3 #include "cl_collision.h"
5 #define MAX_RENDERTARGETS 4
7 cvar_t gl_debug = {CVAR_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
8 cvar_t gl_paranoid = {CVAR_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {CVAR_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {CVAR_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
12 cvar_t r_renderview = {CVAR_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_waterwarp = {CVAR_CLIENT | CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
14 cvar_t gl_polyblend = {CVAR_CLIENT | CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t v_flipped = {CVAR_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
17 qboolean v_flipped_state = false;
19 r_viewport_t gl_viewport;
20 matrix4x4_t gl_modelmatrix;
21 matrix4x4_t gl_viewmatrix;
22 matrix4x4_t gl_modelviewmatrix;
23 matrix4x4_t gl_projectionmatrix;
24 matrix4x4_t gl_modelviewprojectionmatrix;
25 float gl_modelview16f[16];
26 float gl_modelviewprojection16f[16];
27 qboolean gl_modelmatrixchanged;
30 int gl_errornumber = 0;
32 void GL_PrintError(int errornumber, const char *filename, int linenumber)
36 #ifdef GL_INVALID_ENUM
38 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
41 #ifdef GL_INVALID_VALUE
42 case GL_INVALID_VALUE:
43 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
46 #ifdef GL_INVALID_OPERATION
47 case GL_INVALID_OPERATION:
48 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
51 #ifdef GL_STACK_OVERFLOW
52 case GL_STACK_OVERFLOW:
53 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
56 #ifdef GL_STACK_UNDERFLOW
57 case GL_STACK_UNDERFLOW:
58 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
61 #ifdef GL_OUT_OF_MEMORY
62 case GL_OUT_OF_MEMORY:
63 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
66 #ifdef GL_TABLE_TOO_LARGE
67 case GL_TABLE_TOO_LARGE:
68 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
71 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
72 case GL_INVALID_FRAMEBUFFER_OPERATION:
73 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
77 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
82 static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
84 const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
87 case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
88 case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
89 case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
93 case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
94 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
95 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
96 case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
97 case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
98 case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
102 case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
103 case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
104 case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
105 case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
106 case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
107 case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
109 Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
113 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
115 void SCR_ScreenShot_f(cmd_state_t *cmd);
117 typedef struct gltextureunit_s
119 int pointer_texcoord_components;
120 int pointer_texcoord_gltype;
121 size_t pointer_texcoord_stride;
122 const void *pointer_texcoord_pointer;
123 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
124 size_t pointer_texcoord_offset;
127 int t2d, t3d, tcubemap;
132 typedef struct gl_state_s
140 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
144 float polygonoffset[2];
145 qboolean alphatocoverage;
148 gltextureunit_t units[MAX_TEXTUREUNITS];
152 int vertexbufferobject;
153 int elementbufferobject;
154 int uniformbufferobject;
155 int framebufferobject;
156 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
157 qboolean pointer_color_enabled;
159 // GL3.2 Core requires that we have a GL_VERTEX_ARRAY_OBJECT, but... just one.
160 unsigned int defaultvao;
162 int pointer_vertex_components;
163 int pointer_vertex_gltype;
164 size_t pointer_vertex_stride;
165 const void *pointer_vertex_pointer;
166 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
167 size_t pointer_vertex_offset;
169 int pointer_color_components;
170 int pointer_color_gltype;
171 size_t pointer_color_stride;
172 const void *pointer_color_pointer;
173 const r_meshbuffer_t *pointer_color_vertexbuffer;
174 size_t pointer_color_offset;
176 void *preparevertices_tempdata;
177 size_t preparevertices_tempdatamaxsize;
178 int preparevertices_numvertices;
180 memexpandablearray_t meshbufferarray;
186 static gl_state_t gl_state;
190 note: here's strip order for a terrain row:
197 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
199 *elements++ = i + row;
201 *elements++ = i + row + 1;
204 *elements++ = i + row + 1;
207 for (y = 0;y < rows - 1;y++)
209 for (x = 0;x < columns - 1;x++)
212 *elements++ = i + columns;
214 *elements++ = i + columns + 1;
217 *elements++ = i + columns + 1;
228 for (y = 0;y < rows - 1;y++)
230 for (x = 0;x < columns - 1;x++)
234 *elements++ = i + columns;
235 *elements++ = i + columns + 1;
236 *elements++ = i + columns;
237 *elements++ = i + columns + 1;
243 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
244 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
245 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
246 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
248 static void GL_VBOStats_f(cmd_state_t *cmd)
250 GL_Mesh_ListVBOs(true);
253 static void GL_Backend_ResetState(void);
255 static void gl_backend_start(void)
257 memset(&gl_state, 0, sizeof(gl_state));
259 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
261 Con_DPrintf("OpenGL backend started.\n");
265 switch(vid.renderpath)
267 case RENDERPATH_GL32:
268 // GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder
269 qglGenVertexArrays(1, &gl_state.defaultvao);
270 qglBindVertexArray(gl_state.defaultvao);
272 case RENDERPATH_GLES2:
273 // fetch current fbo here (default fbo is not 0 on some GLES devices)
275 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
279 GL_Backend_ResetState();
282 static void gl_backend_shutdown(void)
284 Con_DPrint("OpenGL Backend shutting down\n");
286 switch(vid.renderpath)
288 case RENDERPATH_GL32:
289 case RENDERPATH_GLES2:
293 if (gl_state.preparevertices_tempdata)
294 Mem_Free(gl_state.preparevertices_tempdata);
296 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
298 memset(&gl_state, 0, sizeof(gl_state));
301 static void gl_backend_newmap(void)
305 static void gl_backend_devicelost(void)
308 r_meshbuffer_t *buffer;
309 switch(vid.renderpath)
311 case RENDERPATH_GL32:
312 case RENDERPATH_GLES2:
315 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
316 for (i = 0;i < endindex;i++)
318 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
319 if (!buffer || !buffer->isdynamic)
321 switch(vid.renderpath)
323 case RENDERPATH_GL32:
324 case RENDERPATH_GLES2:
330 static void gl_backend_devicerestored(void)
332 switch(vid.renderpath)
334 case RENDERPATH_GL32:
335 case RENDERPATH_GLES2:
340 void gl_backend_init(void)
344 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
346 polygonelement3s[i * 3 + 0] = 0;
347 polygonelement3s[i * 3 + 1] = i + 1;
348 polygonelement3s[i * 3 + 2] = i + 2;
350 // elements for rendering a series of quads as triangles
351 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
353 quadelement3s[i * 6 + 0] = i * 4;
354 quadelement3s[i * 6 + 1] = i * 4 + 1;
355 quadelement3s[i * 6 + 2] = i * 4 + 2;
356 quadelement3s[i * 6 + 3] = i * 4;
357 quadelement3s[i * 6 + 4] = i * 4 + 2;
358 quadelement3s[i * 6 + 5] = i * 4 + 3;
361 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
362 polygonelement3i[i] = polygonelement3s[i];
363 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
364 quadelement3i[i] = quadelement3s[i];
366 Cvar_RegisterVariable(&r_render);
367 Cvar_RegisterVariable(&r_renderview);
368 Cvar_RegisterVariable(&r_waterwarp);
369 Cvar_RegisterVariable(&gl_polyblend);
370 Cvar_RegisterVariable(&v_flipped);
371 Cvar_RegisterVariable(&gl_debug);
372 Cvar_RegisterVariable(&gl_paranoid);
373 Cvar_RegisterVariable(&gl_printcheckerror);
375 Cmd_AddCommand(CMD_CLIENT, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
377 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
380 void GL_SetMirrorState(qboolean state);
382 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
386 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
387 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
389 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
391 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
392 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
393 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
395 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
400 switch(vid.renderpath)
402 case RENDERPATH_GL32:
403 case RENDERPATH_GLES2:
405 qglFinish();CHECKGLERROR
410 static int bboxedges[12][2] =
429 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
431 int i, ix1, iy1, ix2, iy2;
432 float x1, y1, x2, y2;
443 scissor[0] = r_refdef.view.viewport.x;
444 scissor[1] = r_refdef.view.viewport.y;
445 scissor[2] = r_refdef.view.viewport.width;
446 scissor[3] = r_refdef.view.viewport.height;
448 // if view is inside the box, just say yes it's visible
449 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
452 // transform all corners that are infront of the nearclip plane
453 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
454 plane4f[3] = r_refdef.view.frustum[4].dist;
456 for (i = 0;i < 8;i++)
458 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
459 dist[i] = DotProduct4(corner[i], plane4f);
460 sign[i] = dist[i] > 0;
463 VectorCopy(corner[i], vertex[numvertices]);
467 // if some points are behind the nearclip, add clipped edge points to make
468 // sure that the scissor boundary is complete
469 if (numvertices > 0 && numvertices < 8)
471 // add clipped edge points
472 for (i = 0;i < 12;i++)
476 if (sign[j] != sign[k])
478 f = dist[j] / (dist[j] - dist[k]);
479 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
485 // if we have no points to check, it is behind the view plane
489 // if we have some points to transform, check what screen area is covered
490 x1 = y1 = x2 = y2 = 0;
492 //Con_Printf("%i vertices to transform...\n", numvertices);
493 for (i = 0;i < numvertices;i++)
495 VectorCopy(vertex[i], v);
496 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
497 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
500 if (x1 > v2[0]) x1 = v2[0];
501 if (x2 < v2[0]) x2 = v2[0];
502 if (y1 > v2[1]) y1 = v2[1];
503 if (y2 < v2[1]) y2 = v2[1];
512 // now convert the scissor rectangle to integer screen coordinates
513 ix1 = (int)(x1 - 1.0f);
514 //iy1 = vid.height - (int)(y2 - 1.0f);
515 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
516 iy1 = (int)(y1 - 1.0f);
517 ix2 = (int)(x2 + 1.0f);
518 //iy2 = vid.height - (int)(y1 + 1.0f);
519 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
520 iy2 = (int)(y2 + 1.0f);
521 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
523 // clamp it to the screen
524 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
525 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
526 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
527 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
529 // if it is inside out, it's not visible
530 if (ix2 <= ix1 || iy2 <= iy1)
533 // the light area is visible, set up the scissor rectangle
536 scissor[2] = ix2 - ix1;
537 scissor[3] = iy2 - iy1;
539 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
540 switch(vid.renderpath)
542 case RENDERPATH_GL32:
543 case RENDERPATH_GLES2:
551 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
555 float clipPlane[4], v3[3], v4[3];
558 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
560 VectorSet(normal, normalx, normaly, normalz);
561 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
562 VectorScale(normal, -dist, v3);
563 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
564 // FIXME: LadyHavoc: I think this can be done more efficiently somehow but I can't remember the technique
565 clipPlane[3] = -DotProduct(v4, clipPlane);
567 // Calculate the clip-space corner point opposite the clipping plane
568 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
569 // transform it into camera space by multiplying it
570 // by the inverse of the projection matrix
571 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
572 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
574 q[3] = (1.0f + m[10]) / m[14];
576 // Calculate the scaled plane vector
577 d = 2.0f / DotProduct4(clipPlane, q);
579 // Replace the third row of the projection matrix
580 m[2] = clipPlane[0] * d;
581 m[6] = clipPlane[1] * d;
582 m[10] = clipPlane[2] * d + 1.0f;
583 m[14] = clipPlane[3] * d;
586 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)
588 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
590 memset(v, 0, sizeof(*v));
591 v->type = R_VIEWPORTTYPE_ORTHO;
592 v->cameramatrix = *cameramatrix;
599 memset(m, 0, sizeof(m));
600 m[0] = 2/(right - left);
601 m[5] = 2/(top - bottom);
602 m[10] = -2/(zFar - zNear);
603 m[12] = - (right + left)/(right - left);
604 m[13] = - (top + bottom)/(top - bottom);
605 m[14] = - (zFar + zNear)/(zFar - zNear);
607 switch(vid.renderpath)
609 case RENDERPATH_GL32:
610 case RENDERPATH_GLES2:
613 v->screentodepth[0] = -farclip / (farclip - nearclip);
614 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
616 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
619 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
621 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
627 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
628 R_Viewport_TransformToScreen(v, test1, test2);
629 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
634 void R_Viewport_InitOrtho3D(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)
636 matrix4x4_t tempmatrix, basematrix;
638 memset(v, 0, sizeof(*v));
640 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
641 v->cameramatrix = *cameramatrix;
648 memset(m, 0, sizeof(m));
649 m[0] = 1.0 / frustumx;
650 m[5] = 1.0 / frustumy;
651 m[10] = -2 / (farclip - nearclip);
652 m[14] = -(farclip + nearclip) / (farclip - nearclip);
654 v->screentodepth[0] = -farclip / (farclip - nearclip);
655 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
657 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
658 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
659 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
660 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
663 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
665 if(v_flipped.integer)
673 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
676 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)
678 matrix4x4_t tempmatrix, basematrix;
680 memset(v, 0, sizeof(*v));
682 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
683 v->cameramatrix = *cameramatrix;
690 memset(m, 0, sizeof(m));
691 m[0] = 1.0 / frustumx;
692 m[5] = 1.0 / frustumy;
693 m[10] = -(farclip + nearclip) / (farclip - nearclip);
695 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
696 v->screentodepth[0] = -farclip / (farclip - nearclip);
697 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
699 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
700 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
701 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
702 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
705 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
707 if(v_flipped.integer)
715 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
718 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)
720 matrix4x4_t tempmatrix, basematrix;
721 const float nudge = 1.0 - 1.0 / (1<<23);
723 memset(v, 0, sizeof(*v));
725 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
726 v->cameramatrix = *cameramatrix;
733 memset(m, 0, sizeof(m));
734 m[ 0] = 1.0 / frustumx;
735 m[ 5] = 1.0 / frustumy;
738 m[14] = -2 * nearclip * nudge;
739 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
740 v->screentodepth[1] = m[14] * -0.5;
742 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
743 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
744 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
745 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
748 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
750 if(v_flipped.integer)
758 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
761 float cubeviewmatrix[6][16] =
763 // standard cubemap projections
801 float rectviewmatrix[6][16] =
803 // sign-preserving cubemap projections
842 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
844 matrix4x4_t tempmatrix, basematrix;
846 memset(v, 0, sizeof(*v));
847 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
848 v->cameramatrix = *cameramatrix;
852 memset(m, 0, sizeof(m));
854 m[10] = -(farclip + nearclip) / (farclip - nearclip);
856 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
858 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
859 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
860 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
863 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
865 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
868 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, int offsetx, int offsety)
870 matrix4x4_t tempmatrix, basematrix;
872 memset(v, 0, sizeof(*v));
873 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
874 v->cameramatrix = *cameramatrix;
875 v->x = offsetx + (side & 1) * size;
876 v->y = offsety + (side >> 1) * size;
880 memset(m, 0, sizeof(m));
881 m[0] = m[5] = 1.0f * ((float)size - border) / size;
882 m[10] = -(farclip + nearclip) / (farclip - nearclip);
884 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
886 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
887 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
888 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
891 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
893 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
896 void R_SetViewport(const r_viewport_t *v)
900 // FIXME: v_flipped_state is evil, this probably breaks somewhere
901 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
903 // copy over the matrices to our state
904 gl_viewmatrix = v->viewmatrix;
905 gl_projectionmatrix = v->projectmatrix;
907 switch(vid.renderpath)
909 case RENDERPATH_GL32:
910 case RENDERPATH_GLES2:
912 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
916 // force an update of the derived matrices
917 gl_modelmatrixchanged = true;
918 R_EntityMatrix(&gl_modelmatrix);
921 void R_GetViewport(r_viewport_t *v)
926 static void GL_BindVBO(int bufferobject)
928 if (gl_state.vertexbufferobject != bufferobject)
930 gl_state.vertexbufferobject = bufferobject;
932 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
936 static void GL_BindEBO(int bufferobject)
938 if (gl_state.elementbufferobject != bufferobject)
940 gl_state.elementbufferobject = bufferobject;
942 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
946 static void GL_BindUBO(int bufferobject)
948 if (gl_state.uniformbufferobject != bufferobject)
950 gl_state.uniformbufferobject = bufferobject;
951 #ifdef GL_UNIFORM_BUFFER
953 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
958 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
959 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
963 switch(vid.renderpath)
965 case RENDERPATH_GL32:
966 case RENDERPATH_GLES2:
968 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
969 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
970 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
972 // FIXME: separate stencil attachment on GLES
973 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
974 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
976 if (depthtexture && depthtexture->texnum )
978 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
979 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
981 if (depthtexture && depthtexture->renderbuffernum )
983 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
984 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
987 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
988 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
989 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
990 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
991 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
992 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
993 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
994 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
999 qglDrawBuffers(4, drawbuffers);CHECKGLERROR
1000 qglReadBuffer(GL_NONE);CHECKGLERROR
1002 else if (colortexture3)
1004 qglDrawBuffers(3, drawbuffers);CHECKGLERROR
1005 qglReadBuffer(GL_NONE);CHECKGLERROR
1007 else if (colortexture2)
1009 qglDrawBuffers(2, drawbuffers);CHECKGLERROR
1010 qglReadBuffer(GL_NONE);CHECKGLERROR
1012 else if (colortexture)
1014 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1015 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1019 qglDrawBuffer(GL_NONE);CHECKGLERROR
1020 qglReadBuffer(GL_NONE);CHECKGLERROR
1023 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1024 if (status != GL_FRAMEBUFFER_COMPLETE)
1026 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1027 gl_state.framebufferobject = 0; // GL unbinds it for us
1028 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1036 void R_Mesh_DestroyFramebufferObject(int fbo)
1038 switch(vid.renderpath)
1040 case RENDERPATH_GL32:
1041 case RENDERPATH_GLES2:
1044 // GL clears the binding if we delete something bound
1045 if (gl_state.framebufferobject == fbo)
1046 gl_state.framebufferobject = 0;
1047 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1053 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1057 rtexture_t *textures[5];
1058 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1059 textures[4] = depthtexture;
1060 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1061 for (j = 0;j < 5;j++)
1063 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1064 if (gl_state.units[i].texture == textures[j])
1065 R_Mesh_TexBind(i, NULL);
1066 // set up framebuffer object or render targets for the active rendering API
1067 switch (vid.renderpath)
1069 case RENDERPATH_GL32:
1070 case RENDERPATH_GLES2:
1071 if (gl_state.framebufferobject != fbo)
1073 gl_state.framebufferobject = fbo;
1074 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1080 static void GL_Backend_ResetState(void)
1082 gl_state.active = true;
1083 gl_state.depthtest = true;
1084 gl_state.alphatocoverage = false;
1085 gl_state.blendfunc1 = GL_ONE;
1086 gl_state.blendfunc2 = GL_ZERO;
1087 gl_state.blend = false;
1088 gl_state.depthmask = GL_TRUE;
1089 gl_state.colormask = 15;
1090 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1091 gl_state.lockrange_first = 0;
1092 gl_state.lockrange_count = 0;
1093 gl_state.cullface = GL_FRONT;
1094 gl_state.cullfaceenable = false;
1095 gl_state.polygonoffset[0] = 0;
1096 gl_state.polygonoffset[1] = 0;
1097 gl_state.framebufferobject = 0;
1098 gl_state.depthfunc = GL_LEQUAL;
1100 switch(vid.renderpath)
1102 case RENDERPATH_GL32:
1103 case RENDERPATH_GLES2:
1104 // set up debug output early
1105 if (vid.support.arb_debug_output)
1109 if (gl_debug.integer >= 1)
1110 qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1111 if (gl_debug.integer >= 3)
1112 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1113 else if (gl_debug.integer >= 1)
1115 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1116 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
1117 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
1120 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
1121 qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
1124 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1125 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1126 qglDisable(GL_BLEND);CHECKGLERROR
1127 qglCullFace(gl_state.cullface);CHECKGLERROR
1128 qglDisable(GL_CULL_FACE);CHECKGLERROR
1129 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1130 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1131 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1132 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1133 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1134 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1135 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1136 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1137 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1138 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1139 gl_state.unit = MAX_TEXTUREUNITS;
1145 void GL_ActiveTexture(unsigned int num)
1147 if (gl_state.unit != num)
1149 gl_state.unit = num;
1150 switch(vid.renderpath)
1152 case RENDERPATH_GL32:
1153 case RENDERPATH_GLES2:
1155 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1161 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1163 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1165 qboolean blendenable;
1166 gl_state.blendfunc1 = blendfunc1;
1167 gl_state.blendfunc2 = blendfunc2;
1168 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1169 switch(vid.renderpath)
1171 case RENDERPATH_GL32:
1172 case RENDERPATH_GLES2:
1174 if (qglBlendFuncSeparate)
1176 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1180 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1182 if (gl_state.blend != blendenable)
1184 gl_state.blend = blendenable;
1185 if (!gl_state.blend)
1187 qglDisable(GL_BLEND);CHECKGLERROR
1191 qglEnable(GL_BLEND);CHECKGLERROR
1199 void GL_DepthMask(int state)
1201 if (gl_state.depthmask != state)
1203 gl_state.depthmask = state;
1204 switch(vid.renderpath)
1206 case RENDERPATH_GL32:
1207 case RENDERPATH_GLES2:
1209 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1215 void GL_DepthTest(int state)
1217 if (gl_state.depthtest != state)
1219 gl_state.depthtest = state;
1220 switch(vid.renderpath)
1222 case RENDERPATH_GL32:
1223 case RENDERPATH_GLES2:
1225 if (gl_state.depthtest)
1227 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1231 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1238 void GL_DepthFunc(int state)
1240 if (gl_state.depthfunc != state)
1242 gl_state.depthfunc = state;
1243 switch(vid.renderpath)
1245 case RENDERPATH_GL32:
1246 case RENDERPATH_GLES2:
1248 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1254 void GL_DepthRange(float nearfrac, float farfrac)
1256 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1258 gl_state.depthrange[0] = nearfrac;
1259 gl_state.depthrange[1] = farfrac;
1260 switch(vid.renderpath)
1262 case RENDERPATH_GL32:
1263 case RENDERPATH_GLES2:
1266 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1268 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1275 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1277 switch (vid.renderpath)
1279 case RENDERPATH_GL32:
1280 case RENDERPATH_GLES2:
1284 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1288 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1290 qglStencilMask(writemask);CHECKGLERROR
1291 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1292 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1298 void GL_PolygonOffset(float planeoffset, float depthoffset)
1300 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1302 gl_state.polygonoffset[0] = planeoffset;
1303 gl_state.polygonoffset[1] = depthoffset;
1304 switch(vid.renderpath)
1306 case RENDERPATH_GL32:
1307 case RENDERPATH_GLES2:
1309 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1315 void GL_SetMirrorState(qboolean state)
1317 if (v_flipped_state != state)
1319 v_flipped_state = state;
1320 if (gl_state.cullface == GL_BACK)
1321 gl_state.cullface = GL_FRONT;
1322 else if (gl_state.cullface == GL_FRONT)
1323 gl_state.cullface = GL_BACK;
1326 switch(vid.renderpath)
1328 case RENDERPATH_GL32:
1329 case RENDERPATH_GLES2:
1331 qglCullFace(gl_state.cullface);CHECKGLERROR
1337 void GL_CullFace(int state)
1341 if(state == GL_FRONT)
1343 else if(state == GL_BACK)
1347 switch(vid.renderpath)
1349 case RENDERPATH_GL32:
1350 case RENDERPATH_GLES2:
1353 if (state != GL_NONE)
1355 if (!gl_state.cullfaceenable)
1357 gl_state.cullfaceenable = true;
1358 qglEnable(GL_CULL_FACE);CHECKGLERROR
1360 if (gl_state.cullface != state)
1362 gl_state.cullface = state;
1363 qglCullFace(gl_state.cullface);CHECKGLERROR
1368 if (gl_state.cullfaceenable)
1370 gl_state.cullfaceenable = false;
1371 qglDisable(GL_CULL_FACE);CHECKGLERROR
1378 void GL_AlphaToCoverage(qboolean state)
1380 if (gl_state.alphatocoverage != state)
1382 gl_state.alphatocoverage = state;
1383 switch(vid.renderpath)
1385 case RENDERPATH_GLES2:
1387 case RENDERPATH_GL32:
1389 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1391 if (gl_state.alphatocoverage)
1393 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
1394 // qglEnable(GL_MULTISAMPLE);CHECKGLERROR
1398 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
1399 // qglDisable(GL_MULTISAMPLE);CHECKGLERROR
1407 void GL_ColorMask(int r, int g, int b, int a)
1409 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1410 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1411 if (gl_state.colormask != state)
1413 gl_state.colormask = state;
1414 switch(vid.renderpath)
1416 case RENDERPATH_GL32:
1417 case RENDERPATH_GLES2:
1419 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1425 void GL_Color(float cr, float cg, float cb, float ca)
1427 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)
1429 gl_state.color4f[0] = cr;
1430 gl_state.color4f[1] = cg;
1431 gl_state.color4f[2] = cb;
1432 gl_state.color4f[3] = ca;
1433 switch(vid.renderpath)
1435 case RENDERPATH_GL32:
1436 case RENDERPATH_GLES2:
1437 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1443 void GL_Scissor (int x, int y, int width, int height)
1445 switch(vid.renderpath)
1447 case RENDERPATH_GL32:
1448 case RENDERPATH_GLES2:
1450 qglScissor(x, y,width,height);CHECKGLERROR
1455 void GL_ScissorTest(int state)
1457 if (gl_state.scissortest != state)
1459 gl_state.scissortest = state;
1460 switch(vid.renderpath)
1462 case RENDERPATH_GL32:
1463 case RENDERPATH_GLES2:
1465 if(gl_state.scissortest)
1466 qglEnable(GL_SCISSOR_TEST);
1468 qglDisable(GL_SCISSOR_TEST);
1475 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1477 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1478 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1479 // prevent warnings when trying to clear a buffer that does not exist
1481 colorvalue = blackcolor;
1484 mask &= ~GL_STENCIL_BUFFER_BIT;
1487 switch(vid.renderpath)
1489 case RENDERPATH_GL32:
1490 case RENDERPATH_GLES2:
1492 if (mask & GL_COLOR_BUFFER_BIT)
1494 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1496 if (mask & GL_DEPTH_BUFFER_BIT)
1499 qglClearDepthf(depthvalue);CHECKGLERROR
1501 qglClearDepth(depthvalue);CHECKGLERROR
1504 if (mask & GL_STENCIL_BUFFER_BIT)
1506 qglClearStencil(stencilvalue);CHECKGLERROR
1508 qglClear(mask);CHECKGLERROR
1513 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1515 switch(vid.renderpath)
1517 case RENDERPATH_GL32:
1518 case RENDERPATH_GLES2:
1527 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1528 for (i = 0;i < width * height * 4;i += 4)
1531 // g = outpixels[i+1];
1533 // a = outpixels[i+3];
1535 // outpixels[i+1] = g;
1537 // outpixels[i+3] = a;
1541 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1547 // called at beginning of frame
1548 void R_Mesh_Start(void)
1551 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1552 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1554 Con_Warnf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1555 Cvar_SetValueQuick(&gl_paranoid, 1);
1559 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1563 char compilelog[MAX_INPUTLINE];
1564 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1567 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1568 qglCompileShader(shaderobject);CHECKGLERROR
1569 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1570 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1571 if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
1573 int i, j, pretextlines = 0;
1574 for (i = 0;i < numstrings - 1;i++)
1575 for (j = 0;strings[i][j];j++)
1576 if (strings[i][j] == '\n')
1578 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1580 if (!shadercompiled)
1582 qglDeleteShader(shaderobject);CHECKGLERROR
1585 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1586 qglDeleteShader(shaderobject);CHECKGLERROR
1590 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)
1592 GLint programlinked;
1593 GLuint programobject = 0;
1594 char linklog[MAX_INPUTLINE];
1597 programobject = qglCreateProgram();CHECKGLERROR
1601 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1602 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1603 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1604 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1605 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1606 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1607 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1608 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1609 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1610 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1612 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1616 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1619 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1620 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1624 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1627 qglLinkProgram(programobject);CHECKGLERROR
1628 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1629 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1634 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1635 Con_DPrintf("program link log:\n%s\n", linklog);
1637 // software vertex shader is ok but software fragment shader is WAY
1638 // too slow, fail program if so.
1639 // NOTE: this string might be ATI specific, but that's ok because the
1640 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1641 // software fragment shader due to low instruction and dependent
1643 if (strstr(linklog, "fragment shader will run in software"))
1644 programlinked = false;
1650 return programobject;
1652 qglDeleteProgram(programobject);CHECKGLERROR
1656 void GL_Backend_FreeProgram(unsigned int prog)
1659 qglDeleteProgram(prog);
1663 // renders triangles using vertices from the active arrays
1664 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
1666 unsigned int numelements = numtriangles * 3;
1668 size_t bufferoffset3i;
1670 size_t bufferoffset3s;
1671 if (numvertices < 3 || numtriangles < 1)
1673 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1674 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);
1677 // adjust the pointers for firsttriangle
1679 element3i += firsttriangle * 3;
1680 if (element3i_indexbuffer)
1681 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1683 element3s += firsttriangle * 3;
1684 if (element3s_indexbuffer)
1685 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1686 // upload a dynamic index buffer if needed
1689 if (!element3s_indexbuffer)
1690 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1694 if (!element3i_indexbuffer)
1695 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1697 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1698 bufferoffset3i = element3i_bufferoffset;
1699 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1700 bufferoffset3s = element3s_bufferoffset;
1701 r_refdef.stats[r_stat_draws]++;
1702 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1703 r_refdef.stats[r_stat_draws_elements] += numelements;
1704 if (gl_paranoid.integer)
1709 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1711 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1713 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1720 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1722 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1724 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1730 if (r_render.integer || r_refdef.draw2dstage)
1732 switch(vid.renderpath)
1734 case RENDERPATH_GL32:
1735 case RENDERPATH_GLES2:
1739 GL_BindEBO(bufferobject3s);
1740 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1742 else if (bufferobject3i)
1744 GL_BindEBO(bufferobject3i);
1745 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1749 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1756 // restores backend state, used when done with 3D rendering
1757 void R_Mesh_Finish(void)
1759 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1762 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1764 r_meshbuffer_t *buffer;
1765 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1766 memset(buffer, 0, sizeof(*buffer));
1767 buffer->bufferobject = 0;
1768 buffer->devicebuffer = NULL;
1769 buffer->size = size;
1770 buffer->isindexbuffer = isindexbuffer;
1771 buffer->isuniformbuffer = isuniformbuffer;
1772 buffer->isdynamic = isdynamic;
1773 buffer->isindex16 = isindex16;
1774 strlcpy(buffer->name, name, sizeof(buffer->name));
1775 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1779 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1783 if (buffer->isindexbuffer)
1785 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1786 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1790 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1791 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1794 buffer->size = size;
1795 switch(vid.renderpath)
1797 case RENDERPATH_GL32:
1798 case RENDERPATH_GLES2:
1799 if (!buffer->bufferobject)
1800 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1802 if (buffer->isuniformbuffer)
1803 GL_BindUBO(buffer->bufferobject);
1804 else if (buffer->isindexbuffer)
1805 GL_BindEBO(buffer->bufferobject);
1807 GL_BindVBO(buffer->bufferobject);
1811 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1812 #ifdef GL_UNIFORM_BUFFER
1813 if (buffer->isuniformbuffer)
1814 buffertype = GL_UNIFORM_BUFFER;
1818 qglBufferSubData(buffertype, offset, size, data);
1820 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1823 if (buffer->isuniformbuffer)
1829 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1833 switch(vid.renderpath)
1835 case RENDERPATH_GL32:
1836 case RENDERPATH_GLES2:
1837 // GL clears the binding if we delete something bound
1838 if (gl_state.uniformbufferobject == buffer->bufferobject)
1839 gl_state.uniformbufferobject = 0;
1840 if (gl_state.vertexbufferobject == buffer->bufferobject)
1841 gl_state.vertexbufferobject = 0;
1842 if (gl_state.elementbufferobject == buffer->bufferobject)
1843 gl_state.elementbufferobject = 0;
1845 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1848 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1851 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1852 void GL_Mesh_ListVBOs(qboolean printeach)
1857 int index16count, index16mem;
1858 int index32count, index32mem;
1859 int vertexcount, vertexmem;
1860 int uniformcount, uniformmem;
1861 int totalcount, totalmem;
1862 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1863 r_meshbuffer_t *buffer;
1864 memset(bufferstat, 0, sizeof(bufferstat));
1865 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1866 for (i = 0;i < endindex;i++)
1868 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1871 if (buffer->isuniformbuffer)
1872 type = R_BUFFERDATA_UNIFORM;
1873 else if (buffer->isindexbuffer && buffer->isindex16)
1874 type = R_BUFFERDATA_INDEX16;
1875 else if (buffer->isindexbuffer)
1876 type = R_BUFFERDATA_INDEX32;
1878 type = R_BUFFERDATA_VERTEX;
1879 isdynamic = buffer->isdynamic;
1880 bufferstat[type][isdynamic][0]++;
1881 bufferstat[type][isdynamic][1] += buffer->size;
1883 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1885 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1886 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1887 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1888 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1889 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1890 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1891 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1892 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1893 totalcount = index16count + index32count + vertexcount + uniformcount;
1894 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1895 Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
1900 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1902 switch(vid.renderpath)
1904 case RENDERPATH_GL32:
1905 case RENDERPATH_GLES2:
1906 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)
1908 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1909 if (!bufferobject && gl_paranoid.integer)
1910 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1911 gl_state.pointer_vertex_components = components;
1912 gl_state.pointer_vertex_gltype = gltype;
1913 gl_state.pointer_vertex_stride = stride;
1914 gl_state.pointer_vertex_pointer = pointer;
1915 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1916 gl_state.pointer_vertex_offset = bufferoffset;
1918 GL_BindVBO(bufferobject);
1919 // LadyHavoc: special flag added to gltype for unnormalized types
1920 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1926 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1928 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1929 // the pointer only.
1930 switch(vid.renderpath)
1932 case RENDERPATH_GL32:
1933 case RENDERPATH_GLES2:
1937 // caller wants color array enabled
1938 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1939 if (!gl_state.pointer_color_enabled)
1941 gl_state.pointer_color_enabled = true;
1943 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1945 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)
1947 gl_state.pointer_color_components = components;
1948 gl_state.pointer_color_gltype = gltype;
1949 gl_state.pointer_color_stride = stride;
1950 gl_state.pointer_color_pointer = pointer;
1951 gl_state.pointer_color_vertexbuffer = vertexbuffer;
1952 gl_state.pointer_color_offset = bufferoffset;
1954 GL_BindVBO(bufferobject);
1955 // LadyHavoc: special flag added to gltype for unnormalized types
1956 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1961 // caller wants color array disabled
1962 if (gl_state.pointer_color_enabled)
1964 gl_state.pointer_color_enabled = false;
1966 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1967 // when color array is on the current color gets trashed, set it again
1968 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1975 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)
1977 gltextureunit_t *unit = gl_state.units + unitnum;
1978 if (unitnum >= MAX_TEXTUREUNITS)
1979 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
1980 // update array settings
1981 // note: there is no need to check bufferobject here because all cases
1982 // that involve a valid bufferobject also supply a texcoord array
1983 switch(vid.renderpath)
1985 case RENDERPATH_GL32:
1986 case RENDERPATH_GLES2:
1990 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1991 // texture array unit is enabled, enable the array
1992 if (!unit->arrayenabled)
1994 unit->arrayenabled = true;
1995 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1998 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)
2000 unit->pointer_texcoord_components = components;
2001 unit->pointer_texcoord_gltype = gltype;
2002 unit->pointer_texcoord_stride = stride;
2003 unit->pointer_texcoord_pointer = pointer;
2004 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2005 unit->pointer_texcoord_offset = bufferoffset;
2006 GL_BindVBO(bufferobject);
2007 // LadyHavoc: special flag added to gltype for unnormalized types
2008 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2013 // texture array unit is disabled, disable the array
2014 if (unit->arrayenabled)
2016 unit->arrayenabled = false;
2017 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2024 int R_Mesh_TexBound(unsigned int unitnum, int id)
2026 gltextureunit_t *unit = gl_state.units + unitnum;
2027 if (unitnum >= MAX_TEXTUREUNITS)
2028 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2029 if (id == GL_TEXTURE_2D)
2031 if (id == GL_TEXTURE_3D)
2033 if (id == GL_TEXTURE_CUBE_MAP)
2034 return unit->tcubemap;
2038 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2040 switch(vid.renderpath)
2042 case RENDERPATH_GL32:
2043 case RENDERPATH_GLES2:
2044 R_Mesh_TexBind(0, tex);
2045 GL_ActiveTexture(0);CHECKGLERROR
2046 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2051 void R_Mesh_ClearBindingsForTexture(int texnum)
2053 gltextureunit_t *unit;
2054 unsigned int unitnum;
2055 // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
2056 for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2058 unit = gl_state.units + unitnum;
2059 if (unit->texture && unit->texture->texnum == texnum)
2060 R_Mesh_TexBind(unitnum, NULL);
2064 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2066 gltextureunit_t *unit = gl_state.units + unitnum;
2068 if (unitnum >= MAX_TEXTUREUNITS)
2069 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2070 switch(vid.renderpath)
2072 case RENDERPATH_GL32:
2073 case RENDERPATH_GLES2:
2076 texnum = R_GetTexture(tex);
2077 switch (tex->gltexturetypeenum)
2080 if (unit->t2d != texnum) { GL_ActiveTexture(unitnum);qglBindTexture(GL_TEXTURE_2D, texnum); CHECKGLERROR unit->t2d = texnum; }
2081 if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
2082 if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
2085 if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
2086 if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, texnum); CHECKGLERROR unit->t3d = texnum; }
2087 if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
2089 case GL_TEXTURE_CUBE_MAP:
2090 if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
2091 if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
2092 if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, texnum); CHECKGLERROR unit->tcubemap = texnum; }
2098 if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
2099 if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
2100 if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
2103 unit->texture = tex;
2106 void R_Mesh_ResetTextureState(void)
2109 unsigned int unitnum;
2113 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2114 R_Mesh_TexBind(unitnum, NULL);
2118 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2120 // upload temporary vertexbuffer for this rendering
2122 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2123 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , vertexbuffer , bufferoffset );
2124 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , NULL , NULL , 0 );
2125 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2126 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2127 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2128 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2129 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2130 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2131 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2132 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2135 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2137 r_meshbuffer_t *buffer_vertex3f = NULL;
2138 r_meshbuffer_t *buffer_color4f = NULL;
2139 r_meshbuffer_t *buffer_texcoord2f = NULL;
2140 int bufferoffset_vertex3f = 0;
2141 int bufferoffset_color4f = 0;
2142 int bufferoffset_texcoord2f = 0;
2144 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2146 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2148 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2149 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2150 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2151 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2152 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2153 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2154 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2155 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2156 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2157 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2158 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2161 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)
2163 r_meshbuffer_t *buffer_vertex3f = NULL;
2164 r_meshbuffer_t *buffer_color4f = NULL;
2165 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2166 r_meshbuffer_t *buffer_svector3f = NULL;
2167 r_meshbuffer_t *buffer_tvector3f = NULL;
2168 r_meshbuffer_t *buffer_normal3f = NULL;
2169 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2170 int bufferoffset_vertex3f = 0;
2171 int bufferoffset_color4f = 0;
2172 int bufferoffset_texcoordtexture2f = 0;
2173 int bufferoffset_svector3f = 0;
2174 int bufferoffset_tvector3f = 0;
2175 int bufferoffset_normal3f = 0;
2176 int bufferoffset_texcoordlightmap2f = 0;
2178 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2180 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2182 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2184 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2186 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2187 if (texcoordtexture2f)
2188 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2189 if (texcoordlightmap2f)
2190 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2191 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2192 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2193 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2194 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2195 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2196 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2197 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2198 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2199 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2200 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2203 void GL_BlendEquationSubtract(qboolean negated)
2208 switch(vid.renderpath)
2210 case RENDERPATH_GL32:
2211 case RENDERPATH_GLES2:
2212 qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2218 switch(vid.renderpath)
2220 case RENDERPATH_GL32:
2221 case RENDERPATH_GLES2:
2222 qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR