3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER 0x8D40
14 #define GL_DEPTH_ATTACHMENT 0x8D00
15 #define GL_COLOR_ATTACHMENT0 0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1 0x8CE1
20 #define GL_COLOR_ATTACHMENT2 0x8CE2
21 #define GL_COLOR_ATTACHMENT3 0x8CE3
22 #define GL_COLOR_ATTACHMENT4 0x8CE4
23 #define GL_COLOR_ATTACHMENT5 0x8CE5
24 #define GL_COLOR_ATTACHMENT6 0x8CE6
25 #define GL_COLOR_ATTACHMENT7 0x8CE7
26 #define GL_COLOR_ATTACHMENT8 0x8CE8
27 #define GL_COLOR_ATTACHMENT9 0x8CE9
28 #define GL_COLOR_ATTACHMENT10 0x8CEA
29 #define GL_COLOR_ATTACHMENT11 0x8CEB
30 #define GL_COLOR_ATTACHMENT12 0x8CEC
31 #define GL_COLOR_ATTACHMENT13 0x8CED
32 #define GL_COLOR_ATTACHMENT14 0x8CEE
33 #define GL_COLOR_ATTACHMENT15 0x8CEF
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER 0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY 0x8074
41 //#define GL_COLOR_ARRAY 0x8076
42 //#define GL_TEXTURE_COORD_ARRAY 0x8078
45 #define GL_TEXTURE0 0x84C0
46 #define GL_TEXTURE1 0x84C1
47 #define GL_TEXTURE2 0x84C2
48 #define GL_TEXTURE3 0x84C3
49 #define GL_TEXTURE4 0x84C4
50 #define GL_TEXTURE5 0x84C5
51 #define GL_TEXTURE6 0x84C6
52 #define GL_TEXTURE7 0x84C7
53 #define GL_TEXTURE8 0x84C8
54 #define GL_TEXTURE9 0x84C9
55 #define GL_TEXTURE10 0x84CA
56 #define GL_TEXTURE11 0x84CB
57 #define GL_TEXTURE12 0x84CC
58 #define GL_TEXTURE13 0x84CD
59 #define GL_TEXTURE14 0x84CE
60 #define GL_TEXTURE15 0x84CF
61 #define GL_TEXTURE16 0x84D0
62 #define GL_TEXTURE17 0x84D1
63 #define GL_TEXTURE18 0x84D2
64 #define GL_TEXTURE19 0x84D3
65 #define GL_TEXTURE20 0x84D4
66 #define GL_TEXTURE21 0x84D5
67 #define GL_TEXTURE22 0x84D6
68 #define GL_TEXTURE23 0x84D7
69 #define GL_TEXTURE24 0x84D8
70 #define GL_TEXTURE25 0x84D9
71 #define GL_TEXTURE26 0x84DA
72 #define GL_TEXTURE27 0x84DB
73 #define GL_TEXTURE28 0x84DC
74 #define GL_TEXTURE29 0x84DD
75 #define GL_TEXTURE30 0x84DE
76 #define GL_TEXTURE31 0x84DF
80 #define GL_TEXTURE_3D 0x806F
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP 0x8513
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW 0x1700
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION 0x1701
92 //#define GL_DECAL 0x2101
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE 0x8575
99 #define MAX_RENDERTARGETS 4
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
103 cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
104 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
105 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
107 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
109 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
110 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
111 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
112 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
113 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
114 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
115 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
120 r_viewport_t gl_viewport;
121 matrix4x4_t gl_modelmatrix;
122 matrix4x4_t gl_viewmatrix;
123 matrix4x4_t gl_modelviewmatrix;
124 matrix4x4_t gl_projectionmatrix;
125 matrix4x4_t gl_modelviewprojectionmatrix;
126 float gl_modelview16f[16];
127 float gl_modelviewprojection16f[16];
128 qboolean gl_modelmatrixchanged;
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
140 #ifdef GL_INVALID_ENUM
141 case GL_INVALID_ENUM:
142 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
145 #ifdef GL_INVALID_VALUE
146 case GL_INVALID_VALUE:
147 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
150 #ifdef GL_INVALID_OPERATION
151 case GL_INVALID_OPERATION:
152 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
155 #ifdef GL_STACK_OVERFLOW
156 case GL_STACK_OVERFLOW:
157 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
160 #ifdef GL_STACK_UNDERFLOW
161 case GL_STACK_UNDERFLOW:
162 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
165 #ifdef GL_OUT_OF_MEMORY
166 case GL_OUT_OF_MEMORY:
167 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
170 #ifdef GL_TABLE_TOO_LARGE
171 case GL_TABLE_TOO_LARGE:
172 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
175 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
176 case GL_INVALID_FRAMEBUFFER_OPERATION:
177 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
181 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
189 void SCR_ScreenShot_f (void);
191 typedef struct gltextureunit_s
193 int pointer_texcoord_components;
194 int pointer_texcoord_gltype;
195 size_t pointer_texcoord_stride;
196 const void *pointer_texcoord_pointer;
197 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198 size_t pointer_texcoord_offset;
201 int t2d, t3d, tcubemap;
203 int rgbscale, alphascale;
205 int combinergb, combinealpha;
206 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207 int texmatrixenabled;
212 typedef struct gl_state_s
220 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
224 float polygonoffset[2];
227 float alphafuncvalue;
228 qboolean alphatocoverage;
231 unsigned int clientunit;
232 gltextureunit_t units[MAX_TEXTUREUNITS];
236 int vertexbufferobject;
237 int elementbufferobject;
238 int uniformbufferobject;
239 int framebufferobject;
240 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
241 qboolean pointer_color_enabled;
243 int pointer_vertex_components;
244 int pointer_vertex_gltype;
245 size_t pointer_vertex_stride;
246 const void *pointer_vertex_pointer;
247 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
248 size_t pointer_vertex_offset;
250 int pointer_color_components;
251 int pointer_color_gltype;
252 size_t pointer_color_stride;
253 const void *pointer_color_pointer;
254 const r_meshbuffer_t *pointer_color_vertexbuffer;
255 size_t pointer_color_offset;
257 void *preparevertices_tempdata;
258 size_t preparevertices_tempdatamaxsize;
259 r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
260 r_vertexgeneric_t *preparevertices_vertexgeneric;
261 r_vertexmesh_t *preparevertices_vertexmesh;
262 int preparevertices_numvertices;
264 r_meshbuffer_t *draw_dynamicindexbuffer;
266 qboolean usevbo_staticvertex;
267 qboolean usevbo_staticindex;
268 qboolean usevbo_dynamicvertex;
269 qboolean usevbo_dynamicindex;
271 memexpandablearray_t meshbufferarray;
276 // rtexture_t *d3drt_depthtexture;
277 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
278 IDirect3DSurface9 *d3drt_depthsurface;
279 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
280 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
281 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
282 void *d3dvertexbuffer;
284 size_t d3dvertexsize;
289 static gl_state_t gl_state;
293 note: here's strip order for a terrain row:
300 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
302 *elements++ = i + row;
304 *elements++ = i + row + 1;
307 *elements++ = i + row + 1;
310 for (y = 0;y < rows - 1;y++)
312 for (x = 0;x < columns - 1;x++)
315 *elements++ = i + columns;
317 *elements++ = i + columns + 1;
320 *elements++ = i + columns + 1;
331 for (y = 0;y < rows - 1;y++)
333 for (x = 0;x < columns - 1;x++)
337 *elements++ = i + columns;
338 *elements++ = i + columns + 1;
339 *elements++ = i + columns;
340 *elements++ = i + columns + 1;
346 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
347 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
348 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
349 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
351 static void GL_VBOStats_f(void)
353 GL_Mesh_ListVBOs(true);
356 static void GL_Backend_ResetState(void);
358 static void R_Mesh_InitVertexDeclarations(void);
359 static void R_Mesh_DestroyVertexDeclarations(void);
361 static void R_Mesh_SetUseVBO(void)
363 switch(vid.renderpath)
365 case RENDERPATH_GL11:
366 case RENDERPATH_GL13:
367 case RENDERPATH_GL20:
368 case RENDERPATH_GLES1:
369 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
370 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
371 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
372 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
374 case RENDERPATH_D3D9:
375 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
376 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
378 case RENDERPATH_D3D10:
379 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
381 case RENDERPATH_D3D11:
382 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
384 case RENDERPATH_SOFT:
385 gl_state.usevbo_staticvertex = false;
386 gl_state.usevbo_staticindex = false;
387 gl_state.usevbo_dynamicvertex = false;
388 gl_state.usevbo_dynamicindex = false;
390 case RENDERPATH_GLES2:
391 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
392 gl_state.usevbo_staticindex = false;
393 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
394 gl_state.usevbo_dynamicindex = false;
399 static void gl_backend_start(void)
401 memset(&gl_state, 0, sizeof(gl_state));
403 R_Mesh_InitVertexDeclarations();
406 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
408 Con_DPrintf("OpenGL backend started.\n");
412 GL_Backend_ResetState();
414 switch(vid.renderpath)
416 case RENDERPATH_GL11:
417 case RENDERPATH_GL13:
418 case RENDERPATH_GL20:
419 case RENDERPATH_GLES1:
420 case RENDERPATH_GLES2:
421 // fetch current fbo here (default fbo is not 0 on some GLES devices)
422 if (vid.support.ext_framebuffer_object)
423 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
425 case RENDERPATH_D3D9:
427 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
428 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
431 case RENDERPATH_D3D10:
432 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
434 case RENDERPATH_D3D11:
435 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
437 case RENDERPATH_SOFT:
442 static void gl_backend_shutdown(void)
444 Con_DPrint("OpenGL Backend shutting down\n");
446 switch(vid.renderpath)
448 case RENDERPATH_GL11:
449 case RENDERPATH_GL13:
450 case RENDERPATH_GL20:
451 case RENDERPATH_SOFT:
452 case RENDERPATH_GLES1:
453 case RENDERPATH_GLES2:
455 case RENDERPATH_D3D9:
457 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
458 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
461 case RENDERPATH_D3D10:
462 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
464 case RENDERPATH_D3D11:
465 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
469 if (gl_state.preparevertices_tempdata)
470 Mem_Free(gl_state.preparevertices_tempdata);
471 if (gl_state.preparevertices_dynamicvertexbuffer)
472 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
474 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
476 R_Mesh_DestroyVertexDeclarations();
478 memset(&gl_state, 0, sizeof(gl_state));
481 static void gl_backend_newmap(void)
485 static void gl_backend_devicelost(void)
488 r_meshbuffer_t *buffer;
490 gl_state.d3dvertexbuffer = NULL;
492 switch(vid.renderpath)
494 case RENDERPATH_GL11:
495 case RENDERPATH_GL13:
496 case RENDERPATH_GL20:
497 case RENDERPATH_SOFT:
498 case RENDERPATH_GLES1:
499 case RENDERPATH_GLES2:
501 case RENDERPATH_D3D9:
503 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
504 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
507 case RENDERPATH_D3D10:
508 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
510 case RENDERPATH_D3D11:
511 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
514 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
515 for (i = 0;i < endindex;i++)
517 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
518 if (!buffer || !buffer->isdynamic)
520 switch(vid.renderpath)
522 case RENDERPATH_GL11:
523 case RENDERPATH_GL13:
524 case RENDERPATH_GL20:
525 case RENDERPATH_SOFT:
526 case RENDERPATH_GLES1:
527 case RENDERPATH_GLES2:
529 case RENDERPATH_D3D9:
531 if (buffer->devicebuffer)
533 if (buffer->isindexbuffer)
534 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
536 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
537 buffer->devicebuffer = NULL;
541 case RENDERPATH_D3D10:
542 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
544 case RENDERPATH_D3D11:
545 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
551 static void gl_backend_devicerestored(void)
553 switch(vid.renderpath)
555 case RENDERPATH_GL11:
556 case RENDERPATH_GL13:
557 case RENDERPATH_GL20:
558 case RENDERPATH_SOFT:
559 case RENDERPATH_GLES1:
560 case RENDERPATH_GLES2:
562 case RENDERPATH_D3D9:
564 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
565 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
568 case RENDERPATH_D3D10:
569 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
571 case RENDERPATH_D3D11:
572 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
577 void gl_backend_init(void)
581 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
583 polygonelement3s[i * 3 + 0] = 0;
584 polygonelement3s[i * 3 + 1] = i + 1;
585 polygonelement3s[i * 3 + 2] = i + 2;
587 // elements for rendering a series of quads as triangles
588 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
590 quadelement3s[i * 6 + 0] = i * 4;
591 quadelement3s[i * 6 + 1] = i * 4 + 1;
592 quadelement3s[i * 6 + 2] = i * 4 + 2;
593 quadelement3s[i * 6 + 3] = i * 4;
594 quadelement3s[i * 6 + 4] = i * 4 + 2;
595 quadelement3s[i * 6 + 5] = i * 4 + 3;
598 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
599 polygonelement3i[i] = polygonelement3s[i];
600 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
601 quadelement3i[i] = quadelement3s[i];
603 Cvar_RegisterVariable(&r_render);
604 Cvar_RegisterVariable(&r_renderview);
605 Cvar_RegisterVariable(&r_waterwarp);
606 Cvar_RegisterVariable(&gl_polyblend);
607 Cvar_RegisterVariable(&v_flipped);
608 Cvar_RegisterVariable(&gl_dither);
609 Cvar_RegisterVariable(&gl_vbo);
610 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
611 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
612 Cvar_RegisterVariable(&gl_paranoid);
613 Cvar_RegisterVariable(&gl_printcheckerror);
615 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
616 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
617 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
619 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
621 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
624 void GL_SetMirrorState(qboolean state);
626 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
630 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
631 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
633 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
635 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
636 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
637 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
639 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
644 switch(vid.renderpath)
646 case RENDERPATH_GL11:
647 case RENDERPATH_GL13:
648 case RENDERPATH_GL20:
649 case RENDERPATH_GLES1:
650 case RENDERPATH_GLES2:
653 case RENDERPATH_D3D9:
654 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
656 case RENDERPATH_D3D10:
657 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
659 case RENDERPATH_D3D11:
660 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
662 case RENDERPATH_SOFT:
668 static int bboxedges[12][2] =
687 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
689 int i, ix1, iy1, ix2, iy2;
690 float x1, y1, x2, y2;
701 scissor[0] = r_refdef.view.viewport.x;
702 scissor[1] = r_refdef.view.viewport.y;
703 scissor[2] = r_refdef.view.viewport.width;
704 scissor[3] = r_refdef.view.viewport.height;
706 // if view is inside the box, just say yes it's visible
707 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
710 // transform all corners that are infront of the nearclip plane
711 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
712 plane4f[3] = r_refdef.view.frustum[4].dist;
714 for (i = 0;i < 8;i++)
716 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
717 dist[i] = DotProduct4(corner[i], plane4f);
718 sign[i] = dist[i] > 0;
721 VectorCopy(corner[i], vertex[numvertices]);
725 // if some points are behind the nearclip, add clipped edge points to make
726 // sure that the scissor boundary is complete
727 if (numvertices > 0 && numvertices < 8)
729 // add clipped edge points
730 for (i = 0;i < 12;i++)
734 if (sign[j] != sign[k])
736 f = dist[j] / (dist[j] - dist[k]);
737 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
743 // if we have no points to check, it is behind the view plane
747 // if we have some points to transform, check what screen area is covered
748 x1 = y1 = x2 = y2 = 0;
750 //Con_Printf("%i vertices to transform...\n", numvertices);
751 for (i = 0;i < numvertices;i++)
753 VectorCopy(vertex[i], v);
754 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
755 //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]);
758 if (x1 > v2[0]) x1 = v2[0];
759 if (x2 < v2[0]) x2 = v2[0];
760 if (y1 > v2[1]) y1 = v2[1];
761 if (y2 < v2[1]) y2 = v2[1];
770 // now convert the scissor rectangle to integer screen coordinates
771 ix1 = (int)(x1 - 1.0f);
772 //iy1 = vid.height - (int)(y2 - 1.0f);
773 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
774 iy1 = (int)(y1 - 1.0f);
775 ix2 = (int)(x2 + 1.0f);
776 //iy2 = vid.height - (int)(y1 + 1.0f);
777 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
778 iy2 = (int)(y2 + 1.0f);
779 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
781 // clamp it to the screen
782 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
783 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
784 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
785 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
787 // if it is inside out, it's not visible
788 if (ix2 <= ix1 || iy2 <= iy1)
791 // the light area is visible, set up the scissor rectangle
794 scissor[2] = ix2 - ix1;
795 scissor[3] = iy2 - iy1;
797 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
798 switch(vid.renderpath)
800 case RENDERPATH_D3D9:
801 case RENDERPATH_D3D10:
802 case RENDERPATH_D3D11:
803 scissor[1] = vid.height - scissor[1] - scissor[3];
805 case RENDERPATH_GL11:
806 case RENDERPATH_GL13:
807 case RENDERPATH_GL20:
808 case RENDERPATH_SOFT:
809 case RENDERPATH_GLES1:
810 case RENDERPATH_GLES2:
818 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
822 float clipPlane[4], v3[3], v4[3];
825 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
827 VectorSet(normal, normalx, normaly, normalz);
828 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
829 VectorScale(normal, -dist, v3);
830 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
831 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
832 clipPlane[3] = -DotProduct(v4, clipPlane);
836 // testing code for comparing results
838 VectorCopy4(clipPlane, clipPlane2);
839 R_EntityMatrix(&identitymatrix);
840 VectorSet(q, normal[0], normal[1], normal[2], -dist);
841 qglClipPlane(GL_CLIP_PLANE0, q);
842 qglGetClipPlane(GL_CLIP_PLANE0, q);
843 VectorCopy4(q, clipPlane);
847 // Calculate the clip-space corner point opposite the clipping plane
848 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
849 // transform it into camera space by multiplying it
850 // by the inverse of the projection matrix
851 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
852 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
854 q[3] = (1.0f + m[10]) / m[14];
856 // Calculate the scaled plane vector
857 d = 2.0f / DotProduct4(clipPlane, q);
859 // Replace the third row of the projection matrix
860 m[2] = clipPlane[0] * d;
861 m[6] = clipPlane[1] * d;
862 m[10] = clipPlane[2] * d + 1.0f;
863 m[14] = clipPlane[3] * d;
866 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
868 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
870 memset(v, 0, sizeof(*v));
871 v->type = R_VIEWPORTTYPE_ORTHO;
872 v->cameramatrix = *cameramatrix;
879 memset(m, 0, sizeof(m));
880 m[0] = 2/(right - left);
881 m[5] = 2/(top - bottom);
882 m[10] = -2/(zFar - zNear);
883 m[12] = - (right + left)/(right - left);
884 m[13] = - (top + bottom)/(top - bottom);
885 m[14] = - (zFar + zNear)/(zFar - zNear);
887 switch(vid.renderpath)
889 case RENDERPATH_GL11:
890 case RENDERPATH_GL13:
891 case RENDERPATH_GL20:
892 case RENDERPATH_SOFT:
893 case RENDERPATH_GLES1:
894 case RENDERPATH_GLES2:
896 case RENDERPATH_D3D9:
897 case RENDERPATH_D3D10:
898 case RENDERPATH_D3D11:
899 m[10] = -1/(zFar - zNear);
900 m[14] = -zNear/(zFar-zNear);
903 v->screentodepth[0] = -farclip / (farclip - nearclip);
904 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
906 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
909 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
911 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
917 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
918 R_Viewport_TransformToScreen(v, test1, test2);
919 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
924 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
926 matrix4x4_t tempmatrix, basematrix;
928 memset(v, 0, sizeof(*v));
930 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
931 v->cameramatrix = *cameramatrix;
938 memset(m, 0, sizeof(m));
939 m[0] = 1.0 / frustumx;
940 m[5] = 1.0 / frustumy;
941 m[10] = -(farclip + nearclip) / (farclip - nearclip);
943 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
944 v->screentodepth[0] = -farclip / (farclip - nearclip);
945 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
947 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
948 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
949 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
950 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
953 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
955 if(v_flipped.integer)
963 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
966 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
968 matrix4x4_t tempmatrix, basematrix;
969 const float nudge = 1.0 - 1.0 / (1<<23);
971 memset(v, 0, sizeof(*v));
973 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
974 v->cameramatrix = *cameramatrix;
981 memset(m, 0, sizeof(m));
982 m[ 0] = 1.0 / frustumx;
983 m[ 5] = 1.0 / frustumy;
986 m[14] = -2 * nearclip * nudge;
987 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
988 v->screentodepth[1] = m[14] * -0.5;
990 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
991 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
992 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
993 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
996 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
998 if(v_flipped.integer)
1006 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1009 float cubeviewmatrix[6][16] =
1011 // standard cubemap projections
1049 float rectviewmatrix[6][16] =
1051 // sign-preserving cubemap projections
1090 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1092 matrix4x4_t tempmatrix, basematrix;
1094 memset(v, 0, sizeof(*v));
1095 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1096 v->cameramatrix = *cameramatrix;
1100 memset(m, 0, sizeof(m));
1102 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1104 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1106 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1107 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1108 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1111 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1113 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1116 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
1118 matrix4x4_t tempmatrix, basematrix;
1120 memset(v, 0, sizeof(*v));
1121 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1122 v->cameramatrix = *cameramatrix;
1123 v->x = (side & 1) * size;
1124 v->y = (side >> 1) * size;
1128 memset(m, 0, sizeof(m));
1129 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1130 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1132 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1134 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1135 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1136 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1138 switch(vid.renderpath)
1140 case RENDERPATH_GL20:
1141 case RENDERPATH_GL13:
1142 case RENDERPATH_GL11:
1143 case RENDERPATH_SOFT:
1144 case RENDERPATH_GLES1:
1145 case RENDERPATH_GLES2:
1147 case RENDERPATH_D3D9:
1150 case RENDERPATH_D3D10:
1151 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1153 case RENDERPATH_D3D11:
1154 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1159 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1161 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1164 void R_SetViewport(const r_viewport_t *v)
1169 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1170 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1172 // copy over the matrices to our state
1173 gl_viewmatrix = v->viewmatrix;
1174 gl_projectionmatrix = v->projectmatrix;
1176 switch(vid.renderpath)
1178 case RENDERPATH_GL13:
1179 case RENDERPATH_GL11:
1180 case RENDERPATH_GLES1:
1181 #ifdef GL_PROJECTION
1183 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1184 // Load the projection matrix into OpenGL
1185 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1186 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1187 qglLoadMatrixf(m);CHECKGLERROR
1188 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1191 case RENDERPATH_D3D9:
1194 D3DVIEWPORT9 d3dviewport;
1195 d3dviewport.X = gl_viewport.x;
1196 d3dviewport.Y = gl_viewport.y;
1197 d3dviewport.Width = gl_viewport.width;
1198 d3dviewport.Height = gl_viewport.height;
1199 d3dviewport.MinZ = gl_state.depthrange[0];
1200 d3dviewport.MaxZ = gl_state.depthrange[1];
1201 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1205 case RENDERPATH_D3D10:
1206 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1208 case RENDERPATH_D3D11:
1209 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1211 case RENDERPATH_SOFT:
1212 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1214 case RENDERPATH_GL20:
1215 case RENDERPATH_GLES2:
1217 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1221 // force an update of the derived matrices
1222 gl_modelmatrixchanged = true;
1223 R_EntityMatrix(&gl_modelmatrix);
1226 void R_GetViewport(r_viewport_t *v)
1231 static void GL_BindVBO(int bufferobject)
1233 if (gl_state.vertexbufferobject != bufferobject)
1235 gl_state.vertexbufferobject = bufferobject;
1237 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1241 static void GL_BindEBO(int bufferobject)
1243 if (gl_state.elementbufferobject != bufferobject)
1245 gl_state.elementbufferobject = bufferobject;
1247 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1251 static void GL_BindUBO(int bufferobject)
1253 if (gl_state.uniformbufferobject != bufferobject)
1255 gl_state.uniformbufferobject = bufferobject;
1257 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1261 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1262 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1264 switch(vid.renderpath)
1266 case RENDERPATH_GL11:
1267 case RENDERPATH_GL13:
1268 case RENDERPATH_GL20:
1269 case RENDERPATH_GLES1:
1270 case RENDERPATH_GLES2:
1271 if (vid.support.arb_framebuffer_object)
1275 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1276 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1277 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1279 // FIXME: separate stencil attachment on GLES
1280 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1282 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1284 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1285 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1286 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1287 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1288 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1289 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1290 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1291 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1292 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1295 if (colortexture4 && qglDrawBuffersARB)
1297 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1298 qglReadBuffer(GL_NONE);CHECKGLERROR
1300 else if (colortexture3 && qglDrawBuffersARB)
1302 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1303 qglReadBuffer(GL_NONE);CHECKGLERROR
1305 else if (colortexture2 && qglDrawBuffersARB)
1307 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1308 qglReadBuffer(GL_NONE);CHECKGLERROR
1310 else if (colortexture && qglDrawBuffer)
1312 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1313 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1315 else if (qglDrawBuffer)
1317 qglDrawBuffer(GL_NONE);CHECKGLERROR
1318 qglReadBuffer(GL_NONE);CHECKGLERROR
1321 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1322 if (status != GL_FRAMEBUFFER_COMPLETE)
1324 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1325 qglDeleteFramebuffers(1, (GLuint*)&temp);
1330 else if (vid.support.ext_framebuffer_object)
1334 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1335 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1336 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1337 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1338 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1339 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1340 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1341 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1342 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1343 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1344 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1345 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1346 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1349 if (colortexture4 && qglDrawBuffersARB)
1351 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1352 qglReadBuffer(GL_NONE);CHECKGLERROR
1354 else if (colortexture3 && qglDrawBuffersARB)
1356 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1357 qglReadBuffer(GL_NONE);CHECKGLERROR
1359 else if (colortexture2 && qglDrawBuffersARB)
1361 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1362 qglReadBuffer(GL_NONE);CHECKGLERROR
1364 else if (colortexture && qglDrawBuffer)
1366 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1367 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1369 else if (qglDrawBuffer)
1371 qglDrawBuffer(GL_NONE);CHECKGLERROR
1372 qglReadBuffer(GL_NONE);CHECKGLERROR
1375 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1376 if (status != GL_FRAMEBUFFER_COMPLETE)
1378 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1379 qglDeleteFramebuffers(1, (GLuint*)&temp);
1385 case RENDERPATH_D3D9:
1386 case RENDERPATH_D3D10:
1387 case RENDERPATH_D3D11:
1389 case RENDERPATH_SOFT:
1395 void R_Mesh_DestroyFramebufferObject(int fbo)
1397 switch(vid.renderpath)
1399 case RENDERPATH_GL11:
1400 case RENDERPATH_GL13:
1401 case RENDERPATH_GL20:
1402 case RENDERPATH_GLES1:
1403 case RENDERPATH_GLES2:
1405 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1407 case RENDERPATH_D3D9:
1408 case RENDERPATH_D3D10:
1409 case RENDERPATH_D3D11:
1411 case RENDERPATH_SOFT:
1417 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1419 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1420 if (gl_state.d3drt_depthsurface != depthsurface)
1422 gl_state.d3drt_depthsurface = depthsurface;
1423 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1425 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1427 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1428 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1430 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1432 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1433 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1435 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1437 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1438 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1440 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1442 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1443 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1448 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1452 rtexture_t *textures[5];
1453 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1454 textures[4] = depthtexture;
1455 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1456 for (j = 0;j < 5;j++)
1458 for (i = 0;i < vid.teximageunits;i++)
1459 if (gl_state.units[i].texture == textures[j])
1460 R_Mesh_TexBind(i, NULL);
1461 // set up framebuffer object or render targets for the active rendering API
1462 switch(vid.renderpath)
1464 case RENDERPATH_GL11:
1465 case RENDERPATH_GL13:
1466 case RENDERPATH_GL20:
1467 case RENDERPATH_GLES1:
1468 case RENDERPATH_GLES2:
1469 if (gl_state.framebufferobject != fbo)
1471 gl_state.framebufferobject = fbo;
1472 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1475 case RENDERPATH_D3D9:
1477 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1478 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1481 IDirect3DSurface9 *surfaces[5];
1482 for (i = 0;i < 5;i++)
1487 if (textures[i]->d3dsurface)
1488 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1490 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1493 // set the render targets for real
1494 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1495 // release the texture surface levels (they won't be lost while bound...)
1496 for (i = 0;i < 5;i++)
1497 if (textures[i] && !textures[i]->d3dsurface)
1498 IDirect3DSurface9_Release(surfaces[i]);
1501 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1504 case RENDERPATH_D3D10:
1505 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1507 case RENDERPATH_D3D11:
1508 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1510 case RENDERPATH_SOFT:
1514 unsigned int *pointers[5];
1515 memset(pointers, 0, sizeof(pointers));
1516 for (i = 0;i < 5;i++)
1517 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1518 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1519 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1520 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1523 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1529 static int d3dcmpforglfunc(int f)
1533 case GL_NEVER: return D3DCMP_NEVER;
1534 case GL_LESS: return D3DCMP_LESS;
1535 case GL_EQUAL: return D3DCMP_EQUAL;
1536 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1537 case GL_GREATER: return D3DCMP_GREATER;
1538 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1539 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1540 case GL_ALWAYS: return D3DCMP_ALWAYS;
1541 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1545 static int d3dstencilopforglfunc(int f)
1549 case GL_KEEP: return D3DSTENCILOP_KEEP;
1550 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1551 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1552 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1557 static void GL_Backend_ResetState(void)
1560 gl_state.active = true;
1561 gl_state.depthtest = true;
1562 gl_state.alphatest = false;
1563 gl_state.alphafunc = GL_GEQUAL;
1564 gl_state.alphafuncvalue = 0.5f;
1565 gl_state.alphatocoverage = false;
1566 gl_state.blendfunc1 = GL_ONE;
1567 gl_state.blendfunc2 = GL_ZERO;
1568 gl_state.blend = false;
1569 gl_state.depthmask = GL_TRUE;
1570 gl_state.colormask = 15;
1571 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1572 gl_state.lockrange_first = 0;
1573 gl_state.lockrange_count = 0;
1574 gl_state.cullface = GL_FRONT;
1575 gl_state.cullfaceenable = false;
1576 gl_state.polygonoffset[0] = 0;
1577 gl_state.polygonoffset[1] = 0;
1578 gl_state.framebufferobject = 0;
1579 gl_state.depthfunc = GL_LEQUAL;
1581 switch(vid.renderpath)
1583 case RENDERPATH_D3D9:
1586 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1587 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1588 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1589 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1590 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1591 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1592 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1596 case RENDERPATH_D3D10:
1597 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1599 case RENDERPATH_D3D11:
1600 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1602 case RENDERPATH_GL11:
1603 case RENDERPATH_GL13:
1604 case RENDERPATH_GLES1:
1605 #ifdef GL_ALPHA_TEST
1608 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1609 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1610 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1611 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1612 qglDisable(GL_BLEND);CHECKGLERROR
1613 qglCullFace(gl_state.cullface);CHECKGLERROR
1614 qglDisable(GL_CULL_FACE);CHECKGLERROR
1615 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1616 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1617 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1618 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1620 if (vid.support.arb_vertex_buffer_object)
1622 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1623 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1626 if (vid.support.ext_framebuffer_object)
1628 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1629 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1632 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1633 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1635 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1636 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1637 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1639 if (vid.support.ext_framebuffer_object)
1640 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1642 gl_state.unit = MAX_TEXTUREUNITS;
1643 gl_state.clientunit = MAX_TEXTUREUNITS;
1644 for (i = 0;i < vid.texunits;i++)
1646 GL_ActiveTexture(i);
1647 GL_ClientActiveTexture(i);
1648 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1649 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1650 if (vid.support.ext_texture_3d)
1652 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1653 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1655 if (vid.support.arb_texture_cube_map)
1657 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1658 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1661 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1662 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1663 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1664 qglLoadIdentity();CHECKGLERROR
1665 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1666 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1671 case RENDERPATH_SOFT:
1672 DPSOFTRAST_ColorMask(1,1,1,1);
1673 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1674 DPSOFTRAST_CullFace(gl_state.cullface);
1675 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1676 DPSOFTRAST_DepthMask(gl_state.depthmask);
1677 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1678 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1679 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1681 case RENDERPATH_GL20:
1682 case RENDERPATH_GLES2:
1684 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1685 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1686 qglDisable(GL_BLEND);CHECKGLERROR
1687 qglCullFace(gl_state.cullface);CHECKGLERROR
1688 qglDisable(GL_CULL_FACE);CHECKGLERROR
1689 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1690 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1691 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1692 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1693 if (vid.support.arb_vertex_buffer_object)
1695 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1696 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1698 if (vid.support.ext_framebuffer_object)
1699 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1700 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1701 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1702 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1703 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1704 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1705 gl_state.unit = MAX_TEXTUREUNITS;
1706 gl_state.clientunit = MAX_TEXTUREUNITS;
1707 for (i = 0;i < vid.teximageunits;i++)
1709 GL_ActiveTexture(i);
1710 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1711 if (vid.support.ext_texture_3d)
1713 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1715 if (vid.support.arb_texture_cube_map)
1717 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1720 for (i = 0;i < vid.texarrayunits;i++)
1723 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1724 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1731 void GL_ActiveTexture(unsigned int num)
1733 if (gl_state.unit != num)
1735 gl_state.unit = num;
1736 switch(vid.renderpath)
1738 case RENDERPATH_GL11:
1739 case RENDERPATH_GL13:
1740 case RENDERPATH_GL20:
1741 case RENDERPATH_GLES1:
1742 case RENDERPATH_GLES2:
1743 if (qglActiveTexture)
1746 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1750 case RENDERPATH_D3D9:
1751 case RENDERPATH_D3D10:
1752 case RENDERPATH_D3D11:
1754 case RENDERPATH_SOFT:
1760 void GL_ClientActiveTexture(unsigned int num)
1762 if (gl_state.clientunit != num)
1764 gl_state.clientunit = num;
1765 switch(vid.renderpath)
1767 case RENDERPATH_GL11:
1768 case RENDERPATH_GL13:
1769 case RENDERPATH_GLES1:
1770 if (qglActiveTexture)
1773 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1777 case RENDERPATH_D3D9:
1778 case RENDERPATH_D3D10:
1779 case RENDERPATH_D3D11:
1781 case RENDERPATH_SOFT:
1783 case RENDERPATH_GL20:
1784 case RENDERPATH_GLES2:
1790 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1792 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1794 qboolean blendenable;
1795 gl_state.blendfunc1 = blendfunc1;
1796 gl_state.blendfunc2 = blendfunc2;
1797 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1798 switch(vid.renderpath)
1800 case RENDERPATH_GL11:
1801 case RENDERPATH_GL13:
1802 case RENDERPATH_GL20:
1803 case RENDERPATH_GLES1:
1804 case RENDERPATH_GLES2:
1806 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1807 if (gl_state.blend != blendenable)
1809 gl_state.blend = blendenable;
1810 if (!gl_state.blend)
1812 qglDisable(GL_BLEND);CHECKGLERROR
1816 qglEnable(GL_BLEND);CHECKGLERROR
1820 case RENDERPATH_D3D9:
1825 D3DBLEND d3dblendfunc[2];
1826 glblendfunc[0] = gl_state.blendfunc1;
1827 glblendfunc[1] = gl_state.blendfunc2;
1828 for (i = 0;i < 2;i++)
1830 switch(glblendfunc[i])
1832 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1833 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1834 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1835 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1836 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1837 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1838 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1839 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1840 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1841 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1844 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1845 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1846 if (gl_state.blend != blendenable)
1848 gl_state.blend = blendenable;
1849 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1854 case RENDERPATH_D3D10:
1855 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1857 case RENDERPATH_D3D11:
1858 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1860 case RENDERPATH_SOFT:
1861 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1867 void GL_DepthMask(int state)
1869 if (gl_state.depthmask != state)
1871 gl_state.depthmask = state;
1872 switch(vid.renderpath)
1874 case RENDERPATH_GL11:
1875 case RENDERPATH_GL13:
1876 case RENDERPATH_GL20:
1877 case RENDERPATH_GLES1:
1878 case RENDERPATH_GLES2:
1880 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1882 case RENDERPATH_D3D9:
1884 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1887 case RENDERPATH_D3D10:
1888 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1890 case RENDERPATH_D3D11:
1891 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1893 case RENDERPATH_SOFT:
1894 DPSOFTRAST_DepthMask(gl_state.depthmask);
1900 void GL_DepthTest(int state)
1902 if (gl_state.depthtest != state)
1904 gl_state.depthtest = state;
1905 switch(vid.renderpath)
1907 case RENDERPATH_GL11:
1908 case RENDERPATH_GL13:
1909 case RENDERPATH_GL20:
1910 case RENDERPATH_GLES1:
1911 case RENDERPATH_GLES2:
1913 if (gl_state.depthtest)
1915 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1919 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1922 case RENDERPATH_D3D9:
1924 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1927 case RENDERPATH_D3D10:
1928 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1930 case RENDERPATH_D3D11:
1931 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1933 case RENDERPATH_SOFT:
1934 DPSOFTRAST_DepthTest(gl_state.depthtest);
1940 void GL_DepthFunc(int state)
1942 if (gl_state.depthfunc != state)
1944 gl_state.depthfunc = state;
1945 switch(vid.renderpath)
1947 case RENDERPATH_GL11:
1948 case RENDERPATH_GL13:
1949 case RENDERPATH_GL20:
1950 case RENDERPATH_GLES1:
1951 case RENDERPATH_GLES2:
1953 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1955 case RENDERPATH_D3D9:
1957 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1960 case RENDERPATH_D3D10:
1961 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1963 case RENDERPATH_D3D11:
1964 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1966 case RENDERPATH_SOFT:
1967 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1973 void GL_DepthRange(float nearfrac, float farfrac)
1975 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1977 gl_state.depthrange[0] = nearfrac;
1978 gl_state.depthrange[1] = farfrac;
1979 switch(vid.renderpath)
1981 case RENDERPATH_GL11:
1982 case RENDERPATH_GL13:
1983 case RENDERPATH_GL20:
1984 case RENDERPATH_GLES1:
1985 case RENDERPATH_GLES2:
1987 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1989 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1992 case RENDERPATH_D3D9:
1995 D3DVIEWPORT9 d3dviewport;
1996 d3dviewport.X = gl_viewport.x;
1997 d3dviewport.Y = gl_viewport.y;
1998 d3dviewport.Width = gl_viewport.width;
1999 d3dviewport.Height = gl_viewport.height;
2000 d3dviewport.MinZ = gl_state.depthrange[0];
2001 d3dviewport.MaxZ = gl_state.depthrange[1];
2002 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2006 case RENDERPATH_D3D10:
2007 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2009 case RENDERPATH_D3D11:
2010 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2012 case RENDERPATH_SOFT:
2013 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2019 void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
2021 switch (vid.renderpath)
2023 case RENDERPATH_GL11:
2024 case RENDERPATH_GL13:
2025 case RENDERPATH_GL20:
2026 case RENDERPATH_GLES1:
2027 case RENDERPATH_GLES2:
2031 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2035 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2037 if (vid.support.ati_separate_stencil)
2039 qglStencilMask(writemask);CHECKGLERROR
2040 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2041 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2042 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2043 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2045 else if (vid.support.ext_stencil_two_side)
2047 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2048 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2049 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2050 qglStencilMask(writemask);CHECKGLERROR
2051 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2052 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2053 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2054 qglStencilMask(writemask);CHECKGLERROR
2055 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2056 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2060 case RENDERPATH_D3D9:
2062 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2063 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2064 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2065 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2066 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2067 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2068 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2069 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2070 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2071 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2072 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2073 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2074 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2077 case RENDERPATH_D3D10:
2078 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2080 case RENDERPATH_D3D11:
2081 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2083 case RENDERPATH_SOFT:
2084 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2089 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2091 switch (vid.renderpath)
2093 case RENDERPATH_GL11:
2094 case RENDERPATH_GL13:
2095 case RENDERPATH_GL20:
2096 case RENDERPATH_GLES1:
2097 case RENDERPATH_GLES2:
2101 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2105 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2107 if (vid.support.ext_stencil_two_side)
2109 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2110 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2113 qglStencilMask(writemask);CHECKGLERROR
2114 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2115 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2118 case RENDERPATH_D3D9:
2120 if (vid.support.ati_separate_stencil)
2121 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2122 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2123 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2124 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2125 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2126 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2127 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2128 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2129 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2132 case RENDERPATH_D3D10:
2133 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2135 case RENDERPATH_D3D11:
2136 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2138 case RENDERPATH_SOFT:
2139 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2144 void GL_PolygonOffset(float planeoffset, float depthoffset)
2146 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2148 gl_state.polygonoffset[0] = planeoffset;
2149 gl_state.polygonoffset[1] = depthoffset;
2150 switch(vid.renderpath)
2152 case RENDERPATH_GL11:
2153 case RENDERPATH_GL13:
2154 case RENDERPATH_GL20:
2155 case RENDERPATH_GLES1:
2156 case RENDERPATH_GLES2:
2157 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2159 case RENDERPATH_D3D9:
2161 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2162 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2165 case RENDERPATH_D3D10:
2166 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2168 case RENDERPATH_D3D11:
2169 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2171 case RENDERPATH_SOFT:
2172 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2178 void GL_SetMirrorState(qboolean state)
2180 if (v_flipped_state != state)
2182 v_flipped_state = state;
2183 if (gl_state.cullface == GL_BACK)
2184 gl_state.cullface = GL_FRONT;
2185 else if (gl_state.cullface == GL_FRONT)
2186 gl_state.cullface = GL_BACK;
2189 switch(vid.renderpath)
2191 case RENDERPATH_GL11:
2192 case RENDERPATH_GL13:
2193 case RENDERPATH_GL20:
2194 case RENDERPATH_GLES1:
2195 case RENDERPATH_GLES2:
2196 qglCullFace(gl_state.cullface);CHECKGLERROR
2198 case RENDERPATH_D3D9:
2200 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2203 case RENDERPATH_D3D10:
2204 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2206 case RENDERPATH_D3D11:
2207 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2209 case RENDERPATH_SOFT:
2210 DPSOFTRAST_CullFace(gl_state.cullface);
2216 void GL_CullFace(int state)
2220 if(state == GL_FRONT)
2222 else if(state == GL_BACK)
2226 switch(vid.renderpath)
2228 case RENDERPATH_GL11:
2229 case RENDERPATH_GL13:
2230 case RENDERPATH_GL20:
2231 case RENDERPATH_GLES1:
2232 case RENDERPATH_GLES2:
2235 if (state != GL_NONE)
2237 if (!gl_state.cullfaceenable)
2239 gl_state.cullfaceenable = true;
2240 qglEnable(GL_CULL_FACE);CHECKGLERROR
2242 if (gl_state.cullface != state)
2244 gl_state.cullface = state;
2245 qglCullFace(gl_state.cullface);CHECKGLERROR
2250 if (gl_state.cullfaceenable)
2252 gl_state.cullfaceenable = false;
2253 qglDisable(GL_CULL_FACE);CHECKGLERROR
2257 case RENDERPATH_D3D9:
2259 if (gl_state.cullface != state)
2261 gl_state.cullface = state;
2262 switch(gl_state.cullface)
2265 gl_state.cullfaceenable = false;
2266 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2269 gl_state.cullfaceenable = true;
2270 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2273 gl_state.cullfaceenable = true;
2274 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2280 case RENDERPATH_D3D10:
2281 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2283 case RENDERPATH_D3D11:
2284 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2286 case RENDERPATH_SOFT:
2287 if (gl_state.cullface != state)
2289 gl_state.cullface = state;
2290 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2291 DPSOFTRAST_CullFace(gl_state.cullface);
2297 void GL_AlphaTest(int state)
2299 if (gl_state.alphatest != state)
2301 gl_state.alphatest = state;
2302 switch(vid.renderpath)
2304 case RENDERPATH_GL11:
2305 case RENDERPATH_GL13:
2306 case RENDERPATH_GLES1:
2307 #ifdef GL_ALPHA_TEST
2308 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2310 if (gl_state.alphatest)
2312 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2316 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2320 case RENDERPATH_D3D9:
2321 case RENDERPATH_D3D10:
2322 case RENDERPATH_D3D11:
2323 case RENDERPATH_SOFT:
2324 case RENDERPATH_GL20:
2325 case RENDERPATH_GLES2:
2331 void GL_AlphaToCoverage(qboolean state)
2333 if (gl_state.alphatocoverage != state)
2335 gl_state.alphatocoverage = state;
2336 switch(vid.renderpath)
2338 case RENDERPATH_GL11:
2339 case RENDERPATH_GL13:
2340 case RENDERPATH_GLES1:
2341 case RENDERPATH_GLES2:
2342 case RENDERPATH_D3D9:
2343 case RENDERPATH_D3D10:
2344 case RENDERPATH_D3D11:
2345 case RENDERPATH_SOFT:
2347 case RENDERPATH_GL20:
2348 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2349 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2351 if (gl_state.alphatocoverage)
2353 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2354 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2358 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2359 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2367 void GL_ColorMask(int r, int g, int b, int a)
2369 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2370 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2371 if (gl_state.colormask != state)
2373 gl_state.colormask = state;
2374 switch(vid.renderpath)
2376 case RENDERPATH_GL11:
2377 case RENDERPATH_GL13:
2378 case RENDERPATH_GL20:
2379 case RENDERPATH_GLES1:
2380 case RENDERPATH_GLES2:
2382 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2384 case RENDERPATH_D3D9:
2386 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2389 case RENDERPATH_D3D10:
2390 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2392 case RENDERPATH_D3D11:
2393 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2395 case RENDERPATH_SOFT:
2396 DPSOFTRAST_ColorMask(r, g, b, a);
2402 void GL_Color(float cr, float cg, float cb, float ca)
2404 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)
2406 gl_state.color4f[0] = cr;
2407 gl_state.color4f[1] = cg;
2408 gl_state.color4f[2] = cb;
2409 gl_state.color4f[3] = ca;
2410 switch(vid.renderpath)
2412 case RENDERPATH_GL11:
2413 case RENDERPATH_GL13:
2414 case RENDERPATH_GLES1:
2416 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2419 case RENDERPATH_D3D9:
2420 case RENDERPATH_D3D10:
2421 case RENDERPATH_D3D11:
2422 // no equivalent in D3D
2424 case RENDERPATH_SOFT:
2425 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2427 case RENDERPATH_GL20:
2428 case RENDERPATH_GLES2:
2429 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2435 void GL_Scissor (int x, int y, int width, int height)
2437 switch(vid.renderpath)
2439 case RENDERPATH_GL11:
2440 case RENDERPATH_GL13:
2441 case RENDERPATH_GL20:
2442 case RENDERPATH_GLES1:
2443 case RENDERPATH_GLES2:
2445 qglScissor(x, y,width,height);
2448 case RENDERPATH_D3D9:
2454 d3drect.right = x + width;
2455 d3drect.bottom = y + height;
2456 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2460 case RENDERPATH_D3D10:
2461 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2463 case RENDERPATH_D3D11:
2464 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2466 case RENDERPATH_SOFT:
2467 DPSOFTRAST_Scissor(x, y, width, height);
2472 void GL_ScissorTest(int state)
2474 if (gl_state.scissortest != state)
2476 gl_state.scissortest = state;
2477 switch(vid.renderpath)
2479 case RENDERPATH_GL11:
2480 case RENDERPATH_GL13:
2481 case RENDERPATH_GL20:
2482 case RENDERPATH_GLES1:
2483 case RENDERPATH_GLES2:
2485 if(gl_state.scissortest)
2486 qglEnable(GL_SCISSOR_TEST);
2488 qglDisable(GL_SCISSOR_TEST);
2491 case RENDERPATH_D3D9:
2493 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2496 case RENDERPATH_D3D10:
2497 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2499 case RENDERPATH_D3D11:
2500 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2502 case RENDERPATH_SOFT:
2503 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2509 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2511 static const float blackcolor[4] = {0, 0, 0, 0};
2512 // prevent warnings when trying to clear a buffer that does not exist
2514 colorvalue = blackcolor;
2517 mask &= ~GL_STENCIL_BUFFER_BIT;
2520 switch(vid.renderpath)
2522 case RENDERPATH_GL11:
2523 case RENDERPATH_GL13:
2524 case RENDERPATH_GL20:
2525 case RENDERPATH_GLES1:
2526 case RENDERPATH_GLES2:
2528 if (mask & GL_COLOR_BUFFER_BIT)
2530 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2532 if (mask & GL_DEPTH_BUFFER_BIT)
2535 qglClearDepthf(depthvalue);CHECKGLERROR
2537 qglClearDepth(depthvalue);CHECKGLERROR
2540 if (mask & GL_STENCIL_BUFFER_BIT)
2542 qglClearStencil(stencilvalue);CHECKGLERROR
2544 qglClear(mask);CHECKGLERROR
2546 case RENDERPATH_D3D9:
2548 IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
2551 case RENDERPATH_D3D10:
2552 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2554 case RENDERPATH_D3D11:
2555 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2557 case RENDERPATH_SOFT:
2558 if (mask & GL_COLOR_BUFFER_BIT)
2559 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2560 if (mask & GL_DEPTH_BUFFER_BIT)
2561 DPSOFTRAST_ClearDepth(depthvalue);
2566 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2568 switch(vid.renderpath)
2570 case RENDERPATH_GL11:
2571 case RENDERPATH_GL13:
2572 case RENDERPATH_GL20:
2573 case RENDERPATH_GLES1:
2574 case RENDERPATH_GLES2:
2576 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2578 case RENDERPATH_D3D9:
2581 // LordHavoc: we can't directly download the backbuffer because it may be
2582 // multisampled, and it may not be lockable, so we blit it to a lockable
2583 // surface of the same dimensions (but without multisample) to resolve the
2584 // multisample buffer to a normal image, and then lock that...
2585 IDirect3DSurface9 *stretchsurface = NULL;
2586 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2588 D3DLOCKED_RECT lockedrect;
2589 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2591 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2594 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2595 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2596 memcpy(outpixels + line * width * 4, row, width * 4);
2597 IDirect3DSurface9_UnlockRect(stretchsurface);
2600 IDirect3DSurface9_Release(stretchsurface);
2603 //IDirect3DSurface9 *syssurface = NULL;
2604 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2605 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2606 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2607 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2608 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2609 //IDirect3DSurface9_UnlockRect(syssurface);
2610 //IDirect3DSurface9_Release(syssurface);
2614 case RENDERPATH_D3D10:
2615 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2617 case RENDERPATH_D3D11:
2618 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2620 case RENDERPATH_SOFT:
2621 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2626 // called at beginning of frame
2627 void R_Mesh_Start(void)
2630 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2632 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2634 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2635 Cvar_SetValueQuick(&gl_paranoid, 1);
2639 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2643 char compilelog[MAX_INPUTLINE];
2644 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2647 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2648 qglCompileShader(shaderobject);CHECKGLERROR
2649 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2650 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2651 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))
2653 int i, j, pretextlines = 0;
2654 for (i = 0;i < numstrings - 1;i++)
2655 for (j = 0;strings[i][j];j++)
2656 if (strings[i][j] == '\n')
2658 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2660 if (!shadercompiled)
2662 qglDeleteShader(shaderobject);CHECKGLERROR
2665 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2666 qglDeleteShader(shaderobject);CHECKGLERROR
2670 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)
2672 GLint programlinked;
2673 GLuint programobject = 0;
2674 char linklog[MAX_INPUTLINE];
2677 programobject = qglCreateProgram();CHECKGLERROR
2681 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2682 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2683 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2684 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2685 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2686 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2687 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2688 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2689 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2690 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2692 if(vid.support.gl20shaders130)
2693 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2696 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2699 #ifdef GL_GEOMETRY_SHADER
2700 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2704 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2707 qglLinkProgram(programobject);CHECKGLERROR
2708 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2709 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2712 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2713 Con_DPrintf("program link log:\n%s\n", linklog);
2714 // software vertex shader is ok but software fragment shader is WAY
2715 // too slow, fail program if so.
2716 // NOTE: this string might be ATI specific, but that's ok because the
2717 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2718 // software fragment shader due to low instruction and dependent
2720 if (strstr(linklog, "fragment shader will run in software"))
2721 programlinked = false;
2725 return programobject;
2727 qglDeleteProgram(programobject);CHECKGLERROR
2731 void GL_Backend_FreeProgram(unsigned int prog)
2734 qglDeleteProgram(prog);
2738 // renders triangles using vertices from the active arrays
2739 int paranoidblah = 0;
2740 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
2742 unsigned int numelements = numtriangles * 3;
2744 size_t bufferoffset3i;
2746 size_t bufferoffset3s;
2747 if (numvertices < 3 || numtriangles < 1)
2749 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2750 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);
2753 if (!gl_mesh_prefer_short_elements.integer)
2757 if (element3i_indexbuffer)
2758 element3i_indexbuffer = NULL;
2760 // adjust the pointers for firsttriangle
2762 element3i += firsttriangle * 3;
2763 if (element3i_indexbuffer)
2764 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2766 element3s += firsttriangle * 3;
2767 if (element3s_indexbuffer)
2768 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2769 switch(vid.renderpath)
2771 case RENDERPATH_GL11:
2772 case RENDERPATH_GL13:
2773 case RENDERPATH_GL20:
2774 case RENDERPATH_GLES1:
2775 case RENDERPATH_GLES2:
2776 // check if the user specified to ignore static index buffers
2777 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2779 element3i_indexbuffer = NULL;
2780 element3s_indexbuffer = NULL;
2783 case RENDERPATH_D3D9:
2784 case RENDERPATH_D3D10:
2785 case RENDERPATH_D3D11:
2787 case RENDERPATH_SOFT:
2790 // upload a dynamic index buffer if needed
2793 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2795 if (gl_state.draw_dynamicindexbuffer)
2796 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s), false, 0);
2798 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, false, true, true);
2799 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2800 element3s_bufferoffset = 0;
2805 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2807 if (gl_state.draw_dynamicindexbuffer)
2808 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i), false, 0);
2810 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, false, true, false);
2811 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2812 element3i_bufferoffset = 0;
2815 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2816 bufferoffset3i = element3i_bufferoffset;
2817 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2818 bufferoffset3s = element3s_bufferoffset;
2819 r_refdef.stats[r_stat_draws]++;
2820 r_refdef.stats[r_stat_draws_vertices] += numvertices;
2821 r_refdef.stats[r_stat_draws_elements] += numelements;
2822 if (gl_paranoid.integer)
2825 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2827 unsigned int j, size;
2829 // note: there's no validation done here on buffer objects because it
2830 // is somewhat difficult to get at the data, and gl_paranoid can be
2831 // used without buffer objects if the need arises
2832 // (the data could be gotten using glMapBuffer but it would be very
2833 // slow due to uncachable video memory reads)
2834 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2835 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2837 if (gl_state.pointer_vertex_pointer)
2838 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2840 if (gl_state.pointer_color_enabled)
2842 if (!qglIsEnabled(GL_COLOR_ARRAY))
2843 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2845 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2846 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2849 for (i = 0;i < vid.texarrayunits;i++)
2851 if (gl_state.units[i].arrayenabled)
2853 GL_ClientActiveTexture(i);
2854 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2855 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2857 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2858 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
2865 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2867 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2869 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2876 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2878 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2880 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2886 if (r_render.integer || r_refdef.draw2dstage)
2888 switch(vid.renderpath)
2890 case RENDERPATH_GL11:
2891 case RENDERPATH_GL13:
2892 case RENDERPATH_GL20:
2894 if (gl_mesh_testmanualfeeding.integer)
2897 unsigned int i, j, element;
2899 qglBegin(GL_TRIANGLES);
2900 if(vid.renderpath == RENDERPATH_GL20)
2902 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2905 element = element3i[i];
2907 element = element3s[i];
2909 element = firstvertex + i;
2910 for (j = 0;j < vid.texarrayunits;j++)
2912 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2914 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2916 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2917 if (gl_state.units[j].pointer_texcoord_components == 4)
2918 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2919 else if (gl_state.units[j].pointer_texcoord_components == 3)
2920 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2921 else if (gl_state.units[j].pointer_texcoord_components == 2)
2922 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2924 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2926 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2928 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2929 if (gl_state.units[j].pointer_texcoord_components == 4)
2930 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2931 else if (gl_state.units[j].pointer_texcoord_components == 3)
2932 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2933 else if (gl_state.units[j].pointer_texcoord_components == 2)
2934 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2935 else if (gl_state.units[j].pointer_texcoord_components == 1)
2936 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2938 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2940 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2941 if (gl_state.units[j].pointer_texcoord_components == 4)
2942 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
2943 else if (gl_state.units[j].pointer_texcoord_components == 3)
2944 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2945 else if (gl_state.units[j].pointer_texcoord_components == 2)
2946 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2947 else if (gl_state.units[j].pointer_texcoord_components == 1)
2948 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2950 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2952 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2953 if (gl_state.units[j].pointer_texcoord_components == 4)
2954 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
2955 else if (gl_state.units[j].pointer_texcoord_components == 3)
2956 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2957 else if (gl_state.units[j].pointer_texcoord_components == 2)
2958 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2959 else if (gl_state.units[j].pointer_texcoord_components == 1)
2960 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2962 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2964 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2965 if (gl_state.units[j].pointer_texcoord_components == 4)
2966 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2967 else if (gl_state.units[j].pointer_texcoord_components == 3)
2968 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2969 else if (gl_state.units[j].pointer_texcoord_components == 2)
2970 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2971 else if (gl_state.units[j].pointer_texcoord_components == 1)
2972 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2976 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2978 if (gl_state.pointer_color_gltype == GL_FLOAT)
2980 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2981 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2983 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2985 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2986 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2989 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2991 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2992 if (gl_state.pointer_vertex_components == 4)
2993 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2994 else if (gl_state.pointer_vertex_components == 3)
2995 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2997 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
3003 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
3006 element = element3i[i];
3008 element = element3s[i];
3010 element = firstvertex + i;
3011 for (j = 0;j < vid.texarrayunits;j++)
3013 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3015 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3017 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3018 if (vid.texarrayunits > 1)
3020 if (gl_state.units[j].pointer_texcoord_components == 4)
3021 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3022 else if (gl_state.units[j].pointer_texcoord_components == 3)
3023 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3024 else if (gl_state.units[j].pointer_texcoord_components == 2)
3025 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3027 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3031 if (gl_state.units[j].pointer_texcoord_components == 4)
3032 qglTexCoord4f(p[0], p[1], p[2], p[3]);
3033 else if (gl_state.units[j].pointer_texcoord_components == 3)
3034 qglTexCoord3f(p[0], p[1], p[2]);
3035 else if (gl_state.units[j].pointer_texcoord_components == 2)
3036 qglTexCoord2f(p[0], p[1]);
3038 qglTexCoord1f(p[0]);
3041 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3043 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3044 if (vid.texarrayunits > 1)
3046 if (gl_state.units[j].pointer_texcoord_components == 4)
3047 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3048 else if (gl_state.units[j].pointer_texcoord_components == 3)
3049 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3050 else if (gl_state.units[j].pointer_texcoord_components == 2)
3051 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3052 else if (gl_state.units[j].pointer_texcoord_components == 1)
3053 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3057 if (gl_state.units[j].pointer_texcoord_components == 4)
3058 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3059 else if (gl_state.units[j].pointer_texcoord_components == 3)
3060 qglTexCoord3f(s[0], s[1], s[2]);
3061 else if (gl_state.units[j].pointer_texcoord_components == 2)
3062 qglTexCoord2f(s[0], s[1]);
3063 else if (gl_state.units[j].pointer_texcoord_components == 1)
3064 qglTexCoord1f(s[0]);
3067 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3069 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3070 if (vid.texarrayunits > 1)
3072 if (gl_state.units[j].pointer_texcoord_components == 4)
3073 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3074 else if (gl_state.units[j].pointer_texcoord_components == 3)
3075 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3076 else if (gl_state.units[j].pointer_texcoord_components == 2)
3077 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3078 else if (gl_state.units[j].pointer_texcoord_components == 1)
3079 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3083 if (gl_state.units[j].pointer_texcoord_components == 4)
3084 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3085 else if (gl_state.units[j].pointer_texcoord_components == 3)
3086 qglTexCoord3f(sb[0], sb[1], sb[2]);
3087 else if (gl_state.units[j].pointer_texcoord_components == 2)
3088 qglTexCoord2f(sb[0], sb[1]);
3089 else if (gl_state.units[j].pointer_texcoord_components == 1)
3090 qglTexCoord1f(sb[0]);
3095 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3097 if (gl_state.pointer_color_gltype == GL_FLOAT)
3099 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3100 qglColor4f(p[0], p[1], p[2], p[3]);
3102 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3104 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3105 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3108 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3110 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3111 if (gl_state.pointer_vertex_components == 4)
3112 qglVertex4f(p[0], p[1], p[2], p[3]);
3113 else if (gl_state.pointer_vertex_components == 3)
3114 qglVertex3f(p[0], p[1], p[2]);
3116 qglVertex2f(p[0], p[1]);
3124 else if (bufferobject3s)
3126 GL_BindEBO(bufferobject3s);
3128 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3130 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3136 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3140 else if (bufferobject3i)
3142 GL_BindEBO(bufferobject3i);
3144 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3146 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3152 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3160 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3162 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3168 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3176 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3178 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3184 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3190 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3194 case RENDERPATH_D3D9:
3196 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3198 if (element3s_indexbuffer)
3200 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3201 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3203 else if (element3i_indexbuffer)
3205 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3206 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3209 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3214 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3216 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3218 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3222 case RENDERPATH_D3D10:
3223 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3225 case RENDERPATH_D3D11:
3226 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3228 case RENDERPATH_SOFT:
3229 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3231 case RENDERPATH_GLES1:
3232 case RENDERPATH_GLES2:
3233 // GLES does not have glDrawRangeElements, and generally
3234 // underperforms with index buffers, so this code path is
3235 // relatively straightforward...
3237 if (gl_paranoid.integer)
3239 int r, prog, enabled, i;
3240 GLsizei attriblength;
3243 GLchar attribname[1024];
3244 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3245 if (r != GL_FRAMEBUFFER_COMPLETE)
3246 Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3247 #ifndef GL_CURRENT_PROGRAM
3248 #define GL_CURRENT_PROGRAM 0x8B8D
3250 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3251 if (r < 0 || r > 10000)
3252 Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3254 for (i = 0;i < 8;i++)
3256 qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3259 qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3260 Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
3266 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3271 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3276 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3284 // restores backend state, used when done with 3D rendering
3285 void R_Mesh_Finish(void)
3287 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3290 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3292 r_meshbuffer_t *buffer;
3293 if (isuniformbuffer)
3295 if (!vid.support.arb_uniform_buffer_object)
3300 if (!vid.support.arb_vertex_buffer_object)
3302 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3305 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3306 memset(buffer, 0, sizeof(*buffer));
3307 buffer->bufferobject = 0;
3308 buffer->devicebuffer = NULL;
3310 buffer->isindexbuffer = isindexbuffer;
3311 buffer->isuniformbuffer = isuniformbuffer;
3312 buffer->isdynamic = isdynamic;
3313 buffer->isindex16 = isindex16;
3314 strlcpy(buffer->name, name, sizeof(buffer->name));
3315 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3319 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3323 if (buffer->isindexbuffer)
3325 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3326 r_refdef.stats[r_stat_indexbufferuploadsize] += size;
3330 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3331 r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
3333 switch(vid.renderpath)
3335 case RENDERPATH_GL11:
3336 case RENDERPATH_GL13:
3337 case RENDERPATH_GL20:
3338 case RENDERPATH_GLES1:
3339 case RENDERPATH_GLES2:
3340 if (!buffer->bufferobject)
3341 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3342 if (buffer->isuniformbuffer)
3343 GL_BindUBO(buffer->bufferobject);
3344 else if (buffer->isindexbuffer)
3345 GL_BindEBO(buffer->bufferobject);
3347 GL_BindVBO(buffer->bufferobject);
3349 qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
3351 qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3352 if (buffer->isuniformbuffer)
3355 case RENDERPATH_D3D9:
3359 void *datapointer = NULL;
3360 if (buffer->isindexbuffer)
3362 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3363 if (offset+size > buffer->size || !buffer->devicebuffer)
3365 if (buffer->devicebuffer)
3366 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3367 buffer->devicebuffer = NULL;
3368 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3369 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
3370 buffer->devicebuffer = (void *)d3d9indexbuffer;
3371 buffer->size = offset+size;
3373 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3376 memcpy(datapointer, data, size);
3378 memset(datapointer, 0, size);
3379 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3384 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3385 if (offset+size > buffer->size || !buffer->devicebuffer)
3387 if (buffer->devicebuffer)
3388 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3389 buffer->devicebuffer = NULL;
3390 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3391 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
3392 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3393 buffer->size = offset+size;
3395 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3398 memcpy(datapointer, data, size);
3400 memset(datapointer, 0, size);
3401 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3407 case RENDERPATH_D3D10:
3408 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3410 case RENDERPATH_D3D11:
3411 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3413 case RENDERPATH_SOFT:
3418 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3422 switch(vid.renderpath)
3424 case RENDERPATH_GL11:
3425 case RENDERPATH_GL13:
3426 case RENDERPATH_GL20:
3427 case RENDERPATH_GLES1:
3428 case RENDERPATH_GLES2:
3429 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3431 case RENDERPATH_D3D9:
3433 if (gl_state.d3dvertexbuffer == (void *)buffer)
3434 gl_state.d3dvertexbuffer = NULL;
3435 if (buffer->devicebuffer)
3437 if (buffer->isindexbuffer)
3438 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3440 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3441 buffer->devicebuffer = NULL;
3445 case RENDERPATH_D3D10:
3446 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3448 case RENDERPATH_D3D11:
3449 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3451 case RENDERPATH_SOFT:
3454 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3457 void GL_Mesh_ListVBOs(qboolean printeach)
3460 size_t ebocount = 0, ebomemory = 0;
3461 size_t vbocount = 0, vbomemory = 0;
3462 r_meshbuffer_t *buffer;
3463 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3464 for (i = 0;i < endindex;i++)
3466 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3469 if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3470 else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3472 Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
3477 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3479 switch(vid.renderpath)
3481 case RENDERPATH_GL11:
3482 case RENDERPATH_GL13:
3483 case RENDERPATH_GLES1:
3484 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)
3486 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3487 gl_state.pointer_vertex_components = components;
3488 gl_state.pointer_vertex_gltype = gltype;
3489 gl_state.pointer_vertex_stride = stride;
3490 gl_state.pointer_vertex_pointer = pointer;
3491 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3492 gl_state.pointer_vertex_offset = bufferoffset;
3494 GL_BindVBO(bufferobject);
3495 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3498 case RENDERPATH_GL20:
3499 case RENDERPATH_GLES2:
3500 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)
3502 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3503 gl_state.pointer_vertex_components = components;
3504 gl_state.pointer_vertex_gltype = gltype;
3505 gl_state.pointer_vertex_stride = stride;
3506 gl_state.pointer_vertex_pointer = pointer;
3507 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3508 gl_state.pointer_vertex_offset = bufferoffset;
3510 GL_BindVBO(bufferobject);
3511 // LordHavoc: special flag added to gltype for unnormalized types
3512 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3515 case RENDERPATH_D3D9:
3516 case RENDERPATH_D3D10:
3517 case RENDERPATH_D3D11:
3518 case RENDERPATH_SOFT:
3523 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3525 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3526 // the pointer only.
3527 switch(vid.renderpath)
3529 case RENDERPATH_GL11:
3530 case RENDERPATH_GL13:
3531 case RENDERPATH_GLES1:
3536 // caller wants color array enabled
3537 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3538 if (!gl_state.pointer_color_enabled)
3540 gl_state.pointer_color_enabled = true;
3542 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3544 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)
3546 gl_state.pointer_color_components = components;
3547 gl_state.pointer_color_gltype = gltype;
3548 gl_state.pointer_color_stride = stride;
3549 gl_state.pointer_color_pointer = pointer;
3550 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3551 gl_state.pointer_color_offset = bufferoffset;
3553 GL_BindVBO(bufferobject);
3554 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3559 // caller wants color array disabled
3560 if (gl_state.pointer_color_enabled)
3562 gl_state.pointer_color_enabled = false;
3564 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3565 // when color array is on the glColor gets trashed, set it again
3566 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3571 case RENDERPATH_GL20:
3572 case RENDERPATH_GLES2:
3576 // caller wants color array enabled
3577 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3578 if (!gl_state.pointer_color_enabled)
3580 gl_state.pointer_color_enabled = true;
3582 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3584 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)
3586 gl_state.pointer_color_components = components;
3587 gl_state.pointer_color_gltype = gltype;
3588 gl_state.pointer_color_stride = stride;
3589 gl_state.pointer_color_pointer = pointer;
3590 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3591 gl_state.pointer_color_offset = bufferoffset;
3593 GL_BindVBO(bufferobject);
3594 // LordHavoc: special flag added to gltype for unnormalized types
3595 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3600 // caller wants color array disabled
3601 if (gl_state.pointer_color_enabled)
3603 gl_state.pointer_color_enabled = false;
3605 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3606 // when color array is on the glColor gets trashed, set it again
3607 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3611 case RENDERPATH_D3D9:
3612 case RENDERPATH_D3D10:
3613 case RENDERPATH_D3D11:
3614 case RENDERPATH_SOFT:
3619 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)
3621 gltextureunit_t *unit = gl_state.units + unitnum;
3622 // update array settings
3623 // note: there is no need to check bufferobject here because all cases
3624 // that involve a valid bufferobject also supply a texcoord array
3625 switch(vid.renderpath)
3627 case RENDERPATH_GL11:
3628 case RENDERPATH_GL13:
3629 case RENDERPATH_GLES1:
3634 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3635 // texture array unit is enabled, enable the array
3636 if (!unit->arrayenabled)
3638 unit->arrayenabled = true;
3639 GL_ClientActiveTexture(unitnum);
3640 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3643 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)
3645 unit->pointer_texcoord_components = components;
3646 unit->pointer_texcoord_gltype = gltype;
3647 unit->pointer_texcoord_stride = stride;
3648 unit->pointer_texcoord_pointer = pointer;
3649 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3650 unit->pointer_texcoord_offset = bufferoffset;
3651 GL_ClientActiveTexture(unitnum);
3652 GL_BindVBO(bufferobject);
3653 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3658 // texture array unit is disabled, disable the array
3659 if (unit->arrayenabled)
3661 unit->arrayenabled = false;
3662 GL_ClientActiveTexture(unitnum);
3663 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3668 case RENDERPATH_GL20:
3669 case RENDERPATH_GLES2:
3673 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3674 // texture array unit is enabled, enable the array
3675 if (!unit->arrayenabled)
3677 unit->arrayenabled = true;
3678 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3681 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)
3683 unit->pointer_texcoord_components = components;
3684 unit->pointer_texcoord_gltype = gltype;
3685 unit->pointer_texcoord_stride = stride;
3686 unit->pointer_texcoord_pointer = pointer;
3687 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3688 unit->pointer_texcoord_offset = bufferoffset;
3689 GL_BindVBO(bufferobject);
3690 // LordHavoc: special flag added to gltype for unnormalized types
3691 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3696 // texture array unit is disabled, disable the array
3697 if (unit->arrayenabled)
3699 unit->arrayenabled = false;
3700 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3704 case RENDERPATH_D3D9:
3705 case RENDERPATH_D3D10:
3706 case RENDERPATH_D3D11:
3707 case RENDERPATH_SOFT:
3712 int R_Mesh_TexBound(unsigned int unitnum, int id)
3714 gltextureunit_t *unit = gl_state.units + unitnum;
3715 if (unitnum >= vid.teximageunits)
3717 if (id == GL_TEXTURE_2D)
3719 if (id == GL_TEXTURE_3D)
3721 if (id == GL_TEXTURE_CUBE_MAP)
3722 return unit->tcubemap;
3726 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3728 switch(vid.renderpath)
3730 case RENDERPATH_GL11:
3731 case RENDERPATH_GL13:
3732 case RENDERPATH_GL20:
3733 case RENDERPATH_GLES1:
3734 case RENDERPATH_GLES2:
3735 R_Mesh_TexBind(0, tex);
3736 GL_ActiveTexture(0);CHECKGLERROR
3737 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3739 case RENDERPATH_D3D9:
3742 IDirect3DSurface9 *currentsurface = NULL;
3743 IDirect3DSurface9 *texturesurface = NULL;
3746 sourcerect.left = sx;
3747 sourcerect.top = sy;
3748 sourcerect.right = sx + width;
3749 sourcerect.bottom = sy + height;
3752 destrect.right = tx + width;
3753 destrect.bottom = ty + height;
3754 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3756 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3758 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3759 IDirect3DSurface9_Release(currentsurface);
3761 IDirect3DSurface9_Release(texturesurface);
3766 case RENDERPATH_D3D10:
3767 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3769 case RENDERPATH_D3D11:
3770 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3772 case RENDERPATH_SOFT:
3773 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3779 int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
3782 void R_Mesh_ClearBindingsForTexture(int texnum)
3784 gltextureunit_t *unit;
3785 unsigned int unitnum;
3786 // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
3787 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3789 unit = gl_state.units + unitnum;
3790 if (unit->t2d == texnum)
3792 if (unit->t3d == texnum)
3794 if (unit->tcubemap == texnum)
3795 unit->tcubemap = -1;
3799 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3801 gltextureunit_t *unit = gl_state.units + unitnum;
3802 int tex2d, tex3d, texcubemap, texnum;
3803 if (unitnum >= vid.teximageunits)
3805 // if (unit->texture == tex)
3807 switch(vid.renderpath)
3809 case RENDERPATH_GL20:
3810 case RENDERPATH_GLES2:
3813 tex = r_texture_white;
3814 // not initialized enough yet...
3818 unit->texture = tex;
3819 texnum = R_GetTexture(tex);
3820 switch(tex->gltexturetypeenum)
3822 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3823 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3824 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3827 case RENDERPATH_GL11:
3828 case RENDERPATH_GL13:
3829 case RENDERPATH_GLES1:
3830 unit->texture = tex;
3836 texnum = R_GetTexture(tex);
3837 switch(tex->gltexturetypeenum)
3845 case GL_TEXTURE_CUBE_MAP:
3846 texcubemap = texnum;
3850 // update 2d texture binding
3851 if (unit->t2d != tex2d)
3853 GL_ActiveTexture(unitnum);
3858 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3865 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3869 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3871 // update 3d texture binding
3872 if (unit->t3d != tex3d)
3874 GL_ActiveTexture(unitnum);
3879 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3886 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3890 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3892 // update cubemap texture binding
3893 if (unit->tcubemap != texcubemap)
3895 GL_ActiveTexture(unitnum);
3898 if (unit->tcubemap == 0)
3900 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3907 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3910 unit->tcubemap = texcubemap;
3911 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3914 case RENDERPATH_D3D9:
3917 extern cvar_t gl_texture_anisotropy;
3920 tex = r_texture_white;
3921 // not initialized enough yet...
3925 // upload texture if needed
3927 if (unit->texture == tex)
3929 unit->texture = tex;
3930 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3931 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3932 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3933 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3934 if (tex->d3daddressw)
3935 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3936 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3937 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3938 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3939 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3940 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3941 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3945 case RENDERPATH_D3D10:
3946 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3948 case RENDERPATH_D3D11:
3949 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3951 case RENDERPATH_SOFT:
3954 tex = r_texture_white;
3955 // not initialized enough yet...
3959 texnum = R_GetTexture(tex);
3960 if (unit->texture == tex)
3962 unit->texture = tex;
3963 DPSOFTRAST_SetTexture(unitnum, texnum);
3968 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3970 gltextureunit_t *unit = gl_state.units + unitnum;
3971 switch(vid.renderpath)
3973 case RENDERPATH_GL11:
3974 case RENDERPATH_GL13:
3975 case RENDERPATH_GL20:
3976 case RENDERPATH_GLES1:
3977 case RENDERPATH_GLES2:
3979 if (matrix && matrix->m[3][3])
3981 // texmatrix specified, check if it is different
3982 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3985 unit->texmatrixenabled = true;
3986 unit->matrix = *matrix;
3988 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3989 GL_ActiveTexture(unitnum);
3990 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3991 qglLoadMatrixf(glmatrix);CHECKGLERROR
3992 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3997 // no texmatrix specified, revert to identity
3998 if (unit->texmatrixenabled)
4000 unit->texmatrixenabled = false;
4001 unit->matrix = identitymatrix;
4003 GL_ActiveTexture(unitnum);
4004 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4005 qglLoadIdentity();CHECKGLERROR
4006 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4011 case RENDERPATH_D3D9:
4012 case RENDERPATH_D3D10:
4013 case RENDERPATH_D3D11:
4015 case RENDERPATH_SOFT:
4020 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4022 gltextureunit_t *unit = gl_state.units + unitnum;
4024 switch(vid.renderpath)
4026 case RENDERPATH_GL20:
4027 case RENDERPATH_GLES2:
4030 case RENDERPATH_GL13:
4031 case RENDERPATH_GLES1:
4032 #ifdef GL_TEXTURE_ENV
4033 // GL_ARB_texture_env_combine
4035 combinergb = GL_MODULATE;
4037 combinealpha = GL_MODULATE;
4042 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4044 if (combinergb == GL_DECAL)
4045 combinergb = GL_INTERPOLATE;
4046 if (unit->combine != GL_COMBINE)
4048 unit->combine = GL_COMBINE;
4049 GL_ActiveTexture(unitnum);
4050 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4051 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4053 if (unit->combinergb != combinergb)
4055 unit->combinergb = combinergb;
4056 GL_ActiveTexture(unitnum);
4057 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4059 if (unit->combinealpha != combinealpha)
4061 unit->combinealpha = combinealpha;
4062 GL_ActiveTexture(unitnum);
4063 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4065 if (unit->rgbscale != rgbscale)
4067 unit->rgbscale = rgbscale;
4068 GL_ActiveTexture(unitnum);
4069 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4071 if (unit->alphascale != alphascale)
4073 unit->alphascale = alphascale;
4074 GL_ActiveTexture(unitnum);
4075 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4080 if (unit->combine != combinergb)
4082 unit->combine = combinergb;
4083 GL_ActiveTexture(unitnum);
4084 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4089 case RENDERPATH_GL11:
4091 #ifdef GL_TEXTURE_ENV
4093 combinergb = GL_MODULATE;
4094 if (unit->combine != combinergb)
4096 unit->combine = combinergb;
4097 GL_ActiveTexture(unitnum);
4098 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4102 case RENDERPATH_D3D9:
4103 case RENDERPATH_D3D10:
4104 case RENDERPATH_D3D11:
4106 case RENDERPATH_SOFT:
4111 void R_Mesh_ResetTextureState(void)
4113 unsigned int unitnum;
4117 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4118 R_Mesh_TexBind(unitnum, NULL);
4119 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4120 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4121 switch(vid.renderpath)
4123 case RENDERPATH_GL20:
4124 case RENDERPATH_GLES2:
4125 case RENDERPATH_D3D9:
4126 case RENDERPATH_D3D10:
4127 case RENDERPATH_D3D11:
4128 case RENDERPATH_SOFT:
4130 case RENDERPATH_GL11:
4131 case RENDERPATH_GL13:
4132 case RENDERPATH_GLES1:
4133 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4135 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4136 R_Mesh_TexMatrix(unitnum, NULL);
4145 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4146 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4147 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4149 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4151 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4155 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4157 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4158 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4159 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4163 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4165 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4166 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4167 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4168 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4169 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4170 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4171 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4172 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4173 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4177 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4178 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4179 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4182 static void R_Mesh_InitVertexDeclarations(void)
4185 r_vertex3f_d3d9decl = NULL;
4186 r_vertexgeneric_d3d9decl = NULL;
4187 r_vertexmesh_d3d9decl = NULL;
4188 switch(vid.renderpath)
4190 case RENDERPATH_GL20:
4191 case RENDERPATH_GL13:
4192 case RENDERPATH_GL11:
4193 case RENDERPATH_GLES1:
4194 case RENDERPATH_GLES2:
4196 case RENDERPATH_D3D9:
4197 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4198 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4199 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4201 case RENDERPATH_D3D10:
4202 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4204 case RENDERPATH_D3D11:
4205 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4207 case RENDERPATH_SOFT:
4213 static void R_Mesh_DestroyVertexDeclarations(void)
4216 if (r_vertex3f_d3d9decl)
4217 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4218 r_vertex3f_d3d9decl = NULL;
4219 if (r_vertexgeneric_d3d9decl)
4220 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4221 r_vertexgeneric_d3d9decl = NULL;
4222 if (r_vertexmesh_d3d9decl)
4223 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4224 r_vertexmesh_d3d9decl = NULL;
4228 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4230 // upload temporary vertexbuffer for this rendering
4231 if (!gl_state.usevbo_staticvertex)
4232 vertexbuffer = NULL;
4233 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4235 if (gl_state.preparevertices_dynamicvertexbuffer)
4236 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]), false, 0);
4238 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, false, true, false);
4239 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4241 switch(vid.renderpath)
4243 case RENDERPATH_GL20:
4244 case RENDERPATH_GLES2:
4247 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4248 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4249 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4250 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4251 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4252 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4253 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4254 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4255 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4256 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4260 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4261 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4262 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4263 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4264 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4265 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4266 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4267 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4268 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4269 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4272 case RENDERPATH_GL13:
4273 case RENDERPATH_GLES1:
4276 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4277 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4278 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4279 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4283 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4284 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4285 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4286 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4289 case RENDERPATH_GL11:
4292 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4293 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4294 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4298 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4299 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4300 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4303 case RENDERPATH_D3D9:
4305 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4307 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4309 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4310 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4311 gl_state.d3dvertexdata = (void *)vertex3f;
4312 gl_state.d3dvertexsize = sizeof(float[3]);
4315 case RENDERPATH_D3D10:
4316 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4318 case RENDERPATH_D3D11:
4319 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4321 case RENDERPATH_SOFT:
4322 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4323 DPSOFTRAST_SetColorPointer(NULL, 0);
4324 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4325 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4326 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4327 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4328 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4335 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4338 size = sizeof(r_vertexgeneric_t) * numvertices;
4339 if (gl_state.preparevertices_tempdatamaxsize < size)
4341 gl_state.preparevertices_tempdatamaxsize = size;
4342 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4344 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4345 gl_state.preparevertices_numvertices = numvertices;
4346 return gl_state.preparevertices_vertexgeneric;
4349 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4351 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4352 gl_state.preparevertices_vertexgeneric = NULL;
4353 gl_state.preparevertices_numvertices = 0;
4357 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4360 r_vertexgeneric_t *vertex;
4361 switch(vid.renderpath)
4363 case RENDERPATH_GL20:
4364 case RENDERPATH_GLES2:
4365 if (!vid.useinterleavedarrays)
4367 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4368 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4369 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4370 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4371 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4372 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4373 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4374 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4375 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4376 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4380 case RENDERPATH_GL11:
4381 case RENDERPATH_GL13:
4382 case RENDERPATH_GLES1:
4383 if (!vid.useinterleavedarrays)
4385 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4386 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4387 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4388 if (vid.texunits >= 2)
4389 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4390 if (vid.texunits >= 3)
4391 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4395 case RENDERPATH_D3D9:
4396 case RENDERPATH_D3D10:
4397 case RENDERPATH_D3D11:
4399 case RENDERPATH_SOFT:
4400 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4401 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4402 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4403 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4404 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4405 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4406 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4410 // no quick path for this case, convert to vertex structs
4411 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4412 for (i = 0;i < numvertices;i++)
4413 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4416 for (i = 0;i < numvertices;i++)
4417 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4421 for (i = 0;i < numvertices;i++)
4422 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4425 for (i = 0;i < numvertices;i++)
4426 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4427 R_Mesh_PrepareVertices_Generic_Unlock();
4428 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4431 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4433 // upload temporary vertexbuffer for this rendering
4434 if (!gl_state.usevbo_staticvertex)
4435 vertexbuffer = NULL;
4436 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4438 if (gl_state.preparevertices_dynamicvertexbuffer)
4439 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
4441 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
4442 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4444 switch(vid.renderpath)
4446 case RENDERPATH_GL20:
4447 case RENDERPATH_GLES2:
4450 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4451 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4452 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4453 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4454 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4455 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4456 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4457 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4458 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4459 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4463 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4464 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4465 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4466 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4467 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4468 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4469 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4470 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4471 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4472 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4475 case RENDERPATH_GL13:
4476 case RENDERPATH_GLES1:
4479 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4480 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4481 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4482 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4486 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4487 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4488 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4489 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4492 case RENDERPATH_GL11:
4495 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4496 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4497 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4501 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4502 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4503 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4506 case RENDERPATH_D3D9:
4508 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4510 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4512 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4513 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4514 gl_state.d3dvertexdata = (void *)vertex;
4515 gl_state.d3dvertexsize = sizeof(*vertex);
4518 case RENDERPATH_D3D10:
4519 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4521 case RENDERPATH_D3D11:
4522 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4524 case RENDERPATH_SOFT:
4525 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4526 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4527 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4528 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4529 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4530 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4531 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4538 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4541 size = sizeof(r_vertexmesh_t) * numvertices;
4542 if (gl_state.preparevertices_tempdatamaxsize < size)
4544 gl_state.preparevertices_tempdatamaxsize = size;
4545 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4547 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4548 gl_state.preparevertices_numvertices = numvertices;
4549 return gl_state.preparevertices_vertexmesh;
4552 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4554 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4555 gl_state.preparevertices_vertexmesh = NULL;
4556 gl_state.preparevertices_numvertices = 0;
4560 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)
4563 r_vertexmesh_t *vertex;
4564 switch(vid.renderpath)
4566 case RENDERPATH_GL20:
4567 case RENDERPATH_GLES2:
4568 if (!vid.useinterleavedarrays)
4570 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4571 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4572 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4573 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4574 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4575 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4576 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4577 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4578 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4579 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4583 case RENDERPATH_GL11:
4584 case RENDERPATH_GL13:
4585 case RENDERPATH_GLES1:
4586 if (!vid.useinterleavedarrays)
4588 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4589 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4590 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4591 if (vid.texunits >= 2)
4592 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4593 if (vid.texunits >= 3)
4594 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4598 case RENDERPATH_D3D9:
4599 case RENDERPATH_D3D10:
4600 case RENDERPATH_D3D11:
4602 case RENDERPATH_SOFT:
4603 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4604 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4605 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4606 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4607 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4608 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4609 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4613 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4614 for (i = 0;i < numvertices;i++)
4615 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4617 for (i = 0;i < numvertices;i++)
4618 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4620 for (i = 0;i < numvertices;i++)
4621 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4623 for (i = 0;i < numvertices;i++)
4624 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4627 for (i = 0;i < numvertices;i++)
4628 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4632 for (i = 0;i < numvertices;i++)
4633 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4635 if (texcoordtexture2f)
4636 for (i = 0;i < numvertices;i++)
4637 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4638 if (texcoordlightmap2f)
4639 for (i = 0;i < numvertices;i++)
4640 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4641 R_Mesh_PrepareVertices_Mesh_Unlock();
4642 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4645 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4647 // upload temporary vertexbuffer for this rendering
4648 if (!gl_state.usevbo_staticvertex)
4649 vertexbuffer = NULL;
4650 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4652 if (gl_state.preparevertices_dynamicvertexbuffer)
4653 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
4655 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
4656 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4658 switch(vid.renderpath)
4660 case RENDERPATH_GL20:
4661 case RENDERPATH_GLES2:
4664 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4665 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4666 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4667 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4668 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4669 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4670 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4671 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4672 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
4673 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
4677 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4678 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4679 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4680 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4681 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4682 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4683 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4684 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4685 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
4686 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4689 case RENDERPATH_GL13:
4690 case RENDERPATH_GLES1:
4693 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4694 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4695 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4696 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4700 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4701 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4702 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4703 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4706 case RENDERPATH_GL11:
4709 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4710 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4711 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4715 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4716 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4717 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4720 case RENDERPATH_D3D9:
4722 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4724 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4726 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4727 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4728 gl_state.d3dvertexdata = (void *)vertex;
4729 gl_state.d3dvertexsize = sizeof(*vertex);
4732 case RENDERPATH_D3D10:
4733 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4735 case RENDERPATH_D3D11:
4736 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4738 case RENDERPATH_SOFT:
4739 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4740 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4741 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4742 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4743 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4744 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4745 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4750 void GL_BlendEquationSubtract(qboolean negated)
4754 switch(vid.renderpath)
4756 case RENDERPATH_GL11:
4757 case RENDERPATH_GL13:
4758 case RENDERPATH_GL20:
4759 case RENDERPATH_GLES1:
4760 case RENDERPATH_GLES2:
4761 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4763 case RENDERPATH_D3D9:
4765 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4768 case RENDERPATH_D3D10:
4769 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4771 case RENDERPATH_D3D11:
4772 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4774 case RENDERPATH_SOFT:
4775 DPSOFTRAST_BlendSubtract(true);
4781 switch(vid.renderpath)
4783 case RENDERPATH_GL11:
4784 case RENDERPATH_GL13:
4785 case RENDERPATH_GL20:
4786 case RENDERPATH_GLES1:
4787 case RENDERPATH_GLES2:
4788 qglBlendEquationEXT(GL_FUNC_ADD);
4790 case RENDERPATH_D3D9:
4792 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4795 case RENDERPATH_D3D10:
4796 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4798 case RENDERPATH_D3D11:
4799 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4801 case RENDERPATH_SOFT:
4802 DPSOFTRAST_BlendSubtract(false);