X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=a89ef857aced5b8dfb9aba1012d1c4d8545ffe2a;hb=17f11d9577883fb59f2175b92d88d0d3323ad025;hp=710eb7445aaa15d0e585a31b56cc043e99bed07e;hpb=1212b6bbf6264e63229f0c4fcdca7cade6065a6e;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index 710eb744..a89ef857 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,18 +1,106 @@ #include "quakedef.h" #include "cl_collision.h" +#include "dpsoftrast.h" #ifdef SUPPORTD3D #include extern LPDIRECT3DDEVICE9 vid_d3d9dev; extern D3DCAPS9 vid_d3d9caps; #endif +// on GLES we have to use some proper #define's +#ifndef GL_FRAMEBUFFER +#define GL_FRAMEBUFFER 0x8D40 +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#endif +#ifndef GL_COLOR_ATTACHMENT1 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#endif +#ifndef GL_ARRAY_BUFFER +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#endif +//#ifndef GL_VERTEX_ARRAY +//#define GL_VERTEX_ARRAY 0x8074 +//#define GL_COLOR_ARRAY 0x8076 +//#define GL_TEXTURE_COORD_ARRAY 0x8078 +//#endif +#ifndef GL_TEXTURE0 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#endif + +#ifndef GL_TEXTURE_3D +#define GL_TEXTURE_3D 0x806F +#endif +#ifndef GL_TEXTURE_CUBE_MAP +#define GL_TEXTURE_CUBE_MAP 0x8513 +#endif +//#ifndef GL_MODELVIEW +//#define GL_MODELVIEW 0x1700 +//#endif +//#ifndef GL_PROJECTION +//#define GL_PROJECTION 0x1701 +//#endif +//#ifndef GL_DECAL +//#define GL_DECAL 0x2101 +//#endif +//#ifndef GL_INTERPOLATE +//#define GL_INTERPOLATE 0x8575 +//#endif + + #define MAX_RENDERTARGETS 4 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; -cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; @@ -45,7 +133,7 @@ int gl_maxdrawrangeelementsindices; #ifdef DEBUGGL int errornumber = 0; -void GL_PrintError(int errornumber, char *filename, int linenumber) +void GL_PrintError(int errornumber, const char *filename, int linenumber) { switch(errornumber) { @@ -84,8 +172,8 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif -#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT - case GL_INVALID_FRAMEBUFFER_OPERATION_EXT: +#ifdef GL_INVALID_FRAMEBUFFER_OPERATION + case GL_INVALID_FRAMEBUFFER_OPERATION: Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber); break; #endif @@ -110,7 +198,7 @@ typedef struct gltextureunit_s size_t pointer_texcoord_offset; rtexture_t *texture; - int t2d, t3d, tcubemap, trectangle; + int t2d, t3d, tcubemap; int arrayenabled; int rgbscale, alphascale; int combine; @@ -137,6 +225,7 @@ typedef struct gl_state_s int alphatest; int alphafunc; float alphafuncvalue; + qboolean alphatocoverage; int scissortest; unsigned int unit; unsigned int clientunit; @@ -147,6 +236,7 @@ typedef struct gl_state_s int vertexbufferobject; int elementbufferobject; int framebufferobject; + int defaultframebufferobject; // deal with platforms that use a non-zero default fbo qboolean pointer_color_enabled; int pointer_vertex_components; @@ -166,7 +256,6 @@ typedef struct gl_state_s void *preparevertices_tempdata; size_t preparevertices_tempdatamaxsize; r_meshbuffer_t *preparevertices_dynamicvertexbuffer; - r_vertexposition_t *preparevertices_vertexposition; r_vertexgeneric_t *preparevertices_vertexgeneric; r_vertexmesh_t *preparevertices_vertexmesh; int preparevertices_numvertices; @@ -183,12 +272,15 @@ typedef struct gl_state_s qboolean active; #ifdef SUPPORTD3D - rtexture_t *d3drt_depthtexture; - rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS]; +// rtexture_t *d3drt_depthtexture; +// rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS]; IDirect3DSurface9 *d3drt_depthsurface; IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS]; IDirect3DSurface9 *d3drt_backbufferdepthsurface; IDirect3DSurface9 *d3drt_backbuffercolorsurface; + void *d3dvertexbuffer; + void *d3dvertexdata; + size_t d3dvertexsize; #endif } gl_state_t; @@ -265,16 +357,51 @@ static void GL_Backend_ResetState(void); static void R_Mesh_InitVertexDeclarations(void); static void R_Mesh_DestroyVertexDeclarations(void); +static void R_Mesh_SetUseVBO(void) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; + gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; + gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; + break; + case RENDERPATH_D3D9: + gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo; + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_SOFT: + gl_state.usevbo_staticvertex = false; + gl_state.usevbo_staticindex = false; + gl_state.usevbo_dynamicvertex = false; + gl_state.usevbo_dynamicindex = false; + break; + case RENDERPATH_GLES2: + gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_staticindex = false; + gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; + gl_state.usevbo_dynamicindex = false; + break; + } +} + static void gl_backend_start(void) { memset(&gl_state, 0, sizeof(gl_state)); R_Mesh_InitVertexDeclarations(); - gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; - gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; - gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; - gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; + R_Mesh_SetUseVBO(); Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); Con_DPrintf("OpenGL backend started.\n"); @@ -288,7 +415,11 @@ static void gl_backend_start(void) 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) + qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject); break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -302,6 +433,8 @@ static void gl_backend_start(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } } @@ -314,7 +447,9 @@ static void gl_backend_shutdown(void) 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: #ifdef SUPPORTD3D @@ -350,6 +485,31 @@ static void gl_backend_devicelost(void) { int i, endindex; r_meshbuffer_t *buffer; +#ifdef SUPPORTD3D + gl_state.d3dvertexbuffer = NULL; +#endif + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface); + IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { @@ -361,7 +521,9 @@ static void gl_backend_devicelost(void) 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: #ifdef SUPPORTD3D @@ -387,6 +549,28 @@ static void gl_backend_devicelost(void) static void gl_backend_devicerestored(void) { + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface); + IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } void gl_backend_init(void) @@ -412,7 +596,7 @@ void gl_backend_init(void) 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); @@ -430,7 +614,6 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_drawrangeelements); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); Cvar_RegisterVariable(&gl_mesh_prefer_short_elements); - Cvar_RegisterVariable(&gl_mesh_separatearrays); Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); @@ -447,10 +630,192 @@ void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t Matrix4x4_Transform4 (&v->projectmatrix, temp, out); iw = 1.0f / out[3]; out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f; - out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f; + + // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights) + //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f; + out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f; + 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 + {0, 1}, // +X + {0, 2}, // +Y + {1, 3}, // Y, +X + {2, 3}, // X, +Y + // bottom + {4, 5}, // +X + {4, 6}, // +Y + {5, 7}, // Y, +X + {6, 7}, // X, +Y + // verticals + {0, 4}, // +Z + {1, 5}, // X, +Z + {2, 6}, // Y, +Z + {3, 7}, // XY, +Z +}; + +qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) +{ + int i, ix1, iy1, ix2, iy2; + float x1, y1, x2, y2; + vec4_t v, v2; + float vertex[20][3]; + int j, k; + vec4_t plane4f; + int numvertices; + float corner[8][4]; + float dist[8]; + int sign[8]; + float f; + + scissor[0] = r_refdef.view.viewport.x; + scissor[1] = r_refdef.view.viewport.y; + scissor[2] = r_refdef.view.viewport.width; + scissor[3] = r_refdef.view.viewport.height; + + // if view is inside the box, just say yes it's visible + if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) + return false; + + x1 = y1 = x2 = y2 = 0; + + // transform all corners that are infront of the nearclip plane + VectorNegate(r_refdef.view.frustum[4].normal, plane4f); + plane4f[3] = r_refdef.view.frustum[4].dist; + numvertices = 0; + for (i = 0;i < 8;i++) + { + Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1); + dist[i] = DotProduct4(corner[i], plane4f); + sign[i] = dist[i] > 0; + if (!sign[i]) + { + VectorCopy(corner[i], vertex[numvertices]); + numvertices++; + } + } + // if some points are behind the nearclip, add clipped edge points to make + // sure that the scissor boundary is complete + if (numvertices > 0 && numvertices < 8) + { + // add clipped edge points + for (i = 0;i < 12;i++) + { + j = bboxedges[i][0]; + k = bboxedges[i][1]; + if (sign[j] != sign[k]) + { + f = dist[j] / (dist[j] - dist[k]); + VectorLerp(corner[j], f, corner[k], vertex[numvertices]); + numvertices++; + } + } + } + + // if we have no points to check, it is behind the view plane + if (!numvertices) + return true; + + // if we have some points to transform, check what screen area is covered + x1 = y1 = x2 = y2 = 0; + v[3] = 1.0f; + //Con_Printf("%i vertices to transform...\n", numvertices); + for (i = 0;i < numvertices;i++) + { + VectorCopy(vertex[i], v); + R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2); + //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); + if (i) + { + if (x1 > v2[0]) x1 = v2[0]; + if (x2 < v2[0]) x2 = v2[0]; + if (y1 > v2[1]) y1 = v2[1]; + if (y2 < v2[1]) y2 = v2[1]; + } + else + { + x1 = x2 = v2[0]; + y1 = y2 = v2[1]; + } + } + + // now convert the scissor rectangle to integer screen coordinates + ix1 = (int)(x1 - 1.0f); + //iy1 = vid.height - (int)(y2 - 1.0f); + //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f); + iy1 = (int)(y1 - 1.0f); + ix2 = (int)(x2 + 1.0f); + //iy2 = vid.height - (int)(y1 + 1.0f); + //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f); + iy2 = (int)(y2 + 1.0f); + //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); + + // clamp it to the screen + if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x; + if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y; + if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width; + if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height; + + // if it is inside out, it's not visible + if (ix2 <= ix1 || iy2 <= iy1) + return true; + + // the light area is visible, set up the scissor rectangle + scissor[0] = ix1; + scissor[1] = iy1; + scissor[2] = ix2 - ix1; + scissor[3] = iy2 - iy1; + + // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one + switch(vid.renderpath) + { + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + scissor[1] = vid.height - scissor[1] - scissor[3]; + break; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + } + + return false; +} + + static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist) { float q[4]; @@ -462,7 +827,7 @@ static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m 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); @@ -525,7 +890,9 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int 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_D3D10: @@ -561,9 +928,6 @@ void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix float m[16]; memset(v, 0, sizeof(*v)); - if(v_flipped.integer) - frustumx = -frustumx; - v->type = R_VIEWPORTTYPE_PERSPECTIVE; v->cameramatrix = *cameramatrix; v->x = x; @@ -589,6 +953,14 @@ void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + if(v_flipped.integer) + { + m[0] = -m[0]; + m[4] = -m[4]; + m[8] = -m[8]; + m[12] = -m[12]; + } + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } @@ -599,9 +971,6 @@ void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *came float m[16]; memset(v, 0, sizeof(*v)); - if(v_flipped.integer) - frustumx = -frustumx; - v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP; v->cameramatrix = *cameramatrix; v->x = x; @@ -627,6 +996,14 @@ void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *came if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + if(v_flipped.integer) + { + m[0] = -m[0]; + m[4] = -m[4]; + m[8] = -m[8]; + m[12] = -m[12]; + } + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } @@ -762,9 +1139,11 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri 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: m[5] *= -1; @@ -797,13 +1176,10 @@ void R_SetViewport(const r_viewport_t *v) 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: +#ifdef GL_PROJECTION CHECKGLERROR qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR // Load the projection matrix into OpenGL @@ -811,6 +1187,7 @@ void R_SetViewport(const r_viewport_t *v) Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m); qglLoadMatrixf(m);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR +#endif break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -832,6 +1209,14 @@ void R_SetViewport(const r_viewport_t *v) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height); + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + CHECKGLERROR + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR + break; } // force an update of the derived matrices @@ -850,7 +1235,7 @@ static void GL_BindVBO(int bufferobject) { gl_state.vertexbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR } } @@ -860,7 +1245,7 @@ static void GL_BindEBO(int bufferobject) { gl_state.elementbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR } } @@ -872,21 +1257,24 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte 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; qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); - if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR - if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR - if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR - if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR - if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR + if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR + if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR + if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR + if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR + if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR return temp; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: return 1; + case RENDERPATH_SOFT: + return 1; } return 0; } @@ -898,7 +1286,8 @@ void R_Mesh_DestroyFramebufferObject(int fbo) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: if (fbo) qglDeleteFramebuffersEXT(1, (GLuint*)&fbo); break; @@ -906,8 +1295,46 @@ void R_Mesh_DestroyFramebufferObject(int fbo) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; + } +} + +#ifdef SUPPORTD3D +void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3) +{ +// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still) + if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3) + return; + + gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface; + if (gl_state.d3drt_depthsurface != depthsurface) + { + gl_state.d3drt_depthsurface = depthsurface; + IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface); + } + if (gl_state.d3drt_colorsurfaces[0] != colorsurface0) + { + gl_state.d3drt_colorsurfaces[0] = colorsurface0; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]); + } + if (gl_state.d3drt_colorsurfaces[1] != colorsurface1) + { + gl_state.d3drt_colorsurfaces[1] = colorsurface1; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]); + } + if (gl_state.d3drt_colorsurfaces[2] != colorsurface2) + { + gl_state.d3drt_colorsurfaces[2] = colorsurface2; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]); + } + if (gl_state.d3drt_colorsurfaces[3] != colorsurface3) + { + gl_state.d3drt_colorsurfaces[3] = colorsurface3; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]); } } +#endif void R_Mesh_ResetRenderTargets(void) { @@ -916,31 +1343,17 @@ void R_Mesh_ResetRenderTargets(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: if (gl_state.framebufferobject) { gl_state.framebufferobject = 0; - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject); } break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D - if (gl_state.framebufferobject) - { - unsigned int i; - gl_state.framebufferobject = 0; - IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface); - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface); - gl_state.d3drt_depthsurface = NULL; - for (i = 1;i < vid.maxdrawbuffers;i++) - { - if (gl_state.d3drt_colorsurfaces[i]) - { - gl_state.d3drt_colorsurfaces[i] = NULL; - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL); - } - } - } + R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL); #endif break; case RENDERPATH_D3D10: @@ -949,6 +1362,9 @@ void R_Mesh_ResetRenderTargets(void) 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; } } @@ -971,11 +1387,12 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: if (gl_state.framebufferobject != fbo) { gl_state.framebufferobject = fbo; - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject); } break; case RENDERPATH_D3D9: @@ -984,31 +1401,22 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost if (fbo) { - gl_state.framebufferobject = 1; - gl_state.d3drt_depthtexture = depthtexture; - if (gl_state.d3drt_depthtexture) - { - IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface); - IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface); - IDirect3DSurface9_Release(gl_state.d3drt_depthsurface); - } - else - IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL); - for (i = 0;i < vid.maxdrawbuffers;i++) + IDirect3DSurface9 *colorsurfaces[4]; + for (i = 0;i < 4;i++) { - gl_state.d3drt_colortextures[i] = textures[i]; - if (gl_state.d3drt_colortextures[i]) - { - IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]); - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]); - IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]); - } - else - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL); + colorsurfaces[i] = NULL; + if (textures[i]) + IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]); } + // set the render targets for real + R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]); + // release the texture surface levels (they won't be lost while bound...) + for (i = 0;i < 4;i++) + if (textures[i]) + IDirect3DSurface9_Release(colorsurfaces[i]); } else - R_Mesh_ResetRenderTargets(); + R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL); #endif break; case RENDERPATH_D3D10: @@ -1017,6 +1425,21 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo 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; } } @@ -1049,6 +1472,7 @@ static int d3dstencilopforglfunc(int f) } #endif +extern cvar_t r_transparent_alphatocoverage; static void GL_Backend_ResetState(void) { @@ -1058,6 +1482,7 @@ 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; @@ -1066,7 +1491,7 @@ static void GL_Backend_ResetState(void) 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; @@ -1079,9 +1504,6 @@ static void GL_Backend_ResetState(void) #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); @@ -1097,8 +1519,10 @@ static void GL_Backend_ResetState(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: +#ifdef GL_ALPHA_TEST CHECKGLERROR qglColorMask(1, 1, 1, 1);CHECKGLERROR @@ -1115,14 +1539,14 @@ static void GL_Backend_ResetState(void) if (vid.support.arb_vertex_buffer_object) { - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ARRAY_BUFFER, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); } if (vid.support.ext_framebuffer_object) { - qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER, 0); } qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR @@ -1133,44 +1557,51 @@ static void GL_Backend_ResetState(void) qglColor4f(1, 1, 1, 1);CHECKGLERROR if (vid.support.ext_framebuffer_object) - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject); gl_state.unit = MAX_TEXTUREUNITS; gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < vid.teximageunits;i++) + for (i = 0;i < vid.texunits;i++) { GL_ActiveTexture(i); + GL_ClientActiveTexture(i); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR if (vid.support.ext_texture_3d) { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR } if (vid.support.arb_texture_cube_map) { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } - if (vid.support.arb_texture_rectangle) - { - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP, 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 + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } CHECKGLERROR +#endif break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: + case RENDERPATH_SOFT: + DPSOFTRAST_ColorMask(1,1,1,1); + DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2); + DPSOFTRAST_CullFace(gl_state.cullface); + DPSOFTRAST_DepthFunc(gl_state.depthfunc); + DPSOFTRAST_DepthMask(gl_state.depthmask); + DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); + DPSOFTRAST_Viewport(0, 0, vid.width, vid.height); + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: CHECKGLERROR - qglColorMask(1, 1, 1, 1);CHECKGLERROR - 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 @@ -1179,59 +1610,38 @@ static void GL_Backend_ResetState(void) 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); + qglBindBufferARB(GL_ARRAY_BUFFER, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 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); - + qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject); + qglEnableVertexAttribArray(GLSLATTRIB_POSITION); + qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR + qglDisableVertexAttribArray(GLSLATTRIB_COLOR); + qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR + qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1); gl_state.unit = MAX_TEXTUREUNITS; gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < vid.texunits;i++) + for (i = 0;i < vid.teximageunits;i++) { GL_ActiveTexture(i); - GL_ClientActiveTexture(i); - qglDisable(GL_TEXTURE_2D);CHECKGLERROR qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR if (vid.support.ext_texture_3d) { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR } if (vid.support.arb_texture_cube_map) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } - if (vid.support.arb_texture_rectangle) - { - qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR } + } + for (i = 0;i < vid.texarrayunits;i++) + { GL_BindVBO(0); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR } CHECKGLERROR break; @@ -1248,11 +1658,12 @@ void GL_ActiveTexture(unsigned int num) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: if (qglActiveTexture) { CHECKGLERROR - qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + qglActiveTexture(GL_TEXTURE0 + gl_state.unit); CHECKGLERROR } break; @@ -1260,6 +1671,8 @@ void GL_ActiveTexture(unsigned int num) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } } @@ -1273,12 +1686,11 @@ void GL_ClientActiveTexture(unsigned int num) { case RENDERPATH_GL11: case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: if (qglActiveTexture) { CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit); CHECKGLERROR } break; @@ -1286,6 +1698,11 @@ void GL_ClientActiveTexture(unsigned int num) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + break; } } } @@ -1303,7 +1720,8 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) 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 if (gl_state.blend != blendenable) @@ -1359,6 +1777,9 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) 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; } } } @@ -1373,7 +1794,8 @@ void GL_DepthMask(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR break; @@ -1388,6 +1810,9 @@ void GL_DepthMask(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_DepthMask(gl_state.depthmask); + break; } } } @@ -1402,7 +1827,8 @@ void GL_DepthTest(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR if (gl_state.depthtest) { @@ -1424,6 +1850,9 @@ void GL_DepthTest(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_DepthTest(gl_state.depthtest); + break; } } } @@ -1438,7 +1867,8 @@ void GL_DepthFunc(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR qglDepthFunc(gl_state.depthfunc);CHECKGLERROR break; @@ -1453,6 +1883,9 @@ void GL_DepthFunc(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_DepthFunc(gl_state.depthfunc); + break; } } } @@ -1468,8 +1901,13 @@ void GL_DepthRange(float nearfrac, float farfrac) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: +#ifdef USE_GLES2 + qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]); +#else qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); +#endif break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -1491,6 +1929,9 @@ void GL_DepthRange(float nearfrac, float farfrac) 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; } } } @@ -1502,7 +1943,8 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR if (enable) { @@ -1521,6 +1963,7 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro } else if (vid.support.ext_stencil_two_side) { +#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR qglStencilMask(writemask);CHECKGLERROR @@ -1530,6 +1973,7 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro qglStencilMask(writemask);CHECKGLERROR qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR +#endif } break; case RENDERPATH_D3D9: @@ -1540,11 +1984,11 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); #endif @@ -1555,6 +1999,9 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro 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; } } @@ -1565,7 +2012,8 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR if (enable) { @@ -1577,7 +2025,9 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass } if (vid.support.ext_stencil_two_side) { +#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR +#endif } qglStencilMask(writemask);CHECKGLERROR qglStencilOp(fail, zfail, zpass);CHECKGLERROR @@ -1593,7 +2043,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); #endif @@ -1604,6 +2054,9 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass 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; } } @@ -1618,7 +2071,8 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) 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_D3D9: @@ -1633,6 +2087,9 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) 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; } } } @@ -1653,8 +2110,9 @@ void GL_SetMirrorState(qboolean state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: - qglCullFace(gl_state.cullface); + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglCullFace(gl_state.cullface);CHECKGLERROR break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -1667,6 +2125,9 @@ void GL_SetMirrorState(qboolean state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_CullFace(gl_state.cullface); + break; } } } @@ -1686,7 +2147,8 @@ void GL_CullFace(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR if (state != GL_NONE) @@ -1740,6 +2202,14 @@ void GL_CullFace(int state) 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; } } @@ -1752,8 +2222,9 @@ void GL_AlphaTest(int state) { case RENDERPATH_GL11: case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: +#ifdef GL_ALPHA_TEST + // only fixed function uses alpha test, other paths use pixel kill capability in shaders CHECKGLERROR if (gl_state.alphatest) { @@ -1763,48 +2234,50 @@ void GL_AlphaTest(int state) { qglDisable(GL_ALPHA_TEST);CHECKGLERROR } - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest); #endif break; + case RENDERPATH_D3D9: 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__); + case RENDERPATH_SOFT: + 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__); + case RENDERPATH_SOFT: + break; + case RENDERPATH_GL20: +#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB + // 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 + } +#endif break; } } @@ -1822,7 +2295,8 @@ void GL_ColorMask(int r, int g, int b, int a) 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 break; @@ -1837,6 +2311,9 @@ void GL_ColorMask(int r, int g, int b, int a) 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; } } } @@ -1853,8 +2330,7 @@ void GL_Color(float cr, float cg, float cb, float ca) { 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 @@ -1864,6 +2340,13 @@ void GL_Color(float cr, float cg, float cb, float ca) case RENDERPATH_D3D11: // no equivalent in D3D break; + case RENDERPATH_SOFT: + DPSOFTRAST_Color4f(cr, cg, cb, ca); + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca); + break; } } } @@ -1875,7 +2358,8 @@ void GL_Scissor (int x, int y, int width, int height) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR qglScissor(x, y,width,height); CHECKGLERROR @@ -1898,6 +2382,9 @@ void GL_Scissor (int x, int y, int width, int height) 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; } } @@ -1911,7 +2398,8 @@ void GL_ScissorTest(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: CHECKGLERROR if(gl_state.scissortest) qglEnable(GL_SCISSOR_TEST); @@ -1930,6 +2418,9 @@ void GL_ScissorTest(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_ScissorTest(gl_state.scissortest); + break; } } } @@ -1950,7 +2441,8 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva 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) { @@ -1958,7 +2450,11 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva } if (mask & GL_DEPTH_BUFFER_BIT) { +#ifdef USE_GLES2 + qglClearDepthf(depthvalue);CHECKGLERROR +#else qglClearDepth(depthvalue);CHECKGLERROR +#endif } if (mask & GL_STENCIL_BUFFER_BIT) { @@ -1977,6 +2473,12 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva 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; } } @@ -1987,7 +2489,8 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi 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 break; @@ -2033,6 +2536,9 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi 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; } } @@ -2040,10 +2546,8 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi void R_Mesh_Start(void) { BACKENDACTIVECHECK - gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; - gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; - gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; - gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; + R_Mesh_ResetRenderTargets(); + R_Mesh_SetUseVBO(); if (gl_printcheckerror.integer && !gl_paranoid.integer) { Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); @@ -2056,14 +2560,14 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons 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 - if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning"))) + qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR + qglCompileShader(shaderobject);CHECKGLERROR + qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR + qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR + if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer)) { int i, j, pretextlines = 0; for (i = 0;i < numstrings - 1;i++) @@ -2074,11 +2578,11 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons } 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; } @@ -2089,27 +2593,42 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver 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)) + 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"); +#ifndef USE_GLES2 + if(vid.support.gl20shaders130) + qglBindFragDataLocation(programobject, 0, "dp_FragColor"); +#endif + + 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")) + 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. @@ -2124,14 +2643,14 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver 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 } @@ -2178,11 +2697,26 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri element3s += firsttriangle * 3; if (element3s_indexbuffer) element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); - // 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))) + switch(vid.renderpath) { - element3i_indexbuffer = NULL; - element3s_indexbuffer = NULL; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + // check if the user specified to ignore static index buffers + if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset))) + { + element3i_indexbuffer = NULL; + element3s_indexbuffer = NULL; + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + case RENDERPATH_SOFT: + break; } // upload a dynamic index buffer if needed if (element3s) @@ -2213,8 +2747,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri bufferoffset3i = element3i_bufferoffset; bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0; bufferoffset3s = element3s_bufferoffset; - r_refdef.stats.meshes++; - r_refdef.stats.meshes_elements += numelements; + r_refdef.stats.draws++; + r_refdef.stats.draws_vertices += numvertices; + r_refdef.stats.draws_elements += numelements; if (gl_paranoid.integer) { unsigned int i; @@ -2286,141 +2821,224 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { +#ifndef USE_GLES2 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 - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(p[0], p[1], p[2], p[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(p[0], p[1], p[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(p[0], p[1]); - else - qglTexCoord1f(p[0]); - } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) - { - const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) + 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) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + 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]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + 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 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) { - 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_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 + j, p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]); + else + qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(p[0], p[1]); + else + qglTexCoord1f(p[0]); + } } - else + 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 + j, s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(s[0]); + } + } + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) + { + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(sb[0]); + } } } } - } - if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) - { - if (gl_state.pointer_color_gltype == GL_FLOAT) + 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 +#endif } else if (bufferobject3s) { GL_BindEBO(bufferobject3s); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); CHECKGLERROR @@ -2429,12 +3047,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else if (bufferobject3i) { GL_BindEBO(bufferobject3i); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); CHECKGLERROR @@ -2443,12 +3063,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else if (element3s) { GL_BindEBO(0); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); CHECKGLERROR @@ -2457,12 +3079,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else if (element3i) { GL_BindEBO(0); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); CHECKGLERROR @@ -2476,6 +3100,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D + if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer))) { if (element3s_indexbuffer) { @@ -2490,6 +3115,15 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices); } + else + { + if (element3s) + IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize); + else if (element3i) + IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize); + else + IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize); + } #endif break; case RENDERPATH_D3D10: @@ -2498,6 +3132,58 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s); + break; + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + // GLES does not have glDrawRangeElements, and generally + // underperforms with index buffers, so this code path is + // relatively straightforward... +#if 0 + if (gl_paranoid.integer) + { + int r, prog, enabled, i; + GLsizei attriblength; + GLint attribsize; + GLenum attribtype; + GLchar attribname[1024]; + r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR + if (r != GL_FRAMEBUFFER_COMPLETE) + Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject); +#ifndef GL_CURRENT_PROGRAM +#define GL_CURRENT_PROGRAM 0x8B8D +#endif + qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR + if (r < 0 || r > 10000) + Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r); + prog = r; + for (i = 0;i < 8;i++) + { + qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR + if (!r) + continue; + qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR + Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname); + } + } +#endif + if (element3s) + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + else if (element3i) + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); + CHECKGLERROR + } + break; } } } @@ -2505,6 +3191,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { + R_Mesh_ResetRenderTargets(); } r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16) @@ -2544,14 +3231,15 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si 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); if (buffer->isindexbuffer) GL_BindEBO(buffer->bufferobject); else GL_BindVBO(buffer->bufferobject); - qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB); + qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW); break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -2561,13 +3249,13 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si if (buffer->isindexbuffer) { IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer; - if (size != buffer->size || !buffer->devicebuffer) + if (size > buffer->size || !buffer->devicebuffer) { if (buffer->devicebuffer) IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); buffer->devicebuffer = NULL; if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL))) - Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, result); + Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result); buffer->devicebuffer = (void *)d3d9indexbuffer; buffer->size = size; } @@ -2583,13 +3271,13 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si else { IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer; - if (size != buffer->size || !buffer->devicebuffer) + if (size > buffer->size || !buffer->devicebuffer) { if (buffer->devicebuffer) IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); buffer->devicebuffer = NULL; if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL))) - Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, result); + Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result); buffer->devicebuffer = (void *)d3d9vertexbuffer; buffer->size = size; } @@ -2611,6 +3299,8 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } } @@ -2623,17 +3313,21 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) 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_D3D9: #ifdef SUPPORTD3D + if (gl_state.d3dvertexbuffer == (void *)buffer) + gl_state.d3dvertexbuffer = NULL; if (buffer->devicebuffer) { if (buffer->isindexbuffer) IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer); else IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer); + buffer->devicebuffer = NULL; } #endif break; @@ -2643,6 +3337,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) 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); } @@ -2669,18 +3365,46 @@ void GL_Mesh_ListVBOs(qboolean printeach) 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_GLES1: + if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset) + { + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + gl_state.pointer_vertex_components = components; + gl_state.pointer_vertex_gltype = gltype; + gl_state.pointer_vertex_stride = stride; + gl_state.pointer_vertex_pointer = pointer; + gl_state.pointer_vertex_vertexbuffer = vertexbuffer; + gl_state.pointer_vertex_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + } + break; + case RENDERPATH_GL20: + case RENDERPATH_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(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; } } @@ -2688,40 +3412,94 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * { // 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_GLES1: +#ifdef GL_MODELVIEW + 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) +#endif + break; + case RENDERPATH_GL20: + 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(GLSLATTRIB_COLOR);CHECKGLERROR + } + if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset) + { + gl_state.pointer_color_components = components; + gl_state.pointer_color_gltype = gltype; + gl_state.pointer_color_stride = stride; + gl_state.pointer_color_pointer = pointer; + gl_state.pointer_color_vertexbuffer = vertexbuffer; + gl_state.pointer_color_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexAttribPointer(GLSLATTRIB_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(GLSLATTRIB_COLOR);CHECKGLERROR + // when color array is on the glColor gets trashed, set it again + qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR + } } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; } } @@ -2729,85 +3507,133 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si { 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 - { - // texture array unit is disabled, disable the array - if (unit->arrayenabled) - { - unit->arrayenabled = false; - GL_ClientActiveTexture(unitnum); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } -} - -int R_Mesh_TexBound(unsigned int unitnum, int id) -{ - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= vid.teximageunits) - return 0; - if (id == GL_TEXTURE_2D) - return unit->t2d; - if (id == GL_TEXTURE_3D) - return unit->t3d; - if (id == GL_TEXTURE_CUBE_MAP_ARB) - return unit->tcubemap; - if (id == GL_TEXTURE_RECTANGLE_ARB) - return unit->trectangle; - return 0; -} - -void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) -{ switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - R_Mesh_TexBind(0, tex); - GL_ActiveTexture(0);CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D + case RENDERPATH_GLES1: +#ifdef GL_MODELVIEW + CHECKGLERROR + if (pointer) { - IDirect3DSurface9 *currentsurface = NULL; - IDirect3DSurface9 *texturesurface = NULL; - RECT sourcerect; - RECT destrect; - sourcerect.left = sx; - sourcerect.top = sy; - sourcerect.right = sx + width; - sourcerect.bottom = sy + height; - destrect.left = tx; + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + // texture array unit is enabled, enable the array + if (!unit->arrayenabled) + { + unit->arrayenabled = true; + GL_ClientActiveTexture(unitnum); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + // texcoord array + if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset) + { + unit->pointer_texcoord_components = components; + unit->pointer_texcoord_gltype = gltype; + unit->pointer_texcoord_stride = stride; + unit->pointer_texcoord_pointer = pointer; + unit->pointer_texcoord_vertexbuffer = vertexbuffer; + unit->pointer_texcoord_offset = bufferoffset; + GL_ClientActiveTexture(unitnum); + GL_BindVBO(bufferobject); + qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + } + } + else + { + // texture array unit is disabled, disable the array + if (unit->arrayenabled) + { + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } +#endif + break; + case RENDERPATH_GL20: + case RENDERPATH_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+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_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+GLSLATTRIB_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+GLSLATTRIB_TEXCOORD0);CHECKGLERROR + } + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; + } +} + +int R_Mesh_TexBound(unsigned int unitnum, int id) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= vid.teximageunits) + return 0; + if (id == GL_TEXTURE_2D) + return unit->t2d; + if (id == GL_TEXTURE_3D) + return unit->t3d; + if (id == GL_TEXTURE_CUBE_MAP) + return unit->tcubemap; + return 0; +} + +void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + R_Mesh_TexBind(0, tex); + GL_ActiveTexture(0);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + IDirect3DSurface9 *currentsurface = NULL; + IDirect3DSurface9 *texturesurface = NULL; + RECT sourcerect; + RECT destrect; + sourcerect.left = sx; + sourcerect.top = sy; + sourcerect.right = sx + width; + sourcerect.bottom = sy + height; + destrect.left = tx; destrect.top = ty; destrect.right = tx + width; destrect.bottom = ty + height; @@ -2829,6 +3655,9 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w 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; } } @@ -2836,6 +3665,23 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w 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; @@ -2847,7 +3693,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES2: if (!tex) { tex = r_texture_white; @@ -2861,12 +3707,12 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break; case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break; - case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break; - case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break; + case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break; } break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: unit->texture = tex; tex2d = 0; tex3d = 0; @@ -2882,7 +3728,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) case GL_TEXTURE_3D: tex3d = texnum; break; - case GL_TEXTURE_CUBE_MAP_ARB: + case GL_TEXTURE_CUBE_MAP: texcubemap = texnum; break; } @@ -2937,18 +3783,18 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { if (unit->tcubemap == 0) { - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR } } else { if (unit->tcubemap) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR } } unit->tcubemap = texcubemap; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR } break; case RENDERPATH_D3D9: @@ -2962,12 +3808,11 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) 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); @@ -2989,6 +3834,20 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) 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; } } @@ -3000,7 +3859,9 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: +#ifdef GL_MODELVIEW if (matrix && matrix->m[3][3]) { // texmatrix specified, check if it is different @@ -3031,11 +3892,14 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } +#endif break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } @@ -3046,10 +3910,12 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_GLES2: // do nothing break; case RENDERPATH_GL13: + case RENDERPATH_GLES1: +#ifdef GL_TEXTURE_ENV // GL_ARB_texture_env_combine if (!combinergb) combinergb = GL_MODULATE; @@ -3062,31 +3928,31 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) { if (combinergb == GL_DECAL) - combinergb = GL_INTERPOLATE_ARB; - if (unit->combine != GL_COMBINE_ARB) + combinergb = GL_INTERPOLATE; + if (unit->combine != GL_COMBINE) { - unit->combine = GL_COMBINE_ARB; + unit->combine = GL_COMBINE; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode } if (unit->combinergb != combinergb) { unit->combinergb = combinergb; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR } if (unit->combinealpha != combinealpha) { unit->combinealpha = combinealpha; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR } if (unit->rgbscale != rgbscale) { unit->rgbscale = rgbscale; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR } if (unit->alphascale != alphascale) { @@ -3104,9 +3970,11 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } } +#endif break; case RENDERPATH_GL11: // normal GL texenv +#ifdef GL_TEXTURE_ENV if (!combinergb) combinergb = GL_MODULATE; if (unit->combine != combinergb) @@ -3115,11 +3983,14 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } +#endif break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } @@ -3129,145 +4000,48 @@ void R_Mesh_ResetTextureState(void) 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 - } - if (unit->trectangle) - { - unit->trectangle = 0; - GL_ActiveTexture(unitnum); - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);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 - } - } + case RENDERPATH_GLES2: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: 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->trectangle) - { - unit->trectangle = 0; - GL_ActiveTexture(unitnum); - qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);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 - } + R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexMatrix(unitnum, NULL); } break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; } } #ifdef SUPPORTD3D -//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ) +//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ) //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1) //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3)) -D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] = +D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] = { - {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, + {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] = { {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - {0, (int)((size_t)&((r_vertexgeneric_t *)0)->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() }; @@ -3275,7 +4049,7 @@ D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] = 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}, @@ -3284,7 +4058,7 @@ D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] = D3DDECL_END() }; -IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl; IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl; IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; #endif @@ -3292,13 +4066,19 @@ IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; static void R_Mesh_InitVertexDeclarations(void) { #ifdef SUPPORTD3D - r_vertexposition_d3d9decl = NULL; + r_vertex3f_d3d9decl = NULL; r_vertexgeneric_d3d9decl = NULL; r_vertexmesh_d3d9decl = NULL; switch(vid.renderpath) { + case RENDERPATH_GL20: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; case RENDERPATH_D3D9: - IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl); + IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl); IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl); IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl); break; @@ -3308,6 +4088,8 @@ static void R_Mesh_InitVertexDeclarations(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } #endif } @@ -3315,9 +4097,9 @@ static void R_Mesh_InitVertexDeclarations(void) static void R_Mesh_DestroyVertexDeclarations(void) { #ifdef SUPPORTD3D - if (r_vertexposition_d3d9decl) - IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl); - r_vertexposition_d3d9decl = NULL; + if (r_vertex3f_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl); + r_vertex3f_d3d9decl = NULL; if (r_vertexgeneric_d3d9decl) IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl); r_vertexgeneric_d3d9decl = NULL; @@ -3327,69 +4109,7 @@ static void R_Mesh_DestroyVertexDeclarations(void) #endif } -r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices) -{ - size_t size; - size = sizeof(r_vertexposition_t) * numvertices; - if (gl_state.preparevertices_tempdatamaxsize < size) - { - gl_state.preparevertices_tempdatamaxsize = size; - gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); - } - gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata; - gl_state.preparevertices_numvertices = numvertices; - return gl_state.preparevertices_vertexposition; -} - -qboolean R_Mesh_PrepareVertices_Position_Unlock(void) -{ - R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL); - gl_state.preparevertices_vertexposition = NULL; - gl_state.preparevertices_numvertices = 0; - return true; -} - -void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f) -{ - int i; - r_vertexposition_t *vertex; - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - return; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - if (vid.texunits >= 2) - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - if (vid.texunits >= 3) - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - return; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - } - - // no quick path for this case, convert to vertex structs - vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices); - for (i = 0;i < numvertices;i++) - VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); - R_Mesh_PrepareVertices_Position_Unlock(); - R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL); -} - -void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer) +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer) { // upload temporary vertexbuffer for this rendering if (!gl_state.usevbo_staticvertex) @@ -3397,59 +4117,93 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t * if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3])); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } - if (vertexbuffer) + switch(vid.renderpath) { - switch(vid.renderpath) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vertexbuffer) { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - case RENDERPATH_GL13: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - case RENDERPATH_GL11: - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + } + else + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl); - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } - return; - } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + break; case RENDERPATH_GL13: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GLES1: + if (vertexbuffer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + else + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + break; case RENDERPATH_GL11: - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + if (vertexbuffer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + else + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } break; case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl); + if (vertexbuffer) + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3])); + else + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); + gl_state.d3dvertexbuffer = (void *)vertexbuffer; + gl_state.d3dvertexdata = (void *)vertex3f; + gl_state.d3dvertexsize = sizeof(float[3]); +#endif + break; case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_SOFT: + DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3])); + DPSOFTRAST_SetColorPointer(NULL, 0); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL); break; } } @@ -3485,8 +4239,8 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: - if (gl_mesh_separatearrays.integer) + case RENDERPATH_GLES2: + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3498,9 +4252,10 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 return; } break; - case RENDERPATH_GL13: case RENDERPATH_GL11: - if (gl_mesh_separatearrays.integer) + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3516,6 +4271,15 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 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 @@ -3525,19 +4289,12 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 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++) @@ -3559,54 +4316,88 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } - if (vertexbuffer) + switch(vid.renderpath) { - switch(vid.renderpath) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vertexbuffer) { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - case RENDERPATH_GL13: + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - case RENDERPATH_GL11: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + break; + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + if (vertexbuffer) + { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_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)); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl); - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } - return; - } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - case RENDERPATH_GL13: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + break; case RENDERPATH_GL11: - 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_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , 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_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); + } break; case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl); + if (vertexbuffer) + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); + else + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); + gl_state.d3dvertexbuffer = (void *)vertexbuffer; + gl_state.d3dvertexdata = (void *)vertex; + gl_state.d3dvertexsize = sizeof(*vertex); +#endif + break; case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_SOFT: + DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex)); + DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex)); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f); + DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL); + DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL); + DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL); break; } } @@ -3642,8 +4433,8 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: - if (gl_mesh_separatearrays.integer) + case RENDERPATH_GLES2: + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3655,9 +4446,10 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, return; } break; - case RENDERPATH_GL13: case RENDERPATH_GL11: - if (gl_mesh_separatearrays.integer) + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3673,6 +4465,15 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, 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); @@ -3690,19 +4491,12 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, 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++) @@ -3727,31 +4521,108 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } - if (vertexbuffer) + switch(vid.renderpath) { - switch(vid.renderpath) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vertexbuffer) { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: 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)); - R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); - break; - case RENDERPATH_GL13: + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + } + break; + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + if (vertexbuffer) + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); - case RENDERPATH_GL11: + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + } + break; + case RENDERPATH_GL11: + if (vertexbuffer) + { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_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_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl); + if (vertexbuffer) + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); + else + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); + gl_state.d3dvertexbuffer = (void *)vertexbuffer; + gl_state.d3dvertexdata = (void *)vertex; + gl_state.d3dvertexsize = sizeof(*vertex); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_SOFT: + DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex)); + DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex)); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f); + DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f); + DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f); + DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f); + break; + } +} + +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); break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl); - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); #endif break; case RENDERPATH_D3D10: @@ -3760,31 +4631,36 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_BlendSubtract(true); + break; } - return; } - switch(vid.renderpath) + else { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - 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_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0); - R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); - break; - case RENDERPATH_GL13: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); - case RENDERPATH_GL11: - 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_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglBlendEquationEXT(GL_FUNC_ADD); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_SOFT: + DPSOFTRAST_BlendSubtract(false); + break; + } } }