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 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
553 v->cameramatrix = *cameramatrix;
560 memset(m, 0, sizeof(m));
561 m[0] = 1.0 / frustumx;
562 m[5] = 1.0 / frustumy;
563 m[10] = -(farclip + nearclip) / (farclip - nearclip);
565 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
566 v->screentodepth[0] = -farclip / (farclip - nearclip);
567 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
569 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
570 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
571 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
572 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
575 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
577 if(v_flipped.integer)
585 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
588 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)
590 matrix4x4_t tempmatrix, basematrix;
591 const float nudge = 1.0 - 1.0 / (1<<23);
593 memset(v, 0, sizeof(*v));
595 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
596 v->cameramatrix = *cameramatrix;
603 memset(m, 0, sizeof(m));
604 m[ 0] = 1.0 / frustumx;
605 m[ 5] = 1.0 / frustumy;
608 m[14] = -2 * nearclip * nudge;
609 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
610 v->screentodepth[1] = m[14] * -0.5;
612 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
613 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
614 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
615 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
618 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
620 if(v_flipped.integer)
628 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
631 float cubeviewmatrix[6][16] =
633 // standard cubemap projections
671 float rectviewmatrix[6][16] =
673 // sign-preserving cubemap projections
712 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
714 matrix4x4_t tempmatrix, basematrix;
716 memset(v, 0, sizeof(*v));
717 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
718 v->cameramatrix = *cameramatrix;
722 memset(m, 0, sizeof(m));
724 m[10] = -(farclip + nearclip) / (farclip - nearclip);
726 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
728 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
729 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
730 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
733 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
735 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
738 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)
740 matrix4x4_t tempmatrix, basematrix;
742 memset(v, 0, sizeof(*v));
743 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
744 v->cameramatrix = *cameramatrix;
745 v->x = (side & 1) * size;
746 v->y = (side >> 1) * size;
750 memset(m, 0, sizeof(m));
751 m[0] = m[5] = 1.0f * ((float)size - border) / size;
752 m[10] = -(farclip + nearclip) / (farclip - nearclip);
754 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
756 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
757 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
758 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
760 switch(vid.renderpath)
762 case RENDERPATH_GL20:
763 case RENDERPATH_CGGL:
764 case RENDERPATH_GL13:
765 case RENDERPATH_GL11:
767 case RENDERPATH_D3D9:
770 case RENDERPATH_D3D10:
771 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
773 case RENDERPATH_D3D11:
774 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
779 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
781 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
784 void R_SetViewport(const r_viewport_t *v)
789 // FIXME: v_flipped_state is evil, this probably breaks somewhere
790 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
792 // copy over the matrices to our state
793 gl_viewmatrix = v->viewmatrix;
794 gl_projectionmatrix = v->projectmatrix;
796 switch(vid.renderpath)
798 case RENDERPATH_GL20:
799 case RENDERPATH_CGGL:
801 // qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
803 case RENDERPATH_GL13:
804 case RENDERPATH_GL11:
806 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
807 // Load the projection matrix into OpenGL
808 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
809 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
810 qglLoadMatrixf(m);CHECKGLERROR
811 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
813 case RENDERPATH_D3D9:
816 D3DVIEWPORT9 d3dviewport;
817 d3dviewport.X = gl_viewport.x;
818 d3dviewport.Y = gl_viewport.y;
819 d3dviewport.Width = gl_viewport.width;
820 d3dviewport.Height = gl_viewport.height;
821 d3dviewport.MinZ = gl_state.depthrange[0];
822 d3dviewport.MaxZ = gl_state.depthrange[1];
823 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
827 case RENDERPATH_D3D10:
828 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
830 case RENDERPATH_D3D11:
831 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
835 // force an update of the derived matrices
836 gl_modelmatrixchanged = true;
837 R_EntityMatrix(&gl_modelmatrix);
840 void R_GetViewport(r_viewport_t *v)
845 static void GL_BindVBO(int bufferobject)
847 if (gl_state.vertexbufferobject != bufferobject)
849 gl_state.vertexbufferobject = bufferobject;
851 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
855 static void GL_BindEBO(int bufferobject)
857 if (gl_state.elementbufferobject != bufferobject)
859 gl_state.elementbufferobject = bufferobject;
861 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
865 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
868 switch(vid.renderpath)
870 case RENDERPATH_GL11:
871 case RENDERPATH_GL13:
872 case RENDERPATH_GL20:
873 case RENDERPATH_CGGL:
874 if (!vid.support.ext_framebuffer_object)
876 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
877 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
878 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
879 if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
880 if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
881 if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
882 if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
884 case RENDERPATH_D3D9:
885 case RENDERPATH_D3D10:
886 case RENDERPATH_D3D11:
892 void R_Mesh_DestroyFramebufferObject(int fbo)
894 switch(vid.renderpath)
896 case RENDERPATH_GL11:
897 case RENDERPATH_GL13:
898 case RENDERPATH_GL20:
899 case RENDERPATH_CGGL:
901 qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
903 case RENDERPATH_D3D9:
904 case RENDERPATH_D3D10:
905 case RENDERPATH_D3D11:
910 void R_Mesh_ResetRenderTargets(void)
912 switch(vid.renderpath)
914 case RENDERPATH_GL11:
915 case RENDERPATH_GL13:
916 case RENDERPATH_GL20:
917 case RENDERPATH_CGGL:
918 if (gl_state.framebufferobject)
920 gl_state.framebufferobject = 0;
921 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
924 case RENDERPATH_D3D9:
926 if (gl_state.framebufferobject)
929 gl_state.framebufferobject = 0;
930 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
931 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
932 gl_state.d3drt_depthsurface = NULL;
933 for (i = 1;i < vid.maxdrawbuffers;i++)
935 if (gl_state.d3drt_colorsurfaces[i])
937 gl_state.d3drt_colorsurfaces[i] = NULL;
938 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
944 case RENDERPATH_D3D10:
945 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
947 case RENDERPATH_D3D11:
948 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
953 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
957 rtexture_t *textures[5];
958 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
959 textures[4] = depthtexture;
960 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
961 for (j = 0;j < 5;j++)
963 for (i = 0;i < vid.teximageunits;i++)
964 if (gl_state.units[i].texture == textures[j])
965 R_Mesh_TexBind(i, NULL);
966 // set up framebuffer object or render targets for the active rendering API
967 switch(vid.renderpath)
969 case RENDERPATH_GL11:
970 case RENDERPATH_GL13:
971 case RENDERPATH_GL20:
972 case RENDERPATH_CGGL:
973 if (gl_state.framebufferobject != fbo)
975 gl_state.framebufferobject = fbo;
976 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
979 case RENDERPATH_D3D9:
981 // set up the new render targets, a NULL depthtexture intentionally binds nothing
982 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
985 gl_state.framebufferobject = 1;
986 gl_state.d3drt_depthtexture = depthtexture;
987 if (gl_state.d3drt_depthtexture)
989 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface);
990 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
991 IDirect3DSurface9_Release(gl_state.d3drt_depthsurface);
994 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
995 for (i = 0;i < vid.maxdrawbuffers;i++)
997 gl_state.d3drt_colortextures[i] = textures[i];
998 if (gl_state.d3drt_colortextures[i])
1000 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
1001 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
1002 IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
1005 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
1009 R_Mesh_ResetRenderTargets();
1012 case RENDERPATH_D3D10:
1013 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1015 case RENDERPATH_D3D11:
1016 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1022 static int d3dcmpforglfunc(int f)
1026 case GL_NEVER: return D3DCMP_NEVER;
1027 case GL_LESS: return D3DCMP_LESS;
1028 case GL_EQUAL: return D3DCMP_EQUAL;
1029 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1030 case GL_GREATER: return D3DCMP_GREATER;
1031 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1032 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1033 case GL_ALWAYS: return D3DCMP_ALWAYS;
1034 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1038 static int d3dstencilopforglfunc(int f)
1042 case GL_KEEP: return D3DSTENCILOP_KEEP;
1043 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1044 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1045 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1051 static void GL_Backend_ResetState(void)
1054 gl_state.active = true;
1055 gl_state.depthtest = true;
1056 gl_state.alphatest = false;
1057 gl_state.alphafunc = GL_GEQUAL;
1058 gl_state.alphafuncvalue = 0.5f;
1059 gl_state.blendfunc1 = GL_ONE;
1060 gl_state.blendfunc2 = GL_ZERO;
1061 gl_state.blend = false;
1062 gl_state.depthmask = GL_TRUE;
1063 gl_state.colormask = 15;
1064 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1065 gl_state.lockrange_first = 0;
1066 gl_state.lockrange_count = 0;
1067 gl_state.cullface = GL_NONE;
1068 gl_state.cullfaceenable = false;
1069 gl_state.polygonoffset[0] = 0;
1070 gl_state.polygonoffset[1] = 0;
1071 gl_state.framebufferobject = 0;
1072 gl_state.depthfunc = GL_LEQUAL;
1074 switch(vid.renderpath)
1076 case RENDERPATH_D3D9:
1079 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1080 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1081 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1082 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
1083 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1084 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1085 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1086 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1087 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1088 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1092 case RENDERPATH_GL20:
1093 case RENDERPATH_CGGL:
1096 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1097 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1098 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1099 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1100 qglDisable(GL_BLEND);CHECKGLERROR
1101 qglCullFace(gl_state.cullface);CHECKGLERROR
1102 qglDisable(GL_CULL_FACE);CHECKGLERROR
1103 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1104 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1105 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1106 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1108 if (vid.support.arb_vertex_buffer_object)
1110 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1111 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1114 if (vid.support.ext_framebuffer_object)
1116 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1117 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1120 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1121 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1123 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1124 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1125 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1127 if (vid.support.ext_framebuffer_object)
1128 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1130 gl_state.unit = MAX_TEXTUREUNITS;
1131 gl_state.clientunit = MAX_TEXTUREUNITS;
1132 for (i = 0;i < vid.teximageunits;i++)
1134 GL_ActiveTexture(i);
1135 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1136 if (vid.support.ext_texture_3d)
1138 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1140 if (vid.support.arb_texture_cube_map)
1142 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1144 if (vid.support.arb_texture_rectangle)
1146 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1150 for (i = 0;i < vid.texarrayunits;i++)
1152 GL_ClientActiveTexture(i);
1154 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1155 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1159 case RENDERPATH_GL13:
1160 case RENDERPATH_GL11:
1163 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1164 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1165 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1166 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1167 qglDisable(GL_BLEND);CHECKGLERROR
1168 qglCullFace(gl_state.cullface);CHECKGLERROR
1169 qglDisable(GL_CULL_FACE);CHECKGLERROR
1170 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1171 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1172 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1173 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1175 if (vid.support.arb_vertex_buffer_object)
1177 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1178 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1181 if (vid.support.ext_framebuffer_object)
1183 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1184 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1187 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1188 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1190 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1191 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1192 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1194 if (vid.support.ext_framebuffer_object)
1195 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1197 gl_state.unit = MAX_TEXTUREUNITS;
1198 gl_state.clientunit = MAX_TEXTUREUNITS;
1199 for (i = 0;i < vid.texunits;i++)
1201 GL_ActiveTexture(i);
1202 GL_ClientActiveTexture(i);
1203 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1204 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1205 if (vid.support.ext_texture_3d)
1207 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1208 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1210 if (vid.support.arb_texture_cube_map)
1212 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1213 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1215 if (vid.support.arb_texture_rectangle)
1217 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1218 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1221 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1222 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1223 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1224 qglLoadIdentity();CHECKGLERROR
1225 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1226 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1233 void GL_ActiveTexture(unsigned int num)
1235 if (gl_state.unit != num)
1237 gl_state.unit = num;
1238 switch(vid.renderpath)
1240 case RENDERPATH_GL11:
1241 case RENDERPATH_GL13:
1242 case RENDERPATH_GL20:
1243 case RENDERPATH_CGGL:
1244 if (qglActiveTexture)
1247 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
1251 case RENDERPATH_D3D9:
1252 case RENDERPATH_D3D10:
1253 case RENDERPATH_D3D11:
1259 void GL_ClientActiveTexture(unsigned int num)
1261 if (gl_state.clientunit != num)
1263 gl_state.clientunit = num;
1264 switch(vid.renderpath)
1266 case RENDERPATH_GL11:
1267 case RENDERPATH_GL13:
1268 case RENDERPATH_GL20:
1269 case RENDERPATH_CGGL:
1270 if (qglActiveTexture)
1273 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
1277 case RENDERPATH_D3D9:
1278 case RENDERPATH_D3D10:
1279 case RENDERPATH_D3D11:
1285 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1287 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1289 qboolean blendenable;
1290 gl_state.blendfunc1 = blendfunc1;
1291 gl_state.blendfunc2 = blendfunc2;
1292 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1293 switch(vid.renderpath)
1295 case RENDERPATH_GL11:
1296 case RENDERPATH_GL13:
1297 case RENDERPATH_GL20:
1298 case RENDERPATH_CGGL:
1300 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1301 if (gl_state.blend != blendenable)
1303 gl_state.blend = blendenable;
1304 if (!gl_state.blend)
1306 qglDisable(GL_BLEND);CHECKGLERROR
1310 qglEnable(GL_BLEND);CHECKGLERROR
1314 case RENDERPATH_D3D9:
1319 D3DBLEND d3dblendfunc[2];
1320 glblendfunc[0] = gl_state.blendfunc1;
1321 glblendfunc[1] = gl_state.blendfunc2;
1322 for (i = 0;i < 2;i++)
1324 switch(glblendfunc[i])
1326 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1327 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1328 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1329 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1330 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1331 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1332 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1333 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1334 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1335 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1338 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1339 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1340 if (gl_state.blend != blendenable)
1342 gl_state.blend = blendenable;
1343 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1348 case RENDERPATH_D3D10:
1349 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1351 case RENDERPATH_D3D11:
1352 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1358 void GL_DepthMask(int state)
1360 if (gl_state.depthmask != state)
1362 gl_state.depthmask = state;
1363 switch(vid.renderpath)
1365 case RENDERPATH_GL11:
1366 case RENDERPATH_GL13:
1367 case RENDERPATH_GL20:
1368 case RENDERPATH_CGGL:
1370 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1372 case RENDERPATH_D3D9:
1374 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1377 case RENDERPATH_D3D10:
1378 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1380 case RENDERPATH_D3D11:
1381 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1387 void GL_DepthTest(int state)
1389 if (gl_state.depthtest != state)
1391 gl_state.depthtest = state;
1392 switch(vid.renderpath)
1394 case RENDERPATH_GL11:
1395 case RENDERPATH_GL13:
1396 case RENDERPATH_GL20:
1397 case RENDERPATH_CGGL:
1399 if (gl_state.depthtest)
1401 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1405 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1408 case RENDERPATH_D3D9:
1410 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1413 case RENDERPATH_D3D10:
1414 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1416 case RENDERPATH_D3D11:
1417 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1423 void GL_DepthFunc(int state)
1425 if (gl_state.depthfunc != state)
1427 gl_state.depthfunc = state;
1428 switch(vid.renderpath)
1430 case RENDERPATH_GL11:
1431 case RENDERPATH_GL13:
1432 case RENDERPATH_GL20:
1433 case RENDERPATH_CGGL:
1435 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1437 case RENDERPATH_D3D9:
1439 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1442 case RENDERPATH_D3D10:
1443 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1445 case RENDERPATH_D3D11:
1446 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1452 void GL_DepthRange(float nearfrac, float farfrac)
1454 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1456 gl_state.depthrange[0] = nearfrac;
1457 gl_state.depthrange[1] = farfrac;
1458 switch(vid.renderpath)
1460 case RENDERPATH_GL11:
1461 case RENDERPATH_GL13:
1462 case RENDERPATH_GL20:
1463 case RENDERPATH_CGGL:
1464 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1466 case RENDERPATH_D3D9:
1469 D3DVIEWPORT9 d3dviewport;
1470 d3dviewport.X = gl_viewport.x;
1471 d3dviewport.Y = gl_viewport.y;
1472 d3dviewport.Width = gl_viewport.width;
1473 d3dviewport.Height = gl_viewport.height;
1474 d3dviewport.MinZ = gl_state.depthrange[0];
1475 d3dviewport.MaxZ = gl_state.depthrange[1];
1476 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1480 case RENDERPATH_D3D10:
1481 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1483 case RENDERPATH_D3D11:
1484 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1490 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)
1492 switch (vid.renderpath)
1494 case RENDERPATH_GL11:
1495 case RENDERPATH_GL13:
1496 case RENDERPATH_GL20:
1497 case RENDERPATH_CGGL:
1501 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1505 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1507 if (vid.support.ati_separate_stencil)
1509 qglStencilMask(writemask);CHECKGLERROR
1510 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1511 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1512 qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1514 else if (vid.support.ext_stencil_two_side)
1516 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1517 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1518 qglStencilMask(writemask);CHECKGLERROR
1519 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1520 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1521 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1522 qglStencilMask(writemask);CHECKGLERROR
1523 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1524 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1527 case RENDERPATH_D3D9:
1529 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1530 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1531 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1532 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1533 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1534 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
1535 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare);
1536 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
1537 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
1538 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
1539 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare);
1540 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1541 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1544 case RENDERPATH_D3D10:
1545 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1547 case RENDERPATH_D3D11:
1548 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1553 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1555 switch (vid.renderpath)
1557 case RENDERPATH_GL11:
1558 case RENDERPATH_GL13:
1559 case RENDERPATH_GL20:
1560 case RENDERPATH_CGGL:
1564 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1568 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1570 if (vid.support.ext_stencil_two_side)
1572 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1574 qglStencilMask(writemask);CHECKGLERROR
1575 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1576 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1579 case RENDERPATH_D3D9:
1581 if (vid.support.ati_separate_stencil)
1582 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1583 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1584 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1585 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
1586 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
1587 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
1588 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare);
1589 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1590 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1593 case RENDERPATH_D3D10:
1594 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1596 case RENDERPATH_D3D11:
1597 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1602 void GL_PolygonOffset(float planeoffset, float depthoffset)
1604 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1606 gl_state.polygonoffset[0] = planeoffset;
1607 gl_state.polygonoffset[1] = depthoffset;
1608 switch(vid.renderpath)
1610 case RENDERPATH_GL11:
1611 case RENDERPATH_GL13:
1612 case RENDERPATH_GL20:
1613 case RENDERPATH_CGGL:
1614 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1616 case RENDERPATH_D3D9:
1618 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1619 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1622 case RENDERPATH_D3D10:
1623 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1625 case RENDERPATH_D3D11:
1626 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1632 void GL_SetMirrorState(qboolean state)
1634 if (v_flipped_state != state)
1636 v_flipped_state = state;
1637 if (gl_state.cullface == GL_BACK)
1638 gl_state.cullface = GL_FRONT;
1639 else if (gl_state.cullface == GL_FRONT)
1640 gl_state.cullface = GL_BACK;
1643 switch(vid.renderpath)
1645 case RENDERPATH_GL11:
1646 case RENDERPATH_GL13:
1647 case RENDERPATH_GL20:
1648 case RENDERPATH_CGGL:
1649 qglCullFace(gl_state.cullface);
1651 case RENDERPATH_D3D9:
1653 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
1656 case RENDERPATH_D3D10:
1657 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1659 case RENDERPATH_D3D11:
1660 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1666 void GL_CullFace(int state)
1670 if(state == GL_FRONT)
1672 else if(state == GL_BACK)
1676 switch(vid.renderpath)
1678 case RENDERPATH_GL11:
1679 case RENDERPATH_GL13:
1680 case RENDERPATH_GL20:
1681 case RENDERPATH_CGGL:
1684 if (state != GL_NONE)
1686 if (!gl_state.cullfaceenable)
1688 gl_state.cullfaceenable = true;
1689 qglEnable(GL_CULL_FACE);CHECKGLERROR
1691 if (gl_state.cullface != state)
1693 gl_state.cullface = state;
1694 qglCullFace(gl_state.cullface);CHECKGLERROR
1699 if (gl_state.cullfaceenable)
1701 gl_state.cullfaceenable = false;
1702 qglDisable(GL_CULL_FACE);CHECKGLERROR
1706 case RENDERPATH_D3D9:
1708 if (gl_state.cullface != state)
1710 gl_state.cullface = state;
1711 switch(gl_state.cullface)
1714 gl_state.cullfaceenable = false;
1715 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1718 gl_state.cullfaceenable = true;
1719 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
1722 gl_state.cullfaceenable = true;
1723 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
1729 case RENDERPATH_D3D10:
1730 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1732 case RENDERPATH_D3D11:
1733 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1738 void GL_AlphaTest(int state)
1740 if (gl_state.alphatest != state)
1742 gl_state.alphatest = state;
1743 switch(vid.renderpath)
1745 case RENDERPATH_GL11:
1746 case RENDERPATH_GL13:
1747 case RENDERPATH_GL20:
1748 case RENDERPATH_CGGL:
1750 if (gl_state.alphatest)
1752 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1756 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1759 case RENDERPATH_D3D9:
1761 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1764 case RENDERPATH_D3D10:
1765 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1767 case RENDERPATH_D3D11:
1768 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1774 void GL_AlphaFunc(int state, float value)
1776 if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
1778 gl_state.alphafunc = state;
1779 gl_state.alphafuncvalue = value;
1780 switch(vid.renderpath)
1782 case RENDERPATH_GL11:
1783 case RENDERPATH_GL13:
1784 case RENDERPATH_GL20:
1785 case RENDERPATH_CGGL:
1787 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1789 case RENDERPATH_D3D9:
1791 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1792 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
1795 case RENDERPATH_D3D10:
1796 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1798 case RENDERPATH_D3D11:
1799 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1805 void GL_ColorMask(int r, int g, int b, int a)
1807 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1808 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1809 if (gl_state.colormask != state)
1811 gl_state.colormask = state;
1812 switch(vid.renderpath)
1814 case RENDERPATH_GL11:
1815 case RENDERPATH_GL13:
1816 case RENDERPATH_GL20:
1817 case RENDERPATH_CGGL:
1819 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1821 case RENDERPATH_D3D9:
1823 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
1826 case RENDERPATH_D3D10:
1827 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1829 case RENDERPATH_D3D11:
1830 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1836 void GL_Color(float cr, float cg, float cb, float ca)
1838 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)
1840 gl_state.color4f[0] = cr;
1841 gl_state.color4f[1] = cg;
1842 gl_state.color4f[2] = cb;
1843 gl_state.color4f[3] = ca;
1844 switch(vid.renderpath)
1846 case RENDERPATH_GL11:
1847 case RENDERPATH_GL13:
1848 case RENDERPATH_GL20:
1849 case RENDERPATH_CGGL:
1851 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1854 case RENDERPATH_D3D9:
1855 case RENDERPATH_D3D10:
1856 case RENDERPATH_D3D11:
1857 // no equivalent in D3D
1863 void GL_Scissor (int x, int y, int width, int height)
1865 switch(vid.renderpath)
1867 case RENDERPATH_GL11:
1868 case RENDERPATH_GL13:
1869 case RENDERPATH_GL20:
1870 case RENDERPATH_CGGL:
1872 qglScissor(x, y,width,height);
1875 case RENDERPATH_D3D9:
1881 d3drect.right = x + width;
1882 d3drect.bottom = y + height;
1883 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
1887 case RENDERPATH_D3D10:
1888 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1890 case RENDERPATH_D3D11:
1891 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1896 void GL_ScissorTest(int state)
1898 if (gl_state.scissortest != state)
1900 gl_state.scissortest = state;
1901 switch(vid.renderpath)
1903 case RENDERPATH_GL11:
1904 case RENDERPATH_GL13:
1905 case RENDERPATH_GL20:
1906 case RENDERPATH_CGGL:
1908 if(gl_state.scissortest)
1909 qglEnable(GL_SCISSOR_TEST);
1911 qglDisable(GL_SCISSOR_TEST);
1914 case RENDERPATH_D3D9:
1916 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
1919 case RENDERPATH_D3D10:
1920 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1922 case RENDERPATH_D3D11:
1923 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1931 static const float blackcolor[4] = {0, 0, 0, 0};
1932 // prevent warnings when trying to clear a buffer that does not exist
1934 colorvalue = blackcolor;
1937 mask &= ~GL_STENCIL_BUFFER_BIT;
1940 switch(vid.renderpath)
1942 case RENDERPATH_GL11:
1943 case RENDERPATH_GL13:
1944 case RENDERPATH_GL20:
1945 case RENDERPATH_CGGL:
1947 if (mask & GL_COLOR_BUFFER_BIT)
1949 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1951 if (mask & GL_DEPTH_BUFFER_BIT)
1953 qglClearDepth(depthvalue);CHECKGLERROR
1955 if (mask & GL_STENCIL_BUFFER_BIT)
1957 qglClearStencil(stencilvalue);CHECKGLERROR
1959 qglClear(mask);CHECKGLERROR
1961 case RENDERPATH_D3D9:
1963 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);
1966 case RENDERPATH_D3D10:
1967 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1969 case RENDERPATH_D3D11:
1970 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1975 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1977 switch(vid.renderpath)
1979 case RENDERPATH_GL11:
1980 case RENDERPATH_GL13:
1981 case RENDERPATH_GL20:
1982 case RENDERPATH_CGGL:
1984 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1986 case RENDERPATH_D3D9:
1989 // LordHavoc: we can't directly download the backbuffer because it may be
1990 // multisampled, and it may not be lockable, so we blit it to a lockable
1991 // surface of the same dimensions (but without multisample) to resolve the
1992 // multisample buffer to a normal image, and then lock that...
1993 IDirect3DSurface9 *stretchsurface = NULL;
1994 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
1996 D3DLOCKED_RECT lockedrect;
1997 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
1999 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2002 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2003 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2004 memcpy(outpixels + line * width * 4, row, width * 4);
2005 IDirect3DSurface9_UnlockRect(stretchsurface);
2008 IDirect3DSurface9_Release(stretchsurface);
2011 //IDirect3DSurface9 *syssurface = NULL;
2012 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2013 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2014 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2015 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2016 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2017 //IDirect3DSurface9_UnlockRect(syssurface);
2018 //IDirect3DSurface9_Release(syssurface);
2022 case RENDERPATH_D3D10:
2023 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2025 case RENDERPATH_D3D11:
2026 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2031 // called at beginning of frame
2032 void R_Mesh_Start(void)
2035 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
2036 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
2037 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
2038 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
2039 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2041 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2042 Cvar_SetValueQuick(&gl_paranoid, 1);
2046 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2050 char compilelog[MAX_INPUTLINE];
2051 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
2054 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2055 qglCompileShaderARB(shaderobject);CHECKGLERROR
2056 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
2057 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2058 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
2060 int i, j, pretextlines = 0;
2061 for (i = 0;i < numstrings - 1;i++)
2062 for (j = 0;strings[i][j];j++)
2063 if (strings[i][j] == '\n')
2065 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2067 if (!shadercompiled)
2069 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2072 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
2073 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2077 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)
2079 GLint programlinked;
2080 GLuint programobject = 0;
2081 char linklog[MAX_INPUTLINE];
2084 programobject = qglCreateProgramObjectARB();CHECKGLERROR
2088 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
2091 #ifdef GL_GEOMETRY_SHADER_ARB
2092 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
2096 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
2099 qglLinkProgramARB(programobject);CHECKGLERROR
2100 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
2101 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2104 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
2105 Con_DPrintf("program link log:\n%s\n", linklog);
2106 // software vertex shader is ok but software fragment shader is WAY
2107 // too slow, fail program if so.
2108 // NOTE: this string might be ATI specific, but that's ok because the
2109 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2110 // software fragment shader due to low instruction and dependent
2112 if (strstr(linklog, "fragment shader will run in software"))
2113 programlinked = false;
2117 return programobject;
2119 qglDeleteObjectARB(programobject);CHECKGLERROR
2123 void GL_Backend_FreeProgram(unsigned int prog)
2126 qglDeleteObjectARB(prog);
2130 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
2135 for (i = 0;i < count;i++)
2136 *out++ = *in++ + offset;
2139 memcpy(out, in, sizeof(*out) * count);
2142 // renders triangles using vertices from the active arrays
2143 int paranoidblah = 0;
2144 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)
2146 unsigned int numelements = numtriangles * 3;
2148 size_t bufferoffset3i;
2150 size_t bufferoffset3s;
2151 if (numvertices < 3 || numtriangles < 1)
2153 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2154 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);
2157 if (!gl_mesh_prefer_short_elements.integer)
2161 if (element3i_indexbuffer)
2162 element3i_indexbuffer = NULL;
2164 // adjust the pointers for firsttriangle
2166 element3i += firsttriangle * 3;
2167 if (element3i_indexbuffer)
2168 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2170 element3s += firsttriangle * 3;
2171 if (element3s_indexbuffer)
2172 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2173 // check if the user specified to ignore static index buffers
2174 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2176 element3i_indexbuffer = NULL;
2177 element3s_indexbuffer = NULL;
2179 // upload a dynamic index buffer if needed
2182 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2184 if (gl_state.draw_dynamicindexbuffer)
2185 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2187 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2188 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2189 element3s_bufferoffset = 0;
2194 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2196 if (gl_state.draw_dynamicindexbuffer)
2197 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2199 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2200 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2201 element3i_bufferoffset = 0;
2204 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2205 bufferoffset3i = element3i_bufferoffset;
2206 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2207 bufferoffset3s = element3s_bufferoffset;
2208 r_refdef.stats.meshes++;
2209 r_refdef.stats.meshes_elements += numelements;
2210 if (gl_paranoid.integer)
2213 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2215 unsigned int j, size;
2217 // note: there's no validation done here on buffer objects because it
2218 // is somewhat difficult to get at the data, and gl_paranoid can be
2219 // used without buffer objects if the need arises
2220 // (the data could be gotten using glMapBuffer but it would be very
2221 // slow due to uncachable video memory reads)
2222 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2223 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2225 if (gl_state.pointer_vertex_pointer)
2226 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2228 if (gl_state.pointer_color_enabled)
2230 if (!qglIsEnabled(GL_COLOR_ARRAY))
2231 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2233 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2234 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2237 for (i = 0;i < vid.texarrayunits;i++)
2239 if (gl_state.units[i].arrayenabled)
2241 GL_ClientActiveTexture(i);
2242 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2243 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2245 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2246 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++)
2253 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2255 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2257 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2264 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2266 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2268 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2274 if (r_render.integer || r_refdef.draw2dstage)
2276 switch(vid.renderpath)
2278 case RENDERPATH_GL11:
2279 case RENDERPATH_GL13:
2280 case RENDERPATH_GL20:
2281 case RENDERPATH_CGGL:
2283 if (gl_mesh_testmanualfeeding.integer)
2285 unsigned int i, j, element;
2287 qglBegin(GL_TRIANGLES);
2288 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2291 element = element3i[i];
2293 element = element3s[i];
2295 element = firstvertex + i;
2296 for (j = 0;j < vid.texarrayunits;j++)
2298 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2300 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2302 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2303 if (vid.texarrayunits > 1)
2305 if (gl_state.units[j].pointer_texcoord_components == 4)
2306 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
2307 else if (gl_state.units[j].pointer_texcoord_components == 3)
2308 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
2309 else if (gl_state.units[j].pointer_texcoord_components == 2)
2310 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
2312 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
2316 if (gl_state.units[j].pointer_texcoord_components == 4)
2317 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2318 else if (gl_state.units[j].pointer_texcoord_components == 3)
2319 qglTexCoord3f(p[0], p[1], p[2]);
2320 else if (gl_state.units[j].pointer_texcoord_components == 2)
2321 qglTexCoord2f(p[0], p[1]);
2323 qglTexCoord1f(p[0]);
2326 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2328 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2329 if (vid.texarrayunits > 1)
2331 if (gl_state.units[j].pointer_texcoord_components == 4)
2332 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
2333 else if (gl_state.units[j].pointer_texcoord_components == 3)
2334 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
2335 else if (gl_state.units[j].pointer_texcoord_components == 2)
2336 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
2337 else if (gl_state.units[j].pointer_texcoord_components == 1)
2338 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
2342 if (gl_state.units[j].pointer_texcoord_components == 4)
2343 qglTexCoord4f(s[0], s[1], s[2], s[3]);
2344 else if (gl_state.units[j].pointer_texcoord_components == 3)
2345 qglTexCoord3f(s[0], s[1], s[2]);
2346 else if (gl_state.units[j].pointer_texcoord_components == 2)
2347 qglTexCoord2f(s[0], s[1]);
2348 else if (gl_state.units[j].pointer_texcoord_components == 1)
2349 qglTexCoord1f(s[0]);
2352 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2354 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2355 if (vid.texarrayunits > 1)
2357 if (gl_state.units[j].pointer_texcoord_components == 4)
2358 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
2359 else if (gl_state.units[j].pointer_texcoord_components == 3)
2360 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
2361 else if (gl_state.units[j].pointer_texcoord_components == 2)
2362 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
2363 else if (gl_state.units[j].pointer_texcoord_components == 1)
2364 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
2368 if (gl_state.units[j].pointer_texcoord_components == 4)
2369 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2370 else if (gl_state.units[j].pointer_texcoord_components == 3)
2371 qglTexCoord3f(sb[0], sb[1], sb[2]);
2372 else if (gl_state.units[j].pointer_texcoord_components == 2)
2373 qglTexCoord2f(sb[0], sb[1]);
2374 else if (gl_state.units[j].pointer_texcoord_components == 1)
2375 qglTexCoord1f(sb[0]);
2380 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2382 if (gl_state.pointer_color_gltype == GL_FLOAT)
2384 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2385 qglColor4f(p[0], p[1], p[2], p[3]);
2387 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2389 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2390 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
2393 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2395 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2396 if (gl_state.pointer_vertex_components == 4)
2397 qglVertex4f(p[0], p[1], p[2], p[3]);
2398 else if (gl_state.pointer_vertex_components == 3)
2399 qglVertex3f(p[0], p[1], p[2]);
2401 qglVertex2f(p[0], p[1]);
2407 else if (bufferobject3s)
2409 GL_BindEBO(bufferobject3s);
2410 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2412 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2417 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
2421 else if (bufferobject3i)
2423 GL_BindEBO(bufferobject3i);
2424 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2426 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2431 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
2438 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2440 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
2445 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2452 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2454 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
2459 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2465 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2469 case RENDERPATH_D3D9:
2472 if (element3s_indexbuffer)
2474 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
2475 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
2477 else if (element3i_indexbuffer)
2479 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
2480 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
2483 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
2487 case RENDERPATH_D3D10:
2488 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2490 case RENDERPATH_D3D11:
2491 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2497 // restores backend state, used when done with 3D rendering
2498 void R_Mesh_Finish(void)
2502 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
2504 r_meshbuffer_t *buffer;
2505 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
2507 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
2508 memset(buffer, 0, sizeof(*buffer));
2509 buffer->bufferobject = 0;
2510 buffer->devicebuffer = NULL;
2512 buffer->isindexbuffer = isindexbuffer;
2513 buffer->isdynamic = isdynamic;
2514 buffer->isindex16 = isindex16;
2515 strlcpy(buffer->name, name, sizeof(buffer->name));
2516 R_Mesh_UpdateMeshBuffer(buffer, data, size);
2520 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
2524 if (buffer->isindexbuffer)
2526 r_refdef.stats.indexbufferuploadcount++;
2527 r_refdef.stats.indexbufferuploadsize += size;
2531 r_refdef.stats.vertexbufferuploadcount++;
2532 r_refdef.stats.vertexbufferuploadsize += size;
2534 switch(vid.renderpath)
2536 case RENDERPATH_GL11:
2537 case RENDERPATH_GL13:
2538 case RENDERPATH_GL20:
2539 case RENDERPATH_CGGL:
2540 if (!buffer->bufferobject)
2541 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
2542 if (buffer->isindexbuffer)
2543 GL_BindEBO(buffer->bufferobject);
2545 GL_BindVBO(buffer->bufferobject);
2546 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
2548 case RENDERPATH_D3D9:
2552 void *datapointer = NULL;
2553 if (buffer->isindexbuffer)
2555 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
2556 if (size != buffer->size || !buffer->devicebuffer)
2558 if (buffer->devicebuffer)
2559 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
2560 buffer->devicebuffer = NULL;
2561 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)))
2562 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);
2563 buffer->devicebuffer = (void *)d3d9indexbuffer;
2564 buffer->size = size;
2566 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2569 memcpy(datapointer, data, size);
2571 memset(datapointer, 0, size);
2572 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
2577 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
2578 if (size != buffer->size || !buffer->devicebuffer)
2580 if (buffer->devicebuffer)
2581 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
2582 buffer->devicebuffer = NULL;
2583 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
2584 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);
2585 buffer->devicebuffer = (void *)d3d9vertexbuffer;
2586 buffer->size = size;
2588 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2591 memcpy(datapointer, data, size);
2593 memset(datapointer, 0, size);
2594 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
2600 case RENDERPATH_D3D10:
2601 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2603 case RENDERPATH_D3D11:
2604 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2609 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
2613 switch(vid.renderpath)
2615 case RENDERPATH_GL11:
2616 case RENDERPATH_GL13:
2617 case RENDERPATH_GL20:
2618 case RENDERPATH_CGGL:
2619 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
2621 case RENDERPATH_D3D9:
2623 if (buffer->devicebuffer)
2625 if (buffer->isindexbuffer)
2626 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
2628 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
2632 case RENDERPATH_D3D10:
2633 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2635 case RENDERPATH_D3D11:
2636 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2639 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
2642 void GL_Mesh_ListVBOs(qboolean printeach)
2645 size_t ebocount = 0, ebomemory = 0;
2646 size_t vbocount = 0, vbomemory = 0;
2647 r_meshbuffer_t *buffer;
2648 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
2649 for (i = 0;i < endindex;i++)
2651 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
2654 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)");}
2655 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)");}
2657 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);
2662 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2664 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2665 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)
2667 gl_state.pointer_vertex_components = components;
2668 gl_state.pointer_vertex_gltype = gltype;
2669 gl_state.pointer_vertex_stride = stride;
2670 gl_state.pointer_vertex_pointer = pointer;
2671 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
2672 gl_state.pointer_vertex_offset = bufferoffset;
2674 GL_BindVBO(bufferobject);
2675 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2679 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2681 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
2682 // the pointer only.
2685 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2686 // caller wants color array enabled
2687 if (!gl_state.pointer_color_enabled)
2689 gl_state.pointer_color_enabled = true;
2691 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2693 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)
2695 gl_state.pointer_color_components = components;
2696 gl_state.pointer_color_gltype = gltype;
2697 gl_state.pointer_color_stride = stride;
2698 gl_state.pointer_color_pointer = pointer;
2699 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2700 gl_state.pointer_color_offset = bufferoffset;
2702 GL_BindVBO(bufferobject);
2703 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2708 // caller wants color array disabled
2709 if (gl_state.pointer_color_enabled)
2711 gl_state.pointer_color_enabled = false;
2713 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2714 // when color array is on the glColor gets trashed, set it again
2715 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2720 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)
2722 gltextureunit_t *unit = gl_state.units + unitnum;
2723 // update array settings
2725 // note: there is no need to check bufferobject here because all cases
2726 // that involve a valid bufferobject also supply a texcoord array
2729 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2730 // texture array unit is enabled, enable the array
2731 if (!unit->arrayenabled)
2733 unit->arrayenabled = true;
2734 GL_ClientActiveTexture(unitnum);
2735 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2738 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)
2740 unit->pointer_texcoord_components = components;
2741 unit->pointer_texcoord_gltype = gltype;
2742 unit->pointer_texcoord_stride = stride;
2743 unit->pointer_texcoord_pointer = pointer;
2744 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2745 unit->pointer_texcoord_offset = bufferoffset;
2746 GL_ClientActiveTexture(unitnum);
2747 GL_BindVBO(bufferobject);
2748 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2753 // texture array unit is disabled, disable the array
2754 if (unit->arrayenabled)
2756 unit->arrayenabled = false;
2757 GL_ClientActiveTexture(unitnum);
2758 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2763 int R_Mesh_TexBound(unsigned int unitnum, int id)
2765 gltextureunit_t *unit = gl_state.units + unitnum;
2766 if (unitnum >= vid.teximageunits)
2768 if (id == GL_TEXTURE_2D)
2770 if (id == GL_TEXTURE_3D)
2772 if (id == GL_TEXTURE_CUBE_MAP_ARB)
2773 return unit->tcubemap;
2774 if (id == GL_TEXTURE_RECTANGLE_ARB)
2775 return unit->trectangle;
2779 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2781 switch(vid.renderpath)
2783 case RENDERPATH_GL11:
2784 case RENDERPATH_GL13:
2785 case RENDERPATH_GL20:
2786 case RENDERPATH_CGGL:
2787 R_Mesh_TexBind(0, tex);
2788 GL_ActiveTexture(0);CHECKGLERROR
2789 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2791 case RENDERPATH_D3D9:
2794 IDirect3DSurface9 *currentsurface = NULL;
2795 IDirect3DSurface9 *texturesurface = NULL;
2798 sourcerect.left = sx;
2799 sourcerect.top = sy;
2800 sourcerect.right = sx + width;
2801 sourcerect.bottom = sy + height;
2804 destrect.right = tx + width;
2805 destrect.bottom = ty + height;
2806 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
2808 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
2810 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
2811 IDirect3DSurface9_Release(currentsurface);
2813 IDirect3DSurface9_Release(texturesurface);
2818 case RENDERPATH_D3D10:
2819 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2821 case RENDERPATH_D3D11:
2822 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2828 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};
2831 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2833 gltextureunit_t *unit = gl_state.units + unitnum;
2834 int tex2d, tex3d, texcubemap, texnum;
2835 if (unitnum >= vid.teximageunits)
2837 // if (unit->texture == tex)
2839 switch(vid.renderpath)
2841 case RENDERPATH_GL20:
2842 case RENDERPATH_CGGL:
2845 tex = r_texture_white;
2846 // not initialized enough yet...
2850 unit->texture = tex;
2851 texnum = R_GetTexture(tex);
2852 switch(tex->gltexturetypeenum)
2854 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2855 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2856 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;
2857 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
2860 case RENDERPATH_GL13:
2861 case RENDERPATH_GL11:
2862 unit->texture = tex;
2868 texnum = R_GetTexture(tex);
2869 switch(tex->gltexturetypeenum)
2877 case GL_TEXTURE_CUBE_MAP_ARB:
2878 texcubemap = texnum;
2882 // update 2d texture binding
2883 if (unit->t2d != tex2d)
2885 GL_ActiveTexture(unitnum);
2890 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
2897 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2901 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2903 // update 3d texture binding
2904 if (unit->t3d != tex3d)
2906 GL_ActiveTexture(unitnum);
2911 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
2918 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2922 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2924 // update cubemap texture binding
2925 if (unit->tcubemap != texcubemap)
2927 GL_ActiveTexture(unitnum);
2930 if (unit->tcubemap == 0)
2932 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2939 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2942 unit->tcubemap = texcubemap;
2943 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2946 case RENDERPATH_D3D9:
2949 extern cvar_t gl_texture_anisotropy;
2952 tex = r_texture_white;
2953 // not initialized enough yet...
2957 if (unit->texture == tex)
2959 unit->texture = tex;
2960 // upload texture if needed
2962 R_RealGetTexture(tex);
2963 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
2964 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
2965 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
2966 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
2967 if (tex->d3daddressw)
2968 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
2969 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
2970 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
2971 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
2972 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
2973 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
2974 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
2978 case RENDERPATH_D3D10:
2979 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2981 case RENDERPATH_D3D11:
2982 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2987 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
2989 gltextureunit_t *unit = gl_state.units + unitnum;
2990 switch(vid.renderpath)
2992 case RENDERPATH_GL11:
2993 case RENDERPATH_GL13:
2994 case RENDERPATH_GL20:
2995 case RENDERPATH_CGGL:
2996 if (matrix && matrix->m[3][3])
2998 // texmatrix specified, check if it is different
2999 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3002 unit->texmatrixenabled = true;
3003 unit->matrix = *matrix;
3005 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3006 GL_ActiveTexture(unitnum);
3007 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3008 qglLoadMatrixf(glmatrix);CHECKGLERROR
3009 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3014 // no texmatrix specified, revert to identity
3015 if (unit->texmatrixenabled)
3017 unit->texmatrixenabled = false;
3018 unit->matrix = identitymatrix;
3020 GL_ActiveTexture(unitnum);
3021 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3022 qglLoadIdentity();CHECKGLERROR
3023 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3027 case RENDERPATH_D3D9:
3028 case RENDERPATH_D3D10:
3029 case RENDERPATH_D3D11:
3034 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3036 gltextureunit_t *unit = gl_state.units + unitnum;
3038 switch(vid.renderpath)
3040 case RENDERPATH_GL20:
3041 case RENDERPATH_CGGL:
3044 case RENDERPATH_GL13:
3045 // GL_ARB_texture_env_combine
3047 combinergb = GL_MODULATE;
3049 combinealpha = GL_MODULATE;
3054 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3056 if (combinergb == GL_DECAL)
3057 combinergb = GL_INTERPOLATE_ARB;
3058 if (unit->combine != GL_COMBINE_ARB)
3060 unit->combine = GL_COMBINE_ARB;
3061 GL_ActiveTexture(unitnum);
3062 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
3063 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
3065 if (unit->combinergb != combinergb)
3067 unit->combinergb = combinergb;
3068 GL_ActiveTexture(unitnum);
3069 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
3071 if (unit->combinealpha != combinealpha)
3073 unit->combinealpha = combinealpha;
3074 GL_ActiveTexture(unitnum);
3075 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
3077 if (unit->rgbscale != rgbscale)
3079 unit->rgbscale = rgbscale;
3080 GL_ActiveTexture(unitnum);
3081 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
3083 if (unit->alphascale != alphascale)
3085 unit->alphascale = alphascale;
3086 GL_ActiveTexture(unitnum);
3087 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3092 if (unit->combine != combinergb)
3094 unit->combine = combinergb;
3095 GL_ActiveTexture(unitnum);
3096 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3100 case RENDERPATH_GL11:
3103 combinergb = GL_MODULATE;
3104 if (unit->combine != combinergb)
3106 unit->combine = combinergb;
3107 GL_ActiveTexture(unitnum);
3108 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3111 case RENDERPATH_D3D9:
3112 case RENDERPATH_D3D10:
3113 case RENDERPATH_D3D11:
3118 void R_Mesh_ResetTextureState(void)
3120 unsigned int unitnum;
3125 switch(vid.renderpath)
3127 case RENDERPATH_GL20:
3128 case RENDERPATH_CGGL:
3129 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3131 gltextureunit_t *unit = gl_state.units + unitnum;
3135 GL_ActiveTexture(unitnum);
3136 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3141 GL_ActiveTexture(unitnum);
3142 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3147 GL_ActiveTexture(unitnum);
3148 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3150 if (unit->trectangle)
3152 unit->trectangle = 0;
3153 GL_ActiveTexture(unitnum);
3154 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3157 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
3159 gltextureunit_t *unit = gl_state.units + unitnum;
3160 if (unit->arrayenabled)
3162 unit->arrayenabled = false;
3163 GL_ClientActiveTexture(unitnum);
3164 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3167 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3169 gltextureunit_t *unit = gl_state.units + unitnum;
3170 if (unit->texmatrixenabled)
3172 unit->texmatrixenabled = false;
3173 unit->matrix = identitymatrix;
3175 GL_ActiveTexture(unitnum);
3176 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3177 qglLoadIdentity();CHECKGLERROR
3178 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3182 case RENDERPATH_GL13:
3183 case RENDERPATH_GL11:
3184 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3186 gltextureunit_t *unit = gl_state.units + unitnum;
3190 GL_ActiveTexture(unitnum);
3191 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3192 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3197 GL_ActiveTexture(unitnum);
3198 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3199 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3204 GL_ActiveTexture(unitnum);
3205 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3206 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3208 if (unit->trectangle)
3210 unit->trectangle = 0;
3211 GL_ActiveTexture(unitnum);
3212 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
3213 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3215 if (unit->arrayenabled)
3217 unit->arrayenabled = false;
3218 GL_ClientActiveTexture(unitnum);
3219 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3221 if (unit->texmatrixenabled)
3223 unit->texmatrixenabled = false;
3224 unit->matrix = identitymatrix;
3226 GL_ActiveTexture(unitnum);
3227 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3228 qglLoadIdentity();CHECKGLERROR
3229 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3231 if (unit->combine != GL_MODULATE)
3233 unit->combine = GL_MODULATE;
3234 GL_ActiveTexture(unitnum);
3235 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3239 case RENDERPATH_D3D9:
3240 case RENDERPATH_D3D10:
3241 case RENDERPATH_D3D11:
3249 //#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
3250 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
3251 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
3253 D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
3255 {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3259 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
3261 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3262 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3263 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3267 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
3269 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3270 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3271 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3272 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
3273 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
3274 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
3275 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
3279 IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
3280 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
3281 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
3284 static void R_Mesh_InitVertexDeclarations(void)
3287 r_vertexposition_d3d9decl = NULL;
3288 r_vertexgeneric_d3d9decl = NULL;
3289 r_vertexmesh_d3d9decl = NULL;
3290 switch(vid.renderpath)
3292 case RENDERPATH_D3D9:
3293 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
3294 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
3295 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
3297 case RENDERPATH_D3D10:
3298 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3300 case RENDERPATH_D3D11:
3301 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3307 static void R_Mesh_DestroyVertexDeclarations(void)
3310 if (r_vertexposition_d3d9decl)
3311 IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
3312 r_vertexposition_d3d9decl = NULL;
3313 if (r_vertexgeneric_d3d9decl)
3314 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
3315 r_vertexgeneric_d3d9decl = NULL;
3316 if (r_vertexmesh_d3d9decl)
3317 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
3318 r_vertexmesh_d3d9decl = NULL;
3322 r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
3325 size = sizeof(r_vertexposition_t) * numvertices;
3326 if (gl_state.preparevertices_tempdatamaxsize < size)
3328 gl_state.preparevertices_tempdatamaxsize = size;
3329 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3331 gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
3332 gl_state.preparevertices_numvertices = numvertices;
3333 return gl_state.preparevertices_vertexposition;
3336 qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
3338 R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
3339 gl_state.preparevertices_vertexposition = NULL;
3340 gl_state.preparevertices_numvertices = 0;
3344 void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
3347 r_vertexposition_t *vertex;
3348 switch(vid.renderpath)
3350 case RENDERPATH_GL20:
3351 case RENDERPATH_CGGL:
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 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3356 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3357 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3358 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3360 case RENDERPATH_GL13:
3361 case RENDERPATH_GL11:
3362 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3363 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3364 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3365 if (vid.texunits >= 2)
3366 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3367 if (vid.texunits >= 3)
3368 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3372 // no quick path for this case, convert to vertex structs
3373 vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
3374 for (i = 0;i < numvertices;i++)
3375 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3376 R_Mesh_PrepareVertices_Position_Unlock();
3377 R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
3380 void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
3382 // upload temporary vertexbuffer for this rendering
3383 if (!gl_state.usevbo_staticvertex)
3384 vertexbuffer = NULL;
3385 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3387 if (gl_state.preparevertices_dynamicvertexbuffer)
3388 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3390 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3391 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3395 switch(vid.renderpath)
3397 case RENDERPATH_GL20:
3398 case RENDERPATH_CGGL:
3399 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3400 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3401 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3402 case RENDERPATH_GL13:
3403 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3404 case RENDERPATH_GL11:
3405 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3406 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3407 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3409 case RENDERPATH_D3D9:
3411 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
3412 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3415 case RENDERPATH_D3D10:
3416 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3418 case RENDERPATH_D3D11:
3419 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3424 switch(vid.renderpath)
3426 case RENDERPATH_GL20:
3427 case RENDERPATH_CGGL:
3428 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3429 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3430 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3431 case RENDERPATH_GL13:
3432 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3433 case RENDERPATH_GL11:
3434 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3435 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3436 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3443 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
3446 size = sizeof(r_vertexgeneric_t) * numvertices;
3447 if (gl_state.preparevertices_tempdatamaxsize < size)
3449 gl_state.preparevertices_tempdatamaxsize = size;
3450 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3452 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
3453 gl_state.preparevertices_numvertices = numvertices;
3454 return gl_state.preparevertices_vertexgeneric;
3457 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
3459 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
3460 gl_state.preparevertices_vertexgeneric = NULL;
3461 gl_state.preparevertices_numvertices = 0;
3465 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
3468 r_vertexgeneric_t *vertex;
3469 switch(vid.renderpath)
3471 case RENDERPATH_GL20:
3472 case RENDERPATH_CGGL:
3473 if (gl_mesh_separatearrays.integer)
3475 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3476 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3477 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3478 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3479 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3480 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3481 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3485 case RENDERPATH_GL13:
3486 case RENDERPATH_GL11:
3487 if (gl_mesh_separatearrays.integer)
3489 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3490 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3491 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3492 if (vid.texunits >= 2)
3493 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3494 if (vid.texunits >= 3)
3495 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3501 // no quick path for this case, convert to vertex structs
3502 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
3503 for (i = 0;i < numvertices;i++)
3504 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3507 for (i = 0;i < numvertices;i++)
3508 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3512 float tempcolor4f[4];
3513 unsigned char tempcolor4ub[4];
3514 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3515 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3516 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3517 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3518 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3519 for (i = 0;i < numvertices;i++)
3520 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3523 for (i = 0;i < numvertices;i++)
3524 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
3525 R_Mesh_PrepareVertices_Generic_Unlock();
3526 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
3529 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
3531 // upload temporary vertexbuffer for this rendering
3532 if (!gl_state.usevbo_staticvertex)
3533 vertexbuffer = NULL;
3534 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3536 if (gl_state.preparevertices_dynamicvertexbuffer)
3537 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3539 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3540 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3544 switch(vid.renderpath)
3546 case RENDERPATH_GL20:
3547 case RENDERPATH_CGGL:
3548 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3549 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3550 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3551 case RENDERPATH_GL13:
3552 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3553 case RENDERPATH_GL11:
3554 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3555 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3556 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3558 case RENDERPATH_D3D9:
3560 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
3561 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3564 case RENDERPATH_D3D10:
3565 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3567 case RENDERPATH_D3D11:
3568 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3573 switch(vid.renderpath)
3575 case RENDERPATH_GL20:
3576 case RENDERPATH_CGGL:
3577 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3578 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3579 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3580 case RENDERPATH_GL13:
3581 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3582 case RENDERPATH_GL11:
3583 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3584 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3585 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3592 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
3595 size = sizeof(r_vertexmesh_t) * numvertices;
3596 if (gl_state.preparevertices_tempdatamaxsize < size)
3598 gl_state.preparevertices_tempdatamaxsize = size;
3599 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3601 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
3602 gl_state.preparevertices_numvertices = numvertices;
3603 return gl_state.preparevertices_vertexmesh;
3606 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
3608 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
3609 gl_state.preparevertices_vertexmesh = NULL;
3610 gl_state.preparevertices_numvertices = 0;
3614 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)
3617 r_vertexmesh_t *vertex;
3618 switch(vid.renderpath)
3620 case RENDERPATH_GL20:
3621 case RENDERPATH_CGGL:
3622 if (gl_mesh_separatearrays.integer)
3624 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3625 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3626 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3627 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
3628 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
3629 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
3630 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3634 case RENDERPATH_GL13:
3635 case RENDERPATH_GL11:
3636 if (gl_mesh_separatearrays.integer)
3638 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3639 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3640 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3641 if (vid.texunits >= 2)
3642 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3643 if (vid.texunits >= 3)
3644 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3650 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
3651 for (i = 0;i < numvertices;i++)
3652 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3654 for (i = 0;i < numvertices;i++)
3655 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
3657 for (i = 0;i < numvertices;i++)
3658 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
3660 for (i = 0;i < numvertices;i++)
3661 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
3664 for (i = 0;i < numvertices;i++)
3665 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3669 float tempcolor4f[4];
3670 unsigned char tempcolor4ub[4];
3671 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3672 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3673 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3674 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3675 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3676 for (i = 0;i < numvertices;i++)
3677 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3679 if (texcoordtexture2f)
3680 for (i = 0;i < numvertices;i++)
3681 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
3682 if (texcoordlightmap2f)
3683 for (i = 0;i < numvertices;i++)
3684 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
3685 R_Mesh_PrepareVertices_Mesh_Unlock();
3686 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
3689 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
3691 // upload temporary vertexbuffer for this rendering
3692 if (!gl_state.usevbo_staticvertex)
3693 vertexbuffer = NULL;
3694 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3696 if (gl_state.preparevertices_dynamicvertexbuffer)
3697 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3699 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3700 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3704 switch(vid.renderpath)
3706 case RENDERPATH_GL20:
3707 case RENDERPATH_CGGL:
3708 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3709 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3710 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3711 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
3712 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
3713 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
3714 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3716 case RENDERPATH_GL13:
3717 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3718 case RENDERPATH_GL11:
3719 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3720 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3721 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3723 case RENDERPATH_D3D9:
3725 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
3726 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3729 case RENDERPATH_D3D10:
3730 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3732 case RENDERPATH_D3D11:
3733 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3738 switch(vid.renderpath)
3740 case RENDERPATH_GL20:
3741 case RENDERPATH_CGGL:
3742 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3743 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3744 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3745 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
3746 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
3747 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
3748 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3750 case RENDERPATH_GL13:
3751 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3752 case RENDERPATH_GL11:
3753 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3754 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3755 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);