case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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_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_GLES2:
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
case RENDERPATH_SOFT:
switch(vid.renderpath)
{
- case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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_GLES2:
if (fbo)
qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (gl_state.framebufferobject)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (gl_state.framebufferobject != fbo)
{
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
- 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:
CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (qglActiveTexture)
{
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_CGGL:
if (qglActiveTexture)
{
CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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_GLES2:
CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
if (gl_state.depthtest)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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_GLES2:
qglCullFace(gl_state.cullface);CHECKGLERROR
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
case RENDERPATH_SOFT:
// DPSOFTRAST_AlphaTest(gl_state.alphatest);
break;
- case RENDERPATH_CGGL:
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_CGGL:
CHECKGLERROR
qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
qglScissor(x, y,width,height);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
if(gl_state.scissortest)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
if (mask & GL_COLOR_BUFFER_BIT)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
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_GLES2:
qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
break;
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_CGGL:
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;
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_CGGL:
CHECKGLERROR
if (pointer)
{
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_CGGL:
CHECKGLERROR
if (pointer)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
R_Mesh_TexBind(0, tex);
GL_ActiveTexture(0);CHECKGLERROR
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (!tex)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (matrix && matrix->m[3][3])
{
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
// do nothing
break;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
case RENDERPATH_GLES2:
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (vertexbuffer)
{
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (!vid.useinterleavedarrays)
{
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (vertexbuffer)
{
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (!vid.useinterleavedarrays)
{
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
if (vertexbuffer)
{