#include "quakedef.h"
#include "cl_collision.h"
+#include "dpsoftrast.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 vid_d3d9dev;
int vertexbufferobject;
int elementbufferobject;
int framebufferobject;
+ int defaultframebufferobject; // RENDERPATH_GLES2 has a non-zero fbo provided by the OS
qboolean pointer_color_enabled;
int pointer_vertex_components;
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;
}
}
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)
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &gl_state.defaultframebufferobject);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
polygonelement3i[i] = polygonelement3s[i];
- for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
quadelement3i[i] = quadelement3s[i];
Cvar_RegisterVariable(&r_render);
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
m[5] *= -1;
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_GLES2:
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+ break;
}
// force an update of the derived matrices
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (!vid.support.ext_framebuffer_object)
return 0;
qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
return 1;
+ case RENDERPATH_SOFT:
+ return 1;
}
return 0;
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (fbo)
qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
break;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (gl_state.framebufferobject)
{
gl_state.framebufferobject = 0;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
}
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (gl_state.framebufferobject != fbo)
{
gl_state.framebufferobject = fbo;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
}
break;
case RENDERPATH_D3D9:
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]);
+ }
+ else
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ break;
}
}
if (vid.support.ext_framebuffer_object)
{
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
}
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_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_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]);
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ 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);
+ 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_BindVBO(0);
+ qglVertexAttribPointer(i+GLES2ATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(i+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+ }
+ CHECKGLERROR
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (qglActiveTexture)
{
CHECKGLERROR
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GLES2:
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
if (gl_state.blend != blendenable)
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;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
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;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (gl_state.depthtest)
{
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthTest(gl_state.depthtest);
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
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;
}
}
}
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;
+ 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_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;
+ case RENDERPATH_GLES2:
+ //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
{
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;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
break;
case RENDERPATH_D3D9:
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]);
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
qglCullFace(gl_state.cullface);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (state != GL_NONE)
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;
}
}
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_GLES2:
+ 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:
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
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;
}
}
}
case RENDERPATH_D3D11:
// no equivalent in D3D
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Color4f(cr, cg, cb, ca);
+ break;
+ case RENDERPATH_GLES2:
+ qglVertexAttrib4f(GLES2ATTRIB_COLOR, cr, cg, cb, ca);
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglScissor(x, y,width,height);
CHECKGLERROR
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Scissor(x, y, width, height);
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if(gl_state.scissortest)
qglEnable(GL_SCISSOR_TEST);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ScissorTest(gl_state.scissortest);
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (mask & GL_COLOR_BUFFER_BIT)
{
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;
}
}
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
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;
}
}
int shaderobject;
int shadercompiled;
char compilelog[MAX_INPUTLINE];
- shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
if (!shaderobject)
return false;
- qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
- qglCompileShaderARB(shaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
- qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShader(shaderobject);CHECKGLERROR
+ qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
+ qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
{
int i, j, pretextlines = 0;
}
if (!shadercompiled)
{
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return false;
}
- qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglAttachShader(programobject, shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return true;
}
char linklog[MAX_INPUTLINE];
CHECKGLERROR
- programobject = qglCreateProgramObjectARB();CHECKGLERROR
+ programobject = qglCreateProgram();CHECKGLERROR
if (!programobject)
return 0;
- if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
-#ifdef GL_GEOMETRY_SHADER_ARB
- if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+#ifdef GL_GEOMETRY_SHADER
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
goto cleanup;
#endif
- if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
goto cleanup;
- qglLinkProgramARB(programobject);CHECKGLERROR
- qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
- qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ 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"))
goto cleanup;
return programobject;
cleanup:
- qglDeleteObjectARB(programobject);CHECKGLERROR
+ qglDeleteProgram(programobject);CHECKGLERROR
return 0;
}
void GL_Backend_FreeProgram(unsigned int prog)
{
CHECKGLERROR
- qglDeleteObjectARB(prog);
+ qglDeleteProgram(prog);
CHECKGLERROR
}
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_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
// upload a dynamic index buffer if needed
if (element3s)
else
{
if (element3s)
- IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ 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 + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ 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 *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
+ IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
}
#endif
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_GLES2:
+ // GLES does not have glDrawRangeElements, and generally
+ // underperforms with index buffers, so this code path is
+ // relatively straightforward...
+ if (element3s)
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ else if (element3i)
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+ CHECKGLERROR
+ }
+ break;
}
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (!buffer->bufferobject)
qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
if (buffer->isindexbuffer)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
{
- int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
- 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)
+ switch(vid.renderpath)
{
- 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
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ 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;
+ 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_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;
+ 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);
+ qglVertexAttribPointer(GLES2ATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
}
{
// note: vertexbuffer may be non-NULL even if pointer is NULL, so check
// the pointer only.
- if (pointer)
+ switch(vid.renderpath)
{
- int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
- // caller wants color array enabled
- if (!gl_state.pointer_color_enabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (pointer)
{
- gl_state.pointer_color_enabled = true;
- CHECKGLERROR
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ // 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
+ }
}
- 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)
+ else
{
- 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
+ // 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
+ }
}
- }
- else
- {
- // caller wants color array disabled
- if (gl_state.pointer_color_enabled)
+ break;
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
{
- 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
+ // caller wants color array enabled
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (!gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableVertexAttribArray(GLES2ATTRIB_COLOR);CHECKGLERROR
+ }
+ if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+ {
+ gl_state.pointer_color_components = components;
+ gl_state.pointer_color_gltype = gltype;
+ gl_state.pointer_color_stride = stride;
+ gl_state.pointer_color_pointer = pointer;
+ gl_state.pointer_color_vertexbuffer = vertexbuffer;
+ gl_state.pointer_color_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexAttribPointer(GLES2ATTRIB_COLOR, components, gltype, false, 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
+ qglDisableVertexAttribArray(GLES2ATTRIB_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
+ }
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
}
{
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
- CHECKGLERROR
// note: there is no need to check bufferobject here because all cases
// that involve a valid bufferobject also supply a texcoord array
- 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
+ switch(vid.renderpath)
{
- // texture array unit is disabled, disable the array
- if (unit->arrayenabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (pointer)
{
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ 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
+ }
+ }
+ break;
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
+ {
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ qglEnableVertexAttribArray(unitnum+GLES2ATTRIB_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_components = components;
+ unit->pointer_texcoord_gltype = gltype;
+ unit->pointer_texcoord_stride = stride;
+ unit->pointer_texcoord_pointer = pointer;
+ unit->pointer_texcoord_vertexbuffer = vertexbuffer;
+ unit->pointer_texcoord_offset = bufferoffset;
+ GL_BindVBO(bufferobject);
+ qglVertexAttribPointer(unitnum+GLES2ATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
}
+ else
+ {
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ qglDisableVertexAttribArray(unitnum+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+ }
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
R_Mesh_TexBind(0, tex);
GL_ActiveTexture(0);CHECKGLERROR
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
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;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (!tex)
{
tex = r_texture_white;
if (!tex)
return;
}
+ // upload texture if needed
+ R_GetTexture(tex);
if (unit->texture == tex)
return;
unit->texture = tex;
- // upload texture if needed
- if (tex->dirty)
- R_RealGetTexture(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);
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;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GLES2:
+ break;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
// do nothing
break;
case RENDERPATH_GL13:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GLES2:
+ break;
}
}
case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
#endif
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (vertexbuffer)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
#ifdef SUPPORTD3D
IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ 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 *)vertex;
- gl_state.d3dvertexsize = sizeof(*vertex);
+ gl_state.d3dvertexdata = (void *)vertex3f;
+ gl_state.d3dvertexsize = sizeof(float[3]);
#endif
break;
case RENDERPATH_D3D10:
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;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
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
{
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));
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_SetColorPointer4ub(vertex->color4ub, 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;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
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);
{
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));
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_SetColorPointer4ub(vertex->color4ub, 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;
}
}