3007                                         CHECKGLERROR
3008                                 }
3009                                 else
3010 #endif
3011                                 {
3012                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3013                                         CHECKGLERROR
3014                                 }
3015                         }
3016                         else if (bufferobject3i)
3017                         {
3018                                 GL_BindEBO(bufferobject3i);
3019 #ifndef USE_GLES2
3020                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3021                                 {
3022                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3023                                         CHECKGLERROR
3024                                 }
3025                                 else
3026 #endif
3027                                 {
3028                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3029                                         CHECKGLERROR
3030                                 }
3031                         }
3032                         else if (element3s)
3033                         {
3034                                 GL_BindEBO(0);
3035 #ifndef USE_GLES2
3036                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3037                                 {
3038                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3039                                         CHECKGLERROR
3040                                 }
3041                                 else
3042 #endif
3043                                 {
3044                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3045                                         CHECKGLERROR
3046                                 }
3047                         }
3048                         else if (element3i)
3049                         {
3050                                 GL_BindEBO(0);
3051 #ifndef USE_GLES2
3052                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3053                                 {
3054                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3055                                         CHECKGLERROR
3056                                 }
3057                                 else
3058 #endif
3059                                 {
3060                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3061                                         CHECKGLERROR
3062                                 }
3063                         }
3064                         else
3065                         {
3066                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3067                                 CHECKGLERROR
3068                         }
3069                         break;
3070                 case RENDERPATH_D3D9:
3071 #ifdef SUPPORTD3D
3072                         if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3073                         {
3074                                 if (element3s_indexbuffer)
3075                                 {
3076                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3077                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3078                                 }
3079                                 else if (element3i_indexbuffer)
3080                                 {
3081                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3082                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3083                                 }
3084                                 else
3085                                         IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3086                         }
3087                         else
3088                         {
3089                                 if (element3s)
3090                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3091                                 else if (element3i)
3092                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3093                                 else
3094                                         IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3095                         }
3096 #endif
3097                         break;
3098                 case RENDERPATH_D3D10:
3099                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3100                         break;
3101                 case RENDERPATH_D3D11:
3102                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3103                         break;
3104                 case RENDERPATH_SOFT:
3105                         DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3106                         break;
3107                 case RENDERPATH_GLES1:
3108                 case RENDERPATH_GLES2:
3109                         // GLES does not have glDrawRangeElements, and generally
3110                         // underperforms with index buffers, so this code path is
3111                         // relatively straightforward...
3112 #if 0
3113                         if (gl_paranoid.integer)
3114                         {
3115                                 int r, prog, enabled, i;
3116                                 GLsizei         attriblength;
3117                                 GLint           attribsize;
3118                                 GLenum          attribtype;
3119                                 GLchar          attribname[1024];
3120                                 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3121                                 if (r != GL_FRAMEBUFFER_COMPLETE)
3122                                         Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3123 #ifndef GL_CURRENT_PROGRAM
3124 #define GL_CURRENT_PROGRAM 0x8B8D
3125 #endif
3126                                 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3127                                 if (r < 0 || r > 10000)
3128                                         Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3129                                 prog = r;
3130                                 for (i = 0;i < 8;i++)
3131                                 {
3132                                         qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3133                                         if (!r)
3134                                                 continue;
3135                                         qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3136                                         Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
3137                                 }
3138                         }
3139 #endif
3140                         if (element3s)
3141                         {
3142                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3143                                 CHECKGLERROR
3144                         }
3145                         else if (element3i)
3146                         {
3147                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3148                                 CHECKGLERROR
3149                         }
3150                         else
3151                         {
3152                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3153                                 CHECKGLERROR
3154                         }
3155                         break;
3156                 }
3157         }
3158 }
3159
3160 // restores backend state, used when done with 3D rendering
3161 void R_Mesh_Finish(void)
3162 {
3163         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3164 }
3165
3166 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
3167 {
3168         r_meshbuffer_t *buffer;
3169         if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
3170                 return NULL;
3171         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3172         memset(buffer, 0, sizeof(*buffer));
3173         buffer->bufferobject = 0;
3174         buffer->devicebuffer = NULL;
3175         buffer->size = 0;
3176         buffer->isindexbuffer = isindexbuffer;
3177         buffer->isdynamic = isdynamic;
3178         buffer->isindex16 = isindex16;
3179         strlcpy(buffer->name, name, sizeof(buffer->name));
3180         R_Mesh_UpdateMeshBuffer(buffer, data, size);
3181         return buffer;
3182 }
3183
3184 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
3185 {
3186         if (!buffer)
3187                 return;
3188         if (buffer->isindexbuffer)
3189         {
3190                 r_refdef.stats.indexbufferuploadcount++;
3191                 r_refdef.stats.indexbufferuploadsize += size;
3192         }
3193         else
3194         {
3195                 r_refdef.stats.vertexbufferuploadcount++;
3196                 r_refdef.stats.vertexbufferuploadsize += size;
3197         }
3198         switch(vid.renderpath)
3199         {
3200         case RENDERPATH_GL11:
3201         case RENDERPATH_GL13:
3202         case RENDERPATH_GL20:
3203         case RENDERPATH_GLES1:
3204         case RENDERPATH_GLES2:
3205                 if (!buffer->bufferobject)
3206                         qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3207                 if (buffer->isindexbuffer)
3208                         GL_BindEBO(buffer->bufferobject);
3209                 else
3210                         GL_BindVBO(buffer->bufferobject);
3211                 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3212                 break;
3213         case RENDERPATH_D3D9:
3214 #ifdef SUPPORTD3D
3215                 {
3216                         int result;
3217                         void *datapointer = NULL;
3218                         if (buffer->isindexbuffer)
3219                         {
3220                                 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3221                                 if (size > buffer->size || !buffer->devicebuffer)
3222                                 {
3223                                         if (buffer->devicebuffer)
3224                                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3225                                         buffer->devicebuffer = NULL;
3226                                         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)))
3227                                                 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);
3228                                         buffer->devicebuffer = (void *)d3d9indexbuffer;
3229                                         buffer->size = size;
3230                                 }
3231                                 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3232                                 {
3233                                         if (data)
3234                                                 memcpy(datapointer, data, size);
3235                                         else
3236                                                 memset(datapointer, 0, size);
3237                                         IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3238                                 }
3239                         }
3240                         else
3241                         {
3242                                 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3243                                 if (size > buffer->size || !buffer->devicebuffer)
3244                                 {
3245                                         if (buffer->devicebuffer)
3246                                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3247                                         buffer->devicebuffer = NULL;
3248                                         if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3249                                                 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);
3250                                         buffer->devicebuffer = (void *)d3d9vertexbuffer;
3251                                         buffer->size = size;
3252                                 }
3253                                 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3254                                 {
3255                                         if (data)
3256                                                 memcpy(datapointer, data, size);
3257                                         else
3258                                                 memset(datapointer, 0, size);
3259                                         IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3260                                 }
3261                         }
3262                 }
3263 #endif
3264                 break;
3265         case RENDERPATH_D3D10:
3266                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3267                 break;
3268         case RENDERPATH_D3D11:
3269                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3270                 break;
3271         case RENDERPATH_SOFT:
3272                 break;
3273         }
3274 }
3275
3276 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3277 {
3278         if (!buffer)
3279                 return;
3280         switch(vid.renderpath)
3281         {
3282         case RENDERPATH_GL11:
3283         case RENDERPATH_GL13:
3284         case RENDERPATH_GL20:
3285         case RENDERPATH_GLES1:
3286         case RENDERPATH_GLES2:
3287                 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3288                 break;
3289         case RENDERPATH_D3D9:
3290 #ifdef SUPPORTD3D
3291                 if (gl_state.d3dvertexbuffer == (void *)buffer)
3292                         gl_state.d3dvertexbuffer = NULL;
3293                 if (buffer->devicebuffer)
3294                 {
3295                         if (buffer->isindexbuffer)
3296                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3297                         else
3298                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3299                         buffer->devicebuffer = NULL;
3300                 }
3301 #endif
3302                 break;
3303         case RENDERPATH_D3D10:
3304                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3305                 break;
3306         case RENDERPATH_D3D11:
3307                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3308                 break;
3309         case RENDERPATH_SOFT:
3310                 break;
3311         }
3312         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3313 }
3314
3315 void GL_Mesh_ListVBOs(qboolean printeach)
3316 {
3317         int i, endindex;
3318         size_t ebocount = 0, ebomemory = 0;
3319         size_t vbocount = 0, vbomemory = 0;
3320         r_meshbuffer_t *buffer;
3321         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3322         for (i = 0;i < endindex;i++)
3323         {
3324                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3325                 if (!buffer)
3326                         continue;
3327                 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)");}
3328                 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)");}
3329         }
3330         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);
3331 }
3332
3333
3334
3335 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3336 {
3337         switch(vid.renderpath)
3338         {
3339         case RENDERPATH_GL11:
3340         case RENDERPATH_GL13:
3341         case RENDERPATH_GLES1:
3342                 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)
3343                 {
3344                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3345                         gl_state.pointer_vertex_components = components;
3346                         gl_state.pointer_vertex_gltype = gltype;
3347                         gl_state.pointer_vertex_stride = stride;
3348                         gl_state.pointer_vertex_pointer = pointer;
3349                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3350                         gl_state.pointer_vertex_offset = bufferoffset;
3351                         CHECKGLERROR
3352                         GL_BindVBO(bufferobject);
3353                         qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3354                 }
3355                 break;
3356         case RENDERPATH_GL20:
3357         case RENDERPATH_GLES2:
3358                 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)
3359                 {
3360                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3361                         gl_state.pointer_vertex_components = components;
3362                         gl_state.pointer_vertex_gltype = gltype;
3363                         gl_state.pointer_vertex_stride = stride;
3364                         gl_state.pointer_vertex_pointer = pointer;
3365                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3366                         gl_state.pointer_vertex_offset = bufferoffset;
3367                         CHECKGLERROR
3368                         GL_BindVBO(bufferobject);
3369                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3370                 }
3371                 break;
3372         case RENDERPATH_D3D9:
3373         case RENDERPATH_D3D10:
3374         case RENDERPATH_D3D11:
3375         case RENDERPATH_SOFT:
3376                 break;
3377         }
3378 }
3379
3380 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3381 {
3382         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3383         // the pointer only.
3384         switch(vid.renderpath)
3385         {
3386         case RENDERPATH_GL11:
3387         case RENDERPATH_GL13:
3388         case RENDERPATH_GLES1:
3389 #ifdef GL_MODELVIEW
3390                 CHECKGLERROR
3391                 if (pointer)
3392                 {
3393                         // caller wants color array enabled
3394                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3395                         if (!gl_state.pointer_color_enabled)
3396                         {
3397                                 gl_state.pointer_color_enabled = true;
3398                                 CHECKGLERROR
3399                                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3400                         }
3401                         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)
3402                         {
3403                                 gl_state.pointer_color_components = components;
3404                                 gl_state.pointer_color_gltype = gltype;
3405                                 gl_state.pointer_color_stride = stride;
3406                                 gl_state.pointer_color_pointer = pointer;
3407                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3408                                 gl_state.pointer_color_offset = bufferoffset;
3409                                 CHECKGLERROR
3410                                 GL_BindVBO(bufferobject);
3411                                 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3412                         }
3413                 }
3414                 else
3415                 {
3416                         // caller wants color array disabled
3417                         if (gl_state.pointer_color_enabled)
3418                         {
3419                                 gl_state.pointer_color_enabled = false;
3420                                 CHECKGLERROR
3421                                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3422                                 // when color array is on the glColor gets trashed, set it again
3423                                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3424                         }
3425                 }
3426 #endif
3427                 break;
3428         case RENDERPATH_GL20:
3429         case RENDERPATH_GLES2:
3430                 CHECKGLERROR
3431                 if (pointer)
3432                 {
3433                         // caller wants color array enabled
3434                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3435                         if (!gl_state.pointer_color_enabled)
3436                         {
3437                                 gl_state.pointer_color_enabled = true;
3438                                 CHECKGLERROR
3439                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3440                         }
3441                         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)
3442                         {
3443                                 gl_state.pointer_color_components = components;
3444                                 gl_state.pointer_color_gltype = gltype;
3445                                 gl_state.pointer_color_stride = stride;
3446                                 gl_state.pointer_color_pointer = pointer;
3447                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3448                                 gl_state.pointer_color_offset = bufferoffset;
3449                                 CHECKGLERROR
3450                                 GL_BindVBO(bufferobject);
3451                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3452                         }
3453                 }
3454                 else
3455                 {
3456                         // caller wants color array disabled
3457                         if (gl_state.pointer_color_enabled)
3458                         {
3459                                 gl_state.pointer_color_enabled = false;
3460                                 CHECKGLERROR
3461                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3462                                 // when color array is on the glColor gets trashed, set it again
3463                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3464                         }
3465                 }
3466                 break;
3467         case RENDERPATH_D3D9:
3468         case RENDERPATH_D3D10:
3469         case RENDERPATH_D3D11:
3470         case RENDERPATH_SOFT:
3471                 break;
3472         }
3473 }
3474
3475 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)
3476 {
3477         gltextureunit_t *unit = gl_state.units + unitnum;
3478         // update array settings
3479         // note: there is no need to check bufferobject here because all cases
3480         // that involve a valid bufferobject also supply a texcoord array
3481         switch(vid.renderpath)
3482         {
3483         case RENDERPATH_GL11:
3484         case RENDERPATH_GL13:
3485         case RENDERPATH_GLES1:
3486 #ifdef GL_MODELVIEW
3487                 CHECKGLERROR
3488                 if (pointer)
3489                 {
3490                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3491                         // texture array unit is enabled, enable the array
3492                         if (!unit->arrayenabled)
3493                         {
3494                                 unit->arrayenabled = true;
3495                                 GL_ClientActiveTexture(unitnum);
3496                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3497                         }
3498                         // texcoord array
3499                         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)
3500                         {
3501                                 unit->pointer_texcoord_components = components;
3502                                 unit->pointer_texcoord_gltype = gltype;
3503                                 unit->pointer_texcoord_stride = stride;
3504                                 unit->pointer_texcoord_pointer = pointer;
3505                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3506                                 unit->pointer_texcoord_offset = bufferoffset;
3507                                 GL_ClientActiveTexture(unitnum);
3508                                 GL_BindVBO(bufferobject);
3509                                 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3510                         }
3511                 }
3512                 else
3513                 {
3514                         // texture array unit is disabled, disable the array
3515                         if (unit->arrayenabled)
3516                         {
3517                                 unit->arrayenabled = false;
3518                                 GL_ClientActiveTexture(unitnum);
3519                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3520                         }
3521                 }
3522 #endif
3523                 break;
3524         case RENDERPATH_GL20:
3525         case RENDERPATH_GLES2:
3526                 CHECKGLERROR
3527                 if (pointer)
3528                 {
3529                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3530                         // texture array unit is enabled, enable the array
3531                         if (!unit->arrayenabled)
3532                         {
3533                                 unit->arrayenabled = true;
3534                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3535                         }
3536                         // texcoord array
3537                         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)
3538                         {
3539                                 unit->pointer_texcoord_components = components;
3540                                 unit->pointer_texcoord_gltype = gltype;
3541                                 unit->pointer_texcoord_stride = stride;
3542                                 unit->pointer_texcoord_pointer = pointer;
3543                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3544                                 unit->pointer_texcoord_offset = bufferoffset;
3545                                 GL_BindVBO(bufferobject);
3546                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3547                         }
3548                 }
3549                 else
3550                 {
3551                         // texture array unit is disabled, disable the array
3552                         if (unit->arrayenabled)
3553                         {
3554                                 unit->arrayenabled = false;
3555                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3556                         }
3557                 }
3558                 break;
3559         case RENDERPATH_D3D9:
3560         case RENDERPATH_D3D10:
3561         case RENDERPATH_D3D11:
3562         case RENDERPATH_SOFT:
3563                 break;
3564         }
3565 }
3566
3567 int R_Mesh_TexBound(unsigned int unitnum, int id)
3568 {
3569         gltextureunit_t *unit = gl_state.units + unitnum;
3570         if (unitnum >= vid.teximageunits)
3571                 return 0;
3572         if (id == GL_TEXTURE_2D)
3573                 return unit->t2d;
3574         if (id == GL_TEXTURE_3D)
3575                 return unit->t3d;
3576         if (id == GL_TEXTURE_CUBE_MAP)
3577                 return unit->tcubemap;
3578         return 0;
3579 }
3580
3581 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3582 {
3583         switch(vid.renderpath)
3584         {
3585         case RENDERPATH_GL11:
3586         case RENDERPATH_GL13:
3587         case RENDERPATH_GL20:
3588         case RENDERPATH_GLES1:
3589         case RENDERPATH_GLES2:
3590                 R_Mesh_TexBind(0, tex);
3591                 GL_ActiveTexture(0);CHECKGLERROR
3592                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3593                 break;
3594         case RENDERPATH_D3D9:
3595 #ifdef SUPPORTD3D
3596                 {
3597                         IDirect3DSurface9 *currentsurface = NULL;
3598                         IDirect3DSurface9 *texturesurface = NULL;
3599                         RECT sourcerect;
3600                         RECT destrect;
3601                         sourcerect.left = sx;
3602                         sourcerect.top = sy;
3603                         sourcerect.right = sx + width;
3604                         sourcerect.bottom = sy + height;
3605                         destrect.left = tx;
3606                         destrect.top = ty;
3607                         destrect.right = tx + width;
3608                         destrect.bottom = ty + height;
3609                         if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3610                         {
3611                                 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &currentsurface)))
3612                                 {
3613                                         IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3614                                         IDirect3DSurface9_Release(currentsurface);
3615                                 }
3616                                 IDirect3DSurface9_Release(texturesurface);
3617                         }
3618                 }
3619 #endif
3620                 break;
3621         case RENDERPATH_D3D10:
3622                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3623                 break;
3624         case RENDERPATH_D3D11:
3625                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3626                 break;
3627         case RENDERPATH_SOFT:
3628                 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3629                 break;
3630         }
3631 }
3632
3633 #ifdef SUPPORTD3D
3634 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};
3635 #endif
3636
3637 void R_Mesh_ClearBindingsForTexture(int texnum)
3638 {
3639         gltextureunit_t *unit;
3640         unsigned int unitnum;
3641         // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
3642         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3643         {
3644                 unit = gl_state.units + unitnum;
3645                 if (unit->t2d == texnum)
3646                         unit->t2d = -1;
3647                 if (unit->t3d == texnum)
3648                         unit->t3d = -1;
3649                 if (unit->tcubemap == texnum)
3650                         unit->tcubemap = -1;
3651         }
3652 }
3653
3654 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3655 {
3656         gltextureunit_t *unit = gl_state.units + unitnum;
3657         int tex2d, tex3d, texcubemap, texnum;
3658         if (unitnum >= vid.teximageunits)
3659                 return;
3660 //      if (unit->texture == tex)
3661 //              return;
3662         switch(vid.renderpath)
3663         {
3664         case RENDERPATH_GL20:
3665         case RENDERPATH_GLES2:
3666                 if (!tex)
3667                 {
3668                         tex = r_texture_white;
3669                         // not initialized enough yet...
3670                         if (!tex)
3671                                 return;
3672                 }
3673                 unit->texture = tex;
3674                 texnum = R_GetTexture(tex);
3675                 switch(tex->gltexturetypeenum)
3676                 {
3677                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3678                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3679                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3680                 }
3681                 break;
3682         case RENDERPATH_GL11:
3683         case RENDERPATH_GL13:
3684         case RENDERPATH_GLES1:
3685                 unit->texture = tex;
3686                 tex2d = 0;
3687                 tex3d = 0;
3688                 texcubemap = 0;
3689                 if (tex)
3690                 {
3691                         texnum = R_GetTexture(tex);
3692                         switch(tex->gltexturetypeenum)
3693                         {
3694                         case GL_TEXTURE_2D:
3695                                 tex2d = texnum;
3696                                 break;
3697                         case GL_TEXTURE_3D:
3698                                 tex3d = texnum;
3699                                 break;
3700                         case GL_TEXTURE_CUBE_MAP:
3701                                 texcubemap = texnum;
3702                                 break;
3703                         }
3704                 }
3705                 // update 2d texture binding
3706                 if (unit->t2d != tex2d)
3707                 {
3708                         GL_ActiveTexture(unitnum);
3709                         if (tex2d)
3710                         {
3711                                 if (unit->t2d == 0)
3712                                 {
3713                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3714                                 }
3715                         }
3716                         else
3717                         {
3718                                 if (unit->t2d)
3719                                 {
3720                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3721                                 }
3722                         }
3723                         unit->t2d = tex2d;
3724                         qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3725                 }
3726                 // update 3d texture binding
3727                 if (unit->t3d != tex3d)
3728                 {
3729                         GL_ActiveTexture(unitnum);
3730                         if (tex3d)
3731                         {
3732                                 if (unit->t3d == 0)
3733                                 {
3734                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3735                                 }
3736                         }
3737                         else
3738                         {
3739                                 if (unit->t3d)
3740                                 {
3741                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3742                                 }
3743                         }
3744                         unit->t3d = tex3d;
3745                         qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3746                 }
3747                 // update cubemap texture binding
3748                 if (unit->tcubemap != texcubemap)
3749                 {
3750                         GL_ActiveTexture(unitnum);
3751                         if (texcubemap)
3752                         {
3753                                 if (unit->tcubemap == 0)
3754                                 {
3755                                         qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3756                                 }
3757                         }
3758                         else
3759                         {
3760                                 if (unit->tcubemap)
3761                                 {
3762                                         qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3763                                 }
3764                         }
3765                         unit->tcubemap = texcubemap;
3766                         qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3767                 }
3768                 break;
3769         case RENDERPATH_D3D9:
3770 #ifdef SUPPORTD3D
3771                 {
3772                         extern cvar_t gl_texture_anisotropy;
3773                         if (!tex)
3774                         {
3775                                 tex = r_texture_white;
3776                                 // not initialized enough yet...
3777                                 if (!tex)
3778                                         return;
3779                         }
3780                         // upload texture if needed
3781                         R_GetTexture(tex);
3782                         if (unit->texture == tex)
3783                                 return;
3784                         unit->texture = tex;
3785                         IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3786                         //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3787                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3788                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3789                         if (tex->d3daddressw)
3790                                 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW,  tex->d3daddressw);
3791                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3792                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3793                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3794                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3795                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3796                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3797                 }
3798 #endif
3799                 break;
3800         case RENDERPATH_D3D10:
3801                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3802                 break;
3803         case RENDERPATH_D3D11:
3804                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3805                 break;
3806         case RENDERPATH_SOFT:
3807                 if (!tex)
3808                 {
3809                         tex = r_texture_white;
3810                         // not initialized enough yet...
3811                         if (!tex)
3812                                 return;
3813                 }
3814                 texnum = R_GetTexture(tex);
3815                 if (unit->texture == tex)
3816                         return;
3817                 unit->texture = tex;
3818                 DPSOFTRAST_SetTexture(unitnum, texnum);
3819                 break;
3820         }
3821 }
3822
3823 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3824 {
3825         gltextureunit_t *unit = gl_state.units + unitnum;
3826         switch(vid.renderpath)
3827         {
3828         case RENDERPATH_GL11:
3829         case RENDERPATH_GL13:
3830         case RENDERPATH_GL20:
3831         case RENDERPATH_GLES1:
3832         case RENDERPATH_GLES2:
3833 #ifdef GL_MODELVIEW
3834                 if (matrix && matrix->m[3][3])
3835                 {
3836                         // texmatrix specified, check if it is different
3837                         if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3838                         {
3839                                 float glmatrix[16];
3840                                 unit->texmatrixenabled = true;
3841                                 unit->matrix = *matrix;
3842                                 CHECKGLERROR
3843                                 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3844                                 GL_ActiveTexture(unitnum);
3845                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3846                                 qglLoadMatrixf(glmatrix);CHECKGLERROR
3847                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3848                         }
3849                 }
3850                 else
3851                 {
3852                         // no texmatrix specified, revert to identity
3853                         if (unit->texmatrixenabled)
3854                         {
3855                                 unit->texmatrixenabled = false;
3856                                 unit->matrix = identitymatrix;
3857                                 CHECKGLERROR
3858                                 GL_ActiveTexture(unitnum);
3859                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3860                                 qglLoadIdentity();CHECKGLERROR
3861                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3862                         }
3863                 }
3864 #endif
3865                 break;
3866         case RENDERPATH_D3D9:
3867         case RENDERPATH_D3D10:
3868         case RENDERPATH_D3D11:
3869                 break;
3870         case RENDERPATH_SOFT:
3871                 break;
3872         }
3873 }
3874
3875 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3876 {
3877         gltextureunit_t *unit = gl_state.units + unitnum;
3878         CHECKGLERROR
3879         switch(vid.renderpath)
3880         {
3881         case RENDERPATH_GL20:
3882         case RENDERPATH_GLES2:
3883                 // do nothing
3884                 break;
3885         case RENDERPATH_GL13:
3886         case RENDERPATH_GLES1:
3887 #ifdef GL_TEXTURE_ENV
3888                 // GL_ARB_texture_env_combine
3889                 if (!combinergb)
3890                         combinergb = GL_MODULATE;
3891                 if (!combinealpha)
3892                         combinealpha = GL_MODULATE;
3893                 if (!rgbscale)
3894                         rgbscale = 1;
3895                 if (!alphascale)
3896                         alphascale = 1;
3897                 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3898                 {
3899                         if (combinergb == GL_DECAL)
3900                                 combinergb = GL_INTERPOLATE;
3901                         if (unit->combine != GL_COMBINE)
3902                         {
3903                                 unit->combine = GL_COMBINE;
3904                                 GL_ActiveTexture(unitnum);
3905                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
3906                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
3907                         }
3908                         if (unit->combinergb != combinergb)
3909                         {
3910                                 unit->combinergb = combinergb;
3911                                 GL_ActiveTexture(unitnum);
3912                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
3913                         }
3914                         if (unit->combinealpha != combinealpha)
3915                         {
3916                                 unit->combinealpha = combinealpha;
3917                                 GL_ActiveTexture(unitnum);
3918                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
3919                         }
3920                         if (unit->rgbscale != rgbscale)
3921                         {
3922                                 unit->rgbscale = rgbscale;
3923                                 GL_ActiveTexture(unitnum);
3924                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
3925                         }
3926                         if (unit->alphascale != alphascale)
3927                         {
3928                                 unit->alphascale = alphascale;
3929                                 GL_ActiveTexture(unitnum);
3930                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3931                         }
3932                 }
3933                 else
3934                 {
3935                         if (unit->combine != combinergb)
3936                         {
3937                                 unit->combine = combinergb;
3938                                 GL_ActiveTexture(unitnum);
3939                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3940                         }
3941                 }
3942 #endif
3943                 break;
3944         case RENDERPATH_GL11:
3945                 // normal GL texenv
3946 #ifdef GL_TEXTURE_ENV
3947                 if (!combinergb)
3948                         combinergb = GL_MODULATE;
3949                 if (unit->combine != combinergb)
3950                 {
3951                         unit->combine = combinergb;
3952                         GL_ActiveTexture(unitnum);
3953                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3954                 }
3955 #endif
3956                 break;
3957         case RENDERPATH_D3D9:
3958         case RENDERPATH_D3D10:
3959         case RENDERPATH_D3D11:
3960                 break;
3961         case RENDERPATH_SOFT:
3962                 break;
3963         }
3964 }
3965
3966 void R_Mesh_ResetTextureState(void)
3967 {
3968         unsigned int unitnum;
3969
3970         BACKENDACTIVECHECK
3971
3972         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3973                 R_Mesh_TexBind(unitnum, NULL);
3974         for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
3975                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3976         switch(vid.renderpath)
3977         {
3978         case RENDERPATH_GL20:
3979         case RENDERPATH_GLES2:
3980         case RENDERPATH_D3D9:
3981         case RENDERPATH_D3D10:
3982         case RENDERPATH_D3D11:
3983         case RENDERPATH_SOFT:
3984                 break;
3985         case RENDERPATH_GL11:
3986         case RENDERPATH_GL13:
3987         case RENDERPATH_GLES1:
3988                 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3989                 {
3990                         R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
3991                         R_Mesh_TexMatrix(unitnum, NULL);
3992                 }
3993                 break;
3994         }
3995 }
3996
3997
3998
3999 #ifdef SUPPORTD3D
4000 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4001 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4002 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4003
4004 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4005 {
4006         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4007         D3DDECL_END()
4008 };
4009
4010 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4011 {
4012         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f  ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4013         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f   ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4014         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4015         D3DDECL_END()
4016 };
4017
4018 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4019 {
4020         {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4021         {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f           ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4022         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4023         {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4024         {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4025         {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4026         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4027         D3DDECL_END()
4028 };
4029
4030 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4031 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4032 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4033 #endif
4034
4035 static void R_Mesh_InitVertexDeclarations(void)
4036 {
4037 #ifdef SUPPORTD3D
4038         r_vertex3f_d3d9decl = NULL;
4039         r_vertexgeneric_d3d9decl = NULL;
4040         r_vertexmesh_d3d9decl = NULL;
4041         switch(vid.renderpath)
4042         {
4043         case RENDERPATH_GL20:
4044         case RENDERPATH_GL13:
4045         case RENDERPATH_GL11:
4046         case RENDERPATH_GLES1:
4047         case RENDERPATH_GLES2:
4048                 break;
4049         case RENDERPATH_D3D9:
4050                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4051                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4052                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4053                 break;
4054         case RENDERPATH_D3D10:
4055                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4056                 break;
4057         case RENDERPATH_D3D11:
4058                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4059                 break;
4060         case RENDERPATH_SOFT:
4061                 break;
4062         }
4063 #endif
4064 }
4065
4066 static void R_Mesh_DestroyVertexDeclarations(void)
4067 {
4068 #ifdef SUPPORTD3D
4069         if (r_vertex3f_d3d9decl)
4070                 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4071         r_vertex3f_d3d9decl = NULL;
4072         if (r_vertexgeneric_d3d9decl)
4073                 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4074         r_vertexgeneric_d3d9decl = NULL;
4075         if (r_vertexmesh_d3d9decl)
4076                 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4077         r_vertexmesh_d3d9decl = NULL;
4078 #endif
4079 }
4080
4081 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
4082 {
4083         // upload temporary vertexbuffer for this rendering
4084         if (!gl_state.usevbo_staticvertex)
4085                 vertexbuffer = NULL;
4086         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4087         {
4088                 if (gl_state.preparevertices_dynamicvertexbuffer)
4089                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
4090                 else
4091                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
4092                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4093         }
4094         switch(vid.renderpath)
4095         {
4096         case RENDERPATH_GL20:
4097         case RENDERPATH_GLES2:
4098                 if (vertexbuffer)
4099                 {
4100                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4101                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4102                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4103                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4104                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4105                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4106                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4107                 }
4108                 else
4109                 {
4110                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4111                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4112                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4113                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4114                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4115                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4116                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4117                 }
4118                 break;
4119         case RENDERPATH_GL13:
4120         case RENDERPATH_GLES1:
4121                 if (vertexbuffer)
4122                 {
4123                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4124                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4125                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4126                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4127                 }
4128                 else
4129                 {
4130                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4131                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4132                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4133                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4134                 }
4135                 break;
4136         case RENDERPATH_GL11:
4137                 if (vertexbuffer)
4138                 {
4139                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4140                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4141                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4142                 }
4143                 else
4144                 {
4145                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4146                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4147                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4148                 }
4149                 break;
4150         case RENDERPATH_D3D9:
4151 #ifdef SUPPORTD3D
4152                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4153                 if (vertexbuffer)
4154                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
4155                 else
4156                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4157                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4158                 gl_state.d3dvertexdata = (void *)vertex3f;
4159                 gl_state.d3dvertexsize = sizeof(float[3]);
4160 #endif
4161                 break;
4162         case RENDERPATH_D3D10:
4163                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4164                 break;
4165         case RENDERPATH_D3D11:
4166                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4167                 break;
4168         case RENDERPATH_SOFT:
4169                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4170                 DPSOFTRAST_SetColorPointer(NULL, 0);
4171                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4172                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4173                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4174                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4175                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4176                 break;
4177         }
4178 }
4179
4180
4181
4182 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4183 {
4184         size_t size;
4185         size = sizeof(r_vertexgeneric_t) * numvertices;
4186         if (gl_state.preparevertices_tempdatamaxsize < size)
4187         {
4188                 gl_state.preparevertices_tempdatamaxsize = size;
4189                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4190         }
4191         gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4192         gl_state.preparevertices_numvertices = numvertices;
4193         return gl_state.preparevertices_vertexgeneric;
4194 }
4195
4196 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4197 {
4198         R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
4199         gl_state.preparevertices_vertexgeneric = NULL;
4200         gl_state.preparevertices_numvertices = 0;
4201         return true;
4202 }
4203
4204 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4205 {
4206         int i;
4207         r_vertexgeneric_t *vertex;
4208         switch(vid.renderpath)
4209         {
4210         case RENDERPATH_GL20:
4211         case RENDERPATH_GLES2:
4212                 if (!vid.useinterleavedarrays)
4213                 {
4214                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4215                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4216                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4217                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4218                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4219                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4220                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4221                         return;
4222                 }
4223                 break;
4224         case RENDERPATH_GL11:
4225         case RENDERPATH_GL13:
4226         case RENDERPATH_GLES1:
4227                 if (!vid.useinterleavedarrays)
4228                 {
4229                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4230                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4231                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4232                         if (vid.texunits >= 2)
4233                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4234                         if (vid.texunits >= 3)
4235                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4236                         return;
4237                 }
4238                 break;
4239         case RENDERPATH_D3D9:
4240         case RENDERPATH_D3D10:
4241         case RENDERPATH_D3D11:
4242                 break;
4243         case RENDERPATH_SOFT:
4244                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4245                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4246                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4247                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4248                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4249                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4250                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4251                 return;
4252         }
4253
4254         // no quick path for this case, convert to vertex structs
4255         vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4256         for (i = 0;i < numvertices;i++)
4257                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4258         if (color4f)
4259         {
4260                 for (i = 0;i < numvertices;i++)
4261                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4262         }
4263         else
4264         {
4265                 for (i = 0;i < numvertices;i++)
4266                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4267         }
4268         if (texcoord2f)
4269                 for (i = 0;i < numvertices;i++)
4270                         Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4271         R_Mesh_PrepareVertices_Generic_Unlock();
4272         R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
4273 }
4274
4275 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
4276 {
4277         // upload temporary vertexbuffer for this rendering
4278         if (!gl_state.usevbo_staticvertex)
4279                 vertexbuffer = NULL;
4280         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4281         {
4282                 if (gl_state.preparevertices_dynamicvertexbuffer)
4283                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4284                 else
4285                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4286                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4287         }
4288         switch(vid.renderpath)
4289         {
4290         case RENDERPATH_GL20:
4291         case RENDERPATH_GLES2:
4292                 if (vertexbuffer)
4293                 {
4294                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4295                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4296                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4297                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4298                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4299                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4300                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4301                 }
4302                 else
4303                 {
4304                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4305                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4306                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4307                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4308                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4309                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4310                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4311                 }
4312                 break;
4313         case RENDERPATH_GL13:
4314         case RENDERPATH_GLES1:
4315                 if (vertexbuffer)
4316                 {
4317                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4318                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4319                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4320                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4321                 }
4322                 else
4323                 {
4324                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4325                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4326                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4327                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4328                 }
4329                 break;
4330         case RENDERPATH_GL11:
4331                 if (vertexbuffer)
4332                 {
4333                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4334                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4335                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4336                 }
4337                 else
4338                 {
4339                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4340                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4341                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4342                 }
4343                 break;
4344         case RENDERPATH_D3D9:
4345 #ifdef SUPPORTD3D
4346                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4347                 if (vertexbuffer)
4348                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4349                 else
4350                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4351                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4352                 gl_state.d3dvertexdata = (void *)vertex;
4353                 gl_state.d3dvertexsize = sizeof(*vertex);
4354 #endif
4355                 break;
4356         case RENDERPATH_D3D10:
4357                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4358                 break;
4359         case RENDERPATH_D3D11:
4360                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4361                 break;
4362         case RENDERPATH_SOFT:
4363                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4364                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4365                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4366                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4367                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4368                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4369                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4370                 break;
4371         }
4372 }
4373
4374
4375
4376 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4377 {
4378         size_t size;
4379         size = sizeof(r_vertexmesh_t) * numvertices;
4380         if (gl_state.preparevertices_tempdatamaxsize < size)
4381         {
4382                 gl_state.preparevertices_tempdatamaxsize = size;
4383                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4384         }
4385         gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4386         gl_state.preparevertices_numvertices = numvertices;
4387         return gl_state.preparevertices_vertexmesh;
4388 }
4389
4390 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4391 {
4392         R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
4393         gl_state.preparevertices_vertexmesh = NULL;
4394         gl_state.preparevertices_numvertices = 0;
4395         return true;
4396 }
4397
4398 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)
4399 {
4400         int i;
4401         r_vertexmesh_t *vertex;
4402         switch(vid.renderpath)
4403         {
4404         case RENDERPATH_GL20:
4405         case RENDERPATH_GLES2:
4406                 if (!vid.useinterleavedarrays)
4407                 {
4408                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4409                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4410                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4411                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4412                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4413                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4414                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4415                         return;
4416                 }
4417                 break;
4418         case RENDERPATH_GL11:
4419         case RENDERPATH_GL13:
4420         case RENDERPATH_GLES1:
4421                 if (!vid.useinterleavedarrays)
4422                 {
4423                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4424                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4425                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4426                         if (vid.texunits >= 2)
4427                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4428                         if (vid.texunits >= 3)
4429                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4430                         return;
4431                 }
4432                 break;
4433         case RENDERPATH_D3D9:
4434         case RENDERPATH_D3D10:
4435         case RENDERPATH_D3D11:
4436                 break;
4437         case RENDERPATH_SOFT:
4438                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4439                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4440                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4441                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4442                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4443                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4444                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4445                 return;
4446         }
4447
4448         vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4449         for (i = 0;i < numvertices;i++)
4450                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4451         if (svector3f)
4452                 for (i = 0;i < numvertices;i++)
4453                         VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4454         if (tvector3f)
4455                 for (i = 0;i < numvertices;i++)
4456                         VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4457         if (normal3f)
4458                 for (i = 0;i < numvertices;i++)
4459                         VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4460         if (color4f)
4461         {
4462                 for (i = 0;i < numvertices;i++)
4463                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4464         }
4465         else
4466         {
4467                 for (i = 0;i < numvertices;i++)
4468                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4469         }
4470         if (texcoordtexture2f)
4471                 for (i = 0;i < numvertices;i++)
4472                         Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4473         if (texcoordlightmap2f)
4474                 for (i = 0;i < numvertices;i++)
4475                         Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4476         R_Mesh_PrepareVertices_Mesh_Unlock();
4477         R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
4478 }
4479
4480 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
4481 {
4482         // upload temporary vertexbuffer for this rendering
4483         if (!gl_state.usevbo_staticvertex)
4484                 vertexbuffer = NULL;
4485         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4486         {
4487                 if (gl_state.preparevertices_dynamicvertexbuffer)
4488                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4489                 else
4490                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4491                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4492         }
4493         switch(vid.renderpath)
4494         {
4495         case RENDERPATH_GL20:
4496         case RENDERPATH_GLES2:
4497                 if (vertexbuffer)
4498                 {
4499                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4500                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4501                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4502                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
4503                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
4504                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
4505                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4506                 }
4507                 else
4508                 {
4509                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4510                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4511                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4512                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
4513                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
4514                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
4515                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4516                 }
4517                 break;
4518         case RENDERPATH_GL13:
4519         case RENDERPATH_GLES1:
4520                 if (vertexbuffer)
4521                 {
4522                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4523                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4524                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4525                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4526                 }
4527                 else
4528                 {
4529                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4530                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4531                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4532                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4533                 }
4534                 break;
4535         case RENDERPATH_GL11:
4536                 if (vertexbuffer)
4537                 {
4538                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4539                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4540                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4541                 }
4542                 else
4543                 {
4544                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4545                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4546                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4547                 }
4548                 break;
4549         case RENDERPATH_D3D9:
4550 #ifdef SUPPORTD3D
4551                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4552                 if (vertexbuffer)
4553                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4554                 else
4555                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4556                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4557                 gl_state.d3dvertexdata = (void *)vertex;
4558                 gl_state.d3dvertexsize = sizeof(*vertex);
4559 #endif
4560                 break;
4561         case RENDERPATH_D3D10:
4562                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4563                 break;
4564         case RENDERPATH_D3D11:
4565                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4566                 break;
4567         case RENDERPATH_SOFT:
4568                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4569                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4570                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4571                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4572                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4573                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4574                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4575                 break;
4576         }
4577 }
4578
4579 void GL_BlendEquationSubtract(qboolean negated)
4580 {
4581         if(negated)
4582         {
4583                 switch(vid.renderpath)
4584                 {
4585                 case RENDERPATH_GL11:
4586                 case RENDERPATH_GL13:
4587                 case RENDERPATH_GL20:
4588                 case RENDERPATH_GLES1:
4589                 case RENDERPATH_GLES2:
4590                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4591                         break;
4592                 case RENDERPATH_D3D9:
4593 #ifdef SUPPORTD3D
4594                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4595 #endif
4596                         break;
4597                 case RENDERPATH_D3D10:
4598                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4599                         break;
4600                 case RENDERPATH_D3D11:
4601                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4602                         break;
4603                 case RENDERPATH_SOFT:
4604                         DPSOFTRAST_BlendSubtract(true);
4605                         break;
4606                 }
4607         }
4608         else
4609         {
4610                 switch(vid.renderpath)
4611                 {
4612                 case RENDERPATH_GL11:
4613                 case RENDERPATH_GL13:
4614                 case RENDERPATH_GL20:
4615                 case RENDERPATH_GLES1:
4616                 case RENDERPATH_GLES2:
4617                         qglBlendEquationEXT(GL_FUNC_ADD);
4618                         break;
4619                 case RENDERPATH_D3D9:
4620 #ifdef SUPPORTD3D
4621                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4622 #endif
4623                         break;
4624                 case RENDERPATH_D3D10:
4625                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4626                         break;
4627                 case RENDERPATH_D3D11:
4628                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4629                         break;
4630                 case RENDERPATH_SOFT:
4631                         DPSOFTRAST_BlendSubtract(false);
4632                         break;
4633                 }
4634         }
4635 }