#include "quakedef.h"
#include "cl_collision.h"
-cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
-cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
-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)"};
-cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
-cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
-
-cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
-cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
-cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
-
-int gl_maxdrawrangeelementsvertices;
-int gl_maxdrawrangeelementsindices;
+#define MAX_RENDERTARGETS 4
+
+cvar_t gl_debug = {CF_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
+cvar_t gl_paranoid = {CF_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {CF_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
+
+cvar_t r_render = {CF_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {CF_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_waterwarp = {CF_CLIENT | CF_ARCHIVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CF_CLIENT | CF_ARCHIVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+
+cvar_t v_flipped = {CF_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+qbool v_flipped_state = false;
+
+r_viewport_t gl_viewport;
+matrix4x4_t gl_modelmatrix;
+matrix4x4_t gl_viewmatrix;
+matrix4x4_t gl_modelviewmatrix;
+matrix4x4_t gl_projectionmatrix;
+matrix4x4_t gl_modelviewprojectionmatrix;
+float gl_modelview16f[16];
+float gl_modelviewprojection16f[16];
+qbool gl_modelmatrixchanged;
#ifdef DEBUGGL
-int errornumber = 0;
+int gl_errornumber = 0;
-void GL_PrintError(int errornumber, char *filename, int linenumber)
+void GL_PrintError(int errornumber, const char *filename, int linenumber)
{
switch(errornumber)
{
case GL_TABLE_TOO_LARGE:
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
+#endif
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
+ Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
+ break;
#endif
default:
Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
break;
}
}
+
+static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
+{
+ const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
+ switch (severity)
+ {
+ case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
+ case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
+ case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
+ }
+ switch (type)
+ {
+ case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
+ case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
+ case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
+ case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
+ }
+ switch (source)
+ {
+ case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
+ case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
+ case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
+ case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
+ case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
+ case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
+ }
+ Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
+}
#endif
-#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
+#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
+
+void SCR_ScreenShot_f(cmd_state_t *cmd);
+
+typedef struct gltextureunit_s
+{
+ int pointer_texcoord_components;
+ int pointer_texcoord_gltype;
+ size_t pointer_texcoord_stride;
+ const void *pointer_texcoord_pointer;
+ const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
+ size_t pointer_texcoord_offset;
+
+ rtexture_t *texture;
+ int t2d, t3d, tcubemap;
+ int arrayenabled;
+}
+gltextureunit_t;
-void SCR_ScreenShot_f (void);
+typedef struct gl_state_s
+{
+ int cullface;
+ int cullfaceenable;
+ int blendfunc1;
+ int blendfunc2;
+ qbool blend;
+ GLboolean depthmask;
+ int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
+ int depthtest;
+ int depthfunc;
+ float depthrange[2];
+ float polygonoffset[2];
+ qbool alphatocoverage;
+ int scissortest;
+ unsigned int unit;
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ float color4f[4];
+ int lockrange_first;
+ int lockrange_count;
+ int vertexbufferobject;
+ int elementbufferobject;
+ int uniformbufferobject;
+ int framebufferobject;
+ int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
+ qbool pointer_color_enabled;
+
+ // GL3.2 Core requires that we have a GL_VERTEX_ARRAY_OBJECT, but... just one.
+ unsigned int defaultvao;
+
+ int pointer_vertex_components;
+ int pointer_vertex_gltype;
+ size_t pointer_vertex_stride;
+ const void *pointer_vertex_pointer;
+ const r_meshbuffer_t *pointer_vertex_vertexbuffer;
+ size_t pointer_vertex_offset;
+
+ int pointer_color_components;
+ int pointer_color_gltype;
+ size_t pointer_color_stride;
+ const void *pointer_color_pointer;
+ const r_meshbuffer_t *pointer_color_vertexbuffer;
+ size_t pointer_color_offset;
+
+ void *preparevertices_tempdata;
+ size_t preparevertices_tempdatamaxsize;
+ int preparevertices_numvertices;
+
+ memexpandablearray_t meshbufferarray;
+
+ qbool active;
+}
+gl_state_t;
-static matrix4x4_t backend_viewmatrix;
-static matrix4x4_t backend_modelmatrix;
-static matrix4x4_t backend_modelviewmatrix;
-static matrix4x4_t backend_glmodelviewmatrix;
-static matrix4x4_t backend_projectmatrix;
+static gl_state_t gl_state;
-static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
/*
note: here's strip order for a terrain row:
}
*/
-int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
-int quadelements[QUADELEMENTS_MAXQUADS*6];
+int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelement3i[QUADELEMENTS_MAXQUADS*6];
+unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
-void GL_Backend_AllocArrays(void)
+static void GL_VBOStats_f(cmd_state_t *cmd)
{
+ GL_Mesh_ListVBOs(true);
}
-void GL_Backend_FreeArrays(void)
-{
-}
+static void GL_Backend_ResetState(void);
static void gl_backend_start(void)
{
- Con_Print("OpenGL Backend starting...\n");
+ memset(&gl_state, 0, sizeof(gl_state));
+
+ Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
+
+ Con_Printf("OpenGL backend started\n");
+
CHECKGLERROR
- if (qglDrawRangeElements != NULL)
- {
+ switch(vid.renderpath)
+ {
+#ifndef USE_GLES2
+ case RENDERPATH_GL32:
+ // GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder
+ qglGenVertexArrays(1, &gl_state.defaultvao);
+ qglBindVertexArray(gl_state.defaultvao);
+ // fall through
+#endif //USE_GLES2
+ case RENDERPATH_GLES2:
+ // fetch current fbo here (default fbo is not 0 on some GLES devices)
CHECKGLERROR
- qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
- CHECKGLERROR
- qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
- CHECKGLERROR
- Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
+ break;
}
- backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
- backendimageunits = backendunits;
- backendarrayunits = backendunits;
- if (gl_support_fragment_shader)
+ GL_Backend_ResetState();
+}
+
+static void gl_backend_shutdown(void)
+{
+ Con_Print("OpenGL backend shutting down\n");
+
+ switch(vid.renderpath)
{
- CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
- CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
- CHECKGLERROR
- Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ break;
}
- else if (backendunits > 1)
- Con_Printf("multitexture detected: texture units = %i\n", backendunits);
- else
- Con_Printf("singletexture\n");
- GL_Backend_AllocArrays();
+ if (gl_state.preparevertices_tempdata)
+ Mem_Free(gl_state.preparevertices_tempdata);
- Con_Printf("OpenGL backend started.\n");
-
- CHECKGLERROR
+ Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
- backendactive = true;
+ memset(&gl_state, 0, sizeof(gl_state));
}
-static void gl_backend_shutdown(void)
+static void gl_backend_newmap(void)
{
- backendunits = 0;
- backendimageunits = 0;
- backendarrayunits = 0;
- backendactive = false;
-
- Con_Print("OpenGL Backend shutting down\n");
+}
- GL_Backend_FreeArrays();
+static void gl_backend_devicelost(void)
+{
+ int i, endindex;
+ r_meshbuffer_t *buffer;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ break;
+ }
+ endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+ for (i = 0;i < endindex;i++)
+ {
+ buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+ if (!buffer || !buffer->isdynamic)
+ continue;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ break;
+ }
+ }
}
-static void gl_backend_newmap(void)
+static void gl_backend_devicerestored(void)
{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ break;
+ }
}
void gl_backend_init(void)
for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
{
- polygonelements[i * 3 + 0] = 0;
- polygonelements[i * 3 + 1] = i + 1;
- polygonelements[i * 3 + 2] = i + 2;
+ polygonelement3s[i * 3 + 0] = 0;
+ polygonelement3s[i * 3 + 1] = i + 1;
+ polygonelement3s[i * 3 + 2] = i + 2;
}
// elements for rendering a series of quads as triangles
for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
{
- quadelements[i * 6 + 0] = i * 4;
- quadelements[i * 6 + 1] = i * 4 + 1;
- quadelements[i * 6 + 2] = i * 4 + 2;
- quadelements[i * 6 + 3] = i * 4;
- quadelements[i * 6 + 4] = i * 4 + 2;
- quadelements[i * 6 + 5] = i * 4 + 3;
+ quadelement3s[i * 6 + 0] = i * 4;
+ quadelement3s[i * 6 + 1] = i * 4 + 1;
+ quadelement3s[i * 6 + 2] = i * 4 + 2;
+ quadelement3s[i * 6 + 3] = i * 4;
+ quadelement3s[i * 6 + 4] = i * 4 + 2;
+ quadelement3s[i * 6 + 5] = i * 4 + 3;
}
+ for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
+ polygonelement3i[i] = polygonelement3s[i];
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
+ quadelement3i[i] = quadelement3s[i];
+
Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&r_renderview);
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&gl_polyblend);
- Cvar_RegisterVariable(&gl_dither);
- Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&v_flipped);
+ Cvar_RegisterVariable(&gl_debug);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
-#ifdef NORENDER
- Cvar_SetValue("r_render", 0);
-#endif
-
- Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
- Cvar_RegisterVariable(&gl_mesh_testarrayelement);
- Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
- R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-}
+ Cmd_AddCommand(CF_CLIENT, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
-void GL_SetupView_Orientation_Identity (void)
-{
- backend_viewmatrix = identitymatrix;
- memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+ R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
}
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
-{
- matrix4x4_t tempmatrix, basematrix;
- Matrix4x4_Invert_Simple(&tempmatrix, matrix);
- Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
- Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
- Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
- //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
- //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
- //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
- //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
- memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
-}
+void GL_SetMirrorState(qbool state);
-void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
+void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
{
- double m[16];
-
- if (!r_render.integer)
- return;
-
- // set up viewpoint
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- // set view pyramid
- qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
- qglGetDoublev(GL_PROJECTION_MATRIX, m);
- backend_projectmatrix.m[0][0] = m[0];
- backend_projectmatrix.m[1][0] = m[1];
- backend_projectmatrix.m[2][0] = m[2];
- backend_projectmatrix.m[3][0] = m[3];
- backend_projectmatrix.m[0][1] = m[4];
- backend_projectmatrix.m[1][1] = m[5];
- backend_projectmatrix.m[2][1] = m[6];
- backend_projectmatrix.m[3][1] = m[7];
- backend_projectmatrix.m[0][2] = m[8];
- backend_projectmatrix.m[1][2] = m[9];
- backend_projectmatrix.m[2][2] = m[10];
- backend_projectmatrix.m[3][2] = m[11];
- backend_projectmatrix.m[0][3] = m[12];
- backend_projectmatrix.m[1][3] = m[13];
- backend_projectmatrix.m[2][3] = m[14];
- backend_projectmatrix.m[3][3] = m[15];
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- GL_SetupView_Orientation_Identity();
-}
-
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
-{
- double nudge, m[16];
-
- if (!r_render.integer)
- return;
+ vec4_t temp;
+ float iw;
+ Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
+ Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
+ iw = 1.0f / out[3];
+ out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
- // set up viewpoint
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- // set view pyramid
- nudge = 1.0 - 1.0 / (1<<23);
- m[ 0] = 1.0 / frustumx;
- m[ 1] = 0;
- m[ 2] = 0;
- m[ 3] = 0;
- m[ 4] = 0;
- m[ 5] = 1.0 / frustumy;
- m[ 6] = 0;
- m[ 7] = 0;
- m[ 8] = 0;
- m[ 9] = 0;
- m[10] = -nudge;
- m[11] = -1;
- m[12] = 0;
- m[13] = 0;
- m[14] = -2 * zNear * nudge;
- m[15] = 0;
- qglLoadMatrixd(m);
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- GL_SetupView_Orientation_Identity();
- backend_projectmatrix.m[0][0] = m[0];
- backend_projectmatrix.m[1][0] = m[1];
- backend_projectmatrix.m[2][0] = m[2];
- backend_projectmatrix.m[3][0] = m[3];
- backend_projectmatrix.m[0][1] = m[4];
- backend_projectmatrix.m[1][1] = m[5];
- backend_projectmatrix.m[2][1] = m[6];
- backend_projectmatrix.m[3][1] = m[7];
- backend_projectmatrix.m[0][2] = m[8];
- backend_projectmatrix.m[1][2] = m[9];
- backend_projectmatrix.m[2][2] = m[10];
- backend_projectmatrix.m[3][2] = m[11];
- backend_projectmatrix.m[0][3] = m[12];
- backend_projectmatrix.m[1][3] = m[13];
- backend_projectmatrix.m[2][3] = m[14];
- backend_projectmatrix.m[3][3] = m[15];
-}
-
-void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
-{
- double m[16];
-
- if (!r_render.integer)
- return;
+ // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
+ //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+ out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
- // set up viewpoint
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglOrtho(x1, x2, y2, y1, zNear, zFar);
- qglGetDoublev(GL_PROJECTION_MATRIX, m);
- backend_projectmatrix.m[0][0] = m[0];
- backend_projectmatrix.m[1][0] = m[1];
- backend_projectmatrix.m[2][0] = m[2];
- backend_projectmatrix.m[3][0] = m[3];
- backend_projectmatrix.m[0][1] = m[4];
- backend_projectmatrix.m[1][1] = m[5];
- backend_projectmatrix.m[2][1] = m[6];
- backend_projectmatrix.m[3][1] = m[7];
- backend_projectmatrix.m[0][2] = m[8];
- backend_projectmatrix.m[1][2] = m[9];
- backend_projectmatrix.m[2][2] = m[10];
- backend_projectmatrix.m[3][2] = m[11];
- backend_projectmatrix.m[0][3] = m[12];
- backend_projectmatrix.m[1][3] = m[13];
- backend_projectmatrix.m[2][3] = m[14];
- backend_projectmatrix.m[3][3] = m[15];
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- GL_SetupView_Orientation_Identity();
+ out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
}
-typedef struct gltextureunit_s
+void GL_Finish(void)
{
- int t1d, t2d, t3d, tcubemap;
- int arrayenabled;
- unsigned int arraycomponents;
- const void *pointer_texcoord;
- float rgbscale, alphascale;
- int combinergb, combinealpha;
- // FIXME: add more combine stuff
- // texmatrixenabled exists only to avoid unnecessary texmatrix compares
- int texmatrixenabled;
- matrix4x4_t matrix;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglFinish();CHECKGLERROR
+ break;
+ }
}
-gltextureunit_t;
-static struct gl_state_s
+static int bboxedges[12][2] =
{
- int blendfunc1;
- int blendfunc2;
- int blend;
- GLboolean depthmask;
- int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
- int depthtest;
- int scissortest;
- unsigned int unit;
- unsigned int clientunit;
- gltextureunit_t units[MAX_TEXTUREUNITS];
- float color4f[4];
- int lockrange_first;
- int lockrange_count;
- const void *pointer_vertex;
- const void *pointer_color;
-}
-gl_state;
-
-void GL_SetupTextureState(void)
+ // top
+ {0, 1}, // +X
+ {0, 2}, // +Y
+ {1, 3}, // Y, +X
+ {2, 3}, // X, +Y
+ // bottom
+ {4, 5}, // +X
+ {4, 6}, // +Y
+ {5, 7}, // Y, +X
+ {6, 7}, // X, +Y
+ // verticals
+ {0, 4}, // +Z
+ {1, 5}, // X, +Z
+ {2, 6}, // Y, +Z
+ {3, 7}, // XY, +Z
+};
+
+qbool R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
{
- unsigned int i;
- gltextureunit_t *unit;
- CHECKGLERROR
- gl_state.unit = MAX_TEXTUREUNITS;
- gl_state.clientunit = MAX_TEXTUREUNITS;
- for (i = 0;i < MAX_TEXTUREUNITS;i++)
- {
- unit = gl_state.units + i;
- unit->t1d = 0;
- unit->t2d = 0;
- unit->t3d = 0;
- unit->tcubemap = 0;
- unit->arrayenabled = false;
- unit->arraycomponents = 0;
- unit->pointer_texcoord = NULL;
- unit->rgbscale = 1;
- unit->alphascale = 1;
- unit->combinergb = GL_MODULATE;
- unit->combinealpha = GL_MODULATE;
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- }
-
- for (i = 0;i < backendimageunits;i++)
- {
- GL_ActiveTexture(i);
- qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- if (gl_texture3d)
- {
- qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
- }
- if (gl_texturecubemap)
- {
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2;
+ vec4_t v, v2;
+ float vertex[20][3];
+ int j, k;
+ vec4_t plane4f;
+ int numvertices;
+ float corner[8][4];
+ float dist[8];
+ int sign[8];
+ float f;
+
+ scissor[0] = r_refdef.view.viewport.x;
+ scissor[1] = r_refdef.view.viewport.y;
+ scissor[2] = r_refdef.view.viewport.width;
+ scissor[3] = r_refdef.view.viewport.height;
+
+ // if view is inside the box, just say yes it's visible
+ if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
+ return false;
+
+ // transform all corners that are infront of the nearclip plane
+ VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+ plane4f[3] = r_refdef.view.frustum[4].dist;
+ numvertices = 0;
+ for (i = 0;i < 8;i++)
+ {
+ Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+ dist[i] = DotProduct4(corner[i], plane4f);
+ sign[i] = dist[i] > 0;
+ if (!sign[i])
+ {
+ VectorCopy(corner[i], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ // if some points are behind the nearclip, add clipped edge points to make
+ // sure that the scissor boundary is complete
+ if (numvertices > 0 && numvertices < 8)
+ {
+ // add clipped edge points
+ for (i = 0;i < 12;i++)
+ {
+ j = bboxedges[i][0];
+ k = bboxedges[i][1];
+ if (sign[j] != sign[k])
+ {
+ f = dist[j] / (dist[j] - dist[k]);
+ VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+ numvertices++;
+ }
}
}
- for (i = 0;i < backendarrayunits;i++)
- {
- GL_ClientActiveTexture(i);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
+ // if we have no points to check, it is behind the view plane
+ if (!numvertices)
+ return true;
- for (i = 0;i < backendunits;i++)
+ // if we have some points to transform, check what screen area is covered
+ x1 = y1 = x2 = y2 = 0;
+ v[3] = 1.0f;
+ //Con_Printf("%i vertices to transform...\n", numvertices);
+ for (i = 0;i < numvertices;i++)
{
- GL_ActiveTexture(i);
- qglDisable(GL_TEXTURE_1D);CHECKGLERROR
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- if (gl_texture3d)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- if (gl_texturecubemap)
- {
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- }
- qglMatrixMode(GL_TEXTURE);
- qglLoadIdentity();
- qglMatrixMode(GL_MODELVIEW);
- if (gl_combine.integer)
+ VectorCopy(vertex[i], v);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
+ //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]);
+ if (i)
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ if (x1 > v2[0]) x1 = v2[0];
+ if (x2 < v2[0]) x2 = v2[0];
+ if (y1 > v2[1]) y1 = v2[1];
+ if (y2 < v2[1]) y2 = v2[1];
}
else
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ x1 = x2 = v2[0];
+ y1 = y2 = v2[1];
}
}
- CHECKGLERROR
-}
-void GL_Backend_ResetState(void)
-{
- memset(&gl_state, 0, sizeof(gl_state));
- gl_state.depthtest = true;
- gl_state.blendfunc1 = GL_ONE;
- gl_state.blendfunc2 = GL_ZERO;
- gl_state.blend = false;
- gl_state.depthmask = GL_TRUE;
- gl_state.colormask = 15;
- gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
- gl_state.lockrange_first = 0;
- gl_state.lockrange_count = 0;
- gl_state.pointer_vertex = NULL;
- gl_state.pointer_color = NULL;
+ // now convert the scissor rectangle to integer screen coordinates
+ ix1 = (int)(x1 - 1.0f);
+ //iy1 = vid.height - (int)(y2 - 1.0f);
+ //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
+ iy1 = (int)(y1 - 1.0f);
+ ix2 = (int)(x2 + 1.0f);
+ //iy2 = vid.height - (int)(y1 + 1.0f);
+ //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
+ iy2 = (int)(y2 + 1.0f);
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
- CHECKGLERROR
+ // clamp it to the screen
+ if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+ if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+ if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+ if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
+
+ // if it is inside out, it's not visible
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
- qglColorMask(1, 1, 1, 1);
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- qglCullFace(GL_FRONT);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
- qglDisable(GL_BLEND);CHECKGLERROR
- qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ // the light area is visible, set up the scissor rectangle
+ scissor[0] = ix1;
+ scissor[1] = iy1;
+ scissor[2] = ix2 - ix1;
+ scissor[3] = iy2 - iy1;
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ break;
+ }
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ return false;
+}
- GL_Color(0, 0, 0, 0);
- GL_Color(1, 1, 1, 1);
- GL_SetupTextureState();
+static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
+{
+ float q[4];
+ float d;
+ float clipPlane[4], v3[3], v4[3];
+ float normal[3];
+
+ // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
+
+ VectorSet(normal, normalx, normaly, normalz);
+ Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
+ VectorScale(normal, -dist, v3);
+ Matrix4x4_Transform(&v->viewmatrix, v3, v4);
+ // FIXME: LadyHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+ clipPlane[3] = -DotProduct(v4, clipPlane);
+
+ // Calculate the clip-space corner point opposite the clipping plane
+ // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+ // transform it into camera space by multiplying it
+ // by the inverse of the projection matrix
+ q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
+ q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
+ q[2] = -1.0f;
+ q[3] = (1.0f + m[10]) / m[14];
+
+ // Calculate the scaled plane vector
+ d = 2.0f / DotProduct4(clipPlane, q);
+
+ // Replace the third row of the projection matrix
+ m[2] = clipPlane[0] * d;
+ m[6] = clipPlane[1] * d;
+ m[10] = clipPlane[2] * d + 1.0f;
+ m[14] = clipPlane[3] * d;
}
-void GL_ActiveTexture(unsigned int num)
+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)
{
- if (gl_state.unit != num)
+ float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+ float m[16];
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_ORTHO;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ memset(m, 0, sizeof(m));
+ m[0] = 2/(right - left);
+ m[5] = 2/(top - bottom);
+ m[10] = -2/(zFar - zNear);
+ m[12] = - (right + left)/(right - left);
+ m[13] = - (top + bottom)/(top - bottom);
+ m[14] = - (zFar + zNear)/(zFar - zNear);
+ m[15] = 1;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ break;
+ }
+ v->screentodepth[0] = -farclip / (farclip - nearclip);
+ v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
+
+ Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
+
+#if 0
{
- gl_state.unit = num;
- if (qglActiveTexture)
- {
- qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
- CHECKGLERROR
- }
+ vec4_t test1;
+ vec4_t test2;
+ Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
+ R_Viewport_TransformToScreen(v, test1, test2);
+ Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
}
+#endif
}
-void GL_ClientActiveTexture(unsigned int num)
+void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
{
- if (gl_state.clientunit != num)
+ matrix4x4_t tempmatrix, basematrix;
+ float m[16];
+ memset(v, 0, sizeof(*v));
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ memset(m, 0, sizeof(m));
+ m[0] = 1.0 / frustumx;
+ m[5] = 1.0 / frustumy;
+ m[10] = -2 / (farclip - nearclip);
+ m[14] = -(farclip + nearclip) / (farclip - nearclip);
+ m[15] = 1;
+ v->screentodepth[0] = -farclip / (farclip - nearclip);
+ v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ if(v_flipped.integer)
{
- gl_state.clientunit = num;
- if (qglActiveTexture)
- {
- qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
- CHECKGLERROR
- }
+ m[0] = -m[0];
+ m[4] = -m[4];
+ m[8] = -m[8];
+ m[12] = -m[12];
}
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
-void GL_BlendFunc(int blendfunc1, int blendfunc2)
+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)
{
- if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
+ matrix4x4_t tempmatrix, basematrix;
+ float m[16];
+ memset(v, 0, sizeof(*v));
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ memset(m, 0, sizeof(m));
+ m[0] = 1.0 / frustumx;
+ m[5] = 1.0 / frustumy;
+ m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ m[11] = -1;
+ m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+ v->screentodepth[0] = -farclip / (farclip - nearclip);
+ v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ if(v_flipped.integer)
{
- qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
- if (gl_state.blendfunc2 == GL_ZERO)
- {
- if (gl_state.blendfunc1 == GL_ONE)
- {
- if (gl_state.blend)
- {
- gl_state.blend = 0;
- qglDisable(GL_BLEND);CHECKGLERROR
- }
- }
- else
- {
- if (!gl_state.blend)
- {
- gl_state.blend = 1;
- qglEnable(GL_BLEND);CHECKGLERROR
- }
- }
- }
- else
- {
- if (!gl_state.blend)
- {
- gl_state.blend = 1;
- qglEnable(GL_BLEND);CHECKGLERROR
- }
- }
+ m[0] = -m[0];
+ m[4] = -m[4];
+ m[8] = -m[8];
+ m[12] = -m[12];
}
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
-void GL_DepthMask(int state)
+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)
{
- if (gl_state.depthmask != state)
+ matrix4x4_t tempmatrix, basematrix;
+ const float nudge = 1.0 - 1.0 / (1<<23);
+ float m[16];
+ memset(v, 0, sizeof(*v));
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ memset(m, 0, sizeof(m));
+ m[ 0] = 1.0 / frustumx;
+ m[ 5] = 1.0 / frustumy;
+ m[10] = -nudge;
+ m[11] = -1;
+ m[14] = -2 * nearclip * nudge;
+ v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
+ v->screentodepth[1] = m[14] * -0.5;
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ if(v_flipped.integer)
{
- qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+ m[0] = -m[0];
+ m[4] = -m[4];
+ m[8] = -m[8];
+ m[12] = -m[12];
}
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
-void GL_DepthTest(int state)
+float cubeviewmatrix[6][16] =
{
- if (gl_state.depthtest != state)
- {
- gl_state.depthtest = state;
- if (gl_state.depthtest)
- {
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_DEPTH_TEST);CHECKGLERROR
- }
- }
+ // standard cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0,-1, 0, 0,
+ -1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ -1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+float rectviewmatrix[6][16] =
+{
+ // sign-preserving cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+
+void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ float m[16];
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ memset(m, 0, sizeof(m));
+ m[0] = m[5] = 1.0f;
+ m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ m[11] = -1;
+ m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
-void GL_ColorMask(int r, int g, int b, int a)
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
{
- int state = r*8 + g*4 + b*2 + a*1;
- if (gl_state.colormask != state)
+ matrix4x4_t tempmatrix, basematrix;
+ float m[16];
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->x = offsetx + (side & 1) * size;
+ v->y = offsety + (side >> 1) * size;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ memset(m, 0, sizeof(m));
+ m[0] = m[5] = 1.0f * ((float)size - border) / size;
+ m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ m[11] = -1;
+ m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
+}
+
+void R_SetViewport(const r_viewport_t *v)
+{
+ gl_viewport = *v;
+
+ // FIXME: v_flipped_state is evil, this probably breaks somewhere
+ GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
+
+ // copy over the matrices to our state
+ gl_viewmatrix = v->viewmatrix;
+ gl_projectionmatrix = v->projectmatrix;
+
+ switch(vid.renderpath)
{
- gl_state.colormask = state;
- qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+ break;
}
+
+ // force an update of the derived matrices
+ gl_modelmatrixchanged = true;
+ R_EntityMatrix(&gl_modelmatrix);
}
-void GL_Color(float cr, float cg, float cb, float ca)
+void R_GetViewport(r_viewport_t *v)
{
- if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+ *v = gl_viewport;
+}
+
+static void GL_BindVBO(int bufferobject)
+{
+ if (gl_state.vertexbufferobject != bufferobject)
{
- gl_state.color4f[0] = cr;
- gl_state.color4f[1] = cg;
- gl_state.color4f[2] = cb;
- gl_state.color4f[3] = ca;
- CHECKGLERROR
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+ gl_state.vertexbufferobject = bufferobject;
CHECKGLERROR
+ qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
-void GL_LockArrays(int first, int count)
+static void GL_BindEBO(int bufferobject)
{
- if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+ if (gl_state.elementbufferobject != bufferobject)
{
- if (gl_state.lockrange_count)
- {
- gl_state.lockrange_count = 0;
- CHECKGLERROR
- qglUnlockArraysEXT();
- CHECKGLERROR
- }
- if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
- {
- gl_state.lockrange_first = first;
- gl_state.lockrange_count = count;
- CHECKGLERROR
- qglLockArraysEXT(first, count);
- CHECKGLERROR
- }
+ gl_state.elementbufferobject = bufferobject;
+ CHECKGLERROR
+ qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
-void GL_Scissor (int x, int y, int width, int height)
-{
- CHECKGLERROR
- qglScissor(x, vid.height - (y + height),width,height);
- CHECKGLERROR
-}
-
-void GL_ScissorTest(int state)
-{
- if(gl_state.scissortest == state)
- return;
-
- CHECKGLERROR
- if((gl_state.scissortest = state))
- qglEnable(GL_SCISSOR_TEST);
- else
- qglDisable(GL_SCISSOR_TEST);
- CHECKGLERROR
-}
-
-void GL_Clear(int mask)
-{
- qglClear(mask);CHECKGLERROR
-}
-
-void GL_TransformToScreen(const vec4_t in, vec4_t out)
-{
- vec4_t temp;
- float iw;
- Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
- Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
- iw = 1.0f / out[3];
- out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
- out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
- out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
-}
-
-// called at beginning of frame
-void R_Mesh_Start(void)
+static void GL_BindUBO(int bufferobject)
{
- BACKENDACTIVECHECK
- CHECKGLERROR
- GL_Backend_ResetState();
+ if (gl_state.uniformbufferobject != bufferobject)
+ {
+ gl_state.uniformbufferobject = bufferobject;
+#ifdef GL_UNIFORM_BUFFER
+ CHECKGLERROR
+ qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
+#endif
+ }
}
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
+int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
{
- GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
- GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
- char compilelog[MAX_INPUTLINE];
- CHECKGLERROR
-
- programobject = qglCreateProgramObjectARB();
- CHECKGLERROR
- if (!programobject)
- return 0;
-
- if (developer.integer >= 100)
+ int temp;
+ GLuint status;
+ switch(vid.renderpath)
{
- int i;
- Con_Printf("Compiling shader:\n");
- if (vertexstrings_count)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+ R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+ // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
+#ifdef USE_GLES2
+ // FIXME: separate stencil attachment on GLES
+ if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+#else
+ if (depthtexture && depthtexture->texnum )
{
- Con_Printf("------ VERTEX SHADER ------\n");
- for (i = 0;i < vertexstrings_count;i++)
- Con_Print(vertexstrings_list[i]);
- Con_Print("\n");
+ qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
}
- if (fragmentstrings_count)
+ if (depthtexture && depthtexture->renderbuffernum )
{
- Con_Printf("------ FRAGMENT SHADER ------\n");
- for (i = 0;i < fragmentstrings_count;i++)
- Con_Print(fragmentstrings_list[i]);
- Con_Print("\n");
+ qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
}
- }
+#endif
+ if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+ if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+ if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+ if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+ if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+ if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+ if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+ if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
- if (vertexstrings_count)
- {
- CHECKGLERROR
- vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
- if (!vertexshaderobject)
+#ifndef USE_GLES2
+ if (colortexture4)
{
- qglDeleteObjectARB(programobject);
- CHECKGLERROR
- return 0;
+ qglDrawBuffers(4, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
}
- qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
- qglCompileShaderARB(vertexshaderobject);
- CHECKGLERROR
- qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
- qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
- if (compilelog[0])
- Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
- if (!vertexshadercompiled)
+ else if (colortexture3)
{
- qglDeleteObjectARB(programobject);
- qglDeleteObjectARB(vertexshaderobject);
- CHECKGLERROR
- return 0;
+ qglDrawBuffers(3, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
}
- qglAttachObjectARB(programobject, vertexshaderobject);
- qglDeleteObjectARB(vertexshaderobject);
- CHECKGLERROR
- }
-
- if (fragmentstrings_count)
- {
- CHECKGLERROR
- fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
- if (!fragmentshaderobject)
+ else if (colortexture2)
{
- qglDeleteObjectARB(programobject);
- CHECKGLERROR
- return 0;
+ qglDrawBuffers(2, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
}
- qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
- qglCompileShaderARB(fragmentshaderobject);
- CHECKGLERROR
- qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
- qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
- if (compilelog[0])
- Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
- if (!fragmentshadercompiled)
+ else if (colortexture)
{
- qglDeleteObjectARB(programobject);
- qglDeleteObjectARB(fragmentshaderobject);
- CHECKGLERROR
- return 0;
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
}
- qglAttachObjectARB(programobject, fragmentshaderobject);
- qglDeleteObjectARB(fragmentshaderobject);
- CHECKGLERROR
+ else
+ {
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+#endif
+ status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+ gl_state.framebufferobject = 0; // GL unbinds it for us
+ qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+ temp = 0;
+ }
+ return temp;
}
+ return 0;
+}
- qglLinkProgramARB(programobject);
- CHECKGLERROR
- qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
- qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
- if (compilelog[0])
- {
- Con_DPrintf("program link log:\n%s\n", compilelog);
- // software vertex shader is ok but software fragment shader is WAY
- // too slow, fail program if so.
- // NOTE: this string might be ATI specific, but that's ok because the
- // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
- // software fragment shader due to low instruction and dependent
- // texture limits.
- if (strstr(compilelog, "fragment shader will run in software"))
- programlinked = false;
- }
- CHECKGLERROR
- if (!programlinked)
+void R_Mesh_DestroyFramebufferObject(int fbo)
+{
+ switch(vid.renderpath)
{
- qglDeleteObjectARB(programobject);
- return 0;
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ if (fbo)
+ {
+ // GL clears the binding if we delete something bound
+ if (gl_state.framebufferobject == fbo)
+ gl_state.framebufferobject = 0;
+ qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
+ }
+ break;
}
- CHECKGLERROR
- return programobject;
}
-void GL_Backend_FreeProgram(unsigned int prog)
+void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
{
- CHECKGLERROR
- qglDeleteObjectARB(prog);
- CHECKGLERROR
+ unsigned int i;
+ unsigned int j;
+ rtexture_t *textures[5];
+ Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
+ textures[4] = depthtexture;
+ // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
+ for (j = 0;j < 5;j++)
+ if (textures[j])
+ for (i = 0;i < MAX_TEXTUREUNITS;i++)
+ if (gl_state.units[i].texture == textures[j])
+ R_Mesh_TexBind(i, NULL);
+ // set up framebuffer object or render targets for the active rendering API
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ if (gl_state.framebufferobject != fbo)
+ {
+ gl_state.framebufferobject = fbo;
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
+ }
+ break;
+ }
}
-int gl_backend_rebindtextures;
-
-void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
+static void GL_Backend_ResetState(void)
{
- int i;
- if (offset)
- {
- for (i = 0;i < count;i++)
- *out++ = *in++ + offset;
+ gl_state.active = true;
+ gl_state.depthtest = true;
+ gl_state.alphatocoverage = false;
+ gl_state.blendfunc1 = GL_ONE;
+ gl_state.blendfunc2 = GL_ZERO;
+ gl_state.blend = false;
+ gl_state.depthmask = GL_TRUE;
+ gl_state.colormask = 15;
+ gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
+ gl_state.lockrange_first = 0;
+ gl_state.lockrange_count = 0;
+ gl_state.cullface = GL_FRONT;
+ gl_state.cullfaceenable = false;
+ gl_state.polygonoffset[0] = 0;
+ gl_state.polygonoffset[1] = 0;
+ gl_state.framebufferobject = 0;
+ gl_state.depthfunc = GL_LEQUAL;
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ // set up debug output early
+#ifdef DEBUGGL
+ if (vid.support.arb_debug_output)
+ {
+ GLuint unused = 0;
+ CHECKGLERROR
+ if (gl_debug.integer >= 1)
+ qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+ if (gl_debug.integer >= 3)
+ qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
+ else if (gl_debug.integer >= 1)
+ {
+ qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
+ qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
+ qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
+ }
+ else
+ qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
+ qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
+ }
+#endif //DEBUGGL
+ CHECKGLERROR
+ qglColorMask(1, 1, 1, 1);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ qglBindBuffer(GL_ARRAY_BUFFER, 0);
+ qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
+ qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
+ qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
+ gl_state.unit = MAX_TEXTUREUNITS;
+ CHECKGLERROR
+ break;
}
- else
- memcpy(out, in, sizeof(*out) * count);
}
-// renders triangles using vertices from the active arrays
-int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
+void GL_ActiveTexture(unsigned int num)
{
- unsigned int numelements = numtriangles * 3;
- if (numvertices < 3 || numtriangles < 1)
- {
- Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
- return;
- }
- //CHECKGLERROR
- renderstats.meshes++;
- renderstats.meshes_elements += numelements;
- if (gl_paranoid.integer)
+ if (gl_state.unit != num)
{
- unsigned int i, j, size;
- const int *p;
- if (!qglIsEnabled(GL_VERTEX_ARRAY))
- Con_Print("R_Mesh_Draw: vertex array not enabled\n");
- for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
- paranoidblah += *p;
- if (gl_state.pointer_color)
+ gl_state.unit = num;
+ switch(vid.renderpath)
{
- if (!qglIsEnabled(GL_COLOR_ARRAY))
- Con_Print("R_Mesh_Draw: color array set but not enabled\n");
- for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
- paranoidblah += *p;
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
+ break;
}
- for (i = 0;i < backendarrayunits;i++)
+ }
+}
+
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+ if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
+ {
+ qbool blendenable;
+ gl_state.blendfunc1 = blendfunc1;
+ gl_state.blendfunc2 = blendfunc2;
+ blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
+ switch(vid.renderpath)
{
- if (gl_state.units[i].arrayenabled)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (qglBlendFuncSeparate)
{
- GL_ClientActiveTexture(i);
- if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
- Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
- 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++)
- paranoidblah += *p;
+ qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
}
- }
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
- {
- if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
+ else
{
- Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
- return;
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
}
- }
- CHECKGLERROR
- }
- if (r_render.integer)
- {
- CHECKGLERROR
- if (gl_mesh_testmanualfeeding.integer)
- {
- unsigned int i, j;
- const GLfloat *p;
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ if (gl_state.blend != blendenable)
{
- for (j = 0;j < backendarrayunits;j++)
+ gl_state.blend = blendenable;
+ if (!gl_state.blend)
{
- if (gl_state.units[j].pointer_texcoord)
- {
- if (backendarrayunits > 1)
- {
- if (gl_state.units[j].arraycomponents == 4)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
- }
- else if (gl_state.units[j].arraycomponents == 3)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
- }
- else if (gl_state.units[j].arraycomponents == 2)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
- }
- else
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
- }
- }
- else
- {
- if (gl_state.units[j].arraycomponents == 4)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
- }
- else if (gl_state.units[j].arraycomponents == 3)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
- qglTexCoord3f(p[0], p[1], p[2]);
- }
- else if (gl_state.units[j].arraycomponents == 2)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
- qglTexCoord2f(p[0], p[1]);
- }
- else
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
- qglTexCoord1f(p[0]);
- }
- }
- }
+ qglDisable(GL_BLEND);CHECKGLERROR
}
- if (gl_state.pointer_color)
+ else
{
- p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
- qglColor4f(p[0], p[1], p[2], p[3]);
+ qglEnable(GL_BLEND);CHECKGLERROR
}
- p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
- qglVertex3f(p[0], p[1], p[2]);
- }
- qglEnd();
- CHECKGLERROR
- }
- else if (gl_mesh_testarrayelement.integer)
- {
- int i;
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < numtriangles * 3;i++)
- {
- qglArrayElement(elements[i]);
}
- qglEnd();
- CHECKGLERROR
- }
- else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
- CHECKGLERROR
- }
- else
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
- CHECKGLERROR
+ break;
}
}
}
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+void GL_DepthMask(int state)
{
- unsigned int i;
- BACKENDACTIVECHECK
- CHECKGLERROR
- GL_LockArrays(0, 0);
- CHECKGLERROR
-
- for (i = 0;i < backendimageunits;i++)
+ if (gl_state.depthmask != state)
{
- GL_ActiveTexture(i);
- qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- if (gl_texture3d)
- {
- qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
- }
- if (gl_texturecubemap)
+ gl_state.depthmask = state;
+ switch(vid.renderpath)
{
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ break;
}
}
- for (i = 0;i < backendarrayunits;i++)
- {
- GL_ActiveTexture(backendarrayunits - 1 - i);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- for (i = 0;i < backendunits;i++)
+}
+
+void GL_DepthTest(int state)
+{
+ if (gl_state.depthtest != state)
{
- GL_ActiveTexture(backendunits - 1 - i);
- qglDisable(GL_TEXTURE_1D);CHECKGLERROR
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- if (gl_texture3d)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- if (gl_texturecubemap)
- {
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- }
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- if (gl_combine.integer)
+ gl_state.depthtest = state;
+ switch(vid.renderpath)
{
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (gl_state.depthtest)
+ {
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ break;
}
}
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
- qglDisable(GL_BLEND);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglDepthMask(GL_TRUE);CHECKGLERROR
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
}
-void R_Mesh_Matrix(const matrix4x4_t *matrix)
+void GL_DepthFunc(int state)
{
- if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
+ if (gl_state.depthfunc != state)
{
- backend_modelmatrix = *matrix;
- Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
- Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
- qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
+ gl_state.depthfunc = state;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
+ break;
+ }
}
}
-void R_Mesh_VertexPointer(const float *vertex3f)
+void GL_DepthRange(float nearfrac, float farfrac)
{
- if (gl_state.pointer_vertex != vertex3f)
+ if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
{
- gl_state.pointer_vertex = vertex3f;
- CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
- CHECKGLERROR
+ gl_state.depthrange[0] = nearfrac;
+ gl_state.depthrange[1] = farfrac;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+#ifdef USE_GLES2
+ qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
+#else
+ qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
+#endif
+ break;
+ }
}
}
-void R_Mesh_ColorPointer(const float *color4f)
+void R_SetStencil(qbool enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
{
- if (gl_state.pointer_color != color4f)
+ switch (vid.renderpath)
{
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
CHECKGLERROR
- if (!gl_state.pointer_color)
+ if (enable)
{
- qglEnableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
}
- else if (!color4f)
+ else
{
- qglDisableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
- // when color array is on the glColor gets trashed, set it again
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
- CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
}
- gl_state.pointer_color = color4f;
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+ qglStencilMask(writemask);CHECKGLERROR
+ qglStencilOp(fail, zfail, zpass);CHECKGLERROR
+ qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
CHECKGLERROR
+ break;
}
}
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+void GL_PolygonOffset(float planeoffset, float depthoffset)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- // update array settings
- if (texcoord)
+ if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
{
- // texcoord array
- if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
+ gl_state.polygonoffset[0] = planeoffset;
+ gl_state.polygonoffset[1] = depthoffset;
+ switch(vid.renderpath)
{
- unit->pointer_texcoord = texcoord;
- unit->arraycomponents = numcomponents;
- GL_ClientActiveTexture(unitnum);
- qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
CHECKGLERROR
- }
- // texture array unit is enabled, enable the array
- if (!unit->arrayenabled)
- {
- unit->arrayenabled = true;
- GL_ClientActiveTexture(unitnum);
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
+ break;
}
}
- else
+}
+
+void GL_SetMirrorState(qbool state)
+{
+ if (v_flipped_state != state)
{
- // texture array unit is disabled, disable the array
- if (unit->arrayenabled)
+ v_flipped_state = state;
+ if (gl_state.cullface == GL_BACK)
+ gl_state.cullface = GL_FRONT;
+ else if (gl_state.cullface == GL_FRONT)
+ gl_state.cullface = GL_BACK;
+ else
+ return;
+ switch(vid.renderpath)
{
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ break;
}
}
}
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+void GL_CullFace(int state)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendimageunits)
- return;
- // update 1d texture binding
- if (unit->t1d != tex1d)
+ if(v_flipped_state)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
- {
- if (tex1d)
- {
- if (unit->t1d == 0)
- qglEnable(GL_TEXTURE_1D);
- }
- else
- {
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
- }
- }
- unit->t1d = tex1d;
- qglBindTexture(GL_TEXTURE_1D, unit->t1d);
- CHECKGLERROR
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
}
- // update 2d texture binding
- if (unit->t2d != tex2d)
+
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+
+ if (state != GL_NONE)
{
- if (tex2d)
+ if (!gl_state.cullfaceenable)
{
- if (unit->t2d == 0)
- qglEnable(GL_TEXTURE_2D);
+ gl_state.cullfaceenable = true;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
}
- else
+ if (gl_state.cullface != state)
{
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ gl_state.cullface = state;
+ qglCullFace(gl_state.cullface);CHECKGLERROR
}
}
- unit->t2d = tex2d;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);
- CHECKGLERROR
- }
- // update 3d texture binding
- if (unit->t3d != tex3d)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ else
{
- if (tex3d)
- {
- if (unit->t3d == 0)
- qglEnable(GL_TEXTURE_3D);
- }
- else
+ if (gl_state.cullfaceenable)
{
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
}
}
- unit->t3d = tex3d;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);
- CHECKGLERROR
+ break;
}
- // update cubemap texture binding
- if (unit->tcubemap != texcubemap)
+}
+
+void GL_AlphaToCoverage(qbool state)
+{
+ if (gl_state.alphatocoverage != state)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ gl_state.alphatocoverage = state;
+ switch(vid.renderpath)
{
- if (texcubemap)
+ case RENDERPATH_GLES2:
+ break;
+ case RENDERPATH_GL32:
+#ifndef USE_GLES2
+ // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
+ CHECKGLERROR
+ if (gl_state.alphatocoverage)
{
- if (unit->tcubemap == 0)
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
+// qglEnable(GL_MULTISAMPLE);CHECKGLERROR
}
else
{
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
+// qglDisable(GL_MULTISAMPLE);CHECKGLERROR
}
+#endif
+ break;
}
- unit->tcubemap = texcubemap;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
- CHECKGLERROR
}
}
-void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+void GL_ColorMask(int r, int g, int b, int a)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendimageunits)
- return;
- // update 1d texture binding
- if (unit->t1d != texnum)
+ // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
+ int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
+ if (gl_state.colormask != state)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ gl_state.colormask = state;
+ switch(vid.renderpath)
{
- if (texnum)
- {
- if (unit->t1d == 0)
- qglEnable(GL_TEXTURE_1D);
- }
- else
- {
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
- }
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+ break;
}
- unit->t1d = texnum;
- qglBindTexture(GL_TEXTURE_1D, unit->t1d);
- CHECKGLERROR
}
- // update 2d texture binding
- if (unit->t2d)
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+ 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)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ gl_state.color4f[0] = cr;
+ gl_state.color4f[1] = cg;
+ gl_state.color4f[2] = cb;
+ gl_state.color4f[3] = ca;
+ switch(vid.renderpath)
{
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
+ break;
}
- unit->t2d = 0;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);
- CHECKGLERROR
}
- // update 3d texture binding
- if (unit->t3d)
+}
+
+void GL_Scissor (int x, int y, int width, int height)
+{
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
- {
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
- }
- unit->t3d = 0;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
CHECKGLERROR
+ qglScissor(x, y,width,height);CHECKGLERROR
+ break;
}
- // update cubemap texture binding
- if (unit->tcubemap)
+}
+
+void GL_ScissorTest(int state)
+{
+ if (gl_state.scissortest != state)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ gl_state.scissortest = state;
+ switch(vid.renderpath)
{
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if(gl_state.scissortest)
+ qglEnable(GL_SCISSOR_TEST);
+ else
+ qglDisable(GL_SCISSOR_TEST);
+ CHECKGLERROR
+ break;
}
- unit->tcubemap = 0;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
- CHECKGLERROR
}
}
-void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendimageunits)
- return;
- // update 1d texture binding
- if (unit->t1d)
+ // opaque black - if you want transparent black, you'll need to pass in a colorvalue
+ static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ // prevent warnings when trying to clear a buffer that does not exist
+ if (!colorvalue)
+ colorvalue = blackcolor;
+ if (!vid.stencil)
+ {
+ mask &= ~GL_STENCIL_BUFFER_BIT;
+ stencilvalue = 0;
+ }
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (mask & GL_COLOR_BUFFER_BIT)
{
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
}
- unit->t1d = 0;
- qglBindTexture(GL_TEXTURE_1D, unit->t1d);
- CHECKGLERROR
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ {
+#ifdef USE_GLES2
+ //qglClearDepthf(depthvalue);CHECKGLERROR
+#else
+ qglClearDepth(depthvalue);CHECKGLERROR
+#endif
+ }
+ if (mask & GL_STENCIL_BUFFER_BIT)
+ {
+ qglClearStencil(stencilvalue);CHECKGLERROR
+ }
+ qglClear(mask);CHECKGLERROR
+ break;
}
- // update 2d texture binding
- if (unit->t2d != texnum)
+}
+
+void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
+{
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+#ifndef GL_BGRA
{
- if (texnum)
- {
- if (unit->t2d == 0)
- qglEnable(GL_TEXTURE_2D);
- }
- else
+ int i;
+ int r;
+ // int g;
+ int b;
+ // int a;
+ qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+ for (i = 0;i < width * height * 4;i += 4)
{
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ r = outpixels[i+0];
+ // g = outpixels[i+1];
+ b = outpixels[i+2];
+ // a = outpixels[i+3];
+ outpixels[i+0] = b;
+ // outpixels[i+1] = g;
+ outpixels[i+2] = r;
+ // outpixels[i+3] = a;
}
}
- unit->t2d = texnum;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);
- CHECKGLERROR
+#else
+ qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+#endif
+ break;
}
- // update 3d texture binding
- if (unit->t3d)
+}
+
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+ BACKENDACTIVECHECK
+ R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
+ if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
- {
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
- }
- unit->t3d = 0;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);
- CHECKGLERROR
+ Con_Printf(CON_WARN "WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+ Cvar_SetValueQuick(&gl_paranoid, 1);
}
- // update cubemap texture binding
- if (unit->tcubemap != 0)
+}
+
+static qbool GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
+{
+ int shaderobject;
+ int shadercompiled;
+ char compilelog[MAX_INPUTLINE];
+ shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
+ if (!shaderobject)
+ return false;
+ qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShader(shaderobject);CHECKGLERROR
+ qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
+ qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ 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))
+ {
+ int i, j, pretextlines = 0;
+ for (i = 0;i < numstrings - 1;i++)
+ for (j = 0;strings[i][j];j++)
+ if (strings[i][j] == '\n')
+ pretextlines++;
+ Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+ }
+ if (!shadercompiled)
+ {
+ qglDeleteShader(shaderobject);CHECKGLERROR
+ return false;
+ }
+ qglAttachShader(programobject, shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
+ return true;
+}
+
+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)
+{
+ GLint programlinked;
+ GLuint programobject = 0;
+ char linklog[MAX_INPUTLINE];
+ CHECKGLERROR
+
+ programobject = qglCreateProgram();CHECKGLERROR
+ if (!programobject)
+ return 0;
+
+ qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
+#ifndef USE_GLES2
+ qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+#endif
+ CHECKGLERROR
+
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
+ goto cleanup;
+
+#if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
+ goto cleanup;
+#endif
+
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
+ goto cleanup;
+
+ qglLinkProgram(programobject);CHECKGLERROR
+ qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
+ qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+
+ if (linklog[0])
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
- {
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
- }
- unit->tcubemap = 0;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
- CHECKGLERROR
+
+ if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
+ Con_DPrintf("program link log:\n%s\n", linklog);
+
+ // software vertex shader is ok but software fragment shader is WAY
+ // too slow, fail program if so.
+ // NOTE: this string might be ATI specific, but that's ok because the
+ // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+ // software fragment shader due to low instruction and dependent
+ // texture limits.
+ if (strstr(linklog, "fragment shader will run in software"))
+ programlinked = false;
}
+
+ if (!programlinked)
+ goto cleanup;
+
+ return programobject;
+cleanup:
+ qglDeleteProgram(programobject);CHECKGLERROR
+ return 0;
}
-void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+void GL_Backend_FreeProgram(unsigned int prog)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendimageunits)
+ CHECKGLERROR
+ qglDeleteProgram(prog);
+ CHECKGLERROR
+}
+
+// renders triangles using vertices from the active arrays
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
+{
+ unsigned int numelements = numtriangles * 3;
+ int bufferobject3i;
+ size_t bufferoffset3i;
+ int bufferobject3s;
+ size_t bufferoffset3s;
+ if (numvertices < 3 || numtriangles < 1)
+ {
+ if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
+ 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);
return;
- // update 1d texture binding
- if (unit->t1d)
+ }
+ // adjust the pointers for firsttriangle
+ if (element3i)
+ element3i += firsttriangle * 3;
+ if (element3i_indexbuffer)
+ element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
+ if (element3s)
+ element3s += firsttriangle * 3;
+ if (element3s_indexbuffer)
+ element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
+ // upload a dynamic index buffer if needed
+ if (element3s)
+ {
+ if (!element3s_indexbuffer)
+ element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
+ }
+ else if (element3i)
+ {
+ if (!element3i_indexbuffer)
+ element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
+ }
+ bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
+ bufferoffset3i = element3i_bufferoffset;
+ bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
+ bufferoffset3s = element3s_bufferoffset;
+ r_refdef.stats[r_stat_draws]++;
+ r_refdef.stats[r_stat_draws_vertices] += numvertices;
+ r_refdef.stats[r_stat_draws_elements] += numelements;
+ if (gl_paranoid.integer)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ unsigned int i;
+ if (element3i)
{
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
+ {
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
+ return;
+ }
+ }
}
- unit->t1d = 0;
- qglBindTexture(GL_TEXTURE_1D, unit->t1d);
- CHECKGLERROR
- }
- // update 2d texture binding
- if (unit->t2d)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ if (element3s)
{
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
+ {
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
+ return;
+ }
+ }
}
- unit->t2d = 0;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);
- CHECKGLERROR
}
- // update 3d texture binding
- if (unit->t3d != texnum)
+ if (r_render.integer || r_refdef.draw2dstage)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ switch(vid.renderpath)
{
- if (texnum)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (bufferobject3s)
+ {
+ GL_BindEBO(bufferobject3s);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
+ }
+ else if (bufferobject3i)
{
- if (unit->t3d == 0)
- qglEnable(GL_TEXTURE_3D);
+ GL_BindEBO(bufferobject3i);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
}
else
{
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
}
+ break;
}
- unit->t3d = texnum;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);
- CHECKGLERROR
}
- // update cubemap texture binding
- if (unit->tcubemap != 0)
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+ R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
+}
+
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qbool isindexbuffer, qbool isuniformbuffer, qbool isdynamic, qbool isindex16)
+{
+ r_meshbuffer_t *buffer;
+ buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
+ memset(buffer, 0, sizeof(*buffer));
+ buffer->bufferobject = 0;
+ buffer->devicebuffer = NULL;
+ buffer->size = size;
+ buffer->isindexbuffer = isindexbuffer;
+ buffer->isuniformbuffer = isuniformbuffer;
+ buffer->isdynamic = isdynamic;
+ buffer->isindex16 = isindex16;
+ strlcpy(buffer->name, name, sizeof(buffer->name));
+ R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
+ return buffer;
+}
+
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset)
+{
+ if (!buffer)
+ return;
+ if (buffer->isindexbuffer)
+ {
+ r_refdef.stats[r_stat_indexbufferuploadcount]++;
+ r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
+ }
+ else
+ {
+ r_refdef.stats[r_stat_vertexbufferuploadcount]++;
+ r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
+ }
+ if (!subdata)
+ buffer->size = size;
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ if (!buffer->bufferobject)
+ qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
+ CHECKGLERROR
+ if (buffer->isuniformbuffer)
+ GL_BindUBO(buffer->bufferobject);
+ else if (buffer->isindexbuffer)
+ GL_BindEBO(buffer->bufferobject);
+ else
+ GL_BindVBO(buffer->bufferobject);
+
{
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ int buffertype;
+ buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
+#ifdef GL_UNIFORM_BUFFER
+ if (buffer->isuniformbuffer)
+ buffertype = GL_UNIFORM_BUFFER;
+#endif
+ CHECKGLERROR
+ if (subdata)
+ qglBufferSubData(buffertype, offset, size, data);
+ else
+ qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+ CHECKGLERROR
}
- unit->tcubemap = 0;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
- CHECKGLERROR
+ if (buffer->isuniformbuffer)
+ GL_BindUBO(0);
+ break;
}
}
-void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendimageunits)
+ if (!buffer)
return;
- // update 1d texture binding
- if (unit->t1d)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
- {
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
- }
- unit->t1d = 0;
- qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ // GL clears the binding if we delete something bound
+ if (gl_state.uniformbufferobject == buffer->bufferobject)
+ gl_state.uniformbufferobject = 0;
+ if (gl_state.vertexbufferobject == buffer->bufferobject)
+ gl_state.vertexbufferobject = 0;
+ if (gl_state.elementbufferobject == buffer->bufferobject)
+ gl_state.elementbufferobject = 0;
CHECKGLERROR
+ qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
+ break;
}
- // update 2d texture binding
- if (unit->t2d)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
- {
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
+}
+
+static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
+void GL_Mesh_ListVBOs(qbool printeach)
+{
+ int i, endindex;
+ int type;
+ int isdynamic;
+ int index16count, index16mem;
+ int index32count, index32mem;
+ int vertexcount, vertexmem;
+ int uniformcount, uniformmem;
+ int totalcount, totalmem;
+ size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
+ r_meshbuffer_t *buffer;
+ memset(bufferstat, 0, sizeof(bufferstat));
+ endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+ for (i = 0;i < endindex;i++)
+ {
+ buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+ if (!buffer)
+ continue;
+ if (buffer->isuniformbuffer)
+ type = R_BUFFERDATA_UNIFORM;
+ else if (buffer->isindexbuffer && buffer->isindex16)
+ type = R_BUFFERDATA_INDEX16;
+ else if (buffer->isindexbuffer)
+ type = R_BUFFERDATA_INDEX32;
+ else
+ type = R_BUFFERDATA_VERTEX;
+ isdynamic = buffer->isdynamic;
+ bufferstat[type][isdynamic][0]++;
+ bufferstat[type][isdynamic][1] += buffer->size;
+ if (printeach)
+ Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
+ }
+ index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
+ index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
+ index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
+ index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
+ vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
+ vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
+ uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
+ uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
+ totalcount = index16count + index32count + vertexcount + uniformcount;
+ totalmem = index16mem + index32mem + vertexmem + uniformmem;
+ Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
+}
+
+
+
+void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ 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)
+ {
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (!bufferobject && gl_paranoid.integer)
+ Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, (void *)vertexbuffer, (unsigned int)bufferoffset);
+ 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;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ // LadyHavoc: special flag added to gltype for unnormalized types
+ qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
- unit->t2d = 0;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);
- CHECKGLERROR
+ break;
}
- // update 3d texture binding
- if (unit->t3d)
+}
+
+void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
+{
+ // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
+ // the pointer only.
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
{
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ // caller wants color array enabled
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (!gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+ }
+ 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)
+ {
+ 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;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ // LadyHavoc: special flag added to gltype for unnormalized types
+ qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
}
- unit->t3d = 0;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);
- CHECKGLERROR
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
+ qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+ // when color array is on the current color gets trashed, set it again
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+ }
+ }
+ break;
}
- // update cubemap texture binding
- if (unit->tcubemap != texnum)
+}
+
+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)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= MAX_TEXTUREUNITS)
+ Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ // update array settings
+ // note: there is no need to check bufferobject here because all cases
+ // that involve a valid bufferobject also supply a texcoord array
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < backendunits)
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
{
- if (texnum)
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
{
- if (unit->tcubemap == 0)
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->arrayenabled = true;
+ qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
}
- else
+ // texcoord array
+ 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)
{
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ 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;
+ GL_BindVBO(bufferobject);
+ // LadyHavoc: special flag added to gltype for unnormalized types
+ qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
- unit->tcubemap = texnum;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
- CHECKGLERROR
+ else
+ {
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+ }
+ }
+ break;
}
}
-void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+int R_Mesh_TexBound(unsigned int unitnum, int id)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (matrix->m[3][3])
+ if (unitnum >= MAX_TEXTUREUNITS)
+ Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ if (id == GL_TEXTURE_2D)
+ return unit->t2d;
+ if (id == GL_TEXTURE_3D)
+ return unit->t3d;
+ if (id == GL_TEXTURE_CUBE_MAP)
+ return unit->tcubemap;
+ return 0;
+}
+
+void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
+{
+ switch(vid.renderpath)
{
- // texmatrix specified, check if it is different
- if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
- {
- matrix4x4_t tempmatrix;
- unit->texmatrixenabled = true;
- unit->matrix = *matrix;
- Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
- qglMatrixMode(GL_TEXTURE);
- GL_ActiveTexture(unitnum);
- qglLoadMatrixf(&tempmatrix.m[0][0]);
- qglMatrixMode(GL_MODELVIEW);
- }
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ R_Mesh_TexBind(0, tex);
+ GL_ActiveTexture(0);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
+ break;
}
- else
+}
+
+void R_Mesh_ClearBindingsForTexture(int texnum)
+{
+ gltextureunit_t *unit;
+ unsigned int unitnum;
+ // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
+ for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
{
- // no texmatrix specified, revert to identity
- if (unit->texmatrixenabled)
- {
- unit->texmatrixenabled = false;
- qglMatrixMode(GL_TEXTURE);
- GL_ActiveTexture(unitnum);
- qglLoadIdentity();
- qglMatrixMode(GL_MODELVIEW);
- }
+ unit = gl_state.units + unitnum;
+ if (unit->texture && unit->texture->texnum == texnum)
+ R_Mesh_TexBind(unitnum, NULL);
}
}
-void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (gl_combine.integer)
- {
- // GL_ARB_texture_env_combine
- if (!combinergb)
- combinergb = GL_MODULATE;
- if (!combinealpha)
- combinealpha = GL_MODULATE;
- if (!rgbscale)
- rgbscale = 1;
- if (!alphascale)
- alphascale = 1;
- if (unit->combinergb != combinergb)
- {
- unit->combinergb = combinergb;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
- }
- if (unit->combinealpha != combinealpha)
- {
- unit->combinealpha = combinealpha;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
- }
- if (unit->rgbscale != rgbscale)
- {
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
- }
- if (unit->alphascale != alphascale)
+ int texnum;
+ if (unitnum >= MAX_TEXTUREUNITS)
+ Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ if (tex)
{
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
+ texnum = R_GetTexture(tex);
+ switch (tex->gltexturetypeenum)
+ {
+ case GL_TEXTURE_2D:
+ if (unit->t2d != texnum) { GL_ActiveTexture(unitnum);qglBindTexture(GL_TEXTURE_2D, texnum); CHECKGLERROR unit->t2d = texnum; }
+ if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+ if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+ break;
+ case GL_TEXTURE_3D:
+ if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+ if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, texnum); CHECKGLERROR unit->t3d = texnum; }
+ if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+ if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+ if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, texnum); CHECKGLERROR unit->tcubemap = texnum; }
+ break;
+ }
}
- }
- else
- {
- // normal GL texenv
- if (!combinergb)
- combinergb = GL_MODULATE;
- if (unit->combinergb != combinergb)
+ else
{
- unit->combinergb = combinergb;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+ if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+ if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+ if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
}
}
+ unit->texture = tex;
}
-void R_Mesh_State(const rmeshstate_t *m)
+void R_Mesh_ResetTextureState(void)
{
- unsigned int i;
-
+#if 0
+ unsigned int unitnum;
+
BACKENDACTIVECHECK
- R_Mesh_VertexPointer(m->pointer_vertex);
- R_Mesh_ColorPointer(m->pointer_color);
+ for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
+ R_Mesh_TexBind(unitnum, NULL);
+#endif
+}
- if (gl_backend_rebindtextures)
- {
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
- }
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
+{
+ // upload temporary vertexbuffer for this rendering
+ if (!vertexbuffer)
+ vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , vertexbuffer , bufferoffset );
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+}
- for (i = 0;i < backendimageunits;i++)
- R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
- for (i = 0;i < backendarrayunits;i++)
- {
- if (m->pointer_texcoord3f[i])
- R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
- else
- R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
- }
- for (i = 0;i < backendunits;i++)
- {
- R_Mesh_TexMatrix(i, &m->texmatrix[i]);
- R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
- }
+void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
+{
+ r_meshbuffer_t *buffer_vertex3f = NULL;
+ r_meshbuffer_t *buffer_color4f = NULL;
+ r_meshbuffer_t *buffer_texcoord2f = NULL;
+ int bufferoffset_vertex3f = 0;
+ int bufferoffset_color4f = 0;
+ int bufferoffset_texcoord2f = 0;
+ if (color4f)
+ buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
+ if (vertex3f)
+ buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
+ if (texcoord2f)
+ buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
}
-void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
+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)
{
- qglBegin(GL_LINES);
- for (;numtriangles;numtriangles--, elements += 3)
+ r_meshbuffer_t *buffer_vertex3f = NULL;
+ r_meshbuffer_t *buffer_color4f = NULL;
+ r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
+ r_meshbuffer_t *buffer_svector3f = NULL;
+ r_meshbuffer_t *buffer_tvector3f = NULL;
+ r_meshbuffer_t *buffer_normal3f = NULL;
+ r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
+ int bufferoffset_vertex3f = 0;
+ int bufferoffset_color4f = 0;
+ int bufferoffset_texcoordtexture2f = 0;
+ int bufferoffset_svector3f = 0;
+ int bufferoffset_tvector3f = 0;
+ int bufferoffset_normal3f = 0;
+ int bufferoffset_texcoordlightmap2f = 0;
+ if (color4f)
+ buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
+ if (vertex3f)
+ buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
+ if (svector3f)
+ buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
+ if (tvector3f)
+ buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
+ if (normal3f)
+ buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
+ if (texcoordtexture2f)
+ buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
+ if (texcoordlightmap2f)
+ buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+}
+
+void GL_BlendEquationSubtract(qbool negated)
+{
+ CHECKGLERROR
+ if(negated)
{
- qglArrayElement(elements[0]);qglArrayElement(elements[1]);
- qglArrayElement(elements[1]);qglArrayElement(elements[2]);
- qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
+ break;
+ }
+ }
+ else
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR
+ break;
+ }
}
- qglEnd();
- CHECKGLERROR
}