3 #include "cl_collision.h"
6 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
7 extern D3DCAPS9 vid_d3d9caps;
10 #define MAX_RENDERTARGETS 4
12 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
13 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
14 cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
15 cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
16 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
17 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
19 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
20 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
21 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
22 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
23 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
24 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
25 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
26 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
27 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
29 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
30 qboolean v_flipped_state = false;
32 r_viewport_t gl_viewport;
33 matrix4x4_t gl_modelmatrix;
34 matrix4x4_t gl_viewmatrix;
35 matrix4x4_t gl_modelviewmatrix;
36 matrix4x4_t gl_projectionmatrix;
37 matrix4x4_t gl_modelviewprojectionmatrix;
38 float gl_modelview16f[16];
39 float gl_modelviewprojection16f[16];
40 qboolean gl_modelmatrixchanged;
42 int gl_maxdrawrangeelementsvertices;
43 int gl_maxdrawrangeelementsindices;
48 void GL_PrintError(int errornumber, char *filename, int linenumber)
52 #ifdef GL_INVALID_ENUM
54 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
57 #ifdef GL_INVALID_VALUE
58 case GL_INVALID_VALUE:
59 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
62 #ifdef GL_INVALID_OPERATION
63 case GL_INVALID_OPERATION:
64 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
67 #ifdef GL_STACK_OVERFLOW
68 case GL_STACK_OVERFLOW:
69 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
72 #ifdef GL_STACK_UNDERFLOW
73 case GL_STACK_UNDERFLOW:
74 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
77 #ifdef GL_OUT_OF_MEMORY
78 case GL_OUT_OF_MEMORY:
79 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
82 #ifdef GL_TABLE_TOO_LARGE
83 case GL_TABLE_TOO_LARGE:
84 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
87 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
88 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
89 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
93 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
99 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
101 void SCR_ScreenShot_f (void);
103 typedef struct gltextureunit_s
105 int pointer_texcoord_components;
106 int pointer_texcoord_gltype;
107 size_t pointer_texcoord_stride;
108 const void *pointer_texcoord_pointer;
109 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
110 size_t pointer_texcoord_offset;
113 int t2d, t3d, tcubemap, trectangle;
115 int rgbscale, alphascale;
117 int combinergb, combinealpha;
118 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
119 int texmatrixenabled;
124 typedef struct gl_state_s
132 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
136 float polygonoffset[2];
139 float alphafuncvalue;
142 unsigned int clientunit;
143 gltextureunit_t units[MAX_TEXTUREUNITS];
147 int vertexbufferobject;
148 int elementbufferobject;
149 int framebufferobject;
150 qboolean pointer_color_enabled;
152 int pointer_vertex_components;
153 int pointer_vertex_gltype;
154 size_t pointer_vertex_stride;
155 const void *pointer_vertex_pointer;
156 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
157 size_t pointer_vertex_offset;
159 int pointer_color_components;
160 int pointer_color_gltype;
161 size_t pointer_color_stride;
162 const void *pointer_color_pointer;
163 const r_meshbuffer_t *pointer_color_vertexbuffer;
164 size_t pointer_color_offset;
166 void *preparevertices_tempdata;
167 size_t preparevertices_tempdatamaxsize;
168 r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
169 r_vertexposition_t *preparevertices_vertexposition;
170 r_vertexgeneric_t *preparevertices_vertexgeneric;
171 r_vertexmesh_t *preparevertices_vertexmesh;
172 int preparevertices_numvertices;
174 r_meshbuffer_t *draw_dynamicindexbuffer;
176 qboolean usevbo_staticvertex;
177 qboolean usevbo_staticindex;
178 qboolean usevbo_dynamicvertex;
179 qboolean usevbo_dynamicindex;
181 memexpandablearray_t meshbufferarray;
186 rtexture_t *d3drt_depthtexture;
187 rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
188 IDirect3DSurface9 *d3drt_depthsurface;
189 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
190 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
191 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
196 static gl_state_t gl_state;
200 note: here's strip order for a terrain row:
207 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
209 *elements++ = i + row;
211 *elements++ = i + row + 1;
214 *elements++ = i + row + 1;
217 for (y = 0;y < rows - 1;y++)
219 for (x = 0;x < columns - 1;x++)
222 *elements++ = i + columns;
224 *elements++ = i + columns + 1;
227 *elements++ = i + columns + 1;
238 for (y = 0;y < rows - 1;y++)
240 for (x = 0;x < columns - 1;x++)
244 *elements++ = i + columns;
245 *elements++ = i + columns + 1;
246 *elements++ = i + columns;
247 *elements++ = i + columns + 1;
253 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
254 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
255 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
256 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
258 void GL_VBOStats_f(void)
260 GL_Mesh_ListVBOs(true);
263 static void GL_Backend_ResetState(void);
265 static void R_Mesh_InitVertexDeclarations(void);
266 static void R_Mesh_DestroyVertexDeclarations(void);
268 static void gl_backend_start(void)
270 memset(&gl_state, 0, sizeof(gl_state));
272 R_Mesh_InitVertexDeclarations();
274 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
275 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
276 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
277 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
278 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
280 Con_DPrintf("OpenGL backend started.\n");
284 GL_Backend_ResetState();
286 switch(vid.renderpath)
288 case RENDERPATH_GL11:
289 case RENDERPATH_GL13:
290 case RENDERPATH_GL20:
291 case RENDERPATH_CGGL:
293 case RENDERPATH_D3D9:
295 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
296 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
299 case RENDERPATH_D3D10:
300 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
302 case RENDERPATH_D3D11:
303 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
308 static void gl_backend_shutdown(void)
310 Con_DPrint("OpenGL Backend shutting down\n");
312 switch(vid.renderpath)
314 case RENDERPATH_GL11:
315 case RENDERPATH_GL13:
316 case RENDERPATH_GL20:
317 case RENDERPATH_CGGL:
319 case RENDERPATH_D3D9:
321 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
322 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
325 case RENDERPATH_D3D10:
326 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
328 case RENDERPATH_D3D11:
329 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
333 if (gl_state.preparevertices_tempdata)
334 Mem_Free(gl_state.preparevertices_tempdata);
335 if (gl_state.preparevertices_dynamicvertexbuffer)
336 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
338 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
340 R_Mesh_DestroyVertexDeclarations();
342 memset(&gl_state, 0, sizeof(gl_state));
345 static void gl_backend_newmap(void)
349 static void gl_backend_devicelost(void)
352 r_meshbuffer_t *buffer;
353 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
354 for (i = 0;i < endindex;i++)
356 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
357 if (!buffer || !buffer->isdynamic)
359 switch(vid.renderpath)
361 case RENDERPATH_GL11:
362 case RENDERPATH_GL13:
363 case RENDERPATH_GL20:
364 case RENDERPATH_CGGL:
366 case RENDERPATH_D3D9:
368 if (buffer->devicebuffer)
370 if (buffer->isindexbuffer)
371 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
373 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
374 buffer->devicebuffer = NULL;
378 case RENDERPATH_D3D10:
379 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
381 case RENDERPATH_D3D11:
382 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
388 static void gl_backend_devicerestored(void)
392 void gl_backend_init(void)
396 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
398 polygonelement3s[i * 3 + 0] = 0;
399 polygonelement3s[i * 3 + 1] = i + 1;
400 polygonelement3s[i * 3 + 2] = i + 2;
402 // elements for rendering a series of quads as triangles
403 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
405 quadelement3s[i * 6 + 0] = i * 4;
406 quadelement3s[i * 6 + 1] = i * 4 + 1;
407 quadelement3s[i * 6 + 2] = i * 4 + 2;
408 quadelement3s[i * 6 + 3] = i * 4;
409 quadelement3s[i * 6 + 4] = i * 4 + 2;
410 quadelement3s[i * 6 + 5] = i * 4 + 3;
413 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
414 polygonelement3i[i] = polygonelement3s[i];
415 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
416 quadelement3i[i] = quadelement3s[i];
418 Cvar_RegisterVariable(&r_render);
419 Cvar_RegisterVariable(&r_renderview);
420 Cvar_RegisterVariable(&r_waterwarp);
421 Cvar_RegisterVariable(&gl_polyblend);
422 Cvar_RegisterVariable(&v_flipped);
423 Cvar_RegisterVariable(&gl_dither);
424 Cvar_RegisterVariable(&gl_vbo);
425 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
426 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
427 Cvar_RegisterVariable(&gl_paranoid);
428 Cvar_RegisterVariable(&gl_printcheckerror);
430 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
431 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
432 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
433 Cvar_RegisterVariable(&gl_mesh_separatearrays);
435 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");
437 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
440 void GL_SetMirrorState(qboolean state);
442 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
446 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
447 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
449 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
450 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
451 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
454 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
458 float clipPlane[4], v3[3], v4[3];
461 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
463 VectorSet(normal, normalx, normaly, normalz);
464 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
465 VectorScale(normal, dist, v3);
466 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
467 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
468 clipPlane[3] = -DotProduct(v4, clipPlane);
472 // testing code for comparing results
474 VectorCopy4(clipPlane, clipPlane2);
475 R_EntityMatrix(&identitymatrix);
476 VectorSet(q, normal[0], normal[1], normal[2], -dist);
477 qglClipPlane(GL_CLIP_PLANE0, q);
478 qglGetClipPlane(GL_CLIP_PLANE0, q);
479 VectorCopy4(q, clipPlane);
483 // Calculate the clip-space corner point opposite the clipping plane
484 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
485 // transform it into camera space by multiplying it
486 // by the inverse of the projection matrix
487 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
488 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
490 q[3] = (1.0f + m[10]) / m[14];
492 // Calculate the scaled plane vector
493 d = 2.0f / DotProduct4(clipPlane, q);
495 // Replace the third row of the projection matrix
496 m[2] = clipPlane[0] * d;
497 m[6] = clipPlane[1] * d;
498 m[10] = clipPlane[2] * d + 1.0f;
499 m[14] = clipPlane[3] * d;
502 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)
504 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
506 memset(v, 0, sizeof(*v));
507 v->type = R_VIEWPORTTYPE_ORTHO;
508 v->cameramatrix = *cameramatrix;
515 memset(m, 0, sizeof(m));
516 m[0] = 2/(right - left);
517 m[5] = 2/(top - bottom);
518 // m[10] = -2/(zFar - zNear);
519 m[10] = -1/(zFar - zNear);
520 m[12] = - (right + left)/(right - left);
521 m[13] = - (top + bottom)/(top - bottom);
522 // m[14] = - (zFar + zNear)/(zFar - zNear);
523 m[14] = -zNear/(zFar-zNear);
525 v->screentodepth[0] = -farclip / (farclip - nearclip);
526 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
528 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
531 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
533 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
539 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
540 R_Viewport_TransformToScreen(v, test1, test2);
541 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
546 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)
548 matrix4x4_t tempmatrix, basematrix;
550 memset(v, 0, sizeof(*v));
552 if(v_flipped.integer)
553 frustumx = -frustumx;
555 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
556 v->cameramatrix = *cameramatrix;
563 memset(m, 0, sizeof(m));
564 m[0] = 1.0 / frustumx;
565 m[5] = 1.0 / frustumy;
566 m[10] = -(farclip + nearclip) / (farclip - nearclip);
568 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
569 v->screentodepth[0] = -farclip / (farclip - nearclip);
570 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
572 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
573 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
574 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
575 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
578 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
580 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
583 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)
585 matrix4x4_t tempmatrix, basematrix;
586 const float nudge = 1.0 - 1.0 / (1<<23);
588 memset(v, 0, sizeof(*v));
590 if(v_flipped.integer)
591 frustumx = -frustumx;
593 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
594 v->cameramatrix = *cameramatrix;
601 memset(m, 0, sizeof(m));
602 m[ 0] = 1.0 / frustumx;
603 m[ 5] = 1.0 / frustumy;
606 m[14] = -2 * nearclip * nudge;
607 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
608 v->screentodepth[1] = m[14] * -0.5;
610 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
611 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
612 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
613 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
616 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
618 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
621 float cubeviewmatrix[6][16] =
623 // standard cubemap projections
661 float rectviewmatrix[6][16] =
663 // sign-preserving cubemap projections
702 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
704 matrix4x4_t tempmatrix, basematrix;
706 memset(v, 0, sizeof(*v));
707 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
708 v->cameramatrix = *cameramatrix;
712 memset(m, 0, sizeof(m));
714 m[10] = -(farclip + nearclip) / (farclip - nearclip);
716 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
718 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
719 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
720 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
723 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
725 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
728 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)
730 matrix4x4_t tempmatrix, basematrix;
732 memset(v, 0, sizeof(*v));
733 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
734 v->cameramatrix = *cameramatrix;
735 v->x = (side & 1) * size;
736 v->y = (side >> 1) * size;
740 memset(m, 0, sizeof(m));
741 m[0] = m[5] = 1.0f * ((float)size - border) / size;
742 m[10] = -(farclip + nearclip) / (farclip - nearclip);
744 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
746 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
747 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
748 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
750 switch(vid.renderpath)
752 case RENDERPATH_GL20:
753 case RENDERPATH_CGGL:
754 case RENDERPATH_GL13:
755 case RENDERPATH_GL11:
757 case RENDERPATH_D3D9:
760 case RENDERPATH_D3D10:
761 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
763 case RENDERPATH_D3D11:
764 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
769 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
771 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
774 void R_SetViewport(const r_viewport_t *v)
779 // FIXME: v_flipped_state is evil, this probably breaks somewhere
780 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
782 // copy over the matrices to our state
783 gl_viewmatrix = v->viewmatrix;
784 gl_projectionmatrix = v->projectmatrix;
786 switch(vid.renderpath)
788 case RENDERPATH_GL20:
789 case RENDERPATH_CGGL:
791 // qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
793 case RENDERPATH_GL13:
794 case RENDERPATH_GL11:
796 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
797 // Load the projection matrix into OpenGL
798 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
799 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
800 qglLoadMatrixf(m);CHECKGLERROR
801 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
803 case RENDERPATH_D3D9:
806 D3DVIEWPORT9 d3dviewport;
807 d3dviewport.X = gl_viewport.x;
808 d3dviewport.Y = gl_viewport.y;
809 d3dviewport.Width = gl_viewport.width;
810 d3dviewport.Height = gl_viewport.height;
811 d3dviewport.MinZ = gl_state.depthrange[0];
812 d3dviewport.MaxZ = gl_state.depthrange[1];
813 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
817 case RENDERPATH_D3D10:
818 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
820 case RENDERPATH_D3D11:
821 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
825 // force an update of the derived matrices
826 gl_modelmatrixchanged = true;
827 R_EntityMatrix(&gl_modelmatrix);
830 void R_GetViewport(r_viewport_t *v)
835 static void GL_BindVBO(int bufferobject)
837 if (gl_state.vertexbufferobject != bufferobject)
839 gl_state.vertexbufferobject = bufferobject;
841 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
845 static void GL_BindEBO(int bufferobject)
847 if (gl_state.elementbufferobject != bufferobject)
849 gl_state.elementbufferobject = bufferobject;
851 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
855 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
858 switch(vid.renderpath)
860 case RENDERPATH_GL11:
861 case RENDERPATH_GL13:
862 case RENDERPATH_GL20:
863 case RENDERPATH_CGGL:
864 if (!vid.support.ext_framebuffer_object)
866 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
867 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
868 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
869 if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
870 if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
871 if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
872 if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
874 case RENDERPATH_D3D9:
875 case RENDERPATH_D3D10:
876 case RENDERPATH_D3D11:
882 void R_Mesh_DestroyFramebufferObject(int fbo)
884 switch(vid.renderpath)
886 case RENDERPATH_GL11:
887 case RENDERPATH_GL13:
888 case RENDERPATH_GL20:
889 case RENDERPATH_CGGL:
891 qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
893 case RENDERPATH_D3D9:
894 case RENDERPATH_D3D10:
895 case RENDERPATH_D3D11:
900 void R_Mesh_ResetRenderTargets(void)
902 switch(vid.renderpath)
904 case RENDERPATH_GL11:
905 case RENDERPATH_GL13:
906 case RENDERPATH_GL20:
907 case RENDERPATH_CGGL:
908 if (gl_state.framebufferobject)
910 gl_state.framebufferobject = 0;
911 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
914 case RENDERPATH_D3D9:
916 if (gl_state.framebufferobject)
919 gl_state.framebufferobject = 0;
920 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
921 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
922 gl_state.d3drt_depthsurface = NULL;
923 for (i = 1;i < vid.maxdrawbuffers;i++)
925 if (gl_state.d3drt_colorsurfaces[i])
927 gl_state.d3drt_colorsurfaces[i] = NULL;
928 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
934 case RENDERPATH_D3D10:
935 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
937 case RENDERPATH_D3D11:
938 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
943 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
947 rtexture_t *textures[5];
948 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
949 textures[4] = depthtexture;
950 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
951 for (j = 0;j < 5;j++)
953 for (i = 0;i < vid.teximageunits;i++)
954 if (gl_state.units[i].texture == textures[j])
955 R_Mesh_TexBind(i, NULL);
956 // set up framebuffer object or render targets for the active rendering API
957 switch(vid.renderpath)
959 case RENDERPATH_GL11:
960 case RENDERPATH_GL13:
961 case RENDERPATH_GL20:
962 case RENDERPATH_CGGL:
963 if (gl_state.framebufferobject != fbo)
965 gl_state.framebufferobject = fbo;
966 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
969 case RENDERPATH_D3D9:
971 // set up the new render targets, a NULL depthtexture intentionally binds nothing
972 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
975 gl_state.framebufferobject = 1;
976 gl_state.d3drt_depthtexture = depthtexture;
977 if (gl_state.d3drt_depthtexture)
979 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface);
980 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
981 IDirect3DSurface9_Release(gl_state.d3drt_depthsurface);
984 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
985 for (i = 0;i < vid.maxdrawbuffers;i++)
987 gl_state.d3drt_colortextures[i] = textures[i];
988 if (gl_state.d3drt_colortextures[i])
990 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
991 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
992 IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
995 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
999 R_Mesh_ResetRenderTargets();
1002 case RENDERPATH_D3D10:
1003 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1005 case RENDERPATH_D3D11:
1006 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1012 static int d3dcmpforglfunc(int f)
1016 case GL_NEVER: return D3DCMP_NEVER;
1017 case GL_LESS: return D3DCMP_LESS;
1018 case GL_EQUAL: return D3DCMP_EQUAL;
1019 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1020 case GL_GREATER: return D3DCMP_GREATER;
1021 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1022 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1023 case GL_ALWAYS: return D3DCMP_ALWAYS;
1024 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1028 static int d3dstencilopforglfunc(int f)
1032 case GL_KEEP: return D3DSTENCILOP_KEEP;
1033 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1034 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1035 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1041 static void GL_Backend_ResetState(void)
1044 gl_state.active = true;
1045 gl_state.depthtest = true;
1046 gl_state.alphatest = false;
1047 gl_state.alphafunc = GL_GEQUAL;
1048 gl_state.alphafuncvalue = 0.5f;
1049 gl_state.blendfunc1 = GL_ONE;
1050 gl_state.blendfunc2 = GL_ZERO;
1051 gl_state.blend = false;
1052 gl_state.depthmask = GL_TRUE;
1053 gl_state.colormask = 15;
1054 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1055 gl_state.lockrange_first = 0;
1056 gl_state.lockrange_count = 0;
1057 gl_state.cullface = GL_NONE;
1058 gl_state.cullfaceenable = false;
1059 gl_state.polygonoffset[0] = 0;
1060 gl_state.polygonoffset[1] = 0;
1061 gl_state.framebufferobject = 0;
1062 gl_state.depthfunc = GL_LEQUAL;
1064 switch(vid.renderpath)
1066 case RENDERPATH_D3D9:
1069 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1070 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1071 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1072 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
1073 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1074 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1075 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1076 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1077 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1078 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1082 case RENDERPATH_GL20:
1083 case RENDERPATH_CGGL:
1086 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1087 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1088 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1089 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1090 qglDisable(GL_BLEND);CHECKGLERROR
1091 qglCullFace(gl_state.cullface);CHECKGLERROR
1092 qglDisable(GL_CULL_FACE);CHECKGLERROR
1093 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1094 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1095 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1096 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1098 if (vid.support.arb_vertex_buffer_object)
1100 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1101 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1104 if (vid.support.ext_framebuffer_object)
1106 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1107 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1110 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1111 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1113 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1114 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1115 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1117 if (vid.support.ext_framebuffer_object)
1118 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1120 gl_state.unit = MAX_TEXTUREUNITS;
1121 gl_state.clientunit = MAX_TEXTUREUNITS;
1122 for (i = 0;i < vid.teximageunits;i++)
1124 GL_ActiveTexture(i);
1125 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1126 if (vid.support.ext_texture_3d)
1128 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1130 if (vid.support.arb_texture_cube_map)
1132 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1134 if (vid.support.arb_texture_rectangle)
1136 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1140 for (i = 0;i < vid.texarrayunits;i++)
1142 GL_ClientActiveTexture(i);
1144 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1145 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1149 case RENDERPATH_GL13:
1150 case RENDERPATH_GL11:
1153 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1154 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1155 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1156 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1157 qglDisable(GL_BLEND);CHECKGLERROR
1158 qglCullFace(gl_state.cullface);CHECKGLERROR
1159 qglDisable(GL_CULL_FACE);CHECKGLERROR
1160 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1161 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1162 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1163 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1165 if (vid.support.arb_vertex_buffer_object)
1167 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1168 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1171 if (vid.support.ext_framebuffer_object)
1173 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1174 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1177 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1178 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1180 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1181 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1182 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1184 if (vid.support.ext_framebuffer_object)
1185 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1187 gl_state.unit = MAX_TEXTUREUNITS;
1188 gl_state.clientunit = MAX_TEXTUREUNITS;
1189 for (i = 0;i < vid.texunits;i++)
1191 GL_ActiveTexture(i);
1192 GL_ClientActiveTexture(i);
1193 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1194 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1195 if (vid.support.ext_texture_3d)
1197 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1198 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1200 if (vid.support.arb_texture_cube_map)
1202 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1203 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1205 if (vid.support.arb_texture_rectangle)
1207 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1208 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1211 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1212 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1213 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1214 qglLoadIdentity();CHECKGLERROR
1215 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1216 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1223 void GL_ActiveTexture(unsigned int num)
1225 if (gl_state.unit != num)
1227 gl_state.unit = num;
1228 switch(vid.renderpath)
1230 case RENDERPATH_GL11:
1231 case RENDERPATH_GL13:
1232 case RENDERPATH_GL20:
1233 case RENDERPATH_CGGL:
1234 if (qglActiveTexture)
1237 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
1241 case RENDERPATH_D3D9:
1242 case RENDERPATH_D3D10:
1243 case RENDERPATH_D3D11:
1249 void GL_ClientActiveTexture(unsigned int num)
1251 if (gl_state.clientunit != num)
1253 gl_state.clientunit = num;
1254 switch(vid.renderpath)
1256 case RENDERPATH_GL11:
1257 case RENDERPATH_GL13:
1258 case RENDERPATH_GL20:
1259 case RENDERPATH_CGGL:
1260 if (qglActiveTexture)
1263 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
1267 case RENDERPATH_D3D9:
1268 case RENDERPATH_D3D10:
1269 case RENDERPATH_D3D11:
1275 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1277 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1279 qboolean blendenable;
1280 gl_state.blendfunc1 = blendfunc1;
1281 gl_state.blendfunc2 = blendfunc2;
1282 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1283 switch(vid.renderpath)
1285 case RENDERPATH_GL11:
1286 case RENDERPATH_GL13:
1287 case RENDERPATH_GL20:
1288 case RENDERPATH_CGGL:
1290 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1291 if (gl_state.blend != blendenable)
1293 gl_state.blend = blendenable;
1294 if (!gl_state.blend)
1296 qglDisable(GL_BLEND);CHECKGLERROR
1300 qglEnable(GL_BLEND);CHECKGLERROR
1304 case RENDERPATH_D3D9:
1309 D3DBLEND d3dblendfunc[2];
1310 glblendfunc[0] = gl_state.blendfunc1;
1311 glblendfunc[1] = gl_state.blendfunc2;
1312 for (i = 0;i < 2;i++)
1314 switch(glblendfunc[i])
1316 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1317 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1318 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1319 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1320 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1321 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1322 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1323 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1324 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1325 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1328 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1329 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1330 if (gl_state.blend != blendenable)
1332 gl_state.blend = blendenable;
1333 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1338 case RENDERPATH_D3D10:
1339 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1341 case RENDERPATH_D3D11:
1342 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1348 void GL_DepthMask(int state)
1350 if (gl_state.depthmask != state)
1352 gl_state.depthmask = state;
1353 switch(vid.renderpath)
1355 case RENDERPATH_GL11:
1356 case RENDERPATH_GL13:
1357 case RENDERPATH_GL20:
1358 case RENDERPATH_CGGL:
1360 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1362 case RENDERPATH_D3D9:
1364 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1367 case RENDERPATH_D3D10:
1368 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1370 case RENDERPATH_D3D11:
1371 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1377 void GL_DepthTest(int state)
1379 if (gl_state.depthtest != state)
1381 gl_state.depthtest = state;
1382 switch(vid.renderpath)
1384 case RENDERPATH_GL11:
1385 case RENDERPATH_GL13:
1386 case RENDERPATH_GL20:
1387 case RENDERPATH_CGGL:
1389 if (gl_state.depthtest)
1391 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1395 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1398 case RENDERPATH_D3D9:
1400 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1403 case RENDERPATH_D3D10:
1404 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1406 case RENDERPATH_D3D11:
1407 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1413 void GL_DepthFunc(int state)
1415 if (gl_state.depthfunc != state)
1417 gl_state.depthfunc = state;
1418 switch(vid.renderpath)
1420 case RENDERPATH_GL11:
1421 case RENDERPATH_GL13:
1422 case RENDERPATH_GL20:
1423 case RENDERPATH_CGGL:
1425 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1427 case RENDERPATH_D3D9:
1429 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1432 case RENDERPATH_D3D10:
1433 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1435 case RENDERPATH_D3D11:
1436 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1442 void GL_DepthRange(float nearfrac, float farfrac)
1444 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1446 gl_state.depthrange[0] = nearfrac;
1447 gl_state.depthrange[1] = farfrac;
1448 switch(vid.renderpath)
1450 case RENDERPATH_GL11:
1451 case RENDERPATH_GL13:
1452 case RENDERPATH_GL20:
1453 case RENDERPATH_CGGL:
1454 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1456 case RENDERPATH_D3D9:
1459 D3DVIEWPORT9 d3dviewport;
1460 d3dviewport.X = gl_viewport.x;
1461 d3dviewport.Y = gl_viewport.y;
1462 d3dviewport.Width = gl_viewport.width;
1463 d3dviewport.Height = gl_viewport.height;
1464 d3dviewport.MinZ = gl_state.depthrange[0];
1465 d3dviewport.MaxZ = gl_state.depthrange[1];
1466 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1470 case RENDERPATH_D3D10:
1471 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1473 case RENDERPATH_D3D11:
1474 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1480 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)
1482 switch (vid.renderpath)
1484 case RENDERPATH_GL11:
1485 case RENDERPATH_GL13:
1486 case RENDERPATH_GL20:
1487 case RENDERPATH_CGGL:
1491 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1495 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1497 if (vid.support.ati_separate_stencil)
1499 qglStencilMask(writemask);CHECKGLERROR
1500 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1501 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1502 qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1504 else if (vid.support.ext_stencil_two_side)
1506 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1507 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1508 qglStencilMask(writemask);CHECKGLERROR
1509 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1510 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1511 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1512 qglStencilMask(writemask);CHECKGLERROR
1513 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1514 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1517 case RENDERPATH_D3D9:
1519 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1520 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1521 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1522 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1523 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1524 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
1525 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare);
1526 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
1527 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
1528 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
1529 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare);
1530 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1531 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1534 case RENDERPATH_D3D10:
1535 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1537 case RENDERPATH_D3D11:
1538 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1543 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1545 switch (vid.renderpath)
1547 case RENDERPATH_GL11:
1548 case RENDERPATH_GL13:
1549 case RENDERPATH_GL20:
1550 case RENDERPATH_CGGL:
1554 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1558 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1560 if (vid.support.ext_stencil_two_side)
1562 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1564 qglStencilMask(writemask);CHECKGLERROR
1565 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1566 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1569 case RENDERPATH_D3D9:
1571 if (vid.support.ati_separate_stencil)
1572 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1573 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1574 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1575 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
1576 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
1577 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
1578 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare);
1579 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1580 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1583 case RENDERPATH_D3D10:
1584 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1586 case RENDERPATH_D3D11:
1587 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1592 void GL_PolygonOffset(float planeoffset, float depthoffset)
1594 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1596 gl_state.polygonoffset[0] = planeoffset;
1597 gl_state.polygonoffset[1] = depthoffset;
1598 switch(vid.renderpath)
1600 case RENDERPATH_GL11:
1601 case RENDERPATH_GL13:
1602 case RENDERPATH_GL20:
1603 case RENDERPATH_CGGL:
1604 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1606 case RENDERPATH_D3D9:
1608 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1609 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1612 case RENDERPATH_D3D10:
1613 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1615 case RENDERPATH_D3D11:
1616 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1622 void GL_SetMirrorState(qboolean state)
1624 if (v_flipped_state != state)
1626 v_flipped_state = state;
1627 if (gl_state.cullface == GL_BACK)
1628 gl_state.cullface = GL_FRONT;
1629 else if (gl_state.cullface == GL_FRONT)
1630 gl_state.cullface = GL_BACK;
1633 switch(vid.renderpath)
1635 case RENDERPATH_GL11:
1636 case RENDERPATH_GL13:
1637 case RENDERPATH_GL20:
1638 case RENDERPATH_CGGL:
1639 qglCullFace(gl_state.cullface);
1641 case RENDERPATH_D3D9:
1643 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
1646 case RENDERPATH_D3D10:
1647 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1649 case RENDERPATH_D3D11:
1650 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1656 void GL_CullFace(int state)
1660 if(state == GL_FRONT)
1662 else if(state == GL_BACK)
1666 switch(vid.renderpath)
1668 case RENDERPATH_GL11:
1669 case RENDERPATH_GL13:
1670 case RENDERPATH_GL20:
1671 case RENDERPATH_CGGL:
1674 if (state != GL_NONE)
1676 if (!gl_state.cullfaceenable)
1678 gl_state.cullfaceenable = true;
1679 qglEnable(GL_CULL_FACE);CHECKGLERROR
1681 if (gl_state.cullface != state)
1683 gl_state.cullface = state;
1684 qglCullFace(gl_state.cullface);CHECKGLERROR
1689 if (gl_state.cullfaceenable)
1691 gl_state.cullfaceenable = false;
1692 qglDisable(GL_CULL_FACE);CHECKGLERROR
1696 case RENDERPATH_D3D9:
1698 if (gl_state.cullface != state)
1700 gl_state.cullface = state;
1701 switch(gl_state.cullface)
1704 gl_state.cullfaceenable = false;
1705 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1708 gl_state.cullfaceenable = true;
1709 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
1712 gl_state.cullfaceenable = true;
1713 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
1719 case RENDERPATH_D3D10:
1720 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1722 case RENDERPATH_D3D11:
1723 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1728 void GL_AlphaTest(int state)
1730 if (gl_state.alphatest != state)
1732 gl_state.alphatest = state;
1733 switch(vid.renderpath)
1735 case RENDERPATH_GL11:
1736 case RENDERPATH_GL13:
1737 case RENDERPATH_GL20:
1738 case RENDERPATH_CGGL:
1740 if (gl_state.alphatest)
1742 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1746 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1749 case RENDERPATH_D3D9:
1751 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1754 case RENDERPATH_D3D10:
1755 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1757 case RENDERPATH_D3D11:
1758 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1764 void GL_AlphaFunc(int state, float value)
1766 if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
1768 gl_state.alphafunc = state;
1769 gl_state.alphafuncvalue = value;
1770 switch(vid.renderpath)
1772 case RENDERPATH_GL11:
1773 case RENDERPATH_GL13:
1774 case RENDERPATH_GL20:
1775 case RENDERPATH_CGGL:
1777 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1779 case RENDERPATH_D3D9:
1781 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1782 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
1785 case RENDERPATH_D3D10:
1786 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1788 case RENDERPATH_D3D11:
1789 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1795 void GL_ColorMask(int r, int g, int b, int a)
1797 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1798 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1799 if (gl_state.colormask != state)
1801 gl_state.colormask = state;
1802 switch(vid.renderpath)
1804 case RENDERPATH_GL11:
1805 case RENDERPATH_GL13:
1806 case RENDERPATH_GL20:
1807 case RENDERPATH_CGGL:
1809 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1811 case RENDERPATH_D3D9:
1813 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
1816 case RENDERPATH_D3D10:
1817 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1819 case RENDERPATH_D3D11:
1820 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1826 void GL_Color(float cr, float cg, float cb, float ca)
1828 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)
1830 gl_state.color4f[0] = cr;
1831 gl_state.color4f[1] = cg;
1832 gl_state.color4f[2] = cb;
1833 gl_state.color4f[3] = ca;
1834 switch(vid.renderpath)
1836 case RENDERPATH_GL11:
1837 case RENDERPATH_GL13:
1838 case RENDERPATH_GL20:
1839 case RENDERPATH_CGGL:
1841 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1844 case RENDERPATH_D3D9:
1845 case RENDERPATH_D3D10:
1846 case RENDERPATH_D3D11:
1847 // no equivalent in D3D
1853 void GL_Scissor (int x, int y, int width, int height)
1855 switch(vid.renderpath)
1857 case RENDERPATH_GL11:
1858 case RENDERPATH_GL13:
1859 case RENDERPATH_GL20:
1860 case RENDERPATH_CGGL:
1862 qglScissor(x, y,width,height);
1865 case RENDERPATH_D3D9:
1871 d3drect.right = x + width;
1872 d3drect.bottom = y + height;
1873 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
1877 case RENDERPATH_D3D10:
1878 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1880 case RENDERPATH_D3D11:
1881 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1886 void GL_ScissorTest(int state)
1888 if (gl_state.scissortest != state)
1890 gl_state.scissortest = state;
1891 switch(vid.renderpath)
1893 case RENDERPATH_GL11:
1894 case RENDERPATH_GL13:
1895 case RENDERPATH_GL20:
1896 case RENDERPATH_CGGL:
1898 if(gl_state.scissortest)
1899 qglEnable(GL_SCISSOR_TEST);
1901 qglDisable(GL_SCISSOR_TEST);
1904 case RENDERPATH_D3D9:
1906 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
1909 case RENDERPATH_D3D10:
1910 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1912 case RENDERPATH_D3D11:
1913 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1919 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1921 static const float blackcolor[4] = {0, 0, 0, 0};
1922 // prevent warnings when trying to clear a buffer that does not exist
1924 colorvalue = blackcolor;
1927 mask &= ~GL_STENCIL_BUFFER_BIT;
1930 switch(vid.renderpath)
1932 case RENDERPATH_GL11:
1933 case RENDERPATH_GL13:
1934 case RENDERPATH_GL20:
1935 case RENDERPATH_CGGL:
1937 if (mask & GL_COLOR_BUFFER_BIT)
1939 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1941 if (mask & GL_DEPTH_BUFFER_BIT)
1943 qglClearDepth(depthvalue);CHECKGLERROR
1945 if (mask & GL_STENCIL_BUFFER_BIT)
1947 qglClearStencil(stencilvalue);CHECKGLERROR
1949 qglClear(mask);CHECKGLERROR
1951 case RENDERPATH_D3D9:
1953 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);
1956 case RENDERPATH_D3D10:
1957 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1959 case RENDERPATH_D3D11:
1960 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1965 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1967 switch(vid.renderpath)
1969 case RENDERPATH_GL11:
1970 case RENDERPATH_GL13:
1971 case RENDERPATH_GL20:
1972 case RENDERPATH_CGGL:
1974 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1976 case RENDERPATH_D3D9:
1979 // LordHavoc: we can't directly download the backbuffer because it may be
1980 // multisampled, and it may not be lockable, so we blit it to a lockable
1981 // surface of the same dimensions (but without multisample) to resolve the
1982 // multisample buffer to a normal image, and then lock that...
1983 IDirect3DSurface9 *stretchsurface = NULL;
1984 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
1986 D3DLOCKED_RECT lockedrect;
1987 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
1989 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
1992 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
1993 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
1994 memcpy(outpixels + line * width * 4, row, width * 4);
1995 IDirect3DSurface9_UnlockRect(stretchsurface);
1998 IDirect3DSurface9_Release(stretchsurface);
2001 //IDirect3DSurface9 *syssurface = NULL;
2002 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2003 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2004 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2005 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2006 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2007 //IDirect3DSurface9_UnlockRect(syssurface);
2008 //IDirect3DSurface9_Release(syssurface);
2012 case RENDERPATH_D3D10:
2013 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2015 case RENDERPATH_D3D11:
2016 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021 // called at beginning of frame
2022 void R_Mesh_Start(void)
2025 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
2026 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
2027 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
2028 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
2029 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2031 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2032 Cvar_SetValueQuick(&gl_paranoid, 1);
2036 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2040 char compilelog[MAX_INPUTLINE];
2041 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
2044 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2045 qglCompileShaderARB(shaderobject);CHECKGLERROR
2046 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
2047 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2048 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
2050 int i, j, pretextlines = 0;
2051 for (i = 0;i < numstrings - 1;i++)
2052 for (j = 0;strings[i][j];j++)
2053 if (strings[i][j] == '\n')
2055 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2057 if (!shadercompiled)
2059 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2062 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
2063 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2067 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)
2069 GLint programlinked;
2070 GLuint programobject = 0;
2071 char linklog[MAX_INPUTLINE];
2074 programobject = qglCreateProgramObjectARB();CHECKGLERROR
2078 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
2081 #ifdef GL_GEOMETRY_SHADER_ARB
2082 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
2086 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
2089 qglLinkProgramARB(programobject);CHECKGLERROR
2090 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
2091 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2094 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
2095 Con_DPrintf("program link log:\n%s\n", linklog);
2096 // software vertex shader is ok but software fragment shader is WAY
2097 // too slow, fail program if so.
2098 // NOTE: this string might be ATI specific, but that's ok because the
2099 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2100 // software fragment shader due to low instruction and dependent
2102 if (strstr(linklog, "fragment shader will run in software"))
2103 programlinked = false;
2107 return programobject;
2109 qglDeleteObjectARB(programobject);CHECKGLERROR
2113 void GL_Backend_FreeProgram(unsigned int prog)
2116 qglDeleteObjectARB(prog);
2120 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
2125 for (i = 0;i < count;i++)
2126 *out++ = *in++ + offset;
2129 memcpy(out, in, sizeof(*out) * count);
2132 // renders triangles using vertices from the active arrays
2133 int paranoidblah = 0;
2134 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)
2136 unsigned int numelements = numtriangles * 3;
2138 size_t bufferoffset3i;
2140 size_t bufferoffset3s;
2141 if (numvertices < 3 || numtriangles < 1)
2143 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2144 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);
2147 if (!gl_mesh_prefer_short_elements.integer)
2151 if (element3i_indexbuffer)
2152 element3i_indexbuffer = NULL;
2154 // adjust the pointers for firsttriangle
2156 element3i += firsttriangle * 3;
2157 if (element3i_indexbuffer)
2158 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2160 element3s += firsttriangle * 3;
2161 if (element3s_indexbuffer)
2162 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2163 // check if the user specified to ignore static index buffers
2164 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2166 element3i_indexbuffer = NULL;
2167 element3s_indexbuffer = NULL;
2169 // upload a dynamic index buffer if needed
2172 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2174 if (gl_state.draw_dynamicindexbuffer)
2175 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2177 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2178 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2179 element3s_bufferoffset = 0;
2184 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2186 if (gl_state.draw_dynamicindexbuffer)
2187 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2189 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2190 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2191 element3i_bufferoffset = 0;
2194 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2195 bufferoffset3i = element3i_bufferoffset;
2196 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2197 bufferoffset3s = element3s_bufferoffset;
2198 r_refdef.stats.meshes++;
2199 r_refdef.stats.meshes_elements += numelements;
2200 if (gl_paranoid.integer)
2203 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2205 unsigned int j, size;
2207 // note: there's no validation done here on buffer objects because it
2208 // is somewhat difficult to get at the data, and gl_paranoid can be
2209 // used without buffer objects if the need arises
2210 // (the data could be gotten using glMapBuffer but it would be very
2211 // slow due to uncachable video memory reads)
2212 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2213 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2215 if (gl_state.pointer_vertex_pointer)
2216 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2218 if (gl_state.pointer_color_enabled)
2220 if (!qglIsEnabled(GL_COLOR_ARRAY))
2221 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2223 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2224 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2227 for (i = 0;i < vid.texarrayunits;i++)
2229 if (gl_state.units[i].arrayenabled)
2231 GL_ClientActiveTexture(i);
2232 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2233 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2235 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2236 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++)
2243 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2245 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2247 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2254 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2256 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2258 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2264 if (r_render.integer || r_refdef.draw2dstage)
2266 switch(vid.renderpath)
2268 case RENDERPATH_GL11:
2269 case RENDERPATH_GL13:
2270 case RENDERPATH_GL20:
2271 case RENDERPATH_CGGL:
2273 if (gl_mesh_testmanualfeeding.integer)
2275 unsigned int i, j, element;
2277 qglBegin(GL_TRIANGLES);
2278 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2281 element = element3i[i];
2283 element = element3s[i];
2285 element = firstvertex + i;
2286 for (j = 0;j < vid.texarrayunits;j++)
2288 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2290 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2292 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2293 if (vid.texarrayunits > 1)
2295 if (gl_state.units[j].pointer_texcoord_components == 4)
2296 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
2297 else if (gl_state.units[j].pointer_texcoord_components == 3)
2298 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
2299 else if (gl_state.units[j].pointer_texcoord_components == 2)
2300 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
2302 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
2306 if (gl_state.units[j].pointer_texcoord_components == 4)
2307 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2308 else if (gl_state.units[j].pointer_texcoord_components == 3)
2309 qglTexCoord3f(p[0], p[1], p[2]);
2310 else if (gl_state.units[j].pointer_texcoord_components == 2)
2311 qglTexCoord2f(p[0], p[1]);
2313 qglTexCoord1f(p[0]);
2316 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2318 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2319 if (vid.texarrayunits > 1)
2321 if (gl_state.units[j].pointer_texcoord_components == 4)
2322 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
2323 else if (gl_state.units[j].pointer_texcoord_components == 3)
2324 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
2325 else if (gl_state.units[j].pointer_texcoord_components == 2)
2326 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
2327 else if (gl_state.units[j].pointer_texcoord_components == 1)
2328 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
2332 if (gl_state.units[j].pointer_texcoord_components == 4)
2333 qglTexCoord4f(s[0], s[1], s[2], s[3]);
2334 else if (gl_state.units[j].pointer_texcoord_components == 3)
2335 qglTexCoord3f(s[0], s[1], s[2]);
2336 else if (gl_state.units[j].pointer_texcoord_components == 2)
2337 qglTexCoord2f(s[0], s[1]);
2338 else if (gl_state.units[j].pointer_texcoord_components == 1)
2339 qglTexCoord1f(s[0]);
2342 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2344 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2345 if (vid.texarrayunits > 1)
2347 if (gl_state.units[j].pointer_texcoord_components == 4)
2348 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
2349 else if (gl_state.units[j].pointer_texcoord_components == 3)
2350 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
2351 else if (gl_state.units[j].pointer_texcoord_components == 2)
2352 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
2353 else if (gl_state.units[j].pointer_texcoord_components == 1)
2354 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
2358 if (gl_state.units[j].pointer_texcoord_components == 4)
2359 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2360 else if (gl_state.units[j].pointer_texcoord_components == 3)
2361 qglTexCoord3f(sb[0], sb[1], sb[2]);
2362 else if (gl_state.units[j].pointer_texcoord_components == 2)
2363 qglTexCoord2f(sb[0], sb[1]);
2364 else if (gl_state.units[j].pointer_texcoord_components == 1)
2365 qglTexCoord1f(sb[0]);
2370 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2372 if (gl_state.pointer_color_gltype == GL_FLOAT)
2374 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2375 qglColor4f(p[0], p[1], p[2], p[3]);
2377 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2379 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2380 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
2383 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2385 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2386 if (gl_state.pointer_vertex_components == 4)
2387 qglVertex4f(p[0], p[1], p[2], p[3]);
2388 else if (gl_state.pointer_vertex_components == 3)
2389 qglVertex3f(p[0], p[1], p[2]);
2391 qglVertex2f(p[0], p[1]);
2397 else if (bufferobject3s)
2399 GL_BindEBO(bufferobject3s);
2400 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2402 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2407 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
2411 else if (bufferobject3i)
2413 GL_BindEBO(bufferobject3i);
2414 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2416 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2421 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
2428 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2430 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
2435 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2442 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2444 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
2449 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2455 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2459 case RENDERPATH_D3D9:
2462 if (element3s_indexbuffer)
2464 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
2465 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
2467 else if (element3i_indexbuffer)
2469 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
2470 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
2473 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
2477 case RENDERPATH_D3D10:
2478 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2480 case RENDERPATH_D3D11:
2481 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2487 // restores backend state, used when done with 3D rendering
2488 void R_Mesh_Finish(void)
2492 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
2494 r_meshbuffer_t *buffer;
2495 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
2497 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
2498 memset(buffer, 0, sizeof(*buffer));
2499 buffer->bufferobject = 0;
2500 buffer->devicebuffer = NULL;
2502 buffer->isindexbuffer = isindexbuffer;
2503 buffer->isdynamic = isdynamic;
2504 buffer->isindex16 = isindex16;
2505 strlcpy(buffer->name, name, sizeof(buffer->name));
2506 R_Mesh_UpdateMeshBuffer(buffer, data, size);
2510 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
2514 if (buffer->isindexbuffer)
2516 r_refdef.stats.indexbufferuploadcount++;
2517 r_refdef.stats.indexbufferuploadsize += size;
2521 r_refdef.stats.vertexbufferuploadcount++;
2522 r_refdef.stats.vertexbufferuploadsize += size;
2524 switch(vid.renderpath)
2526 case RENDERPATH_GL11:
2527 case RENDERPATH_GL13:
2528 case RENDERPATH_GL20:
2529 case RENDERPATH_CGGL:
2530 if (!buffer->bufferobject)
2531 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
2532 if (buffer->isindexbuffer)
2533 GL_BindEBO(buffer->bufferobject);
2535 GL_BindVBO(buffer->bufferobject);
2536 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
2538 case RENDERPATH_D3D9:
2542 void *datapointer = NULL;
2543 if (buffer->isindexbuffer)
2545 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
2546 if (size != buffer->size || !buffer->devicebuffer)
2548 if (buffer->devicebuffer)
2549 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
2550 buffer->devicebuffer = NULL;
2551 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)))
2552 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, result);
2553 buffer->devicebuffer = (void *)d3d9indexbuffer;
2554 buffer->size = size;
2556 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2559 memcpy(datapointer, data, size);
2561 memset(datapointer, 0, size);
2562 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
2567 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
2568 if (size != buffer->size || !buffer->devicebuffer)
2570 if (buffer->devicebuffer)
2571 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
2572 buffer->devicebuffer = NULL;
2573 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
2574 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, result);
2575 buffer->devicebuffer = (void *)d3d9vertexbuffer;
2576 buffer->size = size;
2578 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2581 memcpy(datapointer, data, size);
2583 memset(datapointer, 0, size);
2584 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
2590 case RENDERPATH_D3D10:
2591 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2593 case RENDERPATH_D3D11:
2594 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2599 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
2603 switch(vid.renderpath)
2605 case RENDERPATH_GL11:
2606 case RENDERPATH_GL13:
2607 case RENDERPATH_GL20:
2608 case RENDERPATH_CGGL:
2609 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
2611 case RENDERPATH_D3D9:
2613 if (buffer->devicebuffer)
2615 if (buffer->isindexbuffer)
2616 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
2618 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
2622 case RENDERPATH_D3D10:
2623 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2625 case RENDERPATH_D3D11:
2626 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2629 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
2632 void GL_Mesh_ListVBOs(qboolean printeach)
2635 size_t ebocount = 0, ebomemory = 0;
2636 size_t vbocount = 0, vbomemory = 0;
2637 r_meshbuffer_t *buffer;
2638 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
2639 for (i = 0;i < endindex;i++)
2641 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
2644 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)");}
2645 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)");}
2647 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);
2652 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2654 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2655 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)
2657 gl_state.pointer_vertex_components = components;
2658 gl_state.pointer_vertex_gltype = gltype;
2659 gl_state.pointer_vertex_stride = stride;
2660 gl_state.pointer_vertex_pointer = pointer;
2661 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
2662 gl_state.pointer_vertex_offset = bufferoffset;
2664 GL_BindVBO(bufferobject);
2665 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2669 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2671 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
2672 // the pointer only.
2675 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2676 // caller wants color array enabled
2677 if (!gl_state.pointer_color_enabled)
2679 gl_state.pointer_color_enabled = true;
2681 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2683 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)
2685 gl_state.pointer_color_components = components;
2686 gl_state.pointer_color_gltype = gltype;
2687 gl_state.pointer_color_stride = stride;
2688 gl_state.pointer_color_pointer = pointer;
2689 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2690 gl_state.pointer_color_offset = bufferoffset;
2692 GL_BindVBO(bufferobject);
2693 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2698 // caller wants color array disabled
2699 if (gl_state.pointer_color_enabled)
2701 gl_state.pointer_color_enabled = false;
2703 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2704 // when color array is on the glColor gets trashed, set it again
2705 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2710 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)
2712 gltextureunit_t *unit = gl_state.units + unitnum;
2713 // update array settings
2715 // note: there is no need to check bufferobject here because all cases
2716 // that involve a valid bufferobject also supply a texcoord array
2719 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2720 // texture array unit is enabled, enable the array
2721 if (!unit->arrayenabled)
2723 unit->arrayenabled = true;
2724 GL_ClientActiveTexture(unitnum);
2725 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2728 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)
2730 unit->pointer_texcoord_components = components;
2731 unit->pointer_texcoord_gltype = gltype;
2732 unit->pointer_texcoord_stride = stride;
2733 unit->pointer_texcoord_pointer = pointer;
2734 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2735 unit->pointer_texcoord_offset = bufferoffset;
2736 GL_ClientActiveTexture(unitnum);
2737 GL_BindVBO(bufferobject);
2738 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2743 // texture array unit is disabled, disable the array
2744 if (unit->arrayenabled)
2746 unit->arrayenabled = false;
2747 GL_ClientActiveTexture(unitnum);
2748 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2753 int R_Mesh_TexBound(unsigned int unitnum, int id)
2755 gltextureunit_t *unit = gl_state.units + unitnum;
2756 if (unitnum >= vid.teximageunits)
2758 if (id == GL_TEXTURE_2D)
2760 if (id == GL_TEXTURE_3D)
2762 if (id == GL_TEXTURE_CUBE_MAP_ARB)
2763 return unit->tcubemap;
2764 if (id == GL_TEXTURE_RECTANGLE_ARB)
2765 return unit->trectangle;
2769 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2771 switch(vid.renderpath)
2773 case RENDERPATH_GL11:
2774 case RENDERPATH_GL13:
2775 case RENDERPATH_GL20:
2776 case RENDERPATH_CGGL:
2777 R_Mesh_TexBind(0, tex);
2778 GL_ActiveTexture(0);CHECKGLERROR
2779 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2781 case RENDERPATH_D3D9:
2784 IDirect3DSurface9 *currentsurface = NULL;
2785 IDirect3DSurface9 *texturesurface = NULL;
2788 sourcerect.left = sx;
2789 sourcerect.top = sy;
2790 sourcerect.right = sx + width;
2791 sourcerect.bottom = sy + height;
2794 destrect.right = tx + width;
2795 destrect.bottom = ty + height;
2796 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
2798 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
2800 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
2801 IDirect3DSurface9_Release(currentsurface);
2803 IDirect3DSurface9_Release(texturesurface);
2808 case RENDERPATH_D3D10:
2809 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2811 case RENDERPATH_D3D11:
2812 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2818 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};
2821 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2823 gltextureunit_t *unit = gl_state.units + unitnum;
2824 int tex2d, tex3d, texcubemap, texnum;
2825 if (unitnum >= vid.teximageunits)
2827 // if (unit->texture == tex)
2829 switch(vid.renderpath)
2831 case RENDERPATH_GL20:
2832 case RENDERPATH_CGGL:
2835 tex = r_texture_white;
2836 // not initialized enough yet...
2840 unit->texture = tex;
2841 texnum = R_GetTexture(tex);
2842 switch(tex->gltexturetypeenum)
2844 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2845 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2846 case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
2847 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
2850 case RENDERPATH_GL13:
2851 case RENDERPATH_GL11:
2852 unit->texture = tex;
2858 texnum = R_GetTexture(tex);
2859 switch(tex->gltexturetypeenum)
2867 case GL_TEXTURE_CUBE_MAP_ARB:
2868 texcubemap = texnum;
2872 // update 2d texture binding
2873 if (unit->t2d != tex2d)
2875 GL_ActiveTexture(unitnum);
2880 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
2887 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2891 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2893 // update 3d texture binding
2894 if (unit->t3d != tex3d)
2896 GL_ActiveTexture(unitnum);
2901 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
2908 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2912 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2914 // update cubemap texture binding
2915 if (unit->tcubemap != texcubemap)
2917 GL_ActiveTexture(unitnum);
2920 if (unit->tcubemap == 0)
2922 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2929 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2932 unit->tcubemap = texcubemap;
2933 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2936 case RENDERPATH_D3D9:
2939 extern cvar_t gl_texture_anisotropy;
2942 tex = r_texture_white;
2943 // not initialized enough yet...
2947 if (unit->texture == tex)
2949 unit->texture = tex;
2950 // upload texture if needed
2952 R_RealGetTexture(tex);
2953 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
2954 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
2955 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
2956 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
2957 if (tex->d3daddressw)
2958 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
2959 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
2960 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
2961 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
2962 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
2963 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
2964 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
2968 case RENDERPATH_D3D10:
2969 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2971 case RENDERPATH_D3D11:
2972 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2977 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
2979 gltextureunit_t *unit = gl_state.units + unitnum;
2980 switch(vid.renderpath)
2982 case RENDERPATH_GL11:
2983 case RENDERPATH_GL13:
2984 case RENDERPATH_GL20:
2985 case RENDERPATH_CGGL:
2986 if (matrix && matrix->m[3][3])
2988 // texmatrix specified, check if it is different
2989 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
2992 unit->texmatrixenabled = true;
2993 unit->matrix = *matrix;
2995 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
2996 GL_ActiveTexture(unitnum);
2997 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2998 qglLoadMatrixf(glmatrix);CHECKGLERROR
2999 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3004 // no texmatrix specified, revert to identity
3005 if (unit->texmatrixenabled)
3007 unit->texmatrixenabled = false;
3008 unit->matrix = identitymatrix;
3010 GL_ActiveTexture(unitnum);
3011 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3012 qglLoadIdentity();CHECKGLERROR
3013 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3017 case RENDERPATH_D3D9:
3018 case RENDERPATH_D3D10:
3019 case RENDERPATH_D3D11:
3024 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3026 gltextureunit_t *unit = gl_state.units + unitnum;
3028 switch(vid.renderpath)
3030 case RENDERPATH_GL20:
3031 case RENDERPATH_CGGL:
3034 case RENDERPATH_GL13:
3035 // GL_ARB_texture_env_combine
3037 combinergb = GL_MODULATE;
3039 combinealpha = GL_MODULATE;
3044 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3046 if (combinergb == GL_DECAL)
3047 combinergb = GL_INTERPOLATE_ARB;
3048 if (unit->combine != GL_COMBINE_ARB)
3050 unit->combine = GL_COMBINE_ARB;
3051 GL_ActiveTexture(unitnum);
3052 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
3053 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
3055 if (unit->combinergb != combinergb)
3057 unit->combinergb = combinergb;
3058 GL_ActiveTexture(unitnum);
3059 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
3061 if (unit->combinealpha != combinealpha)
3063 unit->combinealpha = combinealpha;
3064 GL_ActiveTexture(unitnum);
3065 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
3067 if (unit->rgbscale != rgbscale)
3069 unit->rgbscale = rgbscale;
3070 GL_ActiveTexture(unitnum);
3071 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
3073 if (unit->alphascale != alphascale)
3075 unit->alphascale = alphascale;
3076 GL_ActiveTexture(unitnum);
3077 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3082 if (unit->combine != combinergb)
3084 unit->combine = combinergb;
3085 GL_ActiveTexture(unitnum);
3086 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3090 case RENDERPATH_GL11:
3093 combinergb = GL_MODULATE;
3094 if (unit->combine != combinergb)
3096 unit->combine = combinergb;
3097 GL_ActiveTexture(unitnum);
3098 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3101 case RENDERPATH_D3D9:
3102 case RENDERPATH_D3D10:
3103 case RENDERPATH_D3D11:
3108 void R_Mesh_ResetTextureState(void)
3110 unsigned int unitnum;
3115 switch(vid.renderpath)
3117 case RENDERPATH_GL20:
3118 case RENDERPATH_CGGL:
3119 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3121 gltextureunit_t *unit = gl_state.units + unitnum;
3125 GL_ActiveTexture(unitnum);
3126 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3131 GL_ActiveTexture(unitnum);
3132 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3137 GL_ActiveTexture(unitnum);
3138 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3140 if (unit->trectangle)
3142 unit->trectangle = 0;
3143 GL_ActiveTexture(unitnum);
3144 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3147 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
3149 gltextureunit_t *unit = gl_state.units + unitnum;
3150 if (unit->arrayenabled)
3152 unit->arrayenabled = false;
3153 GL_ClientActiveTexture(unitnum);
3154 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3157 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3159 gltextureunit_t *unit = gl_state.units + unitnum;
3160 if (unit->texmatrixenabled)
3162 unit->texmatrixenabled = false;
3163 unit->matrix = identitymatrix;
3165 GL_ActiveTexture(unitnum);
3166 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3167 qglLoadIdentity();CHECKGLERROR
3168 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3172 case RENDERPATH_GL13:
3173 case RENDERPATH_GL11:
3174 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3176 gltextureunit_t *unit = gl_state.units + unitnum;
3180 GL_ActiveTexture(unitnum);
3181 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3182 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3187 GL_ActiveTexture(unitnum);
3188 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3189 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3194 GL_ActiveTexture(unitnum);
3195 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3196 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3198 if (unit->trectangle)
3200 unit->trectangle = 0;
3201 GL_ActiveTexture(unitnum);
3202 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
3203 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3205 if (unit->arrayenabled)
3207 unit->arrayenabled = false;
3208 GL_ClientActiveTexture(unitnum);
3209 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3211 if (unit->texmatrixenabled)
3213 unit->texmatrixenabled = false;
3214 unit->matrix = identitymatrix;
3216 GL_ActiveTexture(unitnum);
3217 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3218 qglLoadIdentity();CHECKGLERROR
3219 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3221 if (unit->combine != GL_MODULATE)
3223 unit->combine = GL_MODULATE;
3224 GL_ActiveTexture(unitnum);
3225 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3229 case RENDERPATH_D3D9:
3230 case RENDERPATH_D3D10:
3231 case RENDERPATH_D3D11:
3239 //#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
3240 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
3241 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
3243 D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
3245 {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3249 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
3251 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3252 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3253 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3257 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
3259 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3260 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3261 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3262 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
3263 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
3264 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
3265 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
3269 IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
3270 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
3271 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
3274 static void R_Mesh_InitVertexDeclarations(void)
3277 r_vertexposition_d3d9decl = NULL;
3278 r_vertexgeneric_d3d9decl = NULL;
3279 r_vertexmesh_d3d9decl = NULL;
3280 switch(vid.renderpath)
3282 case RENDERPATH_D3D9:
3283 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
3284 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
3285 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
3287 case RENDERPATH_D3D10:
3288 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3290 case RENDERPATH_D3D11:
3291 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3297 static void R_Mesh_DestroyVertexDeclarations(void)
3300 if (r_vertexposition_d3d9decl)
3301 IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
3302 r_vertexposition_d3d9decl = NULL;
3303 if (r_vertexgeneric_d3d9decl)
3304 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
3305 r_vertexgeneric_d3d9decl = NULL;
3306 if (r_vertexmesh_d3d9decl)
3307 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
3308 r_vertexmesh_d3d9decl = NULL;
3312 r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
3315 size = sizeof(r_vertexposition_t) * numvertices;
3316 if (gl_state.preparevertices_tempdatamaxsize < size)
3318 gl_state.preparevertices_tempdatamaxsize = size;
3319 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3321 gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
3322 gl_state.preparevertices_numvertices = numvertices;
3323 return gl_state.preparevertices_vertexposition;
3326 qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
3328 R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
3329 gl_state.preparevertices_vertexposition = NULL;
3330 gl_state.preparevertices_numvertices = 0;
3334 void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
3337 r_vertexposition_t *vertex;
3338 switch(vid.renderpath)
3340 case RENDERPATH_GL20:
3341 case RENDERPATH_CGGL:
3342 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3343 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3344 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3345 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3346 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3347 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3348 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3350 case RENDERPATH_GL13:
3351 case RENDERPATH_GL11:
3352 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3353 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3354 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3355 if (vid.texunits >= 2)
3356 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3357 if (vid.texunits >= 3)
3358 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3362 // no quick path for this case, convert to vertex structs
3363 vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
3364 for (i = 0;i < numvertices;i++)
3365 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3366 R_Mesh_PrepareVertices_Position_Unlock();
3367 R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
3370 void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
3372 // upload temporary vertexbuffer for this rendering
3373 if (!gl_state.usevbo_staticvertex)
3374 vertexbuffer = NULL;
3375 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3377 if (gl_state.preparevertices_dynamicvertexbuffer)
3378 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3380 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3381 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3385 switch(vid.renderpath)
3387 case RENDERPATH_GL20:
3388 case RENDERPATH_CGGL:
3389 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3390 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3391 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3392 case RENDERPATH_GL13:
3393 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3394 case RENDERPATH_GL11:
3395 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3396 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3397 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3399 case RENDERPATH_D3D9:
3401 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
3402 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3405 case RENDERPATH_D3D10:
3406 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3408 case RENDERPATH_D3D11:
3409 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3414 switch(vid.renderpath)
3416 case RENDERPATH_GL20:
3417 case RENDERPATH_CGGL:
3418 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3419 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3420 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3421 case RENDERPATH_GL13:
3422 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3423 case RENDERPATH_GL11:
3424 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3425 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3426 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3433 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
3436 size = sizeof(r_vertexgeneric_t) * numvertices;
3437 if (gl_state.preparevertices_tempdatamaxsize < size)
3439 gl_state.preparevertices_tempdatamaxsize = size;
3440 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3442 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
3443 gl_state.preparevertices_numvertices = numvertices;
3444 return gl_state.preparevertices_vertexgeneric;
3447 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
3449 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
3450 gl_state.preparevertices_vertexgeneric = NULL;
3451 gl_state.preparevertices_numvertices = 0;
3455 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
3458 r_vertexgeneric_t *vertex;
3459 switch(vid.renderpath)
3461 case RENDERPATH_GL20:
3462 case RENDERPATH_CGGL:
3463 if (gl_mesh_separatearrays.integer)
3465 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3466 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3467 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3468 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3469 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3470 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3471 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3475 case RENDERPATH_GL13:
3476 case RENDERPATH_GL11:
3477 if (gl_mesh_separatearrays.integer)
3479 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3480 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3481 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3482 if (vid.texunits >= 2)
3483 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3484 if (vid.texunits >= 3)
3485 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3491 // no quick path for this case, convert to vertex structs
3492 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
3493 for (i = 0;i < numvertices;i++)
3494 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3497 for (i = 0;i < numvertices;i++)
3498 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3502 float tempcolor4f[4];
3503 unsigned char tempcolor4ub[4];
3504 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3505 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3506 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3507 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3508 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3509 for (i = 0;i < numvertices;i++)
3510 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3513 for (i = 0;i < numvertices;i++)
3514 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
3515 R_Mesh_PrepareVertices_Generic_Unlock();
3516 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
3519 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
3521 // upload temporary vertexbuffer for this rendering
3522 if (!gl_state.usevbo_staticvertex)
3523 vertexbuffer = NULL;
3524 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3526 if (gl_state.preparevertices_dynamicvertexbuffer)
3527 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3529 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3530 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3534 switch(vid.renderpath)
3536 case RENDERPATH_GL20:
3537 case RENDERPATH_CGGL:
3538 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3539 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3540 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3541 case RENDERPATH_GL13:
3542 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3543 case RENDERPATH_GL11:
3544 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3545 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3546 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3548 case RENDERPATH_D3D9:
3550 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
3551 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3554 case RENDERPATH_D3D10:
3555 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3557 case RENDERPATH_D3D11:
3558 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3563 switch(vid.renderpath)
3565 case RENDERPATH_GL20:
3566 case RENDERPATH_CGGL:
3567 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3568 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3569 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3570 case RENDERPATH_GL13:
3571 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3572 case RENDERPATH_GL11:
3573 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3574 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3575 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3582 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
3585 size = sizeof(r_vertexmesh_t) * numvertices;
3586 if (gl_state.preparevertices_tempdatamaxsize < size)
3588 gl_state.preparevertices_tempdatamaxsize = size;
3589 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3591 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
3592 gl_state.preparevertices_numvertices = numvertices;
3593 return gl_state.preparevertices_vertexmesh;
3596 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
3598 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
3599 gl_state.preparevertices_vertexmesh = NULL;
3600 gl_state.preparevertices_numvertices = 0;
3604 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)
3607 r_vertexmesh_t *vertex;
3608 switch(vid.renderpath)
3610 case RENDERPATH_GL20:
3611 case RENDERPATH_CGGL:
3612 if (gl_mesh_separatearrays.integer)
3614 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3615 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3616 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3617 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
3618 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
3619 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
3620 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3624 case RENDERPATH_GL13:
3625 case RENDERPATH_GL11:
3626 if (gl_mesh_separatearrays.integer)
3628 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3629 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3630 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3631 if (vid.texunits >= 2)
3632 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3633 if (vid.texunits >= 3)
3634 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3640 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
3641 for (i = 0;i < numvertices;i++)
3642 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3644 for (i = 0;i < numvertices;i++)
3645 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
3647 for (i = 0;i < numvertices;i++)
3648 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
3650 for (i = 0;i < numvertices;i++)
3651 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
3654 for (i = 0;i < numvertices;i++)
3655 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3659 float tempcolor4f[4];
3660 unsigned char tempcolor4ub[4];
3661 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3662 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3663 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3664 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3665 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3666 for (i = 0;i < numvertices;i++)
3667 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3669 if (texcoordtexture2f)
3670 for (i = 0;i < numvertices;i++)
3671 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
3672 if (texcoordlightmap2f)
3673 for (i = 0;i < numvertices;i++)
3674 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
3675 R_Mesh_PrepareVertices_Mesh_Unlock();
3676 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
3679 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
3681 // upload temporary vertexbuffer for this rendering
3682 if (!gl_state.usevbo_staticvertex)
3683 vertexbuffer = NULL;
3684 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3686 if (gl_state.preparevertices_dynamicvertexbuffer)
3687 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3689 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3690 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3694 switch(vid.renderpath)
3696 case RENDERPATH_GL20:
3697 case RENDERPATH_CGGL:
3698 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3699 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3700 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3701 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
3702 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
3703 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
3704 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3706 case RENDERPATH_GL13:
3707 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3708 case RENDERPATH_GL11:
3709 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3710 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3711 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3713 case RENDERPATH_D3D9:
3715 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
3716 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3719 case RENDERPATH_D3D10:
3720 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3722 case RENDERPATH_D3D11:
3723 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3728 switch(vid.renderpath)
3730 case RENDERPATH_GL20:
3731 case RENDERPATH_CGGL:
3732 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3733 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3734 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3735 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
3736 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
3737 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
3738 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3740 case RENDERPATH_GL13:
3741 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3742 case RENDERPATH_GL11:
3743 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3744 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3745 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);