int alphatest;
int alphafunc;
float alphafuncvalue;
+ qboolean alphatocoverage;
int scissortest;
unsigned int unit;
unsigned int clientunit;
int vertexbufferobject;
int elementbufferobject;
int framebufferobject;
- int defaultframebufferobject; // RENDERPATH_GLES2 has a non-zero fbo provided by the OS
+ int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
qboolean pointer_color_enabled;
int pointer_vertex_components;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ 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;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
// fetch current fbo here (default fbo is not 0 on some GLES devices)
if (vid.support.ext_framebuffer_object)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
}
+void GL_Finish(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ 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();
+ break;
+ }
+}
+
static int bboxedges[12][2] =
{
// top
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
}
VectorSet(normal, normalx, normaly, normalz);
Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
- VectorScale(normal, dist, v3);
+ 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
clipPlane[3] = -DotProduct(v4, clipPlane);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
-// CHECKGLERROR
-// qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-// break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GLES1:
CHECKGLERROR
qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
// Load the projection matrix into OpenGL
case RENDERPATH_SOFT:
DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
break;
+ case RENDERPATH_GL20:
case RENDERPATH_GLES2:
CHECKGLERROR
qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (!vid.support.ext_framebuffer_object)
return 0;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (fbo)
qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (gl_state.framebufferobject)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (gl_state.framebufferobject != fbo)
{
}
#endif
+extern cvar_t r_transparent_alphatocoverage;
static void GL_Backend_ResetState(void)
{
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;
gl_state.blend = false;
gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
gl_state.lockrange_first = 0;
gl_state.lockrange_count = 0;
- gl_state.cullface = GL_NONE;
+ gl_state.cullface = GL_FRONT;
gl_state.cullfaceenable = false;
gl_state.polygonoffset[0] = 0;
gl_state.polygonoffset[1] = 0;
#ifdef SUPPORTD3D
{
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
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);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- 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
- 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_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- }
-
- if (vid.support.ext_framebuffer_object)
- {
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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_EXT, gl_state.framebufferobject);
-
- 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_ARB, 0);CHECKGLERROR
- }
- }
-
- for (i = 0;i < vid.texarrayunits;i++)
- {
- GL_ClientActiveTexture(i);
- GL_BindVBO(0);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- CHECKGLERROR
- break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
CHECKGLERROR
qglColorMask(1, 1, 1, 1);CHECKGLERROR
break;
case RENDERPATH_SOFT:
DPSOFTRAST_ColorMask(1,1,1,1);
- DPSOFTRAST_AlphaTest(gl_state.alphatest);
DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
DPSOFTRAST_CullFace(gl_state.cullface);
DPSOFTRAST_DepthFunc(gl_state.depthfunc);
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
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ if (vid.support.arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
if (vid.support.ext_framebuffer_object)
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
- qglEnableVertexAttribArray(GLES2ATTRIB_POSITION);
- qglVertexAttribPointer(GLES2ATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
- qglDisableVertexAttribArray(GLES2ATTRIB_COLOR);
- qglVertexAttribPointer(GLES2ATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
- qglVertexAttrib4f(GLES2ATTRIB_COLOR, 1, 1, 1, 1);
+ 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++)
for (i = 0;i < vid.texarrayunits;i++)
{
GL_BindVBO(0);
- qglVertexAttribPointer(i+GLES2ATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableVertexAttribArray(i+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+ qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
}
CHECKGLERROR
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (qglActiveTexture)
{
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
if (qglActiveTexture)
{
CHECKGLERROR
break;
case RENDERPATH_SOFT:
break;
+ case RENDERPATH_GL20:
case RENDERPATH_GLES2:
break;
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
if (gl_state.depthtest)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
break;
case RENDERPATH_D3D9:
case RENDERPATH_SOFT:
DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
break;
- case RENDERPATH_GLES2:
- //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- // FIXME: qglDepthRangef instead... faster...
- qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
- break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
{
case RENDERPATH_SOFT:
//Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
- case RENDERPATH_GLES2:
- //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
- qglCullFace(gl_state.cullface);
+ qglCullFace(gl_state.cullface);CHECKGLERROR
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ // only fixed function uses alpha test, other paths use pixel kill capability in shaders
CHECKGLERROR
if (gl_state.alphatest)
{
}
break;
case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
-#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_AlphaTest(gl_state.alphatest);
- break;
+ case RENDERPATH_GL20:
case RENDERPATH_GLES2:
break;
}
}
}
-void GL_AlphaFunc(int state, float value)
+void GL_AlphaToCoverage(qboolean state)
{
- if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
+ if (gl_state.alphatocoverage != state)
{
- gl_state.alphafunc = state;
- gl_state.alphafuncvalue = value;
+ gl_state.alphatocoverage = state;
switch(vid.renderpath)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
- break;
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
-#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_AlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);
break;
- case RENDERPATH_GLES2:
+ case RENDERPATH_GL20:
+ // 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
+ }
+ else
+ {
+ qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
+// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+ }
break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
CHECKGLERROR
qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
CHECKGLERROR
case RENDERPATH_SOFT:
DPSOFTRAST_Color4f(cr, cg, cb, ca);
break;
+ case RENDERPATH_GL20:
case RENDERPATH_GLES2:
- qglVertexAttrib4f(GLES2ATTRIB_COLOR, cr, cg, cb, ca);
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglScissor(x, y,width,height);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
if(gl_state.scissortest)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
if (mask & GL_COLOR_BUFFER_BIT)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
qglCompileShader(shaderobject);CHECKGLERROR
qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
+ if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer))
{
int i, j, pretextlines = 0;
for (i = 0;i < numstrings - 1;i++)
if (!programobject)
return 0;
+ qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+ if(vid.support.gl20shaders130)
+ qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+
if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
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"))
+ 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.
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ 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)))
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
unsigned int i, j, element;
const GLfloat *p;
qglBegin(GL_TRIANGLES);
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ if(vid.renderpath == RENDERPATH_GL20)
{
- if (element3i)
- element = element3i[i];
- else if (element3s)
- element = element3s[i];
- else
- element = firstvertex + i;
- for (j = 0;j < vid.texarrayunits;j++)
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
+ 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_gltype == GL_FLOAT)
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
{
- 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_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)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
else
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
}
- else
+ 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)
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(p[0], p[1], p[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[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_ARB + j, s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
}
- else
+ 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)
- qglTexCoord4f(s[0], s[1], s[2], s[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(s[0], s[1], s[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(s[0], s[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(s[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
}
}
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
+ }
+ 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 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)
+ 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)
{
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+ 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_ARB + j, p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ else
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + 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
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
{
- 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]);
+ 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_ARB + j, s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + 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_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + 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)
+ if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
{
- 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]);
+ 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]);
+ }
}
- else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ if (gl_state.pointer_vertex_gltype == GL_FLOAT)
{
- 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]);
+ 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]);
}
}
- 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
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 (qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
- // Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
+#if 0
+ if (gl_paranoid.integer)
+ {
+ int r, prog, enabled, i;
+ GLsizei attriblength;
+ GLint attribsize;
+ GLenum attribtype;
+ GLchar attribname[1024];
+ r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (r != GL_FRAMEBUFFER_COMPLETE_EXT)
+ 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);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (!buffer->bufferobject)
qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
break;
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ 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;
qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
break;
+ case RENDERPATH_GL20:
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)
{
gl_state.pointer_vertex_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(GLES2ATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
break;
case RENDERPATH_D3D9:
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
CHECKGLERROR
if (pointer)
{
}
}
break;
+ case RENDERPATH_GL20:
case RENDERPATH_GLES2:
CHECKGLERROR
if (pointer)
{
gl_state.pointer_color_enabled = true;
CHECKGLERROR
- qglEnableVertexAttribArray(GLES2ATTRIB_COLOR);CHECKGLERROR
+ qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
}
if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
{
gl_state.pointer_color_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(GLES2ATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
{
gl_state.pointer_color_enabled = false;
CHECKGLERROR
- qglDisableVertexAttribArray(GLES2ATTRIB_COLOR);CHECKGLERROR
+ qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
// when color array is on the glColor gets trashed, set it again
- qglVertexAttrib4f(GLES2ATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
}
}
break;
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
CHECKGLERROR
if (pointer)
{
}
}
break;
+ case RENDERPATH_GL20:
case RENDERPATH_GLES2:
CHECKGLERROR
if (pointer)
if (!unit->arrayenabled)
{
unit->arrayenabled = true;
- qglEnableVertexAttribArray(unitnum+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+ qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);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_vertexbuffer = vertexbuffer;
unit->pointer_texcoord_offset = bufferoffset;
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(unitnum+GLES2ATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
if (unit->arrayenabled)
{
unit->arrayenabled = false;
- qglDisableVertexAttribArray(unitnum+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+ qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
}
}
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
R_Mesh_TexBind(0, tex);
GL_ActiveTexture(0);CHECKGLERROR
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++)
+ {
+ 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;
+ }
+}
+
void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
{
gltextureunit_t *unit = gl_state.units + unitnum;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (!tex)
{
case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
unit->texture = tex;
tex2d = 0;
tex3d = 0;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (matrix && matrix->m[3][3])
{
// texmatrix specified, check if it is different
break;
case RENDERPATH_SOFT:
break;
- case RENDERPATH_GLES2:
- break;
}
}
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
// do nothing
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
// GL_ARB_texture_env_combine
if (!combinergb)
combinergb = GL_MODULATE;
BACKENDACTIVECHECK
- CHECKGLERROR
+ for (unitnum = 0;unitnum < vid.teximageunits;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_CGGL:
- for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->t2d)
- {
- unit->t2d = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
- }
- if (unit->t3d)
- {
- unit->t3d = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
- }
- if (unit->tcubemap)
- {
- unit->tcubemap = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
- }
- }
- for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->arrayenabled)
- {
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
- for (unitnum = 0;unitnum < vid.texunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->texmatrixenabled)
- {
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
- }
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- for (unitnum = 0;unitnum < vid.texunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->t2d)
- {
- unit->t2d = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
- }
- if (unit->t3d)
- {
- unit->t3d = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
- }
- if (unit->tcubemap)
- {
- unit->tcubemap = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
- }
- if (unit->arrayenabled)
- {
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- if (unit->texmatrixenabled)
- {
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
- if (unit->combine != GL_MODULATE)
- {
- unit->combine = GL_MODULATE;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
- }
- }
- break;
+ case RENDERPATH_GLES2:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
- break;
case RENDERPATH_SOFT:
break;
- case RENDERPATH_GLES2:
+ 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;
}
}
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)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 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)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 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},
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (vertexbuffer)
{
}
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
if (vertexbuffer)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (!vid.useinterleavedarrays)
{
return;
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
if (color4f)
{
for (i = 0;i < numvertices;i++)
- Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+ Vector4Copy(color4f + 4*i, vertex[i].color4f);
}
else
{
- float tempcolor4f[4];
- unsigned char tempcolor4ub[4];
- Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
- tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
- tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
- tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
- tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
for (i = 0;i < numvertices;i++)
- Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+ Vector4Copy(gl_state.color4f, vertex[i].color4f);
}
if (texcoord2f)
for (i = 0;i < numvertices;i++)
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (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);
else
{
R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , 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);
}
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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , 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);
}
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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , 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;
break;
case RENDERPATH_SOFT:
DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
- DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, 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);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (!vid.useinterleavedarrays)
{
return;
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
if (color4f)
{
for (i = 0;i < numvertices;i++)
- Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+ Vector4Copy(color4f + 4*i, vertex[i].color4f);
}
else
{
- float tempcolor4f[4];
- unsigned char tempcolor4ub[4];
- Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
- tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
- tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
- tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
- tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
for (i = 0;i < numvertices;i++)
- Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+ Vector4Copy(gl_state.color4f, vertex[i].color4f);
}
if (texcoordtexture2f)
for (i = 0;i < numvertices;i++)
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (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));
else
{
R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , 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);
}
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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , 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);
}
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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , 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;
break;
case RENDERPATH_SOFT:
DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
- DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, 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);
break;
}
}
+
+void GL_BlendEquationSubtract(qboolean negated)
+{
+ if(negated)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ 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);
+ break;
+ }
+ }
+ else
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+ 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);
+ break;
+ }
+ }
+}