3 #include "cl_collision.h"
5 #define MAX_RENDERTARGETS 4
7 cvar_t gl_debug = {CF_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 = {CF_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {CF_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {CF_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
12 cvar_t r_renderview = {CF_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_waterwarp = {CF_CLIENT | CF_ARCHIVE, "r_waterwarp", "1", "warp view while underwater"};
14 cvar_t gl_polyblend = {CF_CLIENT | CF_ARCHIVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t v_flipped = {CF_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
17 qbool 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 qbool 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 qbool 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 qbool 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_Printf("OpenGL backend started\n");
265 switch(vid.renderpath)
268 case RENDERPATH_GL32:
269 // GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder
270 qglGenVertexArrays(1, &gl_state.defaultvao);
271 qglBindVertexArray(gl_state.defaultvao);
274 case RENDERPATH_GLES2:
275 // fetch current fbo here (default fbo is not 0 on some GLES devices)
277 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
281 GL_Backend_ResetState();
284 static void gl_backend_shutdown(void)
286 Con_Print("OpenGL backend shutting down\n");
288 switch(vid.renderpath)
290 case RENDERPATH_GL32:
291 case RENDERPATH_GLES2:
295 if (gl_state.preparevertices_tempdata)
296 Mem_Free(gl_state.preparevertices_tempdata);
298 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
300 memset(&gl_state, 0, sizeof(gl_state));
303 static void gl_backend_newmap(void)
307 static void gl_backend_devicelost(void)
310 r_meshbuffer_t *buffer;
311 switch(vid.renderpath)
313 case RENDERPATH_GL32:
314 case RENDERPATH_GLES2:
317 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
318 for (i = 0;i < endindex;i++)
320 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
321 if (!buffer || !buffer->isdynamic)
323 switch(vid.renderpath)
325 case RENDERPATH_GL32:
326 case RENDERPATH_GLES2:
332 static void gl_backend_devicerestored(void)
334 switch(vid.renderpath)
336 case RENDERPATH_GL32:
337 case RENDERPATH_GLES2:
342 void gl_backend_init(void)
346 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
348 polygonelement3s[i * 3 + 0] = 0;
349 polygonelement3s[i * 3 + 1] = i + 1;
350 polygonelement3s[i * 3 + 2] = i + 2;
352 // elements for rendering a series of quads as triangles
353 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
355 quadelement3s[i * 6 + 0] = i * 4;
356 quadelement3s[i * 6 + 1] = i * 4 + 1;
357 quadelement3s[i * 6 + 2] = i * 4 + 2;
358 quadelement3s[i * 6 + 3] = i * 4;
359 quadelement3s[i * 6 + 4] = i * 4 + 2;
360 quadelement3s[i * 6 + 5] = i * 4 + 3;
363 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
364 polygonelement3i[i] = polygonelement3s[i];
365 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
366 quadelement3i[i] = quadelement3s[i];
368 Cvar_RegisterVariable(&r_render);
369 Cvar_RegisterVariable(&r_renderview);
370 Cvar_RegisterVariable(&r_waterwarp);
371 Cvar_RegisterVariable(&gl_polyblend);
372 Cvar_RegisterVariable(&v_flipped);
373 Cvar_RegisterVariable(&gl_debug);
374 Cvar_RegisterVariable(&gl_paranoid);
375 Cvar_RegisterVariable(&gl_printcheckerror);
377 Cmd_AddCommand(CF_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");
379 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
382 void GL_SetMirrorState(qbool state);
384 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
388 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
389 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
391 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
393 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
394 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
395 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
397 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
402 switch(vid.renderpath)
404 case RENDERPATH_GL32:
405 case RENDERPATH_GLES2:
407 qglFinish();CHECKGLERROR
412 static int bboxedges[12][2] =
431 qbool R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
433 int i, ix1, iy1, ix2, iy2;
434 float x1, y1, x2, y2;
445 scissor[0] = r_refdef.view.viewport.x;
446 scissor[1] = r_refdef.view.viewport.y;
447 scissor[2] = r_refdef.view.viewport.width;
448 scissor[3] = r_refdef.view.viewport.height;
450 // if view is inside the box, just say yes it's visible
451 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
454 // transform all corners that are infront of the nearclip plane
455 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
456 plane4f[3] = r_refdef.view.frustum[4].dist;
458 for (i = 0;i < 8;i++)
460 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
461 dist[i] = DotProduct4(corner[i], plane4f);
462 sign[i] = dist[i] > 0;
465 VectorCopy(corner[i], vertex[numvertices]);
469 // if some points are behind the nearclip, add clipped edge points to make
470 // sure that the scissor boundary is complete
471 if (numvertices > 0 && numvertices < 8)
473 // add clipped edge points
474 for (i = 0;i < 12;i++)
478 if (sign[j] != sign[k])
480 f = dist[j] / (dist[j] - dist[k]);
481 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
487 // if we have no points to check, it is behind the view plane
491 // if we have some points to transform, check what screen area is covered
492 x1 = y1 = x2 = y2 = 0;
494 //Con_Printf("%i vertices to transform...\n", numvertices);
495 for (i = 0;i < numvertices;i++)
497 VectorCopy(vertex[i], v);
498 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
499 //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]);
502 if (x1 > v2[0]) x1 = v2[0];
503 if (x2 < v2[0]) x2 = v2[0];
504 if (y1 > v2[1]) y1 = v2[1];
505 if (y2 < v2[1]) y2 = v2[1];
514 // now convert the scissor rectangle to integer screen coordinates
515 ix1 = (int)(x1 - 1.0f);
516 //iy1 = vid.height - (int)(y2 - 1.0f);
517 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
518 iy1 = (int)(y1 - 1.0f);
519 ix2 = (int)(x2 + 1.0f);
520 //iy2 = vid.height - (int)(y1 + 1.0f);
521 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
522 iy2 = (int)(y2 + 1.0f);
523 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
525 // clamp it to the screen
526 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
527 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
528 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
529 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
531 // if it is inside out, it's not visible
532 if (ix2 <= ix1 || iy2 <= iy1)
535 // the light area is visible, set up the scissor rectangle
538 scissor[2] = ix2 - ix1;
539 scissor[3] = iy2 - iy1;
541 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
542 switch(vid.renderpath)
544 case RENDERPATH_GL32:
545 case RENDERPATH_GLES2:
553 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
557 float clipPlane[4], v3[3], v4[3];
560 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
562 VectorSet(normal, normalx, normaly, normalz);
563 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
564 VectorScale(normal, -dist, v3);
565 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
566 // FIXME: LadyHavoc: I think this can be done more efficiently somehow but I can't remember the technique
567 clipPlane[3] = -DotProduct(v4, clipPlane);
569 // Calculate the clip-space corner point opposite the clipping plane
570 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
571 // transform it into camera space by multiplying it
572 // by the inverse of the projection matrix
573 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
574 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
576 q[3] = (1.0f + m[10]) / m[14];
578 // Calculate the scaled plane vector
579 d = 2.0f / DotProduct4(clipPlane, q);
581 // Replace the third row of the projection matrix
582 m[2] = clipPlane[0] * d;
583 m[6] = clipPlane[1] * d;
584 m[10] = clipPlane[2] * d + 1.0f;
585 m[14] = clipPlane[3] * d;
588 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)
590 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
592 memset(v, 0, sizeof(*v));
593 v->type = R_VIEWPORTTYPE_ORTHO;
594 v->cameramatrix = *cameramatrix;
601 memset(m, 0, sizeof(m));
602 m[0] = 2/(right - left);
603 m[5] = 2/(top - bottom);
604 m[10] = -2/(zFar - zNear);
605 m[12] = - (right + left)/(right - left);
606 m[13] = - (top + bottom)/(top - bottom);
607 m[14] = - (zFar + zNear)/(zFar - zNear);
609 switch(vid.renderpath)
611 case RENDERPATH_GL32:
612 case RENDERPATH_GLES2:
615 v->screentodepth[0] = -farclip / (farclip - nearclip);
616 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
618 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
621 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
623 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
629 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
630 R_Viewport_TransformToScreen(v, test1, test2);
631 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
636 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)
638 matrix4x4_t tempmatrix, basematrix;
640 memset(v, 0, sizeof(*v));
642 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
643 v->cameramatrix = *cameramatrix;
650 memset(m, 0, sizeof(m));
651 m[0] = 1.0 / frustumx;
652 m[5] = 1.0 / frustumy;
653 m[10] = -2 / (farclip - nearclip);
654 m[14] = -(farclip + nearclip) / (farclip - nearclip);
656 v->screentodepth[0] = -farclip / (farclip - nearclip);
657 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
659 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
660 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
661 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
662 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
665 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
667 if(v_flipped.integer)
675 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
678 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)
680 matrix4x4_t tempmatrix, basematrix;
682 memset(v, 0, sizeof(*v));
684 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
685 v->cameramatrix = *cameramatrix;
692 memset(m, 0, sizeof(m));
693 m[0] = 1.0 / frustumx;
694 m[5] = 1.0 / frustumy;
695 m[10] = -(farclip + nearclip) / (farclip - nearclip);
697 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
698 v->screentodepth[0] = -farclip / (farclip - nearclip);
699 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
701 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
702 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
703 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
704 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
707 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
709 if(v_flipped.integer)
717 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
720 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)
722 matrix4x4_t tempmatrix, basematrix;
723 const float nudge = 1.0 - 1.0 / (1<<23);
725 memset(v, 0, sizeof(*v));
727 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
728 v->cameramatrix = *cameramatrix;
735 memset(m, 0, sizeof(m));
736 m[ 0] = 1.0 / frustumx;
737 m[ 5] = 1.0 / frustumy;
740 m[14] = -2 * nearclip * nudge;
741 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
742 v->screentodepth[1] = m[14] * -0.5;
744 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
745 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
746 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
747 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
750 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
752 if(v_flipped.integer)
760 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
763 float cubeviewmatrix[6][16] =
765 // standard cubemap projections
803 float rectviewmatrix[6][16] =
805 // sign-preserving cubemap projections
844 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
846 matrix4x4_t tempmatrix, basematrix;
848 memset(v, 0, sizeof(*v));
849 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
850 v->cameramatrix = *cameramatrix;
854 memset(m, 0, sizeof(m));
856 m[10] = -(farclip + nearclip) / (farclip - nearclip);
858 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
860 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
861 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
862 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
865 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
867 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
870 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)
872 matrix4x4_t tempmatrix, basematrix;
874 memset(v, 0, sizeof(*v));
875 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
876 v->cameramatrix = *cameramatrix;
877 v->x = offsetx + (side & 1) * size;
878 v->y = offsety + (side >> 1) * size;
882 memset(m, 0, sizeof(m));
883 m[0] = m[5] = 1.0f * ((float)size - border) / size;
884 m[10] = -(farclip + nearclip) / (farclip - nearclip);
886 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
888 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
889 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
890 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
893 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
895 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
898 void R_SetViewport(const r_viewport_t *v)
902 // FIXME: v_flipped_state is evil, this probably breaks somewhere
903 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
905 // copy over the matrices to our state
906 gl_viewmatrix = v->viewmatrix;
907 gl_projectionmatrix = v->projectmatrix;
909 switch(vid.renderpath)
911 case RENDERPATH_GL32:
912 case RENDERPATH_GLES2:
914 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
918 // force an update of the derived matrices
919 gl_modelmatrixchanged = true;
920 R_EntityMatrix(&gl_modelmatrix);
923 void R_GetViewport(r_viewport_t *v)
928 static void GL_BindVBO(int bufferobject)
930 if (gl_state.vertexbufferobject != bufferobject)
932 gl_state.vertexbufferobject = bufferobject;
934 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
938 static void GL_BindEBO(int bufferobject)
940 if (gl_state.elementbufferobject != bufferobject)
942 gl_state.elementbufferobject = bufferobject;
944 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
948 static void GL_BindUBO(int bufferobject)
950 if (gl_state.uniformbufferobject != bufferobject)
952 gl_state.uniformbufferobject = bufferobject;
953 #ifdef GL_UNIFORM_BUFFER
955 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
960 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
961 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
965 switch(vid.renderpath)
967 case RENDERPATH_GL32:
968 case RENDERPATH_GLES2:
970 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
971 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
972 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
974 // FIXME: separate stencil attachment on GLES
975 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
976 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
978 if (depthtexture && depthtexture->texnum )
980 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
981 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
983 if (depthtexture && depthtexture->renderbuffernum )
985 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
986 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
989 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
990 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
991 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
992 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
993 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
994 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
995 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
996 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1001 qglDrawBuffers(4, drawbuffers);CHECKGLERROR
1002 qglReadBuffer(GL_NONE);CHECKGLERROR
1004 else if (colortexture3)
1006 qglDrawBuffers(3, drawbuffers);CHECKGLERROR
1007 qglReadBuffer(GL_NONE);CHECKGLERROR
1009 else if (colortexture2)
1011 qglDrawBuffers(2, drawbuffers);CHECKGLERROR
1012 qglReadBuffer(GL_NONE);CHECKGLERROR
1014 else if (colortexture)
1016 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1017 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1021 qglDrawBuffer(GL_NONE);CHECKGLERROR
1022 qglReadBuffer(GL_NONE);CHECKGLERROR
1025 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1026 if (status != GL_FRAMEBUFFER_COMPLETE)
1028 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1029 gl_state.framebufferobject = 0; // GL unbinds it for us
1030 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1038 void R_Mesh_DestroyFramebufferObject(int fbo)
1040 switch(vid.renderpath)
1042 case RENDERPATH_GL32:
1043 case RENDERPATH_GLES2:
1046 // GL clears the binding if we delete something bound
1047 if (gl_state.framebufferobject == fbo)
1048 gl_state.framebufferobject = 0;
1049 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1055 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1059 rtexture_t *textures[5];
1060 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1061 textures[4] = depthtexture;
1062 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1063 for (j = 0;j < 5;j++)
1065 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1066 if (gl_state.units[i].texture == textures[j])
1067 R_Mesh_TexBind(i, NULL);
1068 // set up framebuffer object or render targets for the active rendering API
1069 switch (vid.renderpath)
1071 case RENDERPATH_GL32:
1072 case RENDERPATH_GLES2:
1073 if (gl_state.framebufferobject != fbo)
1075 gl_state.framebufferobject = fbo;
1076 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1082 static void GL_Backend_ResetState(void)
1084 gl_state.active = true;
1085 gl_state.depthtest = true;
1086 gl_state.alphatocoverage = false;
1087 gl_state.blendfunc1 = GL_ONE;
1088 gl_state.blendfunc2 = GL_ZERO;
1089 gl_state.blend = false;
1090 gl_state.depthmask = GL_TRUE;
1091 gl_state.colormask = 15;
1092 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1093 gl_state.lockrange_first = 0;
1094 gl_state.lockrange_count = 0;
1095 gl_state.cullface = GL_FRONT;
1096 gl_state.cullfaceenable = false;
1097 gl_state.polygonoffset[0] = 0;
1098 gl_state.polygonoffset[1] = 0;
1099 gl_state.framebufferobject = 0;
1100 gl_state.depthfunc = GL_LEQUAL;
1102 switch(vid.renderpath)
1104 case RENDERPATH_GL32:
1105 case RENDERPATH_GLES2:
1106 // set up debug output early
1108 if (vid.support.arb_debug_output)
1112 if (gl_debug.integer >= 1)
1113 qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1114 if (gl_debug.integer >= 3)
1115 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1116 else if (gl_debug.integer >= 1)
1118 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1119 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
1120 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
1123 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
1124 qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
1128 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1129 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1130 qglDisable(GL_BLEND);CHECKGLERROR
1131 qglCullFace(gl_state.cullface);CHECKGLERROR
1132 qglDisable(GL_CULL_FACE);CHECKGLERROR
1133 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1134 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1135 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1136 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1137 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1138 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1139 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1140 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1141 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1142 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1143 gl_state.unit = MAX_TEXTUREUNITS;
1149 void GL_ActiveTexture(unsigned int num)
1151 if (gl_state.unit != num)
1153 gl_state.unit = num;
1154 switch(vid.renderpath)
1156 case RENDERPATH_GL32:
1157 case RENDERPATH_GLES2:
1159 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1165 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1167 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1170 gl_state.blendfunc1 = blendfunc1;
1171 gl_state.blendfunc2 = blendfunc2;
1172 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1173 switch(vid.renderpath)
1175 case RENDERPATH_GL32:
1176 case RENDERPATH_GLES2:
1178 if (qglBlendFuncSeparate)
1180 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1184 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1186 if (gl_state.blend != blendenable)
1188 gl_state.blend = blendenable;
1189 if (!gl_state.blend)
1191 qglDisable(GL_BLEND);CHECKGLERROR
1195 qglEnable(GL_BLEND);CHECKGLERROR
1203 void GL_DepthMask(int state)
1205 if (gl_state.depthmask != state)
1207 gl_state.depthmask = state;
1208 switch(vid.renderpath)
1210 case RENDERPATH_GL32:
1211 case RENDERPATH_GLES2:
1213 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1219 void GL_DepthTest(int state)
1221 if (gl_state.depthtest != state)
1223 gl_state.depthtest = state;
1224 switch(vid.renderpath)
1226 case RENDERPATH_GL32:
1227 case RENDERPATH_GLES2:
1229 if (gl_state.depthtest)
1231 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1235 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1242 void GL_DepthFunc(int state)
1244 if (gl_state.depthfunc != state)
1246 gl_state.depthfunc = state;
1247 switch(vid.renderpath)
1249 case RENDERPATH_GL32:
1250 case RENDERPATH_GLES2:
1252 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1258 void GL_DepthRange(float nearfrac, float farfrac)
1260 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1262 gl_state.depthrange[0] = nearfrac;
1263 gl_state.depthrange[1] = farfrac;
1264 switch(vid.renderpath)
1266 case RENDERPATH_GL32:
1267 case RENDERPATH_GLES2:
1270 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1272 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1279 void R_SetStencil(qbool enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1281 switch (vid.renderpath)
1283 case RENDERPATH_GL32:
1284 case RENDERPATH_GLES2:
1288 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1292 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1294 qglStencilMask(writemask);CHECKGLERROR
1295 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1296 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1302 void GL_PolygonOffset(float planeoffset, float depthoffset)
1304 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1306 gl_state.polygonoffset[0] = planeoffset;
1307 gl_state.polygonoffset[1] = depthoffset;
1308 switch(vid.renderpath)
1310 case RENDERPATH_GL32:
1311 case RENDERPATH_GLES2:
1313 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1319 void GL_SetMirrorState(qbool state)
1321 if (v_flipped_state != state)
1323 v_flipped_state = state;
1324 if (gl_state.cullface == GL_BACK)
1325 gl_state.cullface = GL_FRONT;
1326 else if (gl_state.cullface == GL_FRONT)
1327 gl_state.cullface = GL_BACK;
1330 switch(vid.renderpath)
1332 case RENDERPATH_GL32:
1333 case RENDERPATH_GLES2:
1335 qglCullFace(gl_state.cullface);CHECKGLERROR
1341 void GL_CullFace(int state)
1345 if(state == GL_FRONT)
1347 else if(state == GL_BACK)
1351 switch(vid.renderpath)
1353 case RENDERPATH_GL32:
1354 case RENDERPATH_GLES2:
1357 if (state != GL_NONE)
1359 if (!gl_state.cullfaceenable)
1361 gl_state.cullfaceenable = true;
1362 qglEnable(GL_CULL_FACE);CHECKGLERROR
1364 if (gl_state.cullface != state)
1366 gl_state.cullface = state;
1367 qglCullFace(gl_state.cullface);CHECKGLERROR
1372 if (gl_state.cullfaceenable)
1374 gl_state.cullfaceenable = false;
1375 qglDisable(GL_CULL_FACE);CHECKGLERROR
1382 void GL_AlphaToCoverage(qbool state)
1384 if (gl_state.alphatocoverage != state)
1386 gl_state.alphatocoverage = state;
1387 switch(vid.renderpath)
1389 case RENDERPATH_GLES2:
1391 case RENDERPATH_GL32:
1393 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1395 if (gl_state.alphatocoverage)
1397 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
1398 // qglEnable(GL_MULTISAMPLE);CHECKGLERROR
1402 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
1403 // qglDisable(GL_MULTISAMPLE);CHECKGLERROR
1411 void GL_ColorMask(int r, int g, int b, int a)
1413 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1414 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1415 if (gl_state.colormask != state)
1417 gl_state.colormask = state;
1418 switch(vid.renderpath)
1420 case RENDERPATH_GL32:
1421 case RENDERPATH_GLES2:
1423 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1429 void GL_Color(float cr, float cg, float cb, float ca)
1431 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)
1433 gl_state.color4f[0] = cr;
1434 gl_state.color4f[1] = cg;
1435 gl_state.color4f[2] = cb;
1436 gl_state.color4f[3] = ca;
1437 switch(vid.renderpath)
1439 case RENDERPATH_GL32:
1440 case RENDERPATH_GLES2:
1441 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1447 void GL_Scissor (int x, int y, int width, int height)
1449 switch(vid.renderpath)
1451 case RENDERPATH_GL32:
1452 case RENDERPATH_GLES2:
1454 qglScissor(x, y,width,height);CHECKGLERROR
1459 void GL_ScissorTest(int state)
1461 if (gl_state.scissortest != state)
1463 gl_state.scissortest = state;
1464 switch(vid.renderpath)
1466 case RENDERPATH_GL32:
1467 case RENDERPATH_GLES2:
1469 if(gl_state.scissortest)
1470 qglEnable(GL_SCISSOR_TEST);
1472 qglDisable(GL_SCISSOR_TEST);
1479 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1481 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1482 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1483 // prevent warnings when trying to clear a buffer that does not exist
1485 colorvalue = blackcolor;
1488 mask &= ~GL_STENCIL_BUFFER_BIT;
1491 switch(vid.renderpath)
1493 case RENDERPATH_GL32:
1494 case RENDERPATH_GLES2:
1496 if (mask & GL_COLOR_BUFFER_BIT)
1498 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1500 if (mask & GL_DEPTH_BUFFER_BIT)
1503 //qglClearDepthf(depthvalue);CHECKGLERROR
1505 qglClearDepth(depthvalue);CHECKGLERROR
1508 if (mask & GL_STENCIL_BUFFER_BIT)
1510 qglClearStencil(stencilvalue);CHECKGLERROR
1512 qglClear(mask);CHECKGLERROR
1517 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1519 switch(vid.renderpath)
1521 case RENDERPATH_GL32:
1522 case RENDERPATH_GLES2:
1531 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1532 for (i = 0;i < width * height * 4;i += 4)
1535 // g = outpixels[i+1];
1537 // a = outpixels[i+3];
1539 // outpixels[i+1] = g;
1541 // outpixels[i+3] = a;
1545 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1551 // called at beginning of frame
1552 void R_Mesh_Start(void)
1555 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1556 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1558 Con_Printf(CON_WARN "WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1559 Cvar_SetValueQuick(&gl_paranoid, 1);
1563 static qbool GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1567 char compilelog[MAX_INPUTLINE];
1568 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1571 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1572 qglCompileShader(shaderobject);CHECKGLERROR
1573 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1574 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1575 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))
1577 int i, j, pretextlines = 0;
1578 for (i = 0;i < numstrings - 1;i++)
1579 for (j = 0;strings[i][j];j++)
1580 if (strings[i][j] == '\n')
1582 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1584 if (!shadercompiled)
1586 qglDeleteShader(shaderobject);CHECKGLERROR
1589 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1590 qglDeleteShader(shaderobject);CHECKGLERROR
1594 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)
1596 GLint programlinked;
1597 GLuint programobject = 0;
1598 char linklog[MAX_INPUTLINE];
1601 programobject = qglCreateProgram();CHECKGLERROR
1605 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1606 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1607 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1608 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1609 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1610 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1611 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1612 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1613 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1614 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1616 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1620 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1623 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1624 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1628 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1631 qglLinkProgram(programobject);CHECKGLERROR
1632 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1633 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1638 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1639 Con_DPrintf("program link log:\n%s\n", linklog);
1641 // software vertex shader is ok but software fragment shader is WAY
1642 // too slow, fail program if so.
1643 // NOTE: this string might be ATI specific, but that's ok because the
1644 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1645 // software fragment shader due to low instruction and dependent
1647 if (strstr(linklog, "fragment shader will run in software"))
1648 programlinked = false;
1654 return programobject;
1656 qglDeleteProgram(programobject);CHECKGLERROR
1660 void GL_Backend_FreeProgram(unsigned int prog)
1663 qglDeleteProgram(prog);
1667 // renders triangles using vertices from the active arrays
1668 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)
1670 unsigned int numelements = numtriangles * 3;
1672 size_t bufferoffset3i;
1674 size_t bufferoffset3s;
1675 if (numvertices < 3 || numtriangles < 1)
1677 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1678 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);
1681 // adjust the pointers for firsttriangle
1683 element3i += firsttriangle * 3;
1684 if (element3i_indexbuffer)
1685 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1687 element3s += firsttriangle * 3;
1688 if (element3s_indexbuffer)
1689 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1690 // upload a dynamic index buffer if needed
1693 if (!element3s_indexbuffer)
1694 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1698 if (!element3i_indexbuffer)
1699 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1701 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1702 bufferoffset3i = element3i_bufferoffset;
1703 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1704 bufferoffset3s = element3s_bufferoffset;
1705 r_refdef.stats[r_stat_draws]++;
1706 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1707 r_refdef.stats[r_stat_draws_elements] += numelements;
1708 if (gl_paranoid.integer)
1713 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1715 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1717 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1724 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1726 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1728 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1734 if (r_render.integer || r_refdef.draw2dstage)
1736 switch(vid.renderpath)
1738 case RENDERPATH_GL32:
1739 case RENDERPATH_GLES2:
1743 GL_BindEBO(bufferobject3s);
1744 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1746 else if (bufferobject3i)
1748 GL_BindEBO(bufferobject3i);
1749 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1753 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1760 // restores backend state, used when done with 3D rendering
1761 void R_Mesh_Finish(void)
1763 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1766 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qbool isindexbuffer, qbool isuniformbuffer, qbool isdynamic, qbool isindex16)
1768 r_meshbuffer_t *buffer;
1769 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1770 memset(buffer, 0, sizeof(*buffer));
1771 buffer->bufferobject = 0;
1772 buffer->devicebuffer = NULL;
1773 buffer->size = size;
1774 buffer->isindexbuffer = isindexbuffer;
1775 buffer->isuniformbuffer = isuniformbuffer;
1776 buffer->isdynamic = isdynamic;
1777 buffer->isindex16 = isindex16;
1778 strlcpy(buffer->name, name, sizeof(buffer->name));
1779 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1783 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset)
1787 if (buffer->isindexbuffer)
1789 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1790 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1794 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1795 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1798 buffer->size = size;
1799 switch(vid.renderpath)
1801 case RENDERPATH_GL32:
1802 case RENDERPATH_GLES2:
1803 if (!buffer->bufferobject)
1804 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1806 if (buffer->isuniformbuffer)
1807 GL_BindUBO(buffer->bufferobject);
1808 else if (buffer->isindexbuffer)
1809 GL_BindEBO(buffer->bufferobject);
1811 GL_BindVBO(buffer->bufferobject);
1815 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1816 #ifdef GL_UNIFORM_BUFFER
1817 if (buffer->isuniformbuffer)
1818 buffertype = GL_UNIFORM_BUFFER;
1822 qglBufferSubData(buffertype, offset, size, data);
1824 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1827 if (buffer->isuniformbuffer)
1833 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1837 switch(vid.renderpath)
1839 case RENDERPATH_GL32:
1840 case RENDERPATH_GLES2:
1841 // GL clears the binding if we delete something bound
1842 if (gl_state.uniformbufferobject == buffer->bufferobject)
1843 gl_state.uniformbufferobject = 0;
1844 if (gl_state.vertexbufferobject == buffer->bufferobject)
1845 gl_state.vertexbufferobject = 0;
1846 if (gl_state.elementbufferobject == buffer->bufferobject)
1847 gl_state.elementbufferobject = 0;
1849 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1852 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1855 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1856 void GL_Mesh_ListVBOs(qbool printeach)
1861 int index16count, index16mem;
1862 int index32count, index32mem;
1863 int vertexcount, vertexmem;
1864 int uniformcount, uniformmem;
1865 int totalcount, totalmem;
1866 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1867 r_meshbuffer_t *buffer;
1868 memset(bufferstat, 0, sizeof(bufferstat));
1869 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1870 for (i = 0;i < endindex;i++)
1872 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1875 if (buffer->isuniformbuffer)
1876 type = R_BUFFERDATA_UNIFORM;
1877 else if (buffer->isindexbuffer && buffer->isindex16)
1878 type = R_BUFFERDATA_INDEX16;
1879 else if (buffer->isindexbuffer)
1880 type = R_BUFFERDATA_INDEX32;
1882 type = R_BUFFERDATA_VERTEX;
1883 isdynamic = buffer->isdynamic;
1884 bufferstat[type][isdynamic][0]++;
1885 bufferstat[type][isdynamic][1] += buffer->size;
1887 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1889 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1890 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1891 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1892 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1893 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1894 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1895 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1896 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1897 totalcount = index16count + index32count + vertexcount + uniformcount;
1898 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1899 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);
1904 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1906 switch(vid.renderpath)
1908 case RENDERPATH_GL32:
1909 case RENDERPATH_GLES2:
1910 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)
1912 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1913 if (!bufferobject && gl_paranoid.integer)
1914 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, (void *)vertexbuffer, (unsigned int)bufferoffset);
1915 gl_state.pointer_vertex_components = components;
1916 gl_state.pointer_vertex_gltype = gltype;
1917 gl_state.pointer_vertex_stride = stride;
1918 gl_state.pointer_vertex_pointer = pointer;
1919 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1920 gl_state.pointer_vertex_offset = bufferoffset;
1922 GL_BindVBO(bufferobject);
1923 // LadyHavoc: special flag added to gltype for unnormalized types
1924 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1930 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1932 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1933 // the pointer only.
1934 switch(vid.renderpath)
1936 case RENDERPATH_GL32:
1937 case RENDERPATH_GLES2:
1941 // caller wants color array enabled
1942 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1943 if (!gl_state.pointer_color_enabled)
1945 gl_state.pointer_color_enabled = true;
1947 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1949 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)
1951 gl_state.pointer_color_components = components;
1952 gl_state.pointer_color_gltype = gltype;
1953 gl_state.pointer_color_stride = stride;
1954 gl_state.pointer_color_pointer = pointer;
1955 gl_state.pointer_color_vertexbuffer = vertexbuffer;
1956 gl_state.pointer_color_offset = bufferoffset;
1958 GL_BindVBO(bufferobject);
1959 // LadyHavoc: special flag added to gltype for unnormalized types
1960 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1965 // caller wants color array disabled
1966 if (gl_state.pointer_color_enabled)
1968 gl_state.pointer_color_enabled = false;
1970 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1971 // when color array is on the current color gets trashed, set it again
1972 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1979 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)
1981 gltextureunit_t *unit = gl_state.units + unitnum;
1982 if (unitnum >= MAX_TEXTUREUNITS)
1983 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
1984 // update array settings
1985 // note: there is no need to check bufferobject here because all cases
1986 // that involve a valid bufferobject also supply a texcoord array
1987 switch(vid.renderpath)
1989 case RENDERPATH_GL32:
1990 case RENDERPATH_GLES2:
1994 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1995 // texture array unit is enabled, enable the array
1996 if (!unit->arrayenabled)
1998 unit->arrayenabled = true;
1999 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2002 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)
2004 unit->pointer_texcoord_components = components;
2005 unit->pointer_texcoord_gltype = gltype;
2006 unit->pointer_texcoord_stride = stride;
2007 unit->pointer_texcoord_pointer = pointer;
2008 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2009 unit->pointer_texcoord_offset = bufferoffset;
2010 GL_BindVBO(bufferobject);
2011 // LadyHavoc: special flag added to gltype for unnormalized types
2012 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2017 // texture array unit is disabled, disable the array
2018 if (unit->arrayenabled)
2020 unit->arrayenabled = false;
2021 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2028 int R_Mesh_TexBound(unsigned int unitnum, int id)
2030 gltextureunit_t *unit = gl_state.units + unitnum;
2031 if (unitnum >= MAX_TEXTUREUNITS)
2032 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2033 if (id == GL_TEXTURE_2D)
2035 if (id == GL_TEXTURE_3D)
2037 if (id == GL_TEXTURE_CUBE_MAP)
2038 return unit->tcubemap;
2042 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2044 switch(vid.renderpath)
2046 case RENDERPATH_GL32:
2047 case RENDERPATH_GLES2:
2048 R_Mesh_TexBind(0, tex);
2049 GL_ActiveTexture(0);CHECKGLERROR
2050 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2055 void R_Mesh_ClearBindingsForTexture(int texnum)
2057 gltextureunit_t *unit;
2058 unsigned int unitnum;
2059 // 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.
2060 for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2062 unit = gl_state.units + unitnum;
2063 if (unit->texture && unit->texture->texnum == texnum)
2064 R_Mesh_TexBind(unitnum, NULL);
2068 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2070 gltextureunit_t *unit = gl_state.units + unitnum;
2072 if (unitnum >= MAX_TEXTUREUNITS)
2073 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2074 switch(vid.renderpath)
2076 case RENDERPATH_GL32:
2077 case RENDERPATH_GLES2:
2080 texnum = R_GetTexture(tex);
2081 switch (tex->gltexturetypeenum)
2084 if (unit->t2d != texnum) { GL_ActiveTexture(unitnum);qglBindTexture(GL_TEXTURE_2D, texnum); CHECKGLERROR unit->t2d = texnum; }
2085 if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
2086 if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
2089 if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
2090 if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, texnum); CHECKGLERROR unit->t3d = texnum; }
2091 if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
2093 case GL_TEXTURE_CUBE_MAP:
2094 if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
2095 if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
2096 if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, texnum); CHECKGLERROR unit->tcubemap = texnum; }
2102 if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
2103 if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
2104 if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
2107 unit->texture = tex;
2110 void R_Mesh_ResetTextureState(void)
2113 unsigned int unitnum;
2117 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2118 R_Mesh_TexBind(unitnum, NULL);
2122 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2124 // upload temporary vertexbuffer for this rendering
2126 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2127 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , vertexbuffer , bufferoffset );
2128 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , NULL , NULL , 0 );
2129 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2130 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2131 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2132 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2133 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2134 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2135 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2136 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2139 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2141 r_meshbuffer_t *buffer_vertex3f = NULL;
2142 r_meshbuffer_t *buffer_color4f = NULL;
2143 r_meshbuffer_t *buffer_texcoord2f = NULL;
2144 int bufferoffset_vertex3f = 0;
2145 int bufferoffset_color4f = 0;
2146 int bufferoffset_texcoord2f = 0;
2148 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2150 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2152 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2153 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2154 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2155 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2156 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2157 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2158 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2159 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2160 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2161 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2162 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2165 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)
2167 r_meshbuffer_t *buffer_vertex3f = NULL;
2168 r_meshbuffer_t *buffer_color4f = NULL;
2169 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2170 r_meshbuffer_t *buffer_svector3f = NULL;
2171 r_meshbuffer_t *buffer_tvector3f = NULL;
2172 r_meshbuffer_t *buffer_normal3f = NULL;
2173 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2174 int bufferoffset_vertex3f = 0;
2175 int bufferoffset_color4f = 0;
2176 int bufferoffset_texcoordtexture2f = 0;
2177 int bufferoffset_svector3f = 0;
2178 int bufferoffset_tvector3f = 0;
2179 int bufferoffset_normal3f = 0;
2180 int bufferoffset_texcoordlightmap2f = 0;
2182 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2184 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2186 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2188 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2190 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2191 if (texcoordtexture2f)
2192 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2193 if (texcoordlightmap2f)
2194 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2195 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2196 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2197 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2198 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2199 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2200 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2201 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2202 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2203 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2204 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2207 void GL_BlendEquationSubtract(qbool negated)
2212 switch(vid.renderpath)
2214 case RENDERPATH_GL32:
2215 case RENDERPATH_GLES2:
2216 qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2222 switch(vid.renderpath)
2224 case RENDERPATH_GL32:
2225 case RENDERPATH_GLES2:
2226 qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR