#include "quakedef.h"
#include "cl_collision.h"
-#include "dpsoftrast.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-// on GLES we have to use some proper #define's
-#ifndef GL_FRAMEBUFFER
-#define GL_FRAMEBUFFER 0x8D40
-#define GL_DEPTH_ATTACHMENT 0x8D00
-#define GL_COLOR_ATTACHMENT0 0x8CE0
-#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
-#endif
-#ifndef GL_COLOR_ATTACHMENT1
-#define GL_COLOR_ATTACHMENT1 0x8CE1
-#define GL_COLOR_ATTACHMENT2 0x8CE2
-#define GL_COLOR_ATTACHMENT3 0x8CE3
-#define GL_COLOR_ATTACHMENT4 0x8CE4
-#define GL_COLOR_ATTACHMENT5 0x8CE5
-#define GL_COLOR_ATTACHMENT6 0x8CE6
-#define GL_COLOR_ATTACHMENT7 0x8CE7
-#define GL_COLOR_ATTACHMENT8 0x8CE8
-#define GL_COLOR_ATTACHMENT9 0x8CE9
-#define GL_COLOR_ATTACHMENT10 0x8CEA
-#define GL_COLOR_ATTACHMENT11 0x8CEB
-#define GL_COLOR_ATTACHMENT12 0x8CEC
-#define GL_COLOR_ATTACHMENT13 0x8CED
-#define GL_COLOR_ATTACHMENT14 0x8CEE
-#define GL_COLOR_ATTACHMENT15 0x8CEF
-#endif
-#ifndef GL_ARRAY_BUFFER
-#define GL_ARRAY_BUFFER 0x8892
-#define GL_ELEMENT_ARRAY_BUFFER 0x8893
-#endif
-//#ifndef GL_VERTEX_ARRAY
-//#define GL_VERTEX_ARRAY 0x8074
-//#define GL_COLOR_ARRAY 0x8076
-//#define GL_TEXTURE_COORD_ARRAY 0x8078
-//#endif
-#ifndef GL_TEXTURE0
-#define GL_TEXTURE0 0x84C0
-#define GL_TEXTURE1 0x84C1
-#define GL_TEXTURE2 0x84C2
-#define GL_TEXTURE3 0x84C3
-#define GL_TEXTURE4 0x84C4
-#define GL_TEXTURE5 0x84C5
-#define GL_TEXTURE6 0x84C6
-#define GL_TEXTURE7 0x84C7
-#define GL_TEXTURE8 0x84C8
-#define GL_TEXTURE9 0x84C9
-#define GL_TEXTURE10 0x84CA
-#define GL_TEXTURE11 0x84CB
-#define GL_TEXTURE12 0x84CC
-#define GL_TEXTURE13 0x84CD
-#define GL_TEXTURE14 0x84CE
-#define GL_TEXTURE15 0x84CF
-#define GL_TEXTURE16 0x84D0
-#define GL_TEXTURE17 0x84D1
-#define GL_TEXTURE18 0x84D2
-#define GL_TEXTURE19 0x84D3
-#define GL_TEXTURE20 0x84D4
-#define GL_TEXTURE21 0x84D5
-#define GL_TEXTURE22 0x84D6
-#define GL_TEXTURE23 0x84D7
-#define GL_TEXTURE24 0x84D8
-#define GL_TEXTURE25 0x84D9
-#define GL_TEXTURE26 0x84DA
-#define GL_TEXTURE27 0x84DB
-#define GL_TEXTURE28 0x84DC
-#define GL_TEXTURE29 0x84DD
-#define GL_TEXTURE30 0x84DE
-#define GL_TEXTURE31 0x84DF
-#endif
-#ifndef GL_TEXTURE_3D
-#define GL_TEXTURE_3D 0x806F
-#endif
-#ifndef GL_TEXTURE_CUBE_MAP
-#define GL_TEXTURE_CUBE_MAP 0x8513
-#endif
-//#ifndef GL_MODELVIEW
-//#define GL_MODELVIEW 0x1700
-//#endif
-//#ifndef GL_PROJECTION
-//#define GL_PROJECTION 0x1701
-//#endif
-//#ifndef GL_DECAL
-//#define GL_DECAL 0x2101
-//#endif
-//#ifndef GL_INTERPOLATE
-//#define GL_INTERPOLATE 0x8575
-//#endif
+#define MAX_RENDERTARGETS 4
+cvar_t gl_debug = {CVAR_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
+cvar_t gl_paranoid = {CVAR_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {CVAR_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
-#define MAX_RENDERTARGETS 4
+cvar_t r_render = {CVAR_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {CVAR_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_CLIENT | CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_CLIENT | CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
-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_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_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
-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 3D views (you want this on!)"};
-cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (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_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
-cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
-cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
-cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
-
-cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+cvar_t v_flipped = {CVAR_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
qboolean v_flipped_state = false;
r_viewport_t gl_viewport;
float gl_modelviewprojection16f[16];
qboolean gl_modelmatrixchanged;
-int gl_maxdrawrangeelementsvertices;
-int gl_maxdrawrangeelementsindices;
-
#ifdef DEBUGGL
-int errornumber = 0;
+int gl_errornumber = 0;
void GL_PrintError(int errornumber, const char *filename, int 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 (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
-void SCR_ScreenShot_f (void);
+void SCR_ScreenShot_f(cmd_state_t *cmd);
typedef struct gltextureunit_s
{
rtexture_t *texture;
int t2d, t3d, tcubemap;
int arrayenabled;
- int rgbscale, alphascale;
- int combine;
- int combinergb, combinealpha;
- // texmatrixenabled exists only to avoid unnecessary texmatrix compares
- int texmatrixenabled;
- matrix4x4_t matrix;
}
gltextureunit_t;
int depthfunc;
float depthrange[2];
float polygonoffset[2];
- int alphatest;
- int alphafunc;
- float alphafuncvalue;
qboolean alphatocoverage;
int scissortest;
unsigned int unit;
- unsigned int clientunit;
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
qboolean 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;
void *preparevertices_tempdata;
size_t preparevertices_tempdatamaxsize;
- r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
- r_vertexgeneric_t *preparevertices_vertexgeneric;
- r_vertexmesh_t *preparevertices_vertexmesh;
int preparevertices_numvertices;
- r_meshbuffer_t *draw_dynamicindexbuffer;
-
- qboolean usevbo_staticvertex;
- qboolean usevbo_staticindex;
- qboolean usevbo_dynamicvertex;
- qboolean usevbo_dynamicindex;
-
memexpandablearray_t meshbufferarray;
qboolean active;
-
-#ifdef SUPPORTD3D
-// rtexture_t *d3drt_depthtexture;
-// rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
- IDirect3DSurface9 *d3drt_depthsurface;
- IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
- IDirect3DSurface9 *d3drt_backbufferdepthsurface;
- IDirect3DSurface9 *d3drt_backbuffercolorsurface;
- void *d3dvertexbuffer;
- void *d3dvertexdata;
- size_t d3dvertexsize;
-#endif
}
gl_state_t;
int quadelement3i[QUADELEMENTS_MAXQUADS*6];
unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
-static void GL_VBOStats_f(void)
+static void GL_VBOStats_f(cmd_state_t *cmd)
{
GL_Mesh_ListVBOs(true);
}
static void GL_Backend_ResetState(void);
-static void R_Mesh_InitVertexDeclarations(void);
-static void R_Mesh_DestroyVertexDeclarations(void);
-
-static void R_Mesh_SetUseVBO(void)
-{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
- gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
- gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
- gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
- break;
- case RENDERPATH_D3D9:
- gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
- gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- gl_state.usevbo_staticvertex = false;
- gl_state.usevbo_staticindex = false;
- gl_state.usevbo_dynamicvertex = false;
- gl_state.usevbo_dynamicindex = false;
- break;
- case RENDERPATH_GLES2:
- gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
- gl_state.usevbo_staticindex = false;
- gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
- gl_state.usevbo_dynamicindex = false;
- break;
- }
-}
-
static void gl_backend_start(void)
{
memset(&gl_state, 0, sizeof(gl_state));
- R_Mesh_InitVertexDeclarations();
-
- R_Mesh_SetUseVBO();
Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
Con_DPrintf("OpenGL backend started.\n");
CHECKGLERROR
- GL_Backend_ResetState();
-
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ 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
case RENDERPATH_GLES2:
// fetch current fbo here (default fbo is not 0 on some GLES devices)
- if (vid.support.ext_framebuffer_object)
- qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
- IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
+ CHECKGLERROR
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
break;
}
+
+ GL_Backend_ResetState();
}
static void gl_backend_shutdown(void)
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
- IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
if (gl_state.preparevertices_tempdata)
Mem_Free(gl_state.preparevertices_tempdata);
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
- R_Mesh_DestroyVertexDeclarations();
-
memset(&gl_state, 0, sizeof(gl_state));
}
{
int i, endindex;
r_meshbuffer_t *buffer;
-#ifdef SUPPORTD3D
- gl_state.d3dvertexbuffer = NULL;
-#endif
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
- IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+ 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);
continue;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (buffer->devicebuffer)
- {
- if (buffer->isindexbuffer)
- IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
- else
- IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
- buffer->devicebuffer = NULL;
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
- IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&v_flipped);
- Cvar_RegisterVariable(&gl_dither);
- Cvar_RegisterVariable(&gl_vbo);
- Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
- Cvar_RegisterVariable(&gl_vbo_dynamicindex);
+ Cvar_RegisterVariable(&gl_debug);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
- Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
- Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
- Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
-
- Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
+ Cmd_AddCommand(&cmd_client, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- qglFinish();
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_Finish();
+ CHECKGLERROR
+ qglFinish();CHECKGLERROR
break;
}
}
if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
return false;
- x1 = y1 = x2 = y2 = 0;
-
// 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;
// D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- scissor[1] = vid.height - scissor[1] - scissor[3];
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
VectorScale(normal, -dist, v3);
Matrix4x4_Transform(&v->viewmatrix, v3, v4);
- // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+ // FIXME: LadyHavoc: I think this can be done more efficiently somehow but I can't remember the technique
clipPlane[3] = -DotProduct(v4, clipPlane);
-#if 0
-{
- // testing code for comparing results
- float clipPlane2[4];
- VectorCopy4(clipPlane, clipPlane2);
- R_EntityMatrix(&identitymatrix);
- VectorSet(q, normal[0], normal[1], normal[2], -dist);
- qglClipPlane(GL_CLIP_PLANE0, q);
- qglGetClipPlane(GL_CLIP_PLANE0, q);
- VectorCopy4(q, clipPlane);
-}
-#endif
-
// 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
m[15] = 1;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- m[10] = -1/(zFar - zNear);
- m[14] = -zNear/(zFar-zNear);
- break;
}
v->screentodepth[0] = -farclip / (farclip - nearclip);
v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
#endif
}
+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)
+{
+ 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)
+ {
+ m[0] = -m[0];
+ m[4] = -m[4];
+ m[8] = -m[8];
+ m[12] = -m[12];
+ }
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
+}
+
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)
{
matrix4x4_t tempmatrix, basematrix;
m[14] = -2 * nearclip * farclip / (farclip - nearclip);
Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
- Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
if (nearplane)
Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
-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)
+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)
{
matrix4x4_t tempmatrix, basematrix;
float m[16];
memset(v, 0, sizeof(*v));
v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
v->cameramatrix = *cameramatrix;
- v->x = (side & 1) * size;
- v->y = (side >> 1) * size;
+ v->x = offsetx + (side & 1) * size;
+ v->y = offsety + (side >> 1) * size;
v->width = size;
v->height = size;
v->depth = 1;
m[14] = -2 * nearclip * farclip / (farclip - nearclip);
Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
- Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_D3D9:
- m[5] *= -1;
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-
if (nearplane)
R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
void R_SetViewport(const r_viewport_t *v)
{
- float m[16];
gl_viewport = *v;
// FIXME: v_flipped_state is evil, this probably breaks somewhere
switch(vid.renderpath)
{
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- case RENDERPATH_GLES1:
-#ifdef GL_PROJECTION
- CHECKGLERROR
- qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
- // Load the projection matrix into OpenGL
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
- qglLoadMatrixf(m);CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-#endif
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- D3DVIEWPORT9 d3dviewport;
- d3dviewport.X = gl_viewport.x;
- d3dviewport.Y = gl_viewport.y;
- d3dviewport.Width = gl_viewport.width;
- d3dviewport.Height = gl_viewport.height;
- d3dviewport.MinZ = gl_state.depthrange[0];
- d3dviewport.MaxZ = gl_state.depthrange[1];
- IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
- break;
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
{
gl_state.vertexbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+ qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
{
gl_state.elementbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+ qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+ }
+}
+
+static void GL_BindUBO(int bufferobject)
+{
+ if (gl_state.uniformbufferobject != bufferobject)
+ {
+ gl_state.uniformbufferobject = bufferobject;
+#ifdef GL_UNIFORM_BUFFER
+ CHECKGLERROR
+ qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
+#endif
}
}
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)
{
+ int temp;
+ GLuint status;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- if (vid.support.ext_framebuffer_object)
+ 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 )
{
- int temp;
- GLuint status;
- qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
- R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
- if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
- // if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
- if (colortexture && colortexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
- if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
- if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
- if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
- if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
- if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
- if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
- if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
- if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
- if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
-
- if (colortexture4 && qglDrawBuffersARB)
- {
- qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- }
- else if (colortexture3 && qglDrawBuffersARB)
- {
- qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- }
- else if (colortexture2 && qglDrawBuffersARB)
- {
- qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- }
- else if (colortexture && qglDrawBuffer)
- {
- qglDrawBuffer(drawbuffers[0]);CHECKGLERROR
- qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
- }
- else if (qglDrawBuffer)
- {
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- }
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE)
- {
- Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatusEXT returned %i\n", status);
- qglDeleteFramebuffersEXT(1, (GLuint*)&temp);
- temp = 0;
- }
- return temp;
+ 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
}
- return 0;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- return 1;
- case RENDERPATH_SOFT:
- return 1;
+ if (depthtexture && depthtexture->renderbuffernum )
+ {
+ 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
+
+#ifndef USE_GLES2
+ if (colortexture4)
+ {
+ qglDrawBuffers(4, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture3)
+ {
+ qglDrawBuffers(3, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture2)
+ {
+ qglDrawBuffers(2, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);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;
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (fbo)
- qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
+ {
+ // GL clears the binding if we delete something bound
+ if (gl_state.framebufferobject == fbo)
+ gl_state.framebufferobject = 0;
+ qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
+ }
break;
}
}
-#ifdef SUPPORTD3D
-void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
-{
- gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
- if (gl_state.d3drt_depthsurface != depthsurface)
- {
- gl_state.d3drt_depthsurface = depthsurface;
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
- }
- if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
- {
- gl_state.d3drt_colorsurfaces[0] = colorsurface0;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
- }
- if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
- {
- gl_state.d3drt_colorsurfaces[1] = colorsurface1;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
- }
- if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
- {
- gl_state.d3drt_colorsurfaces[2] = colorsurface2;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
- }
- if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
- {
- gl_state.d3drt_colorsurfaces[3] = colorsurface3;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
- }
-}
-#endif
-
void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
{
unsigned int i;
// 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 < vid.teximageunits;i++)
+ 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)
+ switch (vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (gl_state.framebufferobject != fbo)
{
gl_state.framebufferobject = fbo;
- qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- // set up the new render targets, a NULL depthtexture intentionally binds nothing
- // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
- if (fbo)
- {
- IDirect3DSurface9 *surfaces[5];
- for (i = 0;i < 5;i++)
- {
- surfaces[i] = NULL;
- if (textures[i])
- {
- if (textures[i]->d3dsurface)
- surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
- else
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
- }
- }
- // set the render targets for real
- R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
- // release the texture surface levels (they won't be lost while bound...)
- for (i = 0;i < 5;i++)
- if (textures[i] && !textures[i]->d3dsurface)
- IDirect3DSurface9_Release(surfaces[i]);
- }
- else
- R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- if (fbo)
- {
- int width, height;
- unsigned int *pointers[5];
- memset(pointers, 0, sizeof(pointers));
- for (i = 0;i < 5;i++)
- pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
- width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
- height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
- DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
}
- else
- DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
break;
}
}
-#ifdef SUPPORTD3D
-static int d3dcmpforglfunc(int f)
-{
- switch(f)
- {
- case GL_NEVER: return D3DCMP_NEVER;
- case GL_LESS: return D3DCMP_LESS;
- case GL_EQUAL: return D3DCMP_EQUAL;
- case GL_LEQUAL: return D3DCMP_LESSEQUAL;
- case GL_GREATER: return D3DCMP_GREATER;
- case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
- case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
- case GL_ALWAYS: return D3DCMP_ALWAYS;
- default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
- }
-}
-
-static int d3dstencilopforglfunc(int f)
-{
- switch(f)
- {
- case GL_KEEP: return D3DSTENCILOP_KEEP;
- case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
- case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
- default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
- }
-}
-#endif
-
-extern cvar_t r_transparent_alphatocoverage;
-
static void GL_Backend_ResetState(void)
{
- unsigned int i;
gl_state.active = true;
gl_state.depthtest = true;
- gl_state.alphatest = false;
- gl_state.alphafunc = GL_GEQUAL;
- gl_state.alphafuncvalue = 0.5f;
gl_state.alphatocoverage = false;
gl_state.blendfunc1 = GL_ONE;
gl_state.blendfunc2 = GL_ZERO;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
+ // set up debug output early
+ if (vid.support.arb_debug_output)
{
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
+ 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
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
-#ifdef GL_ALPHA_TEST
CHECKGLERROR
-
qglColorMask(1, 1, 1, 1);CHECKGLERROR
- qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
qglCullFace(gl_state.cullface);CHECKGLERROR
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
- if (vid.support.arb_vertex_buffer_object)
- {
- qglBindBufferARB(GL_ARRAY_BUFFER, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- if (vid.support.ext_framebuffer_object)
- {
- //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER, 0);
- }
-
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglColor4f(1, 1, 1, 1);CHECKGLERROR
-
- if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject);
-
- gl_state.unit = MAX_TEXTUREUNITS;
- gl_state.clientunit = MAX_TEXTUREUNITS;
- for (i = 0;i < vid.texunits;i++)
- {
- GL_ActiveTexture(i);
- GL_ClientActiveTexture(i);
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- if (vid.support.ext_texture_3d)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
- }
- if (vid.support.arb_texture_cube_map)
- {
- qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
- }
- GL_BindVBO(0);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- }
- CHECKGLERROR
-#endif
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_ColorMask(1,1,1,1);
- DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
- DPSOFTRAST_CullFace(gl_state.cullface);
- DPSOFTRAST_DepthFunc(gl_state.depthfunc);
- DPSOFTRAST_DepthMask(gl_state.depthmask);
- DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
- DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
- DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
- break;
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- 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]);
- if (vid.support.arb_vertex_buffer_object)
- {
- qglBindBufferARB(GL_ARRAY_BUFFER, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
+ qglBindBuffer(GL_ARRAY_BUFFER, 0);
+ qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
- qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
- qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
gl_state.unit = MAX_TEXTUREUNITS;
- gl_state.clientunit = MAX_TEXTUREUNITS;
- for (i = 0;i < vid.teximageunits;i++)
- {
- GL_ActiveTexture(i);
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- if (vid.support.ext_texture_3d)
- {
- qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
- }
- if (vid.support.arb_texture_cube_map)
- {
- qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
- }
- }
- for (i = 0;i < vid.texarrayunits;i++)
- {
- GL_BindVBO(0);
- qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
- }
CHECKGLERROR
break;
}
gl_state.unit = num;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- if (qglActiveTexture)
- {
- CHECKGLERROR
- qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
- CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- break;
- }
- }
-}
-
-void GL_ClientActiveTexture(unsigned int num)
-{
- if (gl_state.clientunit != num)
- {
- gl_state.clientunit = num;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (qglActiveTexture)
- {
- CHECKGLERROR
- qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
- CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- break;
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
break;
}
}
blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ if (qglBlendFuncSeparate)
+ {
+ qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+ }
+ else
+ {
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ }
if (gl_state.blend != blendenable)
{
gl_state.blend = blendenable;
}
}
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- int i;
- int glblendfunc[2];
- D3DBLEND d3dblendfunc[2];
- glblendfunc[0] = gl_state.blendfunc1;
- glblendfunc[1] = gl_state.blendfunc2;
- for (i = 0;i < 2;i++)
- {
- switch(glblendfunc[i])
- {
- case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
- case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
- case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
- case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
- case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
- case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
- case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
- case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
- case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
- case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
- }
- }
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
- if (gl_state.blend != blendenable)
- {
- gl_state.blend = blendenable;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
- break;
}
}
}
gl_state.depthmask = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_DepthMask(gl_state.depthmask);
- break;
}
}
}
gl_state.depthtest = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (gl_state.depthtest)
qglDisable(GL_DEPTH_TEST);CHECKGLERROR
}
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_DepthTest(gl_state.depthtest);
- break;
}
}
}
gl_state.depthfunc = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_DepthFunc(gl_state.depthfunc);
- break;
}
}
}
gl_state.depthrange[1] = farfrac;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
+ CHECKGLERROR
#ifdef USE_GLES2
- qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
+ qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
#else
- qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
-#endif
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- D3DVIEWPORT9 d3dviewport;
- d3dviewport.X = gl_viewport.x;
- d3dviewport.Y = gl_viewport.y;
- d3dviewport.Width = gl_viewport.width;
- d3dviewport.Height = gl_viewport.height;
- d3dviewport.MinZ = gl_state.depthrange[0];
- d3dviewport.MaxZ = gl_state.depthrange[1];
- IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
- }
+ qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
#endif
break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
- break;
- }
- }
-}
-
-void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
-{
- switch (vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- CHECKGLERROR
- if (enable)
- {
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_STENCIL_TEST);CHECKGLERROR
- }
- if (vid.support.ati_separate_stencil)
- {
- qglStencilMask(writemask);CHECKGLERROR
- qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
- qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
- qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
- }
- else if (vid.support.ext_stencil_two_side)
- {
-#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
- qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
- qglStencilMask(writemask);CHECKGLERROR
- qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
- qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
- qglStencilMask(writemask);CHECKGLERROR
- qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
- qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
-#endif
}
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
{
switch (vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
{
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
}
- if (vid.support.ext_stencil_two_side)
- {
-#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
- qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-#endif
- }
qglStencilMask(writemask);CHECKGLERROR
qglStencilOp(fail, zfail, zpass);CHECKGLERROR
qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (vid.support.ati_separate_stencil)
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
gl_state.polygonoffset[1] = depthoffset;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
break;
}
}
return;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
+ CHECKGLERROR
qglCullFace(gl_state.cullface);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_CullFace(gl_state.cullface);
- break;
}
}
}
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
}
}
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (gl_state.cullface != state)
- {
- gl_state.cullface = state;
- switch(gl_state.cullface)
- {
- case GL_NONE:
- gl_state.cullfaceenable = false;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
- break;
- case GL_FRONT:
- gl_state.cullfaceenable = true;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
- break;
- case GL_BACK:
- gl_state.cullfaceenable = true;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
- break;
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- if (gl_state.cullface != state)
- {
- gl_state.cullface = state;
- gl_state.cullfaceenable = state != GL_NONE ? true : false;
- DPSOFTRAST_CullFace(gl_state.cullface);
- }
- break;
- }
-}
-
-void GL_AlphaTest(int state)
-{
- if (gl_state.alphatest != state)
- {
- gl_state.alphatest = state;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
-#ifdef GL_ALPHA_TEST
- // only fixed function uses alpha test, other paths use pixel kill capability in shaders
- CHECKGLERROR
- if (gl_state.alphatest)
- {
- qglEnable(GL_ALPHA_TEST);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
- }
-#endif
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- break;
- }
}
}
gl_state.alphatocoverage = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
break;
- case RENDERPATH_GL20:
-#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
+ 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)
{
- qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
-// qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+ qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
+// qglEnable(GL_MULTISAMPLE);CHECKGLERROR
}
else
{
- qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
-// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+ qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
+// qglDisable(GL_MULTISAMPLE);CHECKGLERROR
}
#endif
break;
gl_state.colormask = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_ColorMask(r, g, b, a);
- break;
}
}
}
gl_state.color4f[3] = ca;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- CHECKGLERROR
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // no equivalent in D3D
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_Color4f(cr, cg, cb, ca);
- break;
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
break;
}
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
- qglScissor(x, y,width,height);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- RECT d3drect;
- d3drect.left = x;
- d3drect.top = y;
- d3drect.right = x + width;
- d3drect.bottom = y + height;
- IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_Scissor(x, y, width, height);
+ qglScissor(x, y,width,height);CHECKGLERROR
break;
}
}
gl_state.scissortest = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if(gl_state.scissortest)
qglDisable(GL_SCISSOR_TEST);
CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_ScissorTest(gl_state.scissortest);
- break;
}
}
}
void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
{
- static const float blackcolor[4] = {0, 0, 0, 0};
+ // 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;
}
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (mask & GL_COLOR_BUFFER_BIT)
}
qglClear(mask);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- if (mask & GL_COLOR_BUFFER_BIT)
- DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
- if (mask & GL_DEPTH_BUFFER_BIT)
- DPSOFTRAST_ClearDepth(depthvalue);
- break;
}
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
- qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- // LordHavoc: we can't directly download the backbuffer because it may be
- // multisampled, and it may not be lockable, so we blit it to a lockable
- // surface of the same dimensions (but without multisample) to resolve the
- // multisample buffer to a normal image, and then lock that...
- IDirect3DSurface9 *stretchsurface = NULL;
- if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
- {
- D3DLOCKED_RECT lockedrect;
- if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
- {
- if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
- {
- int line;
- unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
- for (line = 0;line < height;line++, row -= lockedrect.Pitch)
- memcpy(outpixels + line * width * 4, row, width * 4);
- IDirect3DSurface9_UnlockRect(stretchsurface);
- }
- }
- IDirect3DSurface9_Release(stretchsurface);
+#ifndef GL_BGRA
+ {
+ 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)
+ {
+ 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;
}
- // code scraps
- //IDirect3DSurface9 *syssurface = NULL;
- //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
- //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
- //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
- //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
- //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
- //IDirect3DSurface9_UnlockRect(syssurface);
- //IDirect3DSurface9_Release(syssurface);
}
+#else
+ qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
- break;
+ break;
}
}
{
BACKENDACTIVECHECK
R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
- R_Mesh_SetUseVBO();
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
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_extra.integer))
+ 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++)
qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
- qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
- qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
#ifndef USE_GLES2
- if(vid.support.gl20shaders130)
- qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+ qglBindFragDataLocation(programobject, 0, "dp_FragColor");
#endif
+ CHECKGLERROR
if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
-#ifdef GL_GEOMETRY_SHADER
+#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
qglLinkProgram(programobject);CHECKGLERROR
qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+
if (linklog[0])
{
+
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
if (strstr(linklog, "fragment shader will run in software"))
programlinked = false;
}
+
if (!programlinked)
goto cleanup;
+
return programobject;
cleanup:
qglDeleteProgram(programobject);CHECKGLERROR
}
// renders triangles using vertices from the active arrays
-int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
+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;
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;
}
- if (!gl_mesh_prefer_short_elements.integer)
- {
- if (element3i)
- element3s = NULL;
- if (element3i_indexbuffer)
- element3i_indexbuffer = NULL;
- }
// adjust the pointers for firsttriangle
if (element3i)
element3i += firsttriangle * 3;
element3s += firsttriangle * 3;
if (element3s_indexbuffer)
element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- // check if the user specified to ignore static index buffers
- if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
- {
- element3i_indexbuffer = NULL;
- element3s_indexbuffer = NULL;
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- break;
- }
// upload a dynamic index buffer if needed
if (element3s)
{
- if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
- {
- if (gl_state.draw_dynamicindexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
- else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
- element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
- element3s_bufferoffset = 0;
- }
+ if (!element3s_indexbuffer)
+ element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
}
else if (element3i)
{
- if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
- {
- if (gl_state.draw_dynamicindexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
- else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
- element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
- element3i_bufferoffset = 0;
- }
+ 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.draws++;
- r_refdef.stats.draws_vertices += numvertices;
- r_refdef.stats.draws_elements += numelements;
+ 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)
{
unsigned int i;
- // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
-#if 0
- unsigned int j, size;
- const int *p;
- // note: there's no validation done here on buffer objects because it
- // is somewhat difficult to get at the data, and gl_paranoid can be
- // used without buffer objects if the need arises
- // (the data could be gotten using glMapBuffer but it would be very
- // slow due to uncachable video memory reads)
- if (!qglIsEnabled(GL_VERTEX_ARRAY))
- Con_Print("R_Mesh_Draw: vertex array not enabled\n");
- CHECKGLERROR
- if (gl_state.pointer_vertex_pointer)
- 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_enabled)
- {
- if (!qglIsEnabled(GL_COLOR_ARRAY))
- Con_Print("R_Mesh_Draw: color array set but not enabled\n");
- CHECKGLERROR
- if (gl_state.pointer_color && gl_state.pointer_color_enabled)
- for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
- paranoidblah += *p;
- }
- for (i = 0;i < vid.texarrayunits;i++)
+ if (element3i)
{
- if (gl_state.units[i].arrayenabled)
- {
- GL_ClientActiveTexture(i);
- if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
- Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
- CHECKGLERROR
- if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
- 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;
- }
- }
-#endif
- if (element3i)
- {
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
{
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
+ case RENDERPATH_GLES2:
CHECKGLERROR
- if (gl_mesh_testmanualfeeding.integer)
- {
-#ifndef USE_GLES2
- unsigned int i, j, element;
- const GLfloat *p;
- qglBegin(GL_TRIANGLES);
- if(vid.renderpath == RENDERPATH_GL20)
- {
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
- {
- if (element3i)
- element = element3i[i];
- else if (element3s)
- element = element3s[i];
- else
- element = firstvertex + i;
- for (j = 0;j < vid.texarrayunits;j++)
- {
- if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
- {
- if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
- else
- qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
- {
- const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
- {
- const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
- }
- }
- }
- if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
- {
- if (gl_state.pointer_color_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
- }
- else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
- {
- const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
- }
- }
- if (gl_state.pointer_vertex_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
- if (gl_state.pointer_vertex_components == 4)
- qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
- else if (gl_state.pointer_vertex_components == 3)
- qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
- else
- qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
- }
- }
- }
- else
- {
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
- {
- if (element3i)
- element = element3i[i];
- else if (element3s)
- element = element3s[i];
- else
- element = firstvertex + i;
- for (j = 0;j < vid.texarrayunits;j++)
- {
- if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
- {
- if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
- else
- qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
- }
- else
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(p[0], p[1]);
- else
- qglTexCoord1f(p[0]);
- }
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
- {
- const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
- }
- else
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(s[0], s[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(s[0]);
- }
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
- {
- const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
- }
- else
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(sb[0]);
- }
- }
- }
- }
- if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
- {
- if (gl_state.pointer_color_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4f(p[0], p[1], p[2], p[3]);
- }
- else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
- {
- const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
- }
- }
- if (gl_state.pointer_vertex_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
- if (gl_state.pointer_vertex_components == 4)
- qglVertex4f(p[0], p[1], p[2], p[3]);
- else if (gl_state.pointer_vertex_components == 3)
- qglVertex3f(p[0], p[1], p[2]);
- else
- qglVertex2f(p[0], p[1]);
- }
- }
- }
- qglEnd();
- CHECKGLERROR
-#endif
- }
- else if (bufferobject3s)
+ if (bufferobject3s)
{
GL_BindEBO(bufferobject3s);
-#ifndef USE_GLES2
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
- CHECKGLERROR
- }
- else
-#endif
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
- CHECKGLERROR
- }
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
}
else if (bufferobject3i)
{
GL_BindEBO(bufferobject3i);
-#ifndef USE_GLES2
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
- CHECKGLERROR
- }
- else
-#endif
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
- CHECKGLERROR
- }
- }
- else if (element3s)
- {
- GL_BindEBO(0);
-#ifndef USE_GLES2
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
- }
- else
-#endif
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
- }
- }
- else if (element3i)
- {
- GL_BindEBO(0);
-#ifndef USE_GLES2
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
- CHECKGLERROR
- }
- else
-#endif
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
- CHECKGLERROR
- }
- }
- else
- {
- qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
- CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
- {
- if (element3s_indexbuffer)
- {
- IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
- IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
- }
- else if (element3i_indexbuffer)
- {
- IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
- IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
- }
- else
- IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
- }
- else
- {
- if (element3s)
- IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
- else if (element3i)
- IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
- else
- IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
- break;
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- // GLES does not have glDrawRangeElements, and generally
- // underperforms with index buffers, so this code path is
- // relatively straightforward...
-#if 0
- if (gl_paranoid.integer)
- {
- int r, prog, enabled, i;
- GLsizei attriblength;
- GLint attribsize;
- GLenum attribtype;
- GLchar attribname[1024];
- r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
- if (r != GL_FRAMEBUFFER_COMPLETE)
- Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
-#ifndef GL_CURRENT_PROGRAM
-#define GL_CURRENT_PROGRAM 0x8B8D
-#endif
- qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
- if (r < 0 || r > 10000)
- Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
- prog = r;
- for (i = 0;i < 8;i++)
- {
- qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
- if (!r)
- continue;
- qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
- Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
- }
- }
-#endif
- if (element3s)
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
- }
- else if (element3i)
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
- CHECKGLERROR
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
}
else
{
- qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
- CHECKGLERROR
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
}
break;
}
R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
}
-r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
{
r_meshbuffer_t *buffer;
- if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
- return NULL;
buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
memset(buffer, 0, sizeof(*buffer));
buffer->bufferobject = 0;
buffer->devicebuffer = NULL;
- buffer->size = 0;
+ 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);
+ R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
return buffer;
}
-void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
{
if (!buffer)
return;
if (buffer->isindexbuffer)
{
- r_refdef.stats.indexbufferuploadcount++;
- r_refdef.stats.indexbufferuploadsize += size;
+ r_refdef.stats[r_stat_indexbufferuploadcount]++;
+ r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
}
else
{
- r_refdef.stats.vertexbufferuploadcount++;
- r_refdef.stats.vertexbufferuploadsize += size;
+ r_refdef.stats[r_stat_vertexbufferuploadcount]++;
+ r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
}
+ if (!subdata)
+ buffer->size = size;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (!buffer->bufferobject)
- qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
- if (buffer->isindexbuffer)
+ 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);
- qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
+
{
- int result;
- void *datapointer = NULL;
- if (buffer->isindexbuffer)
- {
- IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
- if (size > buffer->size || !buffer->devicebuffer)
- {
- if (buffer->devicebuffer)
- IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
- buffer->devicebuffer = NULL;
- if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
- Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
- buffer->devicebuffer = (void *)d3d9indexbuffer;
- buffer->size = size;
- }
- if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
- {
- if (data)
- memcpy(datapointer, data, size);
- else
- memset(datapointer, 0, size);
- IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
- }
- }
+ 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
- {
- IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
- if (size > buffer->size || !buffer->devicebuffer)
- {
- if (buffer->devicebuffer)
- IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
- buffer->devicebuffer = NULL;
- if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
- Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
- buffer->devicebuffer = (void *)d3d9vertexbuffer;
- buffer->size = size;
- }
- if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
- {
- if (data)
- memcpy(datapointer, data, size);
- else
- memset(datapointer, 0, size);
- IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
- }
- }
+ qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+ CHECKGLERROR
}
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
+ if (buffer->isuniformbuffer)
+ GL_BindUBO(0);
break;
}
}
return;
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (gl_state.d3dvertexbuffer == (void *)buffer)
- gl_state.d3dvertexbuffer = NULL;
- if (buffer->devicebuffer)
- {
- if (buffer->isindexbuffer)
- IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
- else
- IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
- buffer->devicebuffer = NULL;
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
+ // 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;
}
Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
+static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
void GL_Mesh_ListVBOs(qboolean printeach)
{
int i, endindex;
- size_t ebocount = 0, ebomemory = 0;
- size_t vbocount = 0, vbomemory = 0;
+ 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;
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+ 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->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
- else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+ 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]);
}
- Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+ 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);
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- 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;
- 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);
- qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
- }
- break;
- case RENDERPATH_GL20:
+ 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, 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_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ // 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
}
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
}
}
// the pointer only.
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
- CHECKGLERROR
- if (pointer)
- {
- // caller wants color array enabled
- int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
- if (!gl_state.pointer_color_enabled)
- {
- gl_state.pointer_color_enabled = true;
- CHECKGLERROR
- qglEnableClientState(GL_COLOR_ARRAY);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);
- qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
- }
- }
- else
- {
- // caller wants color array disabled
- if (gl_state.pointer_color_enabled)
- {
- gl_state.pointer_color_enabled = false;
- CHECKGLERROR
- 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
- }
- }
-#endif
- break;
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (pointer)
gl_state.pointer_color_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ // 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
}
}
else
gl_state.pointer_color_enabled = false;
CHECKGLERROR
qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
- // when color array is on the glColor gets trashed, set it again
+ // 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;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
}
}
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)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
- CHECKGLERROR
- if (pointer)
- {
- int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
- // texture array unit is enabled, enable the array
- if (!unit->arrayenabled)
- {
- unit->arrayenabled = true;
- GL_ClientActiveTexture(unitnum);
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- // 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)
- {
- 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_ClientActiveTexture(unitnum);
- GL_BindVBO(bufferobject);
- qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
- }
- }
- else
- {
- // texture array unit is disabled, disable the array
- if (unit->arrayenabled)
- {
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
-#endif
- break;
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (pointer)
unit->pointer_texcoord_vertexbuffer = vertexbuffer;
unit->pointer_texcoord_offset = bufferoffset;
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ // 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
}
}
else
}
}
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
}
}
int R_Mesh_TexBound(unsigned int unitnum, int id)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= vid.teximageunits)
- return 0;
+ 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)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ 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;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- IDirect3DSurface9 *currentsurface = NULL;
- IDirect3DSurface9 *texturesurface = NULL;
- RECT sourcerect;
- RECT destrect;
- sourcerect.left = sx;
- sourcerect.top = sy;
- sourcerect.right = sx + width;
- sourcerect.bottom = sy + height;
- destrect.left = tx;
- destrect.top = ty;
- destrect.right = tx + width;
- destrect.bottom = ty + height;
- if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
- {
- if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
- {
- IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
- IDirect3DSurface9_Release(currentsurface);
- }
- IDirect3DSurface9_Release(texturesurface);
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
- break;
}
}
-#ifdef SUPPORTD3D
-int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
-#endif
-
void R_Mesh_ClearBindingsForTexture(int texnum)
{
gltextureunit_t *unit;
unsigned int unitnum;
- // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
- for (unitnum = 0;unitnum < vid.teximageunits;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++)
{
unit = gl_state.units + unitnum;
- if (unit->t2d == texnum)
- unit->t2d = -1;
- if (unit->t3d == texnum)
- unit->t3d = -1;
- if (unit->tcubemap == texnum)
- unit->tcubemap = -1;
+ if (unit->texture && unit->texture->texnum == texnum)
+ R_Mesh_TexBind(unitnum, NULL);
}
}
void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- int tex2d, tex3d, texcubemap, texnum;
- if (unitnum >= vid.teximageunits)
- return;
-// if (unit->texture == tex)
-// return;
+ 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_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- if (!tex)
- {
- tex = r_texture_white;
- // not initialized enough yet...
- if (!tex)
- return;
- }
- unit->texture = tex;
- texnum = R_GetTexture(tex);
- switch(tex->gltexturetypeenum)
- {
- case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
- case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
- case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
- }
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- unit->texture = tex;
- tex2d = 0;
- tex3d = 0;
- texcubemap = 0;
if (tex)
{
texnum = R_GetTexture(tex);
- switch(tex->gltexturetypeenum)
+ switch (tex->gltexturetypeenum)
{
case GL_TEXTURE_2D:
- tex2d = texnum;
+ 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:
- tex3d = texnum;
+ 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:
- texcubemap = texnum;
+ 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;
}
}
- // update 2d texture binding
- if (unit->t2d != tex2d)
- {
- GL_ActiveTexture(unitnum);
- if (tex2d)
- {
- if (unit->t2d == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
- }
- else
- {
- if (unit->t2d)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- }
- unit->t2d = tex2d;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
- }
- // update 3d texture binding
- if (unit->t3d != tex3d)
- {
- GL_ActiveTexture(unitnum);
- if (tex3d)
- {
- if (unit->t3d == 0)
- {
- qglEnable(GL_TEXTURE_3D);CHECKGLERROR
- }
- }
- else
- {
- if (unit->t3d)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- }
- unit->t3d = tex3d;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
- }
- // update cubemap texture binding
- if (unit->tcubemap != texcubemap)
+ else
{
- GL_ActiveTexture(unitnum);
- if (texcubemap)
- {
- if (unit->tcubemap == 0)
- {
- qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
- }
- }
- else
- {
- if (unit->tcubemap)
- {
- qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
- }
- }
- unit->tcubemap = texcubemap;
- qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);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; }
}
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- extern cvar_t gl_texture_anisotropy;
- if (!tex)
- {
- tex = r_texture_white;
- // not initialized enough yet...
- if (!tex)
- return;
- }
- // upload texture if needed
- R_GetTexture(tex);
- if (unit->texture == tex)
- return;
- unit->texture = tex;
- IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
- //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
- if (tex->d3daddressw)
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- if (!tex)
- {
- tex = r_texture_white;
- // not initialized enough yet...
- if (!tex)
- return;
- }
- texnum = R_GetTexture(tex);
- if (unit->texture == tex)
- return;
- unit->texture = tex;
- DPSOFTRAST_SetTexture(unitnum, texnum);
- break;
- }
-}
-
-void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
-{
- gltextureunit_t *unit = gl_state.units + unitnum;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
-#ifdef GL_MODELVIEW
- if (matrix && matrix->m[3][3])
- {
- // texmatrix specified, check if it is different
- if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
- {
- float glmatrix[16];
- unit->texmatrixenabled = true;
- unit->matrix = *matrix;
- CHECKGLERROR
- Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadMatrixf(glmatrix);CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
- }
- else
- {
- // no texmatrix specified, revert to identity
- if (unit->texmatrixenabled)
- {
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
- }
-#endif
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- break;
- }
-}
-
-void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
-{
- gltextureunit_t *unit = gl_state.units + unitnum;
- CHECKGLERROR
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- // do nothing
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
-#ifdef GL_TEXTURE_ENV
- // GL_ARB_texture_env_combine
- if (!combinergb)
- combinergb = GL_MODULATE;
- if (!combinealpha)
- combinealpha = GL_MODULATE;
- if (!rgbscale)
- rgbscale = 1;
- if (!alphascale)
- alphascale = 1;
- if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
- {
- if (combinergb == GL_DECAL)
- combinergb = GL_INTERPOLATE;
- if (unit->combine != GL_COMBINE)
- {
- unit->combine = GL_COMBINE;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
- }
- if (unit->combinergb != combinergb)
- {
- unit->combinergb = combinergb;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
- }
- if (unit->combinealpha != combinealpha)
- {
- unit->combinealpha = combinealpha;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
- }
- if (unit->rgbscale != rgbscale)
- {
- unit->rgbscale = rgbscale;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
- }
- if (unit->alphascale != alphascale)
- {
- unit->alphascale = alphascale;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
- }
- }
- else
- {
- if (unit->combine != combinergb)
- {
- unit->combine = combinergb;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
- }
- }
-#endif
- break;
- case RENDERPATH_GL11:
- // normal GL texenv
-#ifdef GL_TEXTURE_ENV
- if (!combinergb)
- combinergb = GL_MODULATE;
- if (unit->combine != combinergb)
- {
- unit->combine = combinergb;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
- }
-#endif
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- break;
}
+ unit->texture = tex;
}
void R_Mesh_ResetTextureState(void)
{
+#if 0
unsigned int unitnum;
-
+
BACKENDACTIVECHECK
- for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+ for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
R_Mesh_TexBind(unitnum, NULL);
- for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
- R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- for (unitnum = 0;unitnum < vid.texunits;unitnum++)
- {
- R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexMatrix(unitnum, NULL);
- }
- break;
- }
-}
-
-
-
-#ifdef SUPPORTD3D
-//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
-//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
-//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
-
-D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
-{
- {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- D3DDECL_END()
-};
-
-D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
-{
- {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
- {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
- D3DDECL_END()
-};
-
-D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
-{
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
- D3DDECL_END()
-};
-
-IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
-IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
-IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
-#endif
-
-static void R_Mesh_InitVertexDeclarations(void)
-{
-#ifdef SUPPORTD3D
- r_vertex3f_d3d9decl = NULL;
- r_vertexgeneric_d3d9decl = NULL;
- r_vertexmesh_d3d9decl = NULL;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_D3D9:
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- break;
- }
#endif
}
-static void R_Mesh_DestroyVertexDeclarations(void)
-{
-#ifdef SUPPORTD3D
- if (r_vertex3f_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
- r_vertex3f_d3d9decl = NULL;
- if (r_vertexgeneric_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
- r_vertexgeneric_d3d9decl = NULL;
- if (r_vertexmesh_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
- r_vertexmesh_d3d9decl = NULL;
-#endif
-}
-
-void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
{
// upload temporary vertexbuffer for this rendering
- if (!gl_state.usevbo_staticvertex)
- vertexbuffer = NULL;
- if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- {
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
- else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
- vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
- 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, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- else
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
- 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, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
- 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, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- else
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
- 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, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- break;
- case RENDERPATH_GL11:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
- 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);
- }
- else
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
- 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);
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
- if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
- else
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
- gl_state.d3dvertexbuffer = (void *)vertexbuffer;
- gl_state.d3dvertexdata = (void *)vertex3f;
- gl_state.d3dvertexsize = sizeof(float[3]);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
- DPSOFTRAST_SetColorPointer(NULL, 0);
- DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
- DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
- DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
- DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
- DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
- break;
- }
-}
-
-
-
-r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
-{
- size_t size;
- size = sizeof(r_vertexgeneric_t) * numvertices;
- if (gl_state.preparevertices_tempdatamaxsize < size)
- {
- gl_state.preparevertices_tempdatamaxsize = size;
- gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
- }
- gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexgeneric;
-}
-
-qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
-{
- R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
- gl_state.preparevertices_vertexgeneric = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
+ 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 );
}
void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
{
- int i;
- r_vertexgeneric_t *vertex;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
- }
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (!vid.useinterleavedarrays)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
- if (vid.texunits >= 2)
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- if (vid.texunits >= 3)
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
- DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
- DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
- DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
- DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
- DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
- DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
- return;
- }
-
- // no quick path for this case, convert to vertex structs
- vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
- for (i = 0;i < numvertices;i++)
- VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ 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)
- {
- for (i = 0;i < numvertices;i++)
- Vector4Copy(color4f + 4*i, vertex[i].color4f);
- }
- else
- {
- for (i = 0;i < numvertices;i++)
- Vector4Copy(gl_state.color4f, vertex[i].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)
- for (i = 0;i < numvertices;i++)
- Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
- R_Mesh_PrepareVertices_Generic_Unlock();
- R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
-{
- // upload temporary vertexbuffer for this rendering
- if (!gl_state.usevbo_staticvertex)
- vertexbuffer = NULL;
- if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- {
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
- else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
- vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- }
- break;
- case RENDERPATH_GL11:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
- if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
- else
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
- gl_state.d3dvertexbuffer = (void *)vertexbuffer;
- gl_state.d3dvertexdata = (void *)vertex;
- gl_state.d3dvertexsize = sizeof(*vertex);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
- DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
- DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
- DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
- DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
- DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
- DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
- break;
- }
-}
-
-
-
-r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
-{
- size_t size;
- size = sizeof(r_vertexmesh_t) * numvertices;
- if (gl_state.preparevertices_tempdatamaxsize < size)
- {
- gl_state.preparevertices_tempdatamaxsize = size;
- gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
- }
- gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexmesh;
-}
-
-qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
-{
- R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
- gl_state.preparevertices_vertexmesh = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
+ 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_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)
{
- int i;
- r_vertexmesh_t *vertex;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
- return;
- }
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (!vid.useinterleavedarrays)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
- if (vid.texunits >= 2)
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
- if (vid.texunits >= 3)
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
- DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
- DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
- DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
- DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
- DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
- DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
- return;
- }
-
- vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
- for (i = 0;i < numvertices;i++)
- VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ 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)
- for (i = 0;i < numvertices;i++)
- VectorCopy(svector3f + 3*i, vertex[i].svector3f);
+ buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
if (tvector3f)
- for (i = 0;i < numvertices;i++)
- VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
+ buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
if (normal3f)
- for (i = 0;i < numvertices;i++)
- VectorCopy(normal3f + 3*i, vertex[i].normal3f);
- if (color4f)
- {
- for (i = 0;i < numvertices;i++)
- Vector4Copy(color4f + 4*i, vertex[i].color4f);
- }
- else
- {
- for (i = 0;i < numvertices;i++)
- Vector4Copy(gl_state.color4f, vertex[i].color4f);
- }
+ buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
if (texcoordtexture2f)
- for (i = 0;i < numvertices;i++)
- Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
+ buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
if (texcoordlightmap2f)
- for (i = 0;i < numvertices;i++)
- Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
- R_Mesh_PrepareVertices_Mesh_Unlock();
- R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
-{
- // upload temporary vertexbuffer for this rendering
- if (!gl_state.usevbo_staticvertex)
- vertexbuffer = NULL;
- if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- {
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
- else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
- vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
- }
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
- }
- break;
- case RENDERPATH_GL11:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
- if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
- else
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
- gl_state.d3dvertexbuffer = (void *)vertexbuffer;
- gl_state.d3dvertexdata = (void *)vertex;
- gl_state.d3dvertexsize = sizeof(*vertex);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
- DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
- DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
- DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
- DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
- DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
- DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
- break;
- }
+ 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(qboolean negated)
{
+ CHECKGLERROR
if(negated)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_BlendSubtract(true);
+ qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
break;
}
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
- qglBlendEquationEXT(GL_FUNC_ADD);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_BlendSubtract(false);
+ qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR
break;
}
}